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WIP Thread 1% Effort Edition

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Thread replies: 318
Thread images: 113

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Old WIP thread

>>568215
>>
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Shot one of four in this scene. quality is potato as i cant waste the render time.
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Rigged her with clothes.
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>>570032
does she have a working puss
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>>570035
I didn't paint it on the geometry yet.
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duck
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>>570032
I like it but something about the shading on the face feels at odds with the body, like she's wearing a mask or something
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>>570007
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>>570007
ye
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>>570007
yes
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>>570069
I rate smoothing errors/10
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>>570007
holy shit that's really cool. i wish i knew how to do texture on that level. love the color and design. very nice.
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>>570083
wat?
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>>570050
that's cute
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>>570080
Where?
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>>570115
Look at your windows man, aside from the bad tapoligy there is geometry glitches too. Post wires
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>>570032
I love how smooth it looks. the reflections on the legs are painted too I assume.
Is this going into any particular direction?
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>>570083
we've got THE real "Summerfag" here ))
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>>570032
you must do something about her boobs, maybe use different body model when she's wearing something. or make blendshape for bra,

I really love this model, one thing I did not liked was her back. in previous WIP. it looked like it was done by someone else, because the whole model is so awesome
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>>570032
feet pls
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>>570069
You ever read the Edge Chronicles?
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>>570051
She has no gradient shadows on her face like the body does so probably those flat colors are what makes it look like that.

>>570126
Yep, all the reflections are painted. I'm planning to do a straight shota game with this.

>>570161
What should be done for the boobs with clothes and the back?

>>570166
here's (some) feet

Working on some more bodysuits.
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>>570170
maybe it's dres's fault IDK
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>>570185
I overdid it with the back, but that line you have does not look that great I think
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>>570185
>>570186
ah I see what you mean. Lemme see about that.
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Not a wip anymore but this is the animation i did, what do you think? https://vimeo.com/223914503
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>>570185
>>570186
Apparently there was a lot of empty space between the dress and the body. I pulled them in as close as possible without clipping, now the dress is fit almost zero to the surface.
The strong dark line on the spine is also gone and it looks smooth now.
Thanks for the feedback :)
>>
>>570192
NP man, glad if I help, love your work !
I want to 3d tooo :((( nut I'm getting too much work lately. I started haracter with the goal to complete it in a week and I did 2 commercials after that :|
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>>570200
I can hardly find the time as well. I only have weekends to work on these :(
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sig 226
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>>570203
cool
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https://sketchfab.com/models/dfe7b3707b494b4282180183262b8434

Sketchup seems to have a problem with the plants, and also threw the tile textures out of alignment.
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>>570211
looks a little...funky...
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>>570203

Very good.
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Texturing for the first time! I shit you not guys, I lost a couple pounds unwrapping and another couple texturing this guy. Btw question. How do I get Blender to display empty areas of the texture as transparent instead of black? I want to give the gauntlets texture-only teeth.
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>>570218
>digimon
my nigga
>>
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>>570223

I want to make an Agunimon next. I've been trying to learn modeling for a looong time but couldn't and eventually I ragequit. I started again recently by recreating PSX models so as to learn low poly character modeling. Mostly Digimon 2, 3 and Rumble Arena. I learned a ton out of looking at the models, like how the modelers of the time used clipping primitives instead of deformation, and how they disguised the lack of joints with textures.
Rumble Arena is kinda weird. Of all the Digimon games it has the simplest models, even though it seems to have the least requirements for the levels and characters loaded at the same time. Pic related is Sakuyamon from the waist down as she is ingame.
>>
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>>570218
>How do I get Blender to display empty areas of the texture as transparent instead of black?

when making a texture simply lower the alpha all the way to 0.
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rate
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How do I into eyelashes? I have a same problem with hair.
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continue to work on this.
The scale of the background mountains still looks wrong though...
>>
>>570320
Because the scale is wrong, probably....
make them much bigger and put them further away, also the shapes are too simple.
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>>570289
You are now ready to be a furry artist.
>>
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le russian dance man
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>>570170
how come no gradient shadows on the face? Is it possible to do them on the face?
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>>570352 Good money in that if you can handle the weirdness and autism.

>>570320 Maybe play with the camera. Put the mountains out of focus/blur.

>>570366 https://www.youtube.com/watch?v=YgGzAKP_HuMGive Give him shiny new atomic shoes and copy this dance.

Ratmodel_Other then the ears and feet and a little smoothing, is it good enough to move on to texturing (I suck at it) and rigging, which good.
>>
>>570189
>>570247
I look at these, and I imagine them being mad at their creators not giving them hands and legs.
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>>570368
Mosquito bites for boobs.
>>
>>570366
looks like a kick attack from street fighter
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>>570203
wires?
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>>570192
Damn that looks sexy af both with dresses and naked. Is that gonna be a slutty character like that?
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>>570203
guns!
>>
fairly new to this board but it looks like sculpting female models is a pretty common thing to do looking at the last thread. Here's my attempt, I haven't touched the hands or feet yet. I also retopologized the face because I was going to try out the hair particle system but that was extremely frustrating to work with so I don't have anything to show for that yet.
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>>570413
oops forgot the pic
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>>570414
side view
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>>570381
with your logic it also lacks high heels. go back do daz thread.
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>>570413
I'd suggest you to sculpt several models, don't try to detail them' just make several of them and you'll get forms better and better with every iteration. don't use base meshes or you won't git good!
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>>570170
I really like this but I have some remarks. I'm not an artist or anything so feel free to disregard my opinion, but I got the impression that the arms and neck are too short, the eyes are too big and angled a bit too much, and like the others said it might help if there's subtle shading on the face to make it match the rest of the body a bit more.

photoshop mockup included
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>>570431

Looking mighty n o i c e. Are you going to rig the face/give it morphs etc?
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>>570366
fixed the arms
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>>570367
Yeah seems like it needs some soft of shadows to match up with the body. I'll paint that.

>>570388
Thanks. I'm not sure about the character yet. A slutty mom would make the game a lot less challenging, but again it depends on the story.

