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all we do is argue edition

previous: >>659379

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
>>
>>661543
YAAAAY!
>>
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DRAMA! Just for "Its ugly" and "Its shit" guy.
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>>661543
That image isn't very realistic. If my art team gave me that I would spit on them and laugh. It was probably made by some liberal nutjob!

(sorry I had to, its dumb drama I know)
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Some head gear,
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Also, some old man.
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>>661549
i really want to fuck her, but she does not have any body?
are you on top of it my guy?
>>
>>661554
Soon. I doplan on making her f.kable. Hopefully going to make that h-game rpg. I dream big.
>>
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>>661553
cool stuff!

I think I'm done with this one, fixed the eyes but mouth rests kinda fucky. Looks a little bit like that c-beams dude from blade runner, heh.
>>
>>661551
Good good. Turns that 5head into a 3
>>
>>661543
9/11 never forgetti, don'ta toucha mah spagetti
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>>658413
In step 2 is less mysterious, but... it´s strangely familiar.
>>
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>>661557
Glad you like it.
>>661558
If I shrink it too low, she looks kinda weird. Might work with a different hair.
>>
>>661558
Shrunk it a little bit. Thanks.
>>
>>661576
The more you look, the worse it gets
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someone pointed me to here, so....... here's a room I modeled.
>>
>>661596
That coffee table doesn't really match the rest of the furniture
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>>661584
>grandma titties
...why...
>>
>>661599
Because 3Dguy is the embodiment of bad taste.
>>
>>661598
Is it due to the shape, size, or style of the table? Because I originally did consider that the table was a bit off, but I think it works alright there
>>
>>661596
What is shading? What is lighting?
>>
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Okay, decided to try doing the hair as a combination of blob and tubes. It looks good so far (though by decimating the main blob down it breaks the normals, oh well) but again I'm not looking forward to retopologizing this shit.

Also thinking I'll do another pass at the lighting and post-processing for this scene, see if I can improve it.
>>
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>>661613
And here's a closeup of the hairline in my ZBrush scene. Will have to do manual work, I don't think Zremesher alone will be able to those sculpted creases properly and keep a decent polycount.
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Getting bored of this little fun thing, just a fun little kids show style thing thats starting to turn into something stupid so I think I might just end it before its too complicated and stupid.
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Doing more industrial greeble for the walls.
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>>661613
>>661614
I don't really know why but the area the hair meets the head seems a bit weird. Seems like the hairline is too high, or there's just not enough volume in that area. I think by just puffing the area up a bit it'd look a bit better.
It just seems really flat for the amount of hair that's there.

The shapes and stuff are definitely getting better though.
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>>661584
I know exactly what are you going to ask.
No, i´m single.
>>
>>661667
I never asked for this
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>>661688
No one did. Ever.
>>
>>661667
Is this a fetish?
>>
>>661700
No, it's a chimp.
>>
>>661667
>y 01/1
>>661667
thats fucking hot
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>>661667
I´ve swear i saw this clot... IT´S HE
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>>661613
you should give more volume to hair, I mean much more volume.
her overall features would also bennefit from slight buffs, some curves here and there, some muscle definition, bony landmarks, some features slightly exaggerated etc.. when you are makng stylized characters, adding these features, gives your character much more appealing look.
look into Dylan Ekren's works. (pic related)
BTW I'm not saying to make her "thicc".

anyway, I like what you have done, anon!!
>>
>>661732
Different anon here, eh... I don't really feel the same. It's a jarring difference between that smooth simplistic head and a body that's on a different level of detail. Ribcage and hipbone detail is just a bit too much and causes almost this conflict in style. Of course, each to their own, everyone has different things that appeal to them. I think that anon's fine just where he is now, save for all that trouble with the hair, especially since the figure's so wrapped up in bandages I don't think adding these additional features would be that noticeable.
>>
>>661730
>multi-service image search
>pregnant anime women tied and raped in bathrooms, 30% similarity
>>
>>661732
That's revolting on so many levels I don't even know where to start.

>>661667
Also disgusting. Redeem yourself by adding a giant dong.
>>
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>>661650
Well, I moved the hairline forward a bit, looks better already. I'm really getting to the point with this project I should just stop making adjustments and get it finished.

>>661732
Her hair doesn't have a great amount of volume in the reference, and I'm trying to stick somewhat close to that as I'm working. that's also part of why the hair's such a struggle, I can't just change it into a ponytail and call it a day.

