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File: WIP.jpg (319 KB, 1500x882)
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Post your work in progress!

Old Thread
>>570007
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First time sculpting torso

What am i doing wrong?
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Just learning Blender, this is the third thing I've made.
Gotta learn how to make UVs now then texture it.
I also want to try out the revamped cycles engine in 2.79, but I don't know how yet.
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Messing with some particles for an assignment
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can i post 3d animations here
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>>573964
tripppyyy. where are you going with this ?
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>>573965
hes a familiar u can summon in a game im working on.
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>>573966
what is the objective of the game?
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>>573967
its kinda just a 3d wizard chatroom, we're @wiz_mud on twitter if u wanna learn more abt it. (sorry for shilling)
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>>573863
All I have to say is, before going in texture learn how to model with good topology. Texturize a model with a shitty topology will make it look ugly.
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>>573966
jesus fucking christ
I want to play this.
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>>573971
u can
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>>573971
u cant
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>>573970
What defines good topology? (I was just told to use quads and avoid tris entirely.)
What are good topographic practices?
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>>573847
>What am i doing wrong?
everything
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>>573983
there is another important rule which is unified quads
all quads need to be in equal distance from each other. the easiest way to do this is to create edge loops up and across the model.
it takes time.
>>
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>>573993
better example.
this shit is hard obviously but if you follow the rule it becomes easier
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>>573993
>>573995
unified quads are entirely pointless if you're displaying / rendering the mesh using a subdiv proxy.
Given that that rifle has ngons out the ass they clearly weren't concerned with topology.
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>>573995
>>573999
That second reference looks like it has a bunch of ngons as well.

So I need to make a bunch more vertices to keep the quads equidistant from each other?
Well, why? What's the advantage?
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>>573993
>>573995
>>573999
>>574001
Ngons are okay on flat surfaces. It may seem sloppy, but it's a lot faster to just have ngons on flat surfaces, and when you're on deadline, it makes a difference.
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>>574001
>Well, why? What's the advantage? the shading is way better and its subdivide friendly
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>>574014
I didn't consider subdivisions, that makes a lot of sense.
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>>573999
its not pointless. if you smooth a face that is too thin or small it might result in a shading errors (dark spots). and then you have to deal with custom shading and you don't want that
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today I kinda had some free timetoday in weeks.
added some details,

I'd be glad to hear some criticue because I only post here
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BTW I'm yet establishing detail and many places and parts are not complete, or are placeholders for more quality assets, harnesses for example and the belt, and all the spikes, I'm hgoing to use spikes of course, but I'll make them better

but tomorrow I'm stating another freelance work :/
>>
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Making another Gerudo inspired outfit.
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Does anybody know how he rotates the part of a mesh by 90 degrees like that at 0:40?

https://www.youtube.com/watch?v=7xVp09y0oTs
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>>574059
mirror tool would do it
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>>574059
flop vertical or flip horrizontal
I'm not Max user but every software has this function.
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>>573984
elaborate
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>>574068
The front part is cool, but the backside needs a touch.
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doing rifle now for fun
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>>573845

currently fiddling around with materials

>>573966
very nice, what engine?
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Gonna make some pants today.
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>>574014
This is absolute BS and a waste of your time.

Outside of highly advanced technical stuff, there are two main uses to topo. One is ensuring your high-poly smooths properly. The other is providing a quad-only low-poly mesh for clean *deformation* during animation.

Ngons and tris really only cause smoothing issues when they're near surface edges and corners. As long as they're on a flat plane, you can use them as much as you want (and it's way more efficient than turning your mesh into a puzzle just so you can ensure every single edge loops creates perfect quads everywhere).

As for quads (for animation), you aren't gonna deform a gun, so no. Unless you're making a character (or something deformable like cloth) you don't need to worry about topo in your low poly. If you split your smoothing groups / vertex normals by UV shells and UV intelligently it does not matter what your topo is like once your normal map comes on.
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>>574156
After fucking around with the shotgun a bit trying to space out the edges I realized it'd be impossible without adding a shit ton more vertices with no real visual improvement.
The way it is now is the most detailed it'll ever be anyway, probably.

I'll definitely keep what you have here in mind, Thanks anon.

Next step for me is to make sense of blender's UV system. I haven't been able to make a cohesive map at all.
>>
Let's be honest here, how hard is it to produce stuff like this when you use photogrammetry?

https://www.youtube.com/watch?v=bXouFfqSfxg

What exactly are people praising this for? Good lighting? I know there has to be something more to it, but I've seen what you can achieve by just dragg and dropping megascans assets in your scene. Where is art in this?
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Do you think this would fit into 3000 triangle low poly?

I think I fucked myself. xD
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>>574160
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>>574161

Hold back your admiration, it ain't quite finished, couple parts from older iterations would need to be remade. Not really planning to continue, though. A model that complex is a dead end.
>>
Let's say I want to sculpt some edge wear on walls in zbrush. I get my normal map. Then I go to Substance painter to texture it and get another normal from there. How can I combine them so they both work at 100? I don't quite understand the process here.
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>>574177
you must input 1 st normal in substance with your model, then workon with it in substance, substance will add details on existing one, when you take map from substance and it'll be combined one.
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>>574160
I mean, yes, PS2/3-era games had characters with this low a polycount.

The question is how good it will look, however.
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>>574093
unity/webgl
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>>574179
Oh, that's pretty neat. Thanks.
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Cable for my walkman from the old thread.

Yes, I know it's missing the other end.
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>>574029

Almost finished.
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>>573847
you made the chest too small. Stretch it down more and to the side
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Can someone take a took at my topos to see if it's right?
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>>574243
in case anyone asks yes I know the model is skinny I did that on purpose
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I'm making a waifu
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Substance Designer Brick Wall
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>>574257
sum thicc waifu thar. is it based on someone real ?
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>>574258
>babbys first substance tutorial
Keep going though, you'll make it.
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>>574029
I'm heads over heels for the gerudo fashion.
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>>574258
looks like shit
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>>574258
>>574275
Your substance is too glossy.

