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Thread replies: 255
Thread images: 126
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>>500868

bump count
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proud of u all

keep up the hard work!!!
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So I blocked out a scene from some sketch I found on pinterest. Looking to do relatively low poly / hand painted environment. I mainly do animation but I wanted to give this a shot since I've been told by a few people that i'm good at texturing so I want to give this little environment a shot.

What do you guys think?
How could I improve what I have so far?

ps. im a shit modeler pls dont shit on me too hard.
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>>504373

obv you're not gonna take advantage of any bump maps. You have to be the best texturer in the world if you dont want that to look shit
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>>504373

If you can paint/paint textures(2d art drawing, painting with tablet or something, you know what I mean???) it could turn out nice, just directly draw onto the model. If you can't, dont even bother.

>>504376

If he cleans up his mesh a bit and makes it a bit more stylised AND he is able to handpaint textures I don't see why it has to turn out shitty.
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>>504379
I have experience hand painting textures. I stopped doing it almost two years ago so I'm fairly rusty. This is what I was able to accomplish for a school assignment. Did fairly well on the brick but fucked up the texture on the sidewalk due to time constraints.

As for cleaning up the mesh, what could you suggest that I do? If you could give some tips to make it more stylized I'd gladly appreciate it.

also I have a feeling UVing this will be aids.
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Reworking on older low poly model
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>>504339
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Found my first model ever that i started and never finished. Actually after i started doing it i stopped and then didnt touch 3d for years. Feel like i should remake it with the idea i had going at that point in 2002.
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>>504380

>As for cleaning up the mesh, what could you suggest that I do? If you could give some tips to make it more stylized I'd gladly appreciate it.

I made this for practice. I didnt use a grid most of the time and didnt try to be acurate and just moved verts around without any grid, which makes it look more messy and you can make it look more stylized.
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>>504373
this is incredibly hard to replicate unless u have experience with environment design in the first place
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little something with pbr and bloom
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Try to learn character modelling my brain hurts. Four months and still can't make anything that isn't garbage.

Looks like it back to making props. Will post some here when I start again tomorrow.

Lesson learned never do character art as making props and environments are easier.
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>>504465
friend dont give up, maybe you're learning it wrong!
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>>504470

I'm not giving up just focusing on modo and doing hardsurface. I might look into doing a space helmet for a prop.

I don't know how else you mean't to get good at character. Anatomy is really hard and is taking ages to learn.
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>>504465

zbrush solves this

poly modeling is as artist friendly as my asshole
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>>504478
Post examples, im curious.
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A few weeks until my 2nd year of 3D modeling.

I use Blender and Zbrush. Zbrush 99% of the time.

I'm trying to learn rigging and animation, but I feel like I am absolutely wasting my time with Blender.

Should I stop right now? I have Maya 15 opened in fact.

All the tutorials I've watched for rigging in Blender frustrated me, then I watched 3 minutes of a Maya tutorial and it's eons ahead of Blender. Blender feels reserved for retards and children; clunky, UI, etc.

I guess I answered my own question..
Does anyone have any reference to start animating for games? I'm going to be using UDK. Animation is an entirely different beast I have to tackle and the first time I've felt this anxious about modeling since I began. Keep in mind, I'm reading the UDK manual and watching Maya tutorials.


Last question, I looked up reference for topology, and know what good topology looks like for animating. But, how does Valve have 500 poly base meshes for DotA with the worst topology I have EVER seen and still make fluent, amazing animations? All I've read on /3/ is how important topology is, but when you look at any DotA 2 model, it's a fucking nightmare.
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>>504495

this is the complete model.

Would I go animate this initially without his accessories/clothes? Then add on the clothes?
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>>504456
Hey mate that's really awesome that you could make it so charming in a subtle way by going out of your way to give it imperfections. But that viewport lighting. . . how did you get that!?
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>>504495
whats the problem with blender?
>Does anyone have any reference to start animating for games?
any animating is good for games

>what good topology looks like for animating.
you are ok with zremesher for now, just set it up to 0.7 or something
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gonna practice some pbr materials with it
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>>504543
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>>504502

Use blender internat, set to material view and add a sunlight at an angle, make the color of the shadow of the sunlight to a brighter value instead of black. the light side is rendered view with ambient occlusion enabled.
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>>504586

>Use blender internat

blender internal
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>>504495
>even considering blender
>has access to maya
lmao

dota models don't need good topology because of how small they are in-game. 90% of people don't notice the imperfections.

