Post what you're working on! - Bizarro /3/ edition.
- Criticizing
- Attention seeking
- Not caring about others work
- Talking to self
- Waiting for responce
- etc..
All welcome.
old thread >>511172
Muh robutt
having newb issues in 3ds max
>bone also rotates y and z when I only rotate x
anyone know why this happens?
Hey people, how's my fabric sculpting?
>>514374
Close up
>>514380
Are you talking about the sleeves? If so, yes, I do have to work on those. I'm no expert in cloth either, this is my first time sculpting in Mudbox (don't lynch me, it's mandated).
>>514382
not just the sleeves but the body too
>>514384
Well then I don't understand what you mean. What would you change about the body?
>>514382
>>514375
>>514374
It looks like what clothes might look like in zero gravity. Clothes dont poof like that, they have gravity and hang down(like clothes hang down a coathanger) There is no air cushion between the cloths and the body. The sgoulders are going to be more pronounced while the abdomen and back area are going to be more hanging. Its lumpy and undefined.
>>514387
Thanks. The coat is poofed a little bit because I wanted to apply a cloth physics to it, but I kinda see what you mean with the pants.
A little surreal thing I've just finished. I call it The Harvester.
Hooray for blender! I love the compositer, and have a mile long chain of nodes for this image.
>>514408
I really like this image.
id maybe add a tree and more berrys/grass in the background
>>514418
sex :ı
Trying to come up with a decent cartoon style render.
>>514430
eesh
>>514434
To be fair it doesn't look that bad when you scale it down a bit.
I'm aware the model has some imperfections yet. I was just using it to try out a new rendering technique.
>>514436
Perhaps even a little more scaling.
>>514437
it loks bad all the way. just the shading though. show what the wireframe looks like
trying to make her for unity
>>514374
>>514375
Is that Blender (if not, you can certainly set a grid floor + "paper" background like that)?
Anyway, it might help to try the Sewing Force cloth simulator to give you a bit better idea of what things would look like under certain circumstances (such as wind) given the size/shape ("volume") of your character.
https://www.youtube.com/watch?v=ySyQsLD_7GM
>>514430
>>514436
>>514437
The model is probably good, the shading looks like a creepy version of Reboot or something.
The eye shadow, or whatever that ring around the eye is called, looks like conjunctivitis, and the hair shading and line thickness looks really bad.
I think you ought to tweak it more towards the toon shader side.
>>514443
Nice. Knees have a little funniness going on though.
First time poster here. I've been playing around in SculptGL recently.
>>514290
Experimenting on some basic head sculpting in zbrush.
Also keyshot is God.
>>514448
Nah, it's Mudbox. I'll definitely look into that thing you linked me to, it's very interesting. Thanks!
>working on a 5 minute short with a team
>nobody but me has worked on a team before
>everyone seems to be a "jack of all trades" type
>"team leader" signed us up for three different services to post progress
>nobody posts progress on anything
>everyone's models are all vastly different ranging from low-poly to realistic, high-poly
>client is pissed off and we're out of a job
Fun times
>>514478
>destroying your reputation by working with 4 strangers for a client
GJ anon.
>>514478
gg no re
benn modelling for 4 years i feel like its wasted..
>>514526
the anotomy looks fine
Making a spaceship, I call it "Lelantos" so far :D
>>514526
Don't post ur serial number.
>>514526
Try using reference
>>514526
What have you been doing those 4 years? Covering your eyes and slapping the keyboard?
Last two weeks have been busy, got the neckline and head to look better. Hopefully this weekend I can move forward to the sword and armour.
>>514544
Skull shape is alien, ears are too high, neck tapers too much.
Just some scenebuild for my new viedo
>>514529
Very cool, would like to see it with other ships in space
>>514526
>posting serial number
Thanks, now i can get zbrush as well
>>514526
Definitely wasted. Can't you tell those proportions are off just by looking at it?
Going to sculpt this after i get all the rootey bits where i want them, and then I'm going to texture the fuck out of it in Substance.
Havent modeled since a few weeks. what do you think?
>>514597
top of the head seems a bit too flat from front
>>514607
Here is smooth shading, might tinker around a bit some more with the face or maybe just add another level of detail with sculpting.