Kinda like shit, which also has a pretty high gloss value.
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>>574274

I've got one more Gerudo inspired outfit in the works. I particularly enjoy doing outfits with head veils because then I don't have to model hair.
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some asset contribution for a mod
im limited to specular so i rendered in BI
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Flagrantly copied from a 3 year old tutorial. How long until I git gud?
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>>574312
Also, does anyone know how to center all pivots to their respective objects en masse? It's a little annoying having to center each one individually. Really my own fault for not having done it earlier.
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>>574296
>limited to specular
ew

You gotta put more detail in your diffuse, then. It's very flat.
And fix the stretching on that label, god damn, it's like you're not even trying.
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>>574316
can't resize images in my tools, not even in sp
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>>574244
the skinniness isn't the problem. the torso is longer than a fucking giraffe neck
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>>574323
well I mean that's what making it skinny makes it look like. I had a pre-made base mesh model that I made sure was proportional, but the specific character I'm making required that I shaved down basically everything. It's mostly so that she'll fit into the clothes I'm making so I'm over doing it with the topology but I felt the need to do this for good practice.
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I'm trying to recreate a P.T. hallway in UE4 for practice. I'm learning as I go since I've never done interiors, and I feel like I hit a point where I need some feedback. So, absolutely annihilate me with constructive critique.

At first I was satisfied with it, but as I learn more, now I think it fucking sucks again (which is good). I think it still lacks the atmosphere but I'm not sure how to improve the lighting.
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>>574260
Nah, just a character I went overboard with the tits on
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>>574352
the thing is atmosphere is 180o from PT. this is too saturated and light, and too shiny. I was going to say how awesome this is, but then I read that you are trying to imitate PT, this looks more like western-ish action adventure setting and tones and colours are kinda generic, I'm not saying that this is bad, but it's bad in being PT )
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>>574352
>point light without light source
stop it
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>>574352
Are you using baked lighting? The lack of bounce from that super bright white lights makes me want to guess you're not.

Anyway, that light is too bright, but a big reason why your lighting is bad is because it doesn't seem to come from a believable source. We can't see what's emitting that white light, and its position (especially the spec highlights) indicate it's coming from a magically invisible source, right in the middle of your corridor. At least model a lamp for it, and place it somewhere realistic.

You might also wanna look at screens from PT and try to match the light colors and tone of post process. I don't remember seeing any orange lights in the game, and your main white light is too cold (blue). PT mostly plays on very subtle yellows and sickly greens. (You can add some of this in your post process, so I wouldn't recommend overdoing it with your lights, just steering it in the right direction and finding a good balance of actual light color and colorbalance/tint in your PP.)

Honestly the specular highlights you've got going on in the hallway aren't bad, you just gotta place these lights more intelligently (and bake lighting if you aren't already.)
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>>574360
>>574363
>>574364

Great, thanks for the feedback. The thing is, I think it depends on the reference image, I'm using multiple sources and pic related is the main one. That one is noticeably more shiny then the other ones I've seen, so I'm not sure if I should still reduce it (already done twice). I'd say it's a bit less shiny now then pic related, but more shiny then other references. I agree about saturation, I see it now. Will fix it.

To the other guys, I know, it's stupid not to have a light source, I already put a lamp there, but I uploaded that previous image because you can see the specularity on the walls better I guess. I'll post the one with the lamp after I make changes.

Okay, I'll tweak the light intensity and colors. There are some pure red lights in the game though, and some cold ones, but maybe not as blue as mine is. Btw yeah, I am using baked lighting, I mean I guess I am, the light source is stationary and I built the lighting.
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>>574313

Just select them all and do center pivot. It should center the pivots for all objects selected.
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>>574369
Made some quick tweaks while I'm still here, I need to learn more about postprocess volume. Less saturation, lights are both around 6500 now, some yellows and greens added (needs more yellows I think). I actually am not sure why am I getting super sharp shadows where my attenuation radius of a point light stops, but if I change it a bit, the shadows get the nice gradient again, but then I have to build lighting again. I have to figure that out first.

I'll post hopefully a better version after I make more changes, but you gave me a good direction, thanks.
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>>574374
Your setup for that lamp is fucked. It has a metal awning/cup yet is casting full light on the ceiling. How? A lamp like this wouldn't cast light on the ceiling, the ceiling would only receive light from the bounces. Either your light source isn't lined up with your bulb or you set the lamp to not cast shadows or something weird.

Secondly, directional light coming from an (unseen) side hallway: creepy. Light coming from the end of a dark hallway: also creepy. Both of them together: doesn't work, and just makes things confusing by having two competing lighting focal points. I'd keep the side hallway dark, in your reference it looks much more intimidating that way.

Lastly you gotta up your SSR settings, that can in the middle of the floor isn't occluding any specular (and thus looks like it's floating). And just to make sure, did you place a reflection capture?
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>>574374
I'm the first guy )))
now this looks like a mess... tone down post process, this fog sucks... and tone down lights overall, make it 50% less bright and then make it gradually brighter.
I'd reccomend to stop for a while, )) do something else for couple of hours and then look at it.

I'm graphic designer/video editor and same effects happens, when newcommer starts to color correct with filters and pluggins.
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>>574395
>2D peasent graphic designer tries to order around a 3D guy
lmao
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>>574295
Those anime eyes... absolutely jarring. I know it isn't the focus, but a slanted, "cat-eye"/smokey shape would suit the outfit tremendously.

Got any tips for replicating the fashion?
> head veils because then I don't have to model hair
Everyone in computing does shortcuts and work arounds for troublesome areas. I'll keep this in mind.
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>>574378
>>574395
You know, it feels so good everytime you realize how shitty your previous reiteration (of any kind of creative project) was. Maybe this one is shitty too, but I think I'm coming closer.

Yeah, the fog in the previous image was stupidly strong, and even though I still kinda like the looks of the first render I posted, now I can't believe how I was ever thinking that lighting was similar to P.T. Way too bright, only now do I really see it when I compare it to pic related.