>>504500
some options:
>attach clothes to same bones as skin
>cloth sim
>wrap deformer if unreal supports it
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re-render of my fox
anyone know how to do proper lightning setup with toon shader?
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Making some progress on this body, I've mostly worked on the torso. I'm aiming for a generic body that I can adjust later. Currently at 14,800 tris total and I hope to keep it beneath 20k excluding the hair.
Any suggestions for topology improvements?
Should I make the waist wider or is this wide enough, I am not aiming for realistic british proportions.
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>>504622
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>>504624
I remember this face from somewhere
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>>504463
>with pbr and bloom
Well, you've got the bloom.
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>>504625
I probably posted the face a month ago or something, otherwise I based it on Honoka from Dead or Alive.
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>>504627
i remember it from a tutorial or a template or something
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>>504630
Then I succeeded in making the face as generic as possible.
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>>504630
kind of looks like joan of arc tutorial
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>>504642
I don't see it at all. Though it does make me wonder if I should pull that one edge loop around the eye socket further in. Comparing the two I noticed the rectangle on the brow ridge is inside the eye socket instead of on the brow, might make deformations there ugly.
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decided to shot my own textures with my galaxy s3 slim and did this as a test. Turned out better than i expected
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>>504622
how did you make this? box modeling? sculpt to retopo?
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>>504649
For the head I used box modeling but for the body I used a simplified shape that I approximated to references. After that I used retopology to create the chest, that did take quite a while because I fucked up on the ribcage flow.
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>>504651
got a link to a tutorial that shows a process similar to what you did?

>head was box modeled
how the hell did you do it? If I box model something it looks like >>504644
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making some stuff
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>>504662
I spend a lot of time cleaning the loops and creating the shape, the head took me about 3 days. I think it mostly boils down to experience and having a firm grasp on topology. Results such as >>504644 aren't bad and aren't far off from >>504624. The main difference is that the former is more stylized and has more emphasis on the cheekbones and a face that isn't as flat.

These tutorials have been the most helpful for box modeling, just ignore his voice. The first 3 parts are enough to get all the important loops and get a decent enough shape. After that he just keeps tweaking them until it dives into the uncanny valley.
https://vimeo.com/1160369
https://vimeo.com/1161419
https://vimeo.com/1161718

Topology explained
https://www.youtube.com/watch?v=im9XZf2C1s0
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>>504615
By having a good model first?
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>>504696
that wasn't the question
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>>504622
crotch could use some work. too flat
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found a sculpt of happy pepe, retopo it, not that good in 1-2 hours, this is the result. I plan to rig it, sculpt trump hair and model a suit
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>>504622
why do you fags waste time with modelling humans when there is makehuman? I understand modelling fantasy creatures and unrealistic proportion humans, but fucking humans?
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>>504784
because muh ethics
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>>504784
It would save me some time and maybe I'd use it for low-poly background characters but I'd rather enjoy creating my own resources. I think my model does looks slightly more stylized than those from makehuman so the results wouldn't be the same.
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>>504779

REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
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Is this stupid?

I normally model by using a ton of control edges and using subd. It just stuff like this I get a mess with a ton of control edges.
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>>504813

I dont even know what I'm looking at.

Anyone can do the same exact thing you did in like 30 polies
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I started with a pretty shitty base model but didnt have the time to make a new creature. So I decided to work with it. I have one more week to add final details and to fix stuff. I'm thinking boots to hide the shitty feet, and an image of an eye to replace the eyes
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>>504817
he has potential, but feels very bland and naked. Give hime som leather armor strips, scars, wear and tear.

his hands have been amputated, the metal would create rust and dirt at the end of the arms,

Spice him up and give him some personality man.
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>>504821
make the skin under the eyes darker to make him more spooky and scary
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>>504339
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>>504817
This is the worst case of contrast ever. His hands look like they're part of a background because of how they align perfectly with the floor meeting the wall lol
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>>504456
This is awesome
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cont
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>>504830
the potato one was the coolest tho
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>>504831
appreciate the feedback but I prefer this one, might go back and try to make the tater roots work but I was stuck with that one for a while.
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>>504817
I like this creature a lot.
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I need a little help understanding how to enforce the shape after turbo smoothing. I currently have pic related going on, where the corners get all fucked up on the inside.

These are the original vertices/edges before chamfer/turbosmooth. I want to retain the box shape without the curves.
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>>504873
add edge loops
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>>504821
>>504823
>>504860
thanks for the feedback. I will do those things and report back in a week

>>504828
You're right now that I see it. It's weird as hell, like the Goldeneye mouth thing
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Working on the knees now, the topology seems to bend properly although I might need to add a loop to get the shape of the kneecap.
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Working on this interior scene, still very WIP
I'm trying to figure out what the fuck is wrong with my dome hdri (that causes the black line)
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>>504894
might be a mapping issue, or anything below horizon is disabled.
or maybe you're taking "dome" literally, and it should either go around like a sphere or be offset downwards.
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>>504894
I see this a lot with HDRIs. I'm not sure what causes it, but it's like the image wraps around the top half of the sphere and the bottom half is black. I don't know any fix, and i find usually the HDRIs doing this are low quality, so it could just be poorly created.
Nice WIP btw. it reminds me of the shitty house my grandparents used to own.
Look into changing that rug; it looks a lot like grass.
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>>504894
Look at the hdri, if this black part is there then it was made like that, there's nothing you can do.
If not then it's probably some mapping issue.
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>>504895
How can anything below horizon bein disabled?
I just created a vray dome light, using a vray hdri as a texture, and ofcourse I set it as spherical (and the hdri's resolution is high)
Also, another pic
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>>504894
just use another hdri, i think there is an option to blur it too

also use normal map on the walls, you can easily do this with crazy bump
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>>504897
Changed rug color

>>504899
The HDRI's resolution is something like 8000, how can there be a mapping issue when nothing's been touched
>>504902
Changed the hdri, same resolution, but still the problem persist, I've also tried to change to to mirrored ball, but still...
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>>504903
I guess changing the colour was easier than making it look less grass-like.

