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File: postcard.png (2.37 MB, 1500x882)
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Merry Christmas!

previous: >>655753

Reminder!
This thread is for comments & critique on whatever project you’re working on / have completed.

List of free resources (textures, assets, etc.): https://pastebin.com/vU7P8Vmi
If you’d like to add more links, post them here: >>637415
>>
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Projects are never completed.
Bumping.
>>
>>657963
why does a kid have adult eyes
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>>657964
How can she be a kid if she has adult eyes? Eyes don't grow, so she must be adult?
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>>657968
thats not how proportions work you dumb fuck, double check them.
>>
>>657969
You picked the one part of the body that defines age. Eyes never change, the face/body around it does.
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>>657970
you either make the eyes big or face small, which do you think would be easier to edit? exactly so shut the fuck up.
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>>657971
Way to be clueless.
How is that a child exactly?
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Actual scans of real people.
Left: 8yo
Right: Whatever age Ellen Page was during scan, 20ish.
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>>657974
>keeps proving my point
lol okay?
>>
>>657915
Love the Witch.
>>
>>657976
>Keeps evading questions and backing up his claims
>>
>>657976
Explain how the eyes are "adult".
Pro-tip, you can't.
>>
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The walk cycle will have to do like this for now, it's still wonky in some places but I can blend in all directions and my idea to put the target for the next step into the animation is actually working great with IK to solve step height for obstacles.

>>657983
And she loves you.
>>
>>657994
Very wonky.
https://sketchfab.com/models/6bab5ece63be4463a7da67a05a907812
>>
since cs:go got a battle royale mode, I decided to take iconic parts of classic maps and bash them together into a single map, but with a twist. whole island with all those map pieces will be designed, textured and modeled after various airsoft/paintball arenas to give it more of a "killhouse" feel, plenty of work on topo will be needed as well as choosing where pieces go, ideally I would save all pieces as individual maps and load them into final map as instances so I can move them easily, and thanks to fixes and ducttape that was applied to cs:go compared to other source games, mapping with models is a viable thing to do so I dont have to fuck around with regular geometry too much.
hopefully I will not drop this project like everything else in my life
>>
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Trying to make a sonic with the anon reference.
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>>658002
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>>657994
I do like the random IK demo thrown in. And your character as a whole. Do you have a blog or smth? Also whats that little dot on her butt?

However I think the main problem with the weird look when just walking forward is the extreme hip rotation while staying at roughly the same height.

You might be going for some super sexy walk here but her steps are too big for her hip to stay the same height. Maybe try to make her entire body lower slightly when her feet are apart? (if that makes sense in text form)
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>>658012
Thank you, I did one more pass and tried to fix her body motion and I think it's much better now. The other directions aren't quite as important anyway since people usually walk forwards.
>Do you have a blog or smth?
I have a patreon at: https://www.patreon.com/witchdev
from there you can find a link to my itch page where you could download the demos, but I can't recommend them, they are old and ugly. I will get a new one up in the next few days (the game is free).
>Also whats that little dot on her butt?
It's a button, the shirt is a body where the bottom part can be opened up, the back part can be hooked up at that button, while the front part can be hooked at one of the buttons there.

>>657996
That one is even wonkier.
>>
>>658030
SMILE FOR ME BABY YEAHHHH
>>
>>658030

This looks a ton better!

Not too curious about the sex-part but I think ill still take at that new version when its out.

>the buttons

Is that a real thing or did you make that type of clothing up? seems kinda.. uh. fancy-weird?

Also, can you share a rough outline on how you made the clothing, or more specifically the wrinkles and stuff?
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>>658030
Looks a lot better, but I think it still lacks a subtle up and down motion, she almost looks to be gliding, the body always remaining at the same height.
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>>658030
>witchdev
are you the witchanon
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>>658035
wtf her tits are bolted on
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>>658039
bolted on?
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>>658032
It exists for bodies, it's really just for convenience when going to the bathroom. And I have at least seen a shirt/body like that as a real product before.
The cloth is a highpoly sculpt, decimated with blenders decimate modifiers, then I did a bit of clean up around the borders (basically I just extruded them a bit to get clean normals), and transfered the normals from her base mesh. Funnily enough the decimated and triangulated mesh even works fine with a subdivision modifer.

>>658037
>are you the witchanon
Possibly. I don't know. I started to get called witchdev here quite some time ago (either in /agdg/ or in /weg/).

>>658039
From my experience depending on what you want to do with them it can be benificial to model them kind of without gravity, if you want to add physics to them later.
>>
>>658040
They look fake, going with the traditional slang meaning for bolt-ons (poor breast implants that look bad). There's definitely more that's still wrong with your model, but the biggest part about tits is that they point outwards and away from the body. Not forward, which many budding artists tend to do. Just try this: reposition the nipples to point more at an outward angle. It should look immediately nicer. Then you can begin reshaping the breasts so that the volume follows then ends at the nipples.
>>
>>658043
they look fake because theyre so close together and too round
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>>658042
such an uncanny model, use something better.
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>>658043
You can tell that to Team Ninja and their staff of professional artists and modelers. This is essentially a copy of their model with my own texture. I doubt they aim for realism and simply thought a 4' 11" schoolgirl with massive tits would be popular, turns out it is.

This is also a case of perspective, and of taste. Massive fake tits, hard as rock.
>>
>>658047
>Team Ninja
I wouldn't trust japanese to make accurate and good looking models beyond a face though.
>>
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>>658033
There is a bit of up and down motion but I want to keep the body relatively stable as this will be used in a game and there will be different animations layered on top of the default walk depending on the situation and I will have less issues doing that if the upper isn't moving around as much.

>>658046
Is this one better?

>>658047
It's probably because they are modelled to be dressed up (they wear at least a bikini in those games). It looks stupid when naked but fine with clothes.
>>
>>658047
But you added the nipples after the fact, didn't you? I highly doubt that they'd release a nude model just like that. Same point still stands, move the nipples to face outwards a bit more, trust me, it'll look a lot better. Unless, like you said, it's your own preference and her tits really are fakes.
Also, >>658049's reply to you. Boobs get affected by clothing quite easily. Bikinis are arguably the closest you'll get to natural positioning unhindered by clothing though.

Small question to Witchdev too, will all your models have the same face or are you planning to implement some sort of facial morphing system later on? Interested to see how that'd conflict with face rigging and everything.
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>>658049
That's probably it, I based my model on the nude version made by someone else, they probably took the proportions based on a bikini outfit.
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>>658048
Nips are responsible for pretty much the entirety of NSFW culture that revolves around 3d. They've made some pretty amazing models in games over the decades and continue to do so. Really hard to understand the hate aside from the fact that this is /3/, and edgelord critics are aplenty.
>>658051
I really don't strive for realism. And as far as tits go, I don't like giant milkbags this just happens to be a model I did a quick walk cycle with, so I used it to my gif with an added titty shot.
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>>658047
It's because bras and bikinis hold breasts up and together, from that camera view naked breasts would normally drop down and to the sides. Nipples shouldn't point forward.
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>>658055
They do point outwards slightly. That's the reason i'm not a fan of big tits, none are perfect.
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>>658056
Friend, those are fakes. Very obvious fakes. Pretty much the example of bolted-ons.
>>658054
>I really don't strive for realism.
And no, nipples pointing outwards is really more aesthetic appeal than it is realism. Note that I always said it'll look a lot better and a lot nicer, but never have I mentioned more realistic. Take it from a big tits kinda guy. But yeah, I understand if you're part of the itty bitty titty committee, don't worry about it too much then. Just my own thoughts and comments.
>>658048
>I wouldn't trust japanese to make accurate and good looking models beyond a face though.
Accurate is definitely debatable, but I'd say they have aesthetic down (when they aren't overexaggerating body parts). I've seen some really nicely done art, albeit usually in 2D since I don't think 3D's that big in Japan. Of course, accuracy is objective, appeal is subjective, so everybody has different perspectives.

Anyway, let's end the conversation here and move onto other things. No point filling up the /wip/ with titties, as much as I like them.
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>>658058
Yep I know they are, I still find them to border perfection. Real tits are boring, soft, saggy.
>>
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>>658051
Facial morphs are planned but not interactive in game for now. I think they hold up reasonably well currently, webm shows default->goblin->thin lips&different nose.

>>658053
In that picture they look perfectly fine.

>>658056>>658058>>658065
That picture at least shows that you are designing those breasts like that because you want to, different people have different tastes. (Also "realism" arguments are weak ones anyway because there are real tits which are facing almost straight forward, some women have a uniboob and some have tits so far apart that they don't even know of each others existance)
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>>658067
>Those sharp goblin teeth

How many races are you planning? I remember there's Humans, Goblins, Elves, and Drows (I think). Are you planning on adding little inbetween things like vampires and stuff? Could be fun to have a kinky vampire professor that hangs out in the dungeons or something.
>>
>>658067
yeah we get it you can use morphs
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>>658082
The man is responding to a question and still you're this assblasted? Holy shit you must suck at 3D.
For the record, DAZ is cancer.
>>
>>658082
shut the fuck up

>>658067
What engine are you exporting to? I cant remember if you use blender at all but were you having any issues exporting shapekeys from blender while using mesh modifiers?
>>
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>>658082
(you)
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>>658030
Your game looks awesome so far, best of luck to you!
>>
>>658084
>>658087
>>658088
i can do better shit than the garbage hes animating with
>>
>>658093
Ah, the fabled Christmas bait.
Reminder not to give this post any coherent attention / response, you're only feeding the troll.
>>
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>>658093
pyw
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>>658082
But you can't.
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Retop's done, UVs are acceptable, bakes're finished. Next step: facial expression and pose.

