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File: 1-190102.png (2.28 MB, 1500x882)
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2019 edition

previous: >>657915

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
>>
>>659379
that image sure makes it look like most people that post their works on this board are sculptfags.
by the way, keep talking about feet in the old thread, unless you got something new to show
>>
>>659383
Eh, I guess that's true. Though I'll say it's a bit harder to feature anything that isn't a character and make it stand out, see how I usually throw things like buildings into the backgrounds or weapons into an odd pile.
Also, note that quite a few contributions were omitted because they either didn't fit, or removing their backgrounds was too difficult / didn't give a clean result (even when done manually). Sorry to those anons.

If you do care about these collages and want to see your work in them, some simple guidelines again:
>transparent/simple background
>.png preferred (minimal crusty .jpeg compression at least)
>well-framed (not cropped at any edges, at an angle that wouldn't look too odd when thrown in there)
I try to feature everyone's work, but if you do something a little more "complex" (i.e. interiors, environments) it's a lot harder to fit yours in. My apologies.

>by the way, keep talking about feet in the old thread, unless you got something new to show
Yeah, keep all old thread discussions in the old thread please. Don't carry them over.

Anyway, that's this thread's admin post, cheers and enjoy the thread.
>>
time to get into expressions!

>she sees you're a hardsurfacelet
>>
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>>659398
FORGOT IT AGAIN!
>>
>>659379
Good job on the collage. I like the cyber hand on the right but medieval-weapon-anon should have more exposition. His weapons are way too sexy to be that small.
>>
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board collab when?
>>
>>659401
Soon I hope. I want to make faces (probably everyone does).
>>
>>659449
We could each model a body part and combine it on to one retard monster
>>
>>659458
Who's making the horse cock?
>>
>>659460
I already have a few so we should let someone else practice
>>
>>659458
>a mass of daz faces, low poly, and anime faces
>a bunch of feet and a few hands holding weapons
>also a mass of erect and soft cocks of varying sizes and species
>>
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Newfag here, almost finished modeling my first character.
>>
>>659465
>/3/ producing horsecocks on stock

>>659469
Congratulations
>>
>>659458
>>659460
I am bad at cocks in general (only modelled pussy) but I suggest weapon materials guy has to do armor. Also it can be futa (just so we use my vag making skills).
>>
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Did a pass on her toes, I think they are considerably improved now. (I must have really smoothed them out at some point and then forgotten to remodel them or something)
I'll take another look at them tomorrow and her feet in general but it's already a lot better. (Also thanks to instagram and the thousands of girls posting their feet.)

>>659379
I like what you did with the ugly witch.

>>659383
The foot discussion felt mostly reasonable to me and well I'll probably be carrying it over.
>>
>>659509
exponentially better
>>
>>659509

pls show wireframe. feet always end up looking like fleshy socks for me :c
>>
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>>659510
Thank you.

>>659514
The polycount is unusually high but since it is a porn game, they will have to hold up when viewed close.
>>
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>>659514
The loli feet everyone hated.
Hope it can help
>>
>>659509
show in orthographic it will help with showing the silhouette better because i think the toes are a bit stubby
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Any pointers on my Trump model? I'm trying to do something semi cartoony.
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>>659534
I don't like how the big toe connects to the foot. The upper part of the foot doesn't look quite right to me anyway, I think I need to lower the part where the toes connect a bit.

>>659540
You could probably sculpt him fairly close to reality, he looks like a caricature anyway.
>>
>>659458
>Tfw I can't model organics for shit
I can make the building he jumps off at least :^)
>>
>>659544
eh i think its fine for now, although i would keep making tweaks here and there, like define the sole better. maybe have the toenails sink a little bit into the skin. protrude just a smidge, shit like that. all while looking at a ref to see how how the silhouette is defined, especially around the big toe, like i think you may have it too flat on the first joint, its usually quite bumpy
>>
>>659515
>>659529

thonks
>>
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I am in the process of creating a door.
A boring, industrial automatic door which will be barely lit and maybe shown for 5 seconds (or from very far away).
As you can tell by the tone of my description, i am not particularly motivated to design an awesome looking door, but rather want to get it done quickly.
Fuck that door in the dark. Its just the means to an end.
>>
>>659401
We are NOT trying that again
>>
>>659400
Ah, I agree. See my above post as to why; I like to make "scenes" out of all the contributions so it's a little hard to feature his stuff while also having it "to scale" with the rest of the scene. I really like his stuff though, collecting it over the weeks has really shown great improvement.

>>659401
That'd be pretty interesting. I imagine the logistics behind it would be pretty hellish though, with all the different programs we use. Oh well, .obj exists for a reason.

>>659509
That image was just too good to pass up. Also, great improvement on the feet. Much better now. Though I still think the smaller toes could stand to be a bit bigger, that last toe still looks a little underdeveloped.

>>659529
Yeah, it just looks really chunky. Definitely very childlike too. If you're still working on this, I'd suggest to reproportion the toes as well. The other toes are too big in comparison to the big toe, even for a child's foot.

>>659540
Looks fine to me. Could stand to define the ears a little more. But it'll really start to take shape once you add hair and a little colour.

>>659580
Well, that door looks Perfectly Average for a Boring, Industrial Door. I'd say the window's a little too big though.
>>
>>659602
> I like to make "scenes" out of all the contributions
I wanted to delete my post because I got that too late. Its fun the way you do it.
>>
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Kind of a stale/ old project
>>
>>659650
That's pretty cute. You should finish it.
What's was it for?
>>
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>>659664
Just for fun. I hate going back to projects if i havent touched them in a long time. I did a quick texture and render and lost motivation
>>
>>659672
why can nobody on this board light well?
>>
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This is my first real attempt at sculpting, been monkeying around with render settings. I actually have a question: I'd like to eventually retopologize this and make it into a game ready asset when all is said and done, so obviously the goal is to get as much detail in as few faces, but is it "safe" to retopologize with subdiv modifiers? It gets you a nicer, smooth edge, but it feels like you're winding up back where you started with a high poly count. Not as high as the sculpt of course, but is it too high for general purpose assets?
>>
>>659650
>>659672
Looks good. The exaggerated proportions remind me of the planes from Porco Rosso.

>>659699
>is it "safe" to retopologize with subdiv modifiers?
You mean having subdiv active while retopologising? If anything, it makes things easier since you don't need to manage that many edge loops. Just get rid of the modifier before exporting if you feel the poly count's too high.
>>
>>659697
>quick render
In all honesty i am terrible at lighting. This scene was put together in marmoset. If you have any advice feel free to share.
>>659703
Thanks!
>>
>>659699
reducing the subdiv levels in order to get a good bake is not recommended.
because, you have to maintain the overall silhouette and reducing the subd levels makes your model slightly bigger
>>
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Trying to make lowish poly characters with no lighting and small (currently 4x4px) textures for gradients. For a game.
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>>659724
you can low poly'ed it even more, come on
>>
>>659724
>lowpoly
>comprised mostly of quads
wyd
>>
>>659732
>>659726
I never said I knew anything about what I was doing.

My thinking was to just make a simple head shape, and then have flat eyes and protruding mouth and nose shapes. By compromising do you mean the quads folding into tris in places? Or the weird (lack of) edge flow? Like on the chin/cheek area.

What should I change?
>>
>>659734
Oh my bad. Read comprised of quads as compromised the quads. Yeah I could probably do all tris. Let me adjust and post an improvement tonight
>>
>>659726
No, that´s the limit.
He has hair, body and clothes to worry now.
Then women.
Then children.
Then the whole city.
>>
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>>659736
you can use both quads and triangles, tho mainly triangles.
>>
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>>659555 >>659602
I'm done with the feet for now. They look fine to me and judging from various reference pictures there is a huge amount of variation on toe size/length and their proportions to each other. Same for the feet themselves.

>>659734
Just use as many polys as you need to get the silhoutte you want, there is no reason to stick to a super low poly platform on any kind of relevant hardware with flat shading.
If you want to go as low poly as possible for whatever reason you should use mostly tris because every vertex counts in that case and those quads get turned into triangles anyway in your game engine.
>>
>>659739
>ruan jia
>>
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>>659755
?
>>
>>659737
This.
>>
>>659672
I love how this looks like a older game still render
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>>659766
first thing I thought when I saw this, it has a Myst vibe to it
>>
>>659753
Feet are definitely better. The toes actually look like toes now.
Nice work.
>>
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My newest Project, a harpy-Valkyrie thing. some hours in, working on basic muscles atm, Hands and feet still Zspheres
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Drawfag - concept art that i did
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>>659791
You seem to be on the wrong board, friend.
>>
>>659793
No he isn't.
>>659791
You could have photoshopped it into one picture to have a nicer comparison though.
>>
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Still working on this bloody character. Rushed to add some cloth, and decided to leave the hair for now to focus on texturing instead.
>>
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>>659795
True, but i was too lazy to shop it all together in the moment

close-up of the face
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Hey guys this is my first time making a 3D model, I just wanna make a Spider girl.
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>>659805
I think you should make it more sculptural, esp if you want rougher features and exaggerated proportions. I think your proportions arent quite what you drew in the concept, so watch for that.

If you dont want to go sculptural, check your anatomy - especially in the neck and eye region.
>>
>>659795
Fuck, didn't realize the post before it was the same dude.
Just though it was some guy posting on the wrong board again.

I didn't really make the connection between
>>659789 and >>659791
My bad.
I can see it now though.
>>
>>659826

Thanks man, That drawing really captures the features that i missed
>>
>>659801
i want to see hair on it already, its so derpy with out it, just add some basic mesh. balding is bad for your soul
>>
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>>659880
It's not much of an improvement so far. When I get to the hair proper I'll have to do a damn good job on it.
>>
>>659884
iirc this is fan art right? if so then you can probably discard my opinion, but what really bugs me is the placement of the horns. theyre too far into the skull, when they should be more centered like right above the ear or if you still want them that far in, you can move the closer to the forehead by moving them upwards that way it can hide her hairline a bit, and i think it might look better. going by the direction that theyre going tho, its probably better to push them back. putting them far in front only works if they are facing forward and slightly parallel. adding bangs to cover up the base of the original orientation might work too, but i dont if thats what you would want.
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>>659885
>iirc this is fan art right?
Spot on.

It's a good bit of feedback, though since I made the horns part of the head topology, moving their placement is going to be difficult. I could try fixing them by tilting them somewhat?

The issue is that I probably made some bad decisions in using the reference material. In shots of her from the front, the horns stick out over her eyebrows at the side of her forehead, but in side shots they're positioned right above her ears. But then from the side her eyeballs would be so large that they'd not fit in her head seen from the front. So I made choices, and not always the right ones.

The suggestion to give her bangs is a good one though, as it'd fit the source material. It'll be straying from the particular scenes I'm using for reference somewhat, but at this point that'd be an acceptable change to make, since I've already taken so many liberties.
>>
>>659886
i am going to assume you have a cage for this model, so in that case you can just remove the horn, stitch her up then make the horn a boolean and then attach again
>>
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>>659724
Haven't had much time, but made some changes and am starting to try making hair/alternate faces. May have to redo sections for females.
>>
>>659997
looks gud senpai
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>>659724
They gonna have block hands?
>>
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>>660001
Arigatou gozaimasu

>>660005
Definitely blockish, but I haven't decided yet. Really don't want to animate them so might have an open hand model and a block fist model and switch between the two.
>>
>>659997
I like the style. Seems like it could be pretty modular and you could use it for all sorts of stuff like small animation shorts or something.
1st guy kind of reminds me of the modern segments of Assassin's Creed with Desmond.
>>
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>>660026
Thanks, I really like how it's looking so far. Once I pump out some more variations and sort of proof of concept it to myself, I'm going to try rigging it with bones and boundaries and mock up a "character creator"/randomizer to see what it can come up with. If I can just figure out how to make females look good in this style I'll be golden.

Btw, they're for first/third person rpg I'm making in Unity
>>
>>660012
are you going to use normal maps?
>>
>>660027
>If I can just figure out how to make females look good in this style I'll be golden.
Try giving them less of a tall oval shape for the eyes and more of a wide one instead. Then again, maybe it'll just work in context with the rest of the body.
>>
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I've finally decided to try and figure out Substance Painter, and I've gotta say I'm really impressed.
Granted, I still don't know what the fuck I'm doing, but I'm starting to figure it out. It's honestly a lot like Photoshop in many ways, at least this new 2018 version.

The building textures still look like shit, but at least they're starting to get some personality to them. I'm still trudging along and figuring things out as I go, so things should improve once I get the hang of it.
I think a lot of my problems lie in unwrapping process. I don't really know how to unwrap a huge building like this and still get enough texture density for some really fine/tiny heightmap displacement. I could use huge textures (right now I'm using 4k maps), but I don't really know if that's the best course of action. Also, I've got no clue how to get the water drips to only hang off the window edges, and not the beveled section of the building. I could paint that in, but I want to do as much as I can procedurally.

In any case, I'm having a lot of fun with SP. I can really see this doing some really crazy stuff once I figure it out.
So for now, the building is kind of a testbed while I play around.
>>
>>660050
Use tileable textures.
Don't use normal maps for random surface bumps (makes the building looks small) rather use it for larger details like windows and tiles and stuff like that.
2K texture resolution should be enough.
Create slightly color variations in the shader.
Put more details on the (top of the) buildings. The stuff on the rooftop is missing. Its important for the impression of scale. AV's, antennas, red lights. Pipes.
Create modular sets which you can re-use.
>>
>>660052
>Use tileable textures.
I'm pretty sure Substance does use them. But what I've found is you can only tile things so much before you get really obvious patterning. That goes for in and out of SP.

>Don't use normal maps for random surface bumps (makes the building looks small) rather use it for larger details like windows and tiles and stuff like that.
Will do.

>2K texture resolution should be enough.
You're probably right about that. But I feel like I'm losing a lot of definition due to my sub-par unwrapping. Plus from what I understand, you can't stack UV's when using Substance Painter. So a lot of the little ledges are taking up a ton of space that could be used for the facade.

>Create slightly color variations in the shader.
I've got those in there, they're just not really showing up very well in the lighting. Will do though. I'll push it more.

>Put more details on the (top of the) buildings. The stuff on the rooftop is missing. Its important for the impression of scale. AV's, antennas, red lights. Pipes.
Haven't gotten there yet, I'm waiting until I get all the buildings done before I add small details like that. Plus this is just a render from within Substance Painter, so that wasn't the focus. Just the walls. Windows and the like will be taken care of outside of SP.

>Create modular sets which you can re-use.
Of buildings? Yeah I'm doing that already too.
If you mean materials though, I'm planning on doing that as well. Just gotta figure out SP and get a workflow going first.

Thanks for the help.
>>
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was trying to figure out how to uvwrap on 3dsmax and did a lil painting on it in the process
>>
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>>660050
Went back in and started from scratch in Substance Painter, though I'm still stumbling in the dark. Last version seemed a bit heavy handed since I'm still figuring out how things work. I've been looking at a lot of brutalist styled construction and trying to reference that. They seem to be built out of, or at least look like layers of concrete. Which is why they tend to have a striped look I think. I've also went back into the UV and did my best to give the facade as much room as possible. It honestly didn't get much more space, but things are looking a bit tighter now I guess. In all honesty though, it's still looking like some pretty basic texturing work. Next I'm going to add some miscellaneous surface details like some cut lines and stuff.
>>
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>>660066
I don't think the design of the mesh is doing you any favors. Out of context that mesh looks like nothing, am I'm pretty sure it wouldnt be any more readable with perfect textures.
Try a more interesting design with more shape variation. Pic related.
>>
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>>660070
>I don't think the design of the mesh is doing you any favors.
It's not, but it's also meant to be a background building to flesh out a skyline, so having it stand out isn't quite the goal. More of the opposite really, I just want to try and have it look decent enough for what it's meant to be.
I've got a few other, slightly more interesting building shapes, I had just decided on that one to start with because it would be the simplest to unwrap (being mainly just a long cube shape).
I wanted to jump into SP and get a feel for it before I tried the more varied buildings.
>>
>>660053

You can have stacked UV's in substance painter

The method really is to have only one set on the UV space, And then the rest outside the UV-space but in the exact same position as the one in the UV-space, there is probably a nice term for that, but i don't know it.

if that seems confusing, i can post a pic
>>
>>660070
Brutalism was a mistake, 80s Japanese retro-futurism it where its at
>>
>>660073
>>660066
your material scale is wrong to the buildings and that's why it doesnt communicate
>>
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>>660049
>>660027

Tried making the eyes wider, changing the shape of the nose and mouth, and adding some basic hair (need to refine that).

Going to work on a template body today.
>>
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a part of a bigger project
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>>660085
If you can post an example that would probably help. I think I get what you mean (putting things outside the space so it wraps around), but wouldn't that still overlap things if you're using the same texture?

>>660104
'm aware the material scale is wrong, I can't really get a good pixel density on it (or maybe I'm doing things wrong). For super big building, details would be pretty small, but I can't get them small without the textures looking very obviously tiled. I'm sure it's because I can't get enough space to the facade in the UV map, which means I'd have to make the texture pretty huge to get a good pixel density. I'll admit, I'm not great at the texturing process, which is why I'm trying to improve. Pic related is my UV. I did my best to give the facades as much room as possible, but that's as big as I can get them. I made the ledges small and the sides of them small since they really wouldn't be seen much. The sides are slightly bigger since they'd be a bit more visible.
Any help would be appreciated.
>>
>>660146
Gave #1 an upper body, and made another female, I like her proportions better and her hair isn't too crazy. Think I'm gonna give the guy some tights and a rapier and have him be a fencer-type fighter.
>>
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>>660173
Picture.
>>
>>660174
is this max?
>>
>>660185
>origin dot
Nah, looks like blender.
>>
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Calling this building's textures and stuff done. It's kind of boring and won't stick out, which is kind of the plan for it. It'll be covered in advertisements and stuff further down the line, so it should be less of a generic concrete mass later on. But for a generic filler building, I think it does the job.
>>
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>>659958
So I decided to follow your advice (thinking it'd just take an hour or so to change) and because of my own stupidity, all the skinning on the original mesh broke beyond repair. So since my early deadline's approaching, I'm going to leave it as is for now. I have two weeks to polish this project after tomorrow so I'll have another look at it then. However, because now the horns are in a different place on the head, the intersection between the head mesh and the horns isn't as bad as it was. That was why I combined them in the first place. So if I do fix this, It will be easier to adjust in the future.

>>660159
Not that guy but here's an example of what I did with my Axe. In essence you just move overlapping pieces to the side by 1 in UV space. Though in my experience overlapping UVs only caused issues when baking. Also please don't judge my terrible UVs, I was in a hurry and just let the Algorithms handle it.

>>660192
Are you doing tests to see if your buildings look good for their intended purpose? it could very well be a lot of the work and detail you're putting in now just doesn't show up, or is too noisy to work.

Also, have you looked into using a texture atlas to help with your skyscrapers? If you use them cleverly it could save you time texturing.
>>
>>660191
ah you're right, i missed that. was gonna say based for using 3ds max, but hes just a faggot after all.
>>
>>660225
what are you using to model this? why did't you edit this non destructively? with 3ds max adding an edit poly modifier gives you more room to edit it without repercussions. maya does have something similar but its not as effective, nor does blender.
>>
>>660234
Maya, I'm afraid. It speaks to my lack of technical knowledge and experience that it all broke.

What happened is that I somehow managed to get the mesh separated from its skin clusters, so as I tried to copy the weights from the old mesh to the new, Maya informed me that the original mesh wasn't even skinned, even though it still moved when the skeleton did. And any attempts to fix it just gave me more errors. So, manual fix it is.
>>
>>660225
I see what you mean with the UVs. Kind of like the "Parallel Universes" in that Mario 64 "Half an A-press" thing. It's the same texture space, but it's shifted over. I could see that causing issues when baking the maps in SP, like you said though. But I guess in this context it wouldn't matter too much. Also I'm not gonna judge your UV's, I'm probably in worse shape than you.

>Are you doing tests to see if your buildings look good for their intended purpose? it could very well be a lot of the work and detail you're putting in now just doesn't show up, or is too noisy to work.
I've been testing the buildings in different lighting conditions, yeah. Daytime looks decent enough, and so does night in a different way. Primarily though it's going to be night, and somewhat far, so you really wouldn't see a lot of the detail. I'd just like to have the buildings done completely as assets that I can reuse when I need them after this project. So having decent textures and stuff now will help down the line.

>Also, have you looked into using a texture atlas to help with your skyscrapers? If you use them cleverly it could save you time texturing.
I'm not really sure how much of a difference it would make. Isn't an atlas the same as putting a bunch of different UV maps and textures onto the same UV space? Then just using a giant texture that has all the materials?
What would be the difference between using a single texture for one building, and just stitching all the buildings' textures into one? I don't really know, I'm genuinely curious.
I guess it could make things a bit easier, like taking certain things like the leaky textures and stuff and just reusing it. Plus I could stack UV's and not worry about SP giving me shit about it. I'd just be worried about the buildings looking too samey and missing that personal touch. Then again, they'd probably end up looking pretty similar anyway since buildings are generally made of similar materials.
>>
>>660255
>I'm not really sure how much of a difference it would make. Isn't an atlas the same as putting a bunch of different UV maps and textures onto the same UV space?
Basically, yes.

>Then just using a giant texture that has all the materials?
Remember you can use multiple materials on a single mesh. You could then use a texture atlas for windows, a texture atlas for concrete, a texture atlas for roof parts, etc. They can be quite useful if you use them creatively.

>What would be the difference between using a single texture for one building, and just stitching all the buildings' textures into one?
Less textures would be one, if that's a concern at all. It'd also mean that if you wanted to make changes to your textures, you'd only have to adjust the atlas, and the change would carry over to all your buildings. It'd also provide added modularity. You could have multiple atlases for different types of windows, and apply different windows to different instances of the same building.

Ultimately you do what you think is best for your own work, if you want to retain that personal touch. I'd suggest you look into it anyway, to see if it'd help you, and if not it might be useful in some future project.
>>
>>660259
Thanks for the input man. I'll give it a try.
I can definitely see it being super useful down the line when I get to making antennae/dishes and other details and clutter for the buildings. Especially on advertisements and signage too, just have a ton of them on one map and just switch UV's for them.

>It'd also mean that if you wanted to make changes to your textures, you'd only have to adjust the atlas, and the change would carry over to all your buildings.
I really like this aspect though. I'll try it out on the next round of buildings. Does it end up taking less VRam or would it be roughly the same as the individual textures?

Thanks for the help. I appreciate it.
I've been watching you make progress on >>659884 for a while and I've always liked the style of it. The wrappings especially, and her somewhat smug/confident expression.
Can't wait to see how it all comes together.
>>
>>660174
>>660229
Guilty.
Getting close to animation with my fencer, I wanted to do a swept hilt for the rapier but I couldn't make it look simple enough. Will keep at it and use this cup hilt one for prototyping. Also trying to figure out how best to color the hands since they're blocks.
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>>660312
Again
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>>660314
Looking pretty good man. Looks like a lot of fun.
Maybe give him gloves for the hands so you can skip out on detail.
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>>660348
Thanks anon. I thought about gloves too, but for now I've tried to improve the hands geometry and also the texture by doing a skintone gradient from fingers to palm (I could just switch the gradient from skintone to white/black). It looks good from some angles but wonky from others. So much for low poly though, although as other anons pointed out there's no real need for it and I think it looks fine this way.

Any suggestions/areas where I could improve it?
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This is really hard, sort of think the skull shape is not wide enough.

Not sure why I'm studying skulls, just want to sculpt anime figurines.
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>>660358
it looks good anon. i myself tried to make gradient based stuff last year. and i think it turned out fine- but i don't think i could make a whole character based on that style, so your attempt is quite good.

id like to see an actual render, without the viewport anti-aliasing. altho you might be seeking that "real-time" look with the jagged edges. can't wait to see the animations
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I just wanna say porcoddio, because sculpting is fucking hard, and I'm having a really, really hard time
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>>660361
*this plays in the background*

https://www.youtube.com/watch?v=0eXIOK2vOhM
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>>660361
It'll be tough for a while, until you get a good feel for what you're actually doing. So just push through, you'll get there.
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>>660363
I'm okay with that. DESU, I'm crying more than your average bitch.
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>>660364
Thank you my friend.
Although I am going to completely "stylize" this piece for deadline reasons, realism is the real deal, so.... I hope what you say is true; gonna keep trying.
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>>660365
nah i mean your warrior looks really tough
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>>660361
Looking strong and thicc anon.

>>660360
I really like the detail you got with such low poly counts, looks nice anon. Don't have a render atm because I'd have to set up the environment for it (currently just viewing in textured view with no lights in the scene, although I did pull some of the faces into Unity just to make sure they look the same). Also I am considering running these through a pixel shader or just rendering at a lower resolution and scaling up.

Fleshed out the warrior face from the other day, again just the upper body. But hopefully copying the fencer's rig will work out when it comes to that. No time for animation today unfortunately, but it was a productive weekend. I'm gonna make my game this year /3/, I feel it.
>>
>>660375
Also I'd like to add that orthographic view + U->Project from view is literally all it takes for this, after I figured that out it's a lot easier to get smooth continuous gradients (I was using smart UV project before and then manually tweaking the UVs ;_;)
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I was doing UVs on my horse model for the eyeballs and lashes. When I finished, This shit happened to the head of the model.

I'm using Maya.
In order to get the lashes, I used a polydraw tool that usually is used (from what I've seen in tutorials) for re-topology, but I've seen it used for doing eyelashes. When I finished making the lashes, the model was still fine. I then hid all other objects and began working on UVs. When I finished, my model was like this and missing the rims around the sockets. I tried undoing, but I forgot to enable unlimited undo's.

I'm wondering if there's a backup file somewhere that I can access from previous saves? What should I do? I've been working on this thing for weeks.
>>
>>660395
1. Just bridge the loops and make new version, it's not that big a loss
2. If you haven't been saving multiple versions of your files now's the time to start.
3. Use Dropbox Pro account and put all your work in it. It automatically backs up versions of your files every time you save and they're available for 30 days.
4. That is one fine filly with fuck-me eyes.
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about got this costume glove modeled and scaled to fit.
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>>659469
>kot

looks like piglet. gj tho
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>>660403
i really like how you blended the edges there. did you simply pivot the whole edge and added loops?
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here is what i made in late fashion, relating to >>660154
using the color randomizer is fun as always
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>>660424
>

no choice for the ends of the knuckle ridges at the wrist edge, that's just geometrically aligned loops, but usually I use the hypernurbs weighting tags in c4d to blend edges. ex:>>660424
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>>660427
You perfectly captured the bad taste of this kind of picture, great job
>>
>>660429
i went for the 'c4d gay designer style'
mind you, this is probably my first attempt
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I've decided to take a little break from making all those cyberpunk buildings. I've never actually tried making a character before, so I figured I'd give it a try. Granted, picking a robot is easymode, but it's just supposed to be a fun thing to recharge the batteries. Plus it should be fun to texture and learn more Substance Painter on something that's not at a ridiculous scale.
I will say that the character isn't mine. He's somewhat of a mascot/character for one of my favorite bands.

I'm still working on him though, so he's missing quite a bit and the texturing is just placeholder shit.
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>>660375
Neck guard A or B?
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>>660472
b is period correct
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>>660480
Was thinking so, it looks more like a cuirass where the other is like a popped colar on a polo
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New character. She is meant to be a bitchy cheerleader type. Don't mind the total lack of polish.
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>>660495
looks like the rest of your other girls
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finished highpoly, can't be arsed with texturing
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>>660501
yeah, looks like shit.
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>>660503
Oh, Its the "It's UGLY" guy. Run away, won't you.

>>660495
Pretty nice and as you say unpolished. She doesn't seem bitchy tho.
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>>660501
i dont think he uses the same look i think it is the shader her uses
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>>660502
from another angle without placeholder materials
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>>660512
Damn, Doc is lookin pretty good.
Wires?
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>>660515
Thanks man, here's the wires
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A young girl, I was going for about 8 years old here. Is the head a little big? Kids have larger heads right? I'll do the hair and ears tomorrow
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>>660522
>Kids have larger heads right?
Yeah. Add ears. So far, so good.
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>>660506
Its so fucking ugly
>Promptly runs away
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>>660522

It's a nice shota face, I'll fap to it as soon as it's done. Will you add hair too?
>>
>>660495
>>660501
If I had to guess the reason why all your girls look so similar is because you don't change the major face proportions. Something I've noticed is that most of your models have incredibly similar jaw shape, nose shape, lip shape and cheek shape. Which heavily contributes to this "one face" phenomenon. Small word of advice would be to study the variances in facial structure, notably in the nose. The noses among people can vary wildly, everything from bulb size, bridge straightness, nose length, etc. etc. I'd say it's a good place to start mixing things up first.
Something else I'd recommend for this is to play with a character creator and get a feel for how facial structures can vary. Simple games like The Sims or dedicated software like MakeHuman, MBLAB, hell, even Daz. Don't rely on them for accuracy, obviously, but they're good interactive platforms for seeing how the human (or a humanoid) head can change and vary from person to person.
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>>660553
Thank you for your advice. Very constructive and something I probably realized but ignored.
>Something I've noticed is that most of your models have incredibly similar jaw shape, nose shape, lip shape and cheek shape
I think this is it. I don't know it it is fear of unknown but I will have to stop delaying it and start making a lot of weird stuff to get there. It is nice to go out of the comfort zone if you manage to survive. I guess the point is coming out the other end more "changed" than "intact".
>Something else I'd recommend for this is to play with a character creator and get a feel for how facial structures can vary
Skyrim the game for me was just the CC. I would come to the next town after beginning and restart. I do this on any game with a CC. Sims 1-2 were so addictive too.
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Working on a goban and a Go game set. I have problems with placing the 19x19 grind on it, i really suck at placing some sort of textures other than with SP and I tried with it and it didnt work out the way i wanted..
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>>660602
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This is from a video game I'm making, what does /3/ think?
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>>660655

blender-tier
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>>660661
So tell me how to improve man, please.
Gimme some tips
Don't give me the Blender-Excuse, I've seen great things done with the program.
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>>660655
>>660662
You will have to use better programs if you want to get nice renders. If you work in Zbrush you can have some nice results there but if you want something else, there is Maya/Arnold (too much for your model), Keyshot and Marmoset toolbag. The character looks like he is made from TES Oblivion assets. Blender is good for many things, but not for organic modelling. For that I suggest you learn Zbrush. It is all too simple to use if you just let yourself learn it. For lighting check BlenderGuru and Gleb Alexandrov, they are really good for blender (youtube is your friend).
>>
>>660667
Dude don't give him such shit advice
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>>660680
Have you got nothing more to say than UGLY and SHIT. Please stop being vague and don't respond to me but tell HIM how to improve unless is YOU and you are just baiting.
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>>660685
he could easily do the same shit in zbrush.
your advice concludes: "crack these programs worth 4000$ and i can start critiquing your work"
your'e a piece of work aren't you
>>
>>660686
>Just because the net allows you to show your retardation, it doesn't mean you should, ITS UGLY dude.
>>660655
>>660662
Here, have this - https://www.youtube.com/watch?v=kfebPwr0gx4

If you truly want to progress you will be resourceful. Finding a job to pay for zbrush is a way to go. And zbrush is not 4000$ retard.
>>
>>660685
>>660686
>>660667
Can ya'll niggers stop fighting and just tell me what to improve on that doesn't involve buying a new program?
Texturing, Anatomy, Modeling?
Thank You
The pics I posted were taken from Unity by the way, not the actual Blender program.
>>
>>660687
Thanks
>>
>>660662

If you want to do characters then buy an anatomy book and study it.
>>
>>660688
Don call me the N word, I might be black. You don't know.
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>>660688
>Can ya'll niggers stop fighting and just tell me what to improve on that doesn't involve buying a new program?

character creation might require to download more specialized tools.
so in a nutshell, download zbrush. get good at it. i sculpt in blender and its very unpleasant for people at your level.
you should improve on everything. however skip texturing and use polypaint/vertexpaint instead.
basically, one step at a time. making a half assed character is not better than having no character


>>
>>660688
zbrush also offers a free trial and you can just find it on any t site.
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>>660687
this guy models the most basic shit with the most basic as fuck tools
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>>660688
>Texturing, Anatomy, Modeling?
All of it!
The body looks ok, its the face that is problematic. Especially the mouth and area around it. It has this bad robotic PS2 look, but with more polygons.
Ears look kinda strange too.

Also nobody here implies that you should buy Z-Brush, just pirate it. And yes Blender is shitty at sculpting, you better avoid it at all costs.
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>>660687
I'm sorry but seriously dude. Keep the software wars shit out of the fucking /wip/ thread.

>Hey heres where I am at currently on this model
>Can I get some advice?
>BUY ZBRUSH YOU'LL NEVER GET ANYWHERE WITH BLENDER.
>JUST GO TO THE BANK AND SECURE A LOAN YOU RETARD I MEAN ZBRUSH IS CHEAP. GET A JOB RETARD.
The advice to give him is as follows
>work on anatomy
>work on textures
>that doesn't look like its the best you can do
not
>dude this would look so much better if you swapped over to zbrush.
Hell your fucking wording alone is beyond retarded "You need to get this sculpting program in order to have better renders".
Also disregard anyone who tells you to use a software but they don't consider it worth their money.
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Here's some more progress.
>>660712
Hey man, I know this might not be helpful for blender but I made a speed sculpt vid a few months back and I hope it will help you. Sorry for no narration.
There's this one - https://www.youtube.com/watch?v=9UMbQjPybSg
and this one - https://www.youtube.com/watch?v=DUZQTNKnz0I
Hope it helps with blender. You might be able to apply it in the sculpting part. I never used it though.
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heres a WIP pic of my turok pulse rifle
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>>660655
Reminds me of fallout 3, and that's not a bad thing. The expression makes it easy to dismiss as bad, but I think it 's not that far from looking acceptable. Few things:

>hair could be tweaked
>cross eyed
>fish/frog mouth
>cape/chain feels off, think about different ways of approaching it
>rethink the costume design in general

What is this character's role? I think this partly a design issue and partly a technical issue. Could we see it from perspective view from a few different angles?

Ganbatte anon.
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>>660714
I keep seeing you post these god awful sculpts in every WIP thread.
You haven't progressed in months.. You can't accept criticism without
bitching back and every ugly chick looks the same.
Please stop posting and move onto something else.
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>>660719
The flow of the lines are either horizontal or vertical which makes the whole thing look "boxy".
Try to brake it up more interestingly. The distance in-between details is also too uniform. In its current form it looks too boring and video-gamey. The thing on the top...what it is? Its not a scope, if it is a grip whats the thingy on the front of it?
It makes no sense. How is the magazine attached? It looks like you just put it there without any mechanical attachment.
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>>660738
well to be fair, it is for a video game. also, the top is a periscope looking thing that the original had
the original also a nonsensical "ammo drum"
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Some more progress.
>>660736
Hi "Ugly" guy.
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>>660743
he does have a point about the heads looking the same, try making aquiline noses and thinner lips, along with making the heads more taller and thinner
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>>660747
oh also the tip of the nose is kinda splitting apart instead of coming to a round point
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>>660747
>>660748
What do you mean by aquiline? Like this?
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>>660750
yes kinda but the sides of bridge should be harder and the tip of the nose is very bulbous
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>>660751
oh and experiment with the positioning of the eyes, theyre a big part of recognizing a face, and all your sculpts tend to have them in the same space. don't be afraid to move em apart or raise em
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>>660747
>and thinner lips
I always wanted to be able to create DSL but I seem to be stuck there. And the cheeks are too puffy. I did try making a 5head with >>660743. Also I understand that many have a wider head but I see that later on and usually correct it. Thanks for this advice and please continue.
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>>660753
>don't be afraid to move em apart or raise em
I try but they end up looking like monsters. I will try harder I guess. I'll post more. I will make a new head with the tips you gave.
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>>660757
yeah, you will quickly run into making the same face if keep going for conevential attractiveness. try making an ugly person off google images
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>>660714
>>
Great, software wars shit leaked into the /wip/. About time, I guess.

>>660655
>>660662
Skip your topology for now and go back to revising your forms. Your facial proportions seem fine, but the current low resolution of your topology makes everything look like clay. If you were working off a sculpt, detail that more and redo your topology at a higher resolution. If not, subdivide your model a little more then tighten up the forms. This isn't the 2010s anymore, poly count isn't much of a concern for modern hardware.
Your textures are definitely the worst culprit here. Underdetailed and the hair looks like metal wires.

Jumping out for a moment to address the software wars:
>>660667
>>660692
This simply isn't the case anymore. You have to realise that Blender is perfectly competent in its current state and for someone at that anon's level it's quite possibly the perfect fit. I understand that those other programs are more capable and I wholly agree, but for someone at his level I highly doubt he can make use of that extra capability.

If you do want to suggest software, suggest supplementary ones. Substance Painter and Marvelous Designer are perfect complements to Blender, for example. They both address areas Blender genuinely cannot do. ZBrush is in the grey area for this, if you want to do seriously high detail then yes, you definitely use that program, but for basic forms and coarse detail (which is where this anon's at) Blender's sculpting tools, as rudimentary as they are, get the job done.

Be aware of what both parties are capable of, if not you're quite literally thinking like a blendlet.

So back to that anon, if you really want to step up your game, you'll have to eventually invest in SP. MD is great if you want better looking clothing, but Blender's cloth sims can make very rudimentary clothing too.
If not, what you can do now is revise your shaders and revise your lighting. Those should be the biggest contributors to your model's odd look.
>>
>>660714
>>660743
>>660750
Same anon as >>660553, good to see you took some advice to heart. Still, really not much change.
To tread back to what I said about CCs, a fun thing you could do is to hit that randomise button then "refine" the randomly generated character to your liking.
The thing about CCs I've realised is that if you're just making what you want, they gravitate to that "same face" phenomenon all the time. Randomising and "improving" on the results helps to break that monotony. With the generated character, write down prominent traits like "eyes are almond shaped" or "lips are thin", all that, and keep those traits constant while you play around. I think that should keep you aware of how different facial forms can be.
In practice though, you should try giving an ethnic character a go. Try doing someone that looks more Asian, African, European, etc. All these different ethnic groups have pronounced differences in their facial characteristics.
>>
>>660783
the only reason i recommended zbrush is because it makes sculpting fun and not painful.
he could stay in blender for all i care, i don't think that downloading zbrush is a smart move as the more tools you learn, the more you are entailed in learning them
>>
>>660789
See, you've made the assumption here that sculpting in Blender is painful in the first place. It really isn't. Performance is far from an issue, unless you're trying to pull some bullshit and sculpt at 10M polys with Dyntopo active. The only big downside I've had with Blender sculpting is that the majority of the default brushes suck ass. You definitely need third-party brushes to do anything above amorphous blobs at some point.
>>
>>660791
im only responding to the "tool heckler" that is trying to inject software in every discussion.

i find sculpting in blender "fun". but since there are so many babys here that complain about functionality i also recommended zbrush. i mean the dude literally said "download marmosert and keyshot" just to render a dumb sculpt no one cares about. there is a growing trend of tool nazi's here and i don't like it.
>>
>>660796
If there are any exceptions to the idea "it doesn't matter what tools you use," one of those exceptions is certainly Zbrush.
>>
>>660750
You should post these sculpts without the spotlighted eyes to see how they hold up. They won't btw.
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>>660523
did add ears but hairstyle took over heh

>>660532
I'm more into lolis than shotas personally.

The hair had good idea I think, but excecution fell short, right side (her left) is a total mess. Gotta get more hair refs, old busts and stuff.
>>
>>660815
your improvement is noticeable, keep going!

by the way, with things like hair- a combination of flatten/crease can really help
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>>660812
Here you go. Comment please. I hope it is good enough.
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I finished writing camera controller. Pic related is the max zoom out. I changed cubes into quads
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>>660812
>They won't btw.
Being this smug. I follow him from his days when he was making a game. He was shit I agree, but the guy really changed and listened.
>>660750
>>660819
Dude, I want you best of luck, but you shouldn't post your work here. Go to deviant art, post on polycount, I like your vids.The thing is, there are only a few people in here who are serious about anything and that will actually give you anything useful.
I like >>660743 this girl. She looks a bit more mature than the earlier ones.
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>>660817
Yes! I actually did figure out that myself too, this is the side view, I'd blob out and carve big lines then flatten out the extruding parts. It's not perfect but way better than before. I just have to grind more to get that steadiness of hand.
>>
>>660788
Please don't lose faith in me. I am trying to improve. I am relying on your tolerance and patience and thank you for it in advance.
>>
>>660743
Your faces look natural and pleasing, but I concur with other Anons in finding them quite similar to each other. I'm not a sculptor, but I think that trying to reproduce different ethnicities would be a good way to acquire a practical sense for variety.
>>
>>660655
>>660662
Learn about anatomy before sculpting, there are some resources on the sticky, and when you get some resources to learn from, start sculpting a jaw, eyes, etc 1 by one 1 until you feel what you should do to make a complete good face
>>
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Here is a combination of the few faces just to look at what makes them similar. I think the mouth is big and the nose is similar and the eyes are samey positioned but they are still unique.
>>
>>660827
Being this much of a cuck and apologizing shows you lack the confidence to achieve anything. Gtfo with your shit faces.
>>
>>660827
i think you need to keep sculpting without relying on that 'face' too much, it might be hindering your progress.
its cute and sexy, but it might be time to move on
>>
>>660837
I'm sorry if I somehow annoy you just by posting progress. Please ignore me.
>>660838
Ok.
>its cute and sexy
That's a yayy! Thanks.
>>
>>660397
Hey! I'd like to thank you for helping me out. I spent about 6 hours trying to fix the eye sockets, something being wrong with the verts and some sort of double edges. I grabbed an earlier version and tried removing the fucked eyes and combining in the same selection with the normal model. That didn't work because of the odd edges/verts. After many hours of trouble shooting, I'll just be redoing the UV and grabbing the old version of the model. It would take less time at this point.
Again, thanks for your time!
>>
>>660815
>Gotta get more hair refs, old busts and stuff.
I'd recommend actually studying how hair works. It's surprisingly simple to understand since it's mostly coming out perpendicular to the scalp and then the rest is just gravity.

>>660827
Always happy to help.
>>660833
I notice that the width of everything is constant. The general landmarks (eyes, nose & mouth) all stay the same width and horizontal distance apart. I think the most glaring constant is the nose bridge, i's virtually identical throughout. Experiment with the sharpness and the vertical height of it a bit more.
It's good to see that you do play around with detail, things like nose bulb, lip shape, philtrum type, etc. do change, but once again the general scale of main parts stays so similar that the details can't help to differentiate them.
A few more of these constants:
>flat nose
>almond eyes
>lip thickness
>eyebrow width
>nose tilt
Try your hand at a proper aquiline/hook/"jew" nose like an anon suggested above. Look into the different eye shapes. The curvature of the top and bottom eyelid stay really similar throughout your models. Same with the inner and outer eye, move their vertical positions around, do up/downturned eyes and all that.
Once again, you should try an ethnic character. I'd recommend Asian, their flatter features should be a comfortable departure from what you currently do.

>>660821
Honestly /3/'s a pretty good place to post your work simply because it's very "we give it to you straight". There's very little yes-men here. We're one of the more elitist boards to the point where jokes woosh over the majority's head. It's pretty uncanny.
Though recently we've had an influx of new users and I'm pretty sure they're those that are making flippant comments with little elaboration.
I really like the little exchange starting from >>660255 because I feel that that's what /3/'s "supposed to be". People just helping each other and exchanging good information.
>>
I used to be on the /3/ Discord. I accidentally left and didn't realize until now. Does anyone have a link?
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How should I go about sculpting breasts? Nothing I do seems to look correct, any tips or perhaps a guide?
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>>660873
Get a copy of the book "Anatomy for Sculptors." It has a good section on female breasts. It is easy to find a PDF online.
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>>660827
I like your faces anon ) most of them, don't listen to haters. and this last one looks cool. >>660743>I know why anons are fussing about,
this guy is on spot btw!! >>660829
it's not that every girl you make look like one another, but they look from same gene pool.
also, you are just making sketches, you should try and make full character.
IDK pick someone's concept art, and make that character, with your artstile.
>>660743
btw this girl looks good..
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>>660878
Thank you, I'll have a read of it.
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>>660873
You have fused the pecs with the breast, but it's actually 2 layers: muscles and fat

Remove the breasts, model pecs, then add bewbs
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>>660873
I'd suggest to watch anatomy course, by Ryan Kingslein

>>660886
you are speaking, like it'll make any difference,
he should learn everything from scratch
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>>660775
please show anything you have made
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>>660915
>you are speaking, like it'll make any difference
It's none of my business wether it will be sufficient to turn him into a good sculptor, that was never my purpose, I simply pointed out a useful true fact about his boobs sculpting
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>>660603
And the bowls to it. Only the stones left
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>>660915
>learn anatomy :D
Very useful
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>>660932
well, that's singular deciding factor weither the model will be trash or will it have chance of being good.
in chance I mean: after acceptable anatomy, artist should make design appealing and cool.
https://www.youtube.com/watch?v=y9KXurSTAsM&list=PLDDjRBcsGp8aJqqQQrGNRPQyv7uCKIUGD
here s playlist of Kingslein,,

he also has course, hich is f-ing amazing.. it is called
>Uartsy - Artistic Anatomy in ZBrush
but Uartsy is closed for now, if you'll search internetzz ou'll find the course.

>>660932
your model has too many flaws, it's impossible to give "useful" CC.
BTW, don't get me wrong, I'm not shitting on your work, everyone was were you are at some point,
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>>660829
>>660881
Thank you very much guys. It was something I tried to achieve and I am glad that I achieved that.
>IDK pick someone's concept art, and make that character, with your artstile.
I will do that. I think I am finally ready for that. I didn't want to even try it until I at least accomplished this.
>>660854
>flat nose
>almond eyes
>lip thickness
>eyebrow width
>nose tilt
What do you think about this one?
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Some more. Smaller lips really allow for the cute mouth curves.
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>>660881
Any suggestion on what character you would like me to do?
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>>660936
alright there you go, youre getting somewhere now with the laugh lines and nose shape, however the general "outline" of the head is the same still
>>660937
getting better

try sculpting a chubby girl/asian
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>>660940
>try sculpting a chubby girl/asian
Alright!
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>>660936
Really nicely done. She looks distinct enough from your other girls but still retains your artstyle, which is great. Especially like what you did with >>660937, that hood and those cute lil' mouth curves man.
I know cyberpunk anon told you to go work on full characters, and I agree, but if you still want to slave over faces:
>jaw shape
>profile
You could stand to play with jaw shape more. Round things out, make them sharper, flatten or lengthen it, etc. I haven't seen much profile shots of your work, but I get the feeling you put everything at similar depths, especially the eyes. Pull them out and push them in a little further. They don't affect the look of someone that much when you're looking at them dead-on, but they're still good features to change to further distinguish your characters.
>>660939
(obviously) not that anon, but I'd suggest just heading to Artstation and browsing till you find something you really like that you want to recreate. Seems to be what most people do anyways.
>>
>>660942
Thank you.
>jaw shape
I know. I seem to have a problem here. I will have to do something about it. What I am worried is that when I play around with it the jaw starts looking like it is too weak or broken.
>profile
Excellent points. I look at my models from profile and the nose looks varied but the depth is wrong. It is always kind of squished forward. When I do CC in games I usually make sure I do eye depth and stuff, but for some reason on my models I always seem to fret doing it. I think it might be because the models lack textures because I find it that when I put on some textures, I see many things I want to change. But that shouldn't still affect the overall model.
> I'd suggest just heading to Artstation and browsing till you find something you really like that you want to recreate
Doing that right now. But would you like any video game or comics character in particular?
>>
Well, I'm back to working on this after making the horns separate topology and having to re-do all the skin weights. So now I guess I get to do a lot of minor fixes to the pose, skin, and maybe some texture fixes. And let's not forget actually making the hair properly, and not just decimating a dynamesh blob.
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>>660954
Forgot image.
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>>660955
id tone down the color just a tad
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>>660956
How's this?
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>>660966
The color wasnt but it started getting too bring wit overblown colors, but the fire like brightness looked alright
>>
hey /3/, heres my first 3d model, first post on here too, anyone have tips and advice? specifically snapping vertexes, so far ive been copy pasting xyz cordinates and removing doubles which is really a hassle. the snap feature doesnt seem to work for this
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Added bewbs and some fat on the torso, and added stronger facial features
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>>661000
give her a horsecock thanks
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>>659379
Here's my first model. I cant seem to get the UV to work. The right screen is what comes out in substance painter. Other then that what do you lot think of the model
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>>661015
turn on auto smooth and bevel your edges
also the heat shroud on the barrel could use with some thickness
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>>661016
Ill start working on that now. Do you have anything to say about why my UV mesh is coming out the way it is on the righter most image? I used the smart UV in blender.
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>>661019
its most likely not your uvs and more that your normals seem broken, see pic related, recalculate your normals
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>>661021
oh, also export in .dae and make sure youre applying all your rotations to your objects
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>>660955
C U T E

I like it anon. Looking good with the new horns/hair. I really like the glowing SSS or whatever that is.
Though the hair gets to be pretty blobby towards the end though, there's not much detail there. Though it might just be because you're still working on that section.
Still I'd put some more detail in the end. Maybe just a few strands in it to give it some variation.
>>
>>661022
Not that anon, but why .dae and not fbx?
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>>661043
blender exports .daes by default and probably works best considering its the default. and fbx support in blender is sorely lacking and may bring additional problems
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>>661044
Never knew that. I haven't really been having problems in Painter using fbx. I'll give dae a try though.
My biggest problem with SP is how you can't have multiple UV maps. So you can't work by object without making a bunch of materials.
>>
>>661046
yeah its kinda shit
usually the problems with fbx's manifest themselves when animation gets involved, or really exporting anything to a game engine -- this is all because fbx is a proprietary format and blenders licensing and all that conflicts with that
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>>660436
Finished up making the robo dude. It was kind of hard adapting the 2d version into 3d because the music videos are pretty inconsistent with how he's put together. A lot of the joints don't really make much sense in 3d, but they "just work" in 2d.
Moving on to texturing though. It's actually pretty fun texturing something that's not a huge concrete building.
Still a ways to go before it's looking good, but it's getting there.
>>
>>661046
Look into Material ID Maps
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>>660738
how about now
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>>661056
That's where you have multiple UV's based on material slots in the 3d program right?
That's what I've been doing. But I have to put everything that uses that material on the same UV map. Which means less space overall for things.
>>
>>661047
>this is all because FBX licensing is not compatible with the GPL and Blender developers refuse to implement a workaround for it
FTFY.
>>
>>661061
BTW, here is a GPL-compliant add-on for using the official FBX SDK: http://blenderfbx.render.jp/

It's old however, and appears to be abandoned. I don't know if it would work with current software, just posting it as an example of what can be done.
>>
>>660655
>>660662
Do you have any art direction for your game? It doesn’t look like it from this picture —so, if yes, hire a better designer lol. I can do a paint over for your anatomy if you’d like but that won’t fix your boring design.
>>
>>660709
>>660732
>>660783
I've decided to just scrap the entire thing and start from the top. Anything I should look out for when starting a NEW character so I don't mess up like I did with this one?
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>>661080
I actually didn't see your message, but yes I noticed that the design was a bit barebones. I'll get to work on making something new and we'll see if I improve. This was just a first attempt in character design.
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fINISHED (texturing will take care of the rest)
I worked out most things..
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>>661099
here's how thumb works
(IMHO, that's the wworst fucking joint in hard surface,, I mean, so it is working and appealing at the same time?!, fucking sucks.)
I'm not fully satisfied tho,, but it'll work,
>>
>>659379
low poly 2hu buddise
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>>661102
cute!
>>
>>661000
oy vey that anatomy
bring out a proportion sheet
>>
>>661057
critic still applies 100%.
Do you use real weapons as references?
Or at least SciFi weapons from games/movies?
Why not?
>>
>>661151
did you miss this >>660741 post? thats my only reference -- im trying to keep it as recognizable as i can
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>>661057
Whats up with that pipe on top?
I literally cant imagine a single use for it
Also it looks like it would break of just from the vibrations during shooting, it would need another attachment point further along
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>>661151
>>661173

Not him, but can you not read? Its a video game gun from fucking years ago he's remaking it in modern 3d for whatever reason. It's not supposed to be realistic just faithful to the source material.
It's looking very good as far as that's concerned
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>>661173
>>661151

are you well guys?
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>>661181
I haven't seen such realistic blackface before.
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O L D
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>>661189
funtimes, with Zbrush renders,,,
also wireframe,
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>>661190
>>661189
nice work!
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Messing with pixel shaders and restricting color palette in Unity.
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>>661209
I think I like it better without it though. Moving on to animations for them now
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No time so made a zweihander/claymore mix instead. Also really need to go in and manually fix the vertex groups because the rigging is godawful
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>>661257
That blade seems really small for a large sword like that.
>>
>>661257
>>661269
Blade width looks fine to me, though beefing it up a little couldn't hurt, since it's stylized. It should probably be tweaked to better fit the thicker design of the cross-guard.

Those parrying hooks look really flimsy though, probably a good idea to beef those up a little so they look less like needles.
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I was trying to do something stylized and ended up fucking it up. I so sorry
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>>661272
its pretty creepy anon.
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>>661269
>>661271
Good points anons. Will beef up the hooks and lengthen the blade some more, might widen a smidgen as well
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>>660931
Heres the finished scene. Would like to get some critique on everything you might see thats off or could use improvements. Beginner here, so Im taking every advise seriously
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>>661381
2/3
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>>661383
3/3
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>>661381
>>661383
>>661384
The bowls look okay, but quite frankly the rest looks like some fake plastic stuff.
If you want to quickly improve your material skills i would advise learning about PBR(Physically Based Rendering) shaders and how light interacts with specific materials. Afterwards search for some free PBR materials/textures online and study them based on what you learned about PBR theory. This is easiest done with realtime rendering (like in UE4 or Unity) where you just plug in textures and materials and you'll instantly see results and can quickly play around with different values and textures without waiting minutes for a render, a lot of the basics which you learn there can be translated to non-realtime renderers.
>>
>>661174
>>661181
So you say its shit on purpose?
Even if the ref model has a retarded pipe on top, dosnt mean it cant be made better.
First i would taper it down, instead a pipe made it into a triangle shape , and second i would attach the front in similar way you attach anything under a gun, mostly by front and back so it dosnt dangle around when you shoot
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>>661399
You must be really fun at parties.
Not everything has to be realistic, in fact with your mindset you have of "making it better" you'll never make it in the industry.
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Trying to make something you might see in a christian vhs. Don't know if I want to animate, definitely want to change a lot of the colors and then do some post processing.
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>>661404
Net realistic, but believable.
Even someone who never hold a gun before can say something is not right there.

And yeah, i am fun at parties and i party way too much, maybe if you werent an loser you wouldnt automatically start projecting instead of actually referring to what i said.
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>>661392
it was rendered in Marmoset, which I think is PBR? Maybe I went too "hard"on the shininess and specularity on some materials, hence the pre moist, plastic-ish look. I shall play around with the values or maybe exclude some maps to check the results. I will post more. Thanks though!
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>>661407
I changed some stuff and I think it already looks better. (its supposed to look kind of shitty before that anon going on about realism posts about how bad the render looks because the bible is floating midair and theres a sword stabbed into a rock, a not very realistic sword.)

Having fun with it.
>>
>>661410
I don't think I can explain this to you. I really hope you don't get a job in the industry and tell your boss "the concept you gave me didn't make sense to me so I made it right. Did you make the concept such shit on purpose?"
employment is the only comparison i can think of right now, I know hes not doing it for a job but the point is sometimes making it true to the reference is more important than realism.
>>
>>661416
I do have a job in the industry, and i criticize our art lead all the time, its a team effort and part of that effort is being honest.
And yeah, sometimes you get a client who is a fucking retard, i worked in freelance a lot too, but when you can, especially when doing private stuff you should strive for better and not for what ever.
At my studio if i see retarded shit like this i just spin on my chair and throw my pen at the retard behind me who probably is drawing something as retarded at that very moment, but when you do need to cut corners you do, what dosnt need cutting is the concept stage as modeling that shit is 10x slower.
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>>660873
It's not impossible, keep improving this: rise the lower crease, define nipple and check if its pointing in the right direction
>>
>>661417
Sure you do buddy. As I expressed it was a simple analogy to express that sometimes in real world modeling and in fun modeling, things that are realistic or make sense are needed to be sacrificed for the project. Like if you're referencing a video game model or a fantasy weapon or something.

I'm thinking you must be some kind of autistic.
>>
>>661420
Yeah i sure do you twat.

What you are doing is defending shit.
There are good looking fantasy games and bad looking ones made by retarded hacks who cant model or draw for shit like the pizza cutter sword guy.
Maybe you should stop talking about theoretical shit like you are some kid with adhd and focus on topic at hand? This isnt a case of some anons trying to make a model 2 weeks past the deadline while his boss stands over his shoulder, when you have time and the occasion you should do the best you can.
There is also a topic of stylized consistency and how if you apply it to one part of the model it will stick out like sore thumb.

What it comes down is not "is it fun", fucking doing heroin is fun, that means shit all.
The question is whether it looks "right" and comes together as a model.
>>
>>661417
Ape modelers like this drive me up a fucking wall. Design isn’t entirely about functionality and being aggressive to any other department is so toxic (especially art which actually knows how to make good looking things). You must either work in a tiny ass studio or you’re making this up because this kind of attitude wouldn’t work Anywhere I’ve been.
>>
>>661422
Ok. Heres a question for you, bud. What is it supposed to look "right" in relation to? Your sensibilities or the artists reference?
>>
>>660873
>How should I go about sculpting breasts? Nothing I do seems to look correct, any tips or perhaps a guide?
Dont, add a sphere and squeeze it and after you for the shape right with very low subdivs only then sculpt on it

It might seem like cheating but getting smooth curved shapes is always hard for amateurs, it took me long time to effortlessly sculpt boobs in zbrush, but is still sometimes just take a sphere stretch it and merge it with the body to get a basic shape going quick
Also you boobs are in wrong placem they are on the sides of the body not the middle, also women have shorter pecs and higher placed abs, if you look at nude female bodybuilders vs males their chest muscles dont match

Also thats why i rather sculpt in zbrush than in modo or blender which i sometimes use too, the ability to sculpt at very low res and brushes still behaving right, your model is at lest 50x too dense, i do most my form building at sub 10k polies even as low as 1k polies which might seem blocky but it has the general right shape
>>
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Right, trying to properly create the hair now. Tried just getting a good starting shape to polish by using a fuckton of IMM curves and the move brush, but I'm not sure how I feel about it.

I want to do stylized topology hair and all, but I really feel like I don't know what I'm doing.
>>
>>661424
Any cuck who says toxic automatically makes me think of those liberal nutjobs in San Francisco, yeah we dont suck each other all day long in some giant circle jerk pat on the back, dosnt mean we are some depressed pit of misery.
Good stuff only will come from well managed projects, be it art, animation or design. Otherwise you end up with studios like Bethesda, with 500 employees in your main, 2 satellite studios helping and still having to fucking reuse assets and get a third party studio to write the online code for your shitty engine while Todd and Pete are pushed off a cliff by an army of yes men telling them how everything works just great.

>>661425
Right is having a giant horse cock on the bottom.
That or not having a blow pipe pointing the wrong way on top of your gun, you decide.
Not to mention i already said what i would have done you blind twat, mostly actually attached the thing to the gun.
>>
>>661429
Too pipy, unironically preferred the simple blob
Maybe combine both? keep one thick volume for the main hair and the add few split off strands
Like those japs do in anime sculpts
you know, like this https://www.artstation.com/artwork/AOQzV
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Tried making an Israeli girl. I will do asian soon.
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>>661432
that looks like shit
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Newfag here, I have no idea how to even begin making the butt for my character
I've tried looking at other peoples models & study how they might have approached it, but I can't seem to wrap my head around it
>>
>>661464
Yeah. You are a retard. Did you see any other works by the guy. Also, I with upon a star that I could make boobs like that.
>>
>>661466
Your clavicle is too sharp unless you are doing a SHARP style like SW Clone Wars or similar. Thread carefully now. Imagine those boobs bounce and make your topology with that in mind.
>>
>>661467
im talking about the hair on all of them, they all look like literal shit.
>>
>>661466
how about you learn anatomy because the entire thing is grotesque.
>>
>>661473
Your posts are bad and you should feel bad.
>>
>>661454
Why don't you change things up and start sculpting bodies?
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>>661476
you have shit taste and you should feel bad
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I do. I just haven't done it in a while. I use the one body I made and just change the volumes of muscle and fat, limb length, head size, etc.
>>
>>661502
This is a response to >>661485.
>>
>>660603
What program are you using bud?
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>>661185
Looking sweet
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>>661502
ugly desu, not even trying to be mean, what do you find appealing about this including your heads
>>
>>661502
Honestly I'd have to agree with >>661530. That isn't that particularly appealing.
There's something off with your proportions in general. It's like you lopped off 15-20% of her torso then just smushed the remainder together, because that area just looks really stumpy. The exaggerated divot in her waist almost serves to exemplify that too. It's generally too steep and looks odd, especially with such a pronounced hip bone. The way you made the breasts connect to the thorax just looks off too.
I understand that in the old threads you said a physique like this appeals to you, but maybe a bit of conventional sex appeal wouldn't hurt. Because right now she looks stunted still, like we pointed out back then.
I do like your heads though. Nice work with >>661454, found it pretty cute.
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>>661534
Cheers man. I was going for a military look. I want a fit physique on her. She is meant to be a rough and tough character that gets chewed out and spat out even stronger. She is one of the smaller villains in the project. Kinda like a proper Phasma character. I want to experiment with proportions as much as possible and I was looking and there are so many possibilities. Maybe that is wrong of me to do and I just have to work at it. I promised myself, when I get good with faces, I will continue on to the bodies. By the looks of the comments I have come as close to my first goal as I will get atm. I guess I am no to the bodies now. The key points I place most value on the body are butt and stomach. I hope I am alright there.
>>
>>661534
Oh yeah, >>661502 is meant to be a big girl. I hope that translates.
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>>661502
If you want to improve your sculpting skills you will need to sculpt more than just one body. Try sculpting another from scratch, this time very lean and with more muscles visible. Or sculpt a male body. Or if you don't like those, sculpt animals. You need to push yourself out of your comfort zone.

On your old sculpt, the biceps and shoulders look off, the forearms are very smoothed and undefined, and the shoulderblades & rest of the back muscles are phoned in. So at the very least, you can start from scratch again and make a new one that is better.
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>>661538
Ok. Before I do, can you just redline the shoulder blades? I really have a problem with them and the back of the shoulders seem to be missing something. Please if you could.
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>>661536
Brother, what you're missing in your process is the refs... pick a nice looking girl and try to replicate that, it will force you to change your habits. Old people are super fun to sculpt too because of all the detail they have on their face.

here's a Shit-Eating Grin study
>>
>>661541
Thanks man. I will do that. Excellent progress brother.
>>
>>661543
>>661543
>>661543

Right on time.
>>
>>659724
> low poly
> quads

My pet peeve. Quads are unappealing. Try triangulating.



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