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2023-11: Warosu is now out of extended maintenance.

/3/ - 3DCG


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File: 698 KB, 2345x2092, IMG_5880.jpg [View same] [iqdb] [saucenao] [google]
722888 No.722888 [Reply] [Original]

ITT: just post the last thing you made, no matter how good or bad it is.

>> No.722889
File: 629 KB, 2448x1587, IMG_5920.jpg [View same] [iqdb] [saucenao] [google]
722889

Wip

>> No.722890
File: 927 KB, 2448x1962, IMG_5921.jpg [View same] [iqdb] [saucenao] [google]
722890

>>722889
Quick paint over.

Might go with something like this.

>> No.722894
File: 563 KB, 1920x1080, 5144F8A1-FBCB-46E5-A128-D061B4A0BB42.jpg [View same] [iqdb] [saucenao] [google]
722894

>>722888
Hopefully the render saved to my phone isn’t too big.

>> No.722905

>>722888
>>722889
What the fuck is wrong with you? Can't you make a fucking screenshot?

>> No.722910

>posting screenshots using his smartphone
We've reached peakzoomer levels

>> No.722912
File: 3.14 MB, 260x306, IMG_5923.gif [View same] [iqdb] [saucenao] [google]
722912

Did anyone save that dick animation???

>> No.722917

>>722912
It's probably on the archive.

>> No.722919

posting in a retard thread

>> No.722938

>>722905
this. Theres a program especially designed for this built into windows.

>> No.722952
File: 525 KB, 1920x919, femaleconcept.jpg [View same] [iqdb] [saucenao] [google]
722952

>>722200
After making it i realized it looks a LOT like princess mononoke. I swear it wasn't intentional though. I guess she was just at the forefront of my subconscious when concepting her.

>> No.722954
File: 534 KB, 1920x1080, Dragons Dogma.png [View same] [iqdb] [saucenao] [google]
722954

its gettin there

>> No.723015

>>722954
this would look really cool in some zoomed out isometric view

>> No.723091
File: 1.39 MB, 720x1020, stufff30001-0141.webm [View same] [iqdb] [saucenao] [google]
723091

>>722888

>> No.723093
File: 771 KB, 1920x1080, Machine.jpg [View same] [iqdb] [saucenao] [google]
723093

was bored at work with nothing else to do. made this futuristic machine thing in a couple o hours. im trying to experiment more with high detail shapes n stuff

>> No.723095

>>723093
What are you using to generate the detail? Multiplying noise maps or JS PLacement or something?

>> No.723096

>>723093
Very Gigeresque

>> No.723098

>>723091
the strong parallax on that right wall really highlights the fact that it's a flat texture. Maybe move the camera a bit farther away.

>> No.723099

>>722888

what you modeling op? some kind of hires turd?

>> No.723102
File: 1002 KB, 1920x1080, 1920s_room.jpg [View same] [iqdb] [saucenao] [google]
723102

>> No.723124
File: 966 KB, 2448x2330, IMG_5927.jpg [View same] [iqdb] [saucenao] [google]
723124

>>722889
Reworking character to be something completely different.

>> No.723125
File: 662 KB, 1901x1925, IMG_5928.jpg [View same] [iqdb] [saucenao] [google]
723125

>>723124
Hand is a bit too human. Passable with gloves maybe???

>> No.723126

>>722954
Ripped from drangon's dogma online or did you make that?

>> No.723127

>>723124
>>723125

What's that noisy filter on everything?

>> No.723135
File: 282 KB, 903x1280, 25565131-DC28-4C3F-B2CD-E6588B31322A.jpg [View same] [iqdb] [saucenao] [google]
723135

>>723098
The watermark is a bit of a giveaway too, but it was just a rough cut to get the hang of the technique.

>> No.723136

>>723102
Impressive. Very nice.

>> No.723352

>>723093


>>723095
found some cool textures on my server at work so just messing with them. jsplacement always feels a bit too artificial and cheap for me so i try to go for organic texture

>>723096
ayy thanks, a bit what i was going for

>> No.723360

>>723102
Try toning down the bump/displacement on the wood and walls. Wallpaper doesn't usually have emboss

>> No.723374

>>723360
It’s a bit much, but expensive wallpaper usually has a lot of texture.

>> No.723381
File: 907 KB, 1920x1080, Runoff_wip10.jpg [View same] [iqdb] [saucenao] [google]
723381

Hey guys this is a wip shot for a project I've been working on and I've reached a bit of a snag. I've been posting it over on the /wip/ thread ( >>723111 ), but all of like 3 people actually seem to frequent that thread. So I'm coming to you for help.

Basically, I've pretty much left the wall that the pipes are coming out of untouched. Because I don't know what to do with them.
I feel like a blank concrete wall would be super boring for the amount of space it takes up in the scene. I originally was going to do a sci-fi, greeble type wall, but as I went on, it didn't really seem like the best fit. Graffiti is out of the question as well (for now), as I want to focus on geometry. Graffiti could come later if I find something that works model wise.
I had also thought to hollow out that space and make it a little slum, but that would really clash with the feel/tone of the image (since the rider looks like he's there to get away from that sort of thing).

Any help? I've been asking people that I know all over.
I've been asking in /wip/ for the past few posts of this, but people don't seem to really bother answering.

Thanks guys.

>> No.723387

>>723381
I think what would sell the shot a bit more is that you build a sci-fi looking motorcycle instead of the modern one you have in the shot.

>> No.723392

>>723387
That's not really what I'm asking though.

>> No.723399
File: 713 KB, 1280x720, render1.png [View same] [iqdb] [saucenao] [google]
723399

Any advice? Idk where to go from here

>> No.723406

>>723381
You could stain the walls where the pipes are.
Some more future stencilling too. Maybe even ditch a couple of pipes for more negative space.

>> No.723407
File: 471 KB, 2428x1159, IMG_5930.jpg [View same] [iqdb] [saucenao] [google]
723407

Bump

>> No.723409

>>723406
I'm gonna texture it and do all that, just not yet. More interested in the geometry first. Once I figure out what I'm doing with it, it'll get the full treatment in substance with all sorts of texture work. I'd like to keep the pipes at the number they are, as well, as I like the balance. 3 would split the comp down the middle, 2 wouldn't be as impressive and leave too much negative space in my opinion.

>> No.723415

>>723409
>too much negative space in my opinion.
That’s how I think but I acknowledge I’ve got a weak spot when it comes to use of negative space.
I can appreciate it in other people’s shit but not in my own.

>> No.723418
File: 1.12 MB, 1920x1080, columns.jpg [View same] [iqdb] [saucenao] [google]
723418

>>723415
Oh yeah, I come from a graphic design background, so I use a ton of negative space there, I just don't think it'd really fit all that well here.

I'm still wanting the area to be a source of negative space, but having a flat wall (even when it's textured), just seems a bit like a cop-out to me. It doesn't really have to be all that complicated, just something simple enough to make the wall a bit more interesting than a basic flat wall.
I've been pouring over references of like dams and river channels, even that one level in Mirrors Edge trying to find that one thing that fit there. I had tried to put in some columns quickly thinking that'd maybe work, but I wasn't too into it. Pic related, texture is literally slapped on though.

>> No.723422

>>723399
There’s a Neil blevins blog somewhere about design.
You need big shapes, medium shapes, and small details. Your gun seems to be mainly middle shapes with a couple of bits of detail.

>> No.723425

>>723418
I prefer that. Maybe if they were deep enough to cast shadows on each other. Not sure how much difference that’d make with luminous liquid tho.

>> No.723426

>>723425
Yeah, looking back I think I can do something to make it work. Just gonna have to find another place to put the text, or make it smaller.

>> No.723460

>>723381
Reminds me of Cyberpunk with the lightning and the text in the background. Very cool!

