Not StarTard edition Last thread: >>678348THIS IS NOT THE THREAD TO ASK FOR HELP. If you need any assistance in your work, visit: >>>/3/questions/List of free resources (textures, assets, etc.): https://pastebin.com/vU7P8VmiIf you’d like to add more links, post them here: >>637415 #
Ah, home sweet home
>>679557can tell you're not the original op based on how much more poorly than normal this edit is done but still based and appreciated
>>679566not wrong, general-san it the king of wip images. I do wish people would stop posting models with textures so similar in colour to their background though because I'm not spending time fixing the mask.>>679565>>679564>>679560tyty
>>679567tho i am mad at you for not putting me in the op but thats okay
almost done with this now, still need to edit, work on post and add 1 or 2 more shots.https://www.youtube.com/watch?v=2Vjed-WQEdE&feature=youtu.bewould post a webm but too big/no sound sorry.
>>679557/wip/ street, home. Least it was 'fo Fleet fucked everythang up.>>679567The real question to ask is where general-san is. I hope he's alright.
Guys please help, how do I bring back my standard UI panels? I know that N toggles this one useless panel, but I need the two big important panels (yes blendlet beginner here)
>>679574Questions thread, and blender thread already exist anon.Press T
>>679576okay that's one panel, but what about the one on the right??
>>679578Little icon on the top left? There's one in every section. That changes what the panels display. Find it on the right side and change it to the properties or some shit like that.I'm not helping you anymore Mat. Use the proper threads.
>>679574>rigging in blenderjust...also literally click the + on the fucking top left corner
>>679581There is a plugin for blender that is like mixamo. I'm surprised that autodesk let Adobe buy them and that they never made anything like it themselves.
>>679580that icon brings down a menu which lets me choose amongst these view settings, none of which bring back the main panel to the right. what do? >>679581i hate blender in general, but i don't have the patience to learn a new package. should i though? is it worth it? i use blender to make basic models but am only now starting to get into characters and character animation. is a pro package superior?also please point to me where the x on the fucking top left corner is, i cannot find it.
>>679585these are the same options i got when clicking the icon in the top left, none of them brought back the main tab to the right in standard layout (the one where you have a hierarchy and can apply modifiers, change materials etc)
7 answers to some dumbass who can't use Google, good start to the new wip
>>679585>i hate blender in general, but i don't have the patience to learn a new packageyou dont have to learn a new package to know how to rig and animate. i used 3ds max to rig and animate shit, but now i do it in maya and its almost the same shit just differences in how its set up, but maya runs it way better and feels better to animate shit on there. i wouldnt use maya for anything els tho. blender on the other hand is godawful, it feels awful and it looks awful. even with garbage addons like this faggo >>679583
>>679587blendlets really are cancer
>>679588alrighty then, i'm finally giving in to the extremist fundamentalist antiblenderist bullying on this board and checking out maya
I think this one came out alright.
>>679605I still have to fix the depth of her head (it was even more elongated).
I need to fix a few more things like the eyebrows.
>>679611>>679605Necks are still way too long senpai.
>>679612Lol. Of course they do. The necks are kind of my safe net. They come with the base I made. From the start it looks normal but as I carve into the model, the head just ends up smaller and smaller and the base is not even important once I combine it with the body. I never care much about the neck, chest anatomy (even took out the chest because people complained about clavicles not being there). I know every move is good practice but it is also time wasted when you have a particular goal.
Any good Blender tutorials out there? Trying to transition from 3DS Max and it's destroying my peabrainWhy does it feel so inefficient
>>679570congrats anon i've been following your stuff for a long time and it's great to see the outcome of your hard work. Can't wait to see it once it's finished
>>679618because it is, what are you trying to do in blender specifically? if its modelling, dont even bother dude. i am a max user myself and ive used blender only to see what these faggot blendlets are talking about. first impressions were bad, and guess what that still hasnt changed. i still mess around blender with the shit it has and there is actually an addon that tries to mimic max interface if u want that to go with blender.
>>679618>>679574>THIS IS NOT THE THREAD TO ASK FOR HELP. If you need any assistance in your work, visit: >>>/3/questions/
>>679623you have first impressions and give matter of fact advice to others. Do you think me, someone who's been using blender for over 10 years, should tell someone not to use max because I dicked around with it for a few minutes and didn't like it?Are you stupid or just pants on head retarded?
>>679655>should tell someone not to use max because I dicked around with it for a few minutes and didn't like it?Why not? I've been using Blender for more than a year, and after trying 3ds for a few hours, I thought to myself, "holy fuck how can I have lost so much time with Blender, this is much more efficient and all-around better designed."
>>679591Be sure to download some of the free Maya rigs out there so you can hit the ground running. Maya really shines once you start rigging and animating so if you're going into it just expecting to have your donut creation revolutionized you won't be getting the full experience.
>>679591>>679663this, and grab rigging plugins as well
>>679656Hi has a longer face, but I can see him in the eyes
I just started learning how to polypaint in Zbrush. Also trying out Keyshot and by god, you can make anything look way better than it is with minimal effort in it.
>>679670I don't know why keyshot gets so much hate, I find it great for quick renders
>>679586>I'm not helping you anymore Mat. Use the proper threads.What about that do you not get?
>>679615Does not in the slightest have a passing resemblance.It's like you didn't even use your reference. Look at the width of the mouth on Portman, now look at yours. It's way too wide. They're also way too thick you've got some negro lips on her. It's also way too far up. Eyeballs are way too large and slightly too far apart. Ears stick out from the skull really far. Skull overall is slightly too long, and you've got a giraffe neck. Ayyyy lmao. >>679656Actually pretty close. But there's a lot off once you go below the eyes. Hell the eyes are even wrong. The nigga's eyes are crooked in all the references. I honestly never noticed it until now, but it's definitely there. Maybe they're not actually crooked, but his left eyelid definitely is lower than the right, and he's got a bit of a lazy eye going. Which is making them look tilted. Nose is slightly too wide, and the tip droops down a bit more in the ref, which makes is nostrils less pronounced. His skull shape is too short as well. Pay attention to your ratios. In both references all your lines and wrinkles are way too pronounced making them look like wrinkly goblins.My best advice is to learn to draw heads if you're gonna make an effort to sculpt actual people. You don't have to be the greatest, but it's a really good way to see different ratios in the face, how they break down, and what makes someone look the way they look. They don't have to be finished pieces, just some construction lines to help get you started. You'll be able to compare that to the reference. Because right now, while you have some understanding of anatomy, you don't seem to really know why you're doing it. Learning the rules on how to draw heads and faces will really help you, and it will really help you to sculpt people that don't exist as well.
