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WIP thread >amidoingitrightguys
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You are currently reading a thread in /3/ - 3DCG

Thread replies: 255
Thread images: 114
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WIP thread

>amidoingitrightguys
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>>495318
no photo-realism/10
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>>495318
I rike it

Another WIP im working on atm
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how the fuck did you manage to lose the thread picture. two threads in a row. here's full res.
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>>495327
Thats not the real WIP pic. OPs pic is the original :^)
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>>495327
excuse my dickwadknowledge, but i never browsed /3 until i recently started working with 3D.

what's up with thread image? what's the story behind it?

>inb4 summerfag
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>>495330
Just the first WIP someone posted when WIP threads became a thing. It became a tradition to open with it.

Dont think he ever finished it but heres the thread

http://www.polycount.com/forum/showthread.php?p=1245057
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>>495331
thanks!
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>>495327
>how the fuck did you manage to lose the thread picture. two threads in a row.
I usually make the threads but I didn't make these last two, have been busy.
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is that a smosh reference?
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What should i add specifically to this wall to make it not look bland as fuck?
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>>495360
Posters and flyers maybe ?
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>>495363
yeah that could work for the bottom floor
upper floor is what's the most bare though
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>>495364
Windows like on most building, try using some references, it could work.
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>>495360
you should have made bump maps
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>>495365
just thought about that, yeah

>>495366
good idea, but i don't think it will change much
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>>495360
Windows or bigger bricks, SPECULAR and bump
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bumpmaps didn't do much of a difference really

>>495368
specular isn't possible on brush geometry in source sadly
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>>495360
floor trim. macro color variation. Smooth color variation based on erosion, and sharper color variation based on dirt buildup, etc. Posters and flyers is a good suggestion. Corners are too sharp. The windows should be inset more. Stuff like this Some awnings and tables / chairs outside will add a lot of life to the scene. Signs will help too. Also some accent lighting. Just to start, that's a few ideas.
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>>495381
kek good luck doing half of that in source
props are user placed, so that's just for convenience.. decals are where it's at
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>>495371
>in source
oh good you're making a TF2 YouTube poop, make sure to have Scout look as wacky as possible when he farts
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>>495324
Lewd
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>>495416
you think source is only for sfm/tf2? nah it's for gmod
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>>495318
Your renders have gotten much more realistic, WIP thread guy!
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I was retopoing this basemesh sculpt, after I cloned the finger joints the retopo mesh turned to this faded color and I'm unable to snap shit together. I was really loving 3dcoat up until now.
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wip
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>>495593
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>>495330
Mmm, there really isn't a story to it. I was working on stuff for my portfolio at the time, and /3/ was brand spanking new. So I was making WIP threads with whatever I was working on at the time.

That one stuck, and has seen so many silly variations and reuses, it makes me feel warm and fuzzy inside.

>yfw 5 years later I'm still making blocky ruins, radioactive grass, and stupid looking water
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>>495545
Maya Quad-draw pls menz.
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>>495621
loving those trees.
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>>495594
Delicious, although her sternocleidomastoids are lumpy and thick at the bottom and not quite heading toward the appropriate termination point. They're also a bit too pronounced for a straight forward resting position.
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>>495594
shes fugly
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>>495593
>>495594
Just create an aesthetic looking character!
Don't spend too much time messing about with anatomy, or they will invariably end up looking like an anorexic biology subject.
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>>495626
There isnt much of a difference, they're both better than max's shit.
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Will the autodesk police hunt me down and kill me if I make and sell a game with assets created in the student version of maya?
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Hey gays my normals come out flat when baking this shingle to square plane. Wtf do.

[spoiler] pls no bully [/spoiler]
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This is my first time attempting a scene.
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>>495683
> face perpendicular to the cage
ofcourse you will get flat normals you dicknipple
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>>495685
well you succeeded. That is a scene.
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>>495621
do you save every version of it you see to a folder on your desktop?
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>>495629
Thanks, that helped a lot.

>>495661
It's still important to put the anatomy there, so I've been sculpting stuff / smoothing away detail afterwards.

Also, I've started on the robo hands.
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>>495736

the updated concept to allow gripping. may or may not include the circular hole in the middle since it might make the hand hard to read when it's in front
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>>495682
i imagine it depends on how successful you were.
no point in going after someone without money, right?

