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🧵 Untitled Thread

Anonymous No. 842189

How can i improve this shit... it feel sso unreal...

Anonymous No. 842191

>>842189
Yikes

Anonymous No. 842193

reference photo?

Anonymous No. 842194

if you are modeling without reference photos, I can't help

Anonymous No. 842203

>>842194
>>842193
This is absolute bullshit, what is it with 3D artists being incapable of giving any kind of feedback without seeing the reference? If you can't compare pixels like a monkey you can't come up with anything to say?

>>842189
You have flat shading on the screen, make it smooth. Screen is too matte and non reflective, fix it. Direction of wood grain is unnatural, look at how objects with this type of material are built. You just applied the texture to a beveled cube. I see an unpleasant lack of symmetry on those white borders, fix that and please don't be lazy. Edges are not straight either. It looks like you're just applying simple shaders directly in your 3d modeling program. Ideally you should learn Substance or a similar texturing software to bring this to another level. But you could still improve it at least by having some roughness variations across the surface. You can do those with masks. And the asset could definitely benefit from some more details, it's too barebones and boring looking atm.

Hope it helps, keep it up, we all have to start from somewhere.

Anonymous No. 842221

Wood is shining too much

Anonymous No. 842239

>>842189
You can use reference next time.
Any time you go to model something, get as many images as you can possibly think of from every angle. They don't have to be the exact same model or object, just details and stuff that are present in what you want to model. This applies for imaginary stuff too, just about anything you can think of can have something for you to reference in real life. Imaginary creatures still have anatomy, and space ships are still made of parts.

Unless you're doing something stylized, you're going to have a hard time replicating anything without reference, in any art field.
It's just how brains work. They fudge details when you remember something.

That's the biggest thing that'll make the biggest difference.
As for what's presented here already....
>>842203
Pretty much gets the main points. You're using flat shading, your UV unwrap is pretty bad with visible seams and weird flow (look at the wood grain and how they're going in all sorts of directions).
The TV has all of one point of interaction, are people supposed to just use the one button? Sony logo isn't their actual logo, and is just the word "Sony" on a weirdly shaped rectangle. Screen should be way more glossy as well.

Just keep going anon. You'll get there. Just use references next time so you can compare yours to what exists.

Anonymous No. 842251

>Edges too round, everything looks too subdivided
>No normal map details on the wood, edge wear, or even anything that resembles actual details of certain materials
>Improper lighting
>Lack of shadows
>Messed up glossiness/specular maps makes everything too shiny and fake looking
>No actual detailing baked or even modelled into it
>"Sony" text is just a superimposed mesh text with no materials

Better off redoing the entire thing and making the textures in substance. If you dont have it, get it. Its paid but everyone pirates it. Just go to youtube.

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Anonymous No. 842287

>>842193
>>842194
>>842239
reference used

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Anonymous No. 842288

>>842239
>>842251
My current shader for the wood

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Anonymous No. 842290

>>842287
you need more reference photos

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Anonymous No. 842291

Anonymous No. 842292

>>842290
The one in bootom left looks similar to mine... Anyway, ican get even 100k photo of reference, if i don-t know the workflow and how to do shit, i can-t get better... Can you suggest please a series of tutorial about the work to do? I'm begging you

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Anonymous No. 842293

>>842292

Anonymous No. 842294

>>842292
There you go, free series how to make game props. I didn't have to beg people to teach me basic things when I started out, you literally just google it. I help you now but please don't be lazy because you're NGMI for sure with that attitude. This field requires some autism and a stupid amount of will power, if you don't have it give up immediately and dodge all the pain the future will bring.

https://www.youtube.com/watch?v=-Dau5_O8gj0

Anonymous No. 842297

dimensions 32.5ʺW × 21.75ʺD × 45ʺH

Anonymous No. 842298

>>842189
What software is this?

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Anonymous No. 842299

please don't give a troll sincere feedback. You're just wasting your time.

Anonymous No. 842303

>>842189
The issues that inmediately make me think it's a render
>Sony font
Buy or pirate (Yes, it's a paid font) the logo's real font, use that
>Seams
TVs weren't built out of a single block of wood, there were small but noticeable gaps between panels
>Only one unlabeled knob
Either go with only buttons, or put both the volume and channel knobs, and label them
>Curved borders
This one's last because my memory is not the best, i don't remember seeing a tv have curved edges, or at least curved edges this pronounced

Anonymous No. 842317

>>842189
smooth shade you damn glass,
wood grain in your panel should bot match the outside.
If your not using a HDRI, use one.
Use a Normal map ith your wood, or if you do, make it stronger.

Anonymous No. 842358

>>842189
Post in the WIP thread idiot.

>>842203
You should always use references. Period.

>>842298
Blender as used by an absolute beginner.
You can tell because he didn't even modify the default grey Global Illumination.

