Slightly more effort edition Last thread: >>679557THIS 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
>>681907also going to repost this: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!
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.
>>681913I guess it just looks like that at first because of the offset and reflections.
>>681913I 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 hereYou should, tho.
>>681916do it coward
popnets are fun
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.
>>681956pbr shading is cool n all, but i think it would look way better if it was painted
>>681966Yeah, 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
>>681967were your uv's bad or something, or were just inexperienced in painting?
>>681971no, 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.
>>681972oh 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>>681973post your aliums reference folder plsincluding any nda'd stuff
>>681978ahhhh, 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
>>681980did 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.
>>681981All 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 xenomorphplease post this. i promise we won't tell anyone.in all seriousness though, very jelly that you got to work on an alien property.
>>681984haha, id get sued if i didBut 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
>>681985i'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 xenomorphgodblessed and based as fuck
>>681986id expect they already have some of their own haha, isnt that the true giger way anyways?
>>681967>>681972You 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.
>>681972Looks interesting. Very consistent artwork, great accomplishment.
>>681992Thank you, gotta look more into this, the technical aspect of it escapes me but im sure ill make it work.>>681993Thanku
>>681907>mfw my progress is not in OPOP you had one job. ONE...JOBBBB!(btw still no progress to show on Owen Wilson)
>>682015>>mfw my progress is not in OPAre you sure? Look closely.
>>682026>>682035YOU BASTAAAAARDS! Made me kek. I do feel like I rekt my ribs after a hearty laugh.
>>682015I do feel a little bad about not putting it in a more visible spot but it was worth it for your reaction.
>>682052>>682026oh I thought the joke was that he hasn't made any progress but its actually there
>>682026This is like an updated better version of where the fuck is waldo. Has been a while since i legit lost my sides on /3/.
>>682052Naah, I love it. In fact, please do it in future.>>682065Yeah. When he said look again I immediately knew it will be somewhere dirty.
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?
>>682086Fur looks pretty good. The hairless ears and face look decidedly more cartoon than the body, though.
>>681992Is 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.
Screw you guys! I'm gong homo.
>>682159you 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.
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
>>682181Here's the rest of the body in its current state
Following a tutorial to learn stylized texturing workflowJust got the basemesh done
>>682159how much would you charge for a head?
>>682182Cenobite brought to you by Gucci.
>>682144Don't know if you still have this problem but:Go to shelf > project > right click map > export resourceAlthough I'm using an older version
>>682288For 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.
>>682327Those rates are too low.
>>682327If it’s a head detailed down to the pore you should probably be charging between $200-$300 honestly
>>682327For the quality of your workYour price is too lowIncrease them by at least 50%
>>682327you 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.
>>682366armor and sword look good, the bones dont read like bone though, looks like plastic, might be the roughness
>>682366looks good, a bit too styrofoamish to me
>>682388>>682391Thanks, 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
>>682395are 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
>>682396wait im dumb, its pbr, but still for the second question on texture sets
>>682397>>682396Propably 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.
i combined flat shaded logo with smooth shaded shadows.kind of looks metallic.
>>681913same, two separate models very excited notice me senpai >~>
superformulas are fun, especially if you've implemented them wrong
>>682547what does this have anything to do with 3d
>>682551because it's a three dimensional shape
Demon Skull WIP
>>682552Hate to ask, but, is that pirated?
>>682572absolutely. maybe. why?
>>682572>what is cgpeers>>682573
>>682366Modeled 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.
>>682575Isn't the sheath too small for the sword, or am I seeing it wrong?
>>682578Its 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?
>>682577i'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 lessThe 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.
>>682581Fair enough. I do think they should open the non-commercial to external renderers. Hopefully at some point they'll do it.
>>682590eh, 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..
>>6826632 months cuz I'm one indecisive fucker.
>>6826632 days for basically everything, id finish the model in a day
>>682552hardly, 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.
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.
>>682673Damn, that's pretty fast. I can usually only do that when it's something really simple and low-poly.
>>682674you seem weirdly upset about this, my man.anything you wanna get off your chest?
>>682682>>682683So original, haven't seen THAT before for sure
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.
>>682738Its 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.
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
>>682777that's pretty cool mate! well done
>>682777Cute low poly, trips.If you can rig it and export to Unity, you can make the big bucks.
>>682798sorry 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?
>>682732I mean that was kinda the point.
>>682570do something original faggot
>>682820There is nothing left.
>>682804if 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 mindSo if you post your own work no one here would be able to make any connections or possible references to other works?
>>682777Really nice result mate, well done.
>>682826I 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
>>682841its really easy to do, the hardest part is just the skinning since its a bit weird to set up
Little bit of progress, just need to finish the head sculpt and muscle detail.Then retopology, and all the little greebles.
>>682822yeah but you dont need to copy the tutorial 1 to 1, change it up a bit..
Anyone see the resemblance for this face?
>>682929A thinner/younger version of Jesus?
>>682931ahh not sure how known he but its mutahar from someordinarygamers
>>682929like >>682931 said the resemblance is sort of uncanny
>>682936>>682929based and guided by the hand of God
>>682936hey thanks for the jesus render, nice to see what i did wrong
>>682936Sweetie I hate to break it to you but Jesus was white.
>>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.
>>682936Are you ready to accept potato man as your personal savior?
>>682948>Galilean Jew>whiteholy keks
>>682570>>682899>>682820I 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.
>>681907I'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
>>682982what was the tutorial?
>>682990ah, too bad, there lot of small thing to fix that would make it much better
>>682997If 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
>>682990I like the hair.>>682996https://gumroad.com/l/Texturing_Tutorial_FannyVergne
>>683006tried my best, hope some of it helps
>>683012Thanks man, some of it is valid and can be done. Will see what I can do
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?
>>682990you need a better lighting setup bro. throw a rim light and a fill light or two in there
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
>>683044what did you render this with?
>>683044poor lighting and materials makes everything really flatscale of textures in the scene is inconsistentHDRI reflecting in the window is really low resmaterials aren't built properly (especially the chrome)that hot dog can give nightmares
>>683044>almostfinalrenderyou're so far from done...
Finished up a render yesterday.
>>683063looks like paperman but done in PBR
>>683075is this a new retarded meme? there's a whole thread about this nonsense...
can anyone give me critiques and pointers?
>>683082define the shapes more so it looks less like a smooth blob
>>683083what tools should i use for that?use flaten more? use smoothing less?
>>683084dont use smoothing at all at this stagealso subdivide only when you reach everything you could at that polycountwhen you subdivide and smooth in the beginings you get this blobs
>>683045Cycles.>>683052Sounds about right, still a beginner really>>683053I just name my renders random stuff to remember them, the next five renders from now on could be named "almostALMOSTfinalrender" and so on
>>683086thanks, il use it for the next onetried to define it more as it was, but i cant imagine how i could make it as defined as ive seen others make
>>683040I 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.
>>683090please post her back please turn the model around anon I need to see these asscheeks please
>>683037https://youtu.be/AkYnoaSB5xw?t=731you 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.
>>683090oh no, not these cringe anime gamer girls againenough already
>>683063looks 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>>683090Add a bit of black and white noise to get rid of that color banding. It looks like ass
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.
Made an ingame ad for my game.
>>683121ok but thats not what baking is, baking shit is just taking lighting information from the render onto the model like ambient occlusion.
>>683149just 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.
>>681967I like the cartoony mixed with realistic texture style you got there
>>683093You'd be disappointed anon, they're covered and nothing special>>683119Which part are you referring to?