>>570431
The arm-body proportions come straight from Daz. The neck is a bit short and it connects too wide to the body for now. The facial structure of the female is pretty much in the final stage so the eyes will probably stay this way, but yeah I'll add that shading around the jawline.

>>570434
For now I'm just trying to figure out what kind of facial morphs would fit with this style. Here are some different mouth shapes slapped onto her face just to see how it looks.
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>>570455
Don't forget the eyes, anon.
You don't want to do Mass Effect: Andromeda styled facial animations.
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>>570462
Oh I've got the eyes working. I was just working on the mouth to find the right style for it.
>>
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I'm working on this and skin looks squeaky clean to me. What are the ways to achieve a more dirty (not actually dirty) realistic skin look? Any other comment is also welcome
>>
>>570463
Looks good so far.
But I am talking about the eye shape. You know... eyes closed, wide open etc...

>>570469
Don't just drop random noise on the skin. The skin pattern is not so evenly distributed. Either that or the noise from the rendering is distracting me.

Go get some high resolution reference images and take a look at them. Don't look at models with 20 layers of makeup and photoshop, use real artists references.
There are lots of color variations on the skin as well as other stuff. I can't explain it so well with words as your eyes can see it.
Look more at the real world, don't stare at your model too long.
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This took way too long to make. Struggled with everything and probably made things way harder for myself than needed, but I think it was a good learning experience. The metal bars was the main focus.
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>>570463
Shouldn't the reflection/specular not move with her eye?
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Continuation of a project I started last week. I guess it's 'finished'. Really loving Houdini, can't wait til I'm competent with it. Really wish Mantra was faster though.
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made with textures from hl2.
i'm more into shaders and shit.
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>>570481
Did you use a reference for this or make it up? I ask because it seems like it would be much easier and more sturdy to just connect the hoops to the legs directly and not with little bars.
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>>570611
>implying you made something
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>>570613
Yeah I just made it up. Was just testing booleans with cylinders.
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>>570614
shhh...
i don't need everybody to know that i only know how to code shaders in openCL.
>>
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Advice on how to make it a little bit more stylized?
>>
>>570682
>6k faces
lower you edge count on primitives
i think a good way to stylize guns isi to exaggerate the barrel or have low poly count and then paint it by hand or something
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>>570413
Use a reference.
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>>570698
I used many references for anatomy, I even made sure the proportions were mostly correct by referencing everything to the head size.
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>>570481
Hey, cute!
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i have no idea what i'm doing
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>>570709
dear god the aliasing
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>>570709
i love this.
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>>570431
can you post more lewds pls
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>>570709
weeew man!!! this looks Sexy AF!!
show us more !

>>570682
exaggerate some parts. and the biggest part where you can stylize is texturing part.
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>>570694
>>570742
Thanks anons, will try to exaggerate
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>>570709
>spends weeks studying
>does all-night revision
>haha didn't revise bro, no idea what i'm doing lol
>gets A+
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>>570852
lamps look weird but the rest is bretty gud
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>>570852
You are following that gnomon workshop tutorial right?
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update, only DBAL aiming device is left to do.
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>>570387
wires, its HP tho, so not very usable i guess. Probably will make low poly at some point, now i still need to work on it some more.
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>>570852
This is excellent, great job.

>>570904
Sexy fucking Sigs, and nice topology. Good work.
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>>570852
yeah and youre the one that made the gnomon workshop tutorial on this too i presume. come on now dont be an ass.
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>>570978

Haha! 'Made the tutorial'? I wish I was that good. If you look really closely at that test render, you'll find a little shout-out to the guy that did actually create the tutorial...

>>570908

Thanks dude.
>>
>>570905

Good work on the topo. It's a bitch that you can't avoid those stars where the handle meets the trigger guard though ain't it? I did a few pistols when I was starting out and I tried and tried and tried to figure how to avoid those couple of verts that have five edges coming off them and there's just no to do it.
I'll have a look and see if I can find my LP Sig that I did a couple years ago...
>>
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>>570905
>>570991

Here's the STL version I did in Fusion360 when I was still bonkers about boolean modelling. Can't find the LP retopo I did though...
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>>570992
2
>>
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>>570993
3
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>>570994
4. Last one.
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>>570992
looks cool, boolean modeling is the way to go! Zbrush implemented it sooo awesomely!! I started using booleans in literally everything since R8 came out. it's really a gamechanger
>>
>>571001
Nah, I got over my Boolean crush pretty quick when I realised there was literally no way to get good topology out of it and I was having to retop literally everything.

You can make the HP with booleans pretty quick, sure, but by the time you've retopped it, you would've been just as quick to just make the whole thing via box modelling methods.
>>
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I lowered the mountains a bit and made some adjustments. Hopefully it makes more sense now...
>>
>>571005
yeah, that's true, but designing with booleans is way heandy than via box modelling, I can not even imagine how to design things via box modelling.
>>
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Ok, just finished that sig:
http://imgur.com/a/DqzOj
>>
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UE4 vertex painting material to blend details and break repetition…
Any improvements or tips?
>>
>>571010
These are no mountains. Dude, go and look at some reference photos and learn about scale, because you suck at it.
If you want mountains, they need to be fucking bigger and further away, i told you already.
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>>570463
thats quite good. are you gonna do the eyelids and mouth movements as well ?
>>
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i'm working into this scene
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>>571082
Is this a single quad?
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>>570212
70s funky, or "it's shit" funky?
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>>571082

Looks good. My only critique is that it looks a bit too smooth. The transition between the light plaster/whatever to brick needs to be really sharp even in the middle one.
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>>571241
>>571082
Seconded, try adding more of your bricks height into your height blend texture.
>>
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Redshift is really quick
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>>571167
Certainly looks promising. Composition is working. Keep at it. Keep us updated.
>>
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Second attempt at car modeling.
(Don't mind the glass meterial, I screwed up the refractions)
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>>571297
Last one of this thing, gonna render the animation overnight and move on.
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>>571322
now switch to guns :)
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>>570463
How are you doing those facial shadows?
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>>570904

Real cool but I cannot stop seeing that front as a meat tenderizer

>>571359
those lines on the body, have you seen this technique to bypass the resolution issue? also shows some neat face shading with edited vertex normals
https://www.youtube.com/watch?v=yhGjCzxJV3E
>>
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>>571322
>Modeling a GTR
>Not a Z06
>>
>>571350
Is it that bad?
>>
>>571360
Those lines aren't mine, those are from the game, I intend on redrawing them at a higher dpi.
>>
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>>570474
Yep it's all done now. The closed eyes look a bit drowsy but i dunno

>>570498
I'll do that on the next update

>>571156
All done :) Got them blendshapes in.

