[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y ] [Home]
4chanarchives logo
WIP
Images are sometimes not shown due to bandwidth/network limitations. Refreshing the page usually helps.

You are currently reading a thread in /3/ - 3DCG

Thread replies: 255
Thread images: 147
File: 1443268221127.jpg (1 MB, 1500x882) Image search: [Google]
1443268221127.jpg
1 MB, 1500x882
>>498957 reached bump
>>
File: cuckles.png (226 KB, 591x651) Image search: [Google]
cuckles.png
226 KB, 591x651
would u cuddle with him??
>>
File: 7232015155071.jpg (46 KB, 568x640) Image search: [Google]
7232015155071.jpg
46 KB, 568x640
Need crit
>>
>>500931
Plagiarism/10
>>
>>500931
Nudes when?
>>
>>500931

did u get hard modeling th baby
>>
>>500956
wew lad
>>
File: 1444513166140.jpg (5 KB, 196x183) Image search: [Google]
1444513166140.jpg
5 KB, 196x183
>Mods getting turbo triggered by a scene from a Pixar family film.

Holy fugg
>>
File: cuckles 2.png (226 KB, 651x751) Image search: [Google]
cuckles 2.png
226 KB, 651x751
he will use an ak47 :)
>>
>>500983
Really?
What was the image?
>>
>>500988
naked kids
>>
>>500988
It was the scene from Inside Out where the main character is dancing as a baby with a daiper on her head.
>>
>>500986
https://www.youtube.com/watch?v=L6ywt7VnEw8 link related?
>>
File: Render_1.png (1 MB, 1080x1920) Image search: [Google]
Render_1.png
1 MB, 1080x1920
Been trying to make a model of my room, this is the notestand
>>
File: 18s04fkzrmdrpjpg.jpg (37 KB, 240x360) Image search: [Google]
18s04fkzrmdrpjpg.jpg
37 KB, 240x360
>>501006

no senpai
>>
>>500000
>>
File: Render_2.jpg (124 KB, 1080x1920) Image search: [Google]
Render_2.jpg
124 KB, 1080x1920
>>501026
Update on this, added some sheetnotes and folder
>>
File: render4.png (103 KB, 960x540) Image search: [Google]
render4.png
103 KB, 960x540
>>
>>501043


sick dude

proud of u

keep it up!
>>
File: mynigga.jpg (111 KB, 1142x835) Image search: [Google]
mynigga.jpg
111 KB, 1142x835
Think I'm done working on this guy.
>>
File: aaaaa.jpg (61 KB, 671x717) Image search: [Google]
aaaaa.jpg
61 KB, 671x717
>>501070
here's a bonus render
>>
>>501070
SHIIIIIIIIIEEEEEEEEEEEET

Add more texture too. Make it uncomfortably detailed.
>>
File: render1.png (4 MB, 1280x720) Image search: [Google]
render1.png
4 MB, 1280x720
>>
File: CKM_browningm2.jpg (99 KB, 2100x500) Image search: [Google]
CKM_browningm2.jpg
99 KB, 2100x500
I posted it before in critique thread but I decided to work more on materials and textures
>>
File: RobotBunnyGirl02.png (88 KB, 660x828) Image search: [Google]
RobotBunnyGirl02.png
88 KB, 660x828
>>
>>501081
i would put my penice in her anuce
post her face and feet
>>
File: screenFetch-2015-11-08_05-56-51.png (214 KB, 1680x1050) Image search: [Google]
screenFetch-2015-11-08_05-56-51.png
214 KB, 1680x1050
I accidentally scaled my bones into place and gave my mesh boneitis.
>>
>>501082
Sooner or later i have to model a browning MG too, for my Jeep.
Yours look great, good work.
>>
File: skrzynia.jpg (203 KB, 1828x778) Image search: [Google]
skrzynia.jpg
203 KB, 1828x778
>>501110
thanks
im working now on that crate as a stand for browning,
im not happy with how nails came out and airbrick (or whatever it's called) texture
>>
>>501032
why is the sheet music sideways?
>>
>>501081

Is this is some part of a greater project?

I want to follow your blog
>>
File: Render_3.jpg (233 KB, 1920x1080) Image search: [Google]
Render_3.jpg
233 KB, 1920x1080
Finished the desk, now on to the saxophone boxes
>>501121
No particular reason they just are so on my real notestand
>>
>>501076
I agree with this
JUST DO IT
>>
File: prettymuch2.webm (500 KB, 1280x720) Image search: [Google]
prettymuch2.webm
500 KB, 1280x720
I'm not an animator, but heck I'm going to try anyway.
Lipsynced to a clip from Pirates of the Caribbean. But since 4chan doesn't allow audio I doesn't make much difference.
>>
>>501142

u can have audio on webms scrub
>>
>>501145
Only on certain boards
>>
File: Snake knife.png (254 KB, 1920x1030) Image search: [Google]
Snake knife.png
254 KB, 1920x1030
I am making this for the purpose of learning how to texture in Cycles.
>>
File: 1404084069825.gif (500 KB, 500x280) Image search: [Google]
1404084069825.gif
500 KB, 500x280
>>501150

bro thats neat kepe it up

proud of you!
>>
>>501150
>>501163
samefagging this hard
>>
>>501142
at least tell us the lines, mate
>>
File: Screenshot (48).png (691 KB, 1600x900) Image search: [Google]
Screenshot (48).png
691 KB, 1600x900
please don't come to my house and throw rocks at my window
>>
>>501142
>>501145
When i tried to upload with sound i got a massage saying that you can't have an audio stream

