Digital 3D Art v14 - I make a living modelling dongs for second life edition
838 replies, posted
coins
F9 rocket made from part models in my game
Kitchen stuff
post ur dong sims
Dem some fancy hobs
Yeah, and quite a few other kitchen props. Uni assignment.
Some good stuff here, nice
what a dongdastic thread
I'm not skilled but I need coins.
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i arted
Now do the interior
Not keen on making the interior any more complex than this. Will probably focus on external details and textures.
Oh and the rest of the fucking kitchen. Fuck
I almost feel bad that it has nearly been a year since I sat down and made my last proper model (outside of the silly coins). I did go to sit down and make a motorbike a month or so ago but I got as far as the wheels and couldn't be bothered to continue
hi dad
Probably not. Despite having done 3D shit for 1/3 of my life, I sorta suck at the basics of modeling / texturing. This one will be textured in a simple manner.
Sketchfab embeds now!
[sketchfab]e2b4e8af5f614eb79fe86fde0bee1fb4[/sketchfab]
[url=https://sketchfab.com/models/e2b4e8af5f614eb79fe86fde0bee1fb4]Fallout Radiation King TV Set[/url] by [url=https://sketchfab.com/quaz30]quaz30[/url] on [url=https://sketchfab.com]Sketchfab[/url]
I don't really know fuck about topology. Critique this shit.
I made a 38 special round yesterday, I'm kind of using it for scaling on a custom revolver that I've been trying to figure out the shapes for.
personally i'd come at that topology like this:
also, just wait till you get to the point where you're fast enough to model all of that in an afternoon. That's when modeling fun really kicks in
Oh thanks, that's a nice way of doing it.
https://files.facepunch.com/forum/upload/1641/26b6dc35-ee89-4541-8a43-461a7977947d/revolv2.png
My first own scene, struggled really hard getting the metal on the cylinder anywhere near right.
If you're just doing still CG renders and not real time, you can crank up the smoothing on that cylinder, it looks a little sharp on the indents. Look up the BRDF of the material you're trying to render too and for metals, look into anisotropy (stretched reflecitons) - that will help your materials look better.
Skull mask I made for a 3D game engine.
https://files.facepunch.com/forum/upload/159629/0cca117c-dd91-4b59-ab19-9a0180c214d9/preview_skull_mask_01b.jpg
It has no power plug on the backside...
My first ever 3D model that I didn't follow a tutorial for.
https://files.facepunch.com/forum/upload/110080/f17c8f9d-ffe9-439c-bce1-ab01bfa2cc7d/image.png
Source image.
https://files.facepunch.com/forum/upload/110080/96ef388e-fbbd-4e48-8e7e-199b2602a5dd/image.png
It's a bit shit, I could definitely improve it but a good start I suppose. I'm trying to learn because I was thinking of using rendered 3D models in my game like so.
https://files.facepunch.com/forum/upload/110080/42f31699-64c5-43b5-b4af-81cc5cdb7a1c/image.png
I kind of like the idea because old games used to use a lot of rendered images, usually in backgrounds but hey.
It would also simplify the process somewhat(stress the somewhat), save me drawing 4 separate 2D sprites for every character(mirrored) plus all the animations. I was thinking with blender I can probably just write a script to take a picture of a player model from 8 different angles for each frame of animation.
is shitposting illegal yet
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