• Digital 3D Art v14 - I make a living modelling dongs for second life edition
    838 replies, posted
Thanks! The cushions are just low poly boxes with the subdivision surface modifier applied to them, which seems to be the equivalent of turbosmooth in 3ds Max. Here are some screenshots of what they look like without the smoothing on them: https://files.facepunch.com/forum/upload/112443/93c015a3-db2c-49e0-813f-c053b365f2e5/couch.jpg https://files.facepunch.com/forum/upload/112443/b96eead4-742b-48c4-8272-0b7c7fd7f794/chair.jpg I did the carpet with particles, essentially just following this tutorial I found on YouTube and setting it to be 1,000,000 particles for a decent density. https://www.youtube.com/watch?v=k6ABUctjGRo
1st pass on the textures, reduced the edge wear a bit and made the metal less cloudy, but still going for a considerably worn look considering the setting it takes place in. C&C pls friends https://files.facepunch.com/forum/upload/223224/d2f458f7-4cf9-460b-94a5-b086401313a5/screenshot004.png https://files.facepunch.com/forum/upload/223224/945d4472-c0d4-4060-b300-6322c6fe3d03/screenshot003.png https://files.facepunch.com/forum/upload/223224/10ed909d-6975-4852-843e-09d431b98a82/screenshot002.png
Looks much better. I'd play around with the texture on the cover of the laser, though. The compartment on the top in the front. It looks really bumpy compared to everywhere else and the normal map seems cloudy, looks like it's made out of plastic yet it has metal edge wear. Also, maybe you could try adding multiple layers of finish that are warn warn off, like this: http://www.thefirearmblog.com/blog/wp-content/uploads/2015/06/XEM16E1-920x690.jpg It might add that really warn out look you're going for without making everything too noisy. Edge wear might also look a little better if it were brighter, like on the rear handguard retainer on the above AR-15. In all, it's looking good, though.
some more WIP! https://i.imgur.com/TK3iCi8.jpg https://i.imgur.com/wz0rRCx.jpg It's gona slow down here soon once I get to more complicated pieces. Right now it's just a lot of replication across similar assets.
https://www.youtube.com/watch?v=BnajFHSf13w It is done! 6 days baking, 7 days rendering, 410GB cache. Wish I could have done more but in every step of this I hit my max RAM.
I was about to make a dumb joke about how you spent all that time on it and there "isnt even any music"... then I turned my speakers on. Its so awesome dude, its got me excited for a future where I'll have the time to learn how to do stuff in this vein. I might be totally missing the point, but have to ever baked (?) any of this into a runtime scenario?
https://youtu.be/5t0cNuC-YQs First new forum post! Gotta show you some shader stuff, I made some nice looking glass.
Oh what the fuck, that looks too damn good
That looks great! I gotta ask what software is that and what do you use it for? Testing shader code? Seems like a great tool.
This shader looks damn good. I'd have loved to find something like this for my latest pack. I managed to create one wich fake the effect but that's not the best. We finished our alchemist interior room thing tho. It got published on Unity asset store. (http://u3d.as/16Sy) Been fun to do, it lacks some dust there and there but i'm pleased with the overall look.
Holy shittu! Is there anything there you didn't make? I want your babies! (the ones in jar)
That's our proprietary UI software Kanzi Our clients are many different car manufactures and suppliers, who create awesome digital clusters and IVI's with it. Maybe in ten years time that shader can be run on an embeded car SOC.
Well, babies are the only thing I did not personnaly made on this pack (babies and skulls). Those are my roomate creations. I've only retopologized and textured them. He is far more comfortable on organic zbrush stuff than me... I did all the rest, from modular walls to furniture and props with home-made scanned-with-love materials.
https://puu.sh/A1NHg/27acd895fc.png Borp
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https://cdna.artstation.com/p/assets/images/images/010/289/610/large/adam-ridsdale-laershot1.jpg?1523622949 Finally finished this up, started it September last year but had to wait a few months for animations haha. The guy who modelled the original LAER for F:NV has seen it and commented too, really cool https://www.artstation.com/artwork/Z4PKw
I love it
made another low poly thingy y, https://files.facepunch.com/forum/upload/237215/086165f4-9dd8-46f0-a813-f2f14f2e99e2/_-export.gif https://files.facepunch.com/forum/upload/237215/6267b360-db4b-4064-adae-75b712d63e21/_.gif
@HappyHead try to use color not only as a means of breaking up the primary forms into detail, but also to define shading cues. Using the morph target from the video I shared earlier, I've simulated a braid in Marvelous Designer. Sure was easy 😬 http://i.picpar.com/DtKc.jpg
Ok so after talking with the 3d discord, apparently everyone would like to texture commieball, so in the spirit of the glorious dictatorship of the proletariat, i declare commyball to be the people's asset, free for all to use. https://files.facepunch.com/forum/upload/228931/f1c3b389-4cf4-4c6a-9165-52bcacd57e35/commieball.png Commie Ball Folder Just be sure to credit/link to me if you ever show the thing publically, links are included in the readme. Enjoy, comrades.
Houdini is so much fun! https://files.facepunch.com/forum/upload/223788/baec103f-fd23-4b4f-be01-b06759bd9604/Untitled-1.mp4
@weedconnoisseur have you messed with VDB much?
So i was looking at stubby, and the motor was obviously too far forward. I was going off of a rough estimate of the chopped wheelbase mentioned on the write up hot rod did on it at the time, so that's accurate. I have the spring length from the shop manual, so that's accurate. I was wracking my brain as to why the motor was 4-5 inches too far rearward, and then i noticed this https://puu.sh/A3Xc8/461c6078d8.jpg And imagine that, it's just about 3 and a half inches off. Kill me.
I'm pretty horrible at modelling, but a few weeks ago I dumped a lot of old models to Sketchfab. Here are some that I thought turned out pretty well: https://sketchfab.com/models/f4e2c262ed4e456484f232d6afa99629 https://sketchfab.com/models/052d76ff8adc4887b818bd06899458b8 https://sketchfab.com/models/cf4cc4280ebb4ab6979f2dac248a436d https://sketchfab.com/models/1b6bff8fa38d492dbae3ca66a89fbd83 https://sketchfab.com/models/16f73c5b68fc4d1996e7602a813b0946
How did you accomplish the water glass ones?
Looks like its made after this tutorial. https://www.youtube.com/watch?v=YgwKPP2ZEjI
Made a Paper Mario enemy for someone. https://orig00.deviantart.net/aeca/f/2018/106/f/3/koopatrol_by_blueflytrap998-dc8yzdt.jpg Also remade the hall from the beginning of Dark Souls for a thumbnail that I ended up cropping nearly all of it out of. First time doing environment modelling. Was a nice change of pace. https://orig00.deviantart.net/d628/f/2018/083/3/f/black_knight_redux_by_blueflytrap998-dc6t7oh.jpg https://orig00.deviantart.net/5e09/f/2018/082/9/6/shbrygnrbsfc_by_blueflytrap998-dc6oeuz.jpg
I wanted to test out Blender's capabilities in texturing and also modeling hard surfaces, came up with this https://sketchfab.com/models/39018aa44c0c474ea6f1585349264777
Feeling when you have no idea what to do: https://a.safe.moe/yTwuaSL.mp4
I just dig this one up from a long time ago, completely forgotten. Think it was like 5 years ago I made it, so maybe it's time to make a remake of it? The original was 8K size so you could see the character that Charon (symbol) guides through the river of Styx. I was a bit obsessed with Dante back in the day. https://files.facepunch.com/forum/upload/58145/35757964-e36c-463c-b6f9-6274627d5963/4442434.jpg
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