Anyway, here are some things that I noticed on first glance:
>everything is matte
The only thing that isn't is the bowl on the coffee table.
Why not give the lamp above and the coffee table some gloss too?
>bricks are too big
You have 16 rows of bricks in your render. Now if you google "brick wall apartment" you can see just how little 16 rows is.
>everything is too perfect, lacks "life"
Consider using more props, like a book and a pair of glasses, or a glass of water and a napkin, something that tells a story about the kind of person that inhabits this environment.
The cushions on the sofa are too perfect, maybe add a slight indentation, make them look just a tiny bit used so that it doesn't look so sterile / lifeless.

Other than that the render is good, it's really just these minor details that I think you should pay attention to.
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>>504905
Thanks a lot for the tips, I'll make good use of them
For now I'm just trying to figure out what's the problem with my hdri, I've tried to turn off the vray dome and just use the hdri in the environment slot, no more black line, but I'm wondering, it works the same way? I mean, the result in my lighting is the same? If so, why using a dome light instead of standard environment?
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>>504908
you need to bring light in the house
"photorealism" isn't what gonna make this render good, you need to a have a middle point so the viewer can focus his attention towards, still need to see how the light affect the wood and the metal
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>>504827
jesus thats disgusting
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>>504888
looks great dude
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>>504908
you can probably fix this in post but strengthen the light in the house, i quite like the soft orangish glow but there's not enough of it also that brick wall looks like shit, the texture is really fucking bad and there's nothing on that wall. try placing a tall plant where the light hits it
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>>504908

Protip. If you are not an architect don ´t improvise. Try to reproduce a actual interior where you have access to dimensions.

Believe me, you can make all the technical stuff within your software right but if you don ´t have the basic proportions you are screwed.
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>>504339
Anyone know the artist behind this?
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>>504986
bump
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>>504963
I've actually looked for refence to reproduce in 3d, but didn't find any
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>>504986
Not sure if it's 3D, it doesn't look to me.
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>>504894
>>504901
>>504903
>>504908
Little update, still trying to find a decent bricks texture, also added a weak vraylight (value 1) on the other side of the room to bring some more light up
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>>505010
It's not.
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>>504986
>>505016
You can always spot the artists who are virgins. I know that's probably not much to go on though.
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>>505009

Do you live in a building?

>>505013

Here have this one.
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>>505013

Bump
>>
>>505013

Specular

Made this texture feel free to use it.
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>>505013

Not gonna discuss the technical stuff. But man that camera angle doesn´t help. Try to do something simpler so you can control better what appears in the scene and in which plane.
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>>505013
looks better, just add more specular to the lamp and sofa

what tools you use?
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I did a thing while learning dynamics
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>>>/b/656812875
Help us save her
1738
>>
>>>/b/656812875
Help us save her 122
>>
>>505013
>Still need a decent brick texture

The way the sun I coming in wouldn't on need to use some displacement?
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>>505027
>>505028
>>505029
Thanks for those, I used it, as you cansee here, bump is something like 60, pretty high, how is it?

>>505031
Actually I chose that angle cause I was trying to reproduce a 2d image of a room design, so I've tried to match the same angle, well, I guess it is pretty bad right?

>>505032
Added more specular to both, actually the lamp was pretty specular already, I guess that the light angle just won't show any good reflection (as you can see in the image)
By the way I'm using 3d studio max and vray (Irradiance+Light Cache)

>>505039
Not sure, would need it?
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>>505027
Well, last time I measured my own room to make it 3d, the results was pretty unprecise
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>>505044
LOL
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>>504986
http://akiranime.deviantart.com/art/Cleopatra-walk-test-462654694
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>>505043
>Not sure, would need it?
It might help. Give it a shot if you want.
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gonna change some mats but overall finished
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>>505098
10/10 would put in game, stranger
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Trying to make the taillights and headlight. Not too sure what I'm doing
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>>505043
put portal lights outside in front of the windows. they let more light come in
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>>504380
That's really good, actually.
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Just having some fun. Don't hate me.
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>>505098
did you make the 3d model?
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>>505103
Thanks!