That being said, there's probably more stuff you guys will find bad, and I also feel it could still be improved a lot. I don't know if the shadow falloff is too strong, but then again, the angle is different and you can see more wall. I'm sure it lacks a bit of blue tones, so I'll add that later. I changed a color of the walls to be closer to the game, so now I naturally get some more yellow hue in there.

And yeah, I completely agree about double lights, it's pretty obvious actually. Not only does it completely destroys the "creepy" factor, but the image loses focus. I was playing with some flickering lights in that hallway, so that could also be cool, but I would have to remove the main light (actually, I tried that before and it felt even creepier, because you have that long, pitch black hall and you can't tell how long it really is and where it leads).

Make me cry.
>>
Btw, that fucking can still looks like it is floating, neither of them actually cast any shadows. I have no idea why, and I already asked that question in another thread before. Didn't find a solution anywhere, but it just magically started working again after disabling and reenabling lights.
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>>574448
>>574449
K, I'm done for today, made some additional tweaks, trying to improve that lighting falloff on wall decor and accentuate details on painting frames and the floor. Sorry if this is too much posts.
>>
>>574397
huh, I'm actually 2d/video and 3d and fine arts.

>>574457
this is better now. I would've tried to make light dimmer, it'stoo sharp., let it light more area but don't make highlight so bright...

BTW I'm just suggesting, what I would've tried.
really liking your work, it already looks cool
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>>574457
your surfaces are way too reflective and bumpy.
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Working on another Gerudo inspired outfit.
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>>574512

the fabric is so nice, are you using a specific software for clothes?
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>>574516

Last month I downloaded the trial version of Marvelous Designer and made an outfit a day with it. Now I have to do all the post work necessary to get them to work in Daz Studio and complete them, so I'll probably be busy for quite some time with that.

I love making outfits with head scarfs and veils but damn they're a lot of work to rig.
>>
>>574519
You made your own base mesh and rigged it. You make your own clothing. Why do you even bother with DAZ? In any other software you'd just make a low poly proxy mesh, skin to the rig, cloth sim, then wrap the high poly cloth to the proxy. There's nothing complicated, prevents most issues you get with normal cloth sim, and is way faster.
Also make a new base mesh already.
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>>574107
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>>574460
>>574471
One more update, I think I reached a point where I'm getting increasingly diminishing returns. I have a ton of renders with tiny tweaks now, it would be wiser to set it aside for a bit and instead go back to modeling some more assets.

Reduced lighting intensity and tweaked textures. I agree about bumps and overall reflectivity, but I miss that interest they brought to the image, even though it doesn't look as bland as in P.T. I also increased lighting quality, didn't even know it was set on "preview", lol.
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>>574570
One additional image from another angle.

P.S. can't help it, I think I still prefer the previous version (>>574457).
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>>574570
Why is your lamp casting such a fucked up shadow? And why did someone shit on the floor?
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>>574580
I have no clue what's up with that lamp shadow, I know...

The shit on the floor is supposed to be blood, it is usually red.
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>>574580
Here, should I completely remove GI? This is without it.
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I added limb subdivision to my autorigger, for better skinning
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What would be the best way to replicate the fire of the right image, in a way that it is the only light in the scene?

I appreciate any other tips too.
>>
Can someone point to me a good video tutorial on rendering in max and maybe vray?
I only know how to make assets for game engines.
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>>574612
what program? Look in your shader for an emissive property
>>
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>>574583
Are you baking your lightmaps/using static lighting? You should use GI. Also add in a skylight to soften those shadows.

>>574580
>>574581
I guess you could disable shadow casting on the lamp, or better yet, use a spotlight instead.
>>
>>574643
>dat banding
>dat polycount
why?
>>
>>574534

Years ago I used to have a very popular webcomic. It started as something I did for fun but as the popularity grew drawing the comic started to feel more like something I did out of a sense of obligation than something I did because I enjoyed it. Fast forward 5 years and the strain of undiagnosed OCD and the pressures of dealing with the comic culminated in a mental breakdown and after I got out of the hospital I just couldn't deal with returning to the comic.

But I still had creative desires that needed to be fulfilled. I had downloaded Daz Studio because it was recommended to me as superior replacement for those wooden artist dolls. As I learned to use the software to create reference images for 2D illustration I discovered that I also loved modelling, especially modelling clothing. It's a very mindful task and compliments the dialectic behaviour therapy I was taking to help me cope with my OCD.

I started first making clothes for the Genesis figure but truth be told I'm not really that keen on realistic figures. I like very toony, chibi figures more, but I didn't like the figures in that style that were available so I made one more the way I wanted it to be. And now I'm building a library of clothes for that figure and I give them all away on ShareCG.

There are only around 1000 people who have downloaded the figure and probably less than 300 that actually use it. But I like that. I just like living a nice quiet online life now making cute outfits for an obscure chibi waifu. I like that I can make these things and put them out there and other people can then use them to express their own creativity.

It's a very stress free way for me to engage creatively with the internet without having to worry about it beginning to feel like an obligation and without my neurosis making me feel like I'm weighed down with a burden of responsibility.

I'm making material for a very niche market and the people who enjoy what I make are a small but sincere group.
>>
>>574658

In short, making clothes for my Chibi waifu in Daz Studio keeps me sane. It doesn't matter that I don't do anything with them other than give them away, it's the labour of creating them itself that I find rewarding.
>>
>>574658
Man... I love your story. keep up doing what fulfills you!!
where do you create clothes BTW? have you tried marvelous?

>>574295 this looks really cool, but eyes give out that it's created by 4chan user :D (not only colors, but also shape) you know kinda how animes are drwn on 4chan
>>
>>574663

These Gerudo inspired outfits were made in Marvelous Designer. I downloaded the trial last month and made an outfit a day with it, but it takes a lot of work post Marvelous Designer to finish them up.