Working on a hands rig and it's pissing me off (new to rigging). Anyone think they can help?
The first time I rotate it is how it's supposed to work; the arm twists rotate when the hands rotate on the Y axis.
The second time I rotate it is showing the issue. The arm twists are randomly rotating when the hand is rotating on Z.
>>514618
preliminary findin of dis orc or goblin
Just some weaponry for a Remilia figure that I am going to 3D print.
>>514630
ty very much
>>514634
few more with it, any suggestions?
>>514635
2gud4/3/ out of 10
Might just be the render but corners seem sharp around the various intersections/joints (torso, knees, chin) maybe add a little bit of bevel.
Unless it's meant to look like very sharp/dangerous scrap plate metal or like, scrap rocket parts or something, then maybe make the metal more burnished and less glossy.
>>514539
laughing out loud hard to this comment
>>514643
You know already. Correct anatomy on ears, eyes (actually put in eyes), nose and mouth.
>>514643
first suggestion would be make it look like a goblin/orc/human/something that isn't a blob of shit.
no eye sockets/no eyelids upper or lower/
side of the head is caved in/no zygomatic arch/ no discernible shape of the mandible/no real teeth/lips/nose is just a blob that seems to blend into the upper lip, no real upper lip or philtrum/ears are just flaps
Learning to blender. Trying to learn everything at the same time. Low sample render what I'm trying today, modelling a lens from an old Camera. Very WIP
>>514644
Thank you for feedback! Its a bit sharp because I was trying to keep the polycount low. but I can see what I can workout! ;)
some kind of a case
thinking about adding stamps on it
>>514408
Well done, very inspiring. It looks like some concept art for a game or movie.
Making a new Chibi.
Edge modeling MJ's likeness in Maya.
Getting the basic foundation set up.
>>514729
No white enough.
>>514729
Are you doing this as a technical excersise? As a workflow it is quite dated
>>514731
I feel it's a pretty good workflow for quickly setting up a base mesh to bring into Zbrush at low resolution and then subdivide and sculpt on.
>>514734
>quickly
>has zbrush
Start from a sphere, dynamesh as you go. Yours is a nice start but I'd wager in the 20 mins it took you to model that you could already have your basemesh ready for sculpting if you upgraded your workflow to 2016.
>>514728
>chibi
>normal proportions
You're making a loli you pedo.
>>514739
But it has tits and a giant head!
>>514736
Not him, but I use that workflow for making heads in 3ds max as an educational and I don't have zbrush. What an actual good workflow?
>>514545
That's some solid advice thanks. It's coming along nicely. Still can't figure out how to fix the alien skull 100% though.
>>514736
I don't understand people who act like doing anything aside from a 100% ZBrush workflow is archaeic or inefficient.
Poly modeling a base mesh before bringing it in for sculpting is a perfectly fine workflow in 2016.
>>514826
That's what I always do. Box model something rough in a vertex modeller and then send it to the sculpting modeller to be detailed. Hell of a lot faster than trying to make everything from a sphere in my sculpting software.
im a maya user giving 3dsmax a try for modeling.
Kind of exited about the modifier stack but disappointed how slow modeling is (im a marking menu flick maniac)
There is one thing that bothers me and its the manipulator handle detection is too exact, in maya you dont have to be exactly over the manipulator to move it just close enough, is there anything similar in max? clicking 1mm outside the handle and losing the selection and having to undo is annoying.
>>514826
to be honest its rare to see people doing poly bases anymore. dynamesh and zspheres just make it so fast.
I typically use dynamesh until its a mid resolution model with the final volumes and then i bring it to maya or topogun (or even inside zbrush if its simple) in order to retopologize the basemesh, zremesher for simple objects gives excellent one click results.
Then i bring the base mesh and subdivide while projecting the detail from the dynamesh a few times until it looks the same and carry on traditional multi level sculpting from there. Zbrush really just kills it for anything organic or fast remeshing.
Im learning how to do hard surface with zmodeler and its a good start but i still prefer poly modeling for hard surface stuff, it just feels more precise.
Besides there is no 100% zbrush workflow, modeling is not the only thing 3d apps do. rendering, animation rigging etc.