>>679679I think I am getting the face. Don't mind the neck. It is just there as placeholder. It will be merged with the body to it will look normal. I use a base and carve into it so the head gets smaller when I shape it and hence the long nondetailed neck.>GooseI get all the small imperfections and the fact that I try to carve in detail and make them look like drained old people. I hope to get it right soon. I am definitely better than last week. Last week I was afraid to use reference.>DrawingI get that. I am a 2D fag first but it was always comics. I never paid much attention to structure. Do you suggest any material for my problem?
>>679682>>679656Noses don't bend inwards along the shaft, m8
>>679570just curious, the wooden support beams (and other bits using that particular wood shader) look totally unvarnished (? i'm not sure if that's the word i'm looking for) - like if i was to run my hands over them i'd get a shit tonne of splinters - are they supposed to look like that?
>>679682https://mega.nz/#!YosVSaYR!7cK1rH2-Mri0C0d5OO8ZHA3AQRmfKi7xAhjLSUEgdCYhere m8, enjoy this. you'll particularly benefit from the sections on facial fat. the ear lecture is missing unfortunately. also, be mindful of weight and age changes between your reference images due to aforementioned facial fat changes.
>>679682>I never paid much attention to structure.It's obvious.>Do you suggest any material for my problem?Maybe start with Loomis "Fun With a Pencil". If you're not into the Loomis meme though, check around /ic/ for other material. Vilppu Drawing Manual is popular around there. If you're into videos check out Proko. Just because you drew comics doesn't mean you've learned any fundamentals on how to construct figures. Especially if you've just jumped right in and skipped the basics. You don't need to be able to draw to do 3d, but drawing and learning how to construct figures will help you a lot.
>>679655nigga if you werent so dumb, i clearly implied doing work in blender is inefficient, it jsut doesnt fucking work. i gave just the same amount of attention i gave to max onto blender and max just pulls through, blender does not. sorry faggot blender fanboy
>>679687It's a style in modern architecture, revealing, or leaving rough beams exposed. You could call it rustic modernism.
>>679684Please redline what you mean.>>679688Thank you SO much but how do I dl over 2gb on Mega?>>679699>It's obvious.I agree.>Maybe start with Loomis "Fun With a Pencil"I was searching for Loomis books to dl but
>>679724>>Thank you SO much but how do I dl over 2gb on Mega?it's 3gb every 6 hours for free users. you might need to use chrome.>>679710nah, i know about leaving beams exposed. usually those look like they have some sort of waxy coat on them (like your pic related). your shader just looks a little splinter-y. i'm just being nitpicky though so feel free to ignore me.
>>679728>it's 3gb every 6 hours for free users. you might need to use chrome.Thanks. I figured out I needed Chrome. I avoid using googletech but if it is for stuff like this, its for a good cause. Also your stuff looks real pretty. I still have to get into modelling environments but I think I will be OK. Any tips? I was planning on going with some blender (weapon of choice since it is free) environmental tutorials (found a few).
>>679735I haven't posted any work itt, friend. I was replying to archviz anon.
>>679737Shit. I am scatterbrained and excited about what you posted so I didn't even notice. Do you do environments?>>679710That is a pretty place man. Very comfy. Also same question as I posted to this >>679737 good Sir.
>>679728no worries, I appreciate the critique, I right I never really noticed the slight shine. I would go back and change it but it's a small-ish detail to re render those shots for haha.
>>679737Got the file. Thanks anon. You made me feel like I was back in time of Popcorn Mariachi and /rs/.
>>679720what is that supposed to be?
>>679724>I was searching for Loomis books to dl butHere's a link to /ic/'s basics books. FWaP is in there along with a lot of other good books as well. https://mega.nz/#F!sSYAxKqb!f2gWy-eQZJNvRfiUTu1ASAI think reading a few of those books and taking some time to apply it will really help you. Just make sure you understand the information and why you're doing what you're doing before moving on.As for downloading over 2gb on Mega, I think Chrome can do it just fine.
>>679863Thanks again. I managed to get the first one. It looks pretty good looking through the lessons. Can't wait to start. I am still finishing Ryan Kingslien's 12 Days of Realism and just have a few more lessons to go. So after that. Cheers and Godspeed.
>>679870>Ryan Kingsliendude looks so cracked out last few years.maybe he'll be comfortable in his own skin when he's in his 80s. he'll still never be as good as scott though.
>>679872I know. I am sort of getting bummed out by some of the vids where he kind of breaks down and looses all confidence. It is bot funny and sad but I will plow through it.
>>679873sad part is he knows his stuff and can be a decent educator, but he's so weirdly obsessed with finding some 'pro' way to do things and then when he thinks he's figured it out he tries to sell it to you like some sketchy self-help guru.it's like just shut up and teach what you know nigga, i don't need your dumbass motivational lectures.
>>679876The problem is he tried for years to make it about step 1 step 2 etc but you just cant do that with art. Even if you master head planes that he was pushing you realise quickly that's only like 15-20% of a sculpt.
>>679876>>679882Totally this. As I say, the self-help guru are funny and he kind of just tries selling you hot air. But when he goes to work and overcomes these barriers he sets himself up with (the right MASTERY WAY), he can really be pretty cool.
Made these two after lesson 5 I think. I like that I have gained knowledge to use the rake and define more detail. Feels good.
>>679890>>679891I meant to say, took them a step further. They were already like the ones to the left which I made after lesson 1.