I wouldnt worry about it, and if you did somehow make your fortune off your indie game, just buy a license and you'll be square
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>>495737
Just reverse the bend direction on the middle finger. No need to modify anything beyond that.
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>>495594
bit underwhelming anatomy wise, gotta say, your drawing skills are much better than your sculpting ;f
>>495661
Don't spend too much time messing about with anatomy, or they will invariably end up looking like an anorexic biology subject.
thats the worst fucking advice
>>495736
like the less bulky concept version more
maybe i would make it flatter but wider
and i mean very flat, so that they look light and easy to handle
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>>495749
>>495737
oh and a quick blockout of what i saw when i first looked at it

then again you might want to go for that vi look from lol with those big mech arms
http://zeronis.deviantart.com/art/Vi-Official-Concept-Art-RiotZeronis-366415316?q=gallery%3AZeroNis%2F456771&qo=112

but im not sure how that will look if the hands are behind her normal hands, maybe put them nside of the hand. like open up the area and put the visibly in, show it when you do the whole arm
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>>495371
>specular isn't possible on brush geometry in source sadly
$envmap
$phong

those both work on brush vmt's.
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practicing environment in blender
need advice on the water, i added mix shader of translucent and diffuse, with green specular
the sun has yellow tint
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>>495816
More grass straws. Like, 3 times as many
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>>495816

That looks like a piece of green plastic.

Look at pictures of real ponds and try again.
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>>495835
corrected with hue/saturation
should i really use a texture for this?
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>>495836

What you need is proper reference. Post what you're working with that looks like a green tarp on grass.
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>>495836
it's not gonna look right because water has no texture. What you see in water is the light that passes through it and the light that bounces off of it. Make an environment bubble so it has something to reflect.
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>>495844
tidal waves do reflect light from afar don't they?
anyway i completely removed the gloss
i used transparent shader and added plain below
http://imgur.com/0CugVac
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>>495765
I wanted the huge look because of the vertically asymmetrical balance, but I'll give the thin look a try, too, can't hurt. Know any way to transpose a bunch of subtools at once? lol

also yeah my anatomy needs a lot of work still. I haven't gone in and added more obvious insertion points for things yet though, still fucking with the general shapes
>>
What type of feets would fit this?
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>>495855
they are just waves, tidal waves can only be seen on huge bodies of water like seas
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>>495858
normal ones?
the arms look way too long
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>>495855
it looks like a teal transparent circle.

you gotta actually have reflections. Like a mirror.


This pond has no color of its own. It is reflecting the trees and the sky. The ripples in the water distort he reflection, but it is otherwise perfectly reflective.
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>>495855
The bottom of this pool is bright. So light which enters it bounces back out. The light coming out is brighter than the light bouncing off the surface so that's what you see.
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>>495594
the nose is good. slanted asian eyes are overdoing it and so are the mouth corners.

neck muscles and collarbone need work.
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>>495867
wait. Are you saying it's too asian? As a critique?
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>>495865
another detail I just notice that makes this photograph of water scream "water" is the many tiny ripples. Not big waves like in an ocean. They're small and noisy enoguh to where they add texture to the reflection without really distorting it. I can see the trees but not the leaves.
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>>495873
it does have reflections but not enough things to reflect from
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>>495874
also http://imgur.com/163DL6Y
now its almost fully translucent and with taller grass with have better reflections
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>>495816
>i added mix shader of translucent and diffuse
water should be a glass shader with an ior of 1.037
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>>495360
I suggest googling "brick building" and seeing what details you might be inspired by from those images. You can do a ton of stuff to make it look less bland like adding weathering, more props, decals like posters or paintings/graffiti, etc.
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>>495865
>you gotta actually have reflections. Like a mirror.
nope
>This pond has no color of its own. It is reflecting the trees and the sky
wrong
> The ripples in the water distort he reflection, but it is otherwise perfectly reflective.
again wrong
>>495866
>The bottom of this pool is bright. So light which enters it bounces back out. The light coming out is brighter than the light bouncing off the surface so that's what you see.
pretty much
the sun light bounced back is basically colored by the water and gives you that blue look, but obviously its just the red green and yellow spectrum gets absorbed by water molecules

anyway water will get more reflective the sharper the angle you look at it, look up fresnel equations to see how two mediums with different refractive index interact
and also how much stronger the light coming from under it is

since this body of water is shallow and clean the strength of light reflected under it makes the reflection very hard to see >>495866
all water has a natural blue color due to the way it absorbs light

