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File: f.jpg (1.29 MB, 1500x882)
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Slightly more effort edition

Last thread: >>679557

THIS 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/vU7P8Vmi
If you’d like to add more links, post them here: >>637415
>>
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>>681907
also going to repost this:

https://youtu.be/a3yLYy0Tr_Y
All 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!
>>
Made it in the WIP image for the first time, nice.

Btw I'm trying to figure out what is happening with the reflection of my ship since it didn't exist in my post. It looks like you even painted some additional details to it or am I wrong? Either way nice.
>>
>>681913
I guess it just looks like that at first because of the offset and reflections.
>>
>>681913
I just copied it, flipped it, distorted it, then reduce the opacity. works well at a distance.
>>
I finished another antagonist character to pit against my heroine; a Minotaur with a huge veiny dong, but I'm not posting that here.
>>
>>681916
>but I'm not posting that here
You should, tho.
>>
>>681916
do it coward
>>
popnets are fun
>>
File: skelly.png (1.05 MB, 977x1118)
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Working my way thru the textures now, got the round edge shader to mostly bake correctly with some parts i had to clean but im happy, way better than without any normals. Ill experiment some with hand drawn engravings on the armor maybe. Im kinda teetering between wanting more stylized and still wanting that sweet lighting effect on the armor that exposes the shapes very well. C&C more than appreciated.
>>
>>681956
pbr shading is cool n all, but i think it would look way better if it was painted
>>
>>681966
Yeah, thats what with i have a PTSD from, i once hand painted every texture and backdrop to a video game and it was a nightmare even though the visuals were awesome
>>
>>681967
were your uv's bad or something, or were just inexperienced in painting?
>>
>>681971
no, i was inexperienced and was the lead artist for the project, my first game i was part of, so i hand painted each asset separately, along with all the walls and grounds n shit, using nothing tileable, you can check it out, its called thief of thieves season one. Also did all the lighting and post effects on it.
>>
>>681972
oh and its not that anyone told me better either, it was a very new studio back then, i really have 0 regrets, since there really isnt anything like it
>>
>>681972
>>681973
post your aliums reference folder pls
including any nda'd stuff
>>
>>681974
aliums?
>>
>>681975
aliums
>>
>>681978
ahhhh, i would share my concept stuff i did for it, but i still gotta wait for greenlight to release it all, maybe i should ask tomorrow
>>
>>681980
did you guys get any assets from creative assembly or any direct reference materials from the ip holder? like original sketches n shit.

also, your skelly is very nice.
>>
>>681981
All the assets were made in house, a lot of i designed myself, the only thing we got from fox was the model for the xenomorph but that one we had to retopo for mobile anyways and tweak to fit to the animations
>>
>>681982
>was the model for the xenomorph
please post this. i promise we won't tell anyone.


in all seriousness though, very jelly that you got to work on an alien property.
>>
>>681984
haha, id get sued if i did

But yeah, it was a dream come true to a hard core alien fan, not something i wouldve expected to be my second video game in the making
>>
>>681985
i'm sure they'd understand after you showed them all the daz porn this board would make with it
>>
>>681982
>was the model for the xenomorph
godblessed and based as fuck
>>
>>681986
id expect they already have some of their own haha, isnt that the true giger way anyways?
>>
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>>681967
>>681972
You don't necessarily have to handpaint textures for stylized characters, you can get some great results by baking grayscale maps.
For example: make grayscales of ambient occlusion, world space normal up, edge map, cavity maps, direct lighting, ambient lighting etc. and combine them all in photoshop for a master grayscale, and then colorize it with a color ramp in photoshop and use some filters to stylize it even further. Afterwards you only have to clean up a little and maybe add details and shit but like 95% of the "handpainting" job can be done that way, saves you shitload of time.
>>
>>681972

