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

Thread replies: 255
Thread images: 130
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i like making small animals, but sometimes its tricky to texture them
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I've been working on this small airship
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>>509454
Hi Justin
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>>509464
Let me the first one to comment on how much enjoyment I draw from the level of attention you've put into the male component of your fuck rig anon.
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>>509464
Hi, Jordan. Can you talk a little about how you made that anim? Surely that has got to be MoCap? Amazing work btw.
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>>509465
I just had a good giggle
>>509466
Aww thanks. No its just done with a bunch of animation loops. I'm using soft body physics to produce the jiggle which is controlled by an opacity layer of vertex groups hooked into the soft body control panel. Frame rate is half when teh physics arent baked yet, btw
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>>509464
>done with blender
is this realtime? You making a game?
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I'm new to 3d modeling in general but not to video editing/after effects/premier etc
want to do a short fan SW video of one of my buddies (or myself) walking over a ridge, looking up and having 1 or 2 x-wings/y-wings fly over him into the distance, similar to this shot
https://youtu.be/HgY3rOOascY?t=654

I've already started to model the x-wing, it looks like shit right now as you can see but how can I incorporate it into a real-life backdrop - I guess what I'm asking is how should I export/render/animate the ship so that I can import it into After effects later so I can add energy 'flames' to the back of the engines?
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>>509464
that's really hot
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I started making a "hot wheels" type car i thought of in my head. it looks gay af right now cuz im still blocking his shapes out and i havent detailed and colored him

But i colored him with gay zbrush 2.5D brushes
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File: Ball_Animation.webm (3 MB, 1280x720) Image search: [Google]
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Just practicing some basic animation.
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>>509486
Why even post?
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>>509490
cuz its a wip brah
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Baby's first character. I'm happy with the lower half, not so much the upper half, especially the arms. Also I can't decide if I should make it more masculine feminine .
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>>509487
The landings are too sharp and quick, but other than that it's actually really quite smooth.
The rocking on the moving platform was a nice touch.
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>>509486
what the actual fuck
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>>509506

Thanks.

I agree about the landing. I experimented a bit with it, and I got it right on one single landing (at 0:04), having the ball stand completely still for a frame or two. I will probably do that from now.
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>>509507
i mean, thats what happens when you give preteens the power of torrents and mix that with the edgyness of going on 4chan
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uguu
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>>509531
cute reminds me of runescape
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>>509528
I don't think it's edgy at all. It's got fucked up so beyond recognition that I geniunely think it's made by something thats trying to imitate humans like a computer or an alien. Like a Google AI scanning the web to learn how people model things but it mixed all the techniques and tried to replicate the models we did but fucked up coz it's just not there yet.
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>>509533
Fucking excuses.
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>>509534
how does one fuck an excuse?
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RAWR
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>>509487
Kula World!

>>509531
Cute!
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dont hate too much
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>>509563
yume nikki / 10
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Studying transparency and pixel texures. Sucking at them so far.
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>>509575
You need point/nearestneighbour texture filtering.
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>>509575
>>509577

Textures look good, but transparency is visible only in rendered shading
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https://www.youtube.com/watch?v=NP-cKBaX7lo

working on episode 3 right now
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Widow has been working out
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>>509596

Also, it's my first sculpt after switching over to Zbrush.
Why I bothered with mudbox for so long is beyond me.
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>>509486
now this is art
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>>509540
your own obviously
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>>509542
would slay/10
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>>509608
thonkx beb
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I started this knight guy from hammerfall
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i modeled my butthole in zbrush
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>>509451
It's beautiful!
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>>509621
kek, i like that you actually put in the effort to texture that model
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don't judge this is wip i am making parts for a mandalorian figure. well actualy do judge but know the the dome is a placeholder
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>>509659
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>>509660
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>>509661
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>>509662
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>>509663
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>>509664
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>>509659
>spams the WIP thread with rubbish
>don't judge
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>>509666
oh shut up satan
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>I'm not a robot
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>>509582
Go to the materials tab on the properties panel, and under settings change viewport alpha to alpha clip.
You can check the other modes, but I'm sure this one will look the best with what you have.
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>>509454
I like this! Alot
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>>509563
done lol
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>>509679