>>571359
All the nose, eye and hair shadows are painted on the face.
>>
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modeling a Chris Craft barrelback boat for a UE4 scene.. hard to get that shape right, but finally got there through use of Birail in Maya, after trying countless other methods.. what a nice tool
>>
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Started this early this morning. Finally getting to my favorite parts lighting and texturing.
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>>571360
This is the exact purpose of this thing. Google strike face front for pistols/SMGs, you'll get plenty results. Its an ASG gimmick shit tho, as i dont believe anyone would melee their enemies with pistol when you can shoot them.
>>
>>571375
you're modelling in nurbs for game engine models?
>>
>>571390
yeah how come?
>>
>>571393
game engines don't use nurbs surfaces. Do you retopo all your meshes after converting from nurbs to poly or something? It would be easier to just make it with poly modelling.
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>>571394
oh yeah, I convert to poly straight away with no issues. I tried to make that shape with poly modeling and I just couldn't do it, nurbs just gave me a really nice result with no fuss.
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>>571395
what does your topology look like after conversion?
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>>571397
looks fine imo, some will say poly heavy (might cut it down before I UV) but it's going to be the focus of the scene so eh
>>
>>571001
you could do booleans for a long time they just didnt update live
>>
>>571393
wtf is it 2004?
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>>571430
>implying nurbs modelling hasn't been useful since 2004
>>
>>571440
not implying, saying outright
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>>571440
unless you're doing some parametric design (industrial, arch, automotive) or other cad/cam work i would never use anything but polygons
>>
>>571429
yes but, insta update gives way more controll,
I'm creating (as freelance work) hardsurface cartoony character and mainly using booleans and it goes satisfying.
zbrush became even more verstile tool for designing/concepting
>>
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Not WIP anymore but there's no need for a new thread. What do anons think of this?
>>
>>571450
needs at least a little ambient/bounce light
>>
>>571450

For what it is the only changes id make for similar things in the future are;

>map scales on the pot and plant are too big
>cheeky translucency on the lefafes would be nice
>as the other Anon said needs a secondary light

oh also, the fuck this is not a vase?
>>
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>>571450
Here are your steps to follow anon:
1. There is a lack of specular, or the specular is too rough. I would add some spec on the floor, white, fresnel turned on. If you are using vray - a glossiness of 50-70% should be a good value range.
Add some spec on the pot, high roughness (around 50%).
For reference:
http://filmicworlds.com/blog/everything-is-shiny/

2. Add a very fine bump map with 1px white noise to what you already have. Set the intensity to almost invisibly low. Each bump in your noise map should be just under the size of a pixel in your render.

3. Add the slightest subtle procedural noise into your volume density. Pic related is too strong, and lacking enough octaves in the noise, but demonstrates. Add 11 or 12 two-pixel dust motes floating in the volume. Some matter that is a tiny bit larger than the pure dust/moisture particles floating in the air.

4. (bonus) try using the color map on your wood, as a displacement. Very small, but just enough to break up the edge so it reads less as a cylinder and more as bark with bumps.
>>
>>571297
>>571324
Cool man! Swap from a static noise, to random noise per-frame! Your look is just gritty enough to make it read like film-grain, but the fact that it is static makes it readable as renderer noise.
>>
>>571453
>>571464
>>571474
Great, thanks, will keep that in mind! I was going to put some ambient lights but I had some problems with exposure and colors so I went for this. I'll will practice that.
Yeah, I just realized it's not a vase lol
>>
>>571430
Literally (actually literally too) the first nurbs modeling I've done in over 3000 hours of Maya. It has it's uses in certain situations for sure.
>>
File: broiler.gif (927KB, 388x358px) Image search: [Google]
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pls rate my garbage.
>>
>>571681
It would be better if you used references.
>>
>>571690
I used photos btw.
>>
>>571691
Then your bad at 3D.

Become an accountant.
>>
>>571693
I'm not making photorealistic garbage.
>>
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>>571475
Thanks for the heads up on that. I didn't like the static noise but didn't see the 'randomize each frame' option til you mentioned it, cheers.
>>
>>571694
>photorealistic garbage
You're gonna stay as a failure forever
>>
>>571696
>photorealism is the only goal of art
???
>>
>>571697
>photorealism is garbage
Keep making dumb animu girls with cringeworthy anatomy under the name of "art"
>>
>>571698
>waste time making generic photorealistic shit nobody will give a fuck
>make the cartoon shit I want
????
>>
>>571699
>I don't know why hollywood is doing all those photorealistic CGI movies with millions of dollars of revenue that nobody gives a shit about
>They should all be doing your retarded "cartoon" animu girls coz thats actually what people give a shit about.
Didn't know you were mentally challenged :(
>>
>>571700
>he doesn't know I'm working on my own projects
lmao at being a chinese factory worker instead of making your own shit.
>>
>>571701
>nobody hires me and my "cartoonish" projects
>i'm not like those "chinese factory workers" who get paid and work with successfull people in the industry
Didn't know your life was so depressingly hopeless either :(
>>
>>571702
we're all going to die in some decades.
better work on your dreams.
money is not happiness.
>>
File: unity ads.jpg (60KB, 694x504px) Image search: [Google]
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>>571703
You wouldn't post that example if you knew how much unity gets from ad boosted apps and how much is left to the artists. If it was that easy everyone would be doing it.
>>
>>571705
they made like 7 million in total, most of the money came from microtransactions.
>>
>>571707
how much did the unity team make?
>>
>>571705
>that easy
>crossy road

they got over 50 million downloads in like 3 months with a good f2p model

outside of unity ads they made like 10 million extra in that time
>>
>>571712
>$1million in 1.5 months
>they earned $10 million extra too
I think you're bullshitting your numbers without even researching how much unity gets their percentage from those games and you didn't even include the cut of apple market which is like 30% alone
>>
File: unity cuck.png (387KB, 1440x900px) Image search: [Google]
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>>571713
they made more in three months than what most AAA artists make in their lives.
>>
>>571713
>>571710
https://www.cultofmac.com/314240/crossy-road-developers-made-10-million-90-days/
>>
>>571714
if only you could back that up with any evidence...
>>
>>571716
>being this new
is old news they made 10 million in like two weeks.
>>
>>571717
sure they did
>>
>>571719
https://www.youtube.com/watch?v=lMqIHm3dDJI
>being this new
>>
>>571721
>56 minute video
where do they say they got $10million?
>>
>>571722
at some point in the end they say they made 7 millions.