>>501195
"Everything you said to me... Every word was a lie"
>>
>>501070
Nice
>>
File: FB_IMG_1446853822736.jpg (16 KB, 547x623) Image search: [Google]
FB_IMG_1446853822736.jpg
16 KB, 547x623
Practice
>>
>>501088
i like it
only the hands dont flow well into the body
>>
>>501242
show the shaded version without texture or hair
>>
>>501119
your nails are fine, but the problem with the brick thing isn't the texture, but the fact that it's too perfect looking, most bricks have chipped corners, or at least sharper corners than that
>>
File: RoboBunny07_1.png (805 KB, 1116x1080) Image search: [Google]
RoboBunny07_1.png
805 KB, 1116x1080
>>501252
I will put redoing the fingers on the to do list but I am probably going to sick with the claw like things like in the the reference I added. Dose it look to odd just having the cylindrical arms going straight in to fingers with no palm?
>>
File: 144701284593672.jpg (227 KB, 1116x1080) Image search: [Google]
144701284593672.jpg
227 KB, 1116x1080
>>501276
oh i dont think the finger design is the problem, its just how they flow from the wrist into the palm, its inconsistent with the rest of the model and its forms

that gits hand design is very nonhuman, it gives you an silhouette of a lobster claw, but the android at bottom is better ref, where the from isnt broken

try inverting the curvature on that forearm, thicker near the elbow
>>
File: image.jpg (29 KB, 960x540) Image search: [Google]
image.jpg
29 KB, 960x540
Ey guis so i maded then and did the subdvidi 9 times, my computer like lag rly bad, but it worth it i think, do need to unwrap uv and add sub surface scattering?
>>
File: image.jpg (57 KB, 1706x960) Image search: [Google]
image.jpg
57 KB, 1706x960
I maded a burd now, is it good like caring indian shakram?
>>
File: image.jpg (459 KB, 1706x960) Image search: [Google]
image.jpg
459 KB, 1706x960
Hey guis i maded a cup with a water simulation, but i maded the woods of and
>>
File: image.jpg (48 KB, 1706x960) Image search: [Google]
image.jpg
48 KB, 1706x960
Ey guis i modeled my smokey sex pen, it makes me do the maths better
>>
File: image.jpg (554 KB, 1680x1050) Image search: [Google]
image.jpg
554 KB, 1680x1050
Ey guis i maded the apple as i have no monie and live in internet cafe steal internet, please the help
>>
File: image.jpg (293 KB, 1920x1080) Image search: [Google]
image.jpg
293 KB, 1920x1080
Ey guis, i have no friend so i model the console for me to used as i am alone and now steal fraknafuas internets and electricit
>>
File: image.jpg (65 KB, 1706x960) Image search: [Google]
image.jpg
65 KB, 1706x960
Ey guseir i have model shield of best an hero, he is the america nma he is do the job and live dream with captilasm, also very muscle as nice white clean sken and food
>>
File: image.jpg (74 KB, 1706x960) Image search: [Google]
image.jpg
74 KB, 1706x960
Ey guis i have model the football like the ronaldo man use in his goal game, he make many monies and live his pasion like brazilian orphans
>>
File: image.jpg (30 KB, 1059x637) Image search: [Google]
image.jpg
30 KB, 1059x637
Working on a building, but im not verygood at this, any tips on texturing in blender?
>>
File: image.jpg (34 KB, 840x525) Image search: [Google]
image.jpg
34 KB, 840x525
I have made the moist image of indian god flow in cup for yes and me
>>
File: LOW SHIT.jpg (2 MB, 1920x1459) Image search: [Google]
LOW SHIT.jpg
2 MB, 1920x1459
Made this today for a Jew client in NYC still waiting for the Jew´s feedback.
>>
File: day-shit.jpg (850 KB, 1920x1459) Image search: [Google]
day-shit.jpg
850 KB, 1920x1459
>>501305

Also daylight version.

>>501304
>>501301
>>501300
>>501299
>>501297
>>501296
>>501295
>>501294
>>501293

Sad dude. Just sad. Keep b8ting. -10/10
>>
>>501303
yes
split to 2 ports and have image editor and 3d viewport and select texture shading, you would have easier time figuring where textures go.

for "realistic feel" split the building to different mateirals, windows are reflective and the bricks aren't, if you want more detail you can use displacement through cycles nodes or do your textures in crazybump
>>
>>501303

Looks all right. Windows aren't quite realistic, but if you're going for a nonrealistic style they work just fine.

Texturing? Well, get a good unwrap first. Get some good seams going, play with pinning so you understand it, try the different unwrap options. Once you've got the UVs unwrapped, you can either use procedural textures (there's a brick texture for both Cycles and BI), use image textures (Gimp and Photoshop both have normal map plugins), or learn to texture paint. There's a texture paint mode that's worth checking out - it's fun to use. I've used all three of the above methods in one material.