Fukken finally. Thanks, bro
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>>509648
Nightmare fuel
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>>509677
i like the design, but the arms look a little small compared to the heavy body and legs i think
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>>509665
Stop met posten aub.
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its a computer not yet connected to mechanical eyes speaker and mouth, i use blendshapes to move eye lids and mouth probably not the best way but fuck it im learning///
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>>509739
Going to add some more plates on the forearms but I'm still thinking of a way to not cover up the inside details.
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>>509799
I wish I could model things like that, I've been stuck trying for over a month and it hasn't really gone anywhere.
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>>509447
this little guy dancing his little heart out.

visuals for an event I work for.
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>>509487
its good that you are utilising some of the basic tenants of animation but you can see they drop faaarr to quickly. And when it lands the compression looks werid. Really draaag out the movments.
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>>509800

What's your learning technique ?
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Ayyy have no idea how to make this image compeling i'm a fucking disaster as an artist all O can do is sculpt shit fucking quit and return to being a lawyer fuck
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>>509813
make the picture set at night but a flashlight is aimed at the alien. A bit 1950s cheesy but it could work
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>>509763

That's creepy. I imagine that being used in a horror game or a really bizarre futuristic scenario.
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>>509816
>>509813
This looks like the VARGINHA alien, and anon probably is BR, else he wouldn´t bother.
This happened during a rain, and a thin guy with a mental background was often seen covered in mud, crouching around in the area.
Two girls saw him and tough he was an alien.
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>>509813
you need spooky environment and spooky low lighting
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>>509850
It actually occurred the day after a big storm, but it was a sunny day and it was 3:30 PM :)

They were three girls, and all of them new the guy with mental disabilities the armed forces refered to. Also, the subject in question was in another city during the event, as can be stated by shopping bills his familiaries kept.
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>>509853
>>Knew*
autofix'd
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>>509813
need some diffuse texture on the alien, just looks like flat color. wall's a bit too clean.
and some better composition and context, storytelling stuff. right now it kind of feels like an arbitrary crop of a render from a sort of arbitary perspective.
if this is supposed to be the varginha alien thing, (which I only heard of now from anon above), then perhaps it would be good to set it more from the perspective of a passerby who may spot the alien. something that makes the viewer feel more like the passerby who might notice this uncanny figure near a wall.
i, myself, am only studying these kinds of things, like composition and making good pictures, so i'm no expert, but try to think of it as an actual situation happening. what i see is just an alien and a wall, and i didn't know exactly what was going on before i learned a little about the varginha thing. make more of the scene surrounding the alien, make context for the alien to stand out in. with more of a scene, you could point the camera away from the alien, leave them closer to one side, looking at the scene more generally and letting the viewer take in the image in a more "neutral" way, without you directly emphasizing the alien by pointing the view at them. that's one variation of something you could try or think about.
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>>509813
That's not bad at all, but of course it has a lot of room for improvement.
For example, detail the ayylmao some more with wrinkles and bumps on the skin.
Also this >>509855
>need some diffuse texture on the alien
Add a roughness map too, and make the eyes a bit darker and very smooth (reflective, shiny).
For the wall, it's too perfect and clean, put some dirt and cracks on there, it's a very important part of the image considering there are only three things there (et de varginha, wall and grass).
To address that I guess you could add some trash on the ground, like bottles and shit like that (it is Brazil after all).
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a broken sword
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Please b-be gentle, anon.
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>>509865
Metal and modeling looks good, but the hilt's texture looks like poo (literally)
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>>509864
>>509866
Don't worry, I won't tell anyone you go to reddit.
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>>509868
It's not Reddit, it's from another board.
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>>509869
I know it's from /vp/, but I can google your FC to see where else you've been posting.
I once found out some 15 year old was posting on /vp/. (he was chased out of that thread)
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>>509870
Oh wow, I had forgotten about that Reddit account. Thanks for that.

