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File: 1370125257083.png (1.52 MB, 1500x882)
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2013 edition

precious: >>>651287

Reminder!
This thread is for comments and critique on anything you're working on. Completed projects should be posted in here as well.
>>
>>653448
>precious
Thanks for the refresh, anon, forgot that the /wip/ hit bump. You should link it in the old thread the next time, just in case any lurkers don't realise.
>>
>>653518
My bad!
>>
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still so much to do
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>>653531
>War... has changed.
>>
>>653531
Can you post just the wires or a clay rendering with some AO?
>>
Still working on this beautiful bitch
>>
>>653531
Same as the guy doing the spider not, the end of your legs doesn't really make any sense, it has too little surface area to support your robot, especially in the background you posted.
Look man i get your making something lewd but the clothing is just silly, things are often more attractive when we have to use our imagination, it's the reason why good horror movies don't show the monster imidatly.
>>
>>653531
Just going to echo some sentiments the other anons have said.

>>653559
Yup, really reminds me of a Gekko.

>>653603
>the end of your legs doesn't really make any sense, it has too little surface area to support your robot,
Yeah, the peglegs aren't doing it justice. Maybe like the Gekko, you can give it big strong muscular legs with giant hooves.
>Look man i get your making something lewd but the clothing is just silly
The cloak doesn't look that good to me either. Either say fuck it and go full MGS, dress it up like its Quiet or something, or clad it up in armour and let the viewer have some imaginative fun.
>>
>>653603
yea i get ya, i want to give her a body suit and the thong looking thing is just the lower part that will have straps attached to it. the legs dont make a lot of sense but i dont care about that, i think its cool. some futuristic designed thing sure has some gyroscope that stabalizes her stance.
>the end of your legs doesn't really make any sense, it has too little surface area to support your robot
snake jumping on a missile that a helicopter fired isnt realistic either
>>
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>>653531
Looks cool, id love to see the area where the hip joins with the robot legs defined more, now there seems to be no actual connection there that would work

Made a mace thing
>>
>>653657
simple ball joints because thats the only way i can move them without it looking weird
>>
>>653657
Have you considered using displacement to make the handle detail actually part of the geometry?
>>
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>>653658
Fair nuff
>>653657
Wasnt happy with how plushy the edge bevels ended up, something warped around in the highpoly, heres sharpened version
>>
>>653660
Havent thought about it, im still very new to this modeling thing, havent gotten to displacements yet, ill look into it!
>>
>>653664
It easy peasy. All it does is protrude/indent the geometry in accordance with the height map, and it's an easy way to add really nice detail to a mesh, though it will increase the polycount. You should experiment with it a bit, it's very useful. The mace looks nice by the way.
>>
>>653665
ah, i see, ill look into it when i make my dagger with a fluted handle, cheers!
>>
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Didnt post in a while.
A one day model, gloves and shorts made another day a year ago so i decided to make a body to fill them.

>>653657
>>653660
>>653664
Wait, isnt that low poly?
tessellation is kinda heavy effect most games dont use it unless of something thats fine with noisy low poly look like ground and rocks.
>>
>>653627
You could probably look at jumping stilts something similar to those could work pretty well for her legs.
>>
>>653671
Its low poly yeah, im learning the pipeline to make game ready assets, later gonna do a scene and render in UE4
>>
>>653672
That's one hell of a Rig.
>>
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Ok, guys i am working on my main project again and it has to get finished this year.
So i am dropping all work on Spider-Bot and concentrate fully on the SciFi corridor.
Done modelling this machine.
One left to go. Final one is gonna be more complex than all others.
>>
>>653680
Looks great, sad to have to wait to see the spidey bot finished. Whats the function of the machine? Whats the purpose for having so many loose wirings? interchangability?
>>
>>653683
Yea, i am much more motivated to do the spider bot, but i need this project off my shoulders (it slowly burns me out) before i can concentrate wholly on something new.
Spiderbot needs ~ 80 pieces unwrapped and textured + some more modelling. No way i get this done in under 3-4 weeks. Spider Bot as a project grew immensely from an simply experiment in kitbashing planned to be rendered in Eevee, to an full blown VFX/movie workflow project with high resolution UDIMs, to be rendered in an raytracer. I doubt it will even fit into my GPU memory.

The corridor needs this and another machine, i might get this done until Christmas.

I don't know what exactly the functionality of this machine is...some kind of generator maybe? There is so much loose wiring because its a cheap way of increasing the amount of detail and breaking the lines of the machines. Its just not looking as good without them.
I am tempted to stuff even more in it.
>>
>>653686
makes sense, good luck with the projects, cant wait to see the end results!
>>
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Me fucking around with my spider mesh, trying out lighting and all that. I'm into this shit for around 3 months, so be gentle pls
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>>653696
and the smooth version
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Tried making a bust in the classical style. Also, this thread has some talent!
>>
>>653705
getting better
>>
>>653705
only a couple weeks of grinding and you already gone some levels up.
It's a good feeling to give somebody help/instructions and then that person does the work and actually improves visibly. Time well spent.
Keep on grinding!
>>
>>653713
Don't take credit for that anon's improvements.
>>
>>653716
i think he understands perfectly well what i am trying to say.
What have you archived lately? Opened DAZ and moved some sliders?
>>
>>653719
Insecure much anon?
>>
>>653696
i must say i prefer this wire model over the smooth version, its way more unique
>>
>>653721
dont worry anon, on the internet we all have big cocks
>>
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I tried to do what one of you anons suggested in the previous thread and give her a more hourglass/womanly shape, and... no, just no.
It did not look good. Didn't fit the style.
>>
>>653716
What is this, the fuckin' Daz thread? God, that was embarrassing. Stay outta here if that was you.
>>
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Worked on the cute factor a bit.

I sure to wish unity had character mesh smoothing :(
>>
>>653814
>I sure to wish unity had character mesh smoothing
Can you not get things like that with custom shaders, or are you talking about something different?

by the way, I see you made her eyes follow camera, but you need to add blinking to sell it more
>>
>>653814
Would you be willing to help me with character shading for a reasonable price?
>>
>>653814
You went from your cute vegetable/creature animations to this?! Nice dude, was wondering where you disappeared to
>>
>>653768
You ever seen an hourglass anon?
>>
>>653853
Post cute veg anmations
>>
made the shoulder joints and added some detail
>>
>>653867
Yes, and it is obviously not the one I posted just now.
I didn't even save the hourglass version of the model because I didn't like it.
>>
>>653768
i like this
>>
>>653768
I'm with you, this looks a lot better than anything with an hourglass figure would.
>>
>>653848
Thats what i mean. I don't really know how to write a shader like that myself but I'm pretty sure it would be possible. The mesh would smooth verticies depending on the position of the bones. You'd end up with Pixar quality animation if we had a shader like that