Looks interesting. Very consistent artwork, great accomplishment.
>>
>>681992
Thank you, gotta look more into this, the technical aspect of it escapes me but im sure ill make it work.
>>681993
Thanku
>>
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>>681907
>mfw my progress is not in OP
OP you had one job. ONE...JOBBBB!
(btw still no progress to show on Owen Wilson)
>>
>>682015
>>mfw my progress is not in OP
Are you sure? Look closely.
>>
>>682026
100% rekt
>>
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>>682026
>>682035
hooooolllly fuuuuck
>>
>>682026
>>682035
YOU BASTAAAAARDS! Made me kek. I do feel like I rekt my ribs after a hearty laugh.
>>
>>682015
I do feel a little bad about not putting it in a more visible spot but it was worth it for your reaction.
>>
>>682052
>>682026
oh I thought the joke was that he hasn't made any progress but its actually there
>>
>>682026
This is like an updated better version of where the fuck is waldo. Has been a while since i legit lost my sides on /3/.
>>
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>>682052
Naah, I love it. In fact, please do it in future.
>>682065
Yeah. When he said look again I immediately knew it will be somewhere dirty.
>>
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Working on fur modifiers. The fur on the abdomen looks a bit scraggly and the toes and legs are a little too fluffy. Still need to do his face.

Maybe needs more length variation?
>>
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>>682026
>>
>>682086
Fur looks pretty good. The hairless ears and face look decidedly more cartoon than the body, though.
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>>681992
Is there a more detailed walkthrough guide for this, for the life of me i cant figure out how to get AO or cavity maps to export out of substance painter.
>>
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Screw you guys! I'm gong homo.
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>>682159
you have 2.5 months to deliver two likeness sculpts. why are you wasting time polypainting and sculpting useless hair. stop having fun and get back to work.
>>
>>681907
*AHEM*

Fuck retopologizing
>>
File: Saeven Beast Closeup.png (3.54 MB, 1479x836)
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Sculpting Saeven Archeko, an OC by Averti on twitter.

I'm definitely gonna have to redo the front of the vest, cuz that shits looking like garbo
>>
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>>682181
Here's the rest of the body in its current state
>>
>>682177
based
>>
Following a tutorial to learn stylized texturing workflow
Just got the basemesh done
>>
>>682159
how much would you charge for a head?
>>
>>682182

Cenobite brought to you by Gucci.
>>
>>682144
Don't know if you still have this problem but:
Go to shelf > project > right click map > export resource
Although I'm using an older version
>>
>>682288
For a fully detailed head, with polyhair, textures (albeido, normal, specular), detailed eyes, eyebrows and eyelashes, probably about 40-50$. Just the head with eyes 10-15$. And I am talking more detailed textures than above. That is just a wip.
>>
>>682327
Those rates are too low.
>>
>>682327
If it’s a head detailed down to the pore you should probably be charging between $200-$300 honestly
>>
>>682327
For the quality of your work
Your price is too low
Increase them by at least 50%
>>
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>>682327
you should approximate your hours spent and give yourself a rate per hour, like with any other job, and then add the time it took for you to learn the skills on top of that with a percentage or what you feel comfy with, id easily take around 400 dollars per head, depending on the customer even more. Always negotiate up, if they really want your work theyll meet half way atleast.

A new approach to the textures, starting with a simple and very toned down PBR and painting effects like dirt, rust, highlights on top and using some clever filter stuff i found from a tutorial, i think this is a compromise im happy with. A shot from sketchfab since i had to see how the textures and tangent space work with it.
>>
>>682366
armor and sword look good, the bones dont read like bone though, looks like plastic, might be the roughness
>>
>>682366
looks good, a bit too styrofoamish to me
>>
>>682388
>>682391
Thanks, its a wip shot, been mostly working on the armor and cape, thought i post a wip before i finalize this, just to get opinions on the new approach, ill work thru the layers one by one
>>
>>682395
are you gonna take the maps through photoshop and change the lighting on them? also curious if u used texture sets instead of using one uv map
>>
>>682396
wait im dumb, its pbr, but still for the second question on texture sets
>>
>>682397
>>682396
Propably gonna tweak some channels in photoshop yeah, its all one texture set out of convenience, i overlayed a bunch of the UV islands together to save space, like most of the armor parts and bones, leather straps and so on
>>
>>682399
> i overlayed a bunch of the UV islands together to save space,
yeah i like to do that too, especially if the character is symmetrical and doesnt need a lot of detail, i overlap the uvs, id mirro, legs, hands torso ect. the only times i dont mirror is if i know theres unique details like the face has spec hits so i cant mirror the uvs otherwise it will show up on both sides when i only need it on one.
>>
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i combined flat shaded logo with smooth shaded shadows.
kind of looks metallic.
>>
>>681913
same, two separate models very excited notice me senpai >~>
>>
>>681907
>>
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superformulas are fun, especially if you've implemented them wrong
>>
>>682547
what does this have anything to do with 3d
>>
>>682551
because it's a three dimensional shape
>>
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Demon Skull WIP
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>>682552
Hate to ask, but, is that pirated?
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>>682572
absolutely. maybe. why?
>>
>>682572
>what is cgpeers>>682573
>>
File: skellywithbase.png (1.62 MB, 1856x1080)
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>>682366
Modeled a base for the guy, and tweaked the pose to more asymmetrical
>>
>>682573
>why?
SideFX is one of the few companies whose software I'd say is uncool to pirate, given their free version is almost feature-equivalent to the commercial ones.
>>
>>682575
Isn't the sheath too small for the sword, or am I seeing it wrong?
>>
>>682578
Its the aproppriate length but maybe not wide enough at the mouth no, ill see if i can fix it, but it might look a bit ridiculous, maybe having the blade taper out less?
>>
>>682577
i'd run the apprentice version but then how would i get my pirated copy of arnold to work with it? mantra is slow af.