I did give her more pronounced features before, trying to reference Makkon's work, but when I created the ribbons (each ribbon is an individual piece of topology, so a lot of detail just up and disappeared) that all went away. But it worked with the reference, So I stuck with it. Doing better anatomy on stylized figures is something I do want to practice more in the future, just not this character anymore.

Thanks for the feedback though, anon. I hope to be done with this project soon.
>>
>>661746
>>661732
For reference, this is Makkon's model I was looking at for stylized anatomy (supplemented with proper reference, of course).
>>
>>661747
dammit I'm dumb. here's the thing.
>>
>>661745
>Redeem yourself by adding a giant dong.
Knowing 3Dguy, he already has.
>>
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>mfw 3Dguy posts in the thread
kidding, you're the hero /3/ deserves

More expressions, reffing old busts. Found some crazy guy from 1700 who did tons of bizarre expressions, really tickles my autism. Now I just need to find a guy who does great hair. Though that "pineapple" cut that was fashion recently would be cool to sculpt.
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Nearly finished in blocking the shapes of the skull.

White European Skull is a lot different than an African Skull and Asian Skull. Strange looking also at the difference between a female and male skull.

Looks theory seems legit. Ugly people have more feminine skull characteristic.
>>
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I'm doing the gyrocopter tutorial. I'm pretending that I'm taking a semester at a university. I watch a video each week, take notes and absorb the overall lesson, then my homework is to have my model progress along with the video before the new week begins. I give myself a week to do something that I could probably do once a day, but I was extremely successful in school, so I'm copying that layout. It's a 20 video course, so I'll probably condense it down to 16 weeks by watching two videos on a few of those weeks.
>>
>>661748
>cankles
fuck right off
>>
>>661762
why do blends not smooth the fucking surfaces? its literally 2 clicks that wouls remove your stupid ass facets
>>
>>661765
>buttmad
>>
>>661762
I doubt anyone wants to do this with me, but in case you do, here's the playlist:

https://www.youtube.com/playlist?list=PLVcpa0-TE3_zOK4hb-X4U0kzFwDU6MSVE

Here are the model sheets and other goodies:

https://www.blendswap.com/blends/view/91575

Here's a syllabus that I made. Your work on Part 1 is due tonight, so you still have time to quickly throw that mesh together. Week 2 begins on Monday (tomorrow). I'm on CST and it's currently 10:32 AM on 1/13/2019. Class will end sometime in May (I haven't counted to see).

Week 1 - Part 1
Week 2 - Part 2 & 3
Week 3 - Part 4
Week 4 - Part 5
Week 5 - Part 6 & 7
Week 6 - Part 8
Week 7 - Part 9
Week 8 - Part 10
Week 9 - Part 11
Week 10 - Part 12
Week 11 - Part 13
Week 12 - Part 14
Week 13 - Part 15
Week 14 - Part 16
Week 15 - Part 17 & 18
Week 16 - Part 19 & 20

He's using an older version of Blender, but you should be able to follow along just fine with 2.79. Sometimes text books are outdated and you have to fill in the gaps yourself. This is no different. Good luck! See you there?
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>>661765
Because I'm blocking out the silhouette, sweety.
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>>661768
what does that even mean lol? its 2 clicks to smooth your fuckign surface retard, it doesnt edit your geometry. oh god dont tell me you were thinking about subdivisions LOL
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>>661768
Shading doesn't affect the silhouette.
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>>661770
>>661772
I don't model with smooth shading and/or subdivision surfaces this early on.
>>
>>661765
>>661768
>>661770
>>661772
Jesus fuckin' Christ, can we not argue so early in the thread again? No one gives a shit, move on.

>>661762
>>661767
You're working stupidly slow. Even as tedious and time-consuming as 3DCG is, this is a next level of tedium you're subjecting yourself to. A semester in university doesn't cover modelling just one prop, it can easily span creating an entire asset library. Yes, people have 3DCG pet project lasting months, but to take 4 months to make something especially when you're following a tutorial is just farcical.
Unless you're saying you're trying to balance this with a work life of sorts, then I'll honestly say consider dropping 3DCG. You'll take forever to reach anywhere working at this pace and you'll never see your RoI.
>>
>>661773
i did't ask about you. i asked why blendlets in general never use smooth shading in general. and you should be modelling with it that early on, facets are terrible.
>>
>>661774
I wasn't arguing, I figure the guy was so new to 3d modeling that he thought that shading changes the silhouette, I mean the guy posted a syllabus or whatever for a blender tutorial in the WIP thread that you're commenting on. You're doing more arguing than I was honestly.