>>505116
yeah, the high poly its up there in this thread
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>>505115
this can be my next wp, nice job
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Now I just have to do the low poly.Figure out how you can explode bake. Figure out how to do PBR and make it look like spirited away look in marmoset. This is going to take me awhile.
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>>505122
good work, PBR's are for hyper realistic textures, if you want to do it spirited away might be bether with regular textures
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I figured out how to isolate the parts I want to make glow in post using the "use background" shader, but I have no idea how to actually create glow from that alpha cut.

The default glow that maya makes in post is shitty and the different glows fight with each other (pic related, the tail light is supposed to be much brighter.
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>>505192
its looking really good
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>>505192
Here's the alpha cut I have (I changed the colors a bit to actually see it). Where do I go from there ? The filters like gaussian make it almost dissapear.
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>>505194
I would suggest making all the glowing areas their own UV islands, so you can just fill the whole general area of those UVs with a solid colour.
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>>505202
That image is not a UV snapshot, it's a render of the actual mesh that must glow (From that perspective of the camera)

The parts that glow on the hover bike completely glow, there's no UVs involved. Sorry I'm not really clear.
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>>505204
What are you using to add glow in post? If it's photoshop, pirate MagicBullet photolooks plugin and use that on a black and white render of the glowing areas. then obviously set it to screen.

Or if you dont wanna get MBL, try render the glow areas on transparency and use filter > other > minimum to expand the pixel edge and give you more pixels to work with.

or try just taking what render you already have of the glow, blur it by 3-5 pixels, duplicate, flatten, blur again, repeat until you have a larger base to work with.
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>>505206

Thanks, the blur, duplicate then merge trick works. Pic related for the skids (It's not that great in this case tough because it seems that maya does its own post-glow with far better anti-aliasing than the final render it produces.
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>>505206

>>505209

I adjusted it a bit more, the biggest problem seems to be the accuracy in photoshop. The alpha cut from mental ray is very sharp, but in the end post comp the fin blades tend to merge a bit into each other.
>>
>>505216 upload the base + the glow alpha somewhere and let us take a looksey.
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>>505192
Looks great, but the taillight is in a weird spot.
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>>505209
wow man, this looks so much better than when you had it as camouflage, looks great
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>>505219

http://imgur.com/a/Fapg9

>>505235


Pic related, some concept art I found for the bike. I didn't really question it.
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>>505241

>http://imgur.com/a/Fapg9

>Fap
nice
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How on earth do I salvage this pile of wank? I made the topology decent enough to be able to tweak the shape but no matter what I try it never looks right.
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>>505241

I just took the glow layer and shifted the brightness up to max so all the edge pixels are pure white, add a few glow layer style duplicates, one on screen, one on colour dodge, at varying opacities, and a bit of a blur / motion blur for some glow.
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>>505285

>I just took the glow layer and shifted the brightness up to max so all the edge pixels are pure white

I think that was exactly my issue. I'll give it another go
>>
>>505280
Forehead looks to far to the back, it's also too pointy in the front and should be far smoother and flatter. Nose looks too big for anime, needs to be cuter.
The mouth is terrible, mouth corners are too far forward and should go into the face. It also needs more definite shape, from the side those faces still have well defined lips.
Just a guess but I also think the entire face isn't flat enough.

Did you base it entirely on 2d references? That never works out because the faces aren't drawn with perspective in mind. First sculpt or build a head with primary shapes until you think it looks anime-like enough in perspective mode.
Also post front and side wireframes.
>>
>>505305
So basically, everything is awful then, as I figured. It was a mishmash of a 2D reference and a 3D topology; I think rather than dealing with that any more I should just suck it up and work my way through learning zBrush, since I'll have a lot more ability to manipulate basic forms there.
>>
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>>505342
No shame in making mistakes. Human anatomy is incredibly difficult to master. There are so many nuances to be aware of in order to avoid the uncanny valley. It takes a lot of practice. Don't get discouraged.
>>
>>505344
That's the big problem I had, see. I couldn't quite figure out exactly why it looked wrong as a combination of inexperience and having stared at the model for so damn long. Just that it 'looked wrong'. Thanks for the feedback, though. Maybe this time I'll actually stick with zBrush now I have somewhat a goal in it.
>>
>>505346
Thats a common problem with visual artist everywhere. You trained your hands, you trained your brain, but what about the eyes?
Thats why people recommend traditional 2d art courses.
>>
>>504380

That contrast: it burns! Though great job there on the brick texture.
>>
>>504456
Just a heads up, bits of your roof has ngons
>>
>>505437
Just a heads up, no it dosnt
>>
>>505439

It has some ngon surfaces but it doesnt matter because
1, They are flat surfaces
2, it wont be deformed anyway
3, Its not subdivision modeling or something
4, dont listen to dipshits and memeposters on /3/ who get a tantrum when they see something that is not a quad, or else you will never get gud.
>>
File: how to chain.png (548 KB, 1914x1051) Image search: [Google]
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Making a lantern. I can't figure how to make a 2d chain like pic related

