Digital 3D Art v14 - I make a living modelling dongs for second life edition
838 replies, posted
Finaly FP can display videos more propper
Recently rerendered this in 1080p
https://vimeo.com/254896468
Also, background images on profiles are kinda dope
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Been working on an artistic scene in Unity, I've changed it a bit since this image and upped the quality.
It's animated and I used a render texture to create an animated camera effect on the skybox, I plan to model a scene within the forest.
https://files.facepunch.com/forum/upload/161057/da76cb42-3964-4470-87ff-3bc36941a90d/28951890_10215253200339256_5123759727908794691_n.jpg
Can this stuff count? Kitbashes made in SFM
https://puu.sh/zHqXS.png
https://puu.sh/zGZrv.png
Absolutely. Any medium is a good medium if you can make it work.
yay
https://puu.sh/zIkrh.gif
also animated ones.
For those interested, here's another design of mine. Created initially in 3D (In max), and then now finally completed in the real world. Quite an undertaking, but interesting to see how close it came.
https://image.ibb.co/b7ktHx/MAISON_SHEET.jpg
Just did the photo shoot today.
https://image.ibb.co/fKyG4c/Maison_1_smalljpg.jpg
This is really neat, literally just mashing pre existing models together?
Really like the first one.
https://cdn.discordapp.com/attachments/345891875020079104/424630228045004811/unknown.png
working on modeling a thing
Yeah. With some slight modifications with a color script to keep the color palette similar. Its pretty much my way of dealing with a lack of original models, so i just slap shit together to make it look like its something different.
im renovating the OP - if anyone wants their art from last thread included then go ahead and post it
https://puu.sh/zJQXH/6b79054577.png
https://puu.sh/zJR1Q/dbaea119ed.jpg
https://puu.sh/zJR7Z/199d4c5b0e.png
Stabby Boob continues to happen. All that's left is the cab and the body fasteners
https://i.imgur.com/q7WrVQ2.png
It's not much, but I'm quite proud of this!
Flip + Fracture 04 GIF | Create, Discover and Share on Gfycat
More splashing and breaking.
Quick! Run and hide before mum see's!
https://twitter.com/Mitsuma/status/975388808500908032
Another angle, sorry for using twitter but gfycat is down at the moment, will replace it here when its up.
i think the rolling physics are really good on the fluid, when it settles down
but i think the splashing when it hits the wall and splinters up is way too strong
Since facepunch is all about coins now; I made a 3D coin.
Took a good 5 mins.
https://files.facepunch.com/forum/upload/474/d2b65262-3848-4097-befb-9bd3ad57cc55/coin.gif
Might be caused by the rather high weight of the objects.
I sorta had to cheat with that to get a more stable fracture.
That probably causes it to put way more force on the fluid then it should realistically.
Also gfycat seems to work again, larger version edited.
https://puu.sh/zKIDL.mp4
https://puu.sh/zKNG8/d469b28a1e.png
Figured out the steering rig. I found the radius of the steering circle
using ackerman geometry/formula, which turned out to be about 229.5
inches on Stubby's shortened wheelbase. Since the kingpins are inclined
at 8 degrees, i couldn't just have a simple track to on one of them. So i
moved out the target bone by that much from the center of the axle to
emulate the steering circle's effect on the behavior of the truck, and
made a tracking bone to spit out the correct rotation, and gave the
master kingpin a driver to convert the Z rotation to Y rotation, and it
now appears to track correctly. The steering point bone would then ride
the road bezier ahead of the truck, and the steering geometry should
make it's "predictions" steer the wheels as it should, and thereby look
natural. Though i have to test it, since that's just my assumption at
the moment.
Also the tracking bone is a child of the frame
control, and the steering point a child of the root origin, so if i
wanted to build in a drift/oversteer control, it'd track the point
correctly relative to the frame of the truck. Though taking a truck with
drag link style steering isn't the best idea, since that design
innately has furious bump steer, and as we all know having the motor
over the rear means wants little to do with spinning tires.
https://i.imgur.com/3Gl61hc.png
I now just need to uv map it and make decent textures
Decided to learn 3d modeling so here are a bunch of spiny boys I made for practice
https://i.imgur.com/OmPCXW7.gif
https://i.imgur.com/nGPq5dx.gif
https://i.imgur.com/pwbWy3z.gif
Those are really gorgeous, I'd love to learn the secrets to proper low-fi rendering
https://files.facepunch.com/forum/upload/157900/a4c1803f-7ca8-4905-a90f-d4e5732a6ada/Roof.jpg
Getting the roof on my neolithic project, finally back to it. Hoping to get the thing done by the end of this week.
there aren’t that many secrets besides making the render resolution really small and disabling anti aliasing
in addition to the above, keep lighting super simple, and use an outline shader as well. i like to use the light source to get shaded outlines for extra pop too.
https://78.media.tumblr.com/tumblr_m9uvz7zHIu1qk6eteo1_400.gif
super old example
Do you have a writeup, video or other guide on that? would love to try something like that.
5 years old but here's my basic setup to this day.
https://78.media.tumblr.com/tumblr_m92qsqOShr1qk6eteo1_1280.png
I had trouble getting shaded outlines working in Max (It didn't like layering ink and paint shaders for some reason), so what I did instead was render separate "light" and "dark" tinted passes as well as a pure black/white shadowing pass. Then in After Effects I'd use the shadow pass to mask between light and dark.
WIP
Bored af
Doing a mars colony
https://files.facepunch.com/forum/upload/58145/b2256997-48d0-4176-9c49-b37ca45424b9/453554354_0042.jpg
On the topic of stylized rendering, does anyone have any recommendations for setting up that kind of look in Blender Cycles? I've got a project that I've finished modeling but don't know how to render in a satisfactory way because it needs to be stylized. Blender's toon shaders kinda suck too, in my experience.
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