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๐Ÿงต Untitled Thread

Anonymous No. 884088

THAT'S IT!
I'm a Graphic Designer trying 3d for over a fucking decade. I'm mediocre and just plain bad at it.
Today, I've finally decided to do something difficult! I'm gonna be using Maya, 3d coat 4.5, maybe zbrush and Corel draw. I'm gonna post all my progress in here, because if I don't push myself to do it, I never will.
I don't know how to do good transparent or metalic textures and I don't understand shit about hypershade. Hopefully, my friendos will help me with the difficult parts? Let's go.

Anonymous No. 884090

>>884088

>>not using Houdini
>>using corel draw

what are you doing?

Anonymous No. 884091

>>884090
houdini is only good if you have a very expensive workstation

Anonymous No. 884125

>>884091
not really.
A 300 bucks 8 core is enough for an start. Make it an 500 bucks 16core if you want to simulate stuff.
Nevertheless, if you're good with Houdini you'll run circles around anybody NOT using Houdini, no matter what machine they have.
That being said, in this particular case it doesn't matter - the other anon was clearly meming.

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Anonymous No. 884133

>what are you doing?
God's work.
I haven't learnt maya all these years, I'm not going to learn something I've never used before.

Anonymous No. 884140

>>884133
What are you making?
Your first diagram is not very descriptive

Anonymous No. 884169

>>884133
Bruh, just watch a video on how to use hypershade in Maya and how to set up materials/shaders. Looks like you're trying to reinvent the wheel by doing some bullshit yourself.

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Anonymous No. 884242

Part2 done!
Dirty, scratched glass
>>884140
I'm doing a helmet covered in pebbles, being lift up to reveal some alien carcass. I will draw a better concept art and post here later.

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Anonymous No. 884342

Did some of the background, and some of the skull.
I've downloaded a hand model and some hand bones.
Gonna go for the difficult part now, the organic/brain matter. This shit is great! I'm learning so much. I still have no idea about a lot of stuff.
Also, I'm too lazy to do a concept art.

Anonymous No. 884348

>>884242
Did you put a color map and adjusted it's opacity on your glass shader? It looks like you used a picture of some scratched up metal as your texture.

The basic glass set up would be
>No color, set your color to 0, black. Unless you want some kind of tinted or colored glass.
>Smudges/surface dirt would be a greyscale imperfections/grime texture (lighter parts would be the smudges/light dirt and appear rougher) into your roughness.
>The scratches would be a normal/bump/displacement, not in your color.
If you wanna add actual dirt, you're gonna have to use layered shaders. Creating a separate dirt shader and layering it with your glass shader by using a mask. Here is a video that goes over the basics. It's for C4D but the principles are the same, in maya it's ai_layerShader.
>https://www.youtube.com/watch?v=9luoJUjdogI

What is your metal? Is it painted or is it anodized? Your models also look like they could be subdivided, you can literally see the polygons on the bowl. And your edges could use a bevel to not be so sharp.

If you want your crack to look like a crack, your really should export it into zbrush and sculpt the crack. Then export a 32bit displacement map. Cause it just looks like you drew it on with a black marker.

>>884342
I don't know what the fuck is going on here. Is it an art piece or you're just putting random shit into a scene, cause there is no composition or coherence.

Anonymous No. 884373

>>884125
You have to have 128gb ram which costs over $500 and a a motherboard which supports this amount of ram which whill cost you at least $300 and then to visualize the results in a reasonable amount of time you'll need an expensive nvidia graphics card which costs at least 2x msrp and has enough vram. This will be easily $2000. It adds up very quickly anon

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Anonymous No. 884381

>>884342
rolling for good luck and calcium

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Anonymous No. 884414

>>884348
1/2
I haven't seen your video yet, watching it right now. but I still feel like when I put it all in the color, it already looks great.
I will do it properly later to compare the results.

I can't wrap my head around the displacement map. I did unwrap the model just fine on 3d coat and it work ok. do I need to unwrap it on zbrush for it to work well?

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Anonymous No. 884415

>>884348
2/2
>What is your metal?
it's anodized. the bottom part just wasn't finished.

>Your models also look like they could be subdivided
it's already very high, I just put it on smooth mesh because I have no idea
how to fix it

> there is no composition or coherence
what is wrong with the composition?
I have the focus of attention dead centered, it is bright red/colorful.

also, it's not even finished yet. I want to do the organic matter next,I have no idea how to do it.
is it subsurface scattering? but how can I see the details from the inside?
do I put the veins/details in color and make the model semi transparent?

Anonymous No. 884541

I've played around with the nodes to make something the "proper way". I think a layered shader would be the same thing as a photoshop layer and all the nodes to mix, color-correct and adjustments could also be done in Photoshop. Nodes are confusing and is just cluttering. I prefer to just fo it all on Photoshop

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Anonymous No. 884542

>>884541
Forgot pic

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Anonymous No. 884543

Pretty much the final render.
I may change some colors, here and there, but I'm happy with the end result.
I'm thinking about doing a 2 second animation.

Also, why are some options on Arnold default to "off"?
In what situation would I ever need the 'opaque' to be on? And if it's to reduce memory, why is it hidden away? Why isn't it in the transparency slot? This is so dumb

Anonymous No. 886228

>>884088
why not just use blender instead of learning 4 things

Anonymous No. 886229

fuck off cris