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b& edition

previous: >>648989

Reminder!
This thread is for comments and critique on anything you're working on. Completed projects should be posted in here as well.
>>
>>650872
>>650888
>>650890
/r/-ing tittyanon from previous thread to share work
>>
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Repostan from previous thread
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Color Variations, just for fun.
I'm finally done with this project.
1/2
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>>651321
2/2
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HAHA
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>>651308
Once again, that disgusting carpet is great.
Are all the little particles of whatever part of the material or are they actual geometry?

All the clutter and stuff around the room really make it nice to look around and imagine the rest of the room and who uses it/what kind of person.
>>
>>651308
i knew this place had a lot of talented people but damn
very nice
>>
>>651308
the Pisces of cheetos on the floor gave it up, try again
>>
>>651322
Prefer 2/2, the edge wear in the first pic might be a little too much or it might just need a higher quality render.
Either way, nice work!
>>651332
>>651346
Probably should have mentioned the only CG part of the image is the 3rd guitar, next to the keyboard.
But if it's hard to tell I guess I did an alright job.

>>651341
Thanks mate, means a lot
>>
>>651350
Wait, what the fuck. Only that one guitar was rendered? What a scam, I thought the entire thing was a proper render.
>>
>>651350
>the only CG part of the image is the 3rd guitar
That drum on the right belongs in this >>643090 thread then. Damn does it look fake.

Now that you do mention it though, it's easy to single out the 3rd guitar now that you're not looking at the image as a whole.
There's a distinct lack of hard shadows that are on the other instruments. You've got the luminosity right and it's not overly bright or dark, but it doesn't quite match the lighting just yet.
Don't forget about how important reflections/indirect lighting is. The guitar would be somewhat reflected on the acoustic guitar, and the color would probably show up on some level in the reflections on the keyboard's plastic. You might be able to take some planes for the reflections with some transparency applied, and then just merge them with the image.
>>
>>651350
What a fucking let down man I thought this was one of the best renders ever seen on /3/ for a bit. Now if you want to make yourself look good render it on video and try to make it look as convincing.
>>
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finally some progress. I'm going to stop working on this for a bit and move on to the axe, get that nightmare sorted.
>>
>>651321
You think you are done with this project, but i would call you out on it. Why stop when you have barely made it to 80%?
Your texturing/surfacing suck. So does the lighting and rendering.
It a giant waste if you give up now, the model is actually not that bad and could look 10x better.
Are you really satisfied with this mediocre end result?
>>
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>>651358
That's good advice, thanks anon. It's nowhere near a finished product yet, the lighting sticks out as the biggest area that needs improving.

Tbh depending on how I feel about it in a couple of months I may start it from scratch since it only took me a month on and off to make.

>>651356
>>651416
Yeah my bad, I thought it was kind of obvious looking at it but that's probably because I was the one working on it.

>render it on video and try to make it look as convincing
Yeah I'm starting a new project soon with this goal, just began playing around with 3DE for matchmove,
Going to build a reel to reel like the pic, animate it and track it into a scene
>>
>>651421
A cute! Are you making a porn game or what?
>>
>>651434
nah, just a personal project, trying to polish my skills up by adapting a character and trying to be as accurate to the source material as possible.
>>
>>651438
That style would bring you a great deal of money if you did a porn game. Of course, you would have to have it in you. I am doing it and it sometimes feels like I am killing a small portion of my morals but I want to do it at the same time. If it is a personal project, pity I won't see more of it out there.
>>
>>651440
>That style would bring you a great deal of money if you did a porn game.
While I'm not opposed to doing a bit of lewd sculpting, heavens no. I'm more partial to drawn lewds anyway [spoiler]and I do those on the side occasionally.[/spoiler]
>If it is a personal project, pity I won't see more of it out there.
I wouldn't be so sure about that. When this one's done I have a bunch more characters in me and I have a portfolio to fill.

What do you mean by 'this style' anyway? I don't feel it's very special or unique as is.
>>
>>651350
First I thought the whole thing was just a photo but then again, this is /3/ so I looked at it in detail and thought that green guitar looked a bit fake. But if I hadn't expected something to be rendered, I probably wouldn't have noticed
>>
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Just started rigging the cat. Weight painting is a bitch, and even worse when attempting to apply on clothes. So enjoy a 90-frame crude ear animation.
>>
>>651441
Cartoony but with some accentuated realistic features like the hands and feet. I feel like you could do more of a hybrid between this and realistic style but still having the ability to do stylization of some featires of the body like the face, hips and torso.
>>
>>651421
Why do you make her with the feet extended? Does it help with rigging?
>>
>>651469
Not OP but I think yes and no. It depends on the modeller. I do it because I plan on making high heels and wrinkles for blendshapes.
>>
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>>651469
like >>651470 says, it will save me some time when I finally pose her. See what I'm aiming for. (current hair is a placeholder)
>>
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>>651456
Weight painting is a lot more complicated than I thought it would be.
>>
>>651480
It also a lot less shitty in other 3d programs than it is in Blender.
I absolutely hate everything rigging in Blender, it just sucks.
>>
>>651350
>Probably should have mentioned the only CG part of the image is the 3rd guitar

I can see it, but even now it's still pretty convincing. good match on the lighting.
>>
>>651421

>Ava's Demon

Anon . . . Is this something official ? . . .
>>
>>651484
I'm sorry to say it isn't but Michelle gave me her approval. Maybe when I finish this I might shoot her another message?
>>
sculpts are a bit less wonky already, big thanks to that anon who told me to grind skulls! still can't do eyes
>>
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>>651492
forgot the pic
>>
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>>651287
I got a bunch more blend shapes done as well on Sunday. Going to go ahead and redo the rig again.... The fingers are bothering that much. Want to touch up the hand geo while I am at it.

>>648761 old image post of legs misaligned.

Scene joints were added after the main skin, exporting and importing skin weight maps is not working properly. I think that is the reason.

These corrective blends would on the leg up and knee bend would be the worse. Also figured out how to have corrective blends work for IK and Fk switch limbs last night. Just make separate ``blendshape`` nodes. Body, IK R-arm, FK R-arm, IK L-leg, FK L-leg ect...

The easy way to do correctives that have a joint rotate more then 90d (120d). Is to start at the 90 spot and move further to were you think you need to be. Then rotate it to 120 and it be easier to manage. Also have nurb shapes or you proxy template on so you can get an idea of volume underneath. The elbows, knees and Hips are the hardest. YOu will need 2 or 3 corrective blends for different spots for this characters leg rotate up by 120d to look right.

I want to take a brake and draw my next character`s model sheet and post it on /ic/. Have like 1 face blendshape an then the face rig to make to. Think I`m just getting tired. Learned a lot. I`m treating this character that basically has no personality I could think of as a learning project. Really having a story behind a character really helps motivate and give direction on what to make.