At first I thought it was that one anon on /vp/ posting my FC everywhere.
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>>509872
Nah I haven't been there in more than a year, but you should be careful with that stuff.
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>>509867
what are you, some kind of poo hater?
its 100% unprocessed twisted poo brah.
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>>509870

Google your what ?

I reverse searched that picture but it didn't yield results. What did you mean by FC ?
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>>509876
Friend code, it's the number in his name in the deleted post.
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>>509881
At least make a cool render out of it.
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>>509451
My brother has this exact Zaku model
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>>509486
Gay, you say?
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>>509877
Ah right, now that I'm on my computer with 4chanX, I can see it.
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>>509464
would someone repost this somewhere? warosu's down
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File: spawn2.jpg (949 KB, 2400x1293) Image search: [Google]
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Working on an environment
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>>509898
I second this man.
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>>509487
how do you make it roll
>>509874
nice materials good sword :)>>509881
good progress you made, but I think you might consider making holes for those windows if you have hole for grill
>>509908
did you make sword ? would walk around it and look at it mean this structure
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>>509908
>Chromatic aberration
Like, could you not?

UGH!
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making a scifi scene. started on some modular pieces
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Transitioning from Maya to Cinema 4D, messed around and made a lil robit.

>>509908
that looks comfy as fuck man.
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Okay, I've brought this up before, but I'm having trouble with capping cylinders and subsurfing. What the fuck is the best way to do this? Everything I've tried turns out like shit. I know I'm obviously not supposed to be using triangles or n-gons, but this is just what I've been trying so far. I've tried a few different quad-capping methods and they all turning out squarish, like pic related.
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>>509945

Why would you downgrade
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>>509951
I have a motion design class in school and I have to use c4d.
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>>509949

inset and collapse. or inset and bridge quads.
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>>509898
I use tumblr as a sort of blog. You can check it out there.

Meakrob47.tumble.com

Nsfw and stuff
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>>509954
all of the images in my post have that extra ring of quads, but im still getting those results.
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>>509954
>>509956
wait nvm it worked out, thanks
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>>509929

I make it roll manually with rotation keyframes.
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Concept stolen from Pixiv.
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>>509988
When subdividing, there is no reason to use quads or collapse the center to cap a cylinder. Subdivision will turn everything into quads anyway and adding additional edges will just needlessly increase the polycount without making a visual difference.
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>>509994
Why would I assume otherwise? All the guy asked for was a way to cap cylinders without making them look "squarish" after subdivision.
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I want to compare VRay rendering vs pbr. this one is VRay
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>>509993
>>509994
>>509998
>>510006
Original guy here. I'm probably quite obviously fairly new to this stuff. I was really just looking for the best option in terms of topology, regardless of whether or not it adds more polys, just for good practice.
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Today's work. Feedback would be appreciated.
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>>510016
>not posting wires
>asking for crit
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>>510016

Looks like some features of the face, like where the nasalis muscle goes down from the nose to the corner of the lip, or the gap between the chin and lower lip, were a single dam_standard stroke.

The temporalis muscle (That goes under the zygomatic) goes down from the temple and straight down. The skull has a ridge for it that passes right by the superior lateral corner of the eye.

>>510017
it's a Zbrush sculpt, obviously topology is not the primary concern.
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>>510016
May aswell give some feedback when I'm here.

>>509450
What do you use for texturing? texture seems a bit blurry. Would suggest using some images as overlay/paint on.

>>509454
Nice ship, really like it.

>>509477
Not sure what program you are working in but you can either just export is as an animation VLC/mp4 Whatever, with transparancy or export it as images and then put it back together in After effects. (not sure if that answers your question but good luck)

>>509487
What >>509506 said

>>509494
Move the armpits a tad down, make the chest present Its really flat and square now. make the arms a bit longer ant thicker. Legs are a bit square for what I can see.

>>509531
Solid

>>509596
DatAss.jpg, hair looks nice, howd you get that going? Always fuck up hair here so characters are bald 9/10 times.


>>510017
What >>510019 Said, its a quick sculpt.