Turns out I was right though about the guy.
>>661773
Friend, sometimes its better to remain silent sometimes than pretend you know what you're on about. Its much better for people to think you're not the smartest than to know it.

Honestly I'm amazed at either the level of delusion, idiocy, or just shitposting that you went through typing out that syllabus. Even with a tone as if you're some kind of teacher. Is it being retarded on purpose or is it just dunning-kruger?
>>
>>661774
>>661776
I guess this level of hostility is normal for 4chan. I can't say I understand it though.

I'll make a few comments to clarify my position, and then I'll leave it at that.

The screenshot in my post >>661762 is the final state of the first tutorial in the playlist linked here >>661767. I don't bother with smooth shading or subdivision surfaces while blocking (it's easier to see the faces in vertex mode), but if the instructor had, I would have certainly turned them on simply as a way to conclude the lesson in parallel with the instructor. But he didn't bother to turn them on, and so neither did I. The screenshot is just a snapshot of my progress with the tutorial. If you worked part one, that's where you'd be. That's it. There's nothing else to it. So if you want to hold hands and do this together, that's where you need to try to be by the end of the night. If you think I'm a terrible faggot and want me to die, then that's OK too.

The syllabus is simply for fun and motivation. Any kind of authoritative tone was unintentional. My best explanation is that there's a tendency to assume a formal tone when writing something formal. Listen, if you want to work faster, then work faster. It's not meant to get you a job or get you on the ground running on your hobby projects. It's just a low-stakes commitment for someone who either wants to learn a new skill, has problems with procrastination, or just whatever. I said right at the beginning I don't expect anyone else to want to do it with me.

Bottom line: in 16 weeks I'll have finished the course. Is it the best, most optimal, or even smartest plan? Probably not. I don't care. I'm going to do this whether you like it or not, so you might want to learn to cope with that.
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>>661782
>im gonna learn how to model in the most outdated way
Alright.
>>
>>661785
get bent, sculptfag
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>>661787
im a poly modeler too retard, youre learning poly modelling in the worst program for poly modelling and in the worst way possible.
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>>661791
>>661787
i skipped to the last clips where he begins to subdivide. he fucking manually adds sharpness to the subdivided mesh, no one does this anymore lmao. you use just creases which blender has now with open subdiv. drop this fucking video lol.
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RRREEEEEEEEEEEEEEEE!!!
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>>661794
youre starting to get annoying.
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>>661796
sorry
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>>661791
>>661792

>>661787 isn't me, but it doesn't really matter, I guess. Keep replying with criticism if it makes you feel better, but bottom line: I'll be finishing this course and the model. And then I'll move onto another course and do that one the same way. I'll always be modelling and improving week after week and that's the goal.
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>>661798
then look at videos that are actually recent and by people who actually know what theyre doing. that guy in your vid, doesn't.
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>>661798
well at least you're doing things, just stay consistent and you'll be fine at the end
>>
>>661799
I've never taken a class where everything I learned was in the lecture and homework. If you're a good student, you can extract what's useful and discard what isn't. Most of the learning happens when you go off on your own to figure out why something is the way it is using secondary resources. I extract more learning out of 15+ hours of head-scratching video than 3 hours of polished, state-of-the-art tutorials. If you like the latter method, then more power to you.
>>
>>661800
Thanks. That other guy is having trouble coping for some reason.
>>
>>661803
actually you learn far less following instructions from videos. and i would know because ive done both methods. the learning actually happens when you have a basis to build from, and that basis always changes. when youre working from vids youre going off by someones workflow and it will only work if you already have one yourself to begin with, which you dont.
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>>661806
I know how I learn best. It's ridiculous you want to have this conversation. You do what's best for you, and I'll do what's best for me, how's that?
>>
Another thread shat on with autistic minmaxing. Just needs MUH INDUSTRY posting and we're ready for deletion. If you aren't posting progress, why are you posting?
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>>661807
Not him but you're totally feeding this shitfest. Just stop replying. If you're as sure of yourself as you say, this is easy to do.
>>
>>661807
You're wrong.
>>
>>661796
No he's not
>>661797
No post more
>>
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I made some shitty progress on a knife I was working on. I know the whole thing is shit and I should give up 3d modeling but I'm just trying to see a project through thats taking more than a few hours.
>>
>>661813
Don't give up, if you made that without reference pictures as one of your first models it's not too bad, the minds eye is notoriously inaccurate. Get some reference pictures firstly, they'll help a lot with the proportions of that handle.
>>
>>661745
>not lovin on the look of the future of the HUMAN RACE
WTF, are you HOMO?
>mfw - we will soon become THE HOMO RACE.
>>
>>661812
I was experimenting with the hair. I was masking out most of the hair and the using the snake tool to make one sweep from the unmasked base. Kind of has that in-the-moment look, especially with the screaming expression. I want to get a zbrush soon and get serious about sculpting, it's honestly been a while since I've enjoyed something this much.