Right now I'm thinking I can do the facial expression in ZBrush, provided I don't warp the eyelids too much, and then I should be able to do most of the actual body posing in Maya with a quick autorig. I'm just trying to do a single pose, so I don't need to worry about the technical stuff too much.
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>>658121
is her index finger a little squished or is this just a weird angle?
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>>658119
>edit original model to the desired effect
>target the morph
wow so hard
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>>658122
Weird angle, but the finger's a little bit crooked anyway.
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>>658121
>>658124
the model in general is just ugly, not much els to say.
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>>658125
What's ugly about it? It's still a serious work in progress and I have to get the pose done so I can do cloth and hair, and when that's finished I can go in and create some proper textures, rather than the trash I have now.
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>>658127
Ignore that anon, he's been making the same comments for all of Witch Dev's posts too.
@ that anon: If you aren't gonna say specifically what looks bad about it, please stop going "ugly model". This is a C&C thread, if you aren't going to fulfil both Cs just stop posting and shitting up the place. Thanks.
>>
>>658128
>>658127
>This is a C&C thread
its not big bold letters says its a WIP, that doesnt make it a C&C

youre not gonna make it appealing with just a few edits here and there. its something you fix by mileage, which is something you dont have(neither does the witchfag). its not a crit as im calling it as it is and as i see it, and its just plain ugly.
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>>658132
Can you point out at all what's ugly about it or are you just saying what you think? Mileage is fine and all, but next character I make won't be much better if I don't know what the issue with it is, and waiting for an epiphany is rather futile.

Here, have an old WIP image of the same character, before I reworked the entire thing from the ground up (and I'm glad I did.)
>>
>>658132
>its not big bold letters says its a WIP, that doesnt make it a C&C
>This thread is for comments & critique on whatever project you’re working on / have completed.
Sorry pal, this is the way this general has functioned since the day it's existed. It's always been a C&C thread.
And I'm neither of those anons, just for your clarification.
Look, there's this big thing called subjectivity. You're not the know-all of "aesthetic appeal" or whatever and you don't have the definite say whether or not something is ugly. Just because you don't find it appealing doesn't mean others don't. And clearly, based on the responses these anons have gotten, the consensus is others don't. It's just you.
And if you can't even put your finger on what's ugly, then just shut the fuck up. Seriously, something simple like "oh i think the eyes are too big", "ew the nose is too small", "arms are too skinny", can't even comprehend something like that? Only able to express your thoughts as "it's ugly"?
It contributes nothing to the conversation if you can't even tell the person where you think they went wrong or even give them some modicum of guidance to get on "the correct" (read: your) track. Don't post if you don't have any good to say.
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>>658134
>You're not the know-all of "aesthetic appeal" or whatever and you don't have the definite say whether or not something is ugly
i do actually, simply because i know what good models look like, its not something you need to look for with effort. what makes a good model is your basic proportions and the rest can actually just be muh style, proportions are the hardest because you are attempting to imitate real life. thats what i mean by mileage, this fag and the witchfag just dont understand what proportions are and how to set a goal for themselves to achieve. instead theyre lock in their own comfort zone trying to polish a turd that only looks good in their eyes; instead of respecting those who actually imitate real life proportions and exaggerating them lawfully.

>if you can't even put your finger on what's ugly,
like i said, its not something a simple edit here and there would fix.
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>>658133
>Mileage is fine and all, but next character I make won't be much better if I don't know what the issue with it is
again, edits are not going to fix this. youre a fucking artist for christs sake, you cant define yourself if you dont have inspiration from others, you cant just expect to fix your problems anytime someone points outs the aesthetic, make goals for yourself and reach them, only then you can actually pull shit out of your ass, youre just not there.
>>
>>658137
>again, edits are not going to fix it
My deadline isn't going to allow me to make edits to fix this, best I can do is try and cover my mistakes with smoke and mirrors. What i do want to know is what you consider to be ugly about this so I can do a better job next time.
>make goals for yourself and reach them
Which is what I'm doing right now. I want to get this character done, learn from my mistakes, do a better job next time, repeat.
>only then you can actually pull shit out of your ass, youre just not there.
I'm well aware of that fact, which is why I'm interested in feedback. All I asked is what's ugly about it.
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>>658136
Then just... move on. Don't post. Keep it to yourself. I don't care if you're God himself, knowing every single bit of anatomy because you made humans with your very own hands, on the surface you're still not helping anyone.
I'm not going to sit here and argue with you about stylisation and all that nonsense, I'm not willing to relive that horror of a thread. I'm not gonna ask you to post your work, it's going to be that good ol' "lol im not doxxing myself for idiots on the internet" shtick. And like I said I'll happily believe that you're an anatomist, full doctorate and everything.
But still, whatever you're posting in this thread here is ultimately meaningless to anyone at all. The only good thing you've posted so far is telling people to go learn anatomy. Other than that you're just insulting other people and their work with no basis.

Dunning-Kruger, anon. I know you've heard of it. Some fucker who thinks he's really good when he's below average. But it goes the other way too. Someone who thinks everyone else is on their level but everyone else is actually worse. I think you have that now. I'm not trying to insult the other anons here, I'm just trying to rationalise your thinking. No matter how stupid you think they are, people still need direction. You can't just tell them "git gud".
It's fine if you can't condense everything you want to say in a 2000-character 4channel post, like I already said, just keep it to yourself. Let these people fail, let them make their "ugly models". If you're just going to make crude passing comments, I don't think you even care about helping them, right?
>>
>>658035
>>658047
>>658056
wtf blue bloard
>>
>>658140
blue board my ass. There never was a consent about this. Its a blue board because the dictator said so. The artists say: fuck you, its a red board.
So the truth is, its a red - blue striped board.
If you can't deal with this, then go fuck yourself and piss off to somewhere else.
>>
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I can't texture for shit
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>>658139
>knowing every single bit of anatomy because you made humans with your very own hands
i did't say anything about anatomy lol, i said proportions is the key element in character design. anatomy is what i catagorized under muh style. only goes to show how much of a brainlet you are.
>Dunning-Kruger, anon.
yah i know what that is, i came from a 2d background so i know what im talking about when it comes to muh style and sylization child.
>>
>>658147
>this fag and the witchfag just dont understand what proportions are and how to set a goal for themselves to achieve
Not any of them, but I'm really interested in knowing what exact flaws you find in their work. It's as simple as doing some redlining, it would certainly take you less time than defending your current stance.
>>
>>658149
i did't specify any flaws? ugliness is not a flaw, its just a look.
>>
>>658147
>cherrypicking things to respond to
Nicely done. Great to see you can't detect hyperbole.

>>658151
>what makes a good model is your basic proportions
>proportions are the hardest because you are attempting to imitate real life
>respecting those who actually imitate real life proportions and exaggerating them lawfully.
>proportions is the key element in character design

>okay anon, so what flaws in proportion do you see?
>are the arms too long?
>are the hips too wide?
>is the head too big?

>just ugly

Unless you want to go ahead and tell us you redefined proportion.
>>
>>658153
>he thinks proportions is only about the body
lol okay im done.
>>
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>>658075
I will gradually keep adding more races, as long as I'm working on this game, I really have no limit set.
>inbetween things like vampires
Yeah something like that won't be a problem I haven't planned a vampire yet but it'll probably happen at some point.

>>658087
Unreal, I don't have mesh modifiers on my meshes (triangulate can be applied in edit mode before export, just don't save your mesh like that). If you do have a modifier that needs to be applied you can sort of do that by copying your model removing the shape keys, applying your modifiers and the reapply your shapes with a surface deform modifier (if it complains about convex polygons put a triangulate modifier on the mesh with the shape keys), it's a bit annoying to do but it should be possible to automate it with a script I just haven't got around to writing it yet.

>>658092
Thanks.

>>658121
Looks cute, a bit sad that she won't be doing lewd things with those horns to grip at and that chest convinient chest piece.
If you are just doing a single pose it would probably be better to first pose her and then bring her back into ZBrush to fix any problems created by posing her.

>>658147
Please, help me find the right proportions. If you can't give any hint other than "ugly" and how much better you are, then fuck off.
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>>658154
Yes, anon! The human is only the arms, hips and the head! Examples? Huh? What are those?
>im done
Thanks, it's time you stopped posting.
>>
>>658159
https://en.oxforddictionaries.com/definition/proportion
Maybe he uses a different definition of proportion, maybe we will never understand him because he is intellectually so far above us simple minded people that he has trouble expressing himself in a way we can comprehend.
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>>658163
>>658157
ugly.
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>>658157
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>>658157
MODS!! You sick birdie!
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>>658164 >>658167 >>658171
I'm receiving mixed signals here, is she pretty or not now? I can't keep going like this, not knowing whether anon thinks that she is ugly or not. This is tearing me apart. (Now I want to do a story line at some point about a really ugly girl who desperately wants to become pretty but once she gets her hands on body transformation potions she won't be able to stop.)
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>>658173
stop trying to be funny.
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>>658173
The beauty is inside you. Remember that.
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>>658140
It's anatomy, nothing pornographic or sexual in any way.
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>>658157
>Please, help me find the right proportions.
Dude there are so many combinations of proportions that can be considered "right", you can't describe them in one, two or even several million 4chan posts and certainly giving strict guide on how to do things "right" is the worst service anyone could do you here, since they will just shove their meaning of "right path" into you! You don't want that trust me.
Under the hood of all styles and definitions of beauty is one, or several(depending on culture) golden standards(you can find crude descriptions everywhere, just google ideal facial\bodily proportions) sure, but the problem with them, is that these standards describe a being too perfect to be realistic.
How to break this unrealistic perfection?
I would suggest shelving this project for now.
Start with ideal golden standard, then wander off there, asking yourself one question on each change:
-Does the added imperfection breaks appeal too much? -Did I go too far for the result to be appealing?
-Is it imperfect enough to be real?
And the most important:
-Is it just _me_, or others notice it too?
Even if they CAN'T tell what exactly is wrong there, their reaction will already tell you enough info: change is not good in this circumstance.
The same change can be actually good in different circumstance.
Yes, it's THAT chaotic!
You deal with complex combinations of facial and bodily features here, and you need to find something that works together.
You can also look at examples of real people. That is a great way to shortcut things around.
Once you do enough changes, you start to see boundaries and can break them deliberately.
That's what he meant by mileage, described in pretty insulting way though.
On that day you can dig up your current(now old) project and with some slight changes, save this character.
How much it will take to get there? I be damnd if I know lol
some never do.
>>
>>658176
Sorry, I'm german, being funny is difficult for me.