Maybe make a less curvy more generic triplet rat ninjas with just a simple different hair styles, or the Demolish Ferret (saving her to learn in Zbrush) or Start a 15mm Skaven 3D print army (my project for summer I want to attempt)

>>TL;DR I`m tired and getting winy and 6 months of overtime set my progress back (would still work the hour if offered again.) and want to be done now.
>>
>>651480
As the guy who spent more time rigging and weighting a fucking rat, I have plenty of resources to help you rig in maya.

https://www.youtube.com/watch?v=sX_iUaE70iQ

Sign up on CG peers to download it. Also get the book ``Stop Staring``. You look like your better at texture then me So look into bumb mapping.

Also this guy has links and names of 2 scripts you will want. Is the mesh symmetrical and corrective blend shapes. Also how to hook up blendshapes. I go into blendshape settings and use `front of chain`` not ``default``.

I can even draw up a Female Cat girl character if you want (and when I get off my lazy ass)
>>
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Applying some finishing touches on this fella.
>>
>>651492
Good to know.
OK, your next lesson if you choose to accept it is to grind eyes.
Do them separately. Meaning just sculpt some eyes on a ball for example.
Or use this character and just do different sets of eyes on him/her. No need to create a whole character, just do eyes, but if you do them put some details in the eyeball, meaning sculpt the iris, so that you can have more visual feedback.( they need to look back at you)
>>
>>651487

such a cock-tease

That being said, it's dead on for the source material, 10/10. I'd be stoked to see a more complete scene with your abilities.
>>
>>651481
Kinda depends on how complicated your model is. Right now, this cat had <90k tris. The one rabbit character I did was less than a thousand tris, and that's a bit easier to cope with, since she doesn't have separate clothing models, apart from one which is the main body.
>>
>>651499
Problem is, I'm using Blender. I'll use this video just to get the idea on what's going on.
>>
>>651511
just pirate maya 2013 or better. they have tutorials on youtube how to get it to work.
>>
>>651308
aside from the lighting on the drum this looks like a real photo, this might literally be the best 3d I've ever seen
>>
>>651456
I don't know but weight painting is working fine for me in blender, and for cloth I just copy the weights from my mesh (data transfer modifier), I mean, fuck, I'm not even creating proper topology for cloth usually, it's just the high poly decimated and I call it a day.
>>
>>651508
Thanks anon. I'm gonna do my damnedest to make this something really sweet.
>>
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>>651428
>Why stop when you have barely made it to 80%?

Burnout, and my first kid arrives tomorrow.
>>
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>>651535
>>651535
>>Burnout
Yeah watch out for that, makes you less productive in the long run and health risks.
>> First kid arrives tomorrow.
Congratulations
>>
Rather than model humans I think it would be more useful to start at a more grotesque level--fat and bones and muscle.
Having said that, finding references on humans is easy but what about animals?
Birds and dogs and such.
>>
>>651548
>>651548
Who are you replying to? In 3D the more thicker the limbs the harder it is to deform. Weather its muscle, fat ect. Hence why a lot of early or simple models are ether stick figures or like toy story have hinges or cloth like Woody`s arms in Toy Story.
>>
>>651440

How does one even go about monetizing porn 3d/porn game?
>>
>>651553
Unironically Patreon. Constantly call it a "work-in-progress", charge $5/month for any semblance of access to it (censor all nudity until the $20 tier), release an update at least around once a month, maybe even lesser. The money will start flowing in.
>>
>>651555

How do they even find you? Search by tag or smth? I have a lot to offer in that field
>>
>>651556
Uhh, luck? Have some sort of homepage first, obviously, like tumblr or somewhere equally not-worksafe. Post stuff there, tag it appropriately, patiently wait for attention. You could also try shilling on 4chan, I know azantar sometimes posts his futa shit on /gif/ then and again (and that's how I know about him).
But yeah, having proper tags helps a lot, make sure to include all the niche fetishes in them too even if you aren't going to centre around them.
Good luck though, it's somewhat crowded in the field nowadays so it may be harder to get noticed.
>>
>>651557
Cool thx, will look into it.
>>
>>651503
Damn son, that king looks ready for business.
Gon cut some fools and be back in time for feasting.
>>
>>651325
>>651323
Ugly feet, 3/10
>>
>>651503
>octagonal pommel
>>
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https://i.imgur.com/yOp7yJg.jpg
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>>651591
jesus FUCKIN christ
What are you using to do cloth anyway? MD, or all hand-sculpted (no way right)?
>>
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>>651592
> MD, or all hand-sculpted

In that case, skirt is MD, rest is hand sculpted. Pic related was fully sculpted for example to see if making the bottom folds of a skirt is manageable in Zbrush, but frankly it's a massive pain, MD makes things so much easier for skirts.
>>
Please, give some critique or comment. New to 3d modeling and been trying to self learn and I have no one to even say if its good/bad/what's lacking etc.
>>
>>651605
Looks good anon
>>
>>651535
Don't give me fucking excus....
>first kid
ah ok, thats kind of a good excuse.
Still, come back to it, when you feel fresh and not burnt out (in 18 years bwahahahaha- )

>>651510
Its kinda unrelated to complexity but complexity makes it worse.
I am talking about weight painting itself and blenders idiosyncratic way of dealing with bone hierarchies.
Coming from C4d and Maya this shit in Blender is kinda overly complex when it doesn't have to be that way. Also Joints> Bones.
>>
I have finally found a man that can teach me how to use Zbrush.

https://www.youtube.com/watch?v=P5igRyXWEa8

Dropping current projects and learning how to finally model properly.
>>
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>>651506
I feel like I have to grind a few hundred more
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I've been doing Max for about a couple of months and I'm new here. I'll post some of my shit here
Also I know I can't render for shit lmao
>>
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>>651680
Just some dumb dog house I made in like 2 hours
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>>651682
and finally a shitty axe I'm trying to import in like warband or fallout NV or something but I don't really know how
>>
>>651677
You'll have to work on your understanding of the structure of the eye and eye socket.
>>
my depression is leading me to model a brandy glass, which is the first and possibly easiest kind of item i made in school, this time just slightly more complex and fucking around more with refraction options