>> No.723466
File: 1.26 MB, 1920x1080, Runoff_wip11.jpg [View same] [iqdb] [saucenao] [google]
723466

>>723425
Gave the channels another go. They've grown on me. Gives it a nicer sense of scale.

>>723460
Thanks! Mostly I was inspired by stuff like Blade Runner, and a bit of Mirror's Edge (I always loved that level in the overflow channels). It's definitely turning into something I'm really pleased to look at. It's also come a really long way from what it started out as ( >>720887 )

>> No.723484

>>723466
Use different water geometry for each outlet. Consider adding mist from the water, with noise so it's not uniform, and making it more noticeable under the motorcycle's light.

>> No.723487
File: 1.44 MB, 752x608, yWoicfmrPO.gif [View same] [iqdb] [saucenao] [google]
723487

no clue how bad it is, but here's how far i got with my animation rig on my third character.

>> No.723544

>>723484
>Use different water geometry for each outlet.
Not gonna happen, it's a sim that'll be part of an animation later. File size is pretty high, so I'm taking what I get with it using an array modifier. I'll do some things to break it up a bit, but that's about it. Since it has to run a bit inside the pipe and then stabilize, baking the sim takes about 500 frames before it gets to pic related. It's not really worth it to me to sim all 4 when the effect is subtle. Though it might be possible to offset the animation of them

>Consider adding mist from the water
There is mist. It's just not super visible on top of the bloom. Just gotta make it a bit more dense.

>> No.723609
File: 2.00 MB, 645x475, rnqscGBCdb.gif [View same] [iqdb] [saucenao] [google]
723609

man i gotta say thanks to /3 for helping me get this far, this place is fucking awesome

>> No.723612

>>723466
Turn down the brightness of the water flow, it's drowning out everything else.

>> No.723678

>>723487
tip: if you can't affort some entry level mocap try recording a video of yourself in this case sitting down and use that as reference while animating.

>> No.723682

>>723612
I'll turn down the bloom a bit. But I'm not touching the brightness (don't know why you all insist on telling me to do something rather than just suggesting). It's a big part of how I'm leading the eye through the scene.

You look at that first, follow it down to the darker area that's the rider, or the bike (who's light points to the rider), then they eye moves up to the city up top because of the signs.

I know what I'm doing. I just came here for suggestions on what to do with the wall.

>> No.723687
File: 579 KB, 2210x1441, IMG_5936.jpg [View same] [iqdb] [saucenao] [google]
723687

>>723124
Fuck it, he has a robot leg now.

>> No.723688

>>723678
yeah, mate pointed out that what was in my head for that animation was way, way off what people normally do. be thankfull you didn't see the original hahhaaha. totally valid and will keep it in mind for the next project

>> No.723709
File: 75 KB, 325x244, squidward.png [View same] [iqdb] [saucenao] [google]
723709

>>723687
mhmmmm keep goinggggg

>> No.723783
File: 225 KB, 1556x675, Quote WIP 2-5-20.png [View same] [iqdb] [saucenao] [google]
723783

kinda lame, i'm not trying to make an exact replica of the image, but the same character. I still have a lot to decide.

>> No.723798
File: 3.28 MB, 3456x1944, Runoff Final.jpg [View same] [iqdb] [saucenao] [google]
723798

Calling it done. Thanks for the help guys.
Now I just gotta figure out what to call it.

>> No.723804
File: 328 KB, 993x700, 84670715_835700596891590_7316309830472302592_n.png [View same] [iqdb] [saucenao] [google]
723804

300 images of this type 299 to go

>> No.723817
File: 541 KB, 644x792, tika_sculpt_wip.png [View same] [iqdb] [saucenao] [google]
723817

Some work in progress sculpting.

>> No.723821
File: 512 KB, 720x1280, received_196695638145854.png [View same] [iqdb] [saucenao] [google]
723821

I need to fix the light in the scene ;--;

>> No.723823

>>723821
The line where the coffee meets the cup is too clean. Add some small irregularities.

>> No.723829

>>723798
I know you said it’s done, buuuuuuuut the headlight is kinda lost in all the glow now.

>> No.723830

>>723821
Squint your eyes and this image almost vanishes.
Light cup on light saucer on light table with light background. All evenly lit.
Interesting lighting is really interesting shadows.

>> No.723834

>>723829
You rite doe. Not much I can do now ¯\_(ツ)_/¯ it's already been posted everywhere to middling results.
I'd chalk it up to artistic blindness. Looking at something for so long, it's hard sometimes to really notice small things like that when you're scrutinizing everything else.
It's still there, just not as in your face. I won't pretend like it wasn't a mistake though.

>> No.724082
File: 575 KB, 2050x1768, IMG_5947.jpg [View same] [iqdb] [saucenao] [google]
724082

Bump

Tibetan woman

Freehand no reference

>> No.724190
File: 870 KB, 1957x2006, IMG_5950.jpg [View same] [iqdb] [saucenao] [google]
724190

>>724082
Fuck it...

abandoned!!!

>> No.724193
File: 528 KB, 1572x1728, IMG_5954.jpg [View same] [iqdb] [saucenao] [google]
724193

>> No.724196

>>724082
>no reference
Ayyyyy
not gonna make it

>> No.724225
File: 1.63 MB, 2335x2587, IMG_5956.jpg [View same] [iqdb] [saucenao] [google]
724225

WIP

Some guy...

Should get back to real work, but this type of procrastinating is too much fun.

>> No.724228
File: 780 KB, 300x250, r8 my sculpt.gif [View same] [iqdb] [saucenao] [google]
724228

>>724082
>>724190
>>724193
>>724225

>> No.724236
File: 1.24 MB, 2166x2253, IMG_5964.jpg [View same] [iqdb] [saucenao] [google]
724236

>>724225
Abandoned!!!

>> No.724240

>>723096
people always say dub shit like this

>> No.724323

>>724082

>no reference

I can tell. Not using reference is a 50iq move.

>> No.724333

>>724228
Hot

>> No.724343

>>724240
Weird huh? Dubstep isn't even cool anymore.

>> No.724398
File: 1.08 MB, 2227x2449, IMG_5975.jpg [View same] [iqdb] [saucenao] [google]
724398

Wip

>> No.724399

>>724082
>>724190
>>724193
>>724225
>>724236
>>724398
maybe wait until you finish one before you spam the thread under

>> No.724401

>>724399
Maybe you should post something.

>> No.724402

>>724398
There's a wip thread for things like this anon.

>> No.724403

You guys talk too much.

How bout you post something instead???

>> No.724405
File: 1.02 MB, 2166x2207, IMG_5992.jpg [View same] [iqdb] [saucenao] [google]
724405

>>724398
Abandoned!!!

>> No.724406 [DELETED] 
File: 672 KB, 2419x2001, IMG_6003.jpg [View same] [iqdb] [saucenao] [google]
724406

Wip

>> No.724443
File: 1003 KB, 2322x2313, IMG_6009.jpg [View same] [iqdb] [saucenao] [google]
724443

>>724406
Wip

>> No.724446
File: 1.36 MB, 2247x2366, IMG_6014.jpg [View same] [iqdb] [saucenao] [google]
724446

>> No.724447
File: 987 KB, 2257x2250, IMG_6015.jpg [View same] [iqdb] [saucenao] [google]
724447

>>724446
:-)

>> No.724565
File: 207 KB, 1442x773, Megabyte_07.jpg [View same] [iqdb] [saucenao] [google]
724565

>> No.724571
File: 1.06 MB, 1068x1080, CChan.png [View same] [iqdb] [saucenao] [google]
724571

I don't wanna model hand and feet...
I know doing it for practice now will make it easier and faster in the future.. but.. ugh.

>> No.724607
File: 498 KB, 749x720, clint eastwood picture.png [View same] [iqdb] [saucenao] [google]
724607

not sure if i should make it stylized or realistic, i only have a mouse and dont have any nice skin textures so im not sure if i can pull of all the intricate wrinkles and such

>> No.724845

>>723091
ai cum caralho

>> No.724919
File: 749 KB, 1920x1080, comp.jpg [View same] [iqdb] [saucenao] [google]
724919

This is the most recent and only thing I've made.