>>658177
True, it's inside her.

>>658181
At least now you are trying instead of just writing ugly, you are still full of shit though. You are literally the first person to call her ugly, so I would suggest you look into yourself and try to figure out how your perception of beauty got so warped that you can't tell when something is looking good anymore.
>>
>>658186

>Sorry, I'm german, being funny is difficult for me.

I imagine it was an exciting trip to the tax minestry, trying to register your patreon/frelance work. xd
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>>658186
that wasnt me. either way its still ugly.
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>>658186
You know, if porn was not so censored in your country you wouldn't have to resort to this. Just sayin.
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>>658194

oh its creepy star trek dude again. Why go for the kirk aesthetic when the TNG era is just superior anyway?
>>
>>658186
>At least now you are trying instead of just writing ugly, you are still full of shit though
This was my first post in this thread.
I wanted to continue with more clear, general and applicable pointers on how you can start developing the sense of beauty in next post along with some redlining your char to point out the most obvious problems, but if you are responding with this instead, I have to conclude that you didn't even _read_ what I wrote and are not ready to receive feedback.
I'm sorry but I don't want to lose time.
Have a good day.
>>
>>658195
Woman.
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>>658192
In which country can I have a Patreon and not pay income tax? Genuinely interested.
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>>658196
>I wanted to continue with more clear, general and applicable pointers on how you can start developing the sense of beauty in next post along with some redlining your char to point out the most obvious problems, but if you are responding with this instead, I have to conclude that you didn't even _read_ what I wrote and are not ready to receive feedback.
Hey, I'm not him but I'm interested in seeing that redlining. pls?
>>
can we just move on?
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>>658198

I dunno, I just know that in germany you need to create a business under which you pay that income tax and you need to specify what you do exactly, from what ive heard.
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2.8 is very promising
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>>658203
I'd say that's the case in most of the EU. In Spain I know for certain it is required, however a lot of people don't register because of the cost and the ease of "hiding" small income.
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>>658146
Just use a proper ratio image for the monitor screen. Not every texture has to be square.
>>
Where the FUCK is the Christmas spirit in this thread? Damn niggas, can I get a ho ho ho?
I know I'm a day late, but merry Christmas, my /3/ bros. Stop fighting and just post more wips.
>>
>>658192
It's low enough that I can put it on the tax as additional income not sure what it exactly translates to in english.

>>658194
Porn is freely available everywhere here, no idea what you are talking about (also in contrast to the USA no one cares if there is a nipple, penis or vagina visible in TV)

>>658200
It's not like he was ever going to do it anyway.

>>658225
A merry Christmas to you.
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>>658225
Merry Christmas, here's something I did instead of skinning because I've never done it before and I'm a little scared.
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>>658222
I actually did, it's 16:9 I got it off a wallpaper site, but when I plug in the bitmap it wasn't centered, i.e there was a line of the image ending/beginning near the bottom if you know what I mean, so I tried to map it but I've never really had any experience with mapping and I can't find a decent tutorial that covers texturing so yea
I've asked in that questions thread and hadn't gotten an answer

also here's a keyboard to go with the monitor, I made the mouse, and the computer is all is left, then I go on to the props of my scene
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>>658235
Just some basic shit I wasn't feeling like making an uber gamer mouse with coolers and all that shit
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>>658222
oh also this was the pic I used
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>>658235 >>658238
What tool are you using? If it's blender just use project from view (bounds) with the screen selected.
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>>658225
Merry Christmas, my dude. Hope you guys like this thread's collage, thought of going for that cheesy postcard look.

>>658231
Would have been nice to have this in the previous thread for this thread's collage.

So I took the time to read >>658181, and surprise surprise:
>tl;dr just learn proportion bro
Never hinted at anything wrong with the model at all, just went straight to the generalisations. At least it's a lot better than just going
>ugly
so to that anon, I appreciate you at least trying rather than shitting up the thread.

Just for the record:
>Is it just _me_, or others notice it too?
It is definitely you, anon. Feel free to look through all the responses Witchdev has gotten. It's been very positive. It's only you and that other anon that have issues with him, and you guys only started to express them so recently.
Look, I get that we're an art board, and being 4chan of all places we're supposed to be uberautists with pedantry unparalleled, but you have to remember that art is art. It's ultimately a medium that allows anyone to express their ideal forms, even when those ideals clash with others. Sure, there are global fundamentals that we should stick to, and I'll agree on the scrupulous facets like anatomy, but past that it's really a free for all.
>a being too perfect to be realistic
And that's why she exists as a bunch of 1s and 0s on an anon's hard drive.
There's the whole argument about realism in art. Some want to recreate the world 1:1, and that's fine. But someone wanting to create their own world from scratch is fine too, right?

>how you can start developing the sense of beauty
And seriously, I wish you guys would stop acting like the Grand Polymaths of Beauty. Beauty in the eye of the beholder. Just because you don't find it appealing doesn't mean others don't. It's like a fetish, some men like 'em big, some men like 'em small. You just gotta live with that.

Merry Christmas once again, all. Here's to another year of arguing on /3/.
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>>658240
Nope, 3DS max
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>>658242
The point is actually that I do not know shit about rendering or materials or anything of the sort. This is how I make a scene look
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>>658207
ugly...
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>>658235
Can't you resize the UV island until it looks right?
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>>658243
>The point is actually that I do not know shit about rendering or materials or anything of the sort. This is how I make a scene look
yeah no shit, thats another reason why your models are ugly.
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>>658177
Where can I find patterns like that one? I fucking dig floral motives.
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Alastor sword from the first dmc game, still workin on it, hopefully will be a game res model in the end so I finally learn retopology
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Trying to get this done before the new year. Gotta finish the body and the apron, make the tail and an environment, then give it a nice pose. Maybe I'll try animating the UV's too.
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>>658250
very edgy
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what zbrush tutorials do you guys recommend that focuses on anatomy
some gibberish anon already told me that Grassetti was shit
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>>658320
drop this already
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>>658350
No.
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>>658350
kys imo
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Boy, am I not looking forward to skin painting this.
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>>658284
Ya sorry that I can't get everything right in 3 months period I've been doing this shit. Suck my dick
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>>658354
that arm bending like a straw lmao, anatomy on this is pretty bad tho.
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>>658363
Well, I'm hoping to fix that in skinning.
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>>658367
or actually learn how to make proper topology
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>>658368
Edgy
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>>658377
yeah like your model.
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>>658350
No way bro, I said I'd finish this and I will, and it will look great
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>>658379
Nice art you got there edgelord.
>>
Reminder to ignore crabs and shitposters. Get shit done, that's all that matters. You improve over time by default.

Crabs this is where your kind belongs >>>/ic/
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wat do u think of mi perro, made using particle systems and fluid sims
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>>658394
Hey, good idea.
When I feel ready I'll go face /ic/ and get assblasted as much as needed to get a clue
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>>658395
Hey I'm loving that, The head looks good, but the body is kinda disproportionate to the head in my opinion
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>go to Louvre
>photograph tons of ref of the old masterworks
>go on vacation
>forget to bring refs
back to modelling stuff from Anatomy for Sculptors book
>>
It´s mysterious on step one.
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>>658398
Hahah yea the head is a little too bit because the body shrunk when I made the smoothing feature...
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>>658413
Please, stop.
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>>658413
You know what to do...
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>>658413
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got a wee messy with the topology here but i learned a lot either way so im gonna try to apply what i learned from some mistakes on to another model
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>>658431
>No bobs or vagene
Pfffffff
Also push more of those loops on the thigh into the vagene area that way you have more deformation area to work with, thighs don't tend to need a lot of deformation.
You should make loops for each muscle group in the belly area.
The center of the belly probably doesn't need that much density, the wasist is suspiciously low on density as this is a deformation area.
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>>658452
oh yeah the thigh area is where i fucked up at, thanks 4 pointers
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Making a new character from an old face. Anyone have any good skin tutorials for Substance painter?
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>>658533
Eh, I wanted a skin tutorial for Substance, but couldn't find one, so I went with this one for Mari: https://gumroad.com/l/ViHkw

It's projection painting mostly, so I assume it will work for Substance. (So far I've been only following it in Mari.)
>>
>>658533
I would advice against sculpting skin pores.
Its easier to paint directly on the height map and bake into displacement/normal map. Using projection painting from good references also gives a better result.
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>>658540
Thanks for this.
>>658541
>Its easier to paint directly on the height map and bake into displacement/normal map. Using projection painting from good references also gives a better result.
This is what I need to know. I have no clue how to do this. Can you point me somewhere. I see texturexyz but I have no clue how I would go about using it.
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>>658542
Only do pores where they actually express themselves on the face.
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>>658542
>texturexyz
Probably not very useful (it's just an interview), but there are some hints here: https://www.allegorithmic.com/blog/using-texturingxyz-s-human-skin-materials-substance-painter
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>>658540
>>658541
>>658549
>>658570
Thank you all.
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Cyberpunk anon here.
Added 2 more super basic buildings to fill things out. I want to make some eye catching "main" buildings but I'm having a hard time finding some good reference material.
Is there any other media that uses the style other than just Blade Runner and Akira?
>>
>>658047
Have you seriously never seen tits irl? Or even pictures of natural ones online? They poke outwards dude not straight ahead.
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>>658056
Imagine thinking these are real tits.
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Another character for the same project. Polypainting helps a lot to get the actual look for the character.
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>>658597
Visually or a general futuristic cyberpunk buildings?
>Dredd
>Altered Carbon (Pic related)
>Batman Beyond
Theres a lot of media out there with really good visuals that you might like for this project. I would really recommend Altered Carbon for the visuals alone if you want some inspiration.
>>
>>658604
Just general futuristic. I figure a good mix of oppressive concrete buildings and some futuristic stuff would give a sense of age to the city.
Altered Carbon's buildings actually looks pretty good. I'll definitely grab some screens from that, thanks. Dredd was pretty good for it too, but from what I remember the buildings were just giant slab-looking cubes. They had a perfect oppressive feel and scale about them, but not to visually distinct. Though it's been a while since I've seen it.
Batman Beyond is in my folder though, it's been something I've been wanting to reference in some buildings, but a lot of the buildings don't really make sense once you go below the tops. I'll probably have to go back and watch it again or something. I really like the idea BB has of having different levels of the city (like the high school being like 60 stories up in the city). I'm going to try and incorporate some of that in my own. That and some sort of mass transit system once I get it all built up.
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>>658605
Theres some good stuff in Judge Dredd and general megacity stuff in the newer film looks pretty good. This is a set picture of a miniature set used in the older film.