Normally I make my outfits in 3D-Coat and Hexagon. I bought 3D-Coat because it has a hobby license. If Marvelous Designer had a hobby license I'd buy it tomorrow.
>>
>>574646
Why is color banding a bad thing?

It's the low res model, after optimizing some topology I consider it ready to be used in-game. Geometry is pretty cheap these days right?
>>
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Messing with particle stuff. Trying to get a feel for the limitations. 20 million particles, 10~ minute sim, 30 minute render so there's a lot of headroom left.
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>>574728
>Why is color banding a bad thing?
do you even know what it is? it's by definition a problem.
>>
Haven’t posted here in a long time, life has gotten in the way of me working, but finally texturing the interiors of what was a house/town hall/police station at one point.
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>>574763
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>>574764
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Saw this thing in another post on the front page and decided to model it for practice.
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>>574776
nice. can you show the unsmoothed lowpoly wires ?
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>>574778
All quads, aside from the n-gon in the middle inset.
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>>574780
what program did you use ?
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>>574602
I have to ask what is this rig for? The shoulder and hip width vs the over all height and foot size really has me wondering.
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>>574357
You went just right. Juuuust right.

Its something I am working on right now in my own sculpting. I can sculpt smaller cups just fine, but the larger, fun sizes, go to shit. The shape just doesnt feel right.
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>>574783

Max 2017
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I made a hotdog chasing a purple thing
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>>574796
is this 3d?
looks not 3d
looks very cool too
nutella
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>>574797
yeh :)
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>>574791
That specific one is for nothing in particular, it's just the one I use while writing new features into the script
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>>574816
Ah, cool shit, I suppose using rigify makes me a little baby. Though I might have run up against it's limitation if I can work out how to properly retarget bvh animations to it.
>>
I haven't posted in /3/ in ages but I have to say that the quality of work coming out of this place is pretty amazing. Keep it up t/3/apots.
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>>574818
Nice Camera :^)
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>>574799
Are those faces also modelled or textures?
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>>574818
hey thats pretty dope, good job!
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>>574728
Even in cases where color banding can be used to look "old school", I believe the patterns it creates look plain ugly on your windows. The side of the car isn't as much of a problem but I would try to get rid of it.

I don't understand why you bothered to add a polycount to your high poly, like, what.
>>
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Made a pipe bois
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>>574852
really nice texturing. substance ?
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>>574780
Very nice, I honestly expected the wires to be all fckd up.
>>
>>574837
Using rigify is fine. I like my script a lot but it is still essentially aping rigify only with less functionalities, and half the reason I did it was to understand things I didn't get about rigify. The other half is that while rigify probably had most of the controls I need its documentation is sparse at best especially when it comes to fitting it to nonhuman skeletons, so I wanted one where I know how everything will behave.

The third half (yeah) is that I wanted to level up my scripting and the ass-backwards way Blender handles bones at the script level is the perfect environment for that.
>>
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>>574851
I definitely agree with you on the windows.
Also with the polycount, it's not so much that I bothered to include it, I just didn't bother to remove it. The original is a screenshot from Max with the polycount already included.
I then made some photoshop changes for fun really, and I guess in turn I learned about color banding.
>>
>>574571

what post fx are you using? looks nice
>>
>>574857
honestly 3.5mil polys for that is pretty shit. There's barely any detail, looks like a lowpoly model to be honest, post wires so we know whats up
>>
How can I add some edge wear on the walls of a building? Can it be done with some of those normal maps in substance painter or do I need to use zbrush?
>>
>>574871
It's called mesh smoothing/turbosmooth you massive retard. He probably just multipled it by 3x so that's why there's so many polys.
>>
>>574881
you should add edge wear on repeating models
>>
>>574853
Yeah, it is. Any giveaways? (Besides the height on some of the rust/black paint transitions.) I'm trying to move away from the "Substance" look of procedural generators and soft textures.
>>
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>>574871
>>574891
Everything except the wheels are 100k polys so that should explain it.
>>574891
Turbosmooth has 1 iteration.
>>
>>574893
Can you explain that? Do you mean I should make a building from modular assets? That's actually something I also wanted to ask you guys, when should I use modular and when to model everything as a single piece.

E.g. how are those houses from What remains of Edith Finch or RE7 made?
>>
>>574895
its really detailed, thats the substance giveaway.
>>
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>>574237
>>574080
new torso
how is it this time?
>>
>>574257
>*door starts to open*
>"are ya winnin' son?"
>>
>>574904
You can get detailed texturing using PS, the pros did it for years and there's still some people doing it (the guns of Escape from Tarkov are one example).
>>
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a still
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>>574257

>tfw you come across your buddy's work online

keep up the good work senpai
>>
>>574929
ur both pervs
>>
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>new maya version won't scale the panel correctly on my 16:10 side monitor
INFURIATING
>>
Is using free textures and premade materials (and combining them) considered cheating in some way and looked down upon? I mean, it is so easy to make good looking stuff in substance painter that way.
>>
>>574932

its profitable to be a perv
>>
>>574937

life is good when you work in 3D ant have no ethics or pride. (not sarcasm if you sell your soul much money to be made)
>>
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>>574938

i've been thinking of doing just that, lolicon digital action figures, its kind of ilegal in some places
and i worry that i might not be able to do the
other stuff i want
>>
>>574935
Unless you're outright ripping stuff from existing games there's no such thing as cheating
>>
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First try outside of a tutorial.
Its not done yet, but feedback would be appreciated. Next steps will be adding more color and roughness details.
>>
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>>574842
theyre modeled
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>>574978
show me more
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> tfw an animator has to rig his own character

End my suffering please.

There's got to be a simpler way to do this. Not like a complete auto-rig like human IK, which is pretty useless, but something in between that and doing it 100% manually. Like auto-components, such as spine, leg, foot, arm, hand, all that.