but here while the pond being also shallow the water is too dirty and most light gets absorbed while going into it and diffused in every direction, not much is coming back so you can see the reflection better, also since the angle is sharper it reflects more light>>495865
here the water is green since it has too much algae swimming in it
>>495836
anyway your renderer should have some reflection.refraction settings or for the Fresnel effect, just use the settings for water
why the hell would you use a texture for this, you sure use an texture for whats under the water, what you rendering it in ?
Set high absorption values for such a dirty pond, make the water color green, give it high transparency value and high reflective value, and make sure you have a picture of some green brown dirt under it, make the waves circular and sharp and you are done
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>>495919
yo. whatsup with the mars game ? someone posted a mars terrain yesterday. did we go back to the horror survival game idea ?
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>>495920
no clue mate
animem posted that without telling anybody hes working on it

i dont mind the idea but i rather use unreal, its just better looking out of the box
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>>495921
We would have to use dropbox app and shader google account so everyone can sync the game. I don't think anyone would dick around with that.
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>>495922
assuming people would want to get their hands on the files rather than just modeling someting
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>>495925
thats inevitable
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>>495856
transpose master is the only way to go, its in zplugin top menu


and i dont mind a thicker one but maybe add some room for the hand like this
the advantage of boxmodeling rather than using zbrush for hard edge stuff is that it takes second to bevel and scale a shape up or even the whole mesh

but zbrush management of multiple subtools is a fucking nightmare
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>>495922
If fucking Dropbox is too difficult for you to use, you may as well just give up on 3D all together, seriously. It's a quick install, project leader invites you, you get an email to confirm, now there's a folder on your computer with the game. So difficult.

No shared google account is needed, just one person managing an account and dropbox lets you invite people to have access to the same shared resource, real-time sync included.
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>>495856
http://docs.pixologic.com/user-guide/3d-modeling/posing-your-model/contact/
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>>495919
im planning on adding extra vegetation, the shaders that are supposed to give the water effect don't have many options to change, maybe ill even add sky + trees to mimic it
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I made this in a couple of days, I want to make a cool frog-looking cartoonish character but I haven't found many references I like, so any feedback is welcome.
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>>495982
Looks like its missing something
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>>495983
got ya covered
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>>495982
reference?
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>>496016
Saved it, nice colors. I've been using pic related so far but I'm looking forward for a more colorful thing for the texture.
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my attempt at an anime-style face
need constructive crytics and opinions
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how in the cunt do i smooth this out more? The edges and shit are way too gross.
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>>496025
anime noes are points hair is more rounded cones less triangle heads are more rounded less square
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>>496098
>>496098
>>
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>>496100
>>
>>496102
ur not fooling anyone alien scum. i know its you
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>>496098
I'm guessing you already hit "3" to do a smooth preview?
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>>496108
I want to use it inside UE4 or SFM so smoothing isnt really an option.
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>>496111
Mesh>Smooth does the same thing, it just applies it to the actual mesh instead of temporarily.
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>>496113
True but then we are talking 4x the polys my friend and even then it keeps all the little scrunches and deformities.
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>>496115
> it keeps all the little scrunches and deformities.
No it doesn't... I smooths them out by adding more polys and interpolating a smooth curvature.

If you don't want to do that, then the answer should be damn obvious to you, simply insert more edges in the areas you need to help define the shapes better.
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>>496118
Ill explain more with images in a bit. Forgive me Im self taught so there are many things that aren't immediate to me.
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>>496119
Perhaps you're talking about how smoothly your surface flows are, I see how your face has some lumpiness to it. This is probably because you have triangle or ngons (faces with more than 4 sides).

Post an image with the model selected so we can see the wireframe.
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>>496122
Do you think maybe its because some lines are just too close together?
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>>496124
Get rid of those two triangles above the nostrils.

And yes, part of it is because you have edge too close in some areas while others are very spread out. You want density changes to be more gradual than that.

There are some sculpting brushes you can use to relax the topology.
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>>496124
Well yeah. Tight loops cause pinching. If it is your intention to smooth a mesh in the end you have to use brand strokes. Just cut out every other edge loop on that chin.