>>653853
i don't think that's me>>653852
what kind of shader are you talking about? I'm using custom normals on the eyes for a toony look and unity is handling the lighting on it's own


BTW, where is everyone going now that tumblr doesn't allow nsfw anymore?
>>
>>653872
yoooo, why does it have titties?
>>
>>653916
Even great minds can only ponder
>>
>>653921
the answer is: why shouldnt it have them? actually its a human after all with synthetic limbs
>>
>>653916
It's clearly meant to battle the Jihadists.
>>
>>653931
sure if you goring to make up a narrative reason for it making sense it's going to make sense.
The better question is why, when modeling it did you decide it needed huge boobs? it could have been a man, it could even be androgynous.
I think this could be a cool model is you tone it down a bit and give her some amour or something
>>
>>653935
those are actually the smaller ones, and i decided right from the start its a woman so...
>>
>>653938
look mate I just think it would be better if you had a wank before finishing her, got ride of some of that hornyness you got me?
>>
>>653941
i am actually thinking about lessening her nipples, but the girls who sat next to me in class liked it so i didnt think its so bad
>>
>>653907
Textures and everything would be provided. Do you have like a discord?
>>
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>>653678
Thanks, yeah it's working pretty well.

>>653814
>>653907
I'm not quite certain I understand what you mean with mesh smoothing, if what you want is to add more detail to get a rounded mesh that can be achieved through tessellation (pn-triangulation should result in a smooth mesh) it won't look the same as a subdivision modifier though and costs a bit of performance.

>>653941
But how do you wank with your fap material not yet finished?
>>
>>653768
I just meant the slightest taper in the square area. Not a completely different style.
What you've got now with the head cloth thingy works too though.
>>
>>653977
It would go against the medieval aesthetic.
>>
>>653943
>>in class
>using Blender
Sure thing, m8.
>>
>>653984
i dont get what you want to say? i am a interactive media student , of course i can use my laptop during class
>>
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oWo what's going on here
>>
>>654000
trips demand that you must post the full version
>>
>>654001
Too bad we're on 4channel and not 4chan.
>>
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>senpais start an internet fight over your scribbles
Very cute! Thank you for caring. Trying to get into hair now.
>>
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I suck at 3d sculpting right now, but I really want to learn how to make things that are actually good.

I've been messing around with sculptris for awhile now, making a few shitty sculpts based on characters I like, because the advice I see most for any artistry is 'just start doing it', but while i'm learning how the program works, I don't feel like I'm actually learning how to model characters.

Are there any good resources out there for learning anatomy in reference to 3D sculpting and applying the principles to a sculpt? If it's not too much to ask, is there anyone here who can maybe personally coach me on some things through discord or some shit?
>>
>>654043
I would say start with actual 3d, that way you learn the structures, in a structured calculated way and you get to understand how meshes and 3d works in a more fundamental way.
>>
>>654046
When you say actual 3d, do you mean using 3d references or, something like box modelling in blender?
>>
>>654050
Box modeling + actual references in blender.
Learn the rules before you break them.
>>
>>654051
Any good resources or tutorials for something like that then? Modelling off of a 3D reference?
>>
>>654043
Hi, I'm the other newbie scultor in the thread. I can't give you much advice on technical stuff since I'm still learning but how I got started was downloading Anatomy for Sculptors by Uldis Zarins. Then I started replicating the skull and laying ALL the muscles of the face on it, just so I'd know how the face actually works. Then I made the whole human skeleton, with all the bones and all the muscles. These two projects took me in total of 36h of work time to do, but it was instrumental. And I intend to redo them at some point.

Keep posting in the thread and people will help you out, but you have to listen to what they say. Save screenshots of your progress, looking back lets you see how far you've come. They have helped me alot and kept me motivated.
>>
>>654052
When I started with 3d long ago there was a guy called Jonathan from CGCookie that made great tutorials.
I don't know if the other people there are very good but he was excellent when I started.
>>
>>654055
Maybe it was blendercookie or something sorry it's been a while, I'll try find something.
>>
>>654056
Found it.
CGC Classic: Edge Modeling a Human Head - Pt.1 (Blender 2.4)
>>
>>654057
Thank you very much, I'm going to check this out.

>>654053
Thank you as well, trying out actual studies like this seems like it would be extremely helpful. I'll try that exercise.
>>
>>654043
id reccomend first doing low poly stuff by pushing and pulling some vetices
>>
>>654043
Just sculpt man, i never watched any tutorials and i learned anatomy just by sculpting
The core of the thing is you have to put in at lest 1000 hours to even start getting anywhere
Most people lack things like the abaility to read form and thats something you only get with experience

There is a /3/ discord and a zbrush discord, the unofficial one the official one is weird, nobody ever talks.
>>654032
Yoy need to fix that neck and that nose ridge, why is it so thick?
>>
>>654061
>/3/ discord
How many members are actually active and still post here?
>>
>>654061
Do you have a link to the /3/ discord? I can't find one anywhere.
>>
>>654063
>>654064
Not many honestly, mods on /3/ started banning people for linking it
Real shame was time when it was insane active, but with no new people all things die

https://discord.gg/C7Dm2Ak the new one that active
https://discord.gg/WbWu4ay this one is kind of dead as the mod went mia
>>
>>654066
Thank you very much!
>>
>>653907
>The mesh would smooth verticies depending on the position of the bones.
Brought Delta Mush to mind. Kinda in the alley of what you envision, perhaps?
>>
>>654076
oh damn. Cant find a unity plugin. I'll do more digging into this but I think this is what I want.
>>
>>653964
Its hard to explain but I need smoothing to happen after the amrature deforms the mesh. This really helps make smooth looking bone facial animation

The blender equivalent would be to apply a subtle smooth modifier after the armature modifier in the modifier stack and not before it.
>>
>>654084
Corrective smooth modifier?
>>
>>654084
delta mush?

https://bitbucket.org/Unity-Technologies/deltamush
>>
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Currently working on this and I want to export it to Substance Painter, but I'm using 4r6 and it doesn't export to fbx. Is there a way to do so? I though about exporting the whole mesh as an .obj, but it messes the subtool names, so I can't bake to a high poly
>>
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>>654137
the reference, which I drew myself
>>
>>654137
Make the armor more rounded and bulkier. The concept art looks fun with the skinny legs. Looks like a fun design. I can see it running on my head.

Taking a break from Rat-ninja and learning Zbrush by make a Goat-character inspired by Deltaruin.
>>
>>654138
Ewww, no pants. LEWD!
>>
>>654137
cute character
>>
>>654138
spooky and talented
>>
>>654137
Use a cloth simulation cage for the belt strap that's lose.
>>
>>654137
I would just make that armor in actual 3d.
Not like it has a lot of intricate detail.
>>
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>>654137
>>654138
Damn son, you combined two things i love the most, medieval and skeletons, love it, very cute and expressive!

