• Digital 3D Art v14 - I make a living modelling dongs for second life edition
    838 replies, posted
Also, make sure there's enough direct lights around. If the scene has to primarily rely on being lit indirectly, it will be more noisy.
Try reducing the light bounces o something like 1-4, you could also try disabling caustics. https://i.imgur.com/LnJAxZy.png Denoising is a must, try that as well, you might just need 50-100 samples with these settings. https://i.imgur.com/XjWQr7A.png Here's a great video that helped me a lot. https://youtu.be/8gSyEpt4-60
[IMG]http://i64.tinypic.com/23jgymp.jpg[/IMG] Made a thing... of batteries? Corona.
I'm still inept at 3D modeling, but a friend of mine modelled a nice car that he needs renders for https://files.facepunch.com/forum/upload/490/49883eee-2e0e-44fd-a14d-416b44ef4bb3/Front_Detail_4K.jpg https://files.facepunch.com/forum/upload/490/cddcbdaf-a122-4777-9486-93d5f90f8935/Rear_Sunset_4K.jpg
Any tips for doing a turntable animation for a car like this?
Is it acceptable to create the low poly from the high poly by reducing edge loops from the high or should you always create a new mesh and make it conform to the high as best as possible?
https://youtu.be/vNX_NktVVHA More realtime 3D GLSL shader things. This time i got annoyed that most aberration effects seem to do just 3 discrete RGB bands (because it's simple n easy) so i made this that simulates the full spectrum of color. You can also configure how many steps you want, you can get some pretty trippy effects with high amounts.
Whatever has you end up with a low-poly mesh that fits the high-poly well. There's no wrong or right way to achieve that (although there are faster and slower ways).
Did an experiment with photogrammetry, rusty cars, and how well they'd take to being turned into a game-ready asset. I feel like there's some level of potential here. https://cdna.artstation.com/p/assets/images/images/012/588/934/large/jonathan-bogart-fords.jpg?1535538968 https://sketchfab.com/models/038392fb28064b1faa997e0ae027dac8
https://i.imgur.com/yFTKvFW.jpg After a long time I'm trying my hand at some offline rendering again. Lots left to do.
Some stuff from our bachelor game project at school. It was a pretty good experience trying to make a game with no previous experience in the gaming field. I was Technical Art Director and CG Generalist on this project, I was also the only "programmer" on the project so there isn't much gameplay since it was just me messing around in blueprints. The game itself is kinda like Inside or Little Nightmares where you run through environments trying to figure out where you are and what is going on. https://cdna.artstation.com/p/assets/images/images/012/523/168/large/ole-josefsen-burningdaylight-maingate-01.jpg?1535214793 https://cdnb.artstation.com/p/assets/images/images/012/523/171/original/ole-josefsen-burningdaylight-maingate-gif-06.gif?1535214814 https://cdnb.artstation.com/p/assets/images/images/012/523/205/large/ole-josefsen-burningdaylight-apartments-04.jpg?1535214922 https://files.facepunch.com/forum/upload/238911/09676ad7-ac71-438a-981c-d65118931b98/image.png You can see more of the project on my artstation here: https://www.artstation.com/artwork/xl3z1
Fuck off! That looks awesome!
https://files.facepunch.com/forum/upload/135594/2053bc7e-b8d1-4b70-a924-96eb5e97df99/skeletonmanedit.png he just wants to play yu-gi-oh with you
https://www.artstation.com/artwork/P8DDr https://files.facepunch.com/forum/upload/150/363a0323-ebda-4db3-afd4-8324f6b8cfb2/hotdog-roller.gif https://files.facepunch.com/forum/upload/150/8cba7cbd-1e99-4c94-b217-52e2b300d6b3/draw_lensflare.gif
That shader/material work is downright gorgeous
https://files.facepunch.com/forum/upload/216540/56b135aa-a669-4b6f-ad7d-c82ab41901a6/batteries01.png Hehe that reminds me of my pile of batteries i did two years ago.
for those curious i put it together in blender cycles with toonkit.
Oh dear! I promise I wasn't copying you, I just had this image in my head for a while so I wanted to try it.
I wont mind even if someone copied me. Not saying you did, just funny how similar our ideas were.
Great minds and all that :P
Haven't touched stubby in a while, just took a look at it just now. https://puu.sh/BqhN3/bb49867b6a.png Looked at the curvature of the center of the front end, and it looked wrong. https://files.facepunch.com/forum/upload/228931/7d99ea3f-6b85-4d6b-b089-dbd88920e8b3/IMG_1497.JPG Being able to just run out and grab the real part is a bizzare thing. Sure enough the model was wrong.
Anybody plays Rainbow 6 Siege here? Don't know if anybody remembers the job offer I got almost half a year ago but it was for a position at Ubisoft, well I got the job and finally my first 3D work was released, it's an head gear, not really my specialty but thought it would be fun to give it a try, I'm doing weapons for R6 now but it's going to take some time before they are released unfortunately! Shame the engine is quite old and the normals get compressed to hell and back so from Painter to ingame you loose a lot of details, you cry the first few times but I guess you get used to it ahah. Anyway, here it is, pretty proud of it, also got lucky as hell as it ended up being the reward for using 2 step authentication so it's been plastered all over and a lot of players got it, having so many eyeballs on your work is pretty weird! https://i.imgur.com/hc2f5Fo.jpg
It's perfectly natural though, and it's a myth that you'll go blind. Sorry, I just had to... Here's something on-topic to make up for it. If you're on the /r/simulated subreddit, you've already seen it some time ago. Another Blender FLIP Fluids test | Find, Make & Share Gfycat GIF..
Bubbles under the surface look great, what did you use to simulate?
Blender with the "FLIP Fluid" Addon.
I'm using Houdini to procedurally generate rock structures from very basic input geometry, then bake maps and generate textures in Substance Designer. It's very early in the process, and I've only just got the entire pipeline working. Lots of work to be done on the rock-generating noise functions and the Substance graphs. Automatic UVing is nice though. Currently the process from generating a mesh to getting a final in-game asset is about 10 minutes. https://files.facepunch.com/forum/upload/215010/6e7497b4-ba6b-4f5e-8ded-b3aa6fe9e3e3/happrentice_2018-09-04_10-24-12.png https://files.facepunch.com/forum/upload/215010/bd97b401-44d4-4f21-bfc7-cbc118c1f8cf/UE4Editor_2018-09-06_11-22-20.jpg
Gun n' stuff https://cdnb.artstation.com/p/assets/images/images/012/740/085/large/stefan-engdahl-render3.jpg https://www.artstation.com/artwork/1K0Xo
It has been a while since I've done any cool renderings. But this is gonna be sweet once it's done. This is one frames from the 800 frame animation with 18M particles. https://files.facepunch.com/forum/upload/216540/4e8870e4-6f3b-46eb-968b-086291f13a25/torus.jpg
https://i.imgur.com/ca2JnLP.jpg https://i.imgur.com/RltpiPn.jpg I did a lot more work on the material setup stuff. The Substance graph just generates an RGB mask now, split into a moisture gathering mask, stain mask, and a foliage clustering spots mask.
https://files.facepunch.com/forum/upload/215010/e41ba1c5-9aa8-42b3-bd46-533e90a43934/HighresScreenshot00002.png Doing more texturing work on my procedural rock stuff.
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