For example, you will want to create a spine with a certain amount of result joints, FK/IK hybrid joints and squash and stretch capabilities for every single rig, so setting this up with the right connections and calculations in the node editor for each new rig feels like such a waste of time.
>>
>>575019
You'll eventually get fed up with it enough that you'll learn to script that process.
>>
>>575019
Try RapidRig, AdvancedSkeleton, etc. or similar

Doing it without any scripts at all is an utter waste of time
>>
Hello, I need to recreate a real life building into a digital model for a course. The recommended software by my school is 3DSMax . Is there any other software that can enable me to create 3D building as fast as possible with no prior experience other than it ? So far I have been thinking sketchup might be better.
>>
>>575019
this is my fucking nemesis !!!
>>
>>575080
Does it need to be textured?
If your school is recommending Max, I assume they also provide it for free. In that case you should use it.
Just read about modular buildings and apply what you learn.
>>
>>575019

That looks like way too many backbones. You can in most cases get by with 3. Two in the abdomen and one in the chest.

Just like when I stab people.
>>
>>575140

It has 3 FK joints that influence the 8 result joints. When using the auto-rig in Cinema 4D (which was pretty good for an auto-rig, but couldn't be exported out of Cinema 4D) that did have just 3 or 4 joints, but I would get either visible sharp bends on the character's torso, or smooth out the weight painting and have the character's volume shrink significantly when bending the spine. So that's why I'm going with more result joints.
>>
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small project to break up the bigger ones
>>
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Birch tree material in substance designer..
Still need to re-work some of the tree knots and minor details
>>
>>575169
You're gonna want some more height variation on the mid and small scale, because right now it's all 1 or 0 between your cracked and uncracked areas.
>>
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>>575005
I dont really have anything else. I wanna try to make a tumblr tho. Tumblrinas love food
>>
>>575181
Make political satire bashing all political sides with comedic food humor on Youtube/via a daily comic website format.

>ofc a burger would pitch something food related
>>
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hand painted.
>>
>>574947
do a cylinder next.
that way you can practice on a tree trunk.
>>
>>574934
that might be a win 10 thing instead.
>>
>>575181
This is easily the best thing I've ever seen
>>
>>574978
>>575181
Post wires
>>
>>575198
>hand painted.

it shows
>>
>>575181
Post this shit on imgur and link to your tumblr and Instagram, then try and convince people to donate or take commissions. The braindead degenerates using those sites love this kind of shit.
>>
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>>575220
keep working on the underlying features before you add high frequency detail
the eyesocket is still a mess and chin needs more shaping
also you lack proper wrinkle placement on the face, eye corner, smile lines and forehead
>>
>>574275

Yeah, the concrete actually does look like fecal matter that never dried up.
>>
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New outfit in the works.
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>>575200
well it worked fine with 2017 sp 3
>>
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>>573845
overzealous cupcake magic
practicing basic modeling in The Blender™
>>
>>575198
>hand painted.

not a good thing in this case
>>
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>>575211
>>575209
:)

>>575218
I'll make more stuff and then maybe
>>
>>574796
what's the point of using 3D software to make something like this when it would've been a thousand times easier in some 2D vector based animation program and look indistinguishable?
>>
>>575257
loads of animation features.
what do you recommend?
>>
>>575259
toon boom is what the pros use, i believe. never tried it myself. but it's probably way faster than what you're doing
>>
>>575260
toon boom harmony
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>>575260
It looks ok but I'll stick with this. Ideas are my main bottleneck right now
>>
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diffuse map done, i'm rigging next, and later on setting up the materials
>>
Made it following a tutorial, but its the best hand painted thing i have done so far
>>
Just finished blocking out this tank/mech thing and am now doing the first detail pass, only done on the mantlet part yet.
[spoiler]first post, no bulli[/spoiler]
>>
>>575303
wires

I'm gonna retopo it for texturing afterwards, trying to shoot for game res (~60k tris)
>>
>>575304
Whole thing

I'm not happy with the legs, will probably re-do the blockout for them
>>
>>575303
>>575304
>>575305
looks dope, did you design it yourself? what was your inspiration?
>>
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>>575313
I did

it's inspired by this Fausto de Martini concept and a tank from Planetside 2 I think, whose name I can't remember.
>>
>>575315
pretty savage dude
>>
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This is my first hand with fingers. Did I do good? I'm especially concerned about the base of the thumb.
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thoughts?
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>>575329
Looks way too artificial and noisy, it's basically all tertiary shapes. You need to get some primaries and secondaries in there to add definition and form.
>>
>>575329
have you ever seen a tree ?
>>
>>575329
It looks like it's 100% diffuse with zero specular reflections.
>>
>>575334

I think that I shall never see
A render as lovely as a tree.
>>
thanks for the feedback, I will add primary/secondary shapes and try to reduce the noise a bit
>>
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Been working on this on and off for the last few days. Not sure if I care to finish it anymore knowing that I won't be able to rig it myself. Probably gonna slap on some warning labels and logos and be done with it. Possibly gonna use this to try and learn Substance Painter or something for texturing. I have so many models that have little to no real texturing done.

Started out based on a mix of Chappie and the Specters from Titanfall, but the more I went on, the more I gravitated to Chappie.
>>
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Setting up a dogfight scene. Need to finish building the environment, so I can properly lay down the flight path (right now it's a complete bodge with lots of unnaturally sharp turns). Also planning on adding more gauges and fixing the artificial horizon. The altimeter was fun to set up though.
>>
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>>575363
and the back of the model so far.
>>
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Something I am working on just for practice, I intend to rig it and animate with mocap data. I also want to try setting up jiggle physics in unity.
If any body wants to tear into the anatomy or topology I would be glad to hear it.
>>
>>575363
Pretty much everything about this is unappealing. the overall shape/form, the scale of details, i.e pipes seem too large, tread seems too small, LED 'face' looks too low res.
Materials look too fake/badCG/generic plastic. Lighting is boring. It also looks functionally useless and unstable/top heavy.
>>
>>575374
>tread seems too small
What treads?
>>
>>573845
I saw this a year ago in a WIP thread. Wht have you added since then?
>>
>>575374
I think if you looks at this as the upper torso and head of a much larger robot/mech thing it makes a lot more sense but that dose not change many or your points.
>>
>>575363
I personally don't think it looks as bad as >>575374 makes it out to be. You definitely have some good foundations in modeling, presentation, design.