Doing this probably because i can't do stuff i'd much rather do like a futuristic gun or ship because at some level of complexity i just throw my hands in the air, and also i might just be repressing alcoholic tendencies, jk it's just easy shit and wanted to finish something for once, i'm gonna add some finger prints and dirty it up some more

also i know that the clipping creates shading issues but i don't know what to fucking do, it was already hard work doing single mesh for the detail as i had it all in sticks clipping through each other but it obviously gave a double refraction so it was a big no no, the only way would be to boolean the two together and then polish, which would be a herculean and probly impossible task, best i can do is lattice the shit out of it to try and make it clip just the slightest i can

i plan to make a simple scene with a glass, a hand with a cigarette, ashtray, maybe a bottle, then a window with curtains, and work well on the shading/lighting, we'll see
>>
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>>651689
i forgot i'm retarded and didn't put the pic obviously
>>
>>651689
I bet my left nut you're not even depressed.
>>
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>>651689
model a noose next
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>>651682
not bad for couple of months, I liked the guitar and the axe, but the latter needs some good texturing to make it look more realistic. Also, I doubt you need that much nails on the floor for the doge house. The placement of the some of the on the floor also looks pretty random.
>>
>>651589
B-but octagonal pommels were a thing in medieval swords, weren't they?
>>
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Here, a StYlIzEd EnViRonMeNt
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>>651713
Yeah the floor was supposed to have planks. but I got too lazy. The guitar is my most successful model yet though, I really gave it my best.
Here's the reference I used
>>
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>>651713
Oh and to follow up on the axe texture, I really haven't gotten into UVW mapping and what not, I'm really still focused on core modelling techniques. Here's another WIP, a PPSH-41, though I fucked up bad with the barrel since I used a box instead of a cylinder but whatever, I'll make it work
>>
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>>651745
another view
>>
>>651691
i don't know if that's a backhanded compliment but, buddy, i'm basically a NEET for the time being, and i basically lost a friend i met during school and spent a lot of time with doing assignments and helping her through shit, ended up tanking the finishing module cause of her, all because i ended up pretty much falling in love with her and did the mistake of telling her in a pretty intimate situation, even though she has a bf, i have no job prospects in the near future, and i'm not doing shit to update my portfolio, unless you wanna count that glass. It's hard not to be depressed if you ask me.
>>651710
i'd rather model a pistol, at least there's some complexity there, also a quicker death
>>
>>651745
>>651746
where's the barrel? it should be inside the barrel shroud. also the shroud has no thickness.
>>
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>>651287
How would i go about doing the retopo on pic related arms? I have an idea on how to do the rest of the body but not the arms, do i retopo every subtool? but then how do i put then back into place so i can bake? this is my first time trying to finish a whole game res model.
>>
>>651754
ZRemesher
>>
nice
>>
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>>651572
Thx mang, that was the general idea!

>>651589
Not sure what you mean. I rotated it a bit so it looks less retarded now. But if you ask nicely I can make the pommel differently shaped, just for you ;]
>>
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Anyone help me? it seems like a simple thing but I'm having a lot of issues with this.
trying to mask my rain off at the top of the window using a gradient ramp but not sure where to plug it in to achieve this and not mess up my current texture. using corona on 3dsmax
>>
>>651756
no why would i use the zremesher?
i was thinking doing maybe something like this:
https://sketchfab.com/models/a6a59d893eae4963a77f8b264920dea6
>>
>>651754
>>651769

Depends on what you want to do with the mesh, really. If you want to be able to have a good, close look at the model like what you're showing, you might want to retop each subtool individually. If you do your naming conventions right, then there shouldn't be an issue with baking if you use Marmoset or Substance, you just have to keep a close eye on your naming conventions.

>but then how do i put then back into place so i can bake?
I'm not sure what the concern is here? You're using subtools, you can separate pieces and retop them separately without anything being out of place. Same if you're using another software to retop, hide what you don't need.
>>
>paid zbrush tutorial
>first 30 minutes is all 3ds max with no explanation
this hobby has the biggest amount of crabs in it
people purposefully leave out important steps, go too fast and try to fuck you over in every little way they can because deep down there is nothing creative about this, just knowledge of tools and programs, and if you knew what they knew just when it comes to navigating the UI you would do a better job than them
>>
>>651775
Nice bait.
>>
>>651776
the best bait is just straight up truth
>>
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>>651760
Just got this render out, seems a little bland but struggling to fill the scene
>>
>>651775
what are some tutorials you wish were available / how would you prefer they were formatted?
>>
>>651777
Checked, but if you truly feel that way, I'm sorry, but you don't know anything about artistic skill, and are just trying to justify your own perceived incompetence.

Just work and git gud, don't blame it on the software. After all, a pencil is available to all, yet only a minority know how to draw well.
>>
>>651781
i just want people on gumroad to tag their shit properly
if the tutorial is 80% zbrush and 20% max/fusion/modo/blender they need to specify that its a requirement for it, maybe even link another tutorial as a must watch
now i have to basically freestyle in fusion because i know fuckall about max
>>
>>651495

you're on the right track. just remember to use some reference, don't think of it as a crutch or cheating, it's necessary
>>
>>651747
Boo fucking hoo m8.
>depressed over some cunt
QED.
I lost the only employed of my parents when I was 17 and the other one turned out to be a frustrated sociopath that ruined my youth, robbed me of the little money I was left with and tried to blame their awful behavior on me, without a single shred of fucking shame.
An entire family's wealth, savings and future has been wiped out in a few years, and all I could do is watch with my hands tied behind my back as it happened, for no other reason than getting dealt one of the shittiest hands in the history of shittiest hands, and the world being the fucking rotting piece of shit that it is and ought to be cleansed by the fires of hell.

And yet I still got my first job in one the top companies in the industry.
Which pays shit, while teenagers on the Internet sell gay porn done in Blender with a couple of tutorials over the weekend for several times my whole family's net worth. Your glass looks revolutionary compared to their garbage.
But fuck if I'm stopping or stooping that low, I ain't gonna learn jack shit nor be employable ever again if I go down that path.

Tell me again how hard it is for you to not be depressed.
Fucking grab life by the balls until it turns blue and sings soprano.
>>
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>>651774
o yes I've seen about the naming conventions gonna keep an eye on that, my other question was dumb tho i get it now hehe.
do you think i should use more human looking hands or should i go into maya and model more robotic looking hands with joints and all? i roughed in some hands.
>>
>>651689
https://www.youtube.com/watch?v=VJ3v2oGm6Sk My drinking song.
>>
>>651781
I recommend this to start with, Will be practicing on the weekend when I am not working doubles.
https://www.youtube.com/watch?v=P5igRyXWEa8
>>
>>651740
this is a prototype with placeholder animation, right?
>>
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making a grenade
>>
>>651823
Be careful anon.
>>
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>>651848
no
ill smash it on this when i have a hammer
>>
im 3 days in blender and 3d in general
doing the intermediate blenderguru anvil tut rn
the grenade unfinished was a doodle on the side
>>
>>651780
is the blur square on the window supposed to be some kind of special glass?
seems strange looking but maybe it's because i never seen a window like that
i've seen only complete blur or full see through windows

also the rain drops looks too thick, they would probably stream downward in long pattern
rn it look like some thicker liquid have been splashed and stick if you see what i mean

what's up with the similar 6 pillows on bottom left?
isn't 6 too much?