1/2
>>
File: lantern_01[1].jpg (102 KB, 1500x500) Image search: [Google]
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>>505464
2/2
>>
>>505466

Make one chink, duplicate and rotate.
>>
>>505464
Make a texture for a single link (or the whole chain if you want to change the end).
Apply it to a plane, duplicate it and shift it till one goes 'through' the other. Isn't particularly complex, though you will need to measure out the 'gaps' in the texture.
>>
>>505464
>>505466
Looks great, what's it for?
>>
>>505464
what? just draw a single chain, make sure it has an alpha channel, make a quad, and make sure the quad is double-sided
>>
File: dec-5th-2015.png (25 KB, 499x480) Image search: [Google]
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>>505470
Was digital painting last week. Wanted to try out 3d modeling this week
>>
>>505472
I have the weirdest boner right now
>>
File: beetroot draws a fruit.png (95 KB, 959x759) Image search: [Google]
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>>505473
>>
>>505464
also is there anyway i can have the uv the same ratio as the object? as you can see the uv is stretched out
>>
>>505464
Found this nifty site to upload stuff to

https://sketchfab.com/models/121855aa15a94c25b446ce0cf688e2ab
>>
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>>505481
Yeah, it's useful. not terribly secure, though.

https://sketchfab.com/models/3e094378d8644b6fb0fd3bdfeae5eaaa

https://sketchfab.com/models/49c50c77decc482ca6751ee7b5d03691
>>
Goooood damn! This is really cool dude! It is very inspiring and shows just how low poly you can get!
>>
>>505280
I kinda like it. It looks like chibi, where the body is also very small.
>>
>>505115
Super nice looking imo
>>
>>505034
Jesus christ dude roflmao
>>
>>505526
responds to: >>505466
>>
File: rocksugar.jpg (144 KB, 658x268) Image search: [Google]
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Currently trying to make some brown rock sugar for a small scene. I tried to make both the actual geometry and the shader 100% procedural, which is pretty practical. Render times are horrendous, though.
>>
File: output.png (180 KB, 960x540) Image search: [Google]
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>>
>>505533
Soft, renderer?
Looks really nice
Would you show your displacement map settings
>>
File: candi-sugar-24776284.jpg (197 KB, 1300x957) Image search: [Google]
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>>505533

As far as I know brown sugar is darker/has dark spots inside, is less see-through and it has this white powdery diffuse surfaces on edges and rougher surfaces and white powder particles around and all around its not very reflective. Kinda similar to raw amber.

Dont get me wrong, its good so far, but maybe even try a totally different approach and get rid of the glass/ice like shader completelly and try a subsurface scattering shader or a translucent shader instead(or mix a slight reflective surface with a subsurface shader)
>>
File: ik_wut.webm (3 MB, 1920x1080) Image search: [Google]
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I'm working on a simple bipedal rig for the first time and am running into issues with the IK handles.

When I set the IK handle from the hip joint to the ankle joint, it seems to work fine, except for when I twist the pelvis. The feet should stay planted when I rotated the pelvis once the IK handle is in place, shouldn't they?

When I rotate the pelvis, the feet still move even though the IK handle has been placed. I'm not sure why this is occurring.

Any insights or advice is greatly appreciated
>>
>>505539
You have to get a single chain IK from the heel to the toes. And even then. You have to parent that SC IK to something that's not parented under the hip bone, or the hip bone control.
>>
File: frog Lamp.jpg (132 KB, 728x811) Image search: [Google]
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Ghibli style frog with a lamp
>>
File: rocksugar2.jpg (136 KB, 658x268) Image search: [Google]
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>>505536

Renderer is VRay.

The only maps used are the standard noise and cellular maps that come with 3DS Max.
The method I used to create those rocks is basically this one, with a few tweaks here and there: https://vimeo.com/10163233

Once you get a feel for it you can create sculpted looking rocks in minutes. Creating multiple different looking rocks is as easy as fiddling with the map settings for a few seconds.

>>505537

You're right, it was supposed to look a bit rougher and less shiny. I actually rendered that one with incorrect blend settings for the powder/damage layer, so it's constrained mostly to the edges. It was supposed to look more like this one.

Still, I didn't mean for it to look quite as dull as the sugar in your picture. I actually used some sugar I had at home for reference, and it looked a lot cleaner and shinier than that.
>>
File: faceRigProb.webm (2 MB, 1920x1080) Image search: [Google]
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I'm rigging this model for a friend and am having some trouble getting the floating eye/teeth geometry to follow the head geometry after skinning. I figured parenting the eyes/teeth under the head would work but I suppose it doesn't work that way.