is ancient shit.
>>
>>571693

Not him but thats what I did lol.
>>
File: pollo.gif (491KB, 400x400px) Image search: [Google]
pollo.gif
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is ok for me.
>>
File: shoryu.1.webm (155KB, 640x480px) Image search: [Google]
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in progress. like 70% done. Some of the poses aren't as strong as I want them to be.
>>
>>571758
I feel like the anticipation should be more exaggerated/pronounced, and the landing absolutely needs more impact/weight. Definitely looking crisp though, the last 30% is always the hardest.
>>
File: Robo wip.png (943KB, 1000x1000px) Image search: [Google]
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Making a good old mech
>>
>>571759
thanks man, noted. Definitely need more weight upon landing. Dunno about more anticipation, was making this with the intention of practicing game animations. Ryu's shoryuken in street fighter is even quicker on start up than mine.
>>
>>571760
I'm a sucker for a mech. Fucking love that stuff. Gundam, Hawken, ED-209, the AT-ST; can't go wrong, it's a style of machinery that just always looks badass.
>>
>>571716
>>571722
google it basically every major news website reported on it you clod
>>
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>>571787

>clod

Fellow Britbong detected.
>>
File: render087.jpg (590KB, 1920x1348px) Image search: [Google]
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What do you guys think?
>>
>>571380
Almost there. Just wanted to try out PRman denoiser.
>>
>>571887
Squidward truly made it.
>>
File: shoryuvid.webm (146KB, 640x480px) Image search: [Google]
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>>571758
touched up
>>
File: any reason to keep these lines.png (193KB, 1308x837px) Image search: [Google]
any reason to keep these lines.png
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Is there any reason to keep these lines? Dissolving them gets me from 920 faces down to 680.
>>
>>571894
Pre-subdivision it has 600 faces. The inner ring could be removed most of the time, it's got 30 faces unsubdivided, 60 when subdivided
>>
>>571887
more like belongs in the trash
>>
>>571891

I think the spin should be faster and the jump should keep moving upwards constantly instead of just snapping on one place. I know you're going for a stylized look, but just adding a bit more height to the jump during the spin would make it look smoother.
>>
>>571894

If you chamfer the edges you won't need the lines.
>>
>>571887

GUD JOB. Try taking the Squidward away and replace it with a regular yellow light/window/whatever and see if it still looks good.
>>
>>571725
ARISE CHICKEN
>>
>>570192

Sell the model when it's ready. Or share it free, whatever. I'd pay for it.
>>
>>571903
Oh that's just a placeholder until I find a better picture.
>>
>>571903
Is this better?
>>
>>571910
bold and brash made the piece desu
>>
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>>571901
slowed the whole thing down and made him go a bit higher

very hesitant to make him spin faster because these are made with the intention of being game animations and in fighting games specifically, you want more frames of the characters back turned to the camera during a rising uppercut to communicate the active frames
>>
>>571924
If this is for a fighting game, I'd also focus on having a good sillouete. For example, when he crouches down, his right hand never moves far enough away from his body to not be overlapping with it.
>>
>>571924
theres very little weight to the punch
he just sort of lifts up without any power

the issue with animating for a fighting game is you have to break the rules for parabolic jumps and realistic gravity in favor or getting things to read well

also its too long
>>
GM BTFO
>>571365
A cute
>>
>>571365
>not a toyota ae86

not even trying
>>
File: bag.png (1MB, 1100x995px) Image search: [Google]
bag.png
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re-render of old model. used principled shader and subdivision
>>
>>571996

Waaay too shiny, but otherwise breddy gud.
>>
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>>571939
check pic related. This is from the crouch frame of the most iconic rising uppercut of all time. Personally I don't think it is a big issue to have the right hand overlap with the body. It would look really unnatural to have him torque back waay past his hips
>>571941
How would you drive the punch upwards more? It is easy to just say "there needs to be more weight" without saying how y'know. Currently I have frames of the arm stretching from its force so that the rest of the body has to meet it, the right shoulder rockets upward with the punch, and the hips leave the ground with such force that the legs have a few frames of stretch, and there is plenty of anticipation beforehand to show the building of energy, not sure what else I can do to add more force or weight to the lift/punch.
>>
File: Gat.png (205KB, 1594x838px) Image search: [Google]
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Babbys first gun model
>>
>>572011
>
squash and stretch for fighting games needs to be much more exaggerated and punchy if you're going to use it (they can't look like lanky jelly people, they need to be strong), because these are motions that need to read instantly and intuitively in chaos, watch the skullgirls animation gdc talk


he hangs in the air too long, and the jump is too linear you shouldn't be able to see that many initial jump frames. he should go from full stored energy to in the air and about to hit v fast

instead of holding the crouch there should be 2 stages to it, the initial crouch position then a v quick more compacted one that stores the energy right before the jump. because in SF there's the characters default crouch state

his fist doesn't travel in the iconic shoryuken arc either, it just goes straight up from the crouch. this would be very counter intuitive in a game especially since shoryus travel forward (they hit opponents that are in front of them generally, not standing directly above, although the amount of movement depends on which version of the move you're looking at L, M, H or EX)


if you're using 3rd strike sprites for reference (looks like it) id try going to SFV or USF4 (sfv is more successful animation wise imo) to also look because the way 2d sprites read is different to 3d (check out the guilty gear xrd gdc talk) . sprites accomplish things in few frames with many different conventions, when you see so many frames directly correlate like with 3d the rules begin to change.
>>
>>572011
>>572035
also a character model that looks big and strong might be easier to see as big and strong. using character anim ref of a giant man for a tiny man will translate weird because we have so many size to weight expectations
>>
>>570852
What renderer and what's the render time like for this shot?
>>
>>572038
vray if i had to guess.

