• Digital 3D Art Chat thread v13
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[B][IMG]https://dl.dropboxusercontent.com/u/170260716/Pictures/fp/d3dav13banner.jpg[/IMG] Digital 3D Art v13[/B] Last Thread: [URL]https://facepunch.com/showthread.php?t=1446269[/URL] New Discord: [URL]https://discord.gg/pgSdYxC[/URL] From previous OP: [QUOTE]Last thread [URL="https://facepunch.com/showthread.php?t=1446269"]https://facepunch.com/showthread.php?t=1446269 Consolidation after autolock came back Post your 3D work, WIP or finished, beginner or expert Post your models, textures, renders, sculpts etc and of course questions here. [B]NEW AND UPDATED Useful Links[/B] [/URL][URL="http://www.allegorithmic.com/pbr-guide"]Guide to PBR material creation[/URL] [URL="http://collidervisuals.com/guide"]Guide to Arch Vis in UE4[/URL] Older useful links and such [URL="http://steamcommunity.com/groups/3Dart"]Steam Community Page[/URL] - is this active? [URL="http://facepunch.com/showthread.php?t=1250064"]Previous Thread[/URL] [URL="http://www.moddb.com/tutorials/beretta-9000-video-tutorial"]Beretta 9000 video tutorial[/URL] - 4 hours long video tutorial on plane modelling a pistol in 3ds Max. [URL="http://wiki.polycount.com/"]The Polycount-wiki[/URL] - a catalog of information aimed at artists in game development, whether professional, student or hobbyist. [URL="http://www.nextgenhardsurface.com/index.php?pageid=racer445"]Texturing tutorial[/URL] - learn about observation, structure, shape and frequency. Some text and a ~60 minutes long video. [URL="http://www.polycount.com/forum/showthread.php?t=56014"]How u model dem shapes?[/URL] - hands-on mini-tuts for mechanical sub-division modeling. [URL="http://www.3dtotal.com/ffa/tutorials/max/joanofarc/joanmenu.php"]Modeling Joan of Arc[/URL] - tutorial on modeling, unwrapping, texturing and skinning a character in Max and Photoshop. [URL="http://vimeo.com/11052708"]A Comprehensive Look at Hard Surface Modeling for Video Games[/URL] - video tut on high/low poly modeling, unwrapping, and baking. - PM me if you know of a tutorial or whatever that is worthy of this list. [banner later] some recent stuff from me- current work related project, in UE4. 10m polygons to whittle down to something manageable [URL="https://40.media.tumblr.com/1a5386094a5b3bf79f5e325b52d999f4/tumblr_nhw1mmaBiF1tqu7tco1_r1_1280.png"][IMG]https://40.media.tumblr.com/1a5386094a5b3bf79f5e325b52d999f4/tumblr_nhw1mmaBiF1tqu7tco1_r1_1280.png[/IMG][/URL] current pet project recreating something so I can start fiddling with some different hard modeling techniques (forehead plate was refined to test but I want to block out the full model first). Also considering moving to Autodesk Inventor Fusion 360 to model it for the sake of learning that [URL="http://41.media.tumblr.com/358e18dc40e3fe6e060213bae6766ef7/tumblr_nhuan3c7IL1tqu7tco1_500.jpg"][IMG]http://41.media.tumblr.com/358e18dc40e3fe6e060213bae6766ef7/tumblr_nhuan3c7IL1tqu7tco1_500.jpg[/IMG][/URL][URL="http://i.imgur.com/BpixhXB.png"][IMG]http://i.imgur.com/BpixhXB.png[/IMG][/URL] a ring render for a potential jewelry client [URL="https://40.media.tumblr.com/cd7f45e28e4908da16aee6299a469117/tumblr_ndvepxyHQ81tqu7tco1_1280.png"][IMG]https://40.media.tumblr.com/cd7f45e28e4908da16aee6299a469117/tumblr_ndvepxyHQ81tqu7tco1_1280.png[/IMG][/URL] and a hospital proof-of-concept for another potential client, played with lighting for the sake of experimenting [URL="https://41.media.tumblr.com/62f187088fabd251d927ba0a9fccb83b/tumblr_nd52g1t4zr1tqu7tco1_1280.png"][IMG]https://41.media.tumblr.com/62f187088fabd251d927ba0a9fccb83b/tumblr_nd52g1t4zr1tqu7tco1_1280.png[/IMG][/URL][URL="https://41.media.tumblr.com/a45dfc661ecb9a5737d8cf0db889556c/tumblr_nd52g1t4zr1tqu7tco2_r1_1280.png"][IMG]https://41.media.tumblr.com/a45dfc661ecb9a5737d8cf0db889556c/tumblr_nd52g1t4zr1tqu7tco2_r1_1280.png[/IMG][/URL][URL="https://41.media.tumblr.com/b1ba24f057cfb9f8ec50807d43679717/tumblr_nd52g1t4zr1tqu7tco3_r1_1280.png"][IMG]https://41.media.tumblr.com/b1ba24f057cfb9f8ec50807d43679717/tumblr_nd52g1t4zr1tqu7tco3_r1_1280.png[/IMG][/URL] feel free to repost some stuff from the end of the last thread to get this kickstarted, you're in view of the public now[URL="https://facepunch.com/showthread.php?t=1446269"] [/URL][/QUOTE] New stuff from previous thread: Trilby Harlow's ridiculous train project: [QUOTE] [URL="https://puu.sh/srozo/7b5f1aa9f8.png"][IMG]https://puu.sh/srozo/7b5f1aa9f8.png[/IMG][/URL] [URL="https://puu.sh/srotR/c30f5021d2.png"][IMG]https://puu.sh/srotR/c30f5021d2.png[/IMG][/URL] [URL="https://puu.sh/srouK/319ee74266.png"][IMG]https://puu.sh/srouK/319ee74266.png[/IMG][/URL][/QUOTE] ZombieDawgs did some stuff: [QUOTE][URL="http://i.imgur.com/n3HI0QP.jpg"][IMG]http://i.imgur.com/n3HI0QP.jpg[/IMG] [/URL] [URL="http://i.imgur.com/dD4Hfgs.jpg"][IMG]http://i.imgur.com/dD4Hfgs.jpg[/IMG][/URL] [URL="http://i.imgur.com/8QILvSZ.jpg"] [IMG]http://i.imgur.com/8QILvSZ.jpg[/IMG][/URL] [URL="http://i.imgur.com/7NfPUtH.jpg"] [IMG]http://i.imgur.com/7NfPUtH.jpg[/IMG][/URL] [/QUOTE] And zerosix finished his lab scene: [QUOTE][URL]https://www.artstation.com/artwork/wynWg[/URL][/QUOTE]
Following on, Trilby; I know you're upset at the program but I think you're overreacting to it a little bit. Everything has its flaws but Maya isn't the devil child of 3d.
[T]http://img08.deviantart.net/e792/i/2016/333/b/e/ford_econoline_by_renakryik-dapzpne.png[/T] Here's a van I made to go with the wagoneer I posted earlier :3 [URL]https://skfb.ly/WMXI[/URL]
[QUOTE=ZombieDawgs;51446979]Following on, Trilby; I know you're upset at the program but I think you're overreacting to it a little bit. Everything has its flaws but Maya isn't the devil child of 3d.[/QUOTE] Well the vray troubles aren't anything to do with maya, and i'm going through them in blender or maya, i'm just lost for what to do. I've had a few folks who work as lookdevs/render artists come by and go "i don't even know why this isn't working, i've rendered crazier stuff on a similar machine". 6 million triangles isn't unreasonable at all, and when the default subdiv setting is set to 256 as the reasonable lowball setting, and it only [I]works[/I] at 8, something's wrong. Maya is absolutely the worst thing in the world though. It shouldn't take 12 seconds on average to check a single tickbox in a single material, per checkbox or dropdown menu. There's some stupendous bullshit i've encountered just trying to put textures on a thing, but that's over and done with. This is something else entirely
If all else fails, render it with the [I]A Pen Rendererâ„¢[/I] [img]https://puu.sh/sxLUw.png[/img] I just tried this renderer and i don't seem to be running into any RAM limitations, however it's sort of slow and the accuracy is dubious at best. Still not sure what's up with the odd artifacts I'm getting (not to mention the vertex distortions)
I don't think it's fair to say you wont be taken seriously in your reel just because of the renderer you decide to use. Cause, if you won't admit that your awesome model was built in Blender/Cycles, then you would have to lie and say you made it with [I]Maya[/I]. :sick:
nothing wrong with ye olde model made in maya
Updated the op, if there's anything else you'd like up there feel free to pm me.