Anyone know the best way to do this?
>>
>>505555
you need to bind the teeth to the lower jar bone and the eyes to the eye bones, which should be part of your head rig. If you dont want to animate the eyes and mouth and you only have one bone for the head, you bind them to it.
>>
>>505560
This anon was faster.
Or if you just want to parent them like you started. You need to parent them under the head joint. Not the mesh.
>>
>>505561
>>505560
Thanks a lot! Worked like a charm
>>
File: kenRig04.png (393 KB, 3840x1062) Image search: [Google]
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After rigging my character, I go to File > Send to MotionBuilder, and the rig imports very brokenly into MotionBuilder.

Any idea why this is occurring? I think it's due to not having a "bind pose" set for the rig. I'm not entirely sure how to go about making one.
>>
>>505563
I never did import things into motion builder, but one thing that comes to mind is, did you freeze transformations on everything that supposed to have Translate/Rotate/Scale = 0?
>>
>>505564
Yep, all my controls are set to 0 or 1 (0 for transform/rotate, 1 for scale).

I also set a keyframe for all keyable channels for the controls on frame 0, which I figured would set up my bindPose, but it's telling me it can't find a bind pose for bn_pelvis01, and I'm not sure why.

The rig works fine inside Maya, but once I import to MotionBuilder, it just poops itself for some reason.
>>
>>505565
>but it's telling me it can't find a bind pose for bn_pelvis01
You probably bound the skin with "Allow multiple bind poses" on in the options.
It's giving me that error when i bind the skin with that on.
You can save the skin weights, export them somewhere. Clear the history on the mesh, and rebind it with that option off.
If you do that, you might fuck up something else though.
>>
>>505566
Forgot to say, when you bind it again. Import the skin weights back.
>>
File: fence help.png (438 KB, 1915x1052) Image search: [Google]
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I need help with a few things which I've marked in the picture
1) How can I get the lines on the rope to align?
2) How can I extend the uv unwrap?

Forget about number three. I figured it out
>>
>>505573
for number 1) well, you have to make it match, edit it so it fits or hide it

2) UV maps are allways interpreted as a perfect square, you have to make it fit, try this:

alternate the orientation of the sides of the post, the top part is wider, if you put it upsidedown you will have more room to fit all
>>
>>505575
if I alternate the the side posts then it become harder to paint. I have to keep flipping the canvas around. Isnt there anyway to make the area bigger?
>>
>>505577
Texturing upsidown its a common thing, get used to it, you can rotate the canvas easy with "R" tool in photoshop

https://www.youtube.com/watch?v=ADCxjDQLCro
>>
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>>505577
>>
>>505575
>>505591
>>505592
thanks!
>>
http://strawpoll.me/6288765/
>>
File: BB8comp1.png (159 KB, 960x540) Image search: [Google]
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Early W.I.P.
>>
File: progressRender1.png (301 KB, 1280x720) Image search: [Google]
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>>505606
This project is going to be a nightmare of little details
>>
File: zZlXG0E[1].jpg (69 KB, 2560x1440) Image search: [Google]
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Final project for my 3D class.
>>
>>505606
>>505685

Which modeling program and renderer are you using, senpai? (Looks good BTW)
>>
>>505689
can be made with any program moron
>>
>>505691
Yeah, I know that you idiot, I'm just interested.
>>
File: lowpol.jpg (62 KB, 668x578) Image search: [Google]
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I'm following Peter Massive Blender tutorial, but it comes out crap.

Is there any better tutorials for low poly character?
>>
>>505695
looks like his models arent to be rigged. I want to see your character bend down. give her some edges on her tummy so she can
>>
File: mountain.jpg (176 KB, 1654x931) Image search: [Google]
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Still need to work on the snow. When using SSS do you have to have a fully closed off mesh or can you use a 2D plane?
>>
fuck
>>
File: A.png (124 KB, 800x800) Image search: [Google]
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starting with the concept... always use a reference
>>
>>505689

Maya, Mental Ray and Mudbox. Mudbox is real neat compared to Zbrush to paint things, I hear. The UI is super intuitive at least. Also it's free.
>>
>>505701
>When using SSS do you have to have a fully closed off mesh or can you use a 2D plane?
It doesn't matter.
You're probably not using blender, but since you're making snow you might want to check this out:
https://youtu.be/82zWmOqE0Nc
>>
>>505710
I am using Blender and saw that already. but the only difference is I'm using Luxrender.

Andrew needs to stop shilling cycles and move on to better renderers already.
>>
>>505710
Also how does it not matter? I thought something like SSS would treat a closed object like a cube as something with actual volume and a plane as say, paper (excluding its tiny amount of volume).
>>
File: comp1.png (306 KB, 720x720) Image search: [Google]
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Slowly getting there
>>
>>505707
Thanks :)
>>
>>505707
Mudbox isn't free. They killed it off and it's $10 a month now. It's not great for sculpting, but it's alright for painting. But you're much better off using Substance or Quixel for painting on your models.
>>
>>505750
Free for me, I meant. And you. They don't check if you are actually a student.
>>
>>505739
looking good! keep us updated!
>>
>>505750
Does either Substance or Quixel have good 3D painting tools ? Mudbox's dry brush is great when it works, but otherwise painting plates like for the droid I'm making can be quite the PITA.
>>
>>505757
Substance Painter and Quixel are literally all about 3D painting, you don't model in them at all. They far exceed Mudbox due to their procedurally aided texturing workflow. And Quixel gives you access to all of Photoshop's tools for painting on top of the unique stuff it offers. The scratched metal presets Quixel would already automatically give you a decent look without any real work, but obviously going in and doing some manual stuff is advised so it doesn't look as amateur.

https://www.youtube.com/watch?v=3ugVuyCXjss
>>
File: comp2.png (276 KB, 720x720) Image search: [Google]
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I am mostly done with modelling, now I'd like fix how I render stuff.