>>510019
Thanks for the feedback.
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>>510020
>>509596

Think in terms of banana peels. It's a bunch of banana peels, very long ones, skinned and bound to NURBS curves for flowing deformation.
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>>510021
Cool, Thanks.
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>>509988
You can close an 8-sided circle with only 4 quads.
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>>510022

Also, your sculpt is nice. Yours may be bald, but mine are gray since I haven't dared texture my sculpts yet.
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>>510024
Thanks, again. Well it looked better when it aws still gray, really have to practice texturing in zbrush a bit more. When it's done I'll probably just edit it a shit ton in photoshop.
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>>510016

Vincent Cassel ?
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>>510019
>it's a Zbrush sculpt, obviously topology is not the primary concern.
Doesnt matter. Also, if it was a quick sculpt you wouldn't have wasted your time painting textures
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>>510028

With dynamesh and Zremesher, you can choose not to care about topology for the purpose of sculpting.

It's not getting animated anyway, also I'm not the sculptor.
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>>510029
And you're not a texture artist, which begs the question - why paint the textures? Did you think this through ?
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>>510030

I didn't paint either m8.
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>>510026
Wasn't the intention but he does look a bit alike.

>>510028
Sculpter here. I added some paint to practice that, maybe get a nice render of of it in the future. Why would I show the topology if I just used Zremesher, everybody can do that stuff.

>>510030
He said he wasn't the artist didn't he? Why wouldn't I practice texturing? I don't have the luxery to ask sombody els to texture for me.
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>>510032
Ok dude. You're contradicting yourself but whatever. I cant stop you.
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>>510033

I think it got a bit confusing when I entered the conversation on the sculpter/painter's behalf.
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>>509885
this one?
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>>510017
Yooooouuu retard
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I honestly don't know.
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Okay, so I don't really know where else to ask this. I don't think it's deserving of its own thread.

Basically, I want to create a nice Stucco/plaster texture for a wall, like pic-related. If I wanted to do this with the most photo-realistic quality possible, would I use a displacement map? How would I go about making a displacement map from an image like this one?
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>>510042
you don't need a displacement map, just hook it up to displacement node
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more pirate stuff.
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>>510042
It depends. How far away is the wall? If it is not up close you can probably get away with a bump map.
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>>510045
I was going to do pretty close to the camera. The scene is set in a corner of a room, probably only a few feet from the wall.
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>>510046
You can try using a plaster texture as the displacement map, it might do the trick. If you want to go all the way you could recreate the plaster pattern in zbrush, render out a zdepth pass and use that.
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>>510046
I think you can still get away with a bump maps

Try this very crude normal map I made with GIMP out first.
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Decided to make a DS-level low poly Optimus Prime and Megatron. His dimensions are based on a character sheet. I'm currently modeling Megatron who is giving me some trouble.
Since I'm a noob, is there anything I should know or do before I start UV mapping the models?
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Working on a model for 3D print.
Critic on WIP would be nice.
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>>510075

what's going on here?
>>
can i add an additional vertical grid in maya?
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>>510075
>>510080
outer coat seems to be clipping
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>>510020
512 texture, now i have a badger with 1k texture
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>>510088

That's not how fur works. Ease down on the specular. Consider the direction the hair is going on different parts of the body. Have more disconnection between the gray and white fur.
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>>510089
badger don't have dense fur at all so i improvised,i have no idea how to fibermesh anyways
its only 10/100 spec but some of the highlights are painted
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>>510090

You don't have to fibermesh, just draw a really dank texture.
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>>510075

Hard to judge anatomy with all the cloaks, but the ribcage seems way too high up and small compared to the pelvis.

You can only fit a fist in between the floating ribs and the illiac crest.
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>>509961
That's really nice but the hands look too big or is it intended to be that way?
I like your work
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>>510075
>>510124

I made this to illustrate it better
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>>510075
>>510122

Derp, replied to the wrong person and that cloak makes it really hard to judge. I drew the pelvis a bit too low but the problem is still there.
>>
>>510075
too early to be posing, you chose a pretty complex design to reproduce, no reaosn to make it harder on yoruself from start
unless its supposed to be a basic form sketch out
also legs too wide apart
>>
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>>510122
>>510125
>>510126

Thanks for the critic but I think you've made a mistake on the middle view. The pelvis is the same level as the front view. Here is another image without the coat and a few updates.