Youtube started recommending me random blender videos, so I decided to try making something. I got pretty lazy half-way through, and started half-assing stuff. I'd have liked to know how to make the trees look better but I think it turned out okay overall.

>> No.724924

>>724607
go for realistic, and just relax and take your time. even with a mouse.

>> No.724933

>>724607
i like this
>>724571
just go for it man. Get started an see where you end up.

>> No.724982

>>724919

I think it needs a brighter night sky. The lamps really dominate the scene too much and make it look like its a world inside a black box.

>> No.725005
File: 284 KB, 960x540, Sword1.jpg [View same] [iqdb] [saucenao] [google]
725005

WIP handle

>> No.725011
File: 473 KB, 1440x1080, Megabyte_13.jpg [View same] [iqdb] [saucenao] [google]
725011

>> No.725117
File: 57 KB, 1346x874, F866D284-5340-4CE9-8AA5-F70A07CCA522.jpg [View same] [iqdb] [saucenao] [google]
725117

I started about two weeks ago, sort of just teaching myself with YouTube. The tools and even just rotating the fucking camera correctly have been really intimidating but I’m building up my confidence in adjusting the size and strength of the brushes and knowing when to use what (kind of). There’s still a lot I don’t understand and am probably doing I efficiently but I’m happy just to be learning. The eyes for example look sunken-in because I haven’t found a way to make them look pronounced. I’ve tried using the inflate and blob tools and then rounding and smoothing them out but sort of just said fuck it for now until I figure something out.

>> No.725150
File: 851 KB, 2136x1080, CChan.jpg [View same] [iqdb] [saucenao] [google]
725150

>>724571
>>724933
>just go for it man. Get started an see where you end up.
alright, finally got my lazy ass around to go ahead.

But I'm not sure if I wanna go ahead and texture / detail paint > UV Unwrap and/or rig and pose it.

>> No.725158

>>725117
Give your blobman more geo, dumbass.

>> No.725166
File: 134 KB, 1505x744, Capture.png [View same] [iqdb] [saucenao] [google]
725166

>>722894
Hey anon, I recently got into weapon modeling instead of characters. I noticed a lot of people use trigons to add extra details, is this true? do you do this too?

>> No.725170
File: 461 KB, 1440x1080, Hack_And_Slash_01.jpg [View same] [iqdb] [saucenao] [google]
725170

>> No.725176
File: 2.29 MB, 1920x1080, untitled.png [View same] [iqdb] [saucenao] [google]
725176

>> No.725185

>>725158
I wish I knew what this even meant

>> No.725186
File: 623 KB, 1440x810, M200.png [View same] [iqdb] [saucenao] [google]
725186

>>722888

>> No.725198
File: 53 KB, 1209x846, Udklip.jpg [View same] [iqdb] [saucenao] [google]
725198

speedsculpt, 1 hour and 20 minutes.. ears are super-shit but done in 5 minutes.. is is this my dudes and dudesses?

>> No.725199

>>725170
Amazing.

>> No.725215

>>722888
Not a work; learning the way of 3D.

>> No.725216
File: 1.01 MB, 1300x800, test0001-0250.webm [View same] [iqdb] [saucenao] [google]
725216

>>725215
fuck did not select the file.

>> No.725243

>>725185
You need more geometry, ffs. Either subdivide or turn multires, dyntopo or whatever the fuck you're using up.

>> No.725248
File: 27 KB, 900x635, cacodemon.jpg [View same] [iqdb] [saucenao] [google]
725248

>>722888

>> No.725299

>>724919
The leafs could use some sub surface translucency/scatter (Also use some nodes to introduce the leave veins back in as less translucent) or whatever its called and some gloss plus more detail in the leaves might go some ways. Maybe add some thickness or something they sorta got a thin paper look. Cgbookcase has some good textures https://cgbookcase.com/textures/?category=Leaves+%26+Plants&resolution=1&page=1&color=all&search=

Maybe adding some moonlight and lowering your lights in the scene might also be something to play around with. Your scene I believe has potential your just missing some key elements.

>> No.725300
File: 808 KB, 2448x1672, IMG_6035.jpg [View same] [iqdb] [saucenao] [google]
725300

Wip

>> No.725307
File: 225 KB, 1920x1080, spaceship.jpg [View same] [iqdb] [saucenao] [google]
725307

Does anyone know a way to get better looking flames in blender?

>> No.725308
File: 1.45 MB, 1491x1318, blender_Yf5opYm7aA.png [View same] [iqdb] [saucenao] [google]
725308

def open to criticism, still working on this style

>> No.725325

>>725248
Cute!

>> No.725336
File: 92 KB, 1920x1080, octorock0001.jpg [View same] [iqdb] [saucenao] [google]
725336

>> No.725338
File: 2.00 MB, 1920x1080, RenderCompressed.png [View same] [iqdb] [saucenao] [google]
725338

>> No.725340
File: 2.77 MB, 2048x2048, render_compressed.png [View same] [iqdb] [saucenao] [google]
725340

>> No.725352
File: 732 KB, 1314x1053, Render_witbg.png [View same] [iqdb] [saucenao] [google]
725352

Made a can of beer and a pack of cigarettes. That's all.

>> No.725361

>>725325
ty

>> No.725370

>>725198
Stop doing "speed" and concentrate on nailing fundamentals.

>> No.725377
File: 536 KB, 687x980, ss.png [View same] [iqdb] [saucenao] [google]
725377

>>722888
A small leg study;

>> No.725422

>>725243
Thanks? I’m sort of teaching myself so I don’t know what the fuck anything means yet. I’ll give that a shot though.

>> No.725423

>>725422
If you don't know what any of that means, you shouldn't be sculpting yet. Learn the fucking program.

>> No.725456
File: 2.09 MB, 2560x1440, rubble2.jpg [View same] [iqdb] [saucenao] [google]
725456

>>725422
Sub to ZBrush YouTube Channel for daily updates. Learn the main features by repeatedly watching tutorials and demonstrations of confusing terms (e.g. DynaMesh, ZRemesh, Sculptis Pro, etc.) and after using them consistently, in between seeing pros using the tools, back to self practice etc. it will over time become second nature to you.

>> No.725478
File: 350 KB, 1920x1080, baked test 1.jpg [View same] [iqdb] [saucenao] [google]
725478

So i've been experimenting with baking in blender and importing the models into the source engine . I'm wondering if it's feasible to create entire levels through this process.

>> No.725479
File: 484 KB, 1920x1080, bake the bread.jpg [View same] [iqdb] [saucenao] [google]
725479

>>725478
since csgo maps barely have any movable props and dynamic elements, this baked lighting seems to fit right into the game

>> No.725480
File: 456 KB, 1920x1080, bukake.jpg [View same] [iqdb] [saucenao] [google]
725480

>>725479
of course the only downside is having to manually create the entire level and bake the entire level. Its extremely tedious and tricky having to pre-plan everything with textures and concave collision models.

>> No.725483
File: 72 KB, 640x480, Viral_Binome_02.jpg [View same] [iqdb] [saucenao] [google]
725483

>> No.725486

>>725478
>>725479
>>725480
>>725481
It's 100% possible and other people have tried but, like you mentioned, it's a pain in the dick and would only make sense to do all this when you have everything but the artpass done. Not to mention how big the filesize will be for a single map. On top of that, it looks unnatural.

>> No.725494 [DELETED] 
File: 1.44 MB, 1274x1080, tumblr_ef38cc0b600789824004f68fd8ee1e93_93dc73e0_1280.png [View same] [iqdb] [saucenao] [google]
725494

>>725352
I don't really know what I want to make yet, so here's another can.