also the two vertical light sources in the back from are (or is if there is only one big) ok if it's natural light form an opening in the ceiling but too dark to be electrical

angle is a bit boring and perspective is unrealistic
the camera is too high for the eyes of someone sitting and too low for someone standing

maybe turn the carpet in the perspective direction so i doesn't break the depth (maybe not)

great moody scene otherwise
>>
I modeled my first head that isn’t just a circle
>>
>>651865
cool
>>
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>>651863
The square glass blurred thing is one of those privacy stickers, pic related. Added to because it makes sense to have something for privacy on a huge window like that but i still wanted all the natural light i could get.
>Rain too big
Yeah man I totally see what you mean, will turn down the bump and scale.
>the pillows?
Hard to see from this still but there is some outdoor furniture next to the left window, i thaught it'd be cute to move the pillows inside and stack them considering it raining. Might add some wet foot prints near the door to complement this.
>Vertical light in the back?
Yeah there are a few skylights around this house, might add some super soft sun to the ground and walls to highlight this.
>Cam hight not right
Honestly didn't notice this but now that you bring it up... Will play with this
>Use the carpet for perspective
Not sure what you mean by this?

Cheers for the cit man, appreciate it.
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Spider-bot gun barrel.
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>>651687
thanks sempai, on it!
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>>651788
I'm sorry you had to go through that, and thank you for the encouragement.
You deserve better.
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>>651811
yes
almost everything is
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>>651552
Replying to nobody in particular.
Dogs and birds aren't stick figures.

After disassembling a bird in real life I realized that land animals are more or less composed the same way, so starting from bones and muscles is actually a very appropriate way to do things.
>>
>>651881
Substance?
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Just finished my first ever non tutorial model, it might not look the best but I think it looks as close to the source (heh) material as I could get.
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this is probably the longest tutorial i did, added my own twist on the lightning
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>>651932
I pray to Steam's altar that Artifact gets open beta for the next days.
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>>651923
Substance Painter and Mari.
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Need comments and critique on this, especially the topology.
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>>651881
next piece
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>>652002
Shape looks good, is it an Audi? You've got some pinching in your wheel arches that i would reduce, will reduce issue with reflections later on. Also try to get the distance between lines as uniform as possible, some line will be impossible. Aside from that I would be tempted to get rid of some of the loops that are less necessary, it will make refining the shape easier.
>>
>>652007
Looks really nice mate
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>>652008
> is it an Audi?
Yeah, R8
>You've got some pinching in your wheel arches that i would reduce, will reduce issue with reflections later on. Also try to get the distance between lines as uniform as possible, some line will be impossible.
Will do that for sure
>Aside from that I would be tempted to get rid of some of the loops that are less necessary, it will make refining the shape easier.
Can you redline the redundant loops if you have the time? Thanks
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>>652009
Thanks.
More parts.
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G R I N D

it's motivating to see progress though!
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>>651897
Well good because it all looks pretty wretched. Keep improving.
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weapon case Nanuk 990.
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>>652069
aaaand open.

now, can somebody give me a video tutorial for good showcase renders os something.
I want a template scene for all my models with good lingtning and shit.
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>>652070
>now, can somebody give me a video tutorial for good showcase renders os something.
>I want a template scene for all my models with good lingtning and shit.
Pick up three-point lighting techniques, or go the lazy route and use studio HDRIs. If you want a really clean studio-esque render, learn to set up a cyclorama or similar for that "infinite background" look.
>>
>>652069
1 point light behind (backlight)
1 point light at a distance, from the left
1 sunlight (very dim)

no need for hdri unless its metallic
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>>652064
Great progress my man. Keep it up. Never stop the grind.
>>
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Learned some crucial stuff about normal baking, so i went and remade the cavalry axe and made a longsword
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>>652089
working on this anvil currently, wooden block is mostly a placeholder, gonna sculpt it in zbrush instead.

>>651503
Looks great, maybe try an actual hole for the mouth? now it looks like he has a sausage in his mouth or something, keep it up!
>>651859
Anvil brother from another software
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>>651792
Depends on what your robo lass is doing and going to be interacting with.
If it's a murder bot you could go with the classic battletech gun-arms, or some simble 3-4 finger arcade cane grabbers, but they can look quite silly.
If she's handling human tools and weapons, using keyboards [spoiler]or giving handjobs[/spoiler] then human shaped hands would convey her purpose more clearly, but you can take off some of the coverings to show the mechanical interiors. Honestly, if you detailed and added more underlying mechanica to those roughed-in hands they'd fit the bill.
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First attempt to learning Zbrush. I barley have an idea on what to do.
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>>652077
Thanks, you guys at /3/ have helped me a lot. I tried to give her some hair.

>>652097
I'm very new too. My tip is to save screenshots of your works so you can look back and see how far you've come. It really helps.
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Working on a Scifi gun for a VR Game
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>>652064
keep grinding. It works.
>>
Doing a basic test for some clothing. I hate baking normals from MD, I keep getting a shitton of errors (most noticeable in the hood) so I think I'm going to have to break the mesh into parts, bake the parts separately, then combine it all in post. First time doing this stuff though.

It's in Unity, also.
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>>652103
Looking great already, huge improvement over the couple past threads, keep crackin´

>>652105
cant wait to see the thing finished, looks very promising


>>652092
Threw in some small tools i made earlier
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>>652103
thanks for the tip. I got Maya rigging and weighting down pat so if I can model and texture in Zbrush, I can pump out charators fast. Just have to get a reusable face rig set up.
>>
>>651308
The drum looks kinda fake and too clean compared to the rest, but hot damn if you removed that and no one told me it was CG i might have been fooled.
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>>652114
Scroll down a little, he revealed that the only cg part of the image is one of the guitars. Got me too with the drum.
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Blocked this thing out, now I guess I should clean up the topology a bit to get some nice edges on this baby.
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>>652116
Looks impractical as hell, why would you wanna stab yourself in the hands swinging that thing? blades look way too thick and heavy for anyone to wield and the geometry of the edge would make for poor cutting or splitting
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>>652117
Practicality's not the concern, accuracy to the original concept is.
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>>652118
ah, fair nuff, whoever greenlit the concept though, should be ashamed, theres a fine line between practicality and cool fantasy aspects.
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>>652105
That thing looks like it weighs 30kg
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>>652121
a PKM light machine gun weighs some 12 kg with a full belt, so its totally believable a bigger caliber gun like that is heavy, extra weight is just good for a large caliber gun, to reduce recoil and spread
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>>652123
An 18 kg difference in weight isn't semantics, anon. I wasn't hyperbolic when I said it looked like it weighs 30 kg; and that's just the upper frame.