Press 3 and show us the problem areas.
>>
Haven’t decided what kind of plastic I am going to use for the motor box, but I’m close to adding my dirt and rust/dust/decay detail.
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>>496102
just smooth the mesh automatically then bake normals.
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>>496179
>Doesn't understand that topology like that will create a shitty looking surface that will show up in the bake.
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>>496189
just gotta learn to bake right
>>
In max I was putting objects in containers to organize, but now I cant move anything in any container. Things that were never in a container are still movable though.
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>>496191
A fucked up surface is a fucked up surface. Projecting that fucked up surface onto another surface doesn't somehow fix it you fucking dunce.
When your smoothed version looks like shit, baking it to the low isn't going to make it look better -_-'
And the fact you can't tell by the topology on that mesh that it would not smooth to a nice looking surface, shows your lack of experience.
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>>495858
Fingers should end at around the wrist imo.
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>>496025
A normal human face has 3 equally size regions. Temple-eye brows, eye brows-bottom of nose, and bottom of nose-bottom of chin.

Anime face have these regions at different sizes. Usually the mouth section being smaller than the other 2 and sometimes the forehead being larger aswell. Use orthography references as inage plains and you'll quickly see what I mean.
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>>495371
Are you making a map for gmod, or some other source engine game?
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>>495858
You could get away with that arm length if the posture was more ape-like, with knuckle dragging behavior, which might look cool. Otherwise, the forearm is what too long, elbow to wrist is the same length for the most part as shoulder to elbow in humanoid creatures. As for the feet, you could go with two toes on the front with a stabilizing toe on the back, or alter the legs so they have back knees like a dog’s front legs.
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Still working on a .avi of this
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>>496194
do you lack reading comprehension?
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>>496302

Apparently you're too good for constructive criticism so I'll withhold mine.
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>>496342
Im not too good for it, telling people what they could and how to, improve what could be better is constructive criticism, what you did was essentially tell me it was shit, with no tips on how to improve
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>>495931
Thanks, I took some of the suggestions from the blockout and integrated it into the design. Also, I did box model it with zremesher, though it's about half half now.

>>495933
I will give this and transpose master try, thanks
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>>496414
panel lines are just sketch, I'll redo them in photoshop later during texturing.
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>>496414
i've softened the metal at the left since taking this shot but here's the reverse side. most of the pieces are missing panel lines but I'm sketching them out now.
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>>496414
profile

zmodeler**
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>>496414
>>496415
>>496416
>>
>>496419
strong argument there. To be honest the middle knuckle bothers me most. It's got a cylinder oriented so it might be able to wiggle side to side - but the cylindrical parts between fingers won't allow that motion.
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>>496441

sorry that i put my nose into your design but you maybe should go with idea of "what is need"

usually designers will go this way - simple and solid mechanics. nice sensors for sensitive reaction of the hand and sensors for which collect information about functionality and position of the hand. maybe you should make less extra bolts and mechanics points and add some surfaces with sensors?
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>>496441
I'll cut some holes in the finger shells later to make room for the cylinders and fix some of the errors in the bracket under the palm, but I don't see why most of these is a bad idea. I didn't put holes initially because I figured they were gonna be mostly hidden by AO/dirt anyway. I like the side vents so I'm keeping them unless there's a strong reason why you want them out.

The middle finger isn't supposed to rotate that much so I put those things there, but I'll see how it looks without it.

>>496457
I don't think sensors are necessary, but I'll tone down the bolts.

There's a skinny girl holding these so I'm not going for a 100% functional design anyway.
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Made a bulbasaur, looking for criticism and ways to improve,
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>>496548
No you didn't.
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>>496548
your blubasaur got squaritized. Highly recommend you dont start with a shape and try to mold that shape into another shape.

Instead work from the ground up.

Lets take the bulb on his back for example. Dont start with a cube and mold the shape, start at the base of the bulb with just a flat plane and then take the edges and lift them up bit by bit.

Like putting on a pair of pants slowly go from the bottom to the top.
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I just got a tablet mainly for drawing but I decided to give sculpting a go too, I honestly have no idea what I'm doing
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>>496571

We can tell.
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>>496217
i think i know what you mean
i used the left image to model the overall shape of it and the right one to put the eyes and mouth in place
>>
Working on a interior scene. Not sure how to fill the scene tho, using max and vray btw
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>>496623
long table and chairs, glass vase in the middle?
>>
>>496623
Master bed, dresser and dildo stand?
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Anyone know of any good and recent zbrush tutorials specially for hard surface
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>>496623
Put a dildo in the middle of the room and call it art.
>>
>>496217
can someone whip up a quick visualization of what he is talking about in paint?
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>>496704
too normal looking for me
>>496705
getting better
>>496706
perfect

keep up the great work
>>
>>496704
>>496705
>>496706
how does it keep getting worse ;f
its started off decent enogh
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Still a WIP, getting there.
>>
>>496724
way too bumpy all over, especially over the horns
streamline the design and structure of them

oh and dont use red wax material, it pisses me the fuck off, get yourself mudbox material or just the standard one
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>>496725
We got ourselves a little entitled piece of shit tripfag. Filtered
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>>496724
how much time did you spend working in this?
A month?, week?, im sure it's at least one month of work.
[spoiler]if you have a life of course[/spoiler]
i really like man keep the good work
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>>496729
oh man, someones salty
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>>496730

Thanks mans appreciate it, took about a week of work so far, been doing it in my lunch break and free time (guess I don't have a life then haha).