>>514820
I expressed myself poorly. The cranium looks to be too short, consider checking the dimensions of the skull against photo reference. The brows could also use more definition.
>>514850
sex :o
>>514850
looks good
Hey people, >>514374 here.
I picked up Zbrush and sculpted a face for the character I am working on.
Looking for criticism, since this is my first time sculpting a face.
>>514850
9/10 would bang
>>514860
You have to work on the ears more, use a reference. The structure is wrong. The eyes might also be too big. Even if you are doing stylization
>>514881
What do you mean by 'structure'?
I fixed the eyes right after posting it, though.
>>514408
thanks for the wallpaper anon
Tsundere is best dere. Now with clothing.
>>514621
There's a way to fix rigging problems like this in Max by creating floating dummy objects and then linking bones to them, forcing the bones to point in the direction of the objects which locks them in position.
>>514889
I think he meant the structure of the ear. That vertical bulge looks wrong.
for an h-game
>>514917
> dat molten wax hair
> dem skelly fingers
> dem boney toes
atleast you got rid of the horns though
>>514526
4 years is nothing if you started with no prior experience in any art form, even drawing as a kid
also
1 use reference
2 put in at lest 2 hours a day practicing, working 4 years for 1 hour a week is worthless
thing about artists they lie, a lot, if someone told you he didnt use refermnce and it looks perfect he lies, iof he tells you he made it in 60 minutes and it dosnt look like it, he lies
>>514920
>atleast you got rid of the horns though
Sometimes i think /3/ is three people.
>>514922
it is.
fix horns tho
>>514922
but anon is right and you are butt hurt so get off this board if you cant handle the digital heat bro.
>>514931
not only that horns just looks wierd. he tried to make a cute little face then he just savaged the smooth silhouettes with two giant horns like the huge ears weren't enough.
It just doesn't sit right.
>>514917
Still trying to play off the sloppy modelling, skinning, textures, shaders, and expressions as a stylistic choice?
>>514917
Is that hair currently smooth previewed? Can I see the wires for it?
>>514526
It takes on average 7 years to master any new skill, and even then you'll still be constantly learning new shit.
Don't sweat it.
I wouldn't model your figures with the arms that close to the body though because it will cause headaches when it's time to rig them.
>>514290
Just picked up 3DS Max again. Very little experience; mostly used Source SDK for over a decade, transitioning to UE4.
I'm sure edge flow is crap so honest critique would be appreciated. Don't intend to sculpt so not concerned with tris.
>>514921
Of course artists use reference, some even traces drawings and copy pastes models and makes little edits.
>>514953
God I'm glad you aren't using Blender. We already have Alioto to make us Blendfags look bad.
Eotech for Arma 3
For some reason I can't get antialiasing to work in their engine-based previewer tool, so ignore the jaggies
>>514945
it looks like shit honestly. I dont see the point of asking for critique when you know its terrible.
Get some references study anatomy and try again. You are the best critic of your own work. It is only when you cant see anything wrong with it that you go for a second opinion from experienced people.
Doing a little short for a game
>>514945
>Don't intend to sculpt
you should really really intend to sculpt
>>514942
In 4 years he should have learned basic human proportions
>>514964
I normally don't comment on /3/, but that's pretty cool. I could feel the atmosphere of the room from the thumbnail.
>>514964
looks great
>>514976
You'd think so. But some people take a long time.
>>514987
got more images of your project?
>>514989
Not really.
I'll post progress here since I rarely post on /3/
debix.deviantart.com
>>514443
how did you do the hair ?
>>514998
>How did you make this horrifically ugly hair
>>514850
damn, that's good
what logiciel did you use for it ?
what's the best logiciel to make stuff like that, between 3dmax zbrush blender and maya ?
>>514999
nah, i find it very nice,
this is exactly how i want to do it
>>515000
Blender, Maya, 3DS Max. Any will do.
>>515000
Just Exture face,Cut edge,Move point.
By the way, I use 3DsMax for viewport canvas.
Doing an Assetto Corsa mod, it's a suzuki alto works from 1998, crits welcomed
I should download more RAM and torrent a better processor.
>>514676
That's cool!