>> No.725495
File: 1.44 MB, 1274x1080, CoffeeCan.png [View same] [iqdb] [saucenao] [google]
725495

>>725352
I don't really know what to make yet, so here's another can.

>> No.725510
File: 722 KB, 2448x1783, IMG_6040.jpg [View same] [iqdb] [saucenao] [google]
725510

Still messing around...

Saliva isn't coming through :-(

>> No.725535

>>725248
He looks kinda sad.
I want to see the whole range of depressed doom baddies now.

>> No.725537

>>725423
>if you don’t know what something means you shouldn’t touch it

Look, I may be less experienced than you here but you can’t honestly be that fucking retarded can you? You’re implying that reading about art/the medium or tools is somehow prerequisite for diving right in? Or that learning by doing isn’t effective? I assume when people take up sculpting classes in real life they shouldn’t touch the clay until the last week of class?

>> No.725539
File: 24 KB, 811x616, cacodemon2.jpg [View same] [iqdb] [saucenao] [google]
725539

>>725535
No he's a happy boi

>> No.725540
File: 97 KB, 960x540, cloud3.jpg [View same] [iqdb] [saucenao] [google]
725540

Just starting to learn how to make clouds. I want to make smoke from industrial chimneys to merge with these bigger shapes, I have yet to figure that one out.

>> No.725573
File: 2.68 MB, 3840x2160, screenshot008-min.png [View same] [iqdb] [saucenao] [google]
725573

Just finished this Space Marine Bolter, how did I do guys? I feel happy about it.

>> No.725591
File: 2.34 MB, 1920x1920, guymanboyperson.png [View same] [iqdb] [saucenao] [google]
725591

Character modeling has always been my weakest skill, but I think I finally got the general knack down for human topology and anatomy. I'm REALLY happy with the feet, I didn't even use a reference.

>> No.725592
File: 28 KB, 512x324, unnamed.jpg [View same] [iqdb] [saucenao] [google]
725592

>>725591
you should always use references. try sculpting a really muscular character and really focus on how the muscles are connected to the bones

>> No.725594
File: 2.71 MB, 1920x1920, guymanboyperson_feet.png [View same] [iqdb] [saucenao] [google]
725594

>>725592
I need to practice sculpting more. Every time I've tried to sculpt something, I can't really do anything. I like vertex modeling, mainly objects and robots.

>> No.725595
File: 29 KB, 1000x463, feet.jpg [View same] [iqdb] [saucenao] [google]
725595

>>725594
this might be helpful
https://www.youtube.com/watch?v=iAVGcCuSjxA

>> No.725596
File: 436 KB, 960x540, BloodTempleWip.png [View same] [iqdb] [saucenao] [google]
725596

Working on a Mayan/Aztec inspired Sacrificial Temple

Still a long way to go
But need to get this done by the 29th so expect frequent updates

>> No.725597
File: 424 KB, 960x540, BloodTempleWip2.png [View same] [iqdb] [saucenao] [google]
725597

>>725596

>> No.725598
File: 2.73 MB, 1920x1920, smile.png [View same] [iqdb] [saucenao] [google]
725598

>>725595
watching it

>> No.725599

>>725573

Go all out an make it high poly and add unique texture details.

>> No.725600

>>724982
>>725299

Thank you for the suggestions, the lighting is a bit too high contrast with the darkness. I'll try play around with it some more again.

>> No.725603

>>725600
i think it look really atmospheric. you could think about maybe adding some puddles to reflect more light and making it wetter in general. some parts look a bit out of place because of how dry they seem in comparison.

>> No.725608
File: 1.26 MB, 922x1233, Substance_Painter_Wrw7RqHsn3.png [View same] [iqdb] [saucenao] [google]
725608

Just practicing sculpting and facial anatomy with Zbrush/Substance Painter.

Kinda happy with the result. Critiques welcome.

>> No.725618
File: 354 KB, 1440x1080, Viral_Binomes_01.jpg [View same] [iqdb] [saucenao] [google]
725618

>> No.725622

>>725618
Do Megabyte, Hexadecimal, or Bob. Great job on these Reboot models

>> No.725623
File: 223 KB, 1920x1124, untitled.51.jpg [View same] [iqdb] [saucenao] [google]
725623

>> No.725630

>>725336
Looks racist

>> No.725646
File: 3.35 MB, 1920x1080, cells.png [View same] [iqdb] [saucenao] [google]
725646

Cellz

>> No.725649
File: 59 KB, 960x540, IMG_20200218_135915.jpg [View same] [iqdb] [saucenao] [google]
725649

>> No.725650

>>725630
Neck yourself

>> No.725656

>>725649
that's really nice. how many hairs is that?

>> No.725662
File: 664 KB, 960x540, nott.png [View same] [iqdb] [saucenao] [google]
725662

>>725656
I don't know how to find that out. My process is just "painting on" fairly low density hair guides, then styling those and finally making children of them with clumping and roughness to give it the look I want. In this case I used 15 children per hair, so it's probably in the realm of 10000 hairs

>> No.725672

>>725597
Hey man! For what it’s worth I think it looks awesome. This is a beginner question but when it comes to building a setting/map/environment in blender, how do you know how things will scale? For example, if you later on want to use this Mayan temple for a game level, how will you know that character models you’ve made previously will fit into the scene?

>> No.725673

>>725672
I use unreal engine 4, and it uses Meters as the scale.
So assuming i'm going to have standard humanoid characters, i put a 2 meter tall cube in the center of the scene, and use that to base the scale of the assets.

Just figure out the standard height of your models, and use that as a reference

>> No.725680

>>725673
Thanks, that makes complete sense. I hadn’t seen anything to indicate the scale of the sculpts I’ve messed with in blender but I can only imagine that scaling something up or down after the fact is going to have an impact on detail

>> No.725801
File: 947 KB, 3115x2136, IMG_6061.jpg [View same] [iqdb] [saucenao] [google]
725801

Bump

Rocks are actually really difficult to sculpt.

>> No.725803

>>725801
just use a shader lmao

>> No.725806

>>725801
Fuck off with your shitty photos of screens

>> No.725808
File: 271 KB, 533x523, clint eastwood.png [View same] [iqdb] [saucenao] [google]
725808

>>724607
i made him a lot older, not sure if it was the right decision. do you guys think its an improvement? dont mind the neck, its a mess

>> No.725845
File: 227 KB, 943x746, file.png [View same] [iqdb] [saucenao] [google]
725845

>>722888
i need a third eye bros, what seems off ?

>> No.725861

>>725845
eyebrows placed too low

>> No.725865
File: 309 KB, 1493x773, Capture123.png [View same] [iqdb] [saucenao] [google]
725865

Kek.

>> No.725866
File: 113 KB, 618x345, smnospike.png [View same] [iqdb] [saucenao] [google]
725866

trying to improve my hard surface modelling workflow, any tips /3/?

>> No.725867

>>725845
There's a number of smaller things that make the entire head look just a bit off. It seems like the bone landmark in the jaw is missing a bit, the muscle around the mouth is pushing too far forwards at the corners of the mouth, brows are a bit too low and the eyelids shouldn't have the same width all across. Area below the inner corner of the eye doesn't quite look right either. Hope that's clear enough.

>> No.725878
File: 1.09 MB, 1920x1057, big guy image.png [View same] [iqdb] [saucenao] [google]
725878

>> No.725879
File: 1.18 MB, 1920x1057, Demon Statue Image.png [View same] [iqdb] [saucenao] [google]
725879

>> No.725884
File: 206 KB, 1920x1124, untitled.90.jpg [View same] [iqdb] [saucenao] [google]
725884

>>725623

>> No.725888
File: 1.83 MB, 3264x2448, IMG_6062.jpg [View same] [iqdb] [saucenao] [google]
725888

Different style...