>>496725

Thanks for the feedback man, I normally sculpt in Matcap Grey, just opened it up real quick to get a screenshot, sorry about that, I'll look into smoothing out some of the more noisy parts of the model. Did think I might have gone overboard with some of details, I'll probs render to a normal map first, see how it looks on the LP before I do that though.
>>
>>496733
>just a week of work so far
>Have something like that.
Man, if it was me i wouldn't get something like that even in a month, I envy you nigro
>>
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This is what I did today, I uploaded it to Sketchfab under the username Funnycom
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>>496733
nah i meant mid level detail
you broke the form of the horn with all those bumps, they look like one object stacked on top of another rather than continuous one long shape

good idea is to have few strong edges to a horn, making it triangle, square, or octagon shaped, but not perfectly round and reducing the streanght of the detail the further along it you go and giving it more and more smooth polished shape, like take your from mid point and flatten everything forward keeping the last 1/3 perfectly smoothing with those long vertical lines and dents and just points where it will start to splinter with age
also adding some twists and one strong edge to it helps
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>>496737
Thanks man this is something that I'm going to try, now you've pointed it out I see what you mean with the horn looking like they've been stacked, need to break up the uniformity of the horns and make them a bit more natural looking.
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>>496738
oh and something i just tested out for easy horns
pick tool spiral>tool>initiate
reduce coverage sdivide to like 3 or 4 and divide to like 30 and play around with setting to create twisty flowing horns

turn off smothingw hen diving, divide, pick transpose and ctrl_drag to pick perfect loops, move around a bit,

and you get steppy horns with no sculpting required in moments
now just standard tool with lazy mouse on something like 10 and you ready to go
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>>496735
That's cute, did you buy the amiibo?
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>>496566
I never thought of doing it like hat , thanks.
>>
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Recent character I'm working on
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>>496773
no not yet, but I think I'll buy it
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Currently working on a generic model I can use in games. Unsmoothed the tri-count is at 5k including eyes and ears, not really sure what the standard is these days.
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>>496838

Cranium is too tall.
>>
>>496838

Why don't you show us the unsmoothed one then? The smoothed model without wireframes showing is completely irrelevant to us.
>>
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>>496861
It might be because it's not wide or round enough but I'll try to shrink it down a bit. Going for a more anime-like head similar to Dead or Alive.

I still need to relax some of the loops and maybe add another loop or two near the jaw as it's currently too square.

What is the best relaxed pose for a body, I used to do the T-pose but I always have problems with stretching and the armpits not being defined properly.
>>
>>496877
Width has nothing to do with it. The eyes should be in the middle of the head.
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>>495621
wow you've really made no artistic progress in 5 years?
>>
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>>496724
>>496733
Wait a minute, that design...
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>>496877
Fixed the cranium, added a few loops at the jaw and fixed that horrible anomaly above the ear. I felt that the flow of the head was wrong so I changed that too.
>>
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>>496744
kinda had more fun with it
fuck me, making horns is hard, ironically i made the same mistake i warned about, i made too many mid level details too strong
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>>496975

Looks much better. Proud of you.
>>
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Fuck this, I'm going to bed
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>>497017
>>
>>496984
I dunno, I think it looks more natural that way. The viewport shading just makes those forms pop more than they actually are. Once you have some nice SSS and grime on the horn, I think it would look really nice rendered.
>>
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Gonna need the boys on this one, is this a solid skeletal rig?

How do I tackle giant ponytails properly? I definitely want them to flow using physics in unreal engine 4.
>>
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>>497087
Basically I want the hair to flow as she moves in the engine, is this bones based shit I need to be doing?
>>
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First time making a vehicle.