Pic related was rendered with the objs raw from level 7 into maya, which produces a bloated 1.2gb .ma scene file.

Normally, I'd simply make a normal map but I want to be able to do an occlusion render pass (which can't see normals)

So how should I go about this ? Displacement map ? Displacement map + normal map ? I have no idea.
>>
>>505784

>1.2gb .ma scene file

....why
>>
>>505784
What you should have done is used proper edge-flow so that the model can be smoothed/subdivided at render time, not statically at such a high resolution, my lord... I'm not sure how you even managed to create a model that decent looking while not knowing the basics of subdivision modeling.
>>
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>>505811
>>505801

Closer to 1,92gb actually. I sculpted these details and not knowing how to make AO work with normals, I sent the raw mesh into maya.

Are you saying I could have subdiv'ed all those details by edge loops ? I'm not sure how but that'd be great. Can you share how ?
>>
>>505819
https://www.youtube.com/watch?v=554L6ycWPo8

And on your "objectnameShape" tab in the Attribute Editor, you can scroll down to "Smooth Mesh", and set the "Render Division Levels" to the amount you want at render-time.

Did you make this in ZBrush? If so, you likely worked with Polygroups to make those shapes yes? Then you can use zRemesher with Autogroups to create topology that can be smoothed at render-time.

But since you're already basically done, just use a Displacement map. You can use the AO from whatever renderer you're using too, no need to bake it.
>>
File: Comp10.png (354 KB, 960x540) Image search: [Google]
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>>505822
I used mudbox to carve in the shapes. I know how to model with edgeloops (pic related) but I don't think it can be of any help with the mesh I have right now.

I'll try displacement maps again then. When I baked it last time I tried it came out a bit faceted. Is there any point in using a normal map along with it ?
>>
File: tata-truck.png (1 MB, 1909x998) Image search: [Google]
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Working on a truck. How do I model the inside of it?

Is the right thing to do cut out an area for the driver seat/steering wheel and shove an object in there?
>>
>>505835
First, get the outside to actually look like the truck. It's currently not even close.

Then, you model the inside like anything else, piece by piece. Model a seat, a steering wheel, the dashboard, and so on.

But in both the inside and outside, you need to be using reference images. If you can't find them for that particular truck, then at least sketch some yourself.
>>
File: stealing.jpg (43 KB, 703x371) Image search: [Google]
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Trying to figure out how Ian did the dark souls animal cross vg challenge so I can copy his art style for a game.
>>
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>>505837
>>505835
got it. thanks a lot. Now I gotta figure how to make doors. Even got it down from 1.5 verts to 1k verts!
>>
File: Dash Face_v2.jpg (177 KB, 1190x707) Image search: [Google]
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Working on Dash. Need crits.
>>
>>505856
I don't like the way the hair on his head clips into his scalp. Also his eyebrows are too blonde.

lastly his skull seems stretched horizontally in the center pic. If you look at the 3rd picture from the left, the skull is not that wide. Don't use picture 2 as your reference for the skull. use it as a reference for the hairline
>>
File: stealing2.jpg (41 KB, 632x405) Image search: [Google]
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How do you do topology for legs and arms?
>>
>>505868
add a V for the hips
>>
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>>505868
>>
File: what2use.png (1 MB, 1920x1052) Image search: [Google]
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>>505854
Added doors, handle bar, seat and dashboard.

I need to make metal frame like in the reference pic. should I use a plane with an alpha texture of a fence or should I model one for low poly?
>>
File: feaf.jpg (302 KB, 1920x1080) Image search: [Google]
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First time doing 'organic' modeling. Pleasantly surprised on how it's coming out, although there are a few mistakes with mesh topology.

(are 3DCG boobs allowed here anyway?)
>>
File: aaefae.jpg (205 KB, 1220x817) Image search: [Google]
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>>505879
the aforementioned fucked up mesh topology. Is this salvageable?
>>
File: frog Lamp.jpg (351 KB, 1851x830) Image search: [Google]
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ghibli style frog with a lamp
>>
>>505883
that looks really nice anon but where is his nose?

also whats holding up the lantern? where are the strings/chain for the lantern from the staff
>>
>>505884
the string its a simple thing that I will add in Max or smthing, the nose, well I have other details to fix first, maybe it will not have a nose, I dont know
>>
>>505880
just delete some faces and fill them dude
>>
>>505880

Save mesh, work on copy, if it doesn't work out just go to backup and try a different way. You have to stop hesitating and just try.
>>
File: rangeraxe.jpg (26 KB, 662x639) Image search: [Google]
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attempted this style, not as good as i would i like it to be
>>
File: comp1.png (226 KB, 720x720) Image search: [Google]
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Alright, so after two nights of hair pulling I figured out how to get the same render quality without using the raw mesh from Mudbox.