The wear and tear on the metal is consistent with how thick slabs of metal would look, not slim, laser cut gun frame pieces. Compare it to this picture and see the difference.

Even if a large caliber sniper rifle is unavoidably going to be heavy in the end, you still want to keep it as light as possible, and the metal material used makes that thing look several tens of kilos heavier than it should be. It'd look better with a sleeker metal with less edge wear. More consistent with the sci-fi aesthetic as well.
>>
>>652125
Im well aware of this fact, served in the military myself, so i know how heavy equipment gets, im not the guy who modeled the spider bot, but i disagree with your opinion on sleeker aesthetics, its all up to the artist, and i happen to like more rugged, made for function designs.
>>
>>652126
Oh, well if it's supposed to be a mounted gun on a mech I guess it's fine. I thought it was supposed to be a carried weapon because of that thing that looks like a scope. Is that supposed to be a targeting computer? Because I'm assuming that's the ejection port attached to the stock and you wouldn't want your cheek next to that when the gun goes off. Some questionable design there.
>>
>>652127
>>651881
read nigga, read
>>
>>652130
The design is still questionable. Why would a spiderbot need a scope? It would have some kind of internal targeting computer.
>>
>>652131
Spider bot's gun could probably be remotely viewed by an operator (the scope model doesn't reflect this amazingly, afaik from the screenshot anon posted), Spider bot could get into position and then be remotely switched into "remote turret" mode for manula ops I guess. Nothing wrong with that model at all, it's a lovely piece.
>>
>>652134
Well I guess you thinking that looks good is what separates the wheat from the chaff.
>>
>>652127
>Is that supposed to be a targeting computer? Because I'm assuming that's the ejection port attached to the stock and you wouldn't want your cheek next to that when the gun goes off.

Like i already told you, i did not make the gun, nor the spiderbot, learn to read pls
>>
>>652135
Post proofs mr expert
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>>652136
I'm rationalizing why I think the design looks bad. You're welcome to do the same even if you didn't make it.
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>>652131
There's a wire coming out the back of the scope, it's probably digital and wired to the robots brain.
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>>652139
Then the design needs to reflect that too. You could make it look jury-rigged with wires and modules splaying out of it for that dirty sci-fi look, or you could make it look sleeker and more integrated for that sleek sci-fi look. There are ways you can go about doing it and make it look like a targeting computer and not just a scope.
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>>652138
very well, i agree with the scope thing, though >>652134 has a point, however, for an average viewer, it would indeed look a bit silly, If i was him id make it more like a camera or a targeting computer like you said.
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>>652140
If he's going for a realistic style, either of those might be overdoing it. Could make the wire a bit larger and more obvious, right now it curves around and is almost hidden from that angle. Having it run the length to the back of the gun where it presumably attaches to the bot would make it harder to miss. Could also give the back of the scope a shape that a human obviously couldn't look through, but could house a camera. Maybe put a heatsink back there too, thermal cameras need to be kept cool and it makes sense for a robot to use one.
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>>652143
I think the design would benefit greatly having a thick, glued together set of wiring curve from the optics inside the robot, would fit the theme so well
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>>652143
Yes exactly, we're on the same page here.
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>>652121
it might be, its supposed to be a mounted 50cal.
The bot itself is heavy as hell too.
With gun its around a meter tall.
>>652131
It needs a scope to aim with the gun since the gun can rotate around.
The gun scope is much higher positioned than the head where the rest of the sensory is.
>>
>>652150
holy fuck, its looking majestic, please give me your seed
>>
>>652150
It makes a lot more sense seeing it integrated with the rest of the design, but personally the scope still looks kind of out of place and unnecessarily exposed. I get it needs to be attached to the gun but isn't there a way you could make it look less... Fragile? If you take that scope out it loses nearly 100% of its combat ability.
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>>652150
why so small pads for feet, given how heavy it is, on softer terrain it would sink no question.
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>>652152
So an armored scope? More scopes, for redundancy?
I am open for suggestions.
>>652153
Yeah, i am not done with that part. i agree It needs something better and bigger.
>>
>>652155
cool, cant wait to see it textured and rendered, keep it up mang.
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>>652155
maybe slap a CCTV looking thing on it instead?
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>>652155
You wouldn't really need a scope at all, right? You'd just need a camera for the targeting computer. A camera could be kind of small and easily shielded, and I think it'd probably be smart to have a couple of secondary and tertiary cameras in case the other fails as well. Just my personal opinion.
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>>652159
Yeah it needs a scope. I mean if you put a 50 cal on a self moving bot, why not give it the possibility to use it as a kind of sniper and against vehicle far away. Good optics aren't small.

I am willing to rethink the design of the scope and make it more bulky and kinda armored. With thicker cables and stuff.
I am also positive to put another redundant cam on the side of the barrel.

You see the round shape behind the lamp (on its head) and below the gun. That's the place where a 360° cam gets placed.
I know it has a lot of optics and sensory things, but i want it like that.

While the thing is clearly futuristic, i am thinking about Masamune Shirow and his earlier stuff like Appleseed quite often. Also Boston Mechanics is a clear inspiration.
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>>652161
i think if you made the scope less conventional looking and more integrated to the surrounding mesh, it would work really well.
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>>652104
I really like that. Integrating the Vive controller naturally into the object you're holding is pretty smart, I haven't seen that before (or very much). I wish more games did something similar.
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>>652104
Dont you have an NDA or is it your own production? looks cool
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>>652108
Wrong sided normals are typical with triangle based clothing like from MD. If you're using blender, try using the "solidify" modifier to make the MD mesh two-sided and then recalculate the normals. Also try going over the bad triangles with a smooth brush in sculpt mode. But never ever use subdivision on triangle based highpoly meshes, it just makes things worse.
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>>652162
I agree with this, I did a little bit of research into autonomous military weapons and came across this, notice how the camera is an entirely separate object on the side, and its quite bulky.
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>matching another 27yo thot on tinder
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>>652172
Good reference. Saved.
And thanks, Anon.
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>>652097
Last one for the night. Am I making progress? I find a lot of tutorials on youtube are garbage
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>>652198
look up on gumroad and find a good paid tutorial, its worth every penny.
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>>652203
especially if you just get it from cgp
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help
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Should I bevel the fuck out of the sharp edges on my barrel or just face smooth them?
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>>652226
Nose is too small. Something about the mouth is off, maybe it's also too small and too high? Google and contrast with similar references maybe.
I like the eyes, that withering stare of cannabis-laced disgust sends shivers down my spine.
>>
>>652226
I'm assuming you're talking about the face?
Nose is a bit too small, mouth is definitely way too high. The shadows on the eyes are definitely way too strong, and it's pretty obvious but the shadow the hair is casting is all fucked up.