Made another mace, learned more about welding things on things and its getting easier, this one from much more late medieval
>>
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>>654154
Taken a break. Think I'm making progress.
>>
>>653671
Why did you give a boxer a bodybuilders Physique?
>>
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whoa, parallax decals are so cool, I hope I can make a couple that resemble actual room interiors so I populate buildings with them
>>
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>>653977
I understand what you mean, but even a slight shape change didn't fit the style I was going for. Sorry. Also >>653984 what this anon said.

>>654137
>>654138
THIS IS AWESOME! Can't wait till its finished!
>>
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>>654154
>>654159
>>654160
>>654161
>>654162
>>654163
>>654176
>>654207
Gosh Thank you everyone, I'm glad you like it!! This really gets me motivated. I'll finish it ASAP.
>>
>>654190
why not, was a quick 3 hour sculpt for body shape so i went with first idea that came to me
>>
>>654197
That's some fine 2005 tech right there
>>
>>654094
Just tried looking for deltamush on UE4. Not even a thing. Fucking hell UE4 is so behind. Its embarassing. Shit physics, no clever deformers, limited as hell lighting, performancebuster deluxe... EPIC STEP UP YOUR GODDAMN GAME!
>>
>>654212
>that
>in 3 hours
Fuck, I have a long way to go.
>>
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>>654230
I made only the body in 3h you moron, and thats mostly since its 1 mln sculpt with no hands or feet
Gloved and shorts took me half a day alone

Nobody is that fast
>>
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Making a mech bust to practice characters
>>
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>>654197
and wow, you can get actual mesh displacement, what a time to be alive
>>
>>654282
Mhm, I remember the first time I saw paralax mapping in oblivion it was amazing then, it's more amazing now!
>>
>>654241
No need to sand bag, your still quite fast.
>>
>>654241
>It was just a quick sketch done in 3.5 milliseconds, I swear
Stop lying on 4chan, you fag, you gain nothing from this
>>
>>653672
Newbie here, how does this expansion stuff work?
You'd need more geometry for a huge boob than a small boob, right, so is this making more geometry on the fly or is the flat version just higher resolution?
Sorry if this is a stupid question.
>>
>>654310
You don't, those are probably shape keys, it's quite easy to make a lot of faces look flat.
Also it's more than likely subsurfed (tesselated).
PS: You don't need more geometry for large objects than small ones, a cardbord box and a huge skyscraper could technically be the same geometry if you wanted a square distant skyscraper.

Detail is where geometry is useful, if you have low detail having a lot of geometry is wasteful.
>>
>>654312
>it's quite easy to make a lot of faces look flat.
So basically the geometry for the big boob is already there, it's just being moved around with shape keys and made to seem flat? How do you keep the texture from fucking up? Can the uv map be tied to shape keys too?

>PS: You don't need more geometry for large objects than small ones
Well yes but this is a more or less flat object being turned into a big round object - so you'd need more detail on the big boob so it would seem like it had curves instead of corners, right?
>>
>>654312
Doubt those are shape keys, based off >>653238
Seems to be some kind of bone-based volume system.
>Also it's more than likely subsurfed (tesselated).
I don't think so, since Witch Dev (guy behind it) is making it for a game and you can't really do that (as far as I know). But I'll wait for him to respond.

>>654314
>How do you keep the texture from fucking up? Can the uv map be tied to shape keys too?
You just live with it. Ideally you make your textures for a bust that's either your largest or in the middle, so you get more "shrinking" than you do stretching. You can see this texture distortion happen often in games that have character creators.
Alternatively, you can just do procedural mapping, but that causes a lot of loss in terms of texture fidelity.
>so you'd need more detail on the big boob so it would seem like it had curves instead of corners, right?
Yup, more or less. Like the textures, you make your model either in the middle of the road or for the largest size. Then you just deal with detail being crushed if you're going small.
>>
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>>654207
Fuck, in this post what I meant was >>653980
instead of >>653984
>>
>>654308
I dont want people to think it takes 3h to make full characters normally. unless i can cheat around 2 days is what i expect it to take for a full body with detail like scales and no clothing
People already have distorted idea how fast it takes watching online vids from people with 15 years experience
>>654309
I literally just said it took me longer you illiterate twat

Whole thing took me between 10-15 hours, 2 afternoons, depending if you count the time i spend playing around with different ideas before setting on anything
Those shorts were pants, panties, and everything in between at one point and gloves at first i tried to sim in marvelous, but it was version 4.0 so it didnt do binding to geo yet so i couldnt, had to sculpt by hand
Now i would try again with the new fancy uv to geo and other options
>>
>>654322
>>654322

Ok so it's clearly stated that it's shapekeys, the reason he can change the size is because of a driver linked to a armature (or a bone more likely).

People use subsurf for their models in renders even if it's for a game, game engines support tesselation by the way, just saying.
>>
>>654336
>game engines support tesselation by the way, just saying.
Hm, my bad then.
And maybe I'm just continuing being stupid, but I don't see any mention of shape keys being used there. The shape keys mentioned in that post was an answer to another anon asking about them; rest of the thread doesn't have a relevant mention of shape keys either.
Oh well, it's not like shape keys for something like that is implausible in any manner.
>>
>>654335
Shame when talented people are self-righteous and unpleasant. You clearly have the ability to learn, maybe you should teach yourself how to have a personality, faggot.
>>
>>654349
What is wrong with you? Sculptbro seems totally pleasant and normal.
>>
what gun should I model
>>
>>654356
Colt Canada C8A1
>>
>>654356
OICW
>>
>>654356
MSBS Grot
>>
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40k is fun. Making a krieg commisar headgear to learn and better myself.
>>
Well it took me over a week but I finally managed to frankenstein together this vague approximation of a human female by following a bunch of tutorials and reverse-engineering some other models.
She's not quite the QTP2T waifu I'd hoped for, but are there any glaring errors with the topology? I'm mainly worried about the way I joined the hand to the arm, the ears, and her breasts.
>>
>>654349
>Shame when talented people are self-righteous and unpleasant. You clearly have the ability to learn, maybe you should teach yourself how to have a personality, faggot.
Yeah, double down on acting like a retard when we both know you didnt even read the post you replied to.
>>
>>654368
I just realized I completely fucking forgot about the skull in the center of the aquila. Holy shit I'm dumb
>>
>>654212
yeah but it also makes no fucking sense
>>
>>654369
>but are there any glaring errors with the topology?
Yes but rather than pointing them out and then have you adjust them without really understanding WHY there's errors isn't actually going to help you when you git gud you'll understand on your own what's wrong, instead I encourage you to keep on doing more and more complex tutorials

Also stop trying to "skip ahead" in your learning process; you're fortunate in that you've got the focus and drive to stick with a project for a week+ (lots of beginners don't, they fizzle out when they get to any project longer than a day), leverage that to the fullest by banging out tutorials.
I realize tutorials aren't going to teach you strictly what you think you're interested in learning, but the reality is you need to have a pretty big foundation when it comes to CGI before you can really specialize
>>
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crit the model please
>>
>>654383
Well, could you tell me what areas are messed up at least?