>>679943I call fake. Blender doesn't crash.
Here is another take on an old character.
I changed her lip shape a bit.
Dunno how to make my normals consistent. Either the head or the body get inverted?
>>680017go into edit mode and select the inverted part with the L key, and then flip the normals
Trying my hand at making some trimsheets. Going for something Roman inspired for the first one to use it in another project. I'm going for a pretty clean look so I'm not adding any weathering or anything like that. I'm just using it for normals basically so I can add some details to things.Normals came out pretty weak on the first bake though, so I'm gonna have to go back in and emphasize some of the plane changes a bit more.
alright which one of you anons did this to her
>>680017there is recalcilate normals or some shit like that in smoothing in edit mode
>>679656tiyr workflow is too bumpy, what brush you use to build forms?>>680006>making alien shit...Work on the lip corners, and the cheekbonesIs the refracion on? the inside head feels bloatedAnyway, i madethe headcrab from half life
>>680065>tiyr workflow is too bumpy, what brush you use to build forms?I use Clay Buildup and then go detail it with new Rake brush. Also hugz.
>>680058looks good mate, I would suggest keeping an "area of calm" otherwise it's a little sensory overload with all the shapes and shadows .
>>680068Why though?It's just meant to be a way to add detail using UVs. Not a wall. Just a bunch of different assets on one texture that I can pick and choose from to get details and stuff on an asset. Sensory overload is a non issue.It's just a different workflow that I'm trying out.
>>680070Ah never mind then, didn't realise you where going to uv individual sections of the map
>>680071Yeah no worries. I figured that was the point of a trimsheet. I thought it was a common thing.I'll admit it's a new concept for me and I'm still figuring it out. I'm probably gonna have to re-do sections though, as you can see, certain areas don't really have enough depth to them.
>>679557Working on this dude
>>680059You didn't last long, Anon.
>>680066you using the soft alpha 06? also in my experience rake is awful, mostly since it dosnt behave like a real rake
>>680093no clue whats going on with that anatomy
Finished retopo and UVs, baked polypaint and displacement and exported. Next step is fur.
>>680113Alpha 28. Where can I find soft alpha 6?>also in my experience rake is awful, mostly since it dosnt behave like a real rakeI'm using the new one from https://gumroad.com/ryankingslien
>>680113>>680118 here. Do you mean alpha 6?
>>680120>>680118ye, the standard alpha nr 6, the round one with soft edges, its much better for clay buildupsimilar effect to ball stylus in that set but clay buildup works much betterDosnt create those ugly strokes that you then have to smooth out, it speeds you up and creates better more natural formsjust checked the "new" rake, and its just as shitty as old one, a 2d projection "rake" is not a rake, the purpose or rake is to remove a bit of clay, smoothing and for surfacing, the zbrush one does nothing they clay brsuh dosnt do better by itself
>>680124>just checked the "new" rake, and its just as shitty as old one, a 2d projection "rake" is not a rake, the purpose or rake is to remove a bit of clay, smoothing and for surfacing, the zbrush one does nothing they clay brsuh dosnt do better by itselfAlright, but I still found it useful to make the forms a bit meatier. I use nearly every brush for adding and removing (even slash sometimes on the edges like eyelids), but I tried what you said and it does seem better than the ball stylus one. Thanks.
>>680127i use slash with rounded up edges a lot, on this model i cut most shapes in with itAnyway gonna texture it now
>>680116How do you bake those. Do you need to work from a base mesh the whole time.
>>680134>bakelooks high poly to me
>>680137It might not be. You are assuming the author's gender.
>>680141>women>on the internetno way fag
>>680116That's not a very manly penis. This is indeed a very feminine and faggy penis. Also: blue board
Starting with the mane here.>>680134I use a boring industrycore zbrush workflow. sculpt -> retopo -> export maps.>>680145You're right. I'll need to add some veins and other details in substance painter. I'm not putting a dog cock on him though.
I did this one with the ball stylus brush.>>680132Love it. The detail is gorgeous. I really hope you do some renders in Marmoset or other.
This came out of the previous one
More progress on this character
>>680186why do you keep posting, Gabriel?it never gets better, you don't even implement the feedback that people give you
>>680070>>680058Re-did the trim sheet completely. Turned out way better this time. I had to add a slight slant to any faces that were perpendicular to the camera. The reason the last version didn't turn out very well is because those faces didn't show up on the normalmap and ended up making everything look really flat.In any case, normals are way more defined than the last iteration. I ended up learning a bit more about how they work and how to manipulate them better. Result is pretty close to what I had envisioned. Should be fun to use these.
>>680186get rid of that yellow thing in the center and it will be fine.
I need to fix the ground it’s on, but I am happy with it so far
>>680201>fineI don't think getting rid of that will make any difference.The character is fundamentally wrong on so many levels. Removing a little part of the texture won't make all of that suddenly fall into place.
>>680203I'm thirsty now and I haven't drank Cola in decades. You should really do the classic turquoise tinted glass Cola.
>>680211looks 3d printed lmao
>>680206>>680203>classic turquoise tinted glass Cola"Georgia Green" is the exact color iirc. It's actually a pretty minty color. I did a branding project for school a few years back and picked Coca Cola so I've got a ton of useless coke-based trivia stuck in my head.
>>680186Come on now, this design is just silly dude.
>>680214Are you >>680203? It is pretty cool to have all that knowledge. I used to buy design books and planned on reading them, now it is all in boxes. Fuck life. On the other note, seeing these makes me feel good. You see, you can make a difference by doing such a thing others might find mundane, yet for others, if means something.
>>680213thats great, my plan is to 3d print her. tho i am sad that the hair strains are too thin to properly print. does anyone know of a good online printing service?
>>680211>>680218I like the chest but check that mastoid to clavicle connection. The chest looks so good and then that neck (nonnono). Also check chat the clavicle doesn't look gummy and meaty.
>>680219>mastoid to clavicle connectioni know anon, thats one thing i struggle with. its a habbit i have from drawing that doesnt translate well into 3d. i dont know how to fix it
>>680214Do you have any books to recommend?