>>652227
Neither. Learn hard-surface/subsurf modelling.
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>>652198
Look up Michael Pavlovich on YouTube. Excellent ZBrush tutorials.
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>>652227
obviously just normal smooth them. what are you going to do, bevel the pipe until your program auto smooths it?
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>>652226
what did you use to make her?
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hows my geometry, need advice if theres room to improve,no one is giving input with these so i dont know if im doing it right.
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>>652238
looks fine mate. if no one gives cit it means one of two things: it's so far below the bar that it's not worth talking about. or that what you posted is good, but not particularly interesting. You fall in category 2
>>
>>652228
>>652232
thanks anon.

>>652237
Zbrush
>>
>>652226
Make the tits less natural. Fatten them up a lot, not like OOGA BOOGA BAZONKERS, but a little bit less like gravity hates them. I feel like the way they are now you should see nip with that top piece.

I may be wrong, could you post a profile? Theres just something off about the breasts and thats what I'm thinking it is.
>>
>>651503
I'm telling you man, these would look far less stupid without eyes
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>>652282
100% do not take this anon's advice. The tits look fine and the world doesn't need another balloon tits 3D artist.
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>>651535
Can't you just get a neighbor to sign for it?
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>>652282
They don't need to be fattened up, at most they need to be moved higher up the chest. It looks like they might be too far down, but that could just be an illusion with how the armor raises her shoulders.
>>
>>652289
Thats what I'm thinking. Thats why I asked for a profile pic.
>>652286
No I don't want giant ooga booga bazonkers, just boobs that don't look like shes breastfeeded 14 kids but still doesn't have stretchmarks.

The way her boobs are right now I think that the nipples are pointed a bit low or are way too small for her breasts, as well as the breasts appear to be a bit low.
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gib crits pls
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>>652293
Top of the head looks way too big, she looks like a psion. Just fixing that would make it pretty decent though as far as I can tell.
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>>652293
Jowls/chin/jawline is god awful. Rework that completely. Google images of actual human beings and go from there.
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>>652293

use some references
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>>652298
That is good work. I thought making rocks would be easy until I actually had to do it.
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>>652298
Did you fucking take a picture of your screen?
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>>652265
Thanks, yeah,i dont really mind not getting many comments, all i wanted was some direction in case theres room for improvement.

Finished the texture on the anvil, maybe still gonna tone down the scrathes
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>>652314
Add some dents and garages to the mesh of the anvil in addition to the grunge texture.
>>
>>652313
I don't want to know what's going on...
>>
>>652238
Yeah, it looks fine. You really don't have to care too much about topology for static objects. it's just maximising detail to polygon ratio. It's only when you're doing deforming objects then do you really have to care about proper edge flow and shit.
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>>652313
Why did you do that to her? It was mean.
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rate my t shirt cannon
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>>652313
Wait, are you animating in VR? Is that an actual thing that can be done?
Like you can just grab a bone, pose it how you want exactly and move on. Not fiddling about with the 3d gizmos to get the right position would be awesome. Just turn it and move it at the same time.
I imagine it could even be useful for camera stuff as well. Like how they do the "handheld" camera stuff for movies with digital effects.
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>>652356
yeah :)

Its makes animation pretty easy but Im still missing a lot of tools from blender. I gotta get to work on an Ik solver for one. The face animation is also gonna be tricky since you may want to work in a much larger, more precise, and isolated vr space to get all the subtleties right.

sorry about potato quality
>>
>>652358
Well, holy shit. What are you using to do this?
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>>652358
Man as much as i hate the sudden 3d porn flood this program looks great
>>
>>652150
Im just gonna keep it real with you chief, nuke the scope and reuse it in another project. At the moment the bot looks great but ironically the scope makes it look too tall. Streamlining the rifle will add to the overall sleekness
>>
>>652313
>>652358
yeah what program are you using? I've had a google around for vr animation programs but can't seem to find it, can you export animations for use in engine too?
>>
>>652421
pretty sure thats just unity vr editor
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>>652370
>>652421
Its a unity game Im making. Im still creating all the components one by one. I havent even added the function to save animations yet but exporting should be possible too at one point
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Beginner here; if I want to model video game characters, should I start out with box-modeled low poly characters (like sub-1000 tris) before I move on to more complex models, or is that stupid?
Pic related.
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>>652449
Do whatever works. I get that you want guidance this early on but there really isn't a universally good or bad way to do things. Everybody has their own method and you'll figure yours out as you go. As long as you can get the desired results you can go about it in whatever way works for you. Some people like to start working from a sphere which they sculpt, others might box it out first like you do. It's individual.

That said it's not a bad method imo.
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>>652314
Not a fan of the texturing, looks very Substance Painter presets.
It's not quite realistic enough to be photo-realistic (or say, as near as possible while factoring in limitations and restrictions like maybe being a game model)
It's not quite stylized enough to look visually distinct or appealing

Color choices suck all around, with the colors you've selected the only thing that is visually striking is the handle of one hammer.
Obviously the anvil is meant to be the focus, but it's so muted and dull against a muted and dull background and a dull tree stump (hopefully you can see the problems with the tree stump / wood block), it all sort of blends together.
The tree stump is bad, looks like you ran out of steam
>>
>>652451
Right, I guess I'll try out a few different things and see if anything works better.
>>
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>>652150
made me instantly think of this, you could copy a couple of elements from it, maybe the hooves, that while retarded look cool and might reach a kind of plausible level if you supplement them with hydraulic looking components on the back
>>
>>652358
Shit man that's great. I wouldn't have really thought using it for facial animations would be all that decent as you need super fine control, but getting basic poses down it would be a godsend. I think once it's got some decent IK, you could do some crazy shit with it. Like some facefucking animations or something where you just grab the head and go to town.
Moving the bones seems to be a bit finicky though than what I had pictured in my head. They seem to be really touchy. Is there any way to make them seem like they have more weight or something? It just doesn't look like how you'd grab and move other stuff in VR. Props to you for setting something like this up though, I can't believe there's not really a system like this already.
>>
>>652460
Imagine yourself gesticulating with a VR headset on pretending you're fucking some anime girl. If you don't feel pathetic, you got some serious reevaluating to do.
>>
>>652447
hell yeah dude, anywhere we can follow you? I'm interested
>>
>>652449
depends on what the style you fancy, personally I just looked at a shitton of topology of different models on sketchfab or artstation to see different ways people went about it.

I just do a dirty sculpt in maya then use it as a live surface to draw nicer topology onto with quad draw, though you can probably do that in blender too
>>
>>652461
Back in my day, I used to fuck a Fleshlight when the right mood hit. No VR shenanigans needed. Shit was cash.
>>
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>>652449
i word like that, first a low poly model and then you can fine tune with sculpt and dynotop. pic related i started a new sculpt and the chest is already way better than in my old model
>>
>>652460
Theres barely any good games for VR so the software is still lacking too. Im thinking that it might die again for a while even tho the hardware's totally fine!