i don't feel too bad though. i'm strictly hobbyist. no social media, no promotion. most i do is post things here.
>>
>>682579
>maybe having the blade taper out less
The blade looks good to me with that size, it's stocky like the guy, but I'd probably adjust both it and the sheath, focusing most of the change on the latter though.
>>
>>682581
Fair enough. I do think they should open the non-commercial to external renderers. Hopefully at some point they'll do it.
>>
>>682590
eh, it's an understandable restriction t b h.
we'll probably see overhauls of mantra before they lift that.

i do wonder why mantra is so slow though, granted the benches on youtube are from a year or two ago. it's a decent renderer otherwise, but those benchmarks are on small scenes. i can't even imagine how slow it gets on bigger scenes.
>>
How long does it usually take you guys to make a model from start to finish? For me it's usually about four days of intensive work, two of them being constructing the mesh, with a bit of rigging, one day of texture mapping and texture painting, and a last day of finishing the textures and setting it up for a test run in unity to make sure everything works. Then I fix any errors and load it up in whatever actual animating/rendering program I'm gonna use..
>>
>>682663

2 months cuz I'm one indecisive fucker.
>>
>>682663
2 days for basically everything, id finish the model in a day
>>
>>682552
hardly, looks like garbage shit you can do with after effects
>>
>>682600
>i can't even imagine how slow it gets on bigger scenes.
From what I read, it scales very well, with the difference from other engines diminishing as the scene grows larger.
>>
File: Teeth.png (1.3 MB, 1594x804)
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Finally decided to actually sit down and try to learn this shit instead of procrastinating. Still mostly bumbling around but this is starting to come together I hope.
>>
File: Teeth 2.png (1.69 MB, 1594x970)
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And open.
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>>682673
Damn, that's pretty fast. I can usually only do that when it's something really simple and low-poly.
>>
>>682674
you seem weirdly upset about this, my man.
anything you wanna get off your chest?
>>
>>682683
>>682682
...creative.
>>
>>682682
>>682683
So original, haven't seen THAT before for sure
>>
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I'm trying to make a model of an oc, that's completed for once. Right was my last attempt from 4-5 years ago.
>>
>>682738
Its always a pain, anon, but here a few tips:
- Details like armpit interiors, eyelids, crotch sides, finger bulges and intersections are NOT minor if you´re going to semi-realistic or realistic looks path (like DAZ models).
- Have a scale dummy to load between apps and choose a fixed size for all characters. Doesn´t matter if your pipeline starts with Zbrush or 3DCoat and ends in Unity or Maya: too big or too small end up giving problems (i still have a bunch of old MAX characters i´ll have to redo all the rigging simply because they´re giganticly offscale).
-For the love of science, backup the files in MORE than one storage device, and try and make the directory as obvious as possible (Z:/3D/3dactors, etc). I´m still finding models and assets from years ago, while several others were gone missing - it doesn´t matter if the HD is external or not, just make sure you have at least 3 copies, storage space be damned.
>>
File: skellyfinishedsmall.png (2.07 MB, 1500x1219)
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I think im finished with it, dont wanna fiddle around with textures any longer and am satisfied, shot taken from SketchFab, would link it but this place hates the links
>>
>>682777
that's pretty cool mate! well done
>>
>>682777
Cute low poly, trips.
If you can rig it and export to Unity, you can make the big bucks.
>>
>>682798
sorry for asking random question here, but do you maybe know some simple rig and export 3d models guide so it would be good for unity /ue store?
>>
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>>682732
I mean that was kinda the point.
>>
>>682570
do something original faggot
>>
>>682820
There is nothing left.
>>
>>682822
for you
>>
>>682804
if you use max i can make an infograph on how to rig it
>>
>>682825
>everything I do is 100% wholly original with no references to anything but my own mind
So if you post your own work no one here would be able to make any connections or possible references to other works?
>>
>>682777
Really nice result mate, well done.
>>
>>682826
I know 3ds for modelling, for rigging I only touched CAT so far,
Id greatly appreciate if you could put together some info on how to rig and prepare model to put into shop
>>
>>682841
its really easy to do, the hardest part is just the skinning since its a bit weird to set up
>>
File: Teeth 3.png (1.31 MB, 2412x938)
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Little bit of progress, just need to finish the head sculpt and muscle detail.Then retopology, and all the little greebles.
>>
>>682822
yeah but you dont need to copy the tutorial 1 to 1, change it up a bit..
>>
File: myindiantechsupport.png (219 KB, 690x813)
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Anyone see the resemblance for this face?
>>
>>682929
A thinner/younger version of Jesus?
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>>682931
ahh not sure how known he but its mutahar from someordinarygamers
>>
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>>682929
like >>682931 said the resemblance is sort of uncanny
>>
>>682936
>>682929
based and guided by the hand of God
>>
>>682936
hey thanks for the jesus render, nice to see what i did wrong
>>
>>682936