How you texture really depends on how you work and what you want the final result to look like. Just play around, watch some tuts, and work with it.
>>
>>501305
>>501306
I laike it
>>
>>501279
Here are few subtle variations, I think the middle is the closest to what you recommended, I also think that is the least awkward one.
>>
File: RoboBunny08_ArmVars.png (314 KB, 1659x824) Image search: [Google]
RoboBunny08_ArmVars.png
314 KB, 1659x824
>>501322
Shit I forgot my picture.
>>
>>501293
>>501294
>>501295
>>501296
>>501297
>>501299
>>501300
>>501301
>>501303
>>501304
wheres the mods/janitors to clean this shit up
>>
>>501300
i like the shield
>>
File: HarleyWip3.png (448 KB, 1222x657) Image search: [Google]
HarleyWip3.png
448 KB, 1222x657
Sculpting Harley Quinn for a VR porn game. crits welcome.
>>
File: Screenshot (49).png (988 KB, 1600x900) Image search: [Google]
Screenshot (49).png
988 KB, 1600x900
>>501205
added a little temple
>>
File: cuckles 3.png (123 KB, 370x649) Image search: [Google]
cuckles 3.png
123 KB, 370x649
tfw no arms
>>
File: 1428250039668.jpg (15 KB, 192x154) Image search: [Google]
1428250039668.jpg
15 KB, 192x154
>>501324
do you even know where you are
>>
>>501333
troll land: 3D edition
>>
>>501336
its gotten exponentially worse over the past 2 months
>>
File: screenshot001.png (926 KB, 1920x1080) Image search: [Google]
screenshot001.png
926 KB, 1920x1080
>>
>>501370

Neat. What did you use to texture it?
>>
>>501253
No
>>
sculpting wow orc
>>
File: 1405090706891.png (310 KB, 450x414) Image search: [Google]
1405090706891.png
310 KB, 450x414
>>501396


WAY TO GO!

keep it up

I am really proud of you :)
>>
>>501328
Push the ears in a bit, they feel like they're just stuck on there.
she's got a very square and manly jaw, and imho the distance between the nose and mouth is too big.
But tha'ts just my aesthetics.
Hands and fingers needs some love too, they look bendy and weird.
Otherwise nice, keep it up
>>
>>501328

i really enjoy this

proud of u :)
>>
>>501374
Substance painter :) some really good tutorials out there, though i just kept playing with the settings till i got it how i wanted, not to hard
>>
>>501328
The face is very severe and masculine.
>>
File: green_dude.jpg (72 KB, 700x535) Image search: [Google]
green_dude.jpg
72 KB, 700x535
>>
>>501804
>>501804


U GOT POTENTIAL KID
>>
File: untitled.27.jpg (241 KB, 1920x960) Image search: [Google]
untitled.27.jpg
241 KB, 1920x960
Trying to make a bill cipher thing I saw, so far it hard to get it 100% accurate, I'm not good at this but I do like how its coming out so far. Topology is shit though.
>>
File: Kakställ_Render.jpg (265 KB, 1913x1080) Image search: [Google]
Kakställ_Render.jpg
265 KB, 1913x1080
Hiyall!
I'm doing some freelance work for a local company.
They wanted a 3D mockup with logos on it to send to another company that makes all sorts of cookies and chocolate.
I've spent 4 hours on this.
How long do you think you would've spent on it? Is 4 hours a long time?
>>
>>501889
if you spend alot of time to appease your client, its fine
>>
File: dasda.png (977 KB, 1920x1080) Image search: [Google]
dasda.png
977 KB, 1920x1080
first time making a character.
>>
>>501890
I don't understand what you mean by that. But It took me 4 hours to model, UV, texture and render the thing.
Start to finish. I was wondering if that's slow compared to others.
>>
>>501081
I had no idea people were making Nudes of Karin already. SFV aint even out yet nigga damn.
>>
>>501894
would take me about 2-4 hours if i really polished it from all sides and making really good UV's
>>
File: Jimmy Bondage.jpg (320 KB, 860x1280) Image search: [Google]
Jimmy Bondage.jpg
320 KB, 860x1280
School project. Low poly movie poster.

Would appreciate some feedback.
>>
>>501916
Colors could need some adjustment. But I like it!
>>
File: latest[2].jpg (26 KB, 306x473) Image search: [Google]
latest[2].jpg
26 KB, 306x473
>>501916
it looks like tintin rather than craig. even though its a very good idea and nicely executed.
>>
>>501916
absolute shit

kek file name tho
>>
>>501892

nice job.

keep going
>>
File: purp_drank.jpg (24 KB, 500x560) Image search: [Google]
purp_drank.jpg
24 KB, 500x560
>>501870
thx normally a 2d guy trying to figure out 3d
>>
>>501930
Should've had him bronzed
>>
>>501919

Adjustment as in saturation, or hue?

>>501920

Yeah, I noticed the hair may look pretty tall from that angle. I just don't like wide faces in general, so I compensate with tall hair, just like I do with myself in real life.
>>
File: renderff7.png (594 KB, 1280x720) Image search: [Google]
renderff7.png
594 KB, 1280x720
>>500868
currently working on this midgar model, got a few other final fantasy 7 environments that im starting work on soon aswell. remaking the whole intro and bombing mission in unreal engine 4 fully playable.
>>
File: render.jpg (61 KB, 1280x720) Image search: [Google]
render.jpg
61 KB, 1280x720
>>501940
another, closer look at centre building so far. bearing in mind this still isn't final detail pass, i will be taking alot of this and making even poly models, or sculpts to bake down.
>>
>>501942
thirdly and finally, the cloud model which is all done and in unreal now. just needs rigging and animating. it is pretty ow detail, because the camera will be at a fair distance from him similar to the old games, so saving polys to budget for other things.
>>
What's with the dude saying he's proud of everyone?
>>
File: 1404942663568.jpg (39 KB, 400x405) Image search: [Google]
1404942663568.jpg
39 KB, 400x405
>>501985

nice work!