>>652462
Use meakrob47.tumblr.com
>>
>>652463
>>652472
I feel like I've expressed my question badly;
I'm not asking
>should I make a low-poly base first when I want to sculpt a high-poly character
but
>do very low-poly models teach you the same skills as working with higher-poly models at a simpler level, or do the rules of topology etc change because there's so many more polys involved
>>
>>652461
Hey man, at least it's better than setting up a mocap solution and playing both parts.
>>
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>>652313
>>
>>652479
Super low poly is going to teach you to rely more on textures, and getting the best contours with least amount of polygons.
>>
>>652479
I'd say go for the mid ground if you wanna practice topology, problem with super low poly you won't get things like facial topology
>>
>>652506
>the mid ground
What's that? 10, 20k?
>>
>>652507
2-5k, essentially PS2 quality models.
>>
>>652508
Alright, I'll find some higher poly reference and try bumping things up a notch. I can always go back to super low poly if it gets too complex. Thanks.
>>
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>>652103
Here is a second sculpt I did - https://www.youtube.com/watch?v=DUZQTNKnz0I
>>
>>652530
Looking good. I just watched a bunch of videos and played around with my Ninja's head.
>>
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>>652116
Progress. Working on this thing has been an absolute pain.
>>
>>652531
Show progress pls. I might try making a ninja too. I forgot about ninjas but as a kid I dreamed about being able to even draw them. Thanks for reminding me. I'll try making one tonight.
>>
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working on this scene, might add animations later
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>>652456
Thanks man, really appreciated, i agree with you on the textures, ive only had some 20 hours in substance painter so far, according to steam, lots to learn, ill take this all in factor once i get it going again. The wooden block is still a placeholder like i said in >>652092, ill sculpt it in zbrush instead tonight, and bake the details to a lowpoly from that. I intend to make these game ready assets for UE4
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>>651740
>>651897
I really like this. I'd love to make something like this in UE4 with Blueprint.
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>>652064
hey you're actually getting a lot better, good job.
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Retopo soon.
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https://www.youtube.com/watch?v=2Jt1b3TUNSc

fucking 30 hrs of work in total, my workflow is getting better, but I feel like my overall scene design is boring. Where do you guys like to get inspiration? I literally modeled this off a street in my town.
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>>652556
the way the arms are posed are going to make it a bitch to skin around the armpit. also the dimples of venus are like inverted, they're on the outside instead of the inside where they should be.
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making a robot which is totally not an excuse not to make a face because i suck at that
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>>651287
Does anyone else read the OP image in Muscle Man's voice?
Every time I read it I hear it.
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now that i'm finally incorporating substance painter into my workflow I feel like I can tackle just about anything. too bad my UVs are stil awful. but holy fug this took a ton of work to setup to look right in a renderer without native substance pbr support.
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Still getting the hang of Zbrush. Not sure if making model sheets and learning to import them is worth it. Or to just draw what I want to sculpt multiple times so I know what I'm aiming at,

>>652575
I do now.
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>>652559
Oh, it is not t-posed (although I spread legs too). I think I know what you mean about the dimples. They should follow the V shape down to the butt and I have them going the other way. If it is that, thanks.
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>>652530
Nice! I want to try your style for eyes and nose, mine are still very nondescript...

Made a loli to change it up a bit. Next I need to learn how to make hands, grind session next weekend for sure. Thank you all for helping me!
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>>652586
>a few millimeters of bone
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>>652579
I'd recommend A-posing instead of T-posing, rigging while the model is t-posed leads to less natural deformation of the shoulder/deltoid area than A-posing.

That is what i meant, yes, on the topic of dimples
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what am I doing wrong?
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>>652620
topology
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>>652621
do you have any guides? like tutorials or something anon
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>>652620
You can start by keeping everything a tri or a quad, meaning every face should have only 3 or 4 vertices bordering it, 4 being preferable. What you have there are called ngons, computers don't know how to render them and it'll look awful.
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>>652620
Looks like you're making it up as you go along? That's a big no no for a beginner.
Stop trying to take shortcuts / skip ahead, get back to your tutorials. If you're struggling with a tutorial, do a different one or an easier one and then come back to the hard one once you've grown a bit.
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>>652620

look at some wireframes of high quality 3D heads and try to copy the edgeflow
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Doing some practice, still a hard thing but with the right subject seems doable.
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i have a problem with the rig, i have copied one side of the rig and duplicated it with shift D, s then x -1. i then also flipped the names from the bones so it now has right and left bones. however as shown in the example it only affects one side of my mesh, the other unaffected side is mirrored.
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>>652733
You must click "apply" on your mirror modifier, it is currently only on preview.
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>>652737
but i am not finished with the model yet.
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>>652620
just read the sticky
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>>651421
This is really cool! I haven't done much sculpting. how did you go about making the bandages?
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>20mins into Frozen and she gives you this look
done with this one, it was a welcome change to balloon tits desu
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>>652092
I tried adding some kind of mouth but it looked... weird. Instead I just did a lower lip under the moustache. Not entirely sure about it tho.

Whaddya think anons?

>>652285
>without eyes
B-but how will they be able to see?!

desu tho I tried getting rid of the eyes on the taller figures, but it just doesn't look right to me. Maybe I'll try it again when all other pieces are done to get a better chance at comparing the looks.
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>>652789
I like the modeling, but the texel density difference between the mustache and the rest is a little jarring
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>>652791
Yeah I know, I'm currently working on fixing the UVs so everything is nice and uniform in scale.
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Here's a spider I'm gonna finish real soon.
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>>652810
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>>652810
>>652811
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>>652810
spiders have segmented bodies. it looks like the front segment of a house centipede which is much much worse than a spider.
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>>652557
I feel like this be better is you didn't blur the fuck out of every but the text, could have rendered this at 240p and got the same result
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>>652816
Well they have two main segments as far as I know, and I've only made the front one, the ass is next then the details (eyes and hair).
I'm looking to make something a bit black widow-ish, with dat thicc ass
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>>652810
What is your reference? Doesn't look like any spider I've seen
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>>652820
Good luck man. Personally I would scrap going for spider at this point and go for one of the top 3 most horrifying bugs.
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>>652821
something like this for the front portion, this is a camel spider.
>>652823
ay thanks bro, I'll make it work , I hope. I'm pretty new to modeling though, this is just something I wanna do rn, nothing to complicated, just to test out my topology and shit a little bit
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>>652836
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>>652576