Sweetie I hate to break it to you but Jesus was white.
>>
>>682936
disgusting
>>
>>682935
>someordinarygamers
Literally WHO
>>
>>682948
>Sweetie I hate to break it to you but Jesus was white.
I'm prepared to accept that, if you accept that being white includes having "dark brown to black hair, olive skin, and brown eyes," and an average male height of "about 5 feet 5 inches (1.65 m)". You know, like your typical Mediterranean sand dweller.
>>
>>682936
Are you ready to accept potato man as your personal savior?
>>
>>682948
>Galilean Jew
>white
holy keks
>>
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>>682570
>>682899
>>682820
I feel like copying tutorials as close as i can is a good way to compare myself to the instructor and see where my weaknesses are, i'm not going to use this as a portfolio piece or anything of the sort.
Just trying to learn a new workflow and techniques to apply to future projects.
>>
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>>681907
I'll still do a turntable and some wireframe shots for Artstation, but I'm done with this one as it's starting to annoy me for more than one reason
>>
>>682982
what was the tutorial?
>>
>>682990
ah, too bad, there lot of small thing to fix that would make it much better
>>
>>682997
If they're small enough not to take more than an hour to correct, maybe I'll do it. So spill it, bro, critique is always welcome
>>
>>682990

I like the hair.

>>682996

https://gumroad.com/l/Texturing_Tutorial_FannyVergne
>>
>>683006
tried my best, hope some of it helps
>>
>>683012
Thanks man, some of it is valid and can be done. Will see what I can do
>>
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concepting some kind of modular hallway even though i'm not used to concepting sci fi stuff from my mind (I have a mood board to get the details/art style right)

Any guidance?
>>
>>682990

you need a better lighting setup bro. throw a rim light and a fill light or two in there
>>
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A kitchen I spent 6 hours on this Saturday, I'm liking where its going, but I need to do something about the windows and walls
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>>683044
what did you render this with?
>>
>>683044
poor lighting and materials makes everything really flat
scale of textures in the scene is inconsistent
HDRI reflecting in the window is really low res
materials aren't built properly (especially the chrome)
that hot dog can give nightmares
>>
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>>683044
>almostfinalrender
you're so far from done...
>>
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Finished up a render yesterday.
>>
>>683063
looks like paperman but done in PBR
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>>683075
is this a new retarded meme? there's a whole thread about this nonsense...
>>
>>683075
k/3/k
>>
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can anyone give me critiques and pointers?
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>>683082
define the shapes more so it looks less like a smooth blob
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>>683083
what tools should i use for that?
use flaten more? use smoothing less?
>>
>>683084
dont use smoothing at all at this stage

also subdivide only when you reach everything you could at that polycount

when you subdivide and smooth in the beginings you get this blobs
>>
>>683045
Cycles.