I fucking love cyberpunk shit so I'm really loving watching you add to this project. I think it has something to do with how foreign and idealistic it seems, yet still so oppressive and somehow familiar and not far off from reality. Like it extends so far beyond "neon buildings at night" and a lot of people don't get that. I have to stop myself before I type out a novel about cyberpunk themes and design stretching beyond the surface to combine elegantly with almost any genre.
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>>658609
>This is a set picture of a miniature set used in the older film.
Yeah I like that, thanks.

And thanks for expressing an interest in my project, I'm happy to hear someone is liking it so far.
I really just like the sense of scale that cyberpunk media has. The way the buildings completely dwarf whatever expectations you have of architecture and skyscrapers irl just hit me somewhere. Thinking about the amount of material and stuff just for one huge building, and then there's an entire city filled with these megalithic structures that goes on for miles. It just makes me wonder how life would be like in a place that massive, you could go your entire life without even touching the opposite corner of the city. Then the fact that it's not just wide, but deep as well, it makes the mind fill up just how big the setting is. It's not quite the utopia, or ideal, but it's a glimpse into what life can be like if things of today are taken to their very extremes. It's just taking everything about modern society and cranking it up to 11. I think that's why it's so fun to explore.

>tfw I can't find good references of Tokyo from Ghost in the Shell without the results being bogged down by the live-action movie.
It's got some good stuff, but still
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>>657963
>all these flavours and you chose to be salty.jpg
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Does anyone here have anything to say about chinese tablets with screens and sculpting? I'm thinking about upgrading from my old small intuos. I've been using it for a couple of years, and my main peeve with it, is the scale. I've been looking into xp-pen artist 12, since it's fairly cheap and have some good reviews, but I'm worried about the size again.
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>>658645
What's the deal with that picture?
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>>658646
just doing my duty of ruining finnish memes by popularizing them on normie boards
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Reworked the skinning, changed her pose based on some friends' feedback, and changed her expression a bit. Now it's time to get some hair and cloth on her.


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>>658645
If anything having the screen will make up for the size. Since you've got a straight visual comparison, you don't have to worry about coordinating your movements on the screen in front of you, so you won't have to worry as much about running off or having movements that don't quite match up.
It's more like drawing on a small piece of paper (when you've got the screen), and less like drawing on a projector (when you're just using the tablet). If you're worried about size, 11-12" screen is decently sized. It's about right for a normally sized tablet, and you can always zoom in. Not to mention it functions as another display, so you can always have what you're working with on the tablet, and a zoomed out overview on your screen.

I've been saving up for a Huion tablet with a screen, so I don't actually have one, but I've given them a try at a friend's house and they feel just fine. Completely comparable to the Wacoms at a realistic price. Didn't notice any disparity between the two, but drawing on the glass is slightly different to drawing on the smooth surface of a screenless tablet, and paper. It's definitely way easier to pick up, and has less of a learning curve than getting a new, screenless tablet.

I'd give it a go, at the very least you're not paying too much for it so it's less of a significant investment.
Stick to the questions thread next time, or ask /ic/ about tablets.
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>>658645
I ordered one, I'll reply when it comes in with some first impressions. I've only heard positives. Also probably ask in the questions thread instead of this thread next time
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>>658645
>>658701
>>658703
The largest issues I've heard with non-"professional-grade" tablets I've heard is regarding build quality, longevity and colour accuracy (for tablet displays obviously). They're not built as sturdily, won't last as long, and aren't good for any professional colour work. Those are more quality of life aspects and the tablet itself usually works really well, so if you're able to look past the minor flaws, go ahead and give it a shot.
Also, the /wip/ thread isn't really the place for this. The /questions/ general would be ideal, and if you're able to phrase it in a more general sense ("what tablets are great for sculpting" etc.) feel free to start your own thread. I think it's an acceptable topic.
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>>658660
work on that design dude what are those
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I got the stupid face normal issue taken care of. I took the other orange hair porn game bro's advice and went with shapekeys. blender doesnt export shapekeys with subsurf modifiers so I had to write a super autistic script that copies each shape key into its own object, convert it to a single mesh with no mods, and copy the shape key back to a temporary duplicated head that also doesnt have any modifiers. Why blender doesnt do this automatically when exporting FBX, I have no idea :/
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>>658226
guy, do you have a twitter for progress?
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Added another building type, this time something shaped different than the rest. Should be a good "main" building to use as a focal point. I'm playing around with light strips too to spice them up. I think it'd be cool to take the skylight on the top and have advertisements and stuff on it. Then *maybe* some ads or banners going up and down the light strips on the sides. Also added some lights to one of the really basic buildings from last time and it really brought it together.
Gonna be working on more "main" buildings next.

I've got some concepts in my head for vehicles and personifying the setting, but that'll come later. I think it'd be cool for the culture to be pretty enamored with holograms. So you could have a robotic prosthetic arm, but a hologram on top to make it look like a regular arm, or something ridiculous like a tentacle or something. Then different accessories for clothing could augment a person or vehicles. Like a biker gang could have holographic horns on their helmets, and their bike could turn into a horse or something. Of course holograms and stuff for advertising, but I like the overall concept of things being different than what they seem.
It's still a while away before I make any concept stuff for it, but I think it could be neat to explore.

>>658730
Glad to see you got the face normals fixed. Shame it's such a ridiculous process. Does Blender export shapekeys normally without subsurf? Seems kind of stupid you can't export with both.
>>
>>658394
>crab bucket meme
>the crab getting pulled back into the bucket
>the crab that was crawling on the shoulders of other crabs in order to be able to reach the top of the bucket
To use the crab bucket analogy is to admit that the more that leave the bucket the harder it is to succeed. Its pretty annoying. Crabs don't feel jealousy only fear
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>>658740
It seems to export fine with anything that doesnt change the amount of polygons, like a subdiv modifier. This is a pretty huge issue with blenders exporter imo. Im gonna report it later but too tired atm.

Unity has its own even worse problems with normals not recalculating from bone manipulation tho. Rotating, moving, and scaling bones doesnt seem to recalculate normals at all from what I can see. I've read posts from 8 years ago online with the similar issues :/

I filed a bug to unity support but I doubt they'll do anything. A lot of the unity users sound very defeated over the issue saying that it's built that way "by design"

>>658740
I like your design so far
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anatomy
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>>658751
anatomy2
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unsleepable so far
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>>658660
looking good.
the fake bandages dont work in many places but looks good enough
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>>658713
>Work on that design dude
It's not my design, I'm trying to adapt an existing one. It's still not finished as I'm working on adding dynamic looking cloth and hair to it, and hopefully that'll improve it.

>>658791
>the fake bandages dont work in many places but looks good enough
I'm afraid that's just how it's going to have to be, unless I can somehow make it work when I get to texturing in earnest. Can you be more specific about what you actually mean, though? It'd be a help.
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>>658795
after you finish this, go study anatomy, proportions and form.
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>>658730
yeah all that work on a shitty model, yikes.
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>>658813
come on man be constructive

>>658730
when someone smile genuinely they squint their eyes a tad, be sure to rise the lower eye lid a little bit, pic is from the sticky in /3/
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>>658824
why?its not like they will learn after crits, its something you have work for with one iteration after the other. i would know this since i came from a 2d background and just doing 3d on the side, its the same concept. the only difference a crit has other over pointing out that it just doesnt look good is that it gives the faggot a confidence boost.
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>>658730
because youre using blendshapes thats why
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>>658831
What else is there to use?
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>>657915
>tfw everything you created this year is NDA'd by your employer
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>>658846
Only 1 year? That sucks but it's not as bad as it could be. I hope your project gets its nda lifted. Nothing worse than years of work going down the legal black hole.
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A simple falchion, just to get back to the thick of things after slacking over holidays, wanted a better transition from the big edge bevel down to a ricasso type of a thing but realized it after i did all the profiling making it too challenging oh well
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>>658812
Will do. Next time I'm probably going to work on something more my speed though, I think I was a tad too ambitious on this project.
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>>658830
Shut up, crab. Go back to /ic/.
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>>658830
The fact that you have stagnated with your skills shouldnt be reflected on others like that, youre everything wrong with the art/CG community
>i would know this
You know nothing.
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Imagine being a sculptfag that can't actually model, rig, unwrap, animate...
Woe me.
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>>658830
You are that fag who always attacks people but doesn't stick around to hear counter-arguments. It must be you faggot.
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>>658893
He's the "it's ugly" guy, I'm sure.
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>>658829
Ayyyo, workin on the finest tits in anime.
There's a weird absence of good r34 of Seras. Not implying that you're making that. I just find it odd that there isn't much that looks right or captures the character well compared to the actual anime. I guess it's just a hard style to adapt, or maybe the characters weren't all that attractive to begin with, they just look that way compared to everyone else in the anime.
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>>658830
If all you're going to do is complain, then just leave. Because at this point, with you not actually adding anything to the conversation besides "yeah it sucks, maybe after a few years in the biz, you'd be good like me" all it's doing is making your point less and less valid. You're not posting work, so there's no gauge on what you actually *do* know (which is fine, you don't HAVE to post your work), and you're not providing any real feedback except "git gud" so there's no way anyone can tell if you actually know shit or if you're full of shit.
Chances are though, you're full of shit.