put my Woody model from like 2009 in the OP [editline]a[/editline] fuck u wrath
I just finished up a N64 Controller model, although I forgot to model the cord so it's a special wireless version now. This was mostly me practicing hard surface modeling and learning how to UV unwrap in 3ds and then learning how to use Substance Painter after that. I rendered it in Substance because it was really easy to do and doesn't look half bad, although now I'm noticing the smoothing error above the D-pad. The overall shape of the controller isn't exactly right, but it's pretty close. Eventually I got tired of making small adjustments to all the curves and wanted to move on to texturing. I didn't let the bottom view render as long, so it's a bit noisy. [thumb]https://scontent-atl3-1.xx.fbcdn.net/t31.0-8/15289220_10155512852694689_430700199761864434_o.jpg[/thumb] [thumb]https://scontent-atl3-1.xx.fbcdn.net/t31.0-8/15195938_10155512852719689_4872156062090156676_o.jpg[/thumb] [thumb]https://scontent-atl3-1.xx.fbcdn.net/t31.0-8/15304105_10155514845974689_5950439933840498530_o.jpg[/thumb] I suppose the next thing to learn is how to bake a high poly model onto a low poly one.
Looks nice other than the analog stick indent losing its form and a bit of pinching
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vray subdivs basically what's happening is that maya goes to subdivide the model and package it up for Vray to use internally, and it just eats up all the memory and bricks the computer. Vray needs incredibly dense geo to light properly, down to one face per pixel basically, so maya needs to subdivide it like mad to ship out to vray. It [I]will[/I] render, but only if you take the subdiv level down to a maximum of 8, from the default of 256. So the default setting is a maximum limit of 65,000 triangles per original triangle, and i cut it down to nothing, and it ain't pretty [t]https://puu.sh/syIOA/eae9216bb0.png[/t] And my setup is fine. I had a professional render artist come by to make sure i didn't fuck it up and he toyed with it a bit to try and optimize it. Today's gonna be a blender vray vs cycles tribunal, see which sucks the least and doesn't blow up my computer
why does vray need one face per pixel to light properly? i have limited experience with it and it's a terrible renderer but i haven't experienced this (get corona and one click your way to the rendering master race)
Can't vray do pixel density subdivision like was recently added to cycles? Or is that already what you're doing?
[QUOTE=DOG-GY;51451870]why does vray need one face per pixel to light properly? i have limited experience with it and it's a terrible renderer but i haven't experienced this (get corona and one click your way to the rendering master race)[/QUOTE] Is corona PBR and blender friendly though? I don't have the time to learn to re rig the entire thing in 3ds or maya, or retexture it to be renderer friendly And it technically defaults to 2 or 4 pixels per edge. I don't know why it [I]needs[/I] to do that but it does. See pictured result as to why. [QUOTE=WrathOfCat;51452002]Can't vray do pixel density subdivision like was recently added to cycles? Or is that already what you're doing?[/QUOTE] It basically dynamically subdivides your meshes based on screen space to give the best lighting for any given area in any given frame to get the best result with the lowest cost. It works pretty good when it doesn't need so much mesh it melts
[QUOTE=Trilby Harlow;51452177]Is corona PBR and blender friendly though? I don't have the time to learn to re rig the entire thing in 3ds or maya, or retexture it to be renderer friendly And it technically defaults to 2 or 4 pixels per edge. I don't know why it [I]needs[/I] to do that but it does. See pictured result as to why. [/QUOTE] Fairly sure Corona is PBR friendly, and it has a V-Ray to Corona converter built in. Should be as simple as converting and rendering. That said, you'll probably run into some issues - you're using a computer after all, and computers love to hit you with those long combos of issues.