This is a mega low-poly 1954 Hudson Hornet. I'm doing it for a game that is styled after the look of early 2000s games via low polycounts and mega low res textures.
>>
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>>497101
(cont. 1/2) And how it looks so far.
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>>497102
(cont. 2/2)

I was thinking of doing a small 1950s-themed random-generated city game with various modular city blocks and buildings. Kind of like Mafia II but allowing you to actually roam and do shit in an open-world instead of being forced onto a linear path.
>>
>>497101

For a "super" low poly car you sure like to waste polys. Look at that fucking bumper. You see any loops that don't contribute to the shape? I sure do.

Also don't call it super low poly, it really isn't.

Overall it's pretty clean work, but it's not good enough to be interesting. Good first try though.
>>
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>>497110
Yeah, it being a favourite car of mine, I ended up going overboard and wanting to add more detail which I haven't modeled into it yet (ie rounding out the front of the bumper etc, adding all the little indents and such that.

The version I used in the driving screenshots is 600 polys. I might split the model into two and have a crack at making a super detailed, high poly version, and the other one I'll keep basic like this one.
>>
>>497115

Why on earth show the first image that is untextured and not even the one you're using in the game?
>>
>>497116
The first one is much better quality. It has an interior etc, less topological errors and whatnot. I thought this was a WIP thread so I posted it here as it's a work in progress.
>>
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It's a somewhat adorable flower pot.
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>>497148
10/10 would flower
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>>497148
Nicely rendered!
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>>497148

I thought this was a real photo at first glance
>>
>>497105
open world is a game murderer
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>>497197
nah. feature creep is a game murderer. If the one gimmick is you can drive in one direction forever then that's too big a deal.
>>
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sculpted this guy from Etrian Odyssey

time to retopo literally everything
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>>497301
lol learn some anatomy kiddo
>>
>>497302

What's up with the anatomy? The model looks fine, less human and more hybrid how would it be wrong? Basic form looks fine you cant really say learn anatomy with no statement on what it is.
>>
>>496414
>>496724
>>496794
>>496984
>>497301
>all this hardsurface
>all inside zbrush

What the fuck.
>>
>>497313
zbrush has plenty of methods nowadays to achieve hardsurface, it's not that difficult if you know what you're doing
>>
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Small update, added little detail to helmet and trimming on some things, replaced shoulder pads by neck area. Wish I could work on it some more but school is in the way. Working on bottom half of body now.
>>
>>495360
Read some basic architecture books and look at reference, turned my mapping skills 180 in the right direction. Your building looks nothing like anything in real life, add windows, maybe some arches and frames to windows(1+ on the door frames so many maps lack them)
>>
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I'm pretty bored, so I'm trying my hand at making a girl.
I've never tried modelling a person or creature before, so it's pretty fucked up haha. I'm gonna try and finish it and see just how horrible it ends up. After, I'm gonna try to read up more on anatomy, or just wait until I eventually get into life drawing at the university.
I like the butt though.
>>
>>497334
https://www.youtube.com/playlist?list=PLvgIVNDU-Dxjb3eukDF5W0l0-6ShO9OiM
this is a decent tutorial
>>
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>>497335
Thanks man, I'll definitely check it out.

For this one though, I wanna go as far as I can on my own and see where it takes me. Honestly I really just want to see how bad it's gonna be.

Earlier I had the fucking feet on backwards, when I realized it I honestly never laughed so hard in a while. Not to mention they looked like empty gloves. I'm having fun with it for now, but I'll definitely check out those videos after.
>>
>>497322
that's cool as hell, I'm sure you've been asked this many times but what's that for?
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>>497334
dat butt tho
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>>497335
I'm currently trying to learn from that tutorial here's my progress (fyi first serious blender project)
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>>497301
i like how sharp and defined the details are, good job on the sculpt

but that said the design gives me cancer
>>
>>497302
Calling someone kiddo and using lol, underage much?
>>497301
Also love the design and those details, don't listen to these jealous people.
>>
>>497352
It's the only part that I'm relatively happy with.
The calf and thigh areas aren't all that bad for a first try either.
>>
>>497346
Thank you for your kind words! The character is part my personal project that i hope to turn into an online miniseries.
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>>497353
Ayy
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>>497353
use image plains for the face
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>>497415
I have my references as background pictures for the according view already and I don't have references for other angles ... It's not even close to finished anyways, but thanks for the advice.
>>
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grinding away at this
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>>497462
>>
>>497462
Hot, poost nudes
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>>497441
Mmmm ok, but is your reference orthogonal and aligned to your view? I'm suggesting you need image plains you can literally trace with vertices. Something like pic related.
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>>497322
Another Update, this time with the lower body. I'm really bad with cloth wrinkles but I try. Working on boots and Gloves now.
>>
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Something I've been putting together the past couple days, quick render.
>>
>>497530