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Anonymous No. 842400

here's a zenith tv i modelled and textured in like an hour recently as a background prop thing for a UE5 virtual production

it's not a render it's literally a screencap from Mixer so excuse the lack of antialiasing lmao

Anonymous No. 842402

>>842400
looks almost as shit as OP's, congrats

Anonymous No. 842421

>>842358
>You should always use references. Period.
I never said you shouldn't, as a person making the actual thing. BUT, if you can't come up with any kind of feedback without looking at the reference somebody used, then you have a problem. Period.

Anonymous No. 842423

>>842400
Not sure what you're trying to say with this. Obviously you'll be quicker and have a better result if you're not a complete beginner like OP. That being said, it's quite obvious this was done in an hour, because the quality is pretty low, not something to brag about there. But it could work if it's far away in the background, like you say.

Anonymous No. 842436

>>842421
there is no way my feedback will turn this model into a realistic model of a tv, it's like polishing a turd, so I asked for reference photos.

Anonymous No. 842444

>>842436
Lol, no comment, this is beyond stupid. Okay, maybe you're incapable of providing it, I already did.

Anonymous No. 842445

>>842444
ok mr smarty pants

Anonymous No. 842476

>>842445
poo poo pee pee and a penis in ur butt

Anonymous No. 842484

>>842476
ok mr pooper

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Anonymous No. 842584

OP here, i have started all over again, and befor to proceed with materials, i want to ask if i have done some improvement, that's my work (i know i'm missing some switch and other knobs from the reference, add them later)

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Anonymous No. 842585

>>842584

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Anonymous No. 842589

>>842585
model all sides

back
https://cloud10.todocoleccion.online/vintage/tc/2019/09/19/22/176864925_159608767_tcimg_022848CD.jpg

Anonymous No. 842590

>>842589
I want to model the back for sure, but i don't want to do that extra layer on the sides cause i don't really like it...

Anonymous No. 842606

>>842584
Looks much better
>>842590
Not him but it depends on what you want, a generic tv or a 1:1 replica? if the former, go for it, some tvs were all flat, if the later, you need to replicate all details

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Anonymous No. 842680

Just a shifty background tv for lighting

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Anonymous No. 842699

>>842189
You have a severe lack of understanding of materials, surface texture and reflectivity. Your glass doesn't look like glass, the plastic doesn't look like plastic and the wood veneer and this is important, it has to look like veneer, doesn't look like veneer. If you want to go to the next step you have to understand how the thing is made for it to look real. The wood veneer for example wouldn't be a smooth texture applied all around, it needs to look like a material that is covering the TV, it needs to have seams and obvious lines where the veneer sheet was glued onto the surface.

First figure out surface roughness and reflectivity, because that is like 90% of what makes things look real. See how many different levels of roughness this simple clock has. The front clear plastic is super smooth, the top is half rough where it's plastic and partly shiny where it's fake wood. The buttons even have different roughness.

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Anonymous No. 842791

>>842699
Yeah, i think you're right, i tried with quixel mixer without texturing the screen and the result in blender is stil shitty as fuck

Anonymous No. 842795

>>842791
The black plastic is too reflective and the wood uv's are all fucked like the fron facing wood.

To make it simple just putting the camera in front of the TV select the wood frame you can see and hit u and project from view ian Hubert style, this will atleat show you how much better it can look if unwrapped correctly.

Anonymous No. 842801

>>842189
Without reading any other posts
Uniform roughness looks like shit, no height difference in normal map, and it looks like beginner model made in blender shit nodes, avoid that if you have done that and learn substance painter. Dont avoid substance and dont be a pussy or your every model will look like this.

Anonymous No. 842802

>>842791
Why don't you listen to me?

>>842294

You're trying to do something on your own and then asking for feedback on a shitty place like /3/ instead of going through one good tutorial series at least once before you start making your own models, so you're aware what you should be doing. Doesn't need to be this one, just find some "how to make AAA prop" tutorial which shows the full workflow and go through that.

But it might be even better to just focus on modeling a bit and get good at that. No textures, just quality modeling practice.

Anonymous No. 842820

>>842287
The real TV is inside a separate enclosure. The enclosure is curved, the TV isn’t. That’s why you’re doesn’t look like an old TV, it should be very square.
t. old person

Anonymous No. 842915

>>842802
What did you write in old post?

Anonymous No. 842920

3D is an emulation of real life sculpture.

https://www.youtube.com/watch?v=X-6kqlfPBXU

My advice is to watch real life tutorials of miniatures.
You can find great videos about weathering miniatures which you can still apply the fundamentals into 3D work.

Anonymous No. 842921

>>842791
Remember to triangulate before exporting, otherwise its gonna look like shit in quixel aswell.

Anonymous No. 843219

>>842189
Use smooth shading, and fix your lighting.