It's not a mess, but it's not standing out in any aspect either, and that's what really prevents it from being successful.

Fundamental design is okay-ish, doesn't seem completely wrong, but it doesn't communicate function either. Is this a hover bot? Show that it's flying. Give it bigger, clearer thrusters, air intakes, etc. We can hardly tell its method of locomotion right now. If it's gonna have something that looks like a face, give it an actual face. Don't put a tiny-ass fan as a "mouth", either put something that can actually serve as a mouth or nothing at all. Be careful about having details for the sake of detail - these details should be there, but they should evoke function. A prime example of where you fail at this is in the L-shaped panels. Why are they L-shaped? There's no special shape on or under the chassis they need to conform to, they might as well be square which would be easier to manufacture and actually make sense. There's a random square hole (the asymmetrical one in the center of the body above the white square) - what is its function? Is it an intake, a place where something gets plugged? It would be a great opportunity to add a label there (and in general a couple labels or markings since you're going for an utilitarian, industrial aesthetic). All your parts and details don't need to have an intricately deep and planned out purpose to them, but at least make them *look* like they're there for a reason. Look at real life reference for this.

(cont.)
>>
>>575387


The only material I can really read from this is a semi-matte plastic (and the glass on the eye-screen). It could be your lighting, environment reflections, and is definitely related to your spec and gloss values, but it looks like everything is made out of one material which is rather boring. Right now, the only thing you have is color variation. Either search for more reference, or find some cool *photorealistic* scifi designs with good material definition and decide what your other materials should be. Variance is key - when doing clean, untextured renders like this, you want to have a good range of materials so we can situate them in relation to each other and actually understand what they're all meant to represent. Lighting is also key to these renders. Look at Vitaly Bulgarov for examples of both, and especially how he presents his stuff. If you're looking for a cleaner, less dramatic presentation (similar to what you have here) some of the Weta concepts might be a good avenue to explore (they often tend to have clean stuff on light backgrounds).

Lastly, for the things that are good, your use of tertiary colors works well, and that asymmetrical red ear/antenna (repeated by a couple red wires elsewhere) is probably the strongest element the piece has going.
>>
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>>575374
>>575382
It's supposed to be the upper portion of a robot. Similar to Chappie. The cylinders sticking out from under the angled plates on the sides are supposed to be joints for the arms. I am still missing the lower mid section of the torso, the arms and legs.

I spent the last 9 hours doing this in MS paint to badly show what I am trying to do here.

The "LED" eyes are low res on purpose.
I know the materials look fake, im concentrating on the model it self right now. That is exactly why I said I would maybe use this to later learn Substance Painter.
Lighting; same thing, this is unfinished. Im not gonna set up a beautiful scene for a WIP model.

>>575387
Thank you for this input.

It's an unfinished human like robot. Similar to Chappie.
The fan isn't really supposed to look like a mouth, but I can totally see how it looks that way and understand how this can be an issue design wise. Thank you for pointing this out.

That off center hole is supposed to be for a plug, yes. I off centered it to put a label there once I start adding labels just as you suggested.

As for the rest, thank you. I actually agree that it can be better and that the design is somewhat boring, but I honestly don't know what else to do without going full blown Chappie replica.

>since you're going for an utilitarian, industrial aesthetic

I am glad that I am at least getting this idea across successfully!

>>575388
Thanks for the additional critique

Back on materials, I know they are far from good and I intend to fix them once I am either tired of modeling this and stop or I actually finish modeling it. Materials, textures, and lighting in that order come once I stop creating all the shapes. If I even manage to work on textures. I am complete ass with textures and need far more practice. Either way, thank you for the info on references. Much appreciated.

Probably should have been more upfront on what this is a part of and that it's still VERY unfinished.
>>
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>>575387
>>575388
P.S
I appreciate the extensive critique! I hate being told me work is crap without at least some explanation. Even when I know something is crap, I rarely know why.

This is the only reaction image I have of someone giving a thumbs up. Please accept this.
>>
>>574337
no it doesn't learn proportions
>>
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>>575389
I like the exposed PC part vibe I get from the fans. You might try taking that further. Also to the same end if you want to distance it from Chappie a bit you might want to look at what I am guessing Chappie's design reference was, Boston Dynamics robots and similar.

I am sure most people have seen this but since I am mentioning them Boston Dynamics latest robot is essentially one terrifying half of a tachikoma.
https://www.youtube.com/watch?v=-7xvqQeoA8c
>>
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i'm doing Ellie from TLOU, ignore the hair, its just to see if i'm aiming right
>>
>>575424
the eyelids need a lot of work

I think her chin might be too wide
something about her is making her look too manly. Could be the nose too.
>>
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Working on a nebula generation tool, suggestions welcome
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>>575427

yep, i noticed that when i uploaded this image kek

i did some changes, i will update here later
>>
>>575429
No suggestions, but that sounds rad. Keep at it.
>>
>>575181
dud that burg looks just like me nice job
>>
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>>575481
>polypainting this early in production

why even bother? Or are you gonna keep the model at that resolution?
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>>575484
its not polypaint, something for an old mod
>>
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>>575368
I started could not wait to finish the model to start playing with the mocap.
>>
>>575494
>tfw she won't kick you in the balls with those sexy legs for an eternity
Nicely done.
>>
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>>575494

are using a 6 vertex loop for the arm? i found using 8 made my work way easier, also the flow near the shoulder and chest can be better in particular, if you have to lift the arm, it will probably deform very poorly
>>
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just a few more details here
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>>575389
You should've definitely mentioned this much earlier then lol, a lot of the scale/design of this makes more sense in context.
>>
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I am just an animator, but doing some LiS porn
>>
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>>575519
>>
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>>575499
Thanks, I had a good laugh.