>>514450
ok. I'll check the kness
>>514998
for this kind of hair i use zbrush "IMM Hair Brush" created by Jonathon Nascone.
Trying to make a nice subtle wallpaper
>>515011
Don't be afraid to use moar polygon; areas such as those foglight surrounds and side skirts look especially ugly when lowpoly.
Personal preference, but I like having consistent poly density through the entire model as it looks neater.
Terminate unecessary edgeloops, like the trio on the door window. You can just Merge to Center or to any active vertex.
t's not really clear from your render but 99% of all cars have a slight horizontal convex curve along the side daylight openings to allow the window to slide down the door the entire or most of the way.
99% of all cars also have a flattened margin around the circumference of the wheel well for aerodynamics and strength. You can see from my image that to model this cleanly, you need to model it dirty. Use the Knife tool on pre-existing geometry to cut where the wheel well flare begins. Place lots of vertices down as this area also sticks out like a sore thumb when lowpoly. Place your 3D Cursor in the centre of your wheel, set the Pivot Point to 3D Cursor and extrude scale (select loop, press E, then S) to the edge of the wheel well, locking the x-axis (Shift+X). Adjust vertices to fit your blueprint as necessary, then flare/add loops/do whatever until it looks right. You'll be left with a few n-gons, which are easily fixed anyway.
In all, your model is quite cleanly done and definitely recognisable as an Alto. Nice one!
>>514957
Oh you're makig shit for arma3 as well,
I have this supressor model waiting to replace the default 6.5mm one.
You mind adding me? I want to mod for arma 3 for fun and for portfolio, I'd love to discuss some shit.
[spoiler]http://steamcommunity.com/id/haddedam/[/spoiler]
I've just finished a 3D printable GT86.
>>515058
OK, thanks man
https://www.youtube.com/watch?v=Pms3GHjmAS4
I've never really done sculpting before. Whenever I've made character models previously I've always made super blocky dudes just extruding the cube into a human form and then adding a Subsurface Division modifier to round it out into cartoon characters and then call it a day, but right I'm actually trying to sculpt something that looks good.
I kinda did the same thing here, I made a blocky character originally to start off, but now I flipped into sculpt mode and turned on Dyntopo and am going at it.
Before I put too much effort into this. Am I going down a good route? Should I be doing this differently? Advice? In the meantime, I'm going to continue this woman model because I'm having fun doing it. I know it doesn't look great, I haven't put a whole lot of time into it yet.
>>515075
You will be forever softening out those features. It would be better to start from a base mesh with appropriate topology. Dynamesh is for concept sculpting so I don't use if for figures.
>>515075
Use reference. Also if you have a shit pc like I do, you'll propably be able to go much higher poly in applications that are spcifically made for sculpting like mudbox.
>>515076
then he'll never learn how to sculpt a figure you stooge
keep making characters and end up stopping when i start to bash my head into the wall getting it textured. i can usually decent i think at getting the uv map set up but to retarded to get a texture on it.
>>515082
another abandond character
>>515080
There is doing things the right way and doing things stupidly. Advice like this is why people take ages to start get good sculpts. He is going to have to smooth and shape that topology for hours to get decent forms. It will never read correctly, nothing artistic at all about it.
>>515084
U should flip normals
first vehicle, I'm having hard time rigging it
What kind of material should I put on this left wall here? I can't decide to put either wood or that same one on the right wall.
Also should I keep the chair or get rid of it?
>>515104
stucco, painted pale blue. Also replace that ocean with an image of an ocean, or create better water.
Also add some irregularities to the rope between those little fence pillars. And those pavers outside patch the colour of the sand and the inside tiles too closely.
>>515050
looking hella good so far, i'd see more trees in the background, but really far away
kind of like that map in skyrim
>>515030
do you have the IV map of the hair ?
>>515105
What can I do to make the ocean look better? I hate replacing stuff with images.
>>515068
No texture?
>>515127
Well, since youre looking at the ocean almost at a 90 degree angle youd see a lot more reflections. So setup a visible sun or light that will produce these reflectons and darken the color a bit. Some ambient occlusion wouldnt hurt either
>>515150
>youd see a lot more reflections
Of what? There's nothing out there to reflect.And any reflections from the sun are blocked by the walls.