keep it up

proud of you :)
>>
File: think-autism.jpg (1 MB, 3575x1904) Image search: [Google]
think-autism.jpg
1 MB, 3575x1904
>>501985
>>
File: Pitchfork3d.png (27 KB, 1208x785) Image search: [Google]
Pitchfork3d.png
27 KB, 1208x785
Made this, haven't uv'd it yet. Need to start that.
>>
>>501989
SHUT UP >:O
>>
>>501142
It's certainly not bad, but I think you are making the mistake a lot of more novice animators make, focusing way too much on exaggerated body movements. If you can, I would focus more on the face and tone town the body movement a lot. Others may contradict me in which case I'd listen to them, since I am speaking as an actor and not an animator, I have very little experience with the latter, but I have noticed a lot of amateur animations exaggerate body movements a lot.
>>
File: Tardiswip.png (3 MB, 1920x1080) Image search: [Google]
Tardiswip.png
3 MB, 1920x1080
Rate my Time And Relative Dimension In Space
>>
>>502053

>look through scope
>charging handle hits you in the face, possibly giving you a serious injury, breaking a few teeth out

kek, I think the design of your weapon is not very well thought out.
>>
>>502055
It's actually bungie's halo reach dmr
>>
File: 3rdrender2.jpg (243 KB, 800x1200) Image search: [Google]
3rdrender2.jpg
243 KB, 800x1200
>>501082
Great work. Did you do the tripod too?
>>501150
Nailed the essence of an autistic blade
>>501299
>nintennydough
>>501305
Windows seem a little bright on the dusk one, but the other one looks great


This is a lil scene i'm working on. My first time trying isometric perspective.
>>
>>501885
literally just a pyramid
>>
>>502068

I really like that lad, but maybe try to make it a bit more brighter?
>>
>>502068
you need to seperate the ocean from the solid elements. There is no depth to the water.
>>
File: render3.png (3 MB, 1000x1500) Image search: [Google]
render3.png
3 MB, 1000x1500
>>502071
can do.

heres another one im working on/
>>
>>502072
Yeah, at first I thought it was gonna be metallic like gold or something, but I need to rework the islands and ocean floor for transparency.
>>
File: Screenshot (51).png (1 MB, 1600x900) Image search: [Google]
Screenshot (51).png
1 MB, 1600x900
>>501330
now i made it completely fucking ugly
>>
File: anna_head_feedback_001.jpg (110 KB, 1322x564) Image search: [Google]
anna_head_feedback_001.jpg
110 KB, 1322x564
Been trying to model Anna on and off in zbrush/Maya. How's the head looking?
>>
>>502098
Eyes and browridge seems about right. Her face isn't that long though. bottom part needs to be more compact. Jawline should be more horizontal. Thicker neck as well.
>>
File: Render.jpg (318 KB, 960x540) Image search: [Google]
Render.jpg
318 KB, 960x540
Project i wan a working on that will turn into an animation
>>
File: 748.png (602 KB, 1280x720) Image search: [Google]
748.png
602 KB, 1280x720
>>502070
It literally is,not gonna lie. Was trying to make it look like this.
>>
>>502102
use dynamics to make the flames.

It would look pretty great if you lit it properly, too.
>>
>>502100

Cool thanks, I'll adjust those when I get the chance
>>
File: 2015-11-15_00003.jpg (533 KB, 1920x1080) Image search: [Google]
2015-11-15_00003.jpg
533 KB, 1920x1080
>>501992
Aw that's not very nice, he was just trying to be kind. Maybe he isn't too good at animating but is fascinated by it.
I feel bad for 'proud of you dude' now :(
>>
>>502101
Not sure if it's just because you didn't get to it yet, but the middle section looks far more realistic than the walls to sides.
>>
File: Sonic_sonicx.png (194 KB, 915x1181) Image search: [Google]
Sonic_sonicx.png
194 KB, 915x1181
>>501992

why posting 2d?

not proud of u :(
>>
File: smh.jpg (212 KB, 1920x1030) Image search: [Google]
smh.jpg
212 KB, 1920x1030
hi

im new to blender and the compositor, so please go ez

anyway, i understand what it does, but I think I missed out something blatantly obvious when first starting out.

e.g. i have all my nodes set up, but nothings working? I think it's cause I got annoyed earlier and deleted everything (including the pre-set ones), but the backdrop doesn't apply anything nor does the render. Or maybe it's cause I don't have a viewer or something in the right place?

Again sorry for being complete idiot but reading materials don't really account for fuck ups like me.
>>
>>502098
Overlay it to your image planes
>>
>>502168
you're going to need to give more information. specifically, what it is you are trying to do and how you are trying to achieve it.

the glare node only works on objects emitting light, and nothing seems to be emitting light in your scene. therefore it won't have much of an effect.

your rgb curves and blur node is set up in a way such that your rgb curves node darkens the image considerably, and then only the lightest parts of that image are blurred. to see what i'm talking about, plug your rgb curves node into your viewer node. everything that you can see in your backdrop is what becomes blurry. so you might want to change the rgb curves node so that it doesn't darken the image as much or remove it completely, depending on how apparent you want the glow to be.

if after all that, you still see no change, go to your render settings under post processing and make sure the compositing box is checked.