>>683052
Sounds about right, still a beginner really

>>683053
I just name my renders random stuff to remember them, the next five renders from now on could be named "almostALMOSTfinalrender" and so on
>>
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>>683086
thanks, il use it for the next one
tried to define it more as it was, but i cant imagine how i could make it as defined as ive seen others make
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>>683040
I have them, the issues imo stem from the emisive materials+G.I., especially the titty light which basically is like a flashlight under her chin and fucks everything up, including the nice Rembrandt lighting I have set up for the face and the way her facial expression looks.
>>
>>683090
please post her back please turn the model around anon I need to see these asscheeks please
>>
>>683037
https://youtu.be/AkYnoaSB5xw?t=731
you have a lot of same sized tubes running parallel, should probably add a little more variance. also the connectors on the grates are a bit too high imo they look easy to trip on.
>>
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>>683090
oh no, not these cringe anime gamer girls again
enough already
>>
>>683063
looks cool and also i'm not expert on homes but should you have a fireplace RIGHT beside the door? I could be very wrong and this could be common but this doesn't seem right to me
>>
>>682990
>>683090

Add a bit of black and white noise to get rid of that color banding. It looks like ass
>>
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For no particular reason I felt modeling a sword today. I've never made one before.

Yeah, I know about the baking artifacts along the edge. Feel free to let me know what you think.
>>
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Made an ingame ad for my game.
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>>683121
ok but thats not what baking is, baking shit is just taking lighting information from the render onto the model like ambient occlusion.
>>
>>683149
just to be clear its not just limited to ambient occlusion. you can take all the channels from the renderer onto a model, that is how you save render time.
>>
>>681967
I like the cartoony mixed with realistic texture style you got there
>>
>>683093
You'd be disappointed anon, they're covered and nothing special
>>683119
Which part are you referring to?
>>
>>683148
absolutely disgusting
>>
>>683161

:(
>>
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>>683086
i used your advice the model looks lot better now, thanks. i used smoothing on the eyelid a bit and it made it bad, any setting or tools i should use ?
>>
>>683175
https://trinity3d.com/zbrush-35-comprehensive-introduction.html
https://trinity3d.com/zbrush-35-character-production.html

pretty much everyting I know about sculpting I learn from those 2, they're old now, but basic principles are about the same,

also there is newer eat3d course for zbrush 4 from the same instructor, about making dwarf cowboy, I havent seen it, but should be good,

the author also have youtube channel, with so many videos and regular updates for zbrush version

for smoothing try to lower value, you have to keep pressing shift and then adjust it, for normal small features it shouldnt be bigger that 2-5 value, also you can start smoothing and let go of shift while keep left mouse/pen this changes the smoothing algorithm and dont destroy details that much, actually there is separate smoothing brush that do the same and you can pick it, but i dont remember its name as i alsways just let go of shit i I want to use thta.
>>
>>683175

A bit of advice you are getting too into the details without the structure. Get the loomis books and study head planes first.

>>683148

How is this neon sign being powered in a woods.
>>
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>>683155
If you add a very very fine noise mostly on the background it will get rid of the color banding.
You should be able to set up your renderer to mask out your character when doing this, or just bring the image into photoshop. Essentially it works like pic related creating a dithering effect that blends your gradient. If its too noisy at the point where you feel it blends the best add a very very light Gaussian blur. Also make sure you're working with 16 bit color depth on your exported images.
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>>683183
it's probably worth mentioning that he might not even be seeing the banding. i'm looking at the image on a 99% srgb display and there's no visible banding.
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>>683175
56% finished
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>>683184
Ah prime example of why people need to preview their work on multiple monitors.