>>515127
An ocean doesn't look like that at a shoreline, the water depth and shoreline have influences on the wave shapes and directions. Search for reference pictures and try to replicate what you see, it's not shameful to take inspiration from pictures or other works.
>>515159
Your scene isn't overcast so you'd see some highlights in the water
>>515163
I didn't intend for the water to look like the shoreline. The house is supposed to be more elevated and look like you're looking out past the shoreline and into deeper water. I mean like the house is a ways back and the beach kind of goes downhill. I'm not really sure how to describe it best or show it..
>>515166
Highlights of what? Clouds? the HDRi doesn't have any clouds.
>>515168
That's why I said you should add an extra light to produce highlights in the water since it looks washed out and if you're replicating a camera the outside would look a little overexposed
>>515169
Oh so you're meaning to put lights to sort of fake the highlights of the clouds?
Also why should the outside be overexposed?
>>515171
Yes
Just look at other artist renderings
Look at the color and highlights of the water and overexposure near the windows. Study these images and apply it to yours
>>515167
Try not showing that much water if you want to achieve that effect, and do something about the depth perception - bushes "disappearing" down the hill, etc
I got some inspiration for a hair style I really liked and I think it frames the face way better. It also gives her the nebulous "mom" look I was trying to capture.
>>515171
>Also why should the outside be overexposed?
Because when you adjust exposure for an interior shot, any light entering the lens from outside is far more intense than inside.
>>515148
geordi?
Just some low poly skeletons
>>514526
Her mid-section is much too tall, too long. Her top half chest, and upper body looks as if trying to escape away from her mid-section.
Bring her entire upper body down to shrink her stomach, and she will have perfect proportions. You could also bring her stomach down a bit too. Smaller shoulders, and less wider neck muscles would also improve correct proportions.
>>514526
Extremely rough example of improvements with liquify brush warping. Very rough, and messy, but corrected height proportions.
Ignore the ugly warping, and you'll notice what needs to be done, and the model would be perfect.
something i made out of concept
i hate handpainting
>>514408
What is this, Tim Burton's version of The Lorax?
Pretty good job btw m8.
I tried to build a house. But im just learning about Blenders
what do you think? some early texture paint tries.
>>515250
handle looks a little too thick
>>515250
what program?
Mech is fun.
>>515262
octagonal holes are not.
>>515262
Are those holes supposed to be octaconal?
Don't be a retard.
Saw some guy fail an arttest for sony cause he used wayy to low poly on high poly models to "optimize".
Either high poly all the way or low poly all the way or mid poly all the way.
Don't be a retard and go mixing extremes.
>>515264
Depends.
If it's shit that needs bevels between them eg mig 21 cockpit and the area on the fuesalage with the fuesalage, then it's wroth the time.
IF it's shit like a button on a lamp, don't waste your time, just slap a cylinder and make it clip into the body.
You can also hover things over a mesh as long as it's not obvious, for some really simple and cool ways to get extra detail in.
As long as it's not obvious you can do whatever. That's what my teachers who all made some of your favorite games and are working on the /v/'s most anticipated are doing.
Creating comic book style art from a 3d render... Not going exceptionally well
I made a rock today.
>>515233
Cute
>i hate handpainting
Go learn substance or quixel or some shit like that then.
>>515295
11/10
>>515300
already did and i like it better
>>515295
Wew lad
>>515278
What are you trying to acheive?
>>515256
blender
>>515328
Put some textures and translucency on those leaves for Christ's sake.
CHOO CHOO MOTHERFUCKERS
I'm making the switch from Blender to Maya, so I'm doing some simple shit to get used to the controls and locations. I started this last night and I'll probably be done with it later tonight or tomorrow.
>>515341
Coming along well. I should have it done tomorrow night when I pick it back up again.
>>515250
that aint too bad your model is atrocious but the paint for the head looks nice its just the handle that looks too flat
working on an archvis scene for a friend. do you see anything here that can be improved?
just finished
>>515278
Too much noise and contrast. Makes it almost impossible to see what the image is of.
So do you guys sell your creation or what?