as for the backdrop, i'm assuming you're referring to that giant plane behind the meteroid. unfortunately i can't help you with that since i can't see how you have the material and texture for it set up. all i can tell you is to make sure the object isn't restricted from rendering in your outliner.
>>
File: worst.jpg (89 KB, 500x733) Image search: [Google]
worst.jpg
89 KB, 500x733
>>502073
That looks beautiful.
>>
>>501940
>>501942
>>501943
looks really cool

>>501885
I like this, if you could do some simple animation on it it would be badass

>>502101
break up your textures on the walls, just looks like a slapped on procedural. center looks like a good start
>>
>>502185
Are there any good in depth tutorials on the compositor I always freeze up when I try to use it
>>
File: high.jpg (579 KB, 1675x948) Image search: [Google]
high.jpg
579 KB, 1675x948
need to add the specs and fix the tartan pattern
>>
>>502405

good low poly. Learn texture baking
>>
File: RobotQuest4.jpg (989 KB, 1600x1500) Image search: [Google]
RobotQuest4.jpg
989 KB, 1600x1500
got it from a guy that makes this in 2D
>>
>>502307
there's none in particular that come to mind. you can easily find tutorials and introductions for the compositor just through google. i know andrew price is pretty good in terms of explaining what he's doing and why he's doing it.

it's mostly just a matter of diving in head first and working on various projects to get a feel for it. you can think of the compositing nodes as if they were filters in an image editing program. it's just a matter of setting a clear idea of what you want to do, breaking it down in steps, and knowing what nodes would perform which actions you want.

if you ever need to know what a particular button in a node is doing, the blender manual does a pretty good job of describing each node as well as giving some examples here:
https://www.blender.org/manual/composite_nodes/types/index.html

other than that, it's just practice practice practice
>>
File: 1447805272281.webm (775 KB, 2048x1152) Image search: [Google]
1447805272281.webm
775 KB, 2048x1152
ebin teats
>>
>>502467
I'm really looking forward to fuck characters like these in VR if you know what I mean
>>
File: 4837-desperate.png (22 KB, 234x200) Image search: [Google]
4837-desperate.png
22 KB, 234x200
>>502467
>censored
why borner
>>
>>502467
anon why
>>
>>502479
probably to hide how trash they look
>>
>>500868
>>
>>502489
rude
>>
File: image.png (2 MB, 4000x2000) Image search: [Google]
image.png
2 MB, 4000x2000
I am a failure an i know it (Blender3D)
>>
File: U28322r.png (155 KB, 1009x1113) Image search: [Google]
U28322r.png
155 KB, 1009x1113
WIP, crit/shit talk welcome
>>
>>502536
looks like marilyn manson
>>
File: table1.jpg (21 KB, 554x480) Image search: [Google]
table1.jpg
21 KB, 554x480
been working on this for the past week or so
>>
>>502536
balding a bit mate
hoping those aren't final texture
>>
File: heli_0455.jpg (73 KB, 666x522) Image search: [Google]
heli_0455.jpg
73 KB, 666x522
>>502567
looks rad. how many polys?
>>
File: Unbenannt-1.jpg (282 KB, 1920x1040) Image search: [Google]
Unbenannt-1.jpg
282 KB, 1920x1040
Currently working on a Tatooine map for a Starwars Mod...

(Thats the Cantina)
>>
File: wire.jpg (19 KB, 403x345) Image search: [Google]
wire.jpg
19 KB, 403x345
>>502599
250

what's that ya got there? very cool
>>
>>502608
love playing game with that sort of style. I'm just doing some cybernetic dudes for fun to learn 3d
>>
>>1
>>
>>502511
then uncensor them faggot
>>
File: ss+(2015-11-22+at+03.23.38).png (134 KB, 1060x701) Image search: [Google]
ss+(2015-11-22+at+03.23.38).png
134 KB, 1060x701
Rate my spacecraft plz
>>
>>502567
Really nice! Could you post a pic of the UVs?
>>
>>502637
way too much geo
>>
File: doe.jpg (76 KB, 604x551) Image search: [Google]
doe.jpg
76 KB, 604x551
something im working on at the moment. It's a deer infected with a fungal parasite (not happy with how reminiscent it is of TLOU but I designed the concept before ever having played it.)
to do next:
>make the back end of the body more skinny/lean like the front
>add fungus emerging from the side of the head.
I'm feeling pretty out of steam out this to be honest becuase its not turning out as well as I'd hoped, but I'm at least going to block out the rest of the gunsus/emerging bones before I make a final decision to scrap it.
>>
File: horns.jpg (394 KB, 1323x900) Image search: [Google]
horns.jpg
394 KB, 1323x900
>>502682
here was an idea I was playing around with for the fungus on the head, to take the form of horns, I wanted some tendrils like the roots that grow out of old potatoes, but it looks extremely ugly so im forgoing for now and trying some regular ol' fungus like the ones on the butt.
>>
>>502682
>>502685
Looking more like a goat than a deer
I think its the proportions and the eye placement
>>
>>502697
I see what you mean, she's quite stocky, I thought of elongating the legs and neck but idk, it seems to be accurate to my references so far, I feel like the need to make the neck and limbs longer is just my own feeling and isn't necessarily accurate.
>>
File: waka.jpg (29 KB, 662x660) Image search: [Google]
waka.jpg
29 KB, 662x660
attempting to texture this thing
>>
File: DOE2.jpg (168 KB, 975x1236) Image search: [Google]
DOE2.jpg
168 KB, 975x1236
attempt 2 at head detail ( I duplicated the fungus from the tail just to block in where it would roughly go, I'm going to delete it and resculpt when i'm happy with completely block-in)
>>
>>502685
I once put like 5 pounds of potatoes in this big door and forgot about them for months. Your pic is giving me flash backs of the awful day I wondered what was in thay door :O
>>
>>502708
Are you sure you don't want to try modeling it again instead?
Consider using Orthographic view this time.
>>
>>502637
I think it's fine.
Although the way you attempted to make it aerodynamic by including wings and fins and not include control surfaces is rather dumb.
>>
>>502731
yeah i really just winged this so its fine how it is
>>
>>501142
3D Animation student here.
Not bad bruv, but I'd say that the movements are a bit too static in 0:03-0:05. I wouldn't hesitate to try and make her movements a bit larger and last a bit longer, especially when she bends over and her hand to the side.
What program are you using?
>>
File: received_843063595811834.jpg (115 KB, 1280x720) Image search: [Google]
received_843063595811834.jpg
115 KB, 1280x720
My first foray into texturing, so I made a low poly car to try it out on, what do you guys think?
I'll do a few more to get it going faster and then I'll texture my tank, anything blatantly wrong with it?
>>
File: bust practice.png (167 KB, 609x801) Image search: [Google]
bust practice.png
167 KB, 609x801
Thoughts on this?
Female bust practice, but it's got a man-face problem, I think. Is the jaw too strong?
>>
File: hender 2.webm (250 KB, 854x480) Image search: [Google]
hender 2.webm
250 KB, 854x480
hey guys, i need some help.