tried to throw this thing into blender, and after you mess around with the nodes you can actually get pretty close to that octane quality. too bad it's still faster
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>>652819
Unfortunately a good deal of that came down to them not uploading it as 4k because they decided they wanted to put a different version of the mix on it. I'm pissed about that because I did animated normalmaps on the street for the raindrops
>>
I'd having some trouble wrapping my brain around this new UV sewing tool in '18. I watched a tutorial on it earlier but I think not only do I have too much geometry but it's too close together, I'm having trouble actually cutting the wraps apart. Anyone mind holding my hand for a few minutes?
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>>652876
meant to post his with it whoops
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>>651950
Really nice, good result. I appreciate not spotting obvious textural duplicate. Only criticism would be the frosting looking duplicated, should rotate them so the swirl looks different.
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>>652871
Is that why the words are slightly out of sync as well?
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>>652836
did you use the monkey as a base?
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Bit noisy, but just testing things at the moment.
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>>652995

really nice, you make all of those assets yourself? you actually want to get into archviz or is this just practice?
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>>652226
I think this could benefit a lot from a more simplified face structure
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>>653026
No it wouldn't.
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>>652995
Mirin it! Lights setup, which renderer did you use? Photoshop for texturing?
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>>651503
The texture could use tool marks or abrasions / highlights on it, at the moment it just looks like plastic painted to look like wood
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hands!
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>>652995
Really noice! Two suggestions: the blanket (?) on the lower right looks a bit out of place, it's too... unsmooth, if you will; and (this may be a bit nitpicky) the reflection on the exhaust makes it appear translucent, I would put an anisotropic shader on it to blur it and also get soften the reflections on its corners.
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>>653022
Thanks man, most of the models i just found online for free and edited to fit the scene. Yeah, hoping to land a job in arcvis after i finish this portfolio project.
>>653046
Using corona, and yeah Photoshop. if i have time will go over some of the assets in substance painter.
>>653058
Ah nice spot on the blanket! Forgot that was in this scene will need to replace that. Agree with you on the exhaust Hood too.
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>>652828
That's not a spider, it's a blasted solifugae
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>>652789
The king is more or less finished, so I've started working on the last chess piece - the queen.

And so far she looks like a milk bottle that's been popped open.
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https://www.youtube.com/watch?v=TPy7o60MoHI
What do you think of this thing I made? Are the visuals a good match for the music?
>>
>was it rape?


>>653137
You're sculpting in blender right? Object mode, shift + A, add empty (image). Put a reference that you can look at all times, it find it very helpful. Keep it up!
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>>653178
forgot the image as per usual
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Made a medieval crossbow, getting better at this i think. Ill tweak the textures a bit further
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>>653180
Aren't you worried about it discharging during modelling? haha
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>>653180
The big metal cap on the butt looks weird.
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wip
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>>653182
Haha, no not yet, as ive yet to make the bolts!
>>653186
Thanks, i kinda agree now that i t hink of it, maybe bevel it more, took inspiration from pic related, propably gonna edit the mesh a bit more now that i think of it
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>>653193
whoops wrong picture, im drunk
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>>653194
I've always thought Tod made the best-looking crossbows in the world, maybe worth a look?
https://todsworkshop.com/collections/crossbows

Also a minor note on realism, the dark wrapped center part of the string should be a little wider so it doesn't get torn by the lever when reloading.
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>>653051
>>653179
Those are some nice hands.

>>653180
>>653194
I love everything you made so far!
Don't drink and 3D though ;]
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>>653196
Some pretty cool crossbows, im sure i saw some before somewhere, thanks! I made the string wrapping a tad wider, not sure if its enough
>>653202
Thanks man, means a lot! I dont usually drink but im celebrating a completed deadline

Some more refined textures, wasnt happy with the wood grain scale
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>>653149
Try to give it a slight hourglass shape. Like just a slight taper in the middle of the bottom 2/3rds. I'm not saying to give her huge wooden tits or anything, but some slight curves and stuff might help. Really accentuate the difference between that piece and the rest.
Never really understood why the Queen was the one doing the fighting, and why it was the best piece for it.
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>>653187
Ah, I see MGS 6 is taking place after the events of MGS 4.
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>>653163
I don't speak German so instead of guessing what this is about im purely going to look at the 3D side of things even though it's not a fair representation of the animation you've made. I'd appreciated if you'd answer the questions, but more importantly think about them rather than just answering them.
What reason did you make the animation?
Who or what is your animation or 3d refrance while making this?
Do you want a career in 3d, if so who is the end goal?
Am I correct in thinking this is your first animation? Is doesn't matter too much but it gives me some context.
How long did it take you to make this total?
Is this intended to come a cross as surrealism, or postmodernism?
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>>653051
>>653179
You are getting pretty good.
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1/2 wip
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>>653298
The connection from ass to legs is very strange, have you considered going robotic from the waist down?
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>>653350
yea the connection is something i struggled with. i wanted her legs to connect to her without having her ass destroyed by me deleting vertices. in the end this is the best i could do so far
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Diner
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>>653364
>>653365
>>653368
>>653369
>>653370
Pretty cool, what do u use for rendering?
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>>653375
UE4
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>>653370
looks good mate, little too perfect though. maybe come up with story of something happening or has happened in the diner could be something simple even, like wet foot print from the door leading to the back room
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>>653412
You don't even know what he intends to use the scene for.
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>>653250
I like that you take the video this seriously.
>What reason did you make the animation?
Just for fun and ideally for people to watch it and think it's funny or weird in an interesting way
>Who or what is your animation or 3d refrance while making this?
I'm not quite sure what you mean. I just tried to animate the lyrics of the song. For some objects like the car or the beer bottle I used reference photos that are also the textures of the models.
>Do you want a career in 3d, if so who is the end goal?
No, it's just a hobby. If anything I'd like to gain subscribers on youtube who like to watch the kind of videos I make. Bad animation is a whole genre on youtube with creators like andywilson92, ratboygenius, cyber8 or Cool3dWorld
>Am I correct in thinking this is your first animation? Is doesn't matter too much but it gives me some context.
Actually no. I made quite a few videos, most of which you can watch on my youtube channel. I realize that my style and skill have been stagnating and maybe I should try out some new techniques or "art styles" in future videos.
>How long did it take you to make this total?
It's hard to tell, because I started this half a year ago and abandoned it half way through. Then a few days ago I started working on it again. I think if I worked full time on the video, i could have made it in 2 days. If I have to write a script, record audio and do more "detailed" animation (e.g. lip sync) like I did on some other videos, it will take longer.
>Is this intended to come a cross as surrealism, or postmodernism?
Yes, it's supposed to come off as weird and hopefully funny.
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>>653448
>>653448
>>653448
>>
>>651321
>>651322
Imagine being a kid and having a Dad this fucking cool



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