I think the file size difference speaks for itself (1,92gb vs <1mb)
>>
>>505901
did u render it with normal maps?
>>
>>505902
Nah, if it was that easy I would have been done long ago. Normal maps don't support ambient occlusion, as far as I know.

I baked a displacement map from level 7 to level 5 and then subdivided the actual mesh to 5 only for rendering.

I kept getting faceted surfaces before but the 7 -> 5 trick did it.
>>
>>505905
OR you know. bake the AO then re apply it in post... you could use your bump map and just darken the colors in the recessed areas and it will work just as well as AO in such a simple model
>>
>>505915

Shut the fuck up, you're making too much sense.
>>
File: hmmm.png (53 KB, 409x362) Image search: [Google]
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First time sculpting anything in half a year, was so anxious to make marks but now i can do something.
>>
>>505915

Yes, but I want to animate it. The top of the head needs to occlude the body, unless i'm missing something obvious.
>>
>>505915
Just to make sure I get this, you mean bake the AO and darken the diffuse with it. And then, swap the displacement map for a normal map ?

The only issue I see is that the contour of the body wouldn't have relief anymore, unless I overlooked something

also forget >>505932
I could still make the head -body AO work with baked AO, I think
>>
File: texture-update.png (1 MB, 1915x1051) Image search: [Google]
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>>505835
>>505854
>>505874
Texture update~

Does anyone know how I could improve the tail lights? They seem kinda crap.
>>
File: HighresScreenshot.png (2 MB, 1032x2320) Image search: [Google]
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Festive spirit!
>>
>>505940
>necrosis legs
>>
>>505941
>demon legs/feet
look at the hands you tard. Notice the horns, tail, wings?
>>
>>505942
thought she was wearing gloves senpai
>>
>>505940
The face looks like Lilith hentais. How'd you do the hair ?
>>
File: 2015-12-14_20-30-24.png (143 KB, 1017x523) Image search: [Google]
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>>505942
>>505941
Yeah, can't really tell with the santa outfit on but there's a dark gradient on her arms/legs.
>>505944
Thanks, face is something I've been fiddling with. How I did the hair, you mean modelling or texturing/shader?
>>
>>505945
Face shouldn't be too hard to make, but I'm wondering if the hair is 3D and actually reflective or is everything just flat shaded.
>>
>>505945
could you show the wireframe for the face?
>>
>>505125
No it isn't. PBR just means physically based rendering. The only thing it describes is how light effects a surface. you can still make it look like Mario.
>>
File: wires.png (87 KB, 705x682) Image search: [Google]
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>>505946
Hair is 3d and reflective, yeah. Not 100% finished the shader but pretty close to, done in UE4. puu sh/lo3aD/485282002c.mp4
>>505948
i gotcha senpai
>>
>>505945
Can you show this face in more angles and some with wireframe? I'm curious.
>>
>>505950
so what she going to be used for?
>>
>>505952
>puu sh/lo3aD/485282002c.mp4

Apparently a demon girl molesting simulator. -
>>
>>505950
topo reminds me of this
>>
File: head.webm (2 MB, 515x533) Image search: [Google]
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>>505951
Like this?
>>505952
See >>505953
What else would a demon girl possibly be used for?
>>
>>505955
Thank you. This is great quality stuff and I saw your tumblr, the game looks great too. Hopefully there will be a flat chested Succubus too.
>>
>>505956
Body shape will be customisable. [spoiler]I'm absolutely gonna make a loli body morph.[/spoiler]
>>
>>505957
how do you program something like that?
>>
>>505940

Noice, what program are you using for the render ?
>>
>>505970
UE4
>>
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>>505939
>>505939
Why does this happen to my texture when I import it into UE4?

pls help
>>
>>505933
Yeah, it would loose contour. Those kids seem to think people only model for games. Normal maps are only used for fine details when it comes to production rendering, and even then displacement mapping is usually used instead, because physical shapes always trump faked normal lighting. We just don't usually do that in games do to the performance hit for a real-time situation. Though real-time tessellation+displacement is starting to become normal in AAA games, and in fact Maya's viewport can do real-time displacement and tessellation if you turn it on in the Smooth Mesh settings of your Shape node.
>>
File: 32432.jpg (44 KB, 496x368) Image search: [Google]
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Does Maya 2016 have a tool that can round holes? I can't find it anywhere.
Thread replies: 255
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