Those bricks are HUGE.
>>
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I'm making a spacial oriented puzzler for my oculus rift.
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>>497553
Looks like insta-hurl. How are you handling navigation?
>>
>>497554
How do you mean that? Its gonna be mario galaxy physics. You run up the slopes and it changes your orientation and sense of gravity. I'm trying it out now. Seems ok, just running into a few orientation nightmares with some of my code.
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>>497555
Do you rotate the world axes based on player orientation, or rotate player and gravity around the world?
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>>497568
The second one. I'm just orienting the player based on the normals below them. With this reorientation, I just change gravity to match the player's rotation.

This stuff makes my head hurt. I'll be glad when I have the basic walkmode done.
>>
>>497462
Hey man, that looks sick! Waiting for the final product. Also, post nudes.
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>>497462
really cool but why is the right leg like that? also post nudes.
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>>497462
Please don't post nudes . .. . . she looks like she is suffering from an eating disorder and is awaiting an aid parcel from Oxfam.
>>
>>497462
I like this thoroughly. The sleeves look a bit too puffy at the end. Also when are you gonna post nudes?
>>
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baby's first model.

Is the head ok?
Should I remake it apart and then attach it to the neck?
>>
>>497700

There is literally nothing OK about that head.
>>
>>497701
thanks anon, I'll keep trying then.
>>
>>497700
>>497700
you tried goddammit that's what matters
>>
>>497704

You need to learn the importance of topology. Your head has none. Look up head topology.
>>
>>497335
>>497700
>>
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I'm learning Zbrush, why is my viewport stretched in? and how do I make sharp edges? I'm also using a portable version of Zbrush R4 but the shit starts slowing down as soon as I set the dynamesh to more than 128, do you think being portable is the reason for that?
>>
>>497767
I'd start with using a regular version of Brush to fix your performance and ui issues.

Hard edges in zbrush are made the same way you make them in real life. Polish one side till its flat then flip it over and polish the opposing side till its flat. Where they meet should be sharp.
>>
>>497767
theres stuff like hpolish and trimdynamic
>>
>>497767
change your document width and hight in the document tab. and hit crop
>>
>>497767

document > w size > new document > save as startup doc
>>
>>497767
Ok I'm back

>>497785
>>497779
Making a new document fixed it, I don't know why it happened though I just minimized the program

>>497773
>>497771
hPolish is pretty good, but I still find it hard to make really hard edges, is there some kind of pinch brush or something?

Also why does this happen when I increase the dynamesh resolution? everything becomes pixelated, and polishing doesn't seem to fix it
>>
>>497796
Adjust the Blur/Polish settings when using Dynamesh.
>>
>>497796

because that's what dynamesh does, also the project modifier is usually turned on for dynamesh however yours is turned off, which can lead to small details getting lost during the dynamesh process.

also can you show us the current size of your geo within ZBrush by going to Tool > Geometry > Size and reading the value on XYZ size

Dynamesh works based on the bounding box on the current size of your geometry. I can almost guarantee you're eventually going to ask why some meshes get really low poly counts when you dynamesh as opposed to other models getting really big poly counts even though you're dynameshing at the same resolution, and the answer to that is because of their size within ZBrush.

You should never really go above size 2 or anything like that if you're dynameshing otherwise you'll get a really dense model dynameshing at default settings. Likewise, if you're modelling something that's small and want to capture more detail then raise its size so the dynamesh applies more polys.
>>
>>497796
There is a literal pinch brush. It's called the pinch brush.
>>
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>>497798
>>
>>497796

also, if you're doing that kind of sculpting then you'd probably benefit from the polish modifier for dynamesh as well, which applies the claypolish feature automatically for every dynamesh instance. It'll help retain those edges you've currently got going on.

you can also just apply claypolish whenever you want, just a reminder that claypolish applies masks all over your model that you can't notice so clear masks if you manually claypolish before you continue sculpting.
>>
>>497800

keep sculpting with that kind of size and zbrush might crawl on you, bring that number down to 1 or lower. 0.7 is usually good.

Unless your computer is beefy, then carry on.