>>510129
My workflow is kinda odd. It is kinda a guide. I could remove or change them whenever I want.


>also legs too wide apart
Fixed.
>>
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>>510134

Here, I raised the pelvis. The gap is still monstruous. Also, the back is a flowing curve, there's no rectangular section between the first lumbar and the 4th one, unless your spine is broken.

Aside from that it looks good. Biceps/deltoid/pectoralis is under defined tough, but then again you are covering her with cloaks. Same for the abdominal wall.

I'd say the tibias are a bit too arched. And the quadriceps are quite massive compared to the hamstrings.
>>
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First time attempting an interior scene, going for a Roman interior with the ceiling opening up to the sky.
>>
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mew
>>
>>510157
looks like a fugly goblin
>>
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Started off thinking i'd just make a kinda low detail satellite to throw into pics i make of space scenes, and it will be viewed from a distance. Got a bit carried away.

I'm not sure i like the way the 3 "arms" terminate as points; it kinda makes them look like cannons or something stupid.
>>
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>>510139
>the back is a flowing curve
yeah, but this is place where fat accumulates easily
>>
>>510196
Finish it
>>
>>510206
I have no plan. I figure i'd add denser detail to some of the central/vertical segments, add some more segments at the "top".
I have no plan to fully texture it, i figured i'd create differing materials to make everything more readable.
On the other hand this might be a good time to learn substance designer/painter.
>>
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Putting this together in Nuke, all 2d images. its all animated and awesome.
>>
> lens flares
> no light source
>>
>>510210
>>510211
Oh hey there JJ.
>>
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I have never finished a model
I have no clue where to go after this either
>>
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how do i put this decal on boba's helmet? like along the normals u know pwes help
>>
>>510198
Its not quite as sharp of a break tough.
>>510134
>>
>>510239
You learn to texture.
>>
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>>509447
little experiment with matchmover+maya
had some problems with renderpasses
>>
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Looking for feedback, especially regarding the animation since I had to cram all these actions into 1.5s.
>>
>>510246

I am not expert on animation, but I think the magazine is flying out too late. It looks as if he is doing his sideway hand movement and afterwards it flys out.(it should fly out during he is doing the fast hand movement)

Actually you should just eject hte magazine in idle position when he is pointing the gun forward instead while he is moving the gun sideways, move the hand to the side and load a new magazine.
>>
>>510248
>but I think the magazine is flying out too late
You're right, I'll try to fix that.
>Actually you should just eject the magazine in idle position
Already have that version on another pistol and I don't want all the reloads to look the same.
>>
>>510242
thats not giveing me a str8 anwser is it? i have a reason for doing it this way it is because ill end up 3d printing it
>>
>>510253
i do belong here... its my gf on the picture forgot to edit it out lol
>>
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Sup, 3. Working on that thing for couple days. Trying to make first complete work, so any suggestions andcriticismarewelcome.
>>
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My very first project.
Only posting that to link to a friend.
Sorry for the inconvenience
>>
>>510154
a peristyle!
>>
>>510254
https://www.youtube.com/watch?v=KvW1TenCh5c

your scene looks like a mess btw
>>
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just a small side project
>>
>>510335
utterly horrific
Side project to what?
>>
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This is I guess less of a 3D question and more of an art question. Pretty new, just trying my hand at some extremely low poly stuff. My hopes are to make a mobile game some time in the future.

I figured I'd start with some simple objects and handpaint them, but fuck I suck at it. I started with the simplest thing possible, an oil drum, just a fucking cylinder.

heres how that went. basically how do I make this piece of shit look like it would have 3 dimensional faces from a distance. how do I turn this...
>>
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>>510348
...into this (specifically how do i make those ridges "pop out")
>>
>>510349

Pick one :

Low-Poly
Silhouette details

Or else just make a normal map.
>>
>>510351
so its not possible??
>>
>>510352

A normal map will make it *look* like there's a ridge, but not on the silhouette/countour.