>>575506
Yeah I am working really low fi at the moment. Topography is not final and I am using automatic weight painting with ugly deformation. I am trying to find a rigify to unity work flow with the addition of bvh support and some custom bones for stuff like eyes, breasts, glasses.
>>
>>573983
Just avoid Tris as much as possible unless it's a game asset
>>
>>575522
>im an animator
>posts still images
>>
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>>575365
Improved some stuff.

Rigging the cockpit was fun, drivers in blender are insanely flexible. Still need to figure out how to setup the airspeed and climb indicator (I could probably get away with a simple driver that reads the pitch of the cockpit mesh and rotates the vert speed indicator accordingly, but that wouldn't be accurate). The flight control stick is also needs tweaking. It counter rotates with the cockpit as it should, but it doesn't auto-center after the maneuver. I'm open to ideas.
>>
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a little update of Ellie. Changed jaw, eyes, did some planifications, still, ignore hair and ear. This is still Dynamesh Block stage..
>>
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Reworking the shape. Can you guys tell me if I am on the right track this time before I continue to put effort into this please?
>>
>>575621
That looks a lot better anon. The bark "plates" need to be more pronounced.
>>
with pronounced you mean like "shaper" and not so blurry?
>>
>>575635
yeah
>>
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>>573845
working on a bust while shitfaced
>>
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>>575609
fuck freestyle
>>
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Just a total noob trying to practice UV mapping.
>>
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>>575246

Finally all done. This was the last of the Gerudo inspired outfits I made with the Marvelous Designer trial. The hair I made in 3D-coat.
>>
Let's say I'm building a portfolio (for 3D generalist). I'm a beginner and not doing it yet, but asking for the future.

If I use premade textures I downloaded from somewhere, like Megascans e.g., is that a bad thing for a portofolio? Am I supposed to do everything from scratch? What about plugins like Speedtree instead of modelling/sculpting trees all by myself?
>>
>>575772
people care about results, you can literally render a demo scene from evermotion and show it to people, and they are retarded enough to believe you have such skills.
>>
>>575774
>they are retarded enough to believe you have such skills
I'm talking about potential companies looking for somebody to hire, not normies who know nothing about 3D.
>>
>>575772
Depends on the context. Usually in a reel or portfolio you would make clear what you were responsible for so these issues didnt come up. If you made a game and it had some assets like shit from speedtree, no one cares. But if your portfolio has a plain picture of a tree in it then yeah that's disingenuous. Generally if you're using assets and their presence doesn't take away from the skill you're trying showcase, it's fine. But if you're showing off modeling and you use premade models, or you are showing off texturing but use premade textures yeah that's an issue. If you made most of the elements from a scene, or sufficiently altered textures that it doesnt look copy/pasted, it's fine.
>>
>>575776
Ok, thanks. I do tweak textures, but for now I do mostly use premade ones, as well as those that came in Substance Painter. And e.g. for an environment artist, is modelling trees from scratch a must, or is a knowledge of SpeedTree also useful? Yeah, it's a lot easier, but you still have a lot of control over it, and I've seen game studios using it for some AAA games. I don't know if I'm shooting myself in the foot for not learning how to model them from 0.
>>
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>>575684

I may have gone a bit far
>>
>>575778
Learn how to model/sculpt them you lazy bum.
Do at least some stylized trees/plants and grass and make a small scene with only our stuff.
>>
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I stopped working on this project for a long while, and im trying to pick it back up. The last thing i was working on was the face of this character. I'm very wary of having the face be a crazy scary 3d render face, but having stared at the face for so long i feel ive lost my objectivity.

I've made a few minor tweaks to the shape of the lips and the lateral position of the mouse. My last critic said that the tweak completely fixed it, but i want diverse opinions. If it's creepy or off putting, why?
>>
>>575814
i like the design. Very original.
>>
>>575772
it might not hurt you as long as it looks good, but if you made your own media it would only make you look better.
>>
>>575687
I like this style. What kind of game are you making anon?
>>
>>574916
underrated post
>>
>>575305
On a technical standpoint, this is bretty good m8, on a design aspect, I have a few (personal) issues with it. First thing that stood out to me was the gun, it's over designed. Nothing wrong with making a more simplistic cannon. Given the flat nature of the bottom, it should probably be more low to the ground, and the legs spread out a bit further. Doesn't look like they have much room to move. One thing I see from the concept art, is the vehicle feels very organic and fluid, I can visualize how it would move around and function. When I attempt to do the same with your vehicle, it becomes clunky. It's mainly the bottom half I have a problem with, the top looks fine for the most part.
>>
>>575821
>>575829
Ok, fair enough.

Btw, what do you mean when you say I should make my own grass? I model a mesh with planes and put a tweaked texture on them. Is that considered "my own" grass? Like, I could either have to shoot some grass on my own or use some premade stuff anyway. If you mean that I should model the grass blades and bake them to a texture, then I tried that already, but that simply can't come even close to a photo source, so I don't see the point of it.
>>
>>575835
Hey, thanks for the critique. I'm thinking of redesigning the entire bottom part (main chassis and legs) and the gun so your observations are a big help. Probably gonna drop it into photoshop and do a draw over
>>
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>>575832
Not a game, I'm making a first person dogfight animation.

I agree that freestyle did make everything look nice, but it also increased render times by tenfold, most likely to the large number of small objects in the scene. In the end, I'll most likely just do a viewport render and call it a day
>>
>>575844
would be awesome if you leave the graphics like that
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>>575844
that would make a great screensaver

oh and what do you mean by freestyle?
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>>575732
Why would you pick such a horrifically unappealing angle for the face? The shader looking awful doesn't help matters much.
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>>575847
Freestyle is how those 'cartoony' black outlines are referred to in Blender. Rendering those can take some time, as the renderer has to find every edge in the frame, calculate its visibility and then render the outline (or at least that's how I assume it works). My scene is cluttered and not at all optimized for freestyle, so that process takes forever: 4 seconds for the frame and then 50s for the outlines.