Corona is not for Blender but it is a path tracer with PBR shaders, more accurate than vray out of the box and MUCH faster now. Synced to Substance to boot. I have not seen anything about "pixels per edge" with vray tbh. I've rendered very low poly stuff that comes out just fine. This looks more to be a setup related problem.
[QUOTE=DOG-GY;51450892]Looks nice other than the analog stick indent losing its form and a bit of pinching[/QUOTE] Thanks! I had a lot of trouble with that analog stick indent, and that was as good as I could manage. I also just discovered the swift loop tool in 3ds, which would've been really helpful while making that. It always amazes me that I can spend so much time doing something then discover some hotkey or tool that makes the whole process significantly faster. Could anyone recommend any good videos on hard surface modeling in 3ds? I believe I'm starting to get the hang of setting up control loops, but I'm still struggling with terminating loops and eliminating pinching. Most of what I've learned has just been the hard way of moving vertices/edges around and constantly toggling show end result to see if it still pinches.
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[QUOTE=DOG-GY;51452377]Corona is not for Blender but it is a path tracer with PBR shaders, more accurate than vray out of the box and MUCH faster now. Synced to Substance to boot.[/QUOTE] Well if i can't render it "in" blender, i can't animate it, which is the trouble
Hi guys, I'm looking to contract somebody to create some simple character models and animations for a VR game. If anybody is interested please give me an add on Steam so we can chat about specifications and compensation (paid gig, no coupon bullshit or anything like that). Thanks! [editline]1st December 2016[/editline] Alternatively, any advice for finding artists? I'd really like to find somebody on Facepunch, but failing that, can anyone point me in the right direction? Where do you go to find good freelancers?
What if you just rented a renderfarm or something?
[QUOTE=srobins;51453606]Hi guys, I'm looking to contract somebody to create some simple character models and animations for a VR game. If anybody is interested please give me an add on Steam so we can chat about specifications and compensation (paid gig, no coupon bullshit or anything like that). Thanks! [editline]1st December 2016[/editline] Alternatively, any advice for finding artists? I'd really like to find somebody on Facepunch, but failing that, can anyone point me in the right direction? Where do you go to find good freelancers?[/QUOTE] [url]http://polycount.com/categories/freelance-job-postings[/url] could be a good shout sadly there's not that many people here on FP that do character art
[QUOTE=WrathOfCat;51453639]What if you just rented a renderfarm or something?[/QUOTE] Kind of an unnecessary solution to a problem that surely can be fixed in a less expensive way.
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Doesn't VRay have something like Arnold where it smooths at render time? [url]https://tarjep.wordpress.com/2011/09/03/how-to-use-3-smooth-efficiently-in-vray-for-maya/[/url]
So, uh, not sure where else to ask about this, you all feel like a good bunch I was using Paint Effects in Maya for some grass, worked like a charm. Saved, opened the file - now every single brush stroke has collected to one spot. [t]http://i.imgur.com/awRxa6V.png[/t] Did I fuck up? Did Maya fuck up? [editline]1st December 2016[/editline] Looks like I managed to save it thanks to autosaves. Something somewhere snapped, but I've no idea what.
been trying to get render to texture with vray working for days now i really love this renderer trump renderer
[QUOTE=DOG-GY;51455652]been trying to get render to texture with vray working for days now i really love this renderer trump renderer[/QUOTE] I'm really happy corona supports render to texture now.
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