>>661813
It's a start friend. Please don't give up, just put in the hours, keep a record of the things you've made and check out what other people have created. There's a guy here making really good looking swords, that could be you in a few threads!
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>>661806
can we see some of your work?
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>>661814
Thats actually how its supposed to look. Theres like a whole computer or some shit inside the knife handle. Here is my model (black) next to the game ripped game model its based on.

I only ripped it when it occured to me that the scale felt really weird and I got worried I fucked up big. Also it let me realize that the in game model has the knife blade backwards for some reason. up to that point its been based on official renders and the prop they 3d printed

>>661817
Thanks for the encouragement!
>>
>>661806
In university, you'd work alongside the instructor, and then outside of class you'd work on a project using the learned techniques. You'd have homework (the progress you're making with the in-class model) and then a final (an instructor-approved model that you make independently). As long as he creates a model alongside the gyrocopter, then this course will be extremely valuable.
>>
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After a lot of practice, attempts, time and effort, I can proudly say that I still have no fucking idea of what I'm doing, and that I really suck.
I'm dropping this next week, wether I like it or not, it's make it or break it.

The way of sculpting is a long one indeed.
>>
>>661543
Anyone got any good exercises for sculpting faces? Just got the "Anatomy for Sculptors" book and I don't know where to start.
>>
>>661782
The only reason why I wrote >>661774 is because you genuinely are learning wrong. I'm not saying in a technical way like the other anon is, I'm saying in a fundamental way.
You have to understand that modelling in 3DCG is highly technical. There's little to no theory. You spend all this time "digesting information" when there's literally nothing to digest. It's a lot like math, the only way you get good at it is with constant, repetitive practice. You're just hampering your progress learning at such a protracted rate.
Sure, sure, argue all you want that "this is how I learn", ultimately I'm not you; some bumbling idiot that requires four entire months to learn something even a beginner would take maybe over just a month to complete. I shouldn't even be caring about your silly little syllabus, but here I am anyway. If you don't want to listen, fine, I just want to say this:

If you're planning on spamming the next 12 or so /wip/ generals (each general has tended to last 9-10 days on average), you can fuck right off.
>>
>>661834
Ye, sculpt faces.

In all seriousness, just sculpt faces. Keep sculpting faces. Get feedback on faces. Look at faces, copy faces.

You got any glaring issues with a face? research faces. look at how the muscle works, what the structure is like. get a feel for the form.

Just start sculpting and don't get discouraged if you fuck up a lot. The important thing is that you fuck up less.
>>
>>661844
Any ground you might have gained in persuading me was discarded when you resorted to childish insults like "bumbling idiot". I don't know what the source of your hostility is, but it makes you look weak. Are you afraid of a newcomer surpassing you at your own hobby/profession? Is that what this is about? It sure seems like it. By the way, do you have a portfolio or any works you'd like to share? If a model like the gyrocopter is less than a month's work, then surely you have plenty of detailed models to share by now?

Rest assured I'll be posting *every single week* of my progress. See you there.
>>
>>661822
if only it were that simple lol, do you morons not know how learning works? its not as simple as monkey see monkey do. its the worse way you can go about learning anything.
>>
>>661808
>autistic minmaxing
that in itself is quite an autistic thing to say. kek'd.
>>
>>661849
That's how like 99% of classes are taught. Math, science, chemistry, you name it. You learn with the instructor, often by copying what they do, and then you're given problems of your own to solve building on the experiences you obtained with the instructor/in the classroom.
>>
>>661852
thats why schools are failing. its a shit method for learning.
>>
>>661856
>falling for the schools are failing meme
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>>661858
US schools yeah. look at that charts fagwad
>>
Stop the blabbering and post more art.
>>
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>>661862
>Stop the blabbering and post more art.
I got you my dude.