>> No.725890
File: 933 KB, 2442x2296, IMG_6067.jpg [View same] [iqdb] [saucenao] [google]
725890

>>725888
Whoops!

>> No.725911

>>725888
>>725890
I really think you need to start posting under a name or a tripcode

>> No.725914

>>725539
I want to bully him

>> No.725917
File: 1.38 MB, 2448x2313, IMG_6080.jpg [View same] [iqdb] [saucenao] [google]
725917

Billy Elliot???

:-)

>> No.725922

>>725186
>Sketchup
What the fuck are you smoking

>> No.725923
File: 989 KB, 1920x1080, Megabyte_Assembly_01.jpg [View same] [iqdb] [saucenao] [google]
725923

>> No.725930
File: 34 KB, 657x527, apu_mhmmyes.png [View same] [iqdb] [saucenao] [google]
725930

>>725917
hey famalam I like all your sketches. Are you basically just having a go at sculpting a relief from a plane to a headshape for practice?

>> No.725933

>>725930
It's a mental break from what I'm working on atm.

:-)

>> No.725937
File: 1.13 MB, 2445x2747, IMG_6089.jpg [View same] [iqdb] [saucenao] [google]
725937

Ladytron wip

>> No.725949

>>725352 >>725495
somethings off with the reflections. probably too clean. nothing ever is 100% clean in the real worlds.

>> No.725953

>>723127
It's not a filter.
This brainlet of an anon is taking pictures of the screen

>> No.725955
File: 987 KB, 2046x2059, IMG_6121.jpg [View same] [iqdb] [saucenao] [google]
725955

>>725937
Eh, whatever...

>> No.725962
File: 3.15 MB, 1920x1080, nott_(1).png [View same] [iqdb] [saucenao] [google]
725962

>> No.726037

>>725955
r-raiden!

>> No.726039

>>722888
Apply fractal architecture to simple shapes and you will find out the truth about reality.

>> No.726068

>>726039
Bro, DMT...

>> No.726078

>>725888
>photographs computer screen
nigga it's 2020

>> No.726132
File: 1.12 MB, 2133x2241, IMG_6148.jpg [View same] [iqdb] [saucenao] [google]
726132

Got any apples???

>> No.726167
File: 72 KB, 1080x1080, IMG-20200221-WA0000.jpg [View same] [iqdb] [saucenao] [google]
726167

This piece of shit. I'm not good enough, need to learn a lot still

>> No.726212
File: 3.12 MB, 2048x2048, chadblender.png [View same] [iqdb] [saucenao] [google]
726212

I made this with poly-modeling because I am a blendlet

>> No.726225
File: 1.45 MB, 1345x767, Interior 0221.png [View same] [iqdb] [saucenao] [google]
726225

Posted a picture of the Toyota 7 I've been working on in the last thread, I've largely finished the exterior, and now moved on to the interior. Photo matches line up surprisingly well for a first project.

>> No.726228
File: 305 KB, 511x849, sculpt_wip.png [View same] [iqdb] [saucenao] [google]
726228

>>726167
Not bad though.
>>726225
Liking it so far.

Also dropping my current progress here.

>> No.726242
File: 953 KB, 2411x2375, IMG_6170.jpg [View same] [iqdb] [saucenao] [google]
726242

>> No.726309
File: 1.49 MB, 640x400, 6DE82686-D956-4CCF-9D61-222593D77305.gif [View same] [iqdb] [saucenao] [google]
726309

>> No.726324
File: 174 KB, 356x380, 1557481714132.png [View same] [iqdb] [saucenao] [google]
726324

>>722888
just a reminder that the anon who takes photos of his monitor:
1) is more talented than you
2) is making more soulful art than you
3) is more imaginative than you
4) is more based than you
stay seething faggots

>> No.726344
File: 2.46 MB, 1920x1080, img15.png [View same] [iqdb] [saucenao] [google]
726344

>> No.726373

>>723682
>I know what I'm doing
that's why it took you 2 months to finish it

>> No.726376

>>726373
20 days working about an hour at a time is hardly what I'd call "2 months", but feel free to keep talking shit.
It just makes you look like more of a salty bitch.

>> No.726377
File: 981 KB, 2382x2498, IMG_6187.jpg [View same] [iqdb] [saucenao] [google]
726377

And several sketches later, I think I'm just now starting to learn how to incorporate depth while sculpting on a plane.

Also, procrastinating from real work can be hazardous if that procrastination is addictivly fun.

Wip...

>> No.726384

>>725808
Your version of Clint Eastwood looks identical to my uncle before he passed away from cancer.
Damn.

>> No.726420
File: 102 KB, 1418x714, 1567082552926.jpg [View same] [iqdb] [saucenao] [google]
726420

Finally satisfied with my ability to create a low-res base, but I'm going to need a lot of practice to get the next sub-d level, akin to >>725845 My lack of drawing experience really is making this hard.

>> No.726440
File: 1.05 MB, 2448x2590, IMG_6197.jpg [View same] [iqdb] [saucenao] [google]
726440

>>726377
Bump

Wip

>> No.726448

>>725866
https://www.youtube.com/user/pitiwazou/videos
https://www.youtube.com/channel/UCSLLdTBwLMfTKWS56tOiQpw/videos

>> No.726460

>>726377
>>726440
I like it. But why the screenphoto, anon? You never explained.

>> No.726467
File: 705 KB, 704x1080, ledankforcedtictacs.png [View same] [iqdb] [saucenao] [google]
726467

I regret making this

>> No.726468

>>726460
Oh, that's because *phone battery dies

Damn it...

>> No.726499
File: 499 KB, 600x800, untitled.png [View same] [iqdb] [saucenao] [google]
726499

it will be animated. Its mikey mouse burying a body just outside of disney land

>> No.726511
File: 66 KB, 340x481, Ed_edd_n_eddy_ed_by_ali_srn-dbhcjtc-1-.png [View same] [iqdb] [saucenao] [google]
726511

>>726420
You're going to have to learn to sculpt if you want to create detailed organic models. It really is the only good way of doing it.

>> No.726513
File: 219 KB, 565x764, Eddy.png [View same] [iqdb] [saucenao] [google]
726513

>>726344
It's a good looking model but it would really help if you were to improve the lighting, right now it looks really flat and looks like its made of plastic.

>> No.726514
File: 39 KB, 300x300, 300px-Edd.png [View same] [iqdb] [saucenao] [google]
726514

>>726132
I love the way you did the hair on this. But please learn how to take a screenshot.

>> No.726516
File: 150 KB, 384x577, thechonk.png [View same] [iqdb] [saucenao] [google]
726516

Making a chunky boi for my game.

>> No.726517
File: 410 KB, 1920x1920, buildings wip.jpg [View same] [iqdb] [saucenao] [google]
726517

Putting together a bunch of background buildings using a single image for each of them as the texture.
The camera is way closer than it'd be in an actual scene, but it's coming along pretty well for things that'll be in the background.
Doesn't take too long to put one together either, about 10 mins if I want to keep it simple, 30 or so if I want to fine tune it.

>> No.726520
File: 986 KB, 2434x2339, IMG_6318.jpg [View same] [iqdb] [saucenao] [google]
726520

Trying to finish this tonight.

Sculpting that hamster nearly gave me an aneurism.

>> No.726521

Seeing how I'm currently range banned from posting on /tv/, I'll start posting screenshots instead of phone pics if someone here becomes my designated /tv/ poster.

Deal???

>> No.726523

>>726521
buy a 4chan pass from gookmoot like a good goy, eh?

>> No.726526
File: 191 KB, 1024x768, exg2.png [View same] [iqdb] [saucenao] [google]
726526

Eventually trying to put this in a unity project, no rush, pre textures/rigging

>> No.726527
File: 1.54 MB, 230x230, 1546628520888.gif [View same] [iqdb] [saucenao] [google]
726527

>>726526
>Wings 3D
But why?
Look nice though.