for some reason when i export my 3ds file to fbx it fucks up my animation, anyone experienced this before?

this is what the animation looks like before i save it as an fbx
>>
File: hender 2 fbx kuk.webm (154 KB, 854x480) Image search: [Google]
hender 2 fbx kuk.webm
154 KB, 854x480
>>502824

and this is what it looks like after i export it as an fbx. For some reason the left arm is tilted to the right. i've had this problem before and its a pain in the ass.
>>
File: sdfafsadfasd.png (88 KB, 573x480) Image search: [Google]
sdfafsadfasd.png
88 KB, 573x480
does this look like a slav
>>
>>502822
>>
File: slav 2.png (84 KB, 495x442) Image search: [Google]
slav 2.png
84 KB, 495x442
>>502849

2
>>
File: slav 4.png (67 KB, 367x342) Image search: [Google]
slav 4.png
67 KB, 367x342
>>502851

3
>>
>>502825
Any of the bones dynamic? Try baking the animation before export
>>
File: Fallout4 2015-11-19 09-57-30-47.jpg (906 KB, 1920x1200) Image search: [Google]
Fallout4 2015-11-19 09-57-30-47.jpg
906 KB, 1920x1200
>>502849
slavs have high cheekbones, sunken eye sockets, large frontal lobes and brow bones, lower lips that stick out more than the upper (or at least equal but never the other way), big bulbous noses, sunken cheeks if they are not fat. and lots of moles
>>
>>502873
> mfw 2005 graphics
>>
>>502852
> slav
xD
>>
>>502874
Eh, they're using deferred rendering now, the polycounts are quite decent, it has dynamic hk/ik so your feet adjust to surfaces dynamically, the textures and landscapes look alright too. But it is odd to me how much Bethesda seems to shy away from creating normal and specular/roughness/metalness maps for most things. It's as if a large portion of their modeling staff never learned how to do high>low baking for anything other than diffuse textures.
>>
>>502849
Where's Slocik when you need him?
>>
File: nationality types.jpg (665 KB, 2894x1364) Image search: [Google]
nationality types.jpg
665 KB, 2894x1364
>>502849
>>
>>501916
I absolutely love this. How did you make it? And what program(s) did you use?
>>
>>501940
>>501942
>>501943
This looks cool as hell. And I like your Cloud model, it's a lot better than the weird, effeminate model that they use in modern renders of him at Square Enix these days (in my opinion, at least).

Great work :)
>>
>>501985
He's just a guy that's trying to be nice (I'm assuming). It's a weird novelty on this site, I know.
>>
>>502966
Imagine how many times that guy gotta have been let down and disillusioned with humanity to express actual pride for what we do here. He must have seen... things.
We talk about a man, who at minimum, goes on the dark web digesting 'crush porn' for breakfast just to desensitize himself for his daytime job recovering bloated floaters with a boat hook.
>>
File: screenshot5.jpg (332 KB, 1668x1021) Image search: [Google]
screenshot5.jpg
332 KB, 1668x1021
I'm looking to fix up this model but I'm at the point where I'm having a hard time time without feedback. Would really appreciate feedback on mesh, texture, anatomy, everything.
>>
>>502991
boxbody/10
>>
File: SSD2.png (48 KB, 568x574) Image search: [Google]
SSD2.png
48 KB, 568x574
>>501070
>>
File: Noice.png (153 KB, 790x681) Image search: [Google]
Noice.png
153 KB, 790x681
>>502992
Yup, add some curve there, (amount can vary, line to show the spot), other than that, noice
>>
>>503000
>>502992
Thanks, hadn't noticed that.
>>
File: 1.656702.png (420 KB, 1212x528) Image search: [Google]
1.656702.png
420 KB, 1212x528
>>500868
Making a mobile 3d anatomy education app..

Software used:
Zbrush
Cinema 4d
Unity 3d

Realtime render, Creative comments are welcome..
>>
File: image.jpg (50 KB, 425x640) Image search: [Google]
image.jpg
50 KB, 425x640
hey
>>
>>503006
I sculpted a brain awhile ago and I found that of I drew in the dips it looked lumpy. What looked better was drawing in the rises. Yours looks like how mine first did.
>>
>>503006
>forebrain
frontal lobe you fegit.

