• Digital 3D Art v14 - I make a living modelling dongs for second life edition
    838 replies, posted
https://docs.blender.org/manual/en/dev/render/blender_render/post_processing/edges.html ??
That's Blender Internal, which I may end up resorting to using if Cycles won't give me results. I need more depth than just freestyle edges and the default toon shader, which I've already tried. The basic stuff just looks like crap. Part of the problem is how "perfect" and 3D it still looks without something to break up the shading, but also the shading has too much dithering and... well, shaded bits, as opposed to only flat colors.
You really don't want to be using Cycles for flat-shaded outlined work. It's a realistic renderer and you'd be trying to force it to work like a more suitable one you already have on-hand. If Cycles is needed for specific realistic effects, just composite them into the final images. There's a lot of technical reasons I could comment on but suffice it to say toon shaders are way better to rasterize than raytrace. If art directed line quality is of utmost importance, use an inverted duplicate of your mesh and soft select its verts around to get the profile you need. And if it calls for it, use texture (through colored polygons or real texturs) in addition to create line work. You can also tweak your normals and exaggerate shapes to get tons of control over flatness. My Pokemon renders took a lot of tweaking resolutions and Ink N Paint settings on a per-character basis to get them looking as close as possible to the original pixel art. It also took editing out bad pixels frame by frame, but careful honing in early on of the outline effects will make this not too laborious. On the other hand, if you're going for a Roller Coaster Tycoon type look, PBR works great: http://i.picpar.com/PE3c.gif (Corona) This still took manual work to get to a final result though. It almost always will.
What kind of look are you trying to achieve, exactly?
Look at my background card, basically. I know that level of illustrated-ness maybe isn't feasible but that's the general direction I'm aiming toward. Failing that, I don't know, I'd really just like to minimize the "this is a 3D render" look, I guess.
A weird character i am working on. Going to be spraying liquids out of its tubes. https://files.facepunch.com/forum/upload/1213/b6481219-6449-408e-a879-32c1f1914663/Tubular_Guy_01.png
Thought I put every test I did in a video, instead of having it scattered all over the place. https://www.youtube.com/watch?v=JNdK97DGf38 Got a lot of links and extra info in the description.
these are CRUNCHY
He's like a Conker's Bad Fur Day character
Lots and lots of issues, but I'm fixing them one by one. Need solar energy, radar, logistics, water filtration, weather sensor and building connections. And of course terrain decorations, like rocks and skid marks. Progress so far: https://files.facepunch.com/forum/upload/58145/fe79e0e3-e7b3-4263-a60b-a7df82f729d6/333333333_0042.jpg
https://cdna.artstation.com/p/assets/images/images/009/921/044/large/jonathan-bogart-checker1.jpg?1521585966 https://cdna.artstation.com/p/assets/images/images/009/921/046/large/jonathan-bogart-checker2.jpg?1521585907 Huh, no image tags now anyway, here's a classic New York City sight
I could make a game out of that, and better than surviving mars
"Tree God" https://i.redd.it/fayj1gmco0n01.jpg theme https://www.youtube.com/watch?v=A5XcVj_HAjw
I waited so long for that game, and then it disappointed me
https://i.imgur.com/6DrjrnU.png Learning Fusion 360, so decided to model the calipers I bought a while ago, so far loving the workflow as it's all parametric and there's no need to mess around with edgeflow or worry about topology in general...
Talked with Chris Cook from Framestore today. Cool dude. He liked some of my stuff. Didn't show him the dick simulation, didn't want him to feel inadequate.
if it's just going to be a static render with no animation or rigging required, you could duplicate the geometry and scale it up slightly in normal space, invert normals, turn on backface culling, then you have a cel-shaded outline look. not sure if that's what you're going for but that would be one way to achieve an outline look
How would I go about pursuing a career, is there some specific discipline I should be going towards? A lot of stuff I have read about it was rather discouraging, I do live in Germany though, I'm not sure about the options I have really. Next to fashion and bicycles its truly the only other thing I've grown passionate about, I've been toying with the idea for years but never committed any time to it until the beginning of this month. Modelling was very enjoyable so far, haven't gotten around to UV Mapping and texturing.
Anyone have tips on blending parallax and tessellation together? https://files.facepunch.com/forum/upload/157900/0d84af9d-9b5f-4036-b7f7-b2c5b22b1089/Grass_Blend.jpg I like how the grass is looking so far, I'm using parallax to make it quite bumpy and soft (although its too soft right now) and then using vertex painting to blend it, with a flat dry mud and a wet mud with a lot of craters and ditches in it. Right now though there's a lot of floating going on with the parallax. Also I'm getting some banding across the grass (you can faintly see that on the left near the stone). SO any help would be great!
I switched from Maya to Blender two weeks for work, and I'm impressed by how quick I picked it up after not using a 3D package for few years. All I'm doing is mass product mock ups so not that impressive I guess. Still need to figure out how I'm going to fill this though, any tips would be appreciated. https://files.facepunch.com/forum/upload/242032/e32d9c74-43a3-4d8c-9e56-f98ce2278855/untitled8.jpg Also I'm Airdoo, I rushed typing my name and now have to work to get the 200 coins
http://i.picpar.com/KFIc.png Did a quick render and composition of a space pump I'm working on.
While not necessarily 'art', here's a package design project I recently finished up https://i.imgur.com/kAz5VkZ.jpg
Didn't have a bunch of time but here's my progress since yesterday. https://files.facepunch.com/forum/upload/465/c343c542-e2b0-4de1-bd33-738c344f6b55/Render2.png
That's Kubrickian as shit what with the strong primary colors and the cylindrical, minimalist design.
I'm flattered! 2001 was one of my big inspirations, and I'm taking the same kind of "understand first then bend the rules" approach he used to nail the feel of space.
Modeled architecture, terrain, trees, and some minor props in Blender, rest of the stuff is from Fallout 4. Inspired by French and Ionic architecture. https://files.facepunch.com/forum/upload/216541/b77f0f1a-ec6e-4f4d-bc35-2252df710dc7/fallout_paris.jpg
Haven't had nearly as much time to model as I'd like, but I've made a number of improvements to topology as well as started refining/replacing elements based on hours of studying real spacecraft and pumps. The big hooks for simply tethering yourself to were overkill. Now I've got railings and small hooks based on what's actually on the ISS. Any feedback would be appreciated! https://files.facepunch.com/forum/upload/465/cbfbcc24-d364-4770-b32c-177d0a44dcc0/Render3.jpg
God damn dog, thats some sick hardsurface modeling Did a quick sim over the weekend Jakob Appleby on Instagram https://files.facepunch.com/forum/upload/1213/cb672824-3956-4bad-ae21-bdeae527b374/knitpull.mp4
https://www.youtube.com/watch?v=6-VQMCCeBY0&t=0s Nice
Gun #30231 https://cdnb.artstation.com/p/assets/images/images/010/033/843/large/stefan-engdahl-m1917-2.jpg More renders and all that jazz: https://www.artstation.com/artwork/zl1x2
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