>>680220Hope this helps somewhat.
>>680222this sure helps, thank you anon
>>680222I like the bedroom eyes.
>>680222>>680220that neck muscle is hardly visible
>>680228What do you mean? Usually or in the pic. For a fit girl, she would have a pronounced mastoid.
>>680228i dunno i like it the way it looks now, may not be 100% correct but then again have you seen her posture? its one of those over the top bent spines that make it look energetic >>680222i wasnt able to totally fix it. but i think its an improvement nonetheless. the way you textured her face looks pretty good so i will also try to incorporate that
>>680230Definitely looks better. The mastoid just hooks up to the tip of the clavicle but very subtly and to the inside. You got the main features well so it is good for now.
>>680231what a relief. cant wait to show this around in class in uni
>>680230Better example of what I meant by "inside".
>>680233yea i kind of stylize that always.
>>680231>>680230again that muscle shouldnt be visible, you have the entire fucking thing protruding when in face less that 10% of it is visible
>>680239>shouldnt be visibleIf you think we are all the same, just google female neck. You seem to force yourself into a formulaic belief because you like to play it safe. Don't do this or tell others to do this. It is not healthy for progress.
I cant tell if its nice that y'all or trying to help or a typical failure that an argument has broken out about such a meaningless thing. I guess you dont get to use those anatomy classes very often
>>680240this, i made that mistake to the point where i thought we all have the same skeleton
>>680241Naah. There is a difference between an argument and the act of arguing. I think each one of us proposed an argument but they have to be supported by facts to win the argument. Arguing comes from people being unreasonable and making up facts. In this case, we are both right but the difference is he said it shouldn't be visible like it is law. I just said, it isn't. See, we are both proposing arguments and we can both be right. The part that is not right is ignoring the other half of the truth (my part). This can escalate into the act of arguing.
>>680243i think its also important to mention that the body is stylized
>>680244Yeah. So do what you like as long as it is aesthetically pleasing. Honestly. You don't get off to 2D and stylized 3D because of correct anatomy. It is the attraction to curves and the pose itself. The pose is hugely important. Most of the stylized 3D models look like freaks in t-pose and a-pose and when you say; bend them over or make their butt protrude, they take on another shape. There is also that atraction to the momentum of the figure and that is very important for a statue or figurine.
>>680240you are actually autistic if you think thats how necks work.
>>680249first off, we are on 4chan so you are nobody to talk when it comes to autism. second, yes it is
>>680165>>680176Dude, stop. You've been making lumpy faces for years now. Move on to the next step already. Fucking challenge yourself.
>>680252not that anon, but id suggest making a body to it and rigging it. like try to make a figurine
>>680253also rendering it with lighting couldn't hurt
>>680253>>680254I still feel I have to get better at faces. Am I wrong?
>>680256you will never reach the point where you think you are good enough, thats just being an artist
>>680239>>680240What surface anatomy is visible and emphasized varies greatly from person to person determined by both their genetics and level of fitness. Just because you can't see certain muscles on most people doesn't mean they're not visible on others.It's unusual for everyday people to have strong defined necks since we as urbanites don't put our heads under a lot of tension.But look at boxers, dancers, racecar drivers and others that put a lot of force on their necks and you'll commonly see those features in both men and females.Remember it's also very unusual to find a person that is carved like a greek statue where all the anatomical landmarks are clearly defined.Photo models that show those landmarks in anatomy books often put tension on their muscles and pose themselves into positions where it becomes visible at the surface.Basing your overall anatomy on how they exist in a specific real world specimen rather than a sum of what you see in some anatomy atlas tend to give more coherent results.
>>680256nigger, pick 2 people for likeness sculpts and just do them start to finish. body, clothing and all. sculpted, retopoed, textured, lit, rendered.don't jump from one thing to another. i only say pick two, because i know you'll get bored of doing the same one day in day out so having a second lets you bounce between a couple of things.start now. you have 3 months to get a final render.
>>680257I know. It is a cruel love.>>680260>all that stuff you saidAlright! You totally got the part where I jump to another model so I will take that challenge.So I pick Emma Stone have you got any suggestions for a cute blonde?
>>680262pick a male with distinctive features.
>>680242That is actually a very key thing to understand, esp in 3D where formalized skeletons are kinda being pushed down our throats to some degree.Since it's easier to have all the characters in a game for example share the same bones (simplifies motioncapture greatly).But we don't all have the same skeleton. There are big differences in the angles of how bones connect, their ratiosand even the number of vertebrata in various section of the spine depending on where the bones fuse together as we mature.These differences are ofc most different depending on the gender, but there is also a great range of variation mongst phenotypes of the same sex.Like say you have a total 'babe' type female with the perfect ass, no amount of exercise nutrition or even surgery can make an everyday woman look like thatbecause the angle at which her hipbone and her lumbar connects makes the back arch out at a different angle as she stands in a neutral pose.If you just reshape the geometry suspended from the bones to look what you want it'll look fine for the rig pose, but soon as it movesit'll start falling apart because them rigged volumes do not rotate from the correct position within that volume.
>>680264We do all have the same skeleton, or bones at least. The only vertebrata that vary in number are in the tailbone. Only the proportions change, and bones used in cg can also change proportion. Bones only store rotations and hierarchy in relation to each other, bone length and position can and are often changed between various characters in games. Heck you can use the Bip rig, which is a biped by definition for quadrupeds if you really want to. The reason game characters look the same is Because they're all just edits from the same base mesh, and usually all have the exact same geometry and unwraps. That way they only really need to be skinned once.
>>680263Alright. Here I go!
>>680217Nah I'm not him. Just some /gd/ anon who also does /3/ for fun.>>680221If you can find design documents or style guides it really helps.It's basically a whole document that goes over every little thing to do with a company's branding. How the logos are used, exact colors, fonts and where to use them. All sorts of fun stuff, and really tiny details that don't seem like they matter, but they add to a brand's consistiency. Annual reports are also a good place to look for stuff, but that's more about seeing their designs in practice.Another fun Coke design fact.They exclusively use Gotham as their main font for text. After that little design project, it ended up being my favorite font. Super versatile and has a ton of weights. It's a real MVP when it's in all caps.