Meakrob and Witchdev probably know their characters look different than usual. They might not be going for a particular style, but it's their style for sure (I happen to like them).
If you're such a well accomplished 2d artist, then go bitch at /ic/. As for your 3d "advice", you can leave. No one likes you, and no one needs you here bitching. Your "wisdom" won't be missed, and better people will fill the nonexistent hole you left.
>>
>>658830
Here's just one more (You):
The way you put this post just exposes yourself as being someone that can't listen to criticism. _You_ never learned from criticism, that doesn't mean others won't. The people that typically don't learn from criticism are self-centred, arrogant cunts, and you tick those three boxes perfectly. I'm not gonna say you're a bad artist, I don't have a basis to judge you on that, but I am gonna say you're bad with people.
>the only difference a crit has other over pointing out that it just doesnt look good is that it gives the faggot a confidence boost.
So if I give an anon a detailed breakdown on why things are shit and what they need to change (which we do typically do on this board, try and lurk more before you post), they'll feel better about themselves? Great, you're not even coherent.
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I added some basic AI to help with natural facial animiations :)

>>658824
will do


dont bother replying to that guy. I said it before but its a waste of project time extracting information out of people who dont post constructive feedback. They probably have some mental deficiency and I dont get paid to fix that
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wasn't there a beginner thread ?
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>>658954
Doesn't matter, it's WIP too.
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Sure
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>>658829
Not bad at all. The tits are great mind you, but I'm really impressed with the hair, and the eyes.
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I can't for the life of me make proper topology when connecting the ear. How do you guys go about that? I need to reroute so many edges
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>>658968
Would smash
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>>658976
Quit the autism and add a few triangles.
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>>658949
>basic AI
What does that mean? Some RNGs to add small offsets to the channels here and there?
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>>658976
radial topology, keep everything contained
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>>658968
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>>658968
Good job with the jeans, no-one ever makes jeans believeable, always looks weird.
How did you do this?
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WZP guys ))
I have not osted here for a while.. and have not done any 3d for that time....
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>Give me some CC guys ))

last time I posted was also an arm for character, but you all said that it sucked.. (I also thought the same..)
but since then I had literally 0 time to do any 3d.. but finally I'm freee
>I've missed you anons ))
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>>659011
BTW this is the arm I posted..
oh BTW happy new year ))
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>>658976
learn topology, you have random ass high valence poles under the mouth and on the temple and right below it. also unnecessary ones near the eyebrow. you only need 4 edge poles to connect the eye to the rest of the mesh and the rest will faull under the loop. after this learn proportions because the head is just terrible.

>>658982
not how you use triangles
>>658986
worst kind of advice on topology.

>>658891
>>658968
hitting uncanney valley, how about you work on not making it look like shit.
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>>658891
Definitely do correct me if I'm wrong, but you're working with a game model, right? Just sayin' that your words don't really mean much if you yourself can't create much from scratch.

>>658949
The subtle relaxation of the smile really gets me. Nice work with the expressions, glad you got all your normal nonsense sorted out.

>>658954
Was there ever one? I've been monitoring this board really closely for the past year or two (generalfag here, 'sup) and I don't think I'd ever seen one.
The /wip/ thread suffices just as fine though, so don't worry about it. We're all here to help.
As for your model, I'd suggest you do that typical beginner tactic and model with reference to image planes. Find a plane you really like, search up orthographic views of that plane, extrude and try to get the shape in general as close as you can. It's fine to play around first if you're just trying to get a feel for the program though.
Modelling with image planes is just the start though, it helps you develop that sense of form and perspective when working in 3D. Once you're past that definitely look into hard-surface modelling techniques, if you want to model planes and shit.

>>658976
Your topology's pretty haphazard in general, poles everywhere with poor edge spacing all around. I'd recommend you find any human base mesh out there and study how its topology was done, it'll help you with your ear thing too.

>>659010
>>659011
>>659013
Cyberpunk/Commissanon! It's been a while, good to see you're still kickin'.
The improvements you've made to the hand model look great, good to know you took our words into account the previous time you posted. Just an observation though, the movement of the thumb looks pretty limited. It doesn't look like it can do simple abduction & adduction, only bending along its joints.
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>>659015
good to see you too anon )
of course I'm still kickin'.. I had long ass "deadline" and right after I finnished it my wacom died.. (my asshole dog poured liquid on it)
as thumb goes, i'm thinking to make abductor muscle, from flexible material, so it could bend, if it'll look bad I'll think of something.
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>>659010
>>659011
>>659013
>>659019
WTF are you talking about? I like your stuff a lot. Don't listen to the bad comments. You can do way more then I would even try.

>>659011
This one is the best one. It looks more human like and that suits normal cyberpunk but >>659013 is pretty cool too and comes of as low-tech quirky which is exactly what cyberpunk is about.
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Instead of partying i decided a comfy night by myself with beer making a battleaxe is just what i need.

>>659019
>>659036
Looking awesome
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>>659037
Thanks. That leather and metal look sexy. You should do armor with these materials.
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>>659038
Thanks! im planning on making a suit of armor or few later once i get more comfortable with the workflow, still lots to learn and many more weapons to make.
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>>659039
Very nice. Keep up the great work!
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Dear Lord what have they done to selection-to-grid and how do I get the 2.79 behavior back? it's snapping to the larger grid in user views, as opposed to the smaller grid in top, left, right, etc..
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>>659040
Likewise, and happy new years and great future endeavors!
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>>659042
Same to you! Hope you go into the New Year enjoying doing something creative. That's what I plan on doing.
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Working on this one just a little bit before the New Year.
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>>659014
Perhaps you need to refresh your memory on what the uncanny valley is, or maybe you need to get your eyes checked out. It's a 100% stylized and an obvious cg model. Some Daz garbage hit the uncanny valley.

>>659015
It's actually my own rig, and the body is from scratch, but I do use game model parts for convenience, like hair meshes. Most clothing is custom made, I simply use some already made textures/normals that I modify and unwrap my meshes to fit them, instead of going the highpoly sculpting/baking route. Of course I did make some animations with 100% game models, again, out of convenience and demands.

>>659001
Thanks, just less wrinkles and not having the pants go up the ass crack. A typical mistake.
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>>659067
that is NOT a stylized model :/
It's got a very distinct daz look to it. Its to do with the lighting and since you mention you're using other people's assets, Im certain it contributes to the uncanny nature of it.
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>>659085
You're just praising Blender cycles then. Textures are awfully cartoonish, and proportions are far from lifelike.
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>>659092
Nah, I think >>659085 is right too.
It's not very stylized, seems more based in realism, even the proportions. Dishonored is a good example of stylized proportions. If anything, it reminds me a lot of character models from 360/PS3 games. I could see it being a side character in some Uncharted game or something (not talking model quality, just visually), though I've never actually played any of them. It's a bit different, but it's just what it instantly reminded me of.
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>>659092
That's a really desperate attempt to spin this into a positive situation. That model looks bad. You mention cartoony textures but theres nothing toony looking about it. The lighting is stale and boring so I was not "complimenting cycles".

I'd normally go a bit easier on people but I honestly dont see a difference between you and the pozer losers if you're borrowing assets left and right for your own character.

get good
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>>659097
Well, it is her hair after all. (uncharted)
As far as Dishonored goes, models all have the standard head/body/shoulder ratio, nothing "stylized" in terms of modelling. They have a distinct shading/texturing style of course.

I may be wrong, but to be there is a clear distinction and its really easy to notice. Left is Beyond Two souls face texture, right is Tomb Raider's. One is stylized, the other strives for realism... very obvious.
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>>659098
Says the classic cancerous poster never showing any work. Why would I waste time creating everything when I don't use anything for commercial purposes? I'm just having fun modding.
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>>659099
Dishonored actually has very styled proportions and modelling. A lot of the hands, extremities and other proportions are exaggerated based on body type or who the character is. Aristocrats might have large or elongated heads, soldiers/guards big hands and feet, brutish characters would have longer arms than usual to give off an apelike stature. It all works together in the context of the game to seem "normal".

In your pic, both models have very similar geometry. The only difference really is the texture and lighting. One has pores and dirt, while the other is slightly smoother. Both textures though are still on the realistic side of the spectrum compared to stylized. It looks more like the difference between PS3 to PS4 than anything else. One might have had to do different things to get a "realistic style" on a previous gen, which would mean lower res textures/lighting quality which would give you the smooth look on the right. While the next gen allowed higher res textures and better lighting models like on the left.
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>>659036
>Don't listen to the bad comments.
Bad comments are good. Only when they're well detailed though. Facetious comments like the "it's ugly" anon, those you ignore. But otherwise you have to learn to take all forms of criticism, don't listen to yes-men.
As for context, see >>659013. The last time that anon posted (which was a long time ago) many of us had issues with it looking unnecessarily detailed and too inorganic. We pointed him to referencing hand prosthetics, which he's done.