>> No.726529
File: 128 KB, 1024x768, exg1y.png [View same] [iqdb] [saucenao] [google]
726529

>>726527
Thanks, Wings is my favorite no nonsense subdiv modeler, great for a base mesh. Also I like the configurability options. I'm much faster at prototyping a design in this that say Moi3d, which I also love

>> No.726536
File: 1.13 MB, 2247x2665, IMG_6332.jpg [View same] [iqdb] [saucenao] [google]
726536

Oi... this one's kicking my ass.

I'll finish it next week.

Later, guys.

>> No.726541
File: 844 KB, 1920x1920, Alita test 1.webm [View same] [iqdb] [saucenao] [google]
726541

not sure how to get the hair to stop intersecting with the head in Blender. Maybe the new hair dynamics system in 8.23 will work better. Rendered in EEVEE

>> No.726544

pog post animation when progressing!

>> No.726580
File: 2.41 MB, 1920x1080, 1.png [View same] [iqdb] [saucenao] [google]
726580

Please rate. It's my very first "project" done without a tutorial or anything. (1/2)

>> No.726581
File: 2.14 MB, 1920x1080, 2.png [View same] [iqdb] [saucenao] [google]
726581

2/2

>> No.726586

>>726581
I'm getting a strong "money for nothing" vibe from your art style.

>> No.726609
File: 426 KB, 1366x768, Slayer .Rhino.png [View same] [iqdb] [saucenao] [google]
726609

Anyone like hovertanks?

>> No.726615

>>726580
>>726581
Ayyyy, so that's what the texture is for.
I'd put an outer bevel on the logo texture too, since it's got a good bit of border on the actual cans so it stands out from the checkerboards.
Not a bevel on the model, but like the actual texture.
The top of the can looks pretty unfinished compared to the rest of it.

The water could use a little work too t b h. What you could do, is model a few water droplet shapes, then use them as a hair particle system on the can to make actual drops. Then maybe tone down the texture you've got now (right now it just looks like the can is lumpy). That way you'll have drops with actual geometry that refract, and the texture.

>> No.726620

>>726615
Thanks for the advice man. And yea the droplets are the biggest "fuck it" think I did (since I had a hard time trying to position the main design properly). I have almost no knowledge of UV mapping and Shading so I did what I could from what I knew from the Blender Donut tutorial lmao. But again thanks!

>> No.726631
File: 300 KB, 667x540, 1529484998565.png [View same] [iqdb] [saucenao] [google]
726631

>>726609
>it's an actual air cushioned hovertank, instead of a floaty sci-fi one
based, looks good anon. also, I wanted to ask a question:
a couple of days ago I was asking about CAD surface modeller workflows, with the intention of doing industrial design and hard surface. I brought up using Rhino, but another anon stated that the program was overkill for my needs and suggested moi3d instead.
Do you mind talking a bit about your experience in using Rhino and integrating it into your workflow? thanks!

>> No.726640
File: 3.04 MB, 422x238, woopwoopwooopwoop.gif [View same] [iqdb] [saucenao] [google]
726640

>>726609
>shoot the tank cannon
>it goes flying off in the other direction
>tank gets shot, it does pic related
I think there's a reason they don't make hovercraft tanks.

>> No.726686
File: 102 KB, 462x544, 1409615612711.jpg [View same] [iqdb] [saucenao] [google]
726686

>>726640
I don't see a problem
https://www.youtube.com/watch?v=0EC1VCf5eEY

>> No.726708

>>726631
Thanks, and happy to help. I got taught to learn rhino for uni. Its fantastic for doing anything other than organic shapes, and you don't have to fuck around with polygons. Its also perfect if you plan on printing your model.

Its clear its a software made for professionals and not hobbyists, but don't let that stop you. At least the free trial is 3 months long.

>> No.726731

>>726384
rip uncle eastwood

>> No.726763
File: 104 KB, 1000x676, ygken0gdhkx21.jpg [View same] [iqdb] [saucenao] [google]
726763

>>726640
Don't Insult my precious beep boop boat

>> No.726778
File: 143 KB, 1920x1124, untitled.115.jpg [View same] [iqdb] [saucenao] [google]
726778

>>725884

>> No.726806
File: 2.00 MB, 1920x1080, taza0058.png [View same] [iqdb] [saucenao] [google]
726806

storm in a teacup

>> No.726810
File: 1.51 MB, 1920x1080, building render 1.png [View same] [iqdb] [saucenao] [google]
726810

Here is a sci-fi city that I made. the rendering is not great and needs some more polish here and there. Most of the buildings are randomly generated, all coming from one building that I poly modeled. The project has 13 000 objects and is 1.1 gigabytes. I can get some more renders of it if people would request it.

>> No.726814

>>722894
Everything looks great.
>Pistol brace on what appears to be a 16inch AK
Interesting choice. Why?
>>725248
This reminds me of the model packs I'd use with JDoom in the early 2000s. Really nostalgic. Looks nice.

>> No.726815
File: 842 KB, 2157x1198, Buildings 2.jpg [View same] [iqdb] [saucenao] [google]
726815

>>726517
Did a few more background buildings.
Since they're all based on their own single texture, it should be pretty easy to duplicate the building, swap out the material and adjust the UV for a different one.

>>726810
They all look pretty samey after you look at it for more than a few seconds. You couldn't have modeled one or two more building types?

>> No.726825

>>726815
Are you gonna make a spec map for the windows? Also your normal/height map is too intense, at this distance you won't see variations of this intensity on concrete, no matter how fucked up it is.

>> No.726827
File: 270 KB, 1298x1337, House.jpg [View same] [iqdb] [saucenao] [google]
726827

>>726825
The windows already do have a spec map attached to them. Though It's a bit hard to see in the image. It's not much, mind you, but for something that'll be pretty far in the back, it does the job.
As far as the bump goes, it's just the image texture plugged straight into the displacement (with some levels adjustments). Though it looks really fucked on the side of that apartment building. That's just mainly since I hadn't actually done all that much with the sides. I do agree that it's turned up way too high though. So I brought it down.

>> No.726877

>>726467
I don't.

>> No.726897

>>726815
I remember when CoD4 came out, looking at one of the high-rises in the background.
This was years before I started with 3D but I could recognise that the building was just one floor copy/pasted, with a few unique details thrown in here and there.

Anyway, these are fine for the background.

>> No.726899

>>726827
No building looks like this and the UV is all over the place.
It would have to be very far away to look okay, and at that distance you don’t need all this detail.

>> No.726902

>>726212
His chest looks like his back, anon...

>> No.726905

>your render
>all coming from one building that I poly modeled
That's really neat. Good return on time investment. Would look even better if you modeled a couple different ones with architecture that compliments your existing one. Really cool.

>> No.726907
File: 711 KB, 1152x846, Image 002.jpg [View same] [iqdb] [saucenao] [google]
726907

>>726899
>No building looks like this and the UV is all over the place.
You'd be amazed (not going for a 1:1 replication).
And no shit the UV's are all over the place, it's one image texture. You pretty much have to do it face by face to make sure it all looks "okay". Which means a lot of repeated areas, and some visible seams here and there.

>at that distance you don’t need all this detail.
It's better to have it and not need it than to not have it and need it. It'll add up with other buildings in the far background to add high frequency detail, and the brain will fill in the rest.

>> No.726917

>>726899
>and the UV is all over the place.

The UVs can be messy as you want if you're using tiling textures/trimsheets. You only need clean UVs for models that require external texture work (if you send it to substance painter or export the uv map inside photoshop).

>> No.726927

Why are y'all still using UVs when most render systems support ptex nowadays???

>> No.726930

>>726927
because it triggers you.

>> No.727002
File: 20 KB, 734x716, AGDG spider.png [View same] [iqdb] [saucenao] [google]
727002

>"latest"
>two years old
that sucks.