> stop trying to "skip ahead" in your learning process
"Skipping ahead" implies that I have some sort of understanding of what I "should" be trying to learn to progress, but I really, truly don't. Is there some sort of list of topics that you could recommend?
>>
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Î hate unwrapping. But its done.
Starting with texturing.
>>
>>654356
FJSHU15
>>
first time modelling. any tips?
>>
>>654391
extrude, add edge loops, smooth etc. Start doing simple stuff and follow tutorials that have the above mentioned to get you started. youtube is filled with those kind of tuts - Modeling a sofa, modeling a table, modeling a tire, whatever you feel like doing that is not super complicated and that you can follow along
>>
>>654391
fix the ears and the tip of the nose
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>>654384
Body looks fine, you could work a bit more on the bulb and it's fitting. Also may as well go all out on things like screws and welding.
>>
>>654384
Interesting chandelier, anon.
7/10
>>
>>654391
That Varg?
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File: test_render_07122018.jpg (1.74 MB, 2560x1680)
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The gang's all here! Whaddya think?

I'll definetly have to work on the materials (especially on the white pieces), and do some general detail tweaking. After that, I'm going to model a suitable chessboard for them.
>>
>>654418
looks great
>>
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WIP... Any critiques on topology and the general form? I can't make my models look solid for some reason.
Also, how long is modeling a full car including the interior supposed to take? I've been doing the outer stuff for around 5 days at this point. I'll have to spend another day adjusting the panels and shit for prepping for the interior. Fuck
>>
>>654435
like 2 weeks
>>
>>654444
Fuck, that kinda sucks...
>>
>>654418
love them all anon. Wanna hold them in my hands.

I'd work on the chessboard now and make it look more wooden and realistic.
>>
File: wip.png (1.84 MB, 1899x869)
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Now we can watch Jackie Gleason while we eat!
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>>654418
the styling on these is great, excellent work
>>
>>654449
Small tip, use auto verticle adjustment on the camera setting to get perfectly straight verticles looks a lot nicer.
>>
>>654454
ah ok, thanks
>>
The problem with Blender is not the program, it;s the pleb using it and publishing garbage.
FUCK VANISHING CAPTCHA
FUCK VANISHING CAPTCHAFUCK VANISHING CAPTCHAFUCK VANISHING CAPTCHAFUCK VANISHING CAPTCHAFUCK VANISHING CAPTCHAFUCK VANISHING CAPTCHAFUCK VANISHING CAPTCHAFUCK VANISHING CAPTCHAFUCK VANISHING CAPTCHAFUCK VANISHING CAPTCHA
>>
>>654461
lol
>>
>>654339
>but I don't see any mention of shape keys being used there.
Well there really isn't any other way of doing it.
>>
>>654418
They look nice overall, but I feel like the big rough chisel marks are at odds with the level of detail; I don't buy for a second that the craftsman who carved out the rims on those tiny little shields or the roof tiles on the towers would leave those kinds of irregularities right in those same high-detail areas.
Also the spike on the bishop is way too thin to be believable, compared to the width of the wood grain.
>>
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>>654228
You could write a vertex smooth compute shader or try to hack it into the existing compute shader for recomputing normals, the adjacent triangles/vertices information is available from the GPU skin cache and it should be possible to create a smoothing function from there. (It seriously is a shame that you can't properly put shaders in a plugin for unreal, but at least it's open source, so you can implement anything you need). Other than that Tessellation with curved PN triangles can give good results and is implemented in Unreal.

>>654310
The shapes can be created entirely through shape keys, I only have a weird bone setup in there that works together with the shape keys to drive the physics collision so that it fits the breast shape in game. Other than that I have no subdivision modifier on the mesh and I do some other things because it ends up in Unreal eventually like quantizing the vertex weights to 255 steps because unreal stores the vertex weights in byte values, that way I get exactly matching results, also my rig is entirely reproduced in unreal (I only export the IK targets and control bones in my animations) so that I can have procedural animation effects and the possibility to make an in game animation/pose editor.

>>654314
Regarding the textures, I try to keep the geometry for the nipple within a reasonable size and other than that there is relatively little detail on the breast and it isn't very noticeable on the skin detail textures (for really small details like pores) but i could just scale the texture coordinates of the detail texture if the stretching would get too much on huge boobs (a bit of stretching won't hurt on big breasts anyway).

Also fuck retopologizing cloth that stuff always appears to work well enough with a simple decimated highpoly mesh and transferred vertex weights from the base mesh (I'm using a subdivision modifier, on the triangulated mesh, to make the normals pop more until I bake them).
>>
>>654404
Thanks. Im not that good with the materials and rendering. What kind of material should I use to make the bulbs look more bulb-ish?
Any decent renderers advise? (except v-ray, i cant make it work in maya)


>>
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>>654419
>>654448
>>654450
Thanks!

>>654466
Hmm, I guess you're right. Thanks for the feedback, I'll try to work on that!
>>
>>654484
Im the other guy working on the unity game.

I really want to write a shader to handle the smoothing algorithm but my penut brain isnt clever enough to make shaders without node systems like shaderforge. I'm pretty sure the guy who did meshvr has the function Im talking about but they wont reply to my messages anymore now that they've gained a huge following and probalby get tons of messages all the time :(

If you could do it, how much wouuld you want as payment? I'd seriously like this shader out of the way as it's holding me back a bit with facial animations.
>>
>>654484
oh and those clothes look really great for decimation. Im thinking of box modeling all the folds on my unity game considering the fantastic performance I've been getting so far. Will post results soon
>>
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>>654418
Turned out such an awesome set, hope you print these out, ill buy a set.

Made a poleaxe, this took way longer than expected, so many complications but i managed
>>
>>654418
looks nice, however i have a very minor gripe: the voronoi carving bump effect doesn't actually displace the mesh, so when you look at the edges it becomes obvious that it's flat.
>>
>>654518
Holy fuck man, do not model those folds, 1) it will rather look terrible or you will spend the rest of your life getting it to look nice 2) there are dozens of programs designed to make 3d clothing, just use one of them.
>>
>>654418
Damn, them dudes look like they're about to drop the sickest album ever.
Nice work.
>>
>>654553
An elegant weapon for a less civilized age. Looks legit, you get score for historical accuracy anon.
>>
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Trying to model some buildings, gonna hopefully have a full cyberpunk-esque cityscape by the time I'm done. Figured I could model one a day and have a good bit after a month (minus texturing).
I'll admit my approach before now was to throw edge loops until something looks good and not give a fuck about the topology, but I'm trying to get proper geometry and some sort of economy going (especially since there will be a lot of buildings).