If you're bringing this somewhere else to be used then you can always rescale it after you're done sculpting it anyways, so keep the size 1 or lower.
>>
>>497802
fuck nevermind this post, you can keep it at that size if you want but just remember if you for some reason decide to dynamesh at a higher resolution, like 1000 or something then you'll probably end up with a mesh that has 6 million polygons, which is excessive.
>>
>>497801
That polish button in Dynamesh did it. Everything is smooth even after redynameshing

>>497802
1 to everything or do I leave the decimals alone?
>>
>>497804

don't worry about the decimals, just keep your size to a reasonable level. The XYZ size actively evaluates the overall size of your selected mesh so if you pull out a shape with the move tool then the XYZ size will increase, so don't worry about it. If you were talking about the extra three sliders for each of the axis then ignore those, unless you are going to stretch your model along the x axis or something then just use the XYZ slider for resizing.

while you're at it, completely ignore the size modifier within the deformations tab if you want to resize something, cause the XYZ size slider will do what you wanted to do and faster, since the deformation sliders relies on the selected mesh to be on the center pivot point of your meshes, and doing that requires more steps.
>>
>>497796
i didnt say make a new document man. theres a thing in the document windows where you resize it...
>>
>>497809
both manually resizing it and making a new document forcing the document to fit the screen accomplishes the same thing, only the latter gives you more accurate results if you just wanted the document size to fill up ZBrush's inner workspace.
>>
I know absolutely nothing about rigging and animation except that MakeHuman is going to do it for me because I'm a lazy fagtron and I'm in a huge fucking rush.

Is it possible for me to be able to change a mesh after it's already been rigged (i.e. through ZBrush)

Basically I'm trying to chop off the brain cavity of the model and fill it in with some junk I'm going to model, but I don't want to affect the rigging.
>>
>>497818
I'm trying to imagine doing this myself in 3ds Max. So long as the vertices remain unchanged (with the exception of the brain cavity), it should be possible to copy/paste the rigging almost unchanged, and then fix the extra bits. But with that said, I wouldn't know how to do it.
>>
>>496098
Study topology
>>
>>497796
>hPolish is pretty good, but I still find it hard to make really hard edges, is there some kind of pinch brush or something?
go through all brushesh and test them, you need to learn them sooner or later if you want to use it
>Also why does this happen when I increase the dynamesh resolution? everything becomes pixelated, and polishing doesn't seem to fix it
why others might give you advise how to increse your redynamesh acuracy i would just tell you not to dynamesh

dynamesh is mostly for prototyping at low level and low resolutions, but it gets slow or plain up will crash your software at very high polycounts
when its starting to run slow or when you got your forms established just divide you mesh normally, ctrl+d

you reallly dont need much geometry to make such a simple shape as you made, and with how you didnt cut any holes in it or made any extreme deformations you would do perfectly fine working with topology of a sphere

anyway, dont dynamesh unless you make big changes to the model that create polygon streaching, otehrwise ctr+d and keep working
>>
>>497800
there is literally no reason to ever check or change those your mesh size unless your brushesh start behaving in a weird way

then just go >geometry>deformations>unify which will scale any model to 1m x 1m x 1m
>>
>>497851
This. Dynamism is primarily for when you're adding or removing large volumes and need to redistribute your polygon spread.
>>
>>497851
>when its starting to run slow or when you got your forms established just divide you mesh normally, ctrl+d

why would you subdivide a dynamesh'd model, at this point it'd make more sense to retopologize before continuing.
>>
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Obligatory ass shot.
>>
>>497857

Depends on what you want to get out of it and your workflow.

Personally I'd retopo at the very end when I was 100% sure that no more changes to the volume needed to be made, forcing more retopoing.

What benefit would you get from doing it first?
>>
>>497857

>why would you subdivide a dynamesh'd model

To add more polygons to work with.
>>
>>497864
I just turn dynamesh off and back on whenever I need more polies.
>>
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>>497700
not him but heres my head
>>
>>498034
Enjoy your terrible textures.
>>
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>>498050
If you're trying to go low poly and not worry about detailing with verts then the head this guy made would be up your alley. (see pic)


If you're trying to model a proper head with properly deforming topology then that head is not too good.
>>
>>498061
>implying he won't retopo after the fact
>>
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This is my first attempt at realism..The model is of my father.

I still need to make some realistic eyes, but I'm struggling. He also has no eyelashes, and the fibermesh looks shitty. I'm proud of the skin so far. I made this BPR render for an assignment, had to hand it in unfinished.

On another note, do any of you have any advice for staying motivated? I really struggle. Finishing university was an uphill battle with a retake year..
>>
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>>498067
Just render my shit up
Thread replies: 255
Thread images: 114

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