>>659067
Okay, my bad then.
>>659099
But I have to agree with the other anons that this is well seated in that uncanny valley. It's far from stylisation, if you want real stylisation, we have plenty of examples of that in this very thread already. Witchdev's stuff, Meakrob's stuff, >>658660's work. Granted, those are cartoony stylisations, but I'd say stuff like >>659036 is also comfortably stylised.
Stylised doesn't mean playing with textures, it means playing with proportions. Exaggerating and simplifying where desired. It doesn't mean how "realistic" something looks, even if the two are closely related. Throwing pores at a model doesn't rid it of stylistic choices, and removing pores doesn't make it stylised either.
There's very little stylisation going on in your model, facial proportions are kept within realistic bounds and with that sort of texturing it just gives off that low-quality Daz stank.
Argue all you want, just remember that at least three anons are telling you otherwise.
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>>659099
Anon that's not stylization. Its like just a bit of makeup

Sorry about the fuck up and deletion Trying to post with my drawing pad out of laziness
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>>659105
Ironically enough, the left is PS3 and the right is PS4... it's simply artistic choices AKA style. The point is that it's clear which models/artists are attempting realism, and which aren't.

>>659107
Witchdev simply works with Daz models with flat shading. So please. Appeal to majority is what it is. Just because 3 anons say something, who could realistically be all the same person, means nothing. Also how can it be in the uncanny valley when it's just so obviously CG? Pic related is uncanny valley, it looks sort of real, but deep down you know it's wrong.

>>659109
It's an artistic textural choice of style, AKA stylization. As mentioned above, right side is the most recent gen.
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>>659113
People don't know what uncanny valley is.
Usually people mistake creepy faces for uncanny valley.
But it's not.
Replicas that are 99% human are the ones that fall in uncanny valley, your mind will associate that face with a dead person.
It's possible to avoid this by making the character somehow stylized, that way the mind knows it's not trying to replicate a human being (infiltrator).
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>>659113
Art style is not stylization.

Stylization is a movement away from realism. A smooth sculpture hair compared to a textured sculpture hair in the real world isn't considered particularly stylized, whereas a sculpture of fertility is much more stylized. What you pictured is literally makeup though. A woman with makeup is not stylized, if you bring up proportions yours are so close enough to realistic to immediately recognize as a model of a child

Individual artist style in realistic themed 3d is typically less influenced by artist style. To any outside viewer the model presented is that of a small child as well.

Witchdev is considerably more stylized and original.

I don't know how to explain this anymore without pictures. Seriously fuck you hiroshimoot
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>>659119
This is an imageboard. Yet 100% of your posts lack any. You don't decide what my styling intentions are, that's the thing. And no, it's not make up. Both devs were modelling and texturing young girls, both had totally different end results despite being one generation apart. Beyond Two Souls team was pushing the envelope and reaching for the limits of what the PS3 could do... SOTTR's team were lazy cunts, as most AAA studios are, and put little to no time in the texture of the young Lara model that barely even stars in the game. It's not make up, it's stylized(or lazy) texturing. Stylization (to conform to a particular style) is not restricted to model proportions or texturing, it is what it is, STYLE.
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>>659122
Even this Ellen Page/Jodie Holmes model can;t fall in the uncanny valley category, as it is way too obviously CG.
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>>659122
Buy me a 4chan pass so I can post pictures then. Using phone tethered internet until I get my internet fixed chinkmoot hates mobile networks

Young girls do wear makeup anon and also don't typically have the skin of a stressed out grown woman.
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>>659113
The other anons have handled the rest of the arguments, so here's just one more to you yourself.
>who could realistically be all the same person
You're deeply set in denial if you think this. What's more likely, three different anons that happen to have similar opinions, or one turboautist that's developed three different writing styles just to shit on you? Sure, the latter sounds convincing given we're on 4chan, home of the 'tism, but let me remind you: no one cares about you that much. You're feeding off paranoia if you think that.
>means nothing
Sorry dude, in the world of art the audience's opinion is the only thing that matters. Say what you want about how you're just making it for yourself, but the fact that you posted it here makes us your audience. If you're just here to garner those "ewww you made a loli!!! xD wow" posts, you've come to the very wrong place. But I guess it does "mean nothing" if you're not going to take anything to heart and just act like an indignant cunt.
>Witchdev simply works with Daz models with flat shading.
Boy, he's gonna have a field day with you. I'm not one to take sides, but I'll say this: a Daz doll is far more detailed than his work. They're really well made as far as human models go, just so hackneyed and recognisable by this point that they get devalued fast. Also, you have a very odd definition of flat shading.

Just an FYI: Many people found (and find) Quantic Dream's games to be in the "uncanny valley".
https://www.gamecrate.com/how-detroit-become-human-ruined-uncanny-valley/19568
>When the very same tech was used in Quantic Dream’s next game, Beyond: Two Souls, fans complained that Ellen Page looked creepy and inhuman due to limitations in motion capture and rendering technology.
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>>659124
Oh i'll grant you that the child face texture of B2S is fucking ridiculously stressed and old looking, but don't mistake lazyness for realism. SquareEnix simply did a very basic texture while Quantic Dream did some hard work pushing boundaries at the very peak of an old console.

It's really not about makeup. Just look at the saturation, the contrasts... those are two distinct stylistic choices.
Coasting vs Tryhard.
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>>659126
Same anon here, I'll helpfully out myself so you don't think this is some weird psyop by just a single anon.

Before you throw >>659123 at me, just because it's CG doesn't mean it doesn't fall in the uncanny valley. The uncanny valley is simply defined as anything that tries to look human but can't. And you can't say that that model isn't trying to look human with such a shader, right?
CG is perfectly susceptible to the uncanny valley. In fact, it's one of the big reasons why it even exists. And the uncanny valley is a range, hence it isn't the "uncanny point". What you posted here >>659113 is on the outer rims of the valley, where it's edging out but not there yet. What you posted here >>659122 is on the inner rim, where it's just starting to slide in because they're trying too hard to make it look human but just can't.
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>>659126
I'm just saying it's not an argument, i'll take criticism and advice but don't go pointing out other anons as further weight for your own arguments.

Witch and the other anon with the better VR stuff both use some solid/flat textures, hardly any details... both of which are showing some high poly results. Not saying it's bad or wrong, just calling it like it is. Daz models are not that detailed when exported in their base forms, I see his morphs (which are high poly), I can recognize the cringy Daz anywhere.

I'll grant you that Quantic Dream is dancing on the Uncanny Valley edge, but none of my models are near that level of textural autism or even high poly.
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>>659127
Google image search "child" notice how many different skin tones there are, how so many of them are smooth.

Neither are stylized human faces.

>>659128
Anon the guy doesn't understand the uncanny valley. The movie the polar express is widely hated for its uncanny valley effect through the whole movie, and is very very obviously cg.
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>>659128
No, that's not what the uncanny valley is. 100% human of models are trying to look human, even the 1990 Lara croft with less than 200 polygons.

I agree with both edges of the valley you stated, those are pretty good examples, but the model I originally posted falls nowhere near this. >>658968
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>>659130
That's because you're blurring fields. Clueless movie critics do some 10 min research on why these animations and facial morphs are so fucking bad, stumbles upon the Uncanny Valley phenomenon and writes an article about it. Suddenly the virus spreads.
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>>659130
Google "White couple" see how many shades of white there is?
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>>659107
>is also comfortably stylised
Thanks man. I am definitely not aiming for total realism but just enough so I can make unique facial characteristics.
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>>659132
Christ anon. Here's a link to a graduate thesis on the existence of the uncanny valley that uses the polar express.
https://curve.carleton.ca/system/files/etd/1fda4e4d-f6f6-472f-978e-ad9176185c54/etd_pdf/6d2d49f64f01781309b0a3c6f83953df/burleigh-doestheuncannyvalleyexistanempiricaltestof.pdf

Go ahead and move the goalposts if this doesn't satisfy you
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>>659133
Anywhere from pale white with translucent skin to dark. There are also many who have golden greenish skin and those would mostly have mongolian blood.
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>>659137
>being edgy
Leaf flag study, discarded

If you've been paying attention, the goal posts are clearly defined by this post >>659128

>>659138
That was not an argument about pigmentation, simply that google is a shithole.
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>>659092
>and proportions are far from lifelike.
no their not you fucking egotistical retard
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>>659141
>english.exe
>"not found"
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>>659147
As soon as I saw that guy post, I knew that's what someone was going to fixate on.
Using the incorrect form of their/they're doesn't invalidate his point.
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So I am working on prototype of a 3d game, and I don't even know if there is a better board with a wip thread for programming, which is why I decided to post here

it's a 3d tile based map generated from the small png at the end.
each non-transparent pixel from the texture corresponds to spawning a tile. So far I got 2 tile types, so the png has 2 colors.