And yeah I have a complaint. Don't render subtitles and scale them up. You should be rendering subtitles as close as possible to the current resolution.
>>
>>501940
Are you the guy who made teh observatory environment from FF7 about a year back?
>>
File: Screenshot (54).png (563 KB, 1600x900) Image search: [Google]
Screenshot (54).png
563 KB, 1600x900
SUPER COPY PASTE JOB
>>
>>502434
That looks gorgeous!
>>
>>502761
The body texture looks ugly, it looks like vomit and there are too many colours in the sand and road. Try using more areas of solid colour.

It also looks like the textures on the wheels started as way too detailed before being downscaled and now they look cluttered.

The model is nice, though (except for being too flat at the front).
>>
File: test0000-0090.webm (271 KB, 960x540) Image search: [Google]
test0000-0090.webm
271 KB, 960x540
first time animating for a game's third person animations instead of first person

I know this looks like fucking ass so any criticism is greatly appreciated

also I'm aware of the elbow spaz near the end and plan to fix it
>>
>>503062
Try to execute those moves yourself, notice how your pelvis cant bend around like that without you wanting to rotate your knee with it and spin up on the ball of your foot.

Otherwise not much to say. Wielding ridiculously massive melee weapons like that will always looks wrong since the mass would send you flying even if you had the muscles to accelerate them like that.
Look at the Cloud vs Seppiroth fight in Advent Children for a good example of just how massless the weapons end up looking. Oversized swords looks cool in still images, animation - not so much.
>>
>>503062
Eh, looks good. A bit choppy maybe?
>>
>>503026
Lol, I used the superSize function from unity you dumb fuck.
>>
File: hips.jpg (12 KB, 925x482) Image search: [Google]
hips.jpg
12 KB, 925x482
>>503062

I like it, since it has that oversized sword I guess its not going to be totally realistic anyway and it is going to fit with the style. but like someone said before the hip might cause strange deformation(atleast at the part in pic related)
>>
>>501088
> rocket bunny grill
>>
File: Gimmie a hand.png (171 KB, 1264x918) Image search: [Google]
Gimmie a hand.png
171 KB, 1264x918
Could someone give me tips on hand modeling?

Or how I can make hands that can complete these arms like in the reference picture?
>>
File: sakjf.png (24 KB, 709x648) Image search: [Google]
sakjf.png
24 KB, 709x648
trying to combined two models together
thoughts?
>>
>>503092
>make a rough shape for the palm
>make rough shapes for the fingers and then sew them together
>Or extrude from the hand
>then refine said shapes
>then sew the hand onto the arm
Also look at read hands/paw musculature and see how they are formed to get a better grasp of the part's you're simplifying
Though I'd go back and work on drawing more before you jump into 3D

>>503062
Its hard to give a text response to animation, but he should be following through with the sword more. I can see weight in some part of the animation but not all of it, so it looks like the sword's weight is fluctuating a lot
Also film refrence and go off that
>>
>>503092
>>503097

Using ancient box modelling to model characters.

Get with the time.

https://www.youtube.com/watch?v=K7eoD-frcwQ
>>
>>503098
I got into 3d because my 2d was hot garbage (Also, gamedev). I guess I shouldn't try to skip learning Fundamentals. But ive been doing box modeling for months now and I would really like to move on to learning Unity specific scripting and the rest.

>>503099
I can barely box model. Sculpting looks like something that needs alot of pre requisite skill and knowledge (of muscle mass/proper settings/tools) I dont have.
>>
>>503098
>>503099

Also thanks for the advice.
>>
File: fasdaf.jpg (100 KB, 1590x885) Image search: [Google]
fasdaf.jpg
100 KB, 1590x885
really hate seeing jagged edges.
How many edges do you think I can get away with if its not for a game, just display piece?
>>
>>502991
show wireframe please?
>>
>>503101

Box modelling is for hard surfaces like props and weapons. You should really be focusing on just modelling simple props.

If you want to do characters it will take years and you would have to study anatomy and sculpting so learning zbrush or mudbox.

You can also look into this https://www.youtube.com/watch?v=-P2o4M-hRgA low poly modelling.

Your best bet is to look at low poly characters and try to copy them if you want to do characters.

If you don't want to do low poly, then pick up Loomis book and start sculpting/drawing.
>>
>>503101
Honestly, if you're designing a game but not good at drawing, focus on actually making games. Having a box or simple geometry for a character can be more appealing than a badly modeled character, which will turn a lot of people off.
Or if you feel like you have good design sense but shit drawing skills focus on making the game visually unique or interesting without showing actual figurative models (so look into minimalist art and graphic design and such and just steal from that)
But yeah, basics of drawing and artistic principles go into 3D more than a lot of beginners think, but as a beginner box modelling can be a good way to introduce you to 3D principles and block out ideas
>>
>>503105
I have been looking at that tutorial and another that also covers texture and animation loops (walk and run)

