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File: trenchgun.png (540 KB, 1758x684)
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Show me last thing you made, this is mine
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>>783528
Looks like poo. Sorry.
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attempting to make billboard fx for unity.
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>>783528
Looks pretty good, you should throw it into an engine and see how it looks! Substance painter viewport always looks different from game engines.
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I really just need to sit down for a few hours and just learn substance painter. Texturing just doesn't work with my brain rip
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jsut dumping my recent works here fuggit
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meh
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>>783551
>>783553
>>783555
>>783586
Not sure if you're all the same anon but yeah start focusing on learning Substance painter. Your textures are bringing down the overall quality of the props. Adobe has some great substance tutorials on youtube for free that you could check out. I also took Flippednormals course on substance texturing and they go through the process with you.
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I am still working on my 100+ pieces SciFi Greeble kitbash-set.
Pic related is what I have completed (with UVs). 52 pieces so far. But there are another 30 that are build but still need unwrapping.

>>783528
Well done Anon.
Get an FPS-rig and animate it...its a great looking gun and I'd love to see it in action.
>>783551
You also need to learn art basics and fundamentals of texturing/surfacing. Learning Painter is necessary, but I fear even if you know the program, you'll fall into the trap of using smart materials in the wrong way and it'll look bad anyway.
You need to train you brain to see better - these scratches on your guns are a good example - you know they look like the doodling of an 5 year old, right? What went through your head when you did that?
You also didn't use references, right?
Don't be stupid and learn the whole package, its you lacking art skills that are bringing down your work and learning these will make the most difference in quality.
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>>783654
Aren't there already 100x too many of these greeble kits in the wild? Not for nothin' but there's literally no way to make a new one stand out from the other 72,486 hundred-piece sci-fi kitbash collections... I know they're easy to make, but challenge yourself a little, especially if you plan on selling assets.
Also remember you're trying to sell to pirates.
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>>783665
I am not selling these. These are mine. I plan to do a couple of SciFi projects in the near future and I need them for that.
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>>783672
Well than knock yourself out!
Can't imagine why you'd want to re-invent the greeble, but hey, seek your happiness.
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>>783528
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>>783674
Then let me explain my motivation:
I am kind of honour bound. I will use a ton of stuff from other artists in my project (megascans for nature for example) so i want to at least design all of the hardsurface models (spaceships and other vehicles) myself. That includes the greeble stuff.
I fucked up my right wrist recently (carpal tunnel syndrome) so I can only work for a short amount of time, I am also kind of depressed (low energy) which kills my ability to design. So forcing myself to do a piece of greeble every other day keeps me kinda happy, productive and it keeps me in the game. This is a big side project I use as filler whenever I can't work properly on other projects like right now.
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>>783528
Made this SCP (Cursed abacus thingy) for a friend.
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>>783681
there's nothing wrong with this. Sound like a good idea to me.
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>>783737
Yeah, I would even recommend it to others. I have a couple of these side projects and I feel like these increase my productivity overall. If i am not working on my main projects, even If i am lazy I can talk myself into doing something here and there and so I am always making some progress. The most important thing for me is to break these down into small pieces so that I can easily have a success experience, which feeds into my long-time motivation. Side projects are almost always production related and I am staying inside my comfort zone. Main projects involve lots of learning and RnD and are often outside of my comfort zone.
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>>783654
Not the anon considering buying substance but do you know of any courses that would help with art basics and fundimentals while also teaching 3d texturing software?
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>>783762
No, not really. Sorry.
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>>783528
Prop for my game.
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>>783679
Love the texture.
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retarded gas block took too long.
handguard/flash hider/magwell/mag/rear irons still to go
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>>783680
>>783679
I realy love the design, i have a question too, how was the beveled normal made?
I find it a pain to make bevels in 3d so im looking for a way to do it in texture if possible
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idk why i am as happy about this render as i am about renders where i actually tried a lot, something about it seems fine to me
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>>783788
in blender it is possible to make a shader that bevels normals and then bake the normal map
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>>783551
The wood parts look like they're made of plastic ballsack-skin.
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Most recent thing I've made, but not the most proud, since it's based heavily on another work of art. I might even call it a rip off.
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>>783871
This is the second most recent thing I've made, and I like it much more. It's a remake of a weapon from a PS1 game.
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>>783872
Third most recent just for funnzies.

>>783528
That looks really nice
>>783551
Really cool to see someone model an AK with a thumbhole stock. Vidya games rarely do something like that. It looks nice, even if the textures are a bit rough.
>>783654
That looks gorgeous. How did you model those? Bools? The complexity of the detail is really, really nice.
>>783679
Really nice model. I don't like the paintjob, but I understand the appeal of it. But again, the model is fantastic.
>>783711
Your materials are amazing.
>>783777
Based and pot pilled
>>783781
The level of detail on the gas block is nuts. Very impressive. I'd be really curious to see the wires on it. That's a really nice model. Wish I could remember what the weapon is called.
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>>783873
thanks this was my inspiration
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>>783555
naisu!

>>783553
>>783654
intedasting

>>783528
not bad

>>783551
cool but not new

>>783592
cute :3
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>>783528
Just played Total war troy and I liked the shield. I also need to practice my noding. So I give myself quick challenges using images for detail. Anyone using trim sheets for this sort of thing or is that a meme?
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>>783528
Very fresh beginner
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>>783528
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>>784063

Design also mine
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>>784063
Yeah, but does it move good?
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my own board lol
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>>784092
Looks sick, Tony.
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>>783873
nice cottage house would chill out in.

it's the sg550. i plan to make every variant in its family along with the FAMAE variants for an autistic unity game idea. it's my first real project since first dling blender on the 5th, so I guarantee it's a travesty in how i'm actually making it. Certain areas are overly modeled that will never be seen, bad practice in destructive modifications, high edge circles on tiny objects, etc. The biggest offender is the ridiculously bad use of polygons on the handguard. it's a really good learning experience though even if the model is attrociously inefficient in areas.
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>>784145
>nice cottage house would chill out in.
Thanks anon, I'll 3D-print a life-size version for you.
>autistic unity game
>Certain areas are overly modeled that will never be seen
Embrace the autism fully. Guns are /k/ool. Even if you made a CAD model with 1:1 internal parts that could be 3D printed and interchanged with the real thing, I wouldn't consider it over modeled. Plus modelling all that detail is a good way to hone your skills, so don't worry too much, especially for a first project. That said, don't let yourself get too bogged down in the details if it isn't fun for you.
> The biggest offender is the ridiculously bad use of polygons on the handguard.
I wouldn't worry too much for a game model. I mean, it's always nice to work with all-quad topo, and that's definitely what you should aim for, but for a game model, some bad topo isn't going to kill you. One thing I would suggest is this: in the future, when you get better (and by the looks of things, you're doing pretty well already) go back and model another 550, then compare it with your original. Seeing your improvements is a great way to boost morale.
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>>784092
Neat work.
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>>784150
Do you know, or anyone else for that matter, know any good blender resources on retopology or more specifically best practice guidelines for building models with different poly resolution end results in mind?
Retopoflow?
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First time doing a character, I think I managed to fake my way into a ok looking render with the little hair, because it took me way too long to finish it. Pretty sad about the chin hair and eyes, they look pretty mehj
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Eternal WIP, but I'd call it a finished first pass. I plan on doing major reworks, but I'm putting it on pause until I upgrade my PC.
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>>784206
based and waterpilled
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>>784203
Add a cornea bulge and tone down the reflection.
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>>784203
LOOK AT EET GO
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>>784215
>cornea bulge
I was totally lost doing the eye part, gonna look it up





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