The player starts with gray tiles in his control, and can take over the adjacent pink tiles which are discovered to him. As the player takes control of more tiles, more tiles become visible. It's first time making something like this for me. That's how I spent my new years eve.
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>>659149
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>>659099
>One is stylized, the other strives for realism..
so which is which? because I don't see big of a difference.
first just has 40yo woman's skin.. looks really wrong.. at least in that lighting
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>>659036
hey anon )) good to see you .. happy new year,
thank you for kind words!
as bad comments go, I agree 100% but when guys cc'ed my work, I was mostly agreeng with them. as annon said here >>659126 we are each others audience )) if it does not click with most, then it misses something, or you have not showed your work in correct context. it was both in my case...

isn't generally outdated tech more of a stimpunk thing than cyberpunk?
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>>659151
Thank you
>>
oh btw, I really like these..
>>659063
>>659136
she looks pretty ) gives me that feeling that I know her..
one thing as CC id give, to improve your sculpting technique, so you could give characters more finished look, btw, I'm not talking about wrinkles and tertiary details, or proportions or artsyle.
I'm saying that you should give more finnished look to sculpts. more smoothsurfaces, more creases where it needs.
try using Hpolish brush, even trim dynamic on some occasions, then pinch(on low levels) and brushes like that, which gives sculpts more proffessional look.
for example, I'd finalize this >>659136 face and give slight makeover with said brushes. you can even put that makeover on layer, to just smooth out some rough edges.
I'll post the brush (when I'll get home) which I'm using all the time for things like that, it is kinda like pinch brush, but different,
>>
> looking at all these people do whatever they want and you need to sit and work for ocllege all day and probably still fail the exams
>>
>>658968

just gonna skip all the cancer responses and say you should try lighting it with some colored lights instead of plain white, thatll help with the uncanny-ness that people talk about. just white lighting looks like daz.
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>>659172
dont skip the posts. turns out the guy is a real shithead with an ego
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>>659041
Any help lads?
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>>659172
>>659197
But for whoever else, the advice is good. Even a simple, well-picked HDRI can work wonders.
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Trying stylized hair


>>659041
I cant tell cause I think blender 2.8 ui looks shit but is the magnet icon on the top pressed down? it seems like snap to grid is enabled
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>>659041
Oh I just reread what you said. I dont know enough about 2.8 to tell you but I'm staying away until official release in case anything changes.
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>>659099
>As far as Dishonored goes, models all have the standard head/body/shoulder ratio
wrong.
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>>659172
>>659204
Found the old blend file, turns out it was lit by only 2 spots, one of which was ever so slightly blue.
Same model with an open field HDRI as only lighting.
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>>659260
>Head/body/shoulder
>Links a head only
Well done.
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>>659262
a head and neck with incredibly stylized proportions.
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>>659264
sure
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>>659266
>Deformations, are they God's curse or his attempt at stylisation? More at 11.
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>>659136
Youve definitely achieved that, none of that boring cookiecutter anime stuff, i like, loads of personality.
>>659255
I like this hair better

Made a flamberge, ill sleep thru the night and decide if i wanna tweak the textures more
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>>659267
Not him but I think that makeup is God's attempt at letting people become stylistic humans.

Humans with weird proportions and makeup standing in different lighting don't make sense
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>>659261
look at that >>659255

and then look at that >>659261


which one looks stylized to you and which one looks like a failed attempt at realism?
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>>659268
that is cute as fuck
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>>659160
Thanks.
>she looks pretty ) gives me that feeling that I know her..
Exactly what I want. This comment made me very happy.
>I'm saying that you should give more finnished look to sculpts. more smoothsurfaces, more creases where it needs.
I will post the model and you can tell show me. Is mediafire good?
>>659268
Thanks. Man, you make some pretty stuff. I especially like the hilt.
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>>659273
Sorry all I see is the poorly weighted metal ring part of the dress warping.
That's basically an anime-like textured model probably painted in Blender, close to no efforts needed. I would also guess it has about 5 times the polygons of my model, and probably originated from a Daz morph.

It seems stylized to you means lazy, and poorly detailed. You must love 3dguy. You folks think video game characters are not stylized because, to you, they have normal proportions? Is that it? They don't look like the real thing, but are still pleasant to look at, aka stylized.
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>>659278
>probably originated from a Daz morph.
Just saying, yours is the most likely to be from a Daz morph. You seriously believe you're the only one able to create stuff from scratch or something? What's with all these "oh i bet its daz" accusations? It's almost telling of some insecurity you have.
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>>659279
Because of the amount of polygons. Very indicative. Who the fuck creates a game or whatever that is, with such a ridiculously high poly model? Who chooses to? Nobody.

It's pretty easy, just show off the topology and it'll be clear.
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>>659281
...high-poly = Daz? What kind of delusional world are you living in, holy crap?
>Who chooses to?
Stop tinkering around with 2013 games made for consoles and you'll pretty quickly realise that nowadays game models are pretty goddamn high-poly. If you want a frame of reference, in 2017's PS4 title Horizon Zero Dawn, the title character Aloy has 100k tris dedicated to just __her hair__.
src: https://www.artstation.com/artwork/EDbk4
Typical AAA productions budget main characters to be around 100k tris. So yes, the industry does.

And, by the way, if you knew anything about Daz at all, you'd know all the dolls are well within reasonable poly limits. They aren't "high poly" at all. That's why so many trashy adult games use Daz models, because they're perfectly game-safe. The only reason why you think they're high poly is because in every render a typical dazlet does, smoothing/subdivision is turned on by default. That's done by the render engine too, by the way, it's not linked to geometry. Exporting the model spits out the low-poly at you.
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>>659286
>well within reasonable poly limits
I should add, Genesis 8 (the latest daz doll variant) has only 16k tris. The entire Daz lineup has never exceeded 21k tris either (excluding more "premium" models like Victoria 4 at 62k tris).
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>>659286
You can go download Aloy and check her out yourself, the entire model, hair included is ~150k verts, which is massive for any games. And yes, the hair is most of that. Her face is 5484 verts. The level of details achieved from the facial expressions >>658730 >>658173
are just a clear indicator that the faces alone far surpasses the amount of verts of any model ever created in any games, on any platform. Only Daz models with subsurfs get to this levels of details in mainstream CG, which is why I call it out, this one and witchanon.
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>>659289
People export them out with the subdivision modifiers still on, and end up with massively high poly models.
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>>659281

wow. I've been staying out of it so far but you have got to be the most diluted peanut brain piece of shit I've ever encountered.

1. I make my models from scratch specifically to differentiate my game from the other adult games. I've been modeling characters for years and work very hard on getting complete control over every aspect of animation on my characters.
Just because you cant model your own shit and have to steal it from games doesn't mean other people cant.

2. I use a high poly count because the game engine can handle it. This game will have 2 or 3 characters on screen max. Im on a 1060 and an 8 year old intel processor and the thing runs fine in vr.

3. dont drag witchdevbrah into this, you insecure fuck.
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>>659290
>>659292
Alright fine, let's go with your assumption that Meakrob & Witchdev both have extremely high poly models in their games.
Now I ask you then: What makes you so goddamn sure that it has to be a Daz derivative? Why can't it just be a regular model that they made from scratch just subdivided to hell and back? Why does it __have__ to be Daz? You know Daz is far from the only platform with some magical subdivision system, right?
I just find it farcical that you keep trying to diminish others' work to "lol it's a daz model" on this goddamn dumbass argument of yours. Hell, it would have made more sense if you tried to push some (really stupid) argument that no one can make a human model without Daz, but this high-poly argument you keep trying to push is literally nonsense. So if I have a quadsphere with 196608 tris, the only way I could have achieved that is with a Daz morph? Not by just cranking my subsurf modifier to the max? That's literally the essence of your argument here. That high-poly has to be Daz.
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>>659297
None of my commentary was meant to shit on your work. You do whatever the hell you want, more power to you. The cringy over subdivided plastic looking faces are what Daz is known for, you just hit that mark. Especially with that rubber like texture.

>>659298
It's not that it has to be Daz, it's that it ALWAYS is Daz. Those cringy Daz smiles I can recognize anywhere. Meakrob at least has that going for him, he can do convincing facial expressions.
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>>659298
Butting in but he went on about it because someone said his model was uncanny then he said daz models look uncanny and his was quote 100% stylized and obviously cg. It's red herrings I believe is the fallacy to divert critique of his model because he can't handle it.
He's delusional and probably thinks were all crabs or something for not sucking his cock for repurposing game assets. It's ironic actually. Admits to that but then accuses others of doing similar things because he's just that much higher than daz
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>>659302
I'm getting a bit confused as to who's who anymore in this, but if you're the loli dude, please give a clear example of what you find stylized and what you find realistic. Give extreme examples, one clearly realistic, and one that's clearly stylized.
I don't mean to insult your intelligence or anything, but maybe you're just getting confused on the terminology. By the way you write it doesn't seem like English is your first language.
Maybe it'll clear up a lot of the nonsense going on.
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>>659303
People being ignorant is nothing new, you should step away from what you learned at Berkley in your humanity studies, and think that maybe, just maybe, you don't have all the answers.

Aside from Quantic Dreams, and even that's a stretch, no game out there has ever even came close to the uncanny valley. If you think otherwise, you don't understand what it is.

As far as "stylized" goes, you just go by the artfag definition, I go by the actual definition. To each his own.
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>>659305
Yep, english isn't my first language.
I posted one earlier, as a joke >>659281
but that's after reading the "artist" definition of stylized, as opposed to the definition valid for the rest of the world not starving. To me stylized simply meant choosing a specific style and running with it.
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Cyberpunk city anon here.
Happy New Year everyone.
I quickly threw something together for the occasion.
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>>659312
Happy New Year to you too good sir.
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>>658731
No, is twitter okay with porn? I'm not really into that whole social media stuff.

>>658949
Glad to see you got your facial animations working now, they are looking good. >>659255 I like the new hair but the eyebrows and eyelashes above hair effect is terrible (maybe it could work if it's really subtle like only 20% visibility)

>>659019
To me it would make sense if most of the inside would be covered with some kind of soft/flexible material to make gripping things easier and with some kind of touch sensitive layer.

>>659268
The sword looks good, I really like the simple parry design but the blade looks too thick somehow.

>>659290
>Aloy ... the entire model, hair included is ~150k verts ... the hair is most of that.
I've never used Daz, my polycount is derived from the specific needs of my game which is a porn game, I will have the characters often nude without clothing and other additional gear on the screen, without fast paced gameplay. The fact that most of "Aloys" polygons are her hair makes her even more expensive, hair is usually some kind of sorted transparent surface which is one of the most expensive things to render for any modern game engine because it causes massive amounts of overdraw.
Also the highly detailed face version with clothing and everything included is still below 150k triangles. It will only be used whenever the character is right in your face and for everything else there are LODs which reduce the polycount quickly down to a fraction of that. Also from my experience from developing my own deferred renderer, modern GPUs don't care much about your polycount. The thing that's much more likely going to be your bottle neck is shader complexity.
>>659302
My models in blender are untextured, the viewport has no PBR support and I'm not going to create a second set of textures just to have my blender viewport textured. (There is a bit of vertex painting going just to make it look less creepy)
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>>659320
Also left is nathan drake from uncharted 4 (right uncharted 3) as used in the game. I'd say thats a very similar density to my model used in an actual AAA game.
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>>659320
A lot of juicy details!
You have not jumped to 2.8?
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>>659320
> is twitter okay with porn?
It is. I believe you have to mark your stuff as mature, though.
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I guess the area (other than the genitalia) where I have way more polys than any normal game model are actually her feet.