call me crazy but sometimes i can just tell what rendering software is used when you present a shot to me
>>
>>572038

VRay. That's a crop of a 5k wide render which took 72 mins last time I ran it.
>>
>>572035
>>572036
I think it should be noted that these aren't LITERALLY going into a fighting game, more just practice for the general motions of hand to hand fighting. I didn't make him move horizontally because I wanted it to loop smoothly. And yeah I agree using a lanky guy may make these animations look a bit lighter than if I were to use a big buff heavy guy like ryu.

Also you never quite told me how I could add more weight to the punch. If at all possible could you animate just the two poses from crouching to the uppercut pose so I can see what you mean? You come off as someone who actually has experience with animation so an example would really drive home your point. I understand if you don't want to take the time though, it IS asking for quite a bit.
>>
>>572040
Thanks. That's pretty good I guess. What's the CPU in your machine? I use Vray myself and I struggle a lot with render times. Granted I mostly do animation stuff at 1080p, but with 500 frames to render it's a pain in the ass.
>>
>>571297
>Looks at filename
Underrated
>>
Well since I'm leaving tomorrow and I'm not going to be able to use my computer for a long time here is the finished render. For now I hope.
>>
>>572091
Well now that I think about it I completely neglected that right wall. Fuck me I don't want to rerender it.
>>
>>572091
a bit too 'perfect' although it is a mostly believable image. the wood panels on the left are a bit clay looking tho

>>572096
you can always render just the wall section and comp it back in
>>
>>571872
what is it
>>
>>572091
gotta love reinhard curve
>>
>>572130

I've never seen one before, no one has. But i'm guessing its a white hole.
>>
>>571369

Can you show the wire?
>>
File: wires.jpg (851KB, 1365x914px) Image search: [Google]
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>>572248
here ya go
>>
>>572245
So that thing is spewing time back into the universe?
>>
>>571695
That is cool as fuck.
>>
>>572256
Well I mean the one in 3d modeling soft, unless you triangulate everything before exporting
>>
>>570366
You need to understand how hard it is to do that irl.
It takes an enormous amount of dexterity. Take that into account
>>
>>572047

Hey - doubt you're still monitoring this thread but I'll reply anyhow.

This is all done on.... wait for it....

An iMac. Yup. Sorry.

Anyway - I've got an i7 4790 (4ghz/4core) and 32gb.

>>I use Vray myself and I struggle a lot with render times

I feel ya. When I started I struggled terribly with VRay settings and materials. The secret to VRay isn't really a secret; you've just really got to fuck with it as little as possible, and keep your mats and lights as simple as possible too.

When I started I'd go apeshit with all kinds of composite maps and falloffs and dirt maps driving masks that were masking *other* dirt maps and.... yeah, I was stupid.

My default approach now is:

1. set physical camera with real world camera settings (i studied photography which helps I guess) and *NEVER* touch it again. Lock it down. Freeze it. Hide it. Forget about it. If things are way too bright/dark but your camera is set up how a real-world camera should be set - DO NOT change the camera to compensate for your lights. Having underpowered/overpowered lights is the quickest way to fuck your render times. Fix your lights, not your camera.
2. get the GL looking ok, and add any basic VRay lights the scene needs. Avoid IES lights and things like light portals until you're absolutely sure you need them. Keep everything as out-of-the-box basic as you possibly can.
3. get the diffuse maps plugged into VRat materials and nothing else
4. Go for Light cache over Irradiance map, and basically leave everything else alone. It's been so long since I touched my VRay globals I actually can't remember what else I changed.
I can post my settings if you want, not got Max open right now, but will do later.

Try it, see how things look and *then* tweak; small adjustments to lights at the start and then leave them the fuck alone. Make changes to mats and add maps as they are needed, not just as a default way of working and adjust render settings as an absolute, *total* last resort.
>>
File: gako17.png (73KB, 1920x1080px) Image search: [Google]
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>>
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I'm a programmer trying to figure out what game to make, so in the mean time I though I'd learn 3D modeling with blender.
Getting the details around the corners of the mouth and the eyes are very time consuming. I need more practice, but it's satisfying to see the model slowly take shape.
>>
>>572382
https://www.youtube.com/watch?v=86JiuZpbi_w
>>
>>571369
Are they all unity renders? I love the art style
>>
>>570050
Love it
>>
File: Princess Scrub.png (3MB, 1920x1080px) Image search: [Google]
Princess Scrub.png
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I forgot that I never posted the final results of my first real attempt at a 3D character.

>Started with these sketches
>>
File: PrincessScrubb WIP2.jpg (213KB, 680x732px) Image search: [Google]
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>>572421
>Which I then turned into this model and rigged with Maya
>>
File: PrincessScrubTest.gif (2MB, 640x360px) Image search: [Google]
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>>572423
https://www.youtube.com/watch?v=n3Tsx4yjT4c
>Which I then animated
>Then gave a cape
>Then I put into After Effects to give her a 2D face and a bunch of other cool effects

I'm really psyched with how her face came out even though it's not as clear as I wanted it to be. This is probably the most complicated rig I've ever made and I'd love some feedback.
>>
>>572425
I like it, she's cute
Is it your design or is the character from something?
>>
>>572425
What's with the black face and no pants? And did you create those effects or just drop em in for a plugin or content pack of some kind?
>>
>>572440
She is an original character! Glad you like her, she's ging to be the protagonist for this thing I'm working on.

>>572441
I was trying to go for a super sentai suit with a kind of screen for a mask. And yeah you can find the pack here, super useful stuff https://videohive.net/item/140-flash-fx-elements/11266469?s_rank=1
>>
File: ff2.png (105KB, 1151x543px) Image search: [Google]
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>>571314

Thanks man, this is a Fatal Frame 2 Scene Recreation that i'm doing. Its fan art. I want to practice not only my observation, but i will be practing PBR creations in Substance Painter and Designer. In the end its gonna be rendered in Vray

This is another shot, updated.
>>
>>572491
That thing isn't just ugly. It's disturbing.
>>
>>572520
Oh geez, sorry! Could you go into detail as to what you don't like about it? This is the strongest reaction I've gotten so far- I'd really appreciate what it is you find disturbing.
>>
>>572425

I like the animation, but I'd switch to a different kind of face. Maybe give her some kind of white Super Sentai-esque piece over her mouth so only her eyes are shown? She's called princess, but the super deformed body and the weird creepy face makes her look like a dude.

Don't get triggered. Just some constructive criticism.
>>
>>572533
What's disturbing, aside from the lack of pants and/or panties, is the fact that with the black face and white body you're trying to put in some twisted and confused racial message nobody cares about and you've done a really bad job at disguising it anyway. You suck.
>>
File: untitled1.jpg (39KB, 640x480px) Image search: [Google]
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A couple of random pictures I've made and don't know where to put them.
>>
File: untitled2.jpg (84KB, 640x480px) Image search: [Google]
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Number two.
>>
>>572536
Oh. Sorry I upset you so much anon.
>>
>>572535
>Just some constructive criticism.
No problem, I appreciate the criticism! I can change everything about the face really easily but I'm a little concerned about your thinking that the body looks super deformed. I'm not really sure what I can do to fix that besides just starting over and spending a lot more time practicing my rigging...
>>
>>572500
Looking good. Looks like you're using Maya right?
Well there's a script for doing hanging cables like those around your scene that might get you some slightly better results....

https://www.highend3d.com/maya/script/lunar-animation-hanging-wire-generator-for-maya

Btw I'd always take Max over Maya for environment stuff but that's just me.
>>
>>572559

Thanks im going to look this. Yes it is Maya, i dont know why but i tried Max and i didnt like that much. Gonna give it another try though
>>
I'm trying to model a simple house but I simply can't understand how to do it properly. The house needs to have both interior and exterior walls (so you can walk in and out), but I always fuck something up.

>tried using a box and then put a shell on it - fucked up corners, weird edges everywhere
>tried extruding walls one by one, but when I need to delete a part of the wall, I can't connect exterior and interior parts anymore and I get a hole between two planes

Please help. I can't find a good tutorial for that, people usually start with a box, but then they don't have any depth inside because the house is not meant to have an interior. I need both for a game asset.
>>
>>572612

Can you show a image of it? I didnt understood vey well

But you can create a house, interior and exterior, using the box modelling way. Create your walls with differents objects, not with only one cube.
>>
>>572612
Don't listen to >>572750

Just draw over the top of a floorplan (from the top view) with a line and extrude it up. You have internal and external lines that make the thickness of the wall, and you extrude them upwards. Voila
>>
File: Shoutmon X4 wip550019058.png (38KB, 900x941px) Image search: [Google]
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Low poly Shoutmon X4. I'm practicing making stuff from non-orthogonical references.
>>
>>570170
>>570185
>>570032

what did you use to paint the skin textures ?
>>
>>572612
Don't listen to >>572755

There are many different ways you can do the same thing and you should do it how you want
>>
File: 1478442200252.jpg (481KB, 1278x1558px) Image search: [Google]
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Did this ever become a game?
>>
Is there any point in making organic structures like rocks from scratch nowadays? Everywhere I look, people used photogrammetry, even in AAA games. Are there some good procedural scripts for at least getting the base?

Because I tried sculpting a few rocks and boulders with Zbrush and I think it would take me a month to get something similar to a real scanned thing.
>>
>>572901

"There are more things in heaven and earth, Horatio,
Than are dreamt of in your philosophy. "

Dude... you're supposed to be in the business of creating art. Yeah, a rock or tree stump or whatever that has been produced with photogrammetry tools is going to look accurate. It's gonna look like a real-world rock in the Swedish/German/British/North American countryside.... but:

1. What about when you want a rock from an alien planet? What about when you want a rock from the side of an underwater volcano? What about when you want a rock that looks painterly and impressionist and stylized?

2. There are *very* few parts of the planet where people are going around making photogram assets. Quixel Megascans look great - right up to the point where you want stuff that doesn't look like it's from Northern Europe.
Want some scans of tree branches that only grow in sub-Saharan Africa? Tough shit. Want a scan of some rock-formations that are only found in the mountains in Peru? Tough shit.

Yeah - there's a point to still being to make stuff dude. It's called 'artistry.'
>>
File: Hose Legs.jpg (110KB, 450x914px) Image search: [Google]
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>>572779
Just Mudbox and Photoshop.

>>572418
Thanks. Yeah all posed and rendered in Unity.

>>572830
No, but it might in the future.

Painting some more details.
>>
>>571398
>no triangles
I feel like you are lying, but i'm still curious about this possible magic tech
what program?
>>
File: model.jpg (115KB, 957x877px) Image search: [Google]
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This is my first model. Not sure if I want to try and texture her or just start over.
>>
File: test.jpg (23KB, 640x480px) Image search: [Google]
test.jpg
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I made this in Trenchbroom
>>
>>572612
Build the exterior and interior separately. I've been doing nothing but modeling houses for a town for a year, once you get one down the process goes fast. A floor plan image plane can be very useful. I start with that, draw an n-gon (taking wall thickness inside the house into account) and extrude the height. Reverse normals and you have your interior walls. Then just extrude a cube for your exterior and you have a very basic house- then its time to start splitting surfaces for cutouts like windows and doors.
>>
File: wip1.jpg (411KB, 1920x909px) Image search: [Google]
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This is something I started working with recently, trees and rocks are basic and just placeholders for now, since I started learning UE4 workflow and am importing things fast for experimentation.

Please destroy me and tell me what you think of this and what I could improve, since I like how it looks already and that's not good. I know grass usually needs more variation both in size and types, but could it work for something a bit more stylized if there was only one type of grass like this (think Firewatch)?