>> No.727081
File: 391 KB, 638x696, hunk of chocolate.png [View same] [iqdb] [saucenao] [google]
727081

Its not a good rig, but its better than I done before.

>> No.727086
File: 795 KB, 1060x676, houz.png [View same] [iqdb] [saucenao] [google]
727086

>> No.727089

>>726536
Why do you sculpt straight out of a plain/cube. It just seems like your limiting yourself.

>> No.727107
File: 620 KB, 2151x866, buildings wip4.jpg [View same] [iqdb] [saucenao] [google]
727107

>>726815
Another few bg buildings. The brick apartment in the back right isn't much more than an extruded cube right now though.
Been able to crack out one in about 30 mins or so when I'm waiting for things to cook or if I'm bored.

>> No.727112
File: 1.83 MB, 1849x1054, JD very unfinish.png [View same] [iqdb] [saucenao] [google]
727112

>>725573
The grip texture looks a little fuck, but it's pretty nice aside from that, nice job anon. Currently I'm sculpting this guy

>> No.727118

Sup guys

>> No.727131

>>727118
wuddup homeboy how you doin?

>> No.727133

>>727107
This is for bgs? They're good enough to be the main props of the scene, I'd love to wander around these in some kind of walking sim.

>> No.727146
File: 717 KB, 3720x1571, Closeups.jpg [View same] [iqdb] [saucenao] [google]
727146

>>727133
>They're good enough to be the main props of the scene
Thanks for the kind words, but nah, I disagree. The models are PS2 tier at best, and that's being generous. The shadows are doing most of the heavy lifting.
Since they're just a single texture, there's a lot of shortcuts taken and plenty of "eh, good enough" thought processes. Up close it really breaks, pic related.

That being said, I'd be lying if I didn't say I've set them up as a few blocks for fun and used the walk cam to explore around them at eye level. There's not enough buildings yet to make things look visually interesting, but it's coming together.

>> No.727147

>>727133
>>727146
>The shadows are doing most of the heavy lifting.
Forgot to say, the shadows, and the actual image textures. It's got all that lighting and high detail built into the texture, so it can look visually complex when it really isn't.

>> No.727177

>>727146
These look great for BGS assets.
Model some stuff you can put on the roof. Like antenna's, satellite dishes, ventilation - stuff like that and you've got it done.

>> No.727178

>>726927
implying that normal people would use PTEX for background assets just shows how little you know about 3D.
It's dead Jim.
Let it go.

>> No.727260
File: 924 KB, 1920x1080, Interiors.webm [View same] [iqdb] [saucenao] [google]
727260

>>727146
Added some basic interiors to some of the windows. Bit hard to see in the webm though; compression problems.
Had a hard time trying to find cubemaps, but ended up finding a fuckton of equirectangular images that I could convert on Flickr.
The interiors are probably a bit more "high class" than some of the houses here, but for adding some quick parallax and stuff it'll do.

>>727177
>These look great for BGS assets.
Thanks! I'm debating how far in I'm really gonna put them. They're starting to hold up well enough to be midground stuff to accent some hero buildings in the foreground.

>Model some stuff you can put on the roof
Yeah, that'll be the second pass once I feel I've got enough buildings.
I think 5 of each type (small, med, large) will be a good number. Then I can swap around the textures on the small/med for variations. So 10 models, but 10 variations for each of them, so that's like 100 variations maybe?
I'm planning on adding some quick table/chairs for the rooftops and terraces, some satellite dishes, antennas, maybe some potted plants and stuff, and other bits and pieces. Then add sci-fi bits and bobs depending on the scene.

I've got a project in mind for all of these, but I've also got a few other ideas that I can use them for as well. Really want to hit that Simon Stålenhag sci-fi look. Run-down and kinda futuristic, but retro (Destiny comes to mind too). I don't know what it's called. I don't really think it fits within cyberpunk.
But yeah, that's enough rambling for today!

>> No.727267 [DELETED] 

It wooooooooooooooooooooooooooooooooooooooooooooooooooooork!!!!!!!!!!!!!!!!!!!!!


Ahsndjdjzjshehsjsjs
Ahhhhhhhbbnnnnbbnnnbbbbbhhhhhhhhhhh

Yes!

>> No.727268

>>727267
Work *ed


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>> No.727269

Go eat a snail's dick!!!!!!!!!!!!!!

>> No.727316

>>727260
where do you get your textures for your models?

>> No.727325
File: 402 KB, 1600x648, TexturesCom_BuildingsHouseOld0304_M.jpg [View same] [iqdb] [saucenao] [google]
727325

>>727316
>where do you get your textures for your models?
Textures.com

I wanted to try out a new workflow just using photo textures for everything and making them work together. Kind of like a puzzle where you "find" the building you're working on in the texture. The way I figured, was if trim-sheets were a thing, the same concept could work for just images of things too. So I just pick 1 texture, and use it for a building. Pic related is the weird one's >>726827

I'm sure it's not a new concept, and people were probably doing this since before pbr and seamless was a thing (especially looking at how many textures are like this on the website), but it's been a pretty neat experiment.
Only snags I really run in to are the download limit on textures.com, and finding similar images and textures elsewhere. I can't find texture sites with similar images, or they just don't have the right type. Image searching google is pretty much useless for this, especially since normal people don't go out of their way to take photos of facades in diffuse lighting with a focal length that flattens it out. Go figure :^)

>> No.727331

>>727325
You don't have to pretend you didn't watch one of the numerous recent tutorials on YT showing this exact technique (which isn't new). :^)

Seems like everybody made their own version after Ian Hubert's videos.

>> No.727335

>>727331
I genuinely don't know who that is (since I don't watch many tutorials), but since this is 4chan, you won't believe me. Since you've already arrived at a conclusion, and will reject anything contrary to that.

I've just been using trim sheets for years and the technique of building an object out of them by either using the sheet itself as a plane and extruding it, or unwrapping an object face by face till it looks right, seemed like something that could work for other things than just trim sheets.
I had seen the textures on textures.com and always thought they were pretty useless. So I figured I was doing something wrong or was thinking about them the wrong way and decided to *make* them work. Buildings seemed to make the most sense, because I could just use tileable textures for whatever else, but buildings are weird.

It's not like I'm pretending I invented something new. As I said
>I'm sure it's not a new concept, and people were probably doing this....
Just that I arrived at a similar point as others. I feel like they've been using this shit in PS2 games and stuff for the longest time.

>> No.727344
File: 563 KB, 1440x1080, Herr_Doktor_Bunnyfoot_01.jpg [View same] [iqdb] [saucenao] [google]
727344

>> No.727355
File: 2.50 MB, 1920x1080, SlimeRender3.png [View same] [iqdb] [saucenao] [google]
727355

Just started doing CGI, outside of doing blender guru's donut, I've been working on a Dragon Quest slime. I've been kind of struggling with the grass, but I kinda like how it's turned out so far.

>> No.727364
File: 585 KB, 927x593, comfy.png [View same] [iqdb] [saucenao] [google]
727364

>>727086
added another roof and a car :^)

>> No.727390
File: 541 KB, 2195x1656, IMG_6385.jpg [View same] [iqdb] [saucenao] [google]
727390

Fantastic Max Reboot

Texturing soon.

Upload a funny face of yours if ya wanna be the face of FX (the robot to Max's left)

>> No.727415

>>726907
>You'd be amazed (not going for a 1:1 replication).
You argue like a woman.
I mean no house even looks roughly this shake at any scale or resolution.
It would need to be very far away to not stand out as garbage, at which point it could be two boxes with 16 total pixels of texture.

>> No.727419

>>727335
I'm kidding anon, I believe you.

It's this guy I'm talking about, here's a video he just released, he's making a series in Eevee:

https://www.youtube.com/watch?v=qG31WSioSxk&t=54s

He has a couple of tutorials on texturing buildings with this method, you can check them out as well.