How much money would you demand from an indie dev, lets say he wants you to make him a rock, or smaller mountain, tree, for example?
>>515401
you seem to be mistaken
indie devs don't have a dime to spend
>>514526
this has to be bait, no way someone would be that retarded.
>>515382
non flat pbr textures.
>>515332
Not sure, was mostly trying to prove a point to an editor, but didn't really work out.
>>515418
if you don't understand traditional art there's little surprise in the fact you didn't succeed. Don't sweat it, this shit isn't easy.
>>515346
Is there anything that would let me do sort of cracks on the wall without having to manually do it?
Right now I would probably just make some crack like shapes, duplicate a few and then boolean them into the wall to create the effect.
I know I can do a similar thing with textures, but I haven't really started to work with them yet.
>>515438
Sculpt them with a stencil
>>515438
stop being lazy and just zbrush them in
Today I made a grave. Do you guys like? I dont know how to texture, someone on /v/ told me about something called normalmapping.
I just want to create interesting resources, and if anything happens, I will later match the resources with proper bitmap, bumpmap or whatever, instead of some items glistenig, while others are more grimdark. Consistency.
Quick question, if I use textures, will it be "baked" into the file, so i can delete the .jpg later, or what?
Finished up adding replaced brickwork and grouting, time to add 120 years of dirt, weather, and age to them.
>>515501
how many tris?
>>515491
it hurts, my head it hurts.
>>515491
> filename
>>515504
6687 not including the interiors, 11217 with them.
>>515169
Okay after some experimenting I managed to make an HDRi with some crude clouds
Still can't find any way to make the ocean look better
>>515523
The water looks way better now. Actually, the whole scene looks slightly more realistic now because of this new hdri, assuming this is the only thing you changed between that old render and this one.
>>515525
I also added a cloud texture as a bump map to the water. The only thing I cannot figure out is how to make the water look transparent in shallow water and more opaque in deeper.
Also that has to be the most crudest clouds for an HDRi ever.
>>515527
You need to use the facing ratio/compare the view direction and the surface normal direction as an input to the reflectivity and/or opacity. That way as you get more parallel to the surface, it becomes more opaque and reflective, and as you get more perpendicular, it loses reflectivity and opacity.
Updated my succubus model and put it on Sketchfab.
https://sketchfab.com/models/5972af6090064354a1d79a3e02bd7c4a
Any feedback?
>>515531
Are you talking about the angle the camera is? Because I'm talking about the depth of the water. The deeper the depth is the more opaque the water looks.
>>515532
no sex/10
>>515533
If you treat the water as a volume and not a plane, you can use the camera angle to calculate the depth at a particular pixel and then modulate the color of the water with that value. This would be in addition to what I already stated about using the tangent angle of the ray coming from the camera vs the surface normal direction to modulate reflectivity and overall opacity. Water is complex and a lot of things have to be considered to make it look truly realistic.
>>515536
>If you treat the water as a volume and not a plane
I just applied a volume to it and it looks a lot better. However I am using a displaced cube and not a plane so I can set the absorption to a certain depth. Now I can actually see that transition from clear to green to blue.
Thanks.
>>515532
Motivated me to get working on my game again when I saw it on Twitter, which is a compliment.
Unfortunately I'm still nowhere near good enough to make a model like that for my game, which also relies on character appeal.
>>515538
Damn, that's a compliment and a half. Thanks man.
I mean, just keep modelling and it gets easier. I'm pretty happy with how my models look but I'm a really, really slow worker and never finish things. Don't be worried if your model doesn't look good enough for your game, just finish it anyway - you can always go back later on down the line and redo it when you've got more experience.
>>515539
>Tfw looking at all of those unfinished projects
This must be how professor Calamitous feels.
>>515537
No problem, happy to help.
>>515362
Do you think its better now?
>>515545
2/3
>>515546
3/3
>>515545
Try to work on that silhouette more, maybe taper and bend the handle a bit, wrap some leather straps around it, make the head more uneven, just try to make it more interesting overall.
Also, not that it's wrong as it is, but I would darken the handle's color a bit.