Also I have some question for people familiar with UE4. Why is my grass foliage floating in the air when I put it on angled landscape? It doesn't float always, but in some parts it does (you can see it on the left side of the picture). I can't find a solution.
>>
>>573065
For your floating, there are a few questions. Is your pivot at the 0 axis centered at the bottom of your mesh? Are you using wind functions in your material which is pushing the foliage around? Is your grass mesh very long in width which is making it go over? Are you utilizing the Z Vector in your Instances to see if you can just push your mesh down into the ground all around? Did you fuck up the rotations inside your Instance which is causing this? I assume the last question is no, but it never hurts to check. Without more information or even better, your example mesh (no textures needed), we're only able to guess why your mesh is retarded.

Also why the hell is grass on a rock? If you really want some kind of vegetation on it might I recommend moss?
>>
File: grass_pivot.jpg (183KB, 1179x450px) Image search: [Google]
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>>573070
Oh shit, this has to be the cause of my issue, right? Thanks, I'll fix that. I'm using some simple blueprint which is displacing a grass mesh around a bit. I'm using a small offset to push the grass a bit to the ground and it sits perfectly when the landscape is straight. Sorry if I didn't explain it well, I'm not familiar with all of the functions yet.

I don't actually see the grass on the rock on that picture, but actually yeah, my foliage painter paints it over rocks too, that's not on purpose.

I'll come back with the update when/if I fix it.

Would appreciate a feedback on the grass itself and lighting until then. I went with a bit stylized look, but I'm not sure if it just looks good to me. Although, it doesn't look right when seen from a higher position.
>>
File: grass_fixed.jpg (241KB, 1197x462px) Image search: [Google]
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>>573075
>>573070
Appreciate the help, man. It works perfectly. Now I just need to git gud.
>>
File: Untitled.jpg (89KB, 1184x992px) Image search: [Google]
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How do i into lips?
>>
>>573109
You can make separate meshes for the upper and lower lip and then blend them in. And don't forget about details on the edge of a mouth.
>>
>>573108
Good to hear. Have a nice day anon.
>>
>>573114
lolwut
>>
File: ottzz.jpg (74KB, 1142x923px) Image search: [Google]
ottzz.jpg
74KB, 1142x923px
a week ago I took contract to redesign 2 charaters for commercial.
who was givven the task before me created really bad one ))

so I made this and another, which I'm texturing now. In a week. because tomorrow is deadline...

I really had no time watsoever, or I'd add much more and correct some flaws, but ciontractors are pushing me to get over and give them what I've got...


sooo this is my first character contract :P I've used 3d in my contracts before many times subce I started doing it, but this is first character !!
>>
>>573125
What is it that you don't understand? Are you trying to make fun of my post just because you are ignorant of the technique I recommended?
>>
>>573129
>created really bad one ))
>>
>>573129
It took you a week to make that when you had an existing design to copy? Looks decent enough, but it's like 3 days work tops.
>>
>>573150
You're the best and your criticism makes a lot of sense.
>>
>>573150
no I designed this. and also other one, which I'm texturing now.
and it's only a fucking year since I started learning 3d on my own, + I work shitton,

this was the existing design which they gave me to redesign, but it's so fucking bad that I started from 0...
>>
File: uac.png (198KB, 583x772px) Image search: [Google]
uac.png
198KB, 583x772px
I put a model of my head on my Doomguy model because I'm a huge faggot
>>
>>573174
I envt your imagination man
>>
>>573016

nope. keep moving. get on with the next thing. don't get bogged down with your first few projects,
>>
File: falcon.gif (3MB, 600x338px) Image search: [Google]
falcon.gif
3MB, 600x338px
Thoughts? Changes?
>>
File: rock.jpg (412KB, 1920x1080px) Image search: [Google]
rock.jpg
412KB, 1920x1080px
Can anybody explain what is wrong with my "rock"?

>sculpted in zbrush
>UV'd and exported low and high poly
>textured in substance painter
>imported low poly to UE4 and applied textures from substance

I don't know if the problem is that the polycount is too low or something is wrong with UVs. But then again, in substance it looks fine. Both colors and the model itself are completely different in UE4 and Substance, why is that?
>>
>>573253
smooth shade before baking
even if you think its already is
>>
>>573253
It looks like your smoothing groups are importing to Substance, but not UE4. It looks like you already baked the assets in Substance with already placed smoothing groups, yet for some reason your lowpoly does not have them in UE4. I suggest posting your normals/albedo so we can see if your textures are correct, and also checking if your smoothing groups are being exported from your package.
>>
File: smoothedrock.jpg (223KB, 1041x528px) Image search: [Google]
smoothedrock.jpg
223KB, 1041x528px
>>573254
>>573258

I tried doing it in Zbrush with Polish and Smooth, but it didn't do it properly, so I smoothed it in Blender instead. I think this is good now, thank you, didn't know about that.

Now, does it look so different from substance because of lighting or is there also some other problem with a texture?
>>
File: texture.jpg (649KB, 1000x1000px) Image search: [Google]
texture.jpg
649KB, 1000x1000px
Oh, this is the base color texture btw, if it still means anything now.
>>
>>573259
Its way too reflective. Looks like wet rock.
Don't you see that yourself, are you blind?
Also why the fuck don't you start learning the basic stuff you dealing with. Trying to do "complex"stuff while oblivious to basic things like smooth/flat shading sounds really retarded.
Learn more on your own, ask less stupid questions.
>>
>>573261
I see that it is reflective, and?

I know about smooth shading, but didn't use it much. It happens when you are self-taught, I pass by some basic stuff unknowingly. You don't need to be so offensive.
>>
>>573261
No such thing as a stupid question, as ignorance can be thinned through knowledge.
>>573259
Your roughness value is to shiny, and as such you should multiply your Roughness map with a constant (make it a parameter for instancing) and then you'll be able to make it look more realistic. I suggest watching as many tutorials about UE4 as you can so that you will be able to avoid these types of questions. I will say one thing about Substance to UE4 though, is that if you don't export your textures correctly to UE4, they will have the wrong values. Watch Allegorithmics import tutorials into UE4 and you'll be fine (assuming you haven't). As for your question about lighting, you're not using the same HDR map and as such your lighting will not match inside the engine. Make quality lighting, get quality results.
>>
>>573264
Thank you. That is what I wondered, I thought that if I am exporting texture from substance, then I should have the same results everywhere without tweaking much values, otherwise what's the point. So I might have messed up an import. I went through those tutorials, but maybe I missed that part, I'll watch it again now.

