Digital 3D Art v14 - I make a living modelling dongs for second life edition
838 replies, posted
thats true, good point. ive just read with the tools for working with C that they had for the saturn it ended up performing wayyyy worse that it could have
https://files.facepunch.com/forum/upload/217538/766f74b4-e2b0-41f0-8900-b4fc0de2d4b9/3DO2_2018-06-19_22-21-13.png
Tips on improving the texture?
Is it supposed to be stylised or something? First things that stick out to me are the screws/bolts have too many edges when my head says they should be perfectly circular. I'd also highlight or darken the crevices in the heads of them, at the moment there's very little actually texture differentiation there that would help actually make them look like screws. I can see that there's some stuff there already, but at a first quick glance they just look pretty flat and don't show the detail they should have. I drew over these in red.
Your generated edge wear etc. isn't aligned along the hard edges of the low poly as you would expect, and it's the other major thing that stands out at the moment to me. I've highlighted the major bits that stood out to me in green.
https://files.facepunch.com/forum/upload/257512/df7fbb89-182e-4c05-bf95-a75d61791e2d/feedback1_edit.png
I remade a Doom 4 prop from memory.
https://skfb.ly/6zKuO
Yeah a lot of autogenerated stuff came out kinda funny because this is the first time I've used any of these tools lul
Will try again tomorrow. Encountered some weird behavior in the Quixel dynamask painter if anyone has any advice tho; it was kinda like it was taking my baked normals into account even though I was just trying to paint the albedo layer on the model? I dunno. It was difficult to paint between the normal baked bevel and the actual corner of the low poly model, or inside the cross of the screws, for example.
Just so no one wastes their time, that last question I asked about displacement was so dumb, I cant believe I just blanked on how to restrict it and at the same time answered my own question in the same post.
Oh boy I'm an idiot
So I baked my normals in world space and pulled them them into NDO. Everything looked fine so I thought it had just converted it automatically from world space to tangent space.
Now I realize it just autogenerated a normal from the image itself rather than the world space info
it's worth nothing that the PS1 also was the same in kludging sprite distortion to make "3d" because it was designed as a 2d console based aruond the SNES playstation debacle. Then halfway through it's development, 3d became the serious new thing, but it was to late to meaningfully revise the hardware.
I think the N64 was the only console of that generation to have been built with 3d in mind, which is probably why it's graphics have aged fairly well while PS1 stuff looks like a homebrew hack, because it essentially was exactly that, as that console was never meant to do any of it.
not really
The Nintendo-Sony Play Station and the PS1 are pretty much alike in name only. The PS1 uses a completely different architecture in all major aspects (CPU, GPU, DSP, etc). All the work for the Nintendo-Sony console was eventually scrapped around 1993 and they started anew on a console focusing primary on 3D graphics.
The PS1's GPU, while certainly more primitive than the N64's, could draw "real" textured polygons. It supported both triangles and quads.
Not to mention the N64 had a myriad of design flaws (namely the lack of DMA on the GPU and the small texture cache) that severely hindered its performance. The SGI developed GPU in the N64 was briefly the most powerful consumer-level GPU in the world until the Voodoo came out IIRC, but it really wasn't taken full advantage of until the end of its lifespan.
But this is a bit off-topic
I have been lied to then
stick to the trains bub
https://puu.sh/ALx8d/b6838d0537.png
Think Tank ad with commyball on it running on commyball. Bizzare.
https://i.imgur.com/SK1k9Cb.png
Any design feedbacks on this very rough mockup? It's basically a bunch of primitives slapped together to test silhouette, weighting, general proportions and whatnot. I'm still dubbing material separation. In the end it should look bulky and slapped together, like it's some workable prototype of an experimental device, primarily made of wood, brass and copper.
I used a biped to test whether or not it could even be carried and used.
Lotta sharp lines on something from a time where everything fancy would be smooth hand made curves.
I do want to add some level of fanciness to the woodwork, but not too much overall since it's meant to be a scientific prototype rather than someone sold in a store.
I"m talking about the metal specifically.
https://youtu.be/PjEpwxdui9I
all the design from the day was very natural and flowing. There's no sharp si-fi lines on that stuff because it was all made by hand, or for more mass produced stuff, by hand on more formal jigs and tooling. Which means a lot of router style cutting heads, which will produce rounded chamfers, and not straight sharp lines
https://puu.sh/ALPK6/84757d3cb3.png
This one here's the biggest offender.
the biggest problem to me other than general boxyness is the fact that theres a huge glass element underneath which is totally unprotected. just handling it would risk having the glass shatter.
other than that you bring in some nice angularity with the handle and how the line created by it continues into the woodwork, but its not a feature reflected elsewhere in the design.
Cheers Stev, those are good tips. I'll gather a bunch of reference from early days of gunsmithing and see if I can't work it into the design a little more. I had considered that this particular thing had been constructed out of existing piping and other basic components, although I'm not sure how I'll be able to get that across. I'll have to do more research into the construction methods used for this device to help add realism to it.