>>515005 I have access to Maya, is there nothing comparable to Viewport Canvas on there? It seems really helpful.
just finished modelling/rigging/animating this
how 2 lookdev
>>515565
Are the springs rigged? I'm curious about how they work
>>515570
You mean like, scaling them as the base leg joint rotates up/down with a driven key?
Always been a bit curious, how many people here have a job or contract in 3D related work?
>>515574
Yeah, but just scaling the springs would squash their volume, I wonder if your solution is more elaborate
>>515440
Alright I gave this a go, it sort of works, but it doesn't seem to be enough edges to really work properly, even attempting to do it to a smoothed surface, or smoothing afterwards makes it very noticeably bad, this also applies to adding more verts. Is there anyway to create the crack along an edge, without it becoming a pixel mess in Maya?
I might be going it about it wrong. This is what I'm basing it off of and what I'm trying to do it through.
https://youtu.be/FqZknwhJ9BI
:)
>>515591
If you're dead set on working within Maya's limits I can only think of hacky and/or tedious ways to go about this.
Booleaning the cracks would give you nice sharp edges and good control over the final result, but there is a lot of manual labor involved. You could try quad drawing the shape of the crack, give it plenty of divisions, shrink wrap it to the surface, extrude it and weld vertices where necessary, then booleaning it.
You could also try using a texture deformer with a UV'd basemesh, or if you're using 2016 try the new sculpting brushes (mainly knife and scrape) that were imported from Mudbox. With this approach you will need a very dense mesh, reduce the polycount afterwards (mesh>reduce) .
This really is a job for a dedicated sculpting program, Mudbox for example has a free student license. It's very simple to pick up, you should give it a spin.
If you're meaning to turn this into a proper game asset take a while to think about a economical tiling UV layout, the Polycount wiki for example should give you lots of ideas.
>>515501
Brickwork done, now time to get started on the trims.
>>515600
Thanks for all the help. It's not easy to see here. But the cut tool you suggested, along with reducing the mesh worked out exactly how I wanted. It'll take me a while to get the cut tool to work exactly how I want. I've seen videos of programs outside of Maya that do the sculpting and it does look far easier.
One thing I noticed is I'm going to have to exaggerate the crack sizes, since they are hard to notice. Might also be because I'm using a global illumination without any sort of texture.
>>515607
I like this very much
>>515613
Thanks, wish I had more free time to work on this stuff. Oh well, at least it's moving along.
Just some general sculpting in blender, keep in mind this is very early wip
>>515617
>keep in mind this is very early wip
thats what people say to disregard criticism that they don't like.
>>515617
keep in mind you sculpt looks like one of these easter island heads.
>>515617
>sculpting in orthographic view
STOP BEFORE ITS TOO LATE
>>515422
The issue was that I've been working in comic book production for a few years now but my artist disappeared and I don't have the funding to hire someone of his caliber. The experiment was to see if I could make some form of viable art myself but 3D comics have such a stigma.
I'm reasonably well versed in 3D but I fail miserably when it comes to 2d art
Pic is a test render from something I was working on awhile back
>>515627
I don't know exactly why, but mudbox distorts much less when you get really close to the object, so you might wanna use that instead. (Or just "buy" zbrush)
With orthographic view you're just gonna end up with a mesh that looks completely wrong in the final render.
>>515632
jesus that looks awful.
>>514290
Working on a fat man model, maybe to make some kind of Beta-Man game. I was planning on giving him shitty cardboard armor covered in white duct tape and a fedora.
>>515642
Here's the front
>>514860
Eyes seem a tad bit big, but otherwise looks good.
I just made teef
Whenever I try to model clothes for my character I start jacking it and lose interest. Then after a round of battlefield, I just cant be bothered anymore. Can anyone relate?
>>515647
Lol, yes. "oh shit those ass weights could be blended more evenly" or "i could tweak the UVs on that nipple a little further"
but then, "that finger can bend back the wrong way slightly when the IK locks - MEH"
>>514531
That's not the serial number, that's the hardware locked activation key, nobody else can use it.
>>514408
You mind posting the node tree?
[spoiler]pls no mean[/spoiler]
It's a totally nondescript, eyeless and horrendously textured duckman. This was actually the second model I ever made in a big boy modelling program (blender).
Second ever experience with modeling, working in Maya.
Going to add textures later