>>659322
Nah, it isn't stable enough for production purposes yet and I'd have to relearn the interface. I will switch once it's out of beta.

>>659323
I'll take a look, posting on my patreon always feels like it has so much weight to it and twitter should be more like fire and forget about it's posts (at least from what I know about it).
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>>659328
>Nah, it isn't stable enough for production purposes yet
No kidding. The realtime PBR viewport is great, but it crashes without rhyme or reason when you're messing around with materials. Geometry and stuff it's pretty stable. Just messing around with shaders is where it's unstable. The new interface doesn't take much to get used to either. It's slightly different, but it wouldn't take more than an hour to really get into it.

Still waiting for the "everything nodes" that was teased a while back. I had thought they were supposed to be implemented into 2.8, but even on the daily builds I haven't seen any of it.
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>>659320
>No, is twitter okay with porn? I'm not really into that whole social media stuff.
I actually read https://doujins.com/blog/how-these-nsfw-artists-are-handling-the-tumblr-purge-992 today

>>659321
and here I am worrying that using cubes as tiles is going to be too much>>659149

It's better to have one huge object, than lots of small ones.

>>659328
those toes... good feet are hard to make. I think even harder than hands, because footfags.
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>>659335
footfags really are a strange bunch
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>>659328
>twitter should be more like fire and forget
As someone who's had a crippling addiction to Twitter once, this isn't that far off. It's great for posting short term updates like what you already do on the chans (save for long captions), but for anything long-form (i.e. update blogs) it's no good. Many Japanese artists love to use Twitter to post their works though, with Pixiv as more of the archival Artstation-esque site.

Also, those toes look kinda odd, especially the smaller ones. The pinky toe especially looks a lot more like it was amputated rather than a full toe, it's too short and rounded almost. Could just be the angle, but maybe you could revise your toe proportions?
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>>659335
With many low poly objects draw calls can become an issue, but if you keep some kind of top down perspective you probably won't run into issues (rendering a Minecraft like world can become tricky with large view distances you will end up with cubes smaller than a pixel and really tiny triangles can get expensive to render).
>>659336 >>659338
Yeah, the toes will need another pass. It's difficult model for me to model erotic feet though as I don't have that disposition I can tell when a feet is ugly or wrong but at what point it gets particularly exciting is beyond me. I think I might have smoothed the toes at some point accidentally I'll take another look at them tomorrow.
And that short term updates thing is pretty much what I'm looking for (and the only thing I can manage anyway in addition to patreon)
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>>659339
I imagine renders on scholl products are a good example pic related

Batching helps with draw calls, so I count on that for the most part before I come up with some optimizations later.
If I wanted to go for the straight top town camera, I would do it all in 2d, but my plan is to have an rts like camera, and limit how far you can zoom out.
other than the tiles, I am also going to have buildings and characters, so that is going to be fun. Part of the reason why I am prototyping is to see if I can make it all work.
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>>659328
that foot is really really bad. for one the big toe has a distinct silhouette, two viewing the tops from the bottom like that tend to buckle especially the last two toes. three the ankle is way too high up. and four the last two toes look like theyve been chopped up. also her hands/fingers are super skinny
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>>659351
not sure if footfag, but you seem to know your feet. What about male feet? I know I need them bigger and with sharper angles, and blockier.
>>
when I saw this model first time, >>658891 >>658968
I was going to politely pint to DAZ thread and explain that poster was posting in the wrong one.. (I have not been here for a while, that's why I see this first time)

now I'm reading the comments, and guy is accusing everyone and their mothers, that they are using DAZ models.. oh boy.

>>659320
Agree, oh touch sensitive material, it's still WIP, I'll ad details likethat when I'll finalise main design,
TNX for cc mate )

>>659336
these are some ugly feet )) also it' looks like childs feets, (7-14 years)
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>>659365
Greetings "it's ugly" anon.
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>>659367
Nah, there's a distinct lack of "I'm a huge dick" in that post.
I don't think he's uglyanon. He just doesn't like those feets.

I think those feet are a bit strange too. Might be the lighting but they look really flat and wide. Like Bigfoot casts. Personally, if I had to pick feet to be attracted to, they'd be slimmer with more defined arches or something and smooth. Those feet look super dry, put some lotion on that shit.
Feet and footfags are pretty diverse though, so while they might be ugly or weird to some, there might be some anon jacking it to them right now. So who knows.
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>>659371
yeah strange proportions indeed, I guess feet and footfags come in all shapes and sizes
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>>659371
Another anon here. my 2 cents are: >>659336
look like child's as mentioned by >>659365 because all toes pretty much are in one straight line and not angled (unless you have Hypochondroplasia), and they are wide in the arch (pic related shows a stylized feet like that from wakfu, which has some feet following, so people are into that too). The proportions are also off for an adult, because even when women have small feet the proportions are still closer to pic in >>659351 basically soles are longer than you might think. As anons mentioned thou footfags come in different shapes, just like how many of us are into completely different breasts
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>>659377
Not a foot expert, but I remember seeing this thing.
>>659336 would seem to fall under Roman and >>659351 under Egyptian
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Well, what a shitshow this thread has been.
Good news is I've finished this thread's collage, head over:

>>659379
>>659379
>>659379

>>659367
Man, don't do cyberpunk/commissanon like that. He's a decent dude, far from the "ugly" anon. Plus, you'll always know it's him from all the )) he loves to use.
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>>659367
hahaha there is anon who is called "it's ugly anon"?
I mean, I remember one, who was seeng Breaking Bad's Wendy in every female..
but I'm not him..
these feet look like child's feet. when form is not fully developed.
PS: I'm not a footfag, I mean I like pretty feet, they are sexy, but I like many other body parts too
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>>659381
forgt to add photo
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>>659381
>hahaha there is anon who is called "it's ugly anon"?
Read from >>658125 onward. I think he made a few posts above that and kept popping up afterwards. Warning: it's really "fun" stuff.
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>>659328
Hey witchdev, ive been watching your stuff for quite some time but only as an observer really.
Ive noticed a few things that I wanted to ask you now:

1. Why have you moved your feedback platform from /weg to /3 ? (I already know why I wouldve done it, but Id like to get your own words about it :)

2. The quality you deliver is pretty nice and in some ways similar to what we are doing on Wild Life, yet your patreon campaign hasnt moved at all and is still just barely above zero. So what is your plan for this project of yours in the end? Is supposed to remain a simple hobby or do you want to grow it somehow?

3. With the first two questions being asked, have you considered expanding your social media presence to twitter, youtube, tumblr, hentai foundry and others and to be actually active there too? The exchange of technical knowhow and feedback you get here might be nice for you but its not going to get your patreon off the ground.

In any case, you are doing some good work, keep it up, make sure to post some cool stuff outside of the 4chans from time to time too, Ill keep watching.
Oh and keep the work/life balance that works best for you, importat AF ;)

-S
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>>659461
> yet your patreon campaign hasnt moved at all and is still just barely above zero
My man doesn't market at all. Literally just him talking about it on 4chan, I would be surprised if even F95 knew about it.
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I did some work on the toes but that will continue in the new thread.

>>659461
>1. Why have you moved your feedback platform from /weg to /3 ?
I'll be posting more on /weg/ again once I have a new demo out and I'm doing more "game" related things, but in the past few months a lot of development has been about modelling and animation which receives more helpful feedback here (and I can't monitor many threads without it taking too much time).
>Is supposed to remain a simple hobby or do you want to grow it somehow?
I would like to grow it once the project has matured a bit more, but I first have to get to a point where I can get new versions/content out regularly. I'm already feeling bad enough about the few people who do support my patreon without me giving them much back.
>expanding your social media presence to twitter, youtube, tumblr, hentai foundry
I'll look into twitter, I think I can manage that, I don't have much content to put up on hentai foundry currently (I created an account there some time ago: http://www.hentai-foundry.com/user/witch-dev/profile) I guess I could try uploading some 3D animation loops there or something as well, no idea how well that stuff goes. But in general I'll keep a low profile until the next demo version at least.

>>659330
It's mostly that 2.8 doesn't bring much to the table in regards of features I'm missing currently so I'll wait till it's stable for now (also the sculpting performance appears to be worse).

>>659348
Any kind of top down-ish view should generally be fine with a tiled setup, it's only difficult if you go into typical first or third person views where you end up with huge view distances where tile based approaches can get difficult.
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>>659508
2.8's PBR (and more importantly, more comparable to modern game engines) viewport is great. Vertex Paint workflow is massively improved.

I don't know about multires, but dyntopo is basically unchanged as far as I've seen, aside from the new tool(s) like Simplify.

I'm using a 2.8 Beta trunk build and thus far it hasn't crashed at all for me, as it did in the alphas. I can't figure out glass/refractive materials but that's probably just me being retarded rather than a bug in the build.
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>>659511
After I have pushed the new demo, I'll take a look at 2.8 again, it would be nice if I could set up my materials similar to unreal, for the blend files I publish on my patreon.
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>>659461
What's the method for this skindentation of the boobs? It's made totally manually or there is a tool that does it easily?
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>>659877
I'm not that guy, but you can use softbody simulations to achieve skin indentations if you don't want to do it manually
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>>659511
switch to look dev viewport and youll be able to see the material result.



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