And yeah DOG-GY, the glass element definitely needs some sort of protective cage. I did use a guide plane at 45 degrees to help the handle flow into the design, and follow the cut of the back of the barrel as well. Maybe I can work that in elsewhere too.
Thanks guys.
Been very busy with life.
Switching jobs and trying to find a new apartment before August, and going traveling for a bit later today.
Probably some time in August I'll have the energy to do some cool models again.
For now, have a twisty boy
https://files.facepunch.com/forum/upload/132317/c7dd1d3d-8edb-4211-bf66-7cb8d5ef0dc1/Webp.net-gifmaker.gif
Hope everything goes smooth!
Here's another example of going from a 3D concept to a real life functional object. This is one of a pair of finished cast iron end tables for a residence bedroom. The steel was reclaimed from a rusted out fire escape that was removed off the building they are going in. The steel had to have literally a dozen hours of sandblasting at least, was a royal pain and I'm glad I contracted a large part of that out. Because of the level of rust, the metal was pitted and looks like hand wrought metal almost. The finish is actually just a blackening acid, which left a really natural and amazing finish. They were designed to be mounted on masonry and you could literally stand on them without flex due to the design. Happy to have these things wrapped up and ready for delivery. Again, be thankful guys that you mostly just work in the digital world. Removing verts doesn't throw sparks.
https://s8.postimg.cc/kplb19oqb/step1.jpg
https://s8.postimg.cc/asaa87oub/Step2.jpg
Aw, man. Imagine if it did. That'd be fuckin' sick. You weld an edge and you get this slick graphic of the weld running over the two, booleans create red hot faces that cool off, and chamfering creates ribbon curls of polygons flying off. I'd want to model in that program.
Burned myself out on 3D stuff for a bit when I was doing my final project for class so I've been stunted by some motivational issues recently, managed to sit down and make some changes/improvements to the Night Vision Scope for my Railgun project.
https://files.facepunch.com/forum/upload/223224/c2ba80b0-2264-4c14-a7a4-3f3f73c2c4f6/4.png
https://files.facepunch.com/forum/upload/223224/971f6ee5-c43e-46a3-9b07-96f83e066f48/3.png
https://files.facepunch.com/forum/upload/223224/3c02e10a-9f2f-48d5-9306-43a2dafa5f13/2.png
https://files.facepunch.com/forum/upload/223224/16605b94-61c3-4df4-be98-cfbd7f95cd3f/1.png
that'd be fun like, two times, and then you'd disable it because it gets in the way of your productivity
Hey all, I'm looking at getting into some freelance work, but I'm kinda' clueless as to where to start. I've seen some freelancing sites around but there's a lot of really mixed reviews about all of them I've come across, and I'm unsure as to weather it's due to the freelancers and/or clients just being dicks, or if there's actual problems with the way some of the sites work.
Where would be the best place to start looking for freelance work? I intend on just doing it part-time between my current job I work at 4 days a week, so I think I've got sufficient spare time to do it, I'm just unsure of where to start.
You might have a better time selling assets on the Unity and/or Unreal Asset Stores. I've honestly never had or heard of good anyone having good experiences with any of the popular freelancing sites.
I have talked to people who successfully do freelance coding work though, and the biggest point of what they said was that word of mouth is by and large the best way to get freelance work.
Don't forget, for ultimate realism you have to have the object subtly warp and change shape and go out of square once it heats up and cools down unevenly.
On the topic of the earlier discussion on PlayStation vs Saturn graphics systems:
https://youtu.be/WDJgeuoaSvQ
Also more or less relevant to the thread since it talks about how certain graphical effects were achieved
Ive been uploading little updates to my project to the discord but I thought I'd put them up here too. As always crit is really appreciated, in particular any opinions on the shapes of the stone and any repetition or break up issues.
Just a note, there are some seems I'm still fixing/blending into submission and the colours arent final.
https://files.facepunch.com/forum/upload/157900/034ef6f4-225e-4cd5-9a0e-54e7b38c389b/Stone_Blend.jpg
https://files.facepunch.com/forum/upload/157900/e7e2be37-6460-4ed8-ab8e-d767aee665b5/Stone_Blend_2.jpg
You definitely need to work more on your materials. I had no idea it's meant to be stone. At first I thought it was some sort of fleshy material, like this environment is some micro-world taking place inside something alive? The white, yellow and blue pebbles (?) blend oddly. I can't tell if it's meant to look painted on, or be a different material all together. The coppery, bendy poles also look a little strange the way they are directly clipped into the rock. The lighting looks rather flat. You got a few bright spots, but no areas of relative darkness. If this is in a cave of sorts, I'd imagine contrast being huge.
https://previews.123rf.com/images/witthaya/witthaya1201/witthaya120100022/11869474-natural-light-inside-the-cave.jpg
Example of the kind of light values you might want to look for.
Sorry, you need to Log In to post a reply to this thread.