Is unity good?
Voxel stuff ok to post? Mostly done but I might go back and make a complete scene. This is from late last year and I haven't really done anything since.
>>680267Good luck man!
>>680296just do it in mincraft lmao
>>680319cycles renderer for minecraft mod wen
>>680320you havnt heard?https://www.youtube.com/watch?v=XuS6tsA_yfA
>>680187have a (((you))) you worked so hard for it>>680204besides the anatomy, what is fundamentally wrong?
pls dont sue me Wizards
Fooling around with materials
>>680326>besides the anatomy, what is fundamentally wrong?The anatomy. There is none. You can't just ignore it and pretend that everything is going to turn out just fine. It doesn't matter how "cool" something looks, if the anatomy is wrong or not proportional it's just going to look like shit. No matter how many layers of armor and detail you throw at this model, it's going to look like 3 midgets in a suit of armor until you fix it. I'm not going to skirt around the issue and tell you what to fix until you fix the glaring issues.If you think you're "too far along" to bother with fixing it, start another project because this one isn't going anywhere.
>>680397it look nice but not realistic, if that's what your going for. reminds me of a diorama.add some bushes, blend the rock better (add more) and something is very off about that scorpion.
>>680430Thanks for that image! I had never heard of Tatsuya Tanaka before, he has some great miniatures.I figured that the rock was too mossy for a desert, so I took it out. I'm experimenting with grain particles for sand in this closeup (hard to get right) and also some compositing effects.The scorpion is just a mockup I got from free3D.
Working on something based off of the Spirit World castle/office thing from Yu Yu Hakusho. Really want it to have a dreamlike feel to it.Right now I'm putting together a bunch of desks, computers, and tons of paper/book stacks. Should come out pretty fun, it definitely gets that vaporwave feel to it.
This is my first complete render I felt like I've ever made. Can I get some criticism? I feel like i'm only just not getting out of the "beginner" stages of learning 3D and I have a whole other level of learning to begin.
>>680667Scale is all over the place.Is the tank supposed to be big, small or what? The parts and everything make it seem big, but then the rifle on the side makes it seem really small. Chuck in the bullets that look out of scale with everything and it's all over the place.
>>680673Oh hmmmm well mean i guess aside from having a proper scene to set it into scale that makes sense the bullets are .223 and the cannon is a browning .50 cal and there is the svd but i guess i could work on that any suggestions other than a proper scene?
>>680678Maybe something in the scene to give a sense of how high it is. Something a viewer can recognize and know from a glance how high it is.Like some barbed wire fencing or something, it'd come to about waist high or a bit higher on an average person. Something like that would be instantly recognizable for height I think. Like signposts, or one of those tank caltrop things.
>>680667oh lala very nice anon. Congrats on your first. I would think about the design of the machinery more in your next model, it looks a bit stiff from how your joints limit its movement. need more cylinders to convey motor movement. Also, the stylish thing to do nowadays is to make large parts of your mech be simple, like big armor plates, with a just a few detailed exposed mecha bits. Yours feels too noisey cause hes got lots of detail mech bits all over and his armor looks like a gaming pc case with angles for no reason. Your guy is also awkward cause his legs look heavier than the body, could support a much bigger cannon with legs like those
>>680657Finished up some paper stacks and some 3-ring binders, I've got some modular desk pieces as well. Gonna do some IBM styled computers next, then some carts to roll around the papers and binders on.
Why this crappy little shapes always take more time than they´re worth? I could had modeled half a character with this time.
>>680693Not to mention it´s barely noticeable.
>>680694>>680693One thing I learned early in 3D (from people who did traditional model & set work before 3D) is to skip details and things you never see in a final shot.
>>680698Even if it´s briefly, you can actually see it. Those details do make a huge difference when piled up, turning simple models into complex, attractive forms of art. However, i wonder if you can´t replace then with a small, bumping, cheap texture - not a good idea if suddenly there´s a call for a camera shot were said details suddenly jump right into view. That´s were the cookie crumbles.
>>680693nigga bevel dose edges before sumone cuts themselves
>>680734It´s a wip coffin, but sure, if i changed the proximity, only the hinges would be acceptable. The coffin, however...Try and explain to your client that changing the view angle to his tastes would force you to re-make the entire set and that would cost him an extra equal to the whole budget so far.
>>680693What took so long?
>>680734This is why proper planing is important, in both filmmaking and CGI. Shit control freak directors that have no clear vision ruin it for everyone involved.
>>680737>Try and explain to your client"Any changes to the agreed scenes that involve adding detail where previously it was not needed will require extra charges."
>>680740The goddamn screw heads.Hinge plates were fun and quick, although some alterations required deleting/rebuilding faces by hand.The screws, you know... half of a sphere, boolean with a cube, right?Wrong. Fucking thing was breaking in the edges all over all the time, i had to use spline surface modeling to make it.Took me almost 30 minutes - the time i took to write this, i made the hinge plates with the holes and everything.
>>680768...and before anyone fire up how-to tutorials to screw head primitives, i made a poly version by the time i wrote this, so no, i´m not sure what i was thinking when i made that spline mess (althought i think that looks better).
>>680768>>680770Dude, did you miss your morning coffee?
>>680768my dude that literally takes a minute to make
>>680768>>680770oh god. This is a prime example of why you need to take breaks every so often and think about what you're doing. Even if you're all gung ho in the moment you might be making things harder on yourself
A scene Im working on.Its based on the van the "fans" rode in in Hotline Miami 2, although some aspects are changed.Before I ask you for some advice about it, is there anything about the model/image in general that immidiatelly strikes you as looking shit or being wrong? (Its obviously not finished yet)
>>680694Should of spent more time working on the. Provable aspects of this animations model instead of the hinge.
>>680789The ladder shapes and the textures scare me.
