265 replies ·
posted July 27, 2017 2:15am
Starting this so I can keep myself accountable. I want to get better at 3D modeling and I need an external force to keep me going.
Nothing spectacular, but it's something. The first modeling exercise: https://skfb.ly/68ExD
Welcome! You've come to the right place, looking forward to the stuff you'll make 😊
Welcome :) , I second what Laura said :)
Working on a wing concept. Here's a feather from the top-ish side.
Same from the bottom-ish side.
Critiques are welcome.
Here's my wing concept fully modeled in Blender. Critiques are welcome. https://sketchfab.com/models/4376c5793d3941f1a1c1ef9c2989b604
Basic shaders applied to wings. There are 2 different types of black metal-esque shaders. 1 red metal, and 1 red emissive shader. Going to add something, like scratches and scuffing to the metals.
I don't know what that weird artifact is at the top right of the wing. Any help is appreciated.
An interesting and cool concept :) , not sure about the artifact though , hard to say what it is....
Thanks! Something in my gut tells me it's either a lighting related thing or maybe some weird geometry thing. Not sure yet, but I'll mess around with things and see what happens.
Interesting. For "Artifact": There seem to be a couple of objects in the outliner with "visible" turned off, but "render" still on. Maybe one of those.
I'll check it out. Thanks!
I figured out what that darn artifacting was. You can find it here, but basically I had hidden faces where the edges were right on top of each other. Fixed it and everything's alright now. Set me back a bit, but hey, it's a learning process lol.
Kind of hit a wall with the wings, so I'm now working on the boxer rigging exercise.
I, uh, went a tad overboard with the rigging, but I wanted to make sure you could move everything (and possibly expand this into a bigger project). I am familiar with rigging and skinning, just not in Blender.
Aaaaaaaand this, like my sketchbook, has been dead for a while. But, over the next few months I'll be taking part in the Artstation Challenge "Beneath the Waves" and have already done the concept stage. You can find my sketchbook here. Most of the concepts should be on there.
I have chosen the concept below for the Game Character Art (real-time) section. It doesn't look the most impressive, but I'm hoping that the scales refracting light into a rainbow would not only look cool but be possible in a real-time render engine. It's based off the sunbeam snake, not a rainbow snake as I've mistakenly said before. I was confused. Maybe I'll add more jewelry items, like piercings in the tail fin.
Critiques/advice is welcome.
Okay, good grief, I am inconsistent af.
I dropped out of the Artstation contest because I wasn't learning fast enough to be able to put my best foot forward. C'est la vie.
Instead, I made a Melvin with a perky butt https://sketchfab.com/models/b38368d46c4e4afd93de376536f5ef75
Critiques are welcomed.
I can't decide which setup I should go with for a hammered metal look. Both are plausible, I guess it's just how subtle I want it to be.
i'd say first one. the second one looks more like craters. i'd maybe try to break the voronoi texture a bit on the first one too.
Something a little closer to the hammered metal look I want, but I can't seem to find an easy way to soften the really harsh edges, like in the dark part of the eye. I think if I can figure that out, I'll be done! Anybody have any suggestions?
went back and looked some reference.
notice that the the effect becomes stronger mid to side and then vanishing again fresnel is affecting the reflections.
Fresnel! How could I forget the Fresnel? Thanks for double checking!
New and improved! With Fresnel!
no problem, i've found myself with the hard way that if not looking refs again, memory will screw you up. :D
I'd do quick bracelet and try with that how it looks, with the cgcookie ball while its great to try out materials, sometimes doesn't hold up when used in the actual item. atleast now my eyes are trickin me. thats its again too subtle. :D
Yeah, I hear ya. My next step is to model out some different objects and see how the material is reacting with the different forms. Thank goodness for node groups and appending!
Testing out my hammered metal shader on something other than the totem. Not bad, might have to tweak some more.
I've been inactive the past couple of months, and that was because I was helping my dad work on a house. The internet there was like sucking a triple thick shake through a coffee straw, but c'est la vie. I'm taking part in the Vehicle Modeling class to get back into the swing of things.
First, modeling the airplane from the Intro to Hard Surface modeling is kicking my butt! Just one part of a 3 part homework assignment. I've never done hard surface modeling in this way before, so this is challenging.
Modeling with Primitives - homework part 2
This was a lot of fun for me having constraints to work within. I had lots of ideas, but I thought a garden would be the most successful. I would've like to put more stuff in it, but that damn grass took for-freaking-ever, so I moved on. At least it doesn't look overly barren. Might poke at it a little more and add more things.
Vehicle - Dodge Challenger, homework part 3
I like Challengers, and I thought the body would look really cool with the custom paint job.
References for the stripes.
Update to the Challenger:
An old WIP if anyone has been following along on the class thread, but this is my second attempt, and a much better attempt.
Sweet back bumper!
Some terrible pinching at this corner....
...that I kind of resolved. Kent suggested to apply the subsurf and just sculpt out that pinch. After several days of figuring out a solution, I'm going to roll with it, at least until I get the other aspects done and take a fresh look later.
silentheart00 Glad to see you still going at this after the class has finished, really looking forward to the finished result!
thecabbagedetective Thanks! I have to finish this because I think the paint job would look so cool, and I could really use this in my portfolio. Onward!