You'll need a normal map anyway to make that look anywhere near an oil drum. If you can count the polys on your hand you went a bit overboard.
>>
>>510354
It would be for mobile and from afar distance. There's no painting tricks to make it look better? I mean, I'm trying to keep memory usage to a bare fucking minimum, but I still want it to look half-decent.
>>
>>510266
It's interesting, but some of the semi-realistic elements clash with the render style and obvious polygons. Are you just exploring, or is there a specific goal in mind?
>>
>>510066
Just do it. Don't get discouraged and keep going. Make a lot of mistakes then make sure to avoid them next time.
>>
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Trying to get better at modeling humans
>>
>>510365
Push those cheeks closer together.
>>
>>510362
Thanks, I should definitely subdivide it couple more times. I think I will work on lighting after colouring, also change that awful camera angle. This was just a preview render. Didn't understood what you meant by "exploring or having a specific goal"
>>
>>510370
And... I get it.
If you mean placing imitation of studio-light, odd flashlight and polygons as a part of big idea. So, nope. It's just my lack of experience.
>>
>>510323
i know its not done u silly lol
>>
>>510355
Phones are not as bad today as they were in 73, man. You can afford to put some more polygons into that barrel.
>>
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Black disc is subdivided wrong, and the reflections aren't anti aliased, but I was wondering what /3/ would think for what lighting it should be in to fully show it off? My lights at the moment are literally just to check the whole model.
>>
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>>510020
Thanks for the feedback.
I finally got around to making some changes today, although I didn't understand what you meant with the chest part. The arms are also now oriented with their elbows facing front/back, instead of up/down
>>
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>>510246
Redid the magazine flying out, as suggested by >>510248. Tried multiple versions, this one was the only one that looked "timed right".
>>
>>510436

Cap that cylinder properly
>>
>>510365

Not bad at all.

Altough I know its hard to tweak fine muscle details with regular modelling, the deltoid ends in a triangle, and the pectoralis inserts into the humerus under the deltoid and over the biceps.

Also, get that tibia checked out.
>>
>>510381
So an it would be feasible for a mobile RTS to have higher quality assets?
>>
>>510484
Yes. Since it's a RTS, of course you have to optimize more than with other games due to the amount of units and buildings that will have to be rendered at the same time, but your barrel was way too extreme.
>>
>>510488
Okay...

So, I mean obviously it probably depends on a lot of things, but how many polys would probably be okay for assets like this.
>>
>>510337
meh sides
>>
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>>510501
It REALLY depends. Look up other people's works in sketchfab, artstation, polycount etc. Seeing how others work will help you develop your own workflows.
>>
>>510506
Fuck, 472 for a mobile asset? Well, okay.

Thanks, man. I'll check it out.
>>
>>510467
I know man, I've been away from my PC, but it's been bugging the hell out of me
>>
>>509490
Gdjxkjx
>>
>>510436
weird looking umbrella, mang
>>
>>509454
>>509865
>>510013
>>510044

All this stuff looks amazing. Do I have to learn how to use Zbrush to make models of this quality?
>>
>>510436
I forgot what indie game this was from
>>
>>510589
Transistor
>>
>>510571

Do hard surface modelling with Zbrush if you like to drink soup with a fork.
>>
>>510602
Are you actually retarded?
>>
>>510623

I'm sure you can, but try to keep the polycount in check without a retopo for each subtool.
>>
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>>510651
Nice. Sole of boots should have something rigid, no?
>>
>>510651
>>510139
>>
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A viper variant from BSG
>>
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They call it 'Szhatie'
>>
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I'm trying to model a face based off a nihei character. Tried a couple of times now, but it always looks a lot more like an ayylien.
Is there anything I should fix before I apply my subdivide or do I just need to buckle down and fiddle with a bunch of shit?
>>
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>>509952
Well than its technically an upgrade. Maya is shit compared to C4d when it comes to MotionGraphics and this is the one case where C4d>Maya.

How do you like it so far?