It doesn't really matter how it looks like though, I am just testing some alpha brushes in zbrush and slapped some material in substance so I can see how it would work in UE4. I'm trying to learn so much programs at the same time, that's why my knowledge has holes atm.

But thanks for that tip about proper import on textures, I wouldn't figure it out by myself if I didn't ask somebody. I apologize if the question was retarded.
>>
>>573266
As a friendly reminder set your greyscale textures to masks (or greyscale I suppose, but most use masks) in the texturegroups as there is no point in having it on default. Also set your checkbox on the greyscales to use No SRGB as again, not needed and helps keeps your assets correct.
>>
>>573259
i don't see anything wrong with your model.
other than its too shiny. you probably added the roughness to see it better. can't blame you. but for that you can use an AO/cavity map
>>
File: fixed.jpg (241KB, 1281x744px) Image search: [Google]
fixed.jpg
241KB, 1281x744px
>>573283
>>573288
Yeah, I hopefully imported textures correctly. Set up config as UE4 pack, disabled srgb and all that. Thanks again.
>>
File: watery plant.png (697KB, 600x750px) Image search: [Google]
watery plant.png
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did this today. ill probably add more stuff
>>
File: 5_popnets_v0005.Redshift_ROP1.webm (801KB, 640x360px) Image search: [Google]
5_popnets_v0005.Redshift_ROP1.webm
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Doing test renders with Redshift makes me hard. 6 seconds per frame on a GTX 1080 with GI, DoF, motion blur, chromatic aberration, dispersion, etc enabled.
>>
>>573248
I feel like the wings should stay down longer and the body should be pushed up more when they go down.
>>
>>573294
That rock looks good enough to slide down my supple cock hole while sound docking
>>
>>573424
Rude. Do you know of some good tutorials on how to make a good looking rocks and cliffs?
>>
>>573427
try and make it so that it doesn't look good enough for him to slide down his urethra
>>
>>573421
The heck is wrong with your cube? Append a Normal SOP.
>>
>>573421
yeah... since I tested Redshift I have not used anyrhing else. I wonder when they are going to release new version
>>
File: particle_sprinkler.webm (3MB, 1280x720px) Image search: [Google]
particle_sprinkler.webm
3MB, 1280x720px
>>573473
Yeah I must have been too tired to realise how fucked it got, the boolean wrecked the normals. I have fixed it now, cheers.

>>573505
2.5 experimental is out, not sure about the full release though.
>>
>>573547
>>573505
Using trials, cracked, or bought?
>>
>>573553
I'm >>573547 , my version is bought. Permanent license for a one-off payment is insanely good. The experimental 2.5 builds are on the 'customers only' forum on Redshift's website. I don't think there is a trial since it's not yet released.
>>
File: 1486262349949.jpg (627KB, 1270x724px) Image search: [Google]
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>>571699
All visual art requires a working knowledge of the fundamentals in order to produce excellent stylized things, as style is based on exaggerating things that actually exist. If you never become good at these fundamental concepts, you will take exponentially longer to produce things of a quality that the people who know their shit can do in a relatively short period. That's the difference between the actual children's drawings that end up on deviantart and the bigtime cartoonists and mangaka. You can fester in mediocrity with boring, uninspired shit obviously only created because you can't make anything better and claim it's your 'style,' but you really aren't fooling anyone except yourself.
>>
>>573567
Do you have any proof that you can't get good at stylized if you don't know realistic? I'm pretty sure I've seen some artists that only know stylized and they were still successful.
>>
>>573573
Not what he said. Read carefully next time.
>If you never become good at these fundamental concepts, you will take exponentially longer to produce things of a quality that the people who know their shit can do in a relatively short period

You can get good at stylized if you don't know your shit, but it's going to take you forever. And you'll only be good at that one style, rather than being good at anything and able to make your own styles.
Also you don't have to know "realistic style", you just have to know anatomy and why things look the way they do.
>>
File: 1463716-3566.minmain.jpg_610x0.jpg (34KB, 610x610px) Image search: [Google]
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>>573567
this is so correct )))

but there are many nuances, in stylized chracter creation, one of the main things is the taste, because without it, you can master tecnique all you want bit yoyur characters won't be appealing,

be analityc about characters you like, think what you liked in them. and not only you

everything matters in them. IM HO old Capcom is one of the best things to study
>>
File: le walkman.jpg (1MB, 2000x1500px) Image search: [Google]
le walkman.jpg
1MB, 2000x1500px
le walkman
>>
>>573573
There is no proof needed, you are just too dumb to realize.
>>573643
nice
>>
>>573643
this is great, man, fuck.
>>
>>573674
dude there is proof )) there is no one that does good in any form of stylized ard and is shit at any fundamentals...
there is maybe 1-2 people wo can just draw anime girl's face with vectors and pen tool. but it's about that.
>>
>>572318
Thanks for your reply. I have stronger CPUs in my machines (7700k in my home one and 5960X at the office), but 72 mins for such a dense scene sounds quite good at that resolution.
Since I mainly do animation, I always use brute force for GI. I can't seem to get rid of flickering otherwise. I'm a photographer too so I always use real world values for my 3D camera, it helps a lot as you mentioned.
>>
>>573681
you misunderstood, i am not arguing about it. The truth is so obvious, it doesn't need proof, just a working brain to understand it.
>>
>>573643
Dude, dont downplay yourself. This is pure.
>>
Would you recommend posting something you'll later use commercially, where people can see it?
>>
New Thread
>>573845
>>573845
>>573845
>>
>>570069
Eyyy rainbow cruise!
Thread posts: 318
Thread images: 113


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