If you look at his image on your phone can you see the banding? It looks way worse on my phone.
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>>683188
yeah, it's pretty bad on my phone and my shitty display. i can just about see it on decent display in my attempt at a CC'ed version.
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>>683149
I said "baking" because that's what the button in SP is labeled. Sorry for the confusion.
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>>683189
A trick that might work is setting the material of your background to have noise mixed in with your diffuse to try and fix the banding at the start. so it renders dithers and you don't actually have to do any masking or editing in post.
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>>683193
i'm not the lad who made the model. i just wanted to try CC'ing it for my own curiosity. i've probably jacked that face brightness up a little much now that i look at it. lad really needs to turn his emissive materials down.
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>>683194
oh my bad, but you're right about that his materials are too emissive and theres probably a much better way to get the glow he wants without creating so much color banding.

The different light sources are kind of creating irregular color banding as well which makes it somewhat of a bitch to fix with just noise. I trust the guy will fix his shit with all this information we've given.
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>>683184
That's exactly why I asked where it is. On my 2 monitors plus the tablet I can't really see it
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File: mermay.png (1.99 MB, 1288x1502)
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>>682777
Working on blocking in a stylized mermaid model for Mermay, not caring much about the actual geometry but on how the shading works, since its not going to be animated or anything
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>>683148

some of the other designs for my billboards
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>>683176
Thanks this is very helpful
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>>683207
It's *very* subtle, but it's there. I'm looking at it on a monitor calibrated to BT.1886, so the blacks pull up slightly. But anyway, without dithering there'll be banding, and it'll be worse on less capable monitors.
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This ammo-belt gives me more problems than i thought. But I'll get there.
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>>683185
how many percent now?
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>>683229
how does it look like wihout subdivison?
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>>683231
56%

you didn't fix any of the problems with your sculpt, instead you wasted time polypainting and adding a hair subtool that's going to get thrown out.
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>>683232
what do you mean, the ammo-belt?
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>>683233
is this better?
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>>683241
the big turret, when i look at detailed machine models like that im kinda beat on how its done.
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>>683219
working on adding some fishes now
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>>683244
its not subdivided anon.
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>>683242

Who is it supposed to be.
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>>683242
do exercise like this: find pictures of famous people
do sculpts of them using only planar shapes like in this picture, your goal is to not smooth anything, and use as little planes as possible, only enough to make someone recognizable, you can over exaggerate features, actually its better if you do, because it will be easier to recognize the people you're sculpting with limited shape planes
post results everyday here
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>>683249
its improvised,is it unoptimal to practice with improv?
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>>681907
Working to create a low poly model of Ada Wong in her RE2 Remake appearance
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>>683250
tom hanks and dany devito
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>>683261
great, try to keep up with it, you can try showing them to friends or family and ask if they could recognize without telling them who its supposed to be, try to do at least 1 every day as a warmup before doing other 3d stuff and you'll progress nicely
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File: Saeven Beast Vest.png (3.54 MB, 1479x836)
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>>682182
Updated the vest.
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>>683301

anon that looks very cool
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>>683261
the man who catfished his own daughter
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>>682086
want to hug him - no homo
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>>683184
That's because he's probably one of those normies who have their display blasting at 100% brightness and 100% contrast while having learned a new word he wants to brag about online with half knowledge.
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>>683338
you're doing better already.

>>683301
Thank you, though the character isn't my own, the artist in my first post makes really cool looking dudes and witches, and I want to translate more of his designs to 3D.
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>>683343
I looked at it on my phone like a normal human being probably would on artstation if the app still existed. Compared to every other image with a gradient background that's the only one with noticeable color banding in this thread.

Why are you so angry? It's a valid critique
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File: muhserjan.jpg (1.11 MB, 1920x1080)
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one last superformula image just to annoy that one guy
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>>681676
I also prefer the overly attached gf looking one. Mix them both mayhaps? Your cuter one looks good but she looks a bit generic. Ngl I really like them both but the older has some qualities worth transferring to the new one. (Sorry, I'm quite late)
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>>683351
Is it just me, or does it create a subtle "wobbling" illusion?
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>>683348
Did you look at it in Clover? I did (the PNG here >>683090), and saw the banding, but then I downloaded and opened the image in another app, and it looked fine (banding present, but barely visible).

The banding is unavoidable in that sort of transition from pure black to slightly less black, but perhaps Clover is fucking it up more.
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>>683261



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