I'm not really sure if I'm doing it right though. Seems like I should get rid of the loops on the corner bevels but I'm not sure if they're alright like that or what. I feel like if I get rid of them a lot of the vertices will get all funky. Is dissolve edge loops the correct thing to use in this situation or will it cause problems down the line?
>>
>>654553
I always loved those meat-tenderizer ends that warhammers had occasionally.
You can kill a dude, but damn will he be tender cookin.
>>
>>654636
It's a decent approach we are quickly going to stagnant with ideas. I recommend finding an image or two or sci-fi city scapes and crossing one off a day instead. Gives you some ideas and you can be sure all your buildings will have variety, be sure to have some "hero" buildings mixed in with the lessor buildings
>>
>>654517
How are you doing your animations in the first place? Are you using skeletal animation, morphs or a mix of both?
One thing you are probably running into is the problem illustrated in this animation, basically blender/maya whetever is updating the normals very differently than typical game engines do. In unreal you can get correctly calculated normals through the obscurely named option "recompute tangent", I'm certain there exists a similar option for unity. If you are doing your facial animation entirely through morph targets you won't need that (but then you shouldn't need any kind of smoothing in the first place).
Oh and just to mention it the normals aren't updated correctly through skeletal animations because it's impossible in a normal shader setup consisting of vertex and pixel shader, because in a vertex shader you don't have any information about adjacent vertices which you need to recalculate you normals, that's why this is only possible through a compute shader.
Regarding writing a shader for Unity I have no idea how Unity's renderer works so I can't tell how much time it would take to write a shader for it.

>>654518
Thanks.
>>654562
I just sculpt my cloth, but box modeling sounds painful, I guess those sim tools can provide good results if you have time to learn them (Blender 2.8 actually has greatly improved cloth simulation, it looks usable to generate a good base for cloth).
>>
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>>654606
>>654637
Thank you! Had a blast making it!

Tweaked some proportions more, added extra detailing in the langettes and tweaked textures
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Trying to sculpt a cartoony Trump
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>>654670
I like Trump! Yes Trump 2020! Winner!
>>
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That's what i've got so far. I might add to this later.
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>>654703
what does it do?
>>
>>654643
> I recommend finding an image or two or sci-fi city scapes and crossing one off a day instead
That's exactly what I'm doing actually. The building I'm modelling now is towards the left of the image I have attached. I've got a few references from stuff like Akira, Blade Runner, Batman Beyond, and some general concept art stuff. I wasn't going to try and make up buildings, I've tried that before and they never turn out right.

How's my geometry looking though?
>>
>>654709
this building looks fine as a silhouette but lacks a lot of detail what makes it hard to be realistic. your model looks fine if comparison to the reference.
>>
>>654703
I really wanna do an engine for a vehicle. I just dont know where to start cause everything is so complicated and im not an engineer guy. Your machine reminds me of an engine. Could you share some tips on its creation? Where you got your references from, how did you start etc.
>>
>>654710
Well I'm not finished with it yet (hence posting in the wip thread). Right now I'm getting the basic forms and stuff down, then working on the nitty gritty. I just want to make sure everything is fine with the topology/geometry and stuff before I move on and make a mess of it, or make things harder for myself down the line. What I asked originally was if the loop cuts on the bevels and stuff to make the windows was alright? Should I get rid of them and just have the vertices for the windows float in the middle of the face or what?
>>
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>>654708
It glows red in the dark??
I don't know desu. The fundamental function of the scene and the machines is to create an dirty industrial environment which feels eerie, sinister and threatening.
>>654711
get references
look at references
draw rough sketch
build rough whitebox model
draw over whitebox model render
infuse with more details until you have final design
build final mesh
unwrap/texture

The process is pretty straightforward, i have a huge library of references and i take a lot of time for the design process, which i think i am still pretty weak at. I am no engineer myself and i just work by visual aesthetics.

If you don't want to sped to much time with this, take a real engine as reference and stay close to the design but simplify it to your needs.
>>
>>654714
How many material IDs/texture sets does that thing have?
>>
>>654717
3 sets a 2K.
Albedo, Rougness, Metallic and Normal.
But i am reusing some tile-able Rougness and Normal maps between the machines to decrease the VRAM memory consumption.
>>
>>654369
apart from anatomy problems that you have to solve by trial and error this looks not bad. keep working on the model and it will look even better
>>
>>654670
he looks like a grape... who had been made surgery on
>>
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i finished the face and head, but i am now at the problem that lips and nose blend in with the material
how can i fix this?
>>
>>654742
back to facebook, normie
>>
>>654744
i am no normie i have been here all summer
>>
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Made some cups today.
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>>654743
You make a proper texture, is what you do.
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Working on this parrying dagger, as a practice for the rapier im planning on making soon, havent yet decided on the pommel shape and the rest of the handle fittings
>>
>>654712
Your topology is fine
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>>654798
just realized the guard is tad too small and narrow for a parrying dagger, oh well, easy fix
>>
>>654714
I think I would really help if you have it a function. You'd be able to look up relevent machines
>>654743
AO would help, but yeah unwrapping it all and making a proper face texture instead of just using something procedural is the best option
>>654798
What's your reference?
>>
>>654801
Its a mix of several different designs i found, and took a bit of creative freedom there, fluted handle is quite common in rapiers and i want this to be a companion for the one im making in style. Not so confident about the guard shape either, maybe adding some upwards curve in it
>>
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I have no idea what I'm doing
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>>654813
Looks OK to me (as a base).

Needs a longer neck that gets shorter towards the head, though (and hoofs on the feet, the legs look too human). The arms and legs look like they might be a little too long, as well, but it's difficult to say and I might be wrong.
>>
>>654757
Very nice :)
>>
>>654741
Thanks, but I think I'll try starting over from scratch using a more thorough tutorial.
Speaking of which, this "Joan of Arc" tutorial in the starter sticky gives the character a bunch of triangles before subdivision in a lot of places; I thought that was big no-no? Is it okay here for some reason I don't understand or have standards changed since the thing was written ten years ago?
>>
>>653672
Is that the Female Rigged base mesh?
>>
>>654847
Mind linking me to that tutorial? I can't seem to find it and I'm suspicious of it being bad advice
>>
>>654865
https://3dtotal.com/tutorials/t/joan-arc-modeling-the-body-michel-roger-character-arc
>>
>>654757
makes me want to get a drink
>>654813
shit concept=shit model
I would start by using refs made by someone who saw a human body before
>>
>>654866
Wait shit I think I just figured it out on my own - those cuts don't actually subdivide into triangles, but angled quads, so it doesn't actually ruin the topology like triangles would.
Is that about right?
>>
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>>654866
this is a good basic tutorial, sometimes triangles and n-gons are unavoidable ucaly as long as they are on a flat surface they are fine like they did on the inside leg. for the chest i would recommend doing this instead, if it messes up your edge loops just ignore this they are more important
>>
>>654869
all traingles subdivide in 3 quads, period.