>>680789The paint bump looks like it's inverted. Looks like it's cutting into the material rather than sitting on top.The tires looks really fucking "poofy" I don't think tires usually bulge out like doughnuts unless they're a really soft material. The van's paintjob seems to be pretty glossy, but not the right type of gloss that looks like car paint. It's most noticable near the side mirror.Windows look like flat planes and not made of glass at all.Side door is fucking thin as shit. Literally just a bent piece of sheet metal. Maybe I'm wrong and it really is supposed to look like that, but most of the time car doors have some thickness to it. At the very least a latch to keep it closed, yours doesn't have any mechanism. Mirror placement seems a bit weird to me as well. I'd move it forward a bit more.
I have worked on my bot the last couple of weeks. 95% done with the model and the textures/shaders.
Currently working on a highpoly of my Canik. Still trying to get the techniques for hardsurface down and I'm still having a few problems here and there figuring how to get sharp edges to flow into soft forms... :/
>>680835holy shit that looks NICE
>>680835can you post the wireframe/topology?
>>680835you just add more loops to get more sharpness and space it out more if you want to soften it off nothing els to it.
>>680835looks pretty good, hard surface can be a real bitch
>>680837trust me... you dont want to see it... I'm trying to FIGURE out hardsurface and it's ALL kinds of messy... Also it's pretty darn hipoly since it's almost a sculpt at this point so there is not too much to actually see besides dense black mesh.>>680836thankyou :)
>>680691Finished up a computer asset for the scene, and some variations on the binders.I'm not too worried about cables and stuff just yet, I'll add those once I get the computers in the scene. Letters probably wouldn't be too visible unless it's really close, so I opted out of putting them on the keyboard.
it is a abstract
>>680865Futuristic city vibe.
>>680059Crank up your samples mane
>>680823looks great man, nice job>>680865that's a lot of noise b, might want to render for a bit longer.
I don't really know what I'm doing, just sort of watched like two videos on sculpting in blender. Shit's relaxing and kind of makes me want to take this a bit more serious but I'm not sure what I should focus on at this point to actually do cooler things.I figure I should learn how to properly retopo this shit once I finish right?
>>680835Total time was 4 hours and 20ish minutes Is this acceptable time for working in the industry? Also the model isn't 100% accurate and the textures seem bland :/ I want a job in /3/ but I have no schooling will someone hire me?
>>680890Don't worry about time, worry more about the end product. If you're confident in your skills you'll know where to save time and what tools are right for which job. If you're looking to get hired, the most important thing right now is to have a good body of work that shows your skills on a technical and artistic level. An employer won't care if you say you took 4hrs on a portfolio model or not. All they care about is whether or not it looks good. When you actually get hired, then you can worry about saving time and working at speed. Speed is something that will come with skill, and practice in a particular workflow and by knowing what's expected given the asset you're working on.
>>680823Dang, that looks really good anon!
>>680823Rig it and make it dance the Kalinka
>>680811thanks for the feedback.Yea the tires are something I thought about redoing completely, they look like crap in general, I may get around to doing it at some point.>The van's paintjob seems to be pretty glossy, but not the right type of gloss that looks like car paint. It's most noticable near the side mirror.Do you think it should be more glossy (more mirror-like in reflection) or more cloudy?
>>680888>I figure I should learn how to properly retopo this shit once I finish right?Yup, don't become just another sculpting cowboy.
>>680921Car paint is kind of a weird material. It's got sharp reflections, but it's also somewhat diffuse as well. Try playing around with a clearcoat material on top for the sharp reflections, and a more diffuse material underneath. If you're using Blender, then just use the clearcoat slider on the Principled shader with a low roughness, and then the regular roughness somewhere in the middle. Right now it just looks like it's covered in glitter or something like a Christmas ornament.
>>680887>>680903thank you>>680903the thought of rigging these clothed knee joints gives me the creeps. I'll try anyways when i am done with the model.
>>680948i like your bot, but hate the colours you've gone with tho. sacrifice some practicality in pursuit of aesthetics. you're an artist, not an arms dealer.
hello tec-9 modelling anon herefinished a flocking floater from half life in zbrush recently. focused on forms instead of spamming alphas
>>680948nice job, especially the colors
>>680950It just happened/evolved naturally, seems like my sense for realism came through strong. I really have no idea what aesthetics i should have pursuit instead. Give me some suggestion. I am considering doing another paint job when i am done with the first, but i had more realistic stuff in mind like some camouflage patterns. >>680955I can't get away from this green. Its a Substance smart material i cobbled together from different materials. I named it "Millitary Industrial Green"
>>680960if you want to go full realism, consider what sort of environment the bot would operate in, then start here:https://en.wikipedia.org/wiki/List_of_military_clothing_camouflage_patternsand get more references after that. my problem right now is mainly just the uniformity.personally i like some bat shit insane chris foss / dazzle camo vibes but that's just because i have a fetish for that sort of thing.https://unwritten-record.blogs.archives.gov/2017/09/05/now-you-see-me-now-you-still-see-me-hand-painted-british-dazzle-camouflage-templates-from-wwi/
>>680963p.s. i'm aware that dazzle camo was a naval thing.
>>680963The uniformity is the end result of me not making a decision in what environment the bot would operate, so it became a standard green, maybe for urban areas, where camo doesn't matter that much. I considered doing a flecktarn or something similar for an forest environment, but the thing is i haven't made the final choice for the environment. So green it is, for now. Its quite a heavy asset with ~30 2K UDIMs. I can change the paint job but it will take me some time, but i am willing to spent some more time on it, probably doing more than one environment with more than one paint job. chris foss / dazzle camo sounds like funthanks for your input
>>680972If you want to get really heady about future camo in a bot-on-bot world, there's probably good sci-fi ground to be broken by looking into adverserial attacks against computer vision algorithms (dazzle camo style weird shit might actually be a decent avenue for attack). But if you're not looking to include an essay to go with the image it might be a bit much.