Ill get to hyper high-poly character some day. But for now I would like to have something tangible I can work with.
>>
File: Capture-10.png (376 KB, 1079x850) Image search: [Google]
Capture-10.png
376 KB, 1079x850
I make train.
>>
File: Capture-17.png (53 KB, 1075x826) Image search: [Google]
Capture-17.png
53 KB, 1075x826
I make light
>>
File: Balloon.png (677 KB, 960x960) Image search: [Google]
Balloon.png
677 KB, 960x960
I make balloon
>>
File: Captree.png (52 KB, 1147x740) Image search: [Google]
Captree.png
52 KB, 1147x740
I make tree
>>
File: Capture-3.png (136 KB, 1366x738) Image search: [Google]
Capture-3.png
136 KB, 1366x738
I make shitty mech
>>
File: Capture-4.png (100 KB, 1353x699) Image search: [Google]
Capture-4.png
100 KB, 1353x699
>>503137
I change shitty mech
>>
File: Moar Wod.png (2 MB, 1366x738) Image search: [Google]
Moar Wod.png
2 MB, 1366x738
This is my attempt at using the Blender particle system to create a stone wall
>>
File: Capture-9.png (109 KB, 954x745) Image search: [Google]
Capture-9.png
109 KB, 954x745
>>503139
Wrong file
>>
File: turntableHigh.webm (906 KB, 750x850) Image search: [Google]
turntableHigh.webm
906 KB, 750x850
that sword sucks so I need to change it
>>
>>503137
>>503136
>>503135
>>503133
>>503132

And my shield!
>>
File: ProblematicTornadoBalls.png (585 KB, 1620x848) Image search: [Google]
ProblematicTornadoBalls.png
585 KB, 1620x848
I'm currently learning how to use nfluids and particle systems in maya.

I like the outcome of it, but these balls I outlined in the picture are driving me crazy.
I don't know how to get rid of them...

Any particle guru that could enlighten me?
>>
>>503159
I'm uploading a video of now. It looks even worse when in movement.
>>
>>503161
https://youtu.be/7kOuvren3fA

There it is.
>>
>>503167

Looks like the initial emitters, just have them stop emitting after a certain amount of time.

You can also make them seem invisible by having the particles grow in either size (small to normal) or opacity.
>>
>>503169

They already stop near the end, but I guess you are right.

Opacity is not working correctly for me.

I don't really know what happens, but even slight changes to opacity renders everything but the most dense areas either invisible or black...
And if I change the density, well... It looks lame.
>>
File: biurko.jpg (147 KB, 1280x720) Image search: [Google]
biurko.jpg
147 KB, 1280x720
Test render
I noticed that i messed up in a few places
>>
>>503173

How long did you take for this whole scene?

The mug seems to be a little off, but I can't see anything else "messed up" good work.
>>
>>503173
Lighting looks quite good. The only thing is the ambient occlusion shadows are way too strong. But I only notice that because we're used to seeing so much ambient occlusion passes multiplied over the raw renders.
>>
>>503104
Whole body or just the face?
>>
File: bob.jpg (59 KB, 908x359) Image search: [Google]
bob.jpg
59 KB, 908x359
r8 bobie
>>
>>503198
lewd/10
>>
>>503177
Desk, books and ball were made in one day.
Rest of it - hard to say, i was just modeling stuff that was lying around in my free time.
>>
>>501082
posting pics of actual objects isn't allowed, anon.
>>
>>503136
nice tree would punch
>>
>>503198
a bit to shiny, and i personally like it when there two of them
>>
>>503099
it's not that i can't sculpt but its already a low poly figure that needs to be ironed out a bit before anything like that
>>
>>501088
link
>>
>>503198
hard to tell how good the shape is without any context. but i do agree that its too shiny
>>
>>503173
i agree with other anon, AO is too strong
>>
File: Sample size me captain.png (84 KB, 1062x804) Image search: [Google]
Sample size me captain.png
84 KB, 1062x804
Well, I was able to grit my teeth and get through my hand issue. Is 25 a good sample size for AO? This is 25.
>>
>>502055
have you actually ever looked through a scope?
you don't put your eye directly against the glass you know
>>
File: slav 5.png (156 KB, 747x754) Image search: [Google]
slav 5.png
156 KB, 747x754
yes hello cyka

me name is slav bust
>>
>>503198
boob/boob
>>503435
cyka/cyka
>>
File: commanderWIP-17.png (1 MB, 580x1824) Image search: [Google]
commanderWIP-17.png
1 MB, 580x1824
Worked on this over the past week and a bit. I'm quite happy with how it is looking, but there still are a few things I'll tweak based on the final scene.

There was a lot of sculpting, so that was good practice I really needed. Any glaring issues?
>>
>>503468
The biggest issue is that his torso looks like a box... It's way too flat on the front. You also overdid the amount of wrinkles on the pants. And you need more color variation in the face, a mans face is naturally darker where their bear/stache grows, and the nose should be a tough redder.
>>
>>503472
I see what you mean about the torso, which should be an easy fix. I agree about the face as well, getting the face color just right always takes me forever. The pants are quite baggy for the ss panzer uniform, but the normal map is to strong compared to the silhouette, so that is probably why is looks off. Thanks for the feedback.
>>
>>503468
floating belt
shoulders pushed forward
i dont get the jacket design, where are the buttons? whats making those fabric stretching folds?
folds look weird all over
awkward way the pants go out of the boots with no compression or anything
eyes look weird, i think its the are above the eyelids
Thread replies: 255
Thread images: 147

banner
banner
[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y] [Home]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
If a post contains personal/copyrighted/illegal content you can contact me at [email protected] with that post and thread number and it will be removed as soon as possible.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com, send takedown notices to them.
This is a 4chan archive - all of the content originated from them. If you need IP information for a Poster - you need to contact them. This website shows only archived content.