Here is some Vegatation, i am testing the Forrester Plugin for C4d as well as some posing of my characters. These are lowpoly and not really meant for closeups. I am building a crowd of soldiers and i want to create a mass scene with them, but since i am using C4d i fear i have to keep it simple or work with heavy compositing.
Also learning clarisse in case cinema fails.
>>
>>510763

The quality is ok, but they look FAT. Are you sure you want them this FAT?
>>
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>>510768
Actually yes. This is the first body type (the fat dude) i plan to add 2 other types, slim and muscular. Then i can put different heads on these bodytypes and scale the rigs to create alot of diversion. (also different types of weapon and gear obviously)
>>
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>>510770
Here is the whole crew that is finished so far ( i am working on 3 other.)
>>
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>>510771
And my Jeep. Thats all i have.
>>
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>>510774
This jeep is awesome.
Here's my battleship Yamato
>>
>>510770

I never like random fat characters in games. Like fat zombies in Doom 3 or house of the dead 3, they just seem laughable to me. Unless done right, like the heavy weapons guy in tf2 or Boomer in L4D it seems kinda silly.

If I were you I would just make one "average" body type with some variation in faces.
>>
>>510776

>Unless done right,

What I wanted to say I wouldnt make random fat soldiers. In Left 4 Dead you have the masses of hoard zombies, which are all of slim average body type and not a single fat one, because just having random fat zombies seems out of place, disruptive and silly. YOu have a boomer, but the boomer is a sepecial zombie with its own personality and not just one of thousands of normal zobmies.
>>
>>510778
>>510776
This so much. I like it far more when random NPCs/characters doesn't have special body characteristics or features, indeed because they're supposed to be "random" and not special
>>
>>510776
Well desu the Soldier Guy from TF2 was my inspiration, but that does not mean that i am going for that same kind of cartony look with huge shoulders and hands. I don't like it that much.
One average body type is not enough when i have 20 guys running around on screen at the same time i think.

>>510775
Thanks, i spent way too much time on it, and its not even finished.
>>
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>>510781

>One average body type is not enough when i have 20 guys running around on screen at the same time i think.

But it is, just look at company of heroes, Ruse or something. They all have the same body type, just give them distinct loadouts/uniforms for whats their job.
>>
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>>510778
>>510780
I get your point. I will have an eye on it, but i think the difference will not be that big between the body-types.
I have to put these bodies right next to each other to see if that works.
Anyways thanks for the feedback, i will post more when i have made significant progress.
>>
>>510782
>>510782
Yeah, but it shows. I see immediately that these are just clone soldiers. I am doing the same, but on a slightly bigger scale.
>>
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>>510786
If you're still looking for feedback on those two guns I'll be glad to type you a wall of text when I get off work.
Picked up an old project, currently trying to render it decently, what's the main problem in pic related?
>>
>>510791
looks like plastic, horrible texturing, sloppy modelling
>>
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after a week fiddling in 3ds I started this as my first project

Ignoring the glaring issues what the easiest way to unwrap a grip of a sword? Unraveling it as you would a cylinder?
>>
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>>510794
and heres the whole thing just because.
>>
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I just started practicing texture painting
>>
>>510791
>You've been on /3/ too long when you recognize millennials render style instantly
>>
>>510791
- polished wood shouldn't have a normalmap that influential
- wood is missing details
- some (very minor) artifacts, like the bottom of the front grip

Solid work, but there's more potential.
>>
>>510807
very pretty.
i like this style
>>
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>>510016
What do you guys think? No I'm not gonna post a wire, it's just a sculpt.
>>
>>510842
Its strange to see the crevice between upper lip/cheek go al the way behind his nose without sharpening the nose/upper lip - part.
>>
>>510842
>not showing wires
>not showing turntables
>proud of his shitty texturing yet output is in gamma space
are you trying?
>>
>>510844
>asking to see wires on a sculpt

Cmon man
>>
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>>510845
>not showing turntables
>proud of his shitty texturing yet output is in gamma space

??
>>
>>510843
Thanks for the feedback

>>510844
Never stated I was proud of my texturing, just asked for your opinion. Also, I don't have a fucking clue what you mean with gamma space.
>>
>>510848
well why dont you google it? You have no idea about texturing, yet you do it anyways. And, you expect to get critics without a turntable. Why are you wasting our time?
>>
>>510041
its a time machine.
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