The use of triangles depends on a lot of stuff and I wouldn't explain that much here, just google and be ready to lose 3 to 5 hours between forum posts and videos
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>>654869
yeah pretty much, as long as you follow that you'll be good. use this in the future when you to figure it out yourself
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Pretty much done with the dagger, might play around with some custom alphas for the wrapped fittings in the handle for more interesting shapes
>>
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more work on this project, bedroom had a facelift
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>>654875
I feel like the hilt is a little too long?
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>>654868
>shit concept=shit model
this is why I love this place, so merciless. 'mkay, I'll see what I can do about it
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>>654878
That is a truly awful concept.
The limbs just float next to the body and arent even connected to the torso ...
>>
>>654871
Alright, I'll try and incorporate that flow.
I'm also noticing the shoulder topology is very different for your image. Should I try to use that as well, or do both methods have their uses?

>>654872
Oh, well so much for feeling clever for figuring it out. Basically google "why and when are triangles bad in 3d modeling?"

>>654873
This is a showcase of how subdivision can distort your textures or whatever, right? Just making sure I understand what I'm looking at.
>>
>>654882
i would stick with your tutorial's shoulders it's just more well documented and has different angles.
----------
If you look at the tapology coming in at the top and them at the tapology coming out at the bottom you can see how to fix your tapology in the case of having missmatching edge flow using what they did as a reference.
>>
>>654883
I'll stick with the tube shoulders for now then.
-
oh so it's a "how to fix it when you fuck up and have X edges on one end of a gap and Y edges on the other" sort of cheat sheet? I'll keep it handy, thanks.
>>
>>654882
>This is a showcase of how subdivision can distort your textures or whatever, right? Just making sure I understand what I'm looking at
you're looking at ways to reduce/redirect topology all in quads
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>>654877
Depends on a dagger design, ive found some with shorter, some with longer ones, i opted for slightly longer for parrying practicality.

Decided on making a custom alpha for the wrappings, couldnt make the seams go away so i put in small buttons to mask them out,
>>
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>>654875
>>654900
After a long break i found i wasnt happy with some of the proportions, so here its fixed, enough spam for tonight
>>
i added a toon shader to the materials. while it looks better its still not as i want it
>>
>>654915
that face doesn't work at all.
>>
>>654922
i disagree, i like it like this, why wouldnt it work?
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>>654924
Because it looks like fucking shit
>>
>>654927
>>>/b/
what displeases you?
>>
>>654915
>>654924
>>654929
My guy, we already pointed out in the Blender thread that the face looks like a man's. That's not even considering how poorly done it is. Seriously, learn some facial anatomy or at the least sculpt according to reference.
>>
>>654931
>we already pointed out in the Blender thread that the face looks like a man's
to which i made multiple improvements since the last time that helpful advice was given

>That's not even considering how poorly done it is
good enough for my second model, knowing a good portion of anons talk out of their ass i value your opinion a lot senpai.

> learn some facial anatomy or at the least sculpt according to reference
to what reference? bitches coming up with "thats not how a girl looks like" well shit i didnt know girl faces are normed. last time i was outside there were girls with lotsa different faces.
>>
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>>654929
i should probably point this out but there are 2 types of toon shader.

1.the toon shader in cycles does it with raytraced shadows, which means its not fitting for anime stuff
2.the blender internal one fits more for NPR stuff because the shadows and colors are sharper.
when you do anime stuff, you also have to emulate the drawing techniques. so there are alot of other things that come into play. there is no reason to use raytraced shadows in order to do anime
>>
>>654934
And you really think a girl's face looks like one out of an anime, then? If you really want to do that character, then find a cosplay of her you really like and copy that face. Because right now, you just don't have the fundamentals to translate something like that into 3D. Seriously. If you're really that arsed, then find a figurine of her, they're bound to exist, see how that artist translated her face into 3D.
>good enough for my second model
And jesus, shut the fuck up. Sure, there's that whole discussion about an artist knowing when to give up, but we can't apply that here because your approach is completely incorrect. It's gonna influence your future works, no matter how well you manage to streamline it.
Look, the reason why you're not getting any specific advice is because you're just on the wrong path. I can't tell you to take a left turn when there isn't one. So I'm asking you to restart and go on the proper path this time.
>>
>>654939
no, eat my ass
>>
>>654941
>getting this mad
I know getting told your work sucks feels terrible. But you won't find yes-men here. We're not here to jerk you off and suck your balls dry, buddy. You've come to the wrong place if you're looking for that kind of validation.
And it's fine, you don't have to listen to me. You really don't. Do what you want, as they always say. Just know that you'll probably run into more comments like mine in the future, especially if you continue posting here. Ciao, my dude.
>>
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made a scope, Burris AR-332
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>>654944
>>
>>654944

What software did you use? I might have a paid job for you but I want to make sure you're not using blender or some similar meme software.
>>
>>654944
What software did you use? I might have a paid job for you but I want to make sure you're using blender or some similar meme software.
>>
>>654954
Looks like blender to me dude, you're just going to have to get used to it.
Blender is now going to start to become the new industry standard.
>>
>>654954
3DStudio Max and Substance Painter

https://sketchfab.com/models/0f56be36d7984c139475518152dce85a
>>
>>654970

Oh yeah I figured to. Looked too good to be made on blunder.

>>654964

What were you saying?
>>
>>654971
bro you can model that shit anywhere.
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>>654869
>Those cuts don't actually subdivide into triangles, but angled quads

Exactly. Another trick you'll see modelers use is to make the geo flow back into each other to add more lines for certain parts without adding too much geometry.