>>680489Yeah the scorpion's pose is off, looks like the default pose for a 3d model
>>680667Somethings off with the wood on the rifle, overall really good though
>>680078Eh, that looks pretty cool
>>680394FRICKING BUILD THAT LIGHTING BOI
>>680950This is why nobody takes "artists" seriously. t. product engineer
>>680914seconding this>>680823How did you model the fabric covering the joints? Did you model it by hand by feel or did you create some geometry underneath and used some of those clothes-fitting modifiers to fit the cloth onto it?
>>680823The main body of the spider looks great but the hard surface parts of the legs need more level of detail while the gun looks like a cheap prop from an 80s sci-fi movie.
Doing first ever muscle study based on Arnold Schwarzenegger but I can't help but feel something seems a bit off, especially the back (ignore the head)
>>681022come on, mang. even literal arms dealers like to have fun.
>>681039These corny decals are for exhibition pieces only
>>681030I modeled them roughly in the right position, created collider meshes underneath and then send it to Marvelous Designer where i simulated the cloth and draped the strap around it.>>681030I am gonna rebuild the "feet", maybe change some parts of the legs. >while the gun looks like a cheap prop from an 80s sci-fi movie.I am fine with that.
bois, google's doing $300 promo on their google cloud platform.which is basically $300 towards Zync rendering.if you've got some big ass renders you need to bust out quick time jump on that shit.
>>681068Are you frustrated?
>>681124not really. does that bother you?
>>681140not really. does that bother you?
>>680823Make a cute consumer version and a rugged industrial version now.
>>681157...and while you're at it; DLC skins for generation Fortnite in neon colors
>>679557Working on this one. Still have some little things to tweek and add but I should start rigging it in order to pose it and finish it by the end of this weekend
>>681234eyes are the main problem
>>681247Elaborate a little
I haven't had a lot of creativity in me lately and haven't really done much over the past few months, so I'm happy with this so far.
>>681251too big for one, you do not have any such strong stylizations anywhere else on the body, stands out instantlyeye texture is petty bad, the pupil cutoff is too sharp, whites look grey due to bad material or bad texture, edges of eyes lack color, the inside of eyelids have no coloryou ignored the most important part of the face, fuck up the eyes and whole thing will look worseor if you wanna that animu face its time to round things up on the face, smaller lips and round cheeksalso could use so eye shadow
Wroked more on cuteness>>681251I like to add an inverted normal sphere inside the eye to get a cool concave look so it doesn't look like the iris bulges out of the head too much. Then you can add a black sphere in the middle to fake refraction
>>681265imho your face is getting too generically cute lately; personally thought she was cuter when she looked sort of like overly attached girlfriend jennifer connellyi expect the current style has more mass appeal though, which is something you've got to take into consideration with an indie game
just dicking around, still far from complete, chime in with any ideas.
>>681265>I like to add an inverted normal sphere inside the eye to get a cool concave lookinb4 "this is not physically correct reeeeee" shitstorm.On a serious note, I really like your work . Also I share thoughts with this anon >>681297.
>>681327Forgot to say trees are not mine and Im going to remodel them.
>>681322>chime in with any ideasfirst of all, kys
>>681330gotta love how modern "hippies" are afraid to criticize society with art
>>681327>inb4 "this is not physically correct reeeeee" shitstorm.its not exactly uncommon ya tardo
>>681322I didn't think Stick RPG would ever make it to 3d.
>>681343Neither is faking ss with curvature. Nevermind If you don't remember what happened some threads ago, it was meant as a joke anyway.
>>681353>>681343Well it was fresnel not curvature my bad
>>681353>>681354Remember what they say about Sleeping Dogs anon....It's a good game.
>>681346funny you mention that, because I was thinking of making a game at some point, maybe a basic inventory based FPS/RPG
>>681260Thank you, noted and will correct some of it
anybody wanna guess who's shoes i'm making :^0
>>681370>that godawful wireframeits obvious as hell this wasnt subdivided because of how messy the wireframe is, and the random triangles
>>681371yep :|obviously.it's a low res dynamesh to get the proportions right...have you ever -- I mean..zbrush right? nevermind w/e your right.
>>681370I never put any detail under shoes unless you are making some kind of shoe fetish game.
>>681371You wont get anything done being this autistic.
>>681379Yea most people dont see under shoes but what I was trying to do was get practice with the Zmodeler tool and the array mesh tool.
>>681415ive done more work than you faggot>>681373thats not low res and i dont use dynamesh, i just use zremesher.
>>681371>I'm giving back feedback and I don't know what Zbrush is.Nice one
>>681419yes blame the software lmao, its not like zbrush has its subdivision methods and zremesher to fix that shitty wireframe
>>681420Dont be this autistic. have you ever finished any project in your life? Do you realize that the end result is all that matters and that project there doesnt look anywhere near complete? I cant imagine what kind of simple thoughts must be running through your head if all that matters to you is topology at every moment in time.
>>681421i know enough to guess that hes not going to fix that topology because he doesnt know how, and i have done enough projects faggot.
>>681346I first thought this too
>>681425Jesus Christ the people at this board really are the fucking worst
>>681431stop being a fucking baby
>>681342I’m pretty sure this comment had nothing to do with society and everything to do with how shitty that render is
>>681418Blender here and I can confirm this guy has no idea what he’s talking about.
>>681425>goes into /wip/ thread >looks at what is obviously a work in progress>i know enough to guess that hes not going to fix that topology>after he literally posted a single imageHoly shit dude. This is some of the most retarded shit I have ever seen, can you put on a trip so I can filter you? Do you think the guy also isn't going to texture that shoe because he hasn't gotten to that yet? I mean fuck the part of the boot thats in wireframe isn't even fucking finished being sculpted out. fucking christ how stupid are you?
>>681458relax you big dumb baby this only pertainds to the topology stop projecting about textures lmao, i know a bad wireframe when i see it i know its going to be shit because i know he doesnt know what makes good topology. thanks for the laugh though lmao.