The viewport renders however are quite nice, with the advantage of giving me instant feedback on how the scene will look. Only issue now is that the 'sun' lamp doesn't cast viewport shadows across the whole scene, only a small section of it. They're also quite blocky. I'd love to have that fixed by the time it's all ready to render. I'm open to suggestions.

>>575845
I'll probably animate the sky texture and main light source so that it gets darker overtime.
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>>575862
Ah, I see. Maybe you could get away with faking that effect in post? Using edge detection? Won't look as good and you won't have as much control but it'll render a lot faster. Or you could render it in frame batches over several days then composite it in a video editing program.
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start adding color, hope you like
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>>575836
hey it's your portfolio so you get to do whatever you want. I know, and I know you know, that having that much freedom and control can be overwhelming.

If you use premade textures on grass planes then it'll probably look great, and if the grass is just window dressing to make the actual peice you're showing look better than it's not a big deal to do that. But if you make your own grass (however you want to) you get to add "oh btw the grass is all original too)

the difference is now you're being judged by the grass where as before it wouldn't have mattered. So if you make your own it has to look awesome. Otherwise you're hurting yourself.
Here's some advice: go down load some premade grass. The best grass you can find. Deconstruct it and just rip it off. If they use plains then make your own planes. If they use a processed photograph as their texture, go shoot your own grass and copy their processing. Dont invest weeks into this part, but dont half ass it either. If at the end of it your grass looks like shit, then use the premade grass. If it looks good then use your own grass and brag about it.
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done: https://sketchfab.com/models/a4b5d72dfb71480291d68d10e0c078fa
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Model does not work in scetchfab at all lol!
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>>576029
yeah making cel shaded work in sketchfab is a pain in the ass, you have to bake the result in the textures everytime, that's why im making executables in blender, so people can see them directly in BGE
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>>574915
Look for the Rafael grassetti zbrush anatomy tutorials he goes a bit fast but they're great.
I'm still learning anatomy myself but what I can tell you is that your deltoids are too small and that the latissimus dorsi bulges out a bit more and you should be able to see that from the front wrapping around the serratus.
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Working on a retro gym jumper.

Just to let you know how old I am, when I was in elementary school this style of jumper was mandatory for girls in gym class. When it was gymnastics days the early bloomer girls would always have to be extra careful because sudden movements would cause the poor quality snaps to fly apart and they'd end up flashing the class. They were phased out in 1980 for T-shirts and shorts like the boys wore.

When you were in grade 7 and 8 and you saw the gym teacher had set out the trampoline you knew it was going to be a good day.
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>>576063
>this story
>model done on a child model
please, have a seat over there
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>>575862
You can just add some cell shading, I don't think freestyle was a feature ment for animation.
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>>576069

It's not a child. It's a chibi. Totally different head.
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shitty run cycle i spent an hour on
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spedup with sideview
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>>576072
I like it
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>>576072
I don't like it
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>>573972
imma play
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I think I am done for know with this substance.
Any suggestions before I call this one "finished"?
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>>576073
every bone in your body moves when you walk. Make sure everything is animating.
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Part of a grenade series I'm working on
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>>576134
>>576141
thanks guys
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>>576216
>>576228
Clean af!
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Just an idea I had for a modular architectural prop.
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>>576248
Why is it pink, tho?
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>>576228
Any tutorials for how to create something like this in Maya? I'm garbage at hard surface and don't know the workflow for substance texturing.
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>>576258
texturing is the same regardless of what program you use
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>>576261
this is somewhat a counter-intuitive insight due to technical differences between softwares, but otherwise absolutely true
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>>576258
Chamferzone has a grenade tutorial for Max, the only real difference between that and Maya is gonna be UI and hotkeys, but the tools you're using are basically the same. (I think quad chamfer high poly workflow might be Max-specific, but I'm sure there's a Maya plugin equivalent if you google "quad chamfer HP maya equivalent". Otherwise just grab the newest Maya hardsurface tutorials from pluralsight or your tutorial website of choice, I dunno.

I'm using Modo with rounded edge which is a different workflow (Tor Frick has some videos on youtube that show it).
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>>576262
By the way, it took me forever to learn this, but I fully agree. I used to abuse SP generators and presets, now my workflow moved to using a lot of stamps, alphas, and mixing in some photo textures, and it's basically like Photoshop with some added pros of SP (and cons of the PS features it's missing).
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>>576266
Same here m8. In a way, it's kinda reassuring to know that when you grasped how to texture, you can achieve it in pretty much any way.

Not that much a fan of SP though due to the retarded layer management and PS missing features you mentioned, especially regarding quick selections and masking. I get the appeal, but I'd almost prefer a workflow with good ol' PS, plus Substance Designer which is a lot reminiscent of slate/node shading and quick as hell to get amazing tileable stuff.
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>>576266
I just use photoshop desu. never felt the need to try surface painter
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>>576267
Photoshop/Quixel is probably better for single, superdetailed assets. SP is amazing for game development, though, because you can create presets, substances, smart materials, then just slap them on an object and get get 50% of your work done that way. Also great because you can share them with your team.
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Since this is the only active thread

In Blender when I weight paint a certain vertex group on a model do restriction caused by the painting apply in Edit Mode or am I free to move the specified vertex group as I please?
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Thinking about more fucking around with substance designer.
What should I make?
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do a procedual pizza with different types of coverings
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>>576310
Penis tiling textures. Upload somewhere so I can study the...Graph.
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Finished all of those today
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>>576348
Your bottoms on 1 and 2 look really bad. Is this some kind o fresnel or is it your texture? The tops and right all look nice.
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>>576362
Black paint looks a little shit on the right, but yeah, his bottoms are fucked up.
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>>576348
what the fuck
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>>576348
looks really good m8
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>>575300
I like it
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>>576362
Floor from the HDRI bouncing a lot of light.

I actually photoshopped it out on individual renders but forgot to fix it in the group image.




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