>>654873
Well that's useful.
>>
>>654971
>Looked too good to be made on blunder.
Just stop. You're embarrassing.
>>
>>654984
>cloth
it looks more like some melted plastic
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>>654985
by doing pic related you can get rid of the 6 edge pole in the middle...
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>>654990
... and you are then able to add extra edge loops like pic posted. It really depends on what you need. I actually like retopologizing models, I don't know why so many people hate it.
>>
>>654989
Thought so too
>>
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I need an honest critique before I turn in this project tomorrow morning. Tell me about any glaring flaws.
>>
>>654994
The gold parts in the centre look a bit too untarnished i.e. out of place from the rest of the scene. The wear on that blue rim along the outside seems a bit too big, in fact a lot of the wear/grunginess of your scene seems to be at the wrong scale. They're too big considering the scale of your scene.
>>
>>654934
I agree this this >>654942 100% your face looks bad and you can't get all defensive about harsh feedback, harsh feedback is great. People who say things like "looks good anon" offer nothing to the table and just create shit artwork echo domes. I actually stopped giving you feedback because you don't listen to any to any of it. Seeing you get all defensive in this thread thread just confirmed everything I thought already. Also why don't you just ask a teacher if you're apparently in school already.
>>
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>>654964
>Looks like blender to me
Picture linked is a render
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>>654984
Try adding contrast, your image is like 50% gray
>>
>>654994
Reminds me of one of the Warframe levels. It's a shame i hav't seen an early WIP of this might of suggested thing that can't really be changed at this point. I would suggest trying out a duplicate camera but with your vertical lines adjusted to be straight, edges are looking super distorted right now. Might be also worth finding a moodier refrance and doing some post to match that. Maybe even try out an LUT
>>
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>>655015
something like this i guess
>>
>>655016
I feel like its way over exposed in lighting, killing any sense of depth, making it hard to focus
>>
>>655017
i'd put some render passes on it like z-dept but i dont have them haha
>>
>>655018
Then why not just adjust the lighting instead?
>>
>>655031
because its not my fucking project
>>
Well, it's still not very photogenic, but at least it only took me two days to cobble this one together instead of a week. Think I'll try modeling her some clothes and hair now.

As an aside, I played around with implementing some soft body physics for the breasts, and I couldn't figure out how to do it so they'd deform while maintaining their volume if the character's upside down or on her back - either they flatten like deflated balloons '(or even collapse into her chest cavity) or stick up like rocks. I thought of putting some kind of internal lattice inside the mesh, but I couldn't quite get it to work right. Am I missing something or am I expecting too much of physics engines?
>>
>>655017
Whole thing is hard to focus on. The camera angle is shit, it's hard to focus on anything in particular. The aliasing and stuff makes it even harder.
>>
>>655083
>or am I expecting too much of physics engines?

Depends what kind of physics simulation your are talking about real time/game engine or some recomputed soft body stuff?
I am going to assume game engine for the sake of this answer though. What will cover %80 of you use cases and look okay, is a single bone for each breast, extending from bottom of the shoulder blade, about a inch or two deep from the skin of the back, to the nipple of the respective breast. These two bones should be the children of your chest bone, or whatever bone the clavicles are also children of. These bones should be set up with fairly limited rotational constraints with something equivalent to a spring joint. The bone can also be scaled along its length axis for some subtle breast compression in addition to the jiggle, but you would probably need to right some code to govern the logic behind when that happens.
If you are playing around in Unity though, do you self a favor and buy dynamic bone, its completely possible to with built in unity components but in all honesty your time is worth more then what ever it costs.

As a general recommendation, that time you saved doing this the second time as apposed to the first is a big improvement and you will keep getting quicker the more you do this. So its fun to play around with rigging and jiggle physics but when you are done get back on practicing. I think at this stage grinding out more pure modeling practice will serve you more then some of the more technical stuff. So I know it desirable to take a project to %100 completion but its that first %70 to %80 that is really valuable to you right now.
>>
>>655083
You are expecting to much of Blenders Physics Engine.
It can be done but it isn't that easy. Maybe a little too much for an beginner.
Problem is there are no Softbodies with volume preservation which makes highly realistic movement of titties in Blender a pain to get to work.
Search on YouTube for tutorials, i've seen some tackling that problem, with varying results.
Or you can always put 2-3 bones in the tits and animate them by hand.
Its much more fun than spending hours with rigging.
>>
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>>654553
>>654589
T.Hanks

>>654556
I'll try to fix that senpai.

Meanwhile, here's a little test render on a new (also wip) chessboard.
>>
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I don't know if my potato pc can handle blender, and I've barely used any form of 3d modeling software in general. but anyways, I've been putsing around in sketchup for a few days. One of these i really like the flow of and the other was after I learned how to put in a little more detail. Both aren't very smooth but i guess that's just sketchup.
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>>655109
Also sketchup thinks that all connecting edges are profiles so viewing profiles only doesnt work
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>>655109
>>655111
Maybe this is a little better
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>>655115
>>655111
>>655109
I guess shadows give a better idea of shape as well....
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>>655109
>>655115
>>655116
>using sketchup for organic modelling
And I thought I'd seen everything.
Anyway, your PC probably can handle Blender. It's really only rendering/simulating that's taxing on machines. Sculpting too, of course.
For someone starting out, and especially one that's working with Sketchup, not bad stuff honestly.
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>>655153
Whats worse is that I pretty much modeled it by hand, line by line, and that there are a lot of polygons (despite the fact that I've seen a lot of low polygon models look so much better).

Honestly would't be that bad in sketchup if the scale tool didn't default to scaling diagonally when working from a 2d parallel projection view, as I've been trying a method that involves scaling hexagonal prisms to an orthographic reference pasted onto the the axis similar to a tutorial I saw for a program called "maya"?
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>>655163
It's mostly just bad because you can't edit your edge flow
>>655083
Add smoothing to it, will help a lot
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>>655109
That's an arousing... building.
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Got the machine into UE4.
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>>654876
everything is very pleasant to the eye, especially the colors and those cloths - they really do look like real. I just dont like one thing - if every other furniture looks so new and varnished, why make the panel behind the bed look so old and scratched? It really seems out of place there.
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>>655227
thanks for the feedback, as for the painted wood it was originally an accident when setting the white limit on the texture that resulted in a scratched wood. I kept it just because I sort of liked how it added some texture to the scene, giving it a little depth. it's also just a little bit inspired by this image
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Robot with a strong lack of specular information because I don't fucking understand color spaces
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Tried making a few different clothing items. So far this seems really easy compared to modeling the human body. I guess I'll finish it up and then get back to heads, since that's what gave me the most trouble.

>>655092
>>655093
I'd eventually like to get something that'd work in Unity, and if I'm reading your guys right that'd mean something involving a "dynamic bone" which is some kind of physics-enabled bone plugin for Unity?
Is this a solution that would work entirely through physics on a default skeleton, or would it require hand-animating the boobs in for every animation the character uses?
I guess I should leave it alone until I get to rigging, but I'm a dabbler by nature and I need to play around a little with stuff that's way beyond my level to be able to stand grinding the basics.