I'm experimenting with this as well, although I do find it hard for models to look good from anywhere but from a far away. At least with the free textures which are ony 1k or so. But stuff in his video looks pretty good even when they are pretty close to the camera. The best part about this workflow is that it feels so freeing, I don't have to worry about texturing minute details for hours for every single piece and a bunch of technicalities, and I can focus on a bigger picture, storytelling and art direction. However, there's still that voice in my head telling me "you're not a real artist if you're doing it this way, you're supposed to make your OWN textures you retard!". Which is a pure nonsense.

Check out his talk at Blender conference as well, it's a great one.

>> No.727423

>>727419
>you're supposed to make your OWN textures you retard
Not the same anon, but the comparison I always make when I think this is asking myself if a painter is expected to make his own paint, charcoal, and pencils.

>> No.727463
File: 833 KB, 1226x759, 2020.03.01-14.31 (2).png [View same] [iqdb] [saucenao] [google]
727463

Still a work in progress but I think it's coming along

>> No.727465

>>727463
How'd you do the text on the gun. That looks rad.

>> No.727475

>>727419
>here's a video he just released
Woah, that's pretty crazy. Hard to believe it's all Eevee.
How the hell did he get the shadows to look good? Eevee's shadow are consistently trash. I guess he baked them.

>At least with the free textures which are ony 1k or so. But stuff in his video looks pretty good even when they are pretty close to the camera.
Either he's got good sources that are high res; like actually being subscribed to the textures website so he can grab the source files, taking his own photos, or he's offsetting by keeping a lot of small detail close to the camera. With custom textured buildings near the front.

>you're not a real artist if you're doing it this way, you're supposed to make your OWN textures you retard!
Eh, I don't really feel this way, though I understand the sentiment. To me, being an artist is about telling a story or conveying a feeling to someone with a piece. As long as it's successful at that, it doesn't really matter all that much how you arrived to it.
Not to mention 3d is a lot of work. If you have a piece that you really want to do in a decent amount of time, you're going to have to find ways to make that happen that don't involve you dedicating huge chunks of you life to it.
It's a good way of complimenting a proper workflow for assets that will be the main subject. Plus make larger scenes for less work, and actually be able to render it since everything isn't a perfect model with 4k textures.
As long as you're not relying on it to make your entire scene, I think it's a good tool.

>> No.727476

>>727465
There's a text object anon.

>> No.727484

>>727475
>Either he's got good sources that are high res; like actually being subscribed to the textures website so he can grab the source files, taking his own photos, or he's offsetting by keeping a lot of small detail close to the camera.
I’ve seen him throw together buildings from free texture and from snapshots taken on a phone..

I’m also blown away by this vid being eevee.

>> No.727497

>>727484
>I’ve seen him throw together buildings from free texture and from snapshots taken on a phone..
Fuck, I don't know then. I've had some decent results from just paying attention to how things are unwrapped. If you're smart about it, you can get some *decent* (and I use that really loosely) results with really small areas in a texture by stacking UVs in certain ways. It's gonna look patchy, but you can minimize it to a degree by only messing with the faces that don't fit within the area you're using.
Not to mention, I've had some varied results using content aware fills to extend areas of the textures as well. Some don't have many flat areas to use for large sections, so it kind of helps (pic related, but thread reached image limit, so not really). I even throw doors on there in unusable areas since a lot of the textures don't have doors.

Honestly though, I've been tempted to just go out into the wild and take photos on my own for textures. I'd probably look a bit weird taking photos of a wall, but I could live with it.

>> No.727505

>>727465
I just used a text object and imported some Roman font I found also thanks I thought it looked pretty neat too.

>> No.727509

>>725166
I try not too, but weapons animation isnt organic and it's usually individual objects, so it shouldnt/doesnt matter too much anyways.

>> No.727510

>>726814
I actually have about 10 different stocks made for that model, i just happened to be finishing the Brace at the time when i rendered it.

>> No.729351

>>725540
Which software?

>> No.729354

>>725308
He's leaning forwards slightly. Look at the grid in the side view and compare it to his center of gravity.

>> No.729355

and drop the name, if you're even still here. That faggot yellow duck is bad enough

>> No.730436

>>725867
eyelids actually do have the width across

>> No.730832

>>725170
I like this a lot, what tools are you using? Work flow?

>>725352
what program are you making your textures in?

>>726212
poly modeling? do you mean box modeling?


>>726467
I like it a lot but i havwe to ask, what was the inspiration? Did you just eat a tic tac?


>>727146
some of the textures look too high quality in some areas to be ps2. Maybe another anon can voice what they think. Some of it looks low res enough to be ps2 but i think some of your textures are a higher file size. Also I like the third building where the bicycle is part of the wall.

What software are you making this in?

Also what references are you using for your buildings?

>> No.730833

>>727423
its a good analogy. Are there any royalty free texture websites online? where do most people here get textures? Do you just sample them from pictures online that weren't intended to be used for 3d like stockphotos?

>> No.730837

>>725377
Sexy

>> No.730861

>>730832
>some of the textures look too high quality in some areas to be ps2...Some of it looks low res enough to be ps2 but i think some of your textures are a higher file size
It's not the intent to make it look like a PS2 game or have it follow the same requirements or texture size. I'm just saying that they're not much better quality wise than something you'd see on a PS2. I'm saying that they're not particularly good, just "good enough" for their use.

>What software are you making this in?
Blender, though it doesn't really matter. This is one of those things that has a similar process no matter what program you do it in.

>Also what references are you using for your buildings?
I went on google streetview of a few slums and apartment blocks and stuff and used those as jumping off points. They're not 1 to 1 recreations of the buildings, just somewhere to get an idea of some shapes.

>Also I like the third building where the bicycle is part of the wall.
All part of that "good enough" mentality. No use fixing it or anything since it'll be super far away from the camera. A lot of the idea is just giving landmarks for the brain to fill in detail and stuff when you look at it.

I've been busy with some other projects, so I haven't been able to really work on these much lately. But I'm finally getting back to it soon.

>> No.731657

>>722954
Anon I want to see your workflow in like record your screen while modeling.
>>723126
>drangon's dogma
I have no idea what dragon dogma is however I model you this in blender in 1 hour from the picture posted here alone.

>> No.731660

>>731657
>>730861
>>730837
>>730833
>>730832
>>730436
>>729354
>>727510
>>727509
>>727505

You guys are looking mighty healthy!

>> No.731662

731660
Can we ban all virus shitposters?

>> No.731664

>>726517
>>726815
>>727107
>>727133
>>727146
>>727260
>>727146

Anon did you consider using architecture plans and just punch in the numbers to get a building shape?
I know this is coming from me a modeling god whose kryptonite are textures AKA good luck texturing the damn thing if you are not going for the cartoon/stylized shading look.

>> No.731730

>>731664
>Anon did you consider using architecture plans and just punch in the numbers to get a building shape?
Seems like it'd be too involved for something like this. I'm getting the actual building shape done in minutes with some of these. The texturing is what takes the longest for these as it's basically texturing it face by face. Overall a single building really only takes like 45 mins. Which isn't too long in the grand scheme of things. Ideally I'd have more done if I was doing one every day, I've just been busy with other things that have come up.

>AKA good luck texturing the damn thing if you are not going for the cartoon/stylized shading look.
They're already textured though? That's the neat part of the process, I START with the texture and build the buildings out of it (for most of them anyway). For the ones that I don't start with the texture, it's easy to just puzzle them together with one face by face until it looks good enough.

>> No.731738

>>722888
*coof*

>> No.731739

>>731662
Cry harder, corona-Chan is coming for you *coof* *coof*

>> No.731762

>>726708
How are the capabilities of Rhino compared to Catia's GSM workbench?

>> No.731928

>>725608
nice, getting big hannibal vibes

>> No.731929

>>725878
>JUST

>> No.731930

>>726212
based, please change the material of the shirt, it doesnt look good.