>>681462I'm not projecting you're projecting by saying I'm projecting.But sit down and tell me do you absolutely think that that person wasn't going to fix their topology and that at every point in sculpting the artist should be more focused on their current topology than shaping things out? I'm not going to reply to your answer but I'm curious about your mindset. Also could you do me a favor and tell me what "wip" stands for and how you could know that someone doesn't know what makes good topology based on the little bit of information you have?
>>681456He's right though Mr. Blender, a lot of top sculptors like Shane Olson don't use dynamesh because the topology is too messy.
I'm trying to improve the eyes on the Genesis 8 base. The geometry alterations are as procedural as I could make them, and they work with changes in shape and pose. Reshaded them too, of course. The sequence is slightly graded.
>>681477whats the point if you did't even make this
>>681477stop using daz faggot. Literally use anything else it doesn't matter just stop using daz unironically
>>680865I don't like abstract renders but this was nice. Needs way more samples yo. Get that shit smooth
>>681481I intend to practice grooming and clothing, and I got caught up in making the base look a bit better.>>681483The mesh, pose and textures are from Daz. Everything else is done mostly in Houdini.
>>681514The paint, canvas, and brushwork were all Leonardo da Vinci but the rest was all done by me :D
>>681517You're implying that there is no work to do once you get a model from Daz, and that is untrue. Pic related for example, it's the network for making the eyes work and look okay.
>>681517Not him but using a base mesh is handy if you want to study a particular thing like clothing in marvelous or hair. Why reinvent the wheel. Now never making a base mesh yourself well that's a different story.
>>681517that's cool anon, where's your work?
After a long hiatus trying to get back to saddle, working on this skelly boi. Still gotta do the hands and some more detail work and adjustments
>>681538if i were u id space out the wireframe a little better like you did with most of the objects, it would just unwrap better is all.
>>681545i meant the head* also you can remove that triangle because its not needed when you unwrap, which will also help you unwrap it better.
>>681529Its very different if you're showing "your" work in a venue where all the other artists DID make most of their own work. Keep this trash to the daz threads.
>>681546Thanks! will do, theres still a ton of optimization ahead of me
>>681565actually your wire frame is the most pleasing, most accurate/smooth i have seen in this board in a long time, im just nit picking on the head because its literally the only thing to point out. like the platform and the sword handle, thats how those should be showing when you go to unwrap them even tho theyre ngons they make unwrapping easier because of the amount of space they give, and it just gives it better continuity for the model.
>>681569Thanks! Im still quite a beginner so those words mean a lot, im aware of the ngons but it should be fine since im gonna triangulate this anyways?
Some blockout I started working on a while ago. I'm planning to continue this project now. if you have any thoughts about overall aesthetics and silhouette, shoot while it's still fresh, I'd like to know. :)
I am working on the ammo container and the ammo belt-thingy.
>>681563That's nice and all, but please balance your image so I don't have to brighten it see anything.
>>681609how do you know where to add greebles and details to hard surface stuff like this? every time I block out the main forms I start drawing blanks on where to go next
Going to start on the normals next week.
>>681297I know the look you're talking about from the last game. I just wanna try something different for a bit and see how far I can get. The game system should allow me to add a more realistic face later on once I have a working demo
>>681676dead look, dead lookin model, dead skin
>>681370update with no WIP wireframe this time; don't want to trigger any crayon eaters out there :PAnyways any guesses on who's shoe this is?
>>681676>>681677I gotta be honest, you made the model a whole hell of a lot worse.
>sculpting a shoeand here I thought I've seen everything
>>681684From the initial image I was thinking they were Spongebob's squeaky boots.Now it just looks like shoes from some shitty Sonic character.
>>681684It's Roll. Good luck lol.
>>681648If you don't know what to do, then you obviously have no references. Use more references. Get inspiration, rip off, do variants, do whatever to get your (internal) shape library more complex. The more you take from others or reality the more your brain becomes able to create forms from nothing. Its a learning process, you want to be able to do booleans and other mesh operations in your minds eye.My reference image folder for SciFi stuff is 20Gb big and i can get lost in it.In regards to details the most important thing is to follow the rule of Primary, Secondary, and Tertiary Shapes / Big, Medium, Small.http://www.neilblevins.com/cg_education/primary_secondary_and_tertiary_shapes/primary_secondary_and_tertiary_shapes.htm
I'm done sculpting and painting another character but the prospect of having to retopo makes we want to stop doing 3D for another week. It's just shit and stupendous and absolutely needs to be done 100% by machines in the foreseeable future. Rigging and animation, now that is where the fun is.
This is a movie scene recreation btw. After looking at multiple sources, I realized that the original shot was literally blurred/bloomed into Oblivion to effortlessly make it look real. Mine has a lot of bloom, but I tried to keep it believableBonus internet points to whomever guesses the movie
>>681786You're not really hitting that BR aesthetic, just saying.
picking this back up after a while, grandstands going upstarting to regret the decision to model every single step, the moire effect is really strong in this thing"cant wait" to texture this mess oh boy
>>681817Yeah. Any ideas on how it can be improved?
>>681538Finished modeling and unwrapping, still got some issues to solve, and decide wether i want to bake rounded edge shader from Modo to it, tried it earlier but got tons of artefacts. Textures threw in as a quick test, propably gonna go with something between PBR and somewhat stylized.
>>681854hmmm, got to be honest I don't like this texture at all, it doesn't fit your character. Something like this would fit a lot better.
>>681862Thanks, ill have to agree with you on that, ill propably have some metallics and so on but very toned down
>>681864Also I can't read apparently, totally missed the part where you said they are just placeholder texters. Your model looks good man very cute
https://youtu.be/a3yLYy0Tr_YAll done with this now, good chance i'll change some small details but I'm done.Thanks for the help and support on this project!
please general-san, new wip us
>>681888The conical lights over the dining room table caught my eye. The glass is too thin, and is wont for some imperfection. The only other thing I caught was the chandelier in the first room, the texture was also in need of some surface imperfections to seal the believe-ability. Very well done otherwise.
>>681905thank you, yeah I agree with most of these point
>>681655Whats with the white area above the nose?