Wasn't really gonna post this just because it's a little sketch/doodle/thing I'm working on for no real reason. Just felt like doing a landscape for a change.
For the most part it's pretty aimless. Just trying to make something pretty with a weird palette. Going for light contrast and pastels. Gonna put some fluffy clouds in there later too.
>>
>>661584
This must be the same anon who made that horrendous Ariel tut. I recognize the very same lack of concern for proportions and detail.
>>
>>661894
Welcome to /3/, you've stumbled upon knowledge that everyone who's been here for a while has known for a good long time.

That is our resident "artist" 3dguy. He's been here for years and years, and doing 3d even longer than that. You don't need much of an eye to pinpoint his work.
He's like our own little Picasso, if Picasso was obsessed with abnormally "stylized" characters.
It's not so bad it's good, it's a plane crash where you can't look away. The Hindenburg, but with a weirdly proportioned bulge and flat, saggy tits. 9/11 but with unnerving flesh tones and a thousand-yard deadpan stare.

It's not a matter of love or hate.
3dguy just is.
>>
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Barring some minor last-minute changes, I'm going to call this one finished. Final deadline's fast approaching, and I honestly can't be bothered to make any more big adjustments to this.
>>
>>661904
awful background
Its tempting to go with one dominant color over whole piece but i would just use complementary colors, in this case something betwen green and blue for red/yellow
Or go the standard desaturated background, you want to create a contrast betwen your work and your background, drop the saturation by 50%.
>>
>>661904
I agree with what >>661918 said, it could well do with some basic color theory opposites as a more toned down background, would really make the character pop. It's looking good!
>>
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>>661918
>>661904
something like this, where your have more contrast
darker and less saturated background, character made a bit lighter
colors and highlights are a bit fucked since that weird orange fog made it hard to adjust and i dont know ps almost at all
>>
>>661923
that looks even worse
>>
>>661924
yeah washed out colors with small range are hard to adjust, but my point was to make the character stand out more from background
with access to the original you can bring in highlights back and blend it in without awful transitions like i have going on
>>
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>>661924
>>661925
>>661904
this just drops saturation for background in the middle by 50% without making it darker
but i still think the character is too dark, lacks highlights for such a firefly looking one
>>
>>661865
>When you accidently find a kool aid lake in Antarctica
>>
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>>661918
>>661922
>>661923
>>661926
Well shit, that's a lot of feedback. Thank you!

I started trying some adjustments to the lighting after the first one, and tried to adjust as more came in.

Here's what I have now. I adjusted the lighting a bit from the standard three point light setup, and added a light coming from the ground.

It's rather hard controlling the environmental gradient because it's fog dispersing the spots lighting the character, but I could darken it relatively easily with that.

If the character is still too dark now I'll have to either go back into SP to brighten some of the colors, or see if I can fix it with lighting, but I do risk overwhelming the existing colors that way.
>>
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Finishing touches on this guy. Next up is playtesting my gameplay with cubes in Unity so that I only make the animations I really need.
>>
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>>661935
Also a very rudimentary chihuahua-ish gnoll I started this morning
>>
>>661935
I like the sword a lot better now, feels more hefty. The armor is weird though, it feels like it's made up from pieces of different styles, what with the difference in style between the greaves and bracers and the odd hand protector. If that something you actively want to go for, cool, but then you could maybe use color to help show that different pieces of armor have a different origin. I do like how the sword breaker part looks like it's been retroactively bolted on. You could do something like that with the cuirass as well, by bolting a folded-in lance rest to it.
>>
>>661937
Good point about the armor, I was starting to think the same thing. The pieces coming from different sets of armor kind of fits with this character's backstory, so I'll make a point to show more how they were scavenged at different times. I think the greaves, cup, and sabatons look close enough, as do the cuirass and single pauldron, whereas the gauntlets and knuckle implements are just kind of ou there/modded. I'll try to change the hue and "specularity" on the pieces to make ot more obvious.
>>
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This took a while
>>
>>661937
Also, I do like the idea of the folded lance rest. Any other common add-ons to consider, off the top of your head?