>>655175
>Add smoothing to it, will help a lot
D'you mean smooth shading on the faces or a subdivision modifier? I figured I'd leave it rough so people could see the edge flow better.
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>>654255
Starting to apply values
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>>655251
Pretty cool. How did you make that edge wear?
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>>655223
Goddamn. Looking nice!
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Started working on this tonight, Making the Tank from Metal Slug to 3D print. I know there's already a model, but I wanted to learn how to do this in AutoCAD. It's a frustrating software so far compared to Maya and even Blender.
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>>655358
And out of curiosity, would anyone know hot to make a Path Array let each individual copy rotate slightly? I know I can do this with Blender by adding additional shit in order. But I could not figure anything out that would work like this in AC18.
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>>655109
>>655115
>>655116
Holy fuck. Do yourself a favor and just move onto Blender as soon as you can. I wasted a year and a half of my life on SketchUp and for absolutely no reason at all. There's literally no reason to use SketchUp for anything, period.
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https://streamable.com/i3m2j
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>>655380
i dont disagree with your advice but lots of professionals use sketchup in the mockup stage when making buildings because it's extremely fast and tapology isn't an issue
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>>655268
Yeah sorry for not being specific, dynamic bone is a aftermarket unity asset. You attach it at the base of a bone chain and you can tweak settings to have the children bones wobble jiggle or flows to your heart's content. Good for hair, bone based cloth sim, breasts, tails, ears, also has options for exclusion and collision. For this particular plugin you don't really need to worry about how its rigged or animated, it just needs a bone that is weighted to something. It dynamically calculates the rapprochement physics based on both the character world space movement and movement imparted from animation.
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Deeply concerned about my starting SameFace syndrome, I wanted to do something different. I made Ureshii Fatto Piggu.
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>>655223
holy damn, good work!

Viking sword, spent couple hours on drawing the carvings out by hand on top of a projected image.
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>>655475
Shouldave used texture mode on your brush?
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>>655477
i wanted that hand carved look i get naturally by hand drawing them in, pretty relaxing work
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>>655478
Ok well it looks nice anyway, although I'm not certain I'd be able to tell without studying it for a very long time.
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>>654990
>>654991

Neat. That really opens up how much geo you can add.

> I actually like retopologizing models,
Yeah, it's a useful skill.
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I realize unity probably doesnt update normals every frame to save on performance for skinned
mesh renderers, but is there any way to update the normals on a character mesh in unity after deform? I thought I could just ignore the issue but its getting really obvious with facial animation.
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>>655496
those spots might be from the shadow engine
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>>655496
As far as I know, normals only get updated if you rotate bones. Moving or scaling them is going to give you those errors.
You could use morphs, but from your earlier webms, I can tell that may not be what you tried to do.

I am not aware of any workarounds.
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>>655502
Yeah that's ngss fault. I'm talking about the shading in the corners of the mouth. They don't show up at all while in the same position as as blender
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>>655507
Fuck. I'll do more research tomorrow. Bedtime
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>>655496 >>655507
Yeah, it's exactly what I explained here >>654649
If you go with morph targets you should get correct normals (combining them could still lead to wrong results, no idea how noticeable that is though).
It isn't trivial to solve because it can only be done in a compute shader (or the cpu but that would be slow as fuck) and then you have to solve special cases like seams as well (at a seam are two or more vertices with different texture coordinates but the same normals and the calculation has to figure out that those should keep the same normals or else you end up with hard edges at seams).
You should probably ask in the unity forums if there exists a plugin that has that implemented already.
Depending on how deeply integrated skinning is in unity it might actually be imposible to do without source access, but I don't know unitys code base well enough to say that.
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>>653448
Cinema 4D. Been practicing masking with textures on displacement subdivisions.
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I tried texturing in substance, but its really slow on my pc, it also glitches at exporting textures and doesnt export them sometimes. Should I just stick to the usual texturing in the 3d software, or try similar program to substance - mudbox or meri?
Advice a newbie on renderers too, mostly for interriors and furniture.
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>>655599
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Working on the next machine.

>>655599 If Substance is already slow than Mari will be even slower.
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first likeness sculpt, falls a bit short of the old masters
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>>655639
used flatten and crease brushes on the eye part, i feel like you use the same resolution for every part of the mesh. for the mouth,eye,nose areas use higher res than usual. for everything else use low res
in the same breath ill post my progress
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>>655308
Slowly getting this done
Today was spent trying to define the rock material
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nibbas really out here with socks and sandles
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Trying to do FACS based face rigging unfortunately there is very little information about it, but I think I'm getting there (there are examples where it's applied but almost nothing about individiual poses used and how they are combined).

>>655648
her skull looks a bit too small and her clavicles are weird and you could spent a bit more minutes on the ears.

>>655639
Was it completly sculpted without symmetry? His face looks good, but I can tell even from the front that his ears are really bad.
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>>653531
How bad has war gotten that we're sending quadruple amputees into battle?
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>>655709
How bad will war get when they start returning home as quintuple amputees? He better give them a helmet so he doesn't have to find out.
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>>655696
>FACS based face rigging
Looked that up and that's actually pretty interesting.
>almost nothing about individiual poses used and how they are combined
Have you checked the wiki article on FACS?
https://en.wikipedia.org/wiki/Facial_Action_Coding_System
It lists all the different codes as well as some examples of what code combinations give which expression.
Sadly there's only two sources for those examples, one comes from an unpublished manual and the other links to a dead website (http://www.face-and-emotion.com/dataface/facsaid/description.jsp). Wayback Machine has some snapshots of the latter though.
There also appears to be a bunch of info on how to approach FACS rigging, just that they're all made for Maya. Could probably repurpose the knowledge for Blender.

>>655712
>quintuple amputees
Anon, I think those are known as 'corpses'.
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>>654813
Still fucking clueless LOL
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>>655696
>there is very little information about it
stop staring by osipa
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Did some rendering last night, these shots are not compleat in length just edited together what i had.
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>>655736
Damn anon thats some studio quality right there. Which software did you use for the animation?
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>>655736
I've also already changed the living room
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>>655737
Cheers mate, it's done in 3DsMax and rendered in Corona
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>>655741
Im trying to finish my first interior. Do you have some tips you can share? How much time it took you to finish? Did you model everything yourself? Did you texture it in 3ds max?
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>>655746
Modeling everything when starting out is a good idea as you can use those skills later on as a crutch, but if you want a portfolio piece your best off just downloading some assets.
One of the most important things is using a refrance, not a render but a photograph of as close an image as you can get; common materials, simmer lighting, camera lenses size. You use this refrance for everything, when changing the colour palette, the colour of your lights, the levels of the image ( make both black and white and try getting the black, Gray's and whites to match as close as possible)
when making anything you will see close up texturing, and correct uvws and a very important thing, i do make all you my textures I'm max but you don't have to.
I would try to devide your time: 20% modeling 20% cameras 30% texturing and 30% lighting.
Spend a while reading up on photography composition and cinematography.
A lot of things can be fixed in post using render elements but don't rely on it, it's best getting your render as close to your refrance is you have enough time.

I've done a lot more work on this project then these renders but so far it's taken me 2 months. Unless you really do have a deadline, take your time and work on the small details, think like vents, fire alarms all that bs
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We've _just_ hit bump, but an early refresh doesn't hurt.
>>655753
>>655753
>>655753



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