Lastly, I'm on the fence about whether to add a skirt(not sure of technical term), and if so, if it should be all-metal or leather/cloth with metal lames
>>
>>661931
The irises are really hard to notice, maybe make the eyeballs tiny bit darker?
Also bump up specular values on skin and hair to allow for some nicer highlights
Still its much better, before you could not even see what the chest piece pattern was
Also i just noticed the fingernais have no color, maybe add some to make the end of the hands and feet pop?
>>
>>661946
where did you get the uv map for that? Or did you make it yourself
>>
>>661935
that better not be the fucking grease pencil or i will fucking curb stomp you
>>
>>661962
Calm down anon, I'm not quite dumb enough to do that. I just pull blender printscreens into ms paint and pencil-tool over them (hence the color banding on the viewport renders)
>>
>>661965
im just playing with your balls my dude
>>
>>661927
I was more going for Pepto but yeah.
>>
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>>661958
Changed the eyes to another version (this character has so many fucking different eyes in this comic holy shit), now she's got her Irises back.

I tweaked her nails a little bit but not too much. I do want them to blend with her fingers and toes somewhat, but as they are they're a little more distinct.

I've got to say I'm very happy with the changes I've made throughout today and that I'm getting closer to being done with this. I'm looking forward to starting a new project.

>>661956
>Any other common add-ons to consider, off the top of your head?
Not much that comes to mind directly, there's very few things like that on armor. You could add an additional ridge to the shoulder guard, or an attachment point to the center of the cuirass for attaching a larger helmet or bevor.

>Lastly, I'm on the fence about whether to add a skirt(not sure of technical term), and if so, if it should be all-metal or leather/cloth with metal lames
in my general opinion, games do not have enough characters with gambesons. Though as-is I think the character looks fine without. It has a neat, simplistic look to it.
>>
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>>661960
I did it all myself
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>>662006
I see...
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>>662006
So that's what it's used for
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>>662006
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>>661730
Now, have the sketchfab version.
https://sketchfab.com/models/e960c11f675e43148a4c2f32719d71ea
>>
>>662031
Genuinely fantastic, this is what you should have been doing all along

SHOW THEM TRUE ART!
>>
>>662031
>look inside the model
>see he doesn't have a vagina
>am disappoint
>>
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>>662006
wat?
>>
>>661998
noice
>>
>>662058
Leaked DARPA presentations.
>>
>>661730
HE HAS NO GRACE
>>
Quick question to all, what kind of topology do you use for joints such as finger?
This a quick one I threw together, what about you lads?
>>
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>>662098
shit, dumbass forgot gif
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>>662099
this is very good
>>
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First walk cycle, using that old shit from the sticky.
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>>662110
Humans tend to twist in their hips more while walking to compensate for not wanting to lift our legs up too high, as well as bending in knees.
We are just very lazy like that, and your walk cycle would require more energy.
>>
>>662006
BAN ASSAULT TAMPONS NOW
>>
>>662116
Oh yeah, I completely forgot side to side motion rather than just front and back. Thanks anon.
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>>661994
Thanks for the advice. Looking up gambeson on google images I think I can tweak the Fencer's outfit to make it look a bit more like that.

Here I've added some detail to the cuirass that I'm not a huge fan of, as well as a folding lance rest (design not final). I also tried a blue hue shift to try and differentiate the types of armor, but I'll probably revert that as well, or continue tweaking.
>>
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>>661762
Week 2 finished. Blocked out some more of the shapes
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>>662110
Check your arcs and spacing, they are bad.
Get better references. The Animators Survival Kit book examines the movement of the feet in a lot of detail for example.

Let those legs straighten, walking with all-bent knees would hurt quite soon.
>>
>>662123
https://youtu.be/9k16dGogzTg?t=72
>>
>>662123
>>662130
FUCK!! wrong link
here's what I wanted to post
https://www.youtube.com/watch?v=gJzMu2h9VvY
>>
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Tried to make the scene more Japan-ish looking. Modeled the floor chairs with pillows and the wooden wall with rice paper. Critic everything, please
>>
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>>662134
>>
>>662134
>>662136
Needs darker shadows. Everything looks like it's floating.

Materials could use some bump/normal maps to make things look less smooth

Does the wood grain on the backgammon board really go in that direction? It looks like you should scale it down a bit, too. Same with the door frames. The panels look about right, maybe scale them out a tad
>>
>>662134
>>662136
A good start. Keep working on it.
>>
>>662137
> you should scale it down a bit
scaling down in this case means i should make the textures bigger for the UVs, right? Like, the textures needs to be bigger on that particular place?

You are right right about the direction of the wood on the board. It should be horizontal, I will change it. Thanks
>>
>>662137
and how should I add darker shadows? Do I add more light to the scene? Do I just post process darker shadows?
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>>662139
>scaling down in this case means i should make the textures bigger for the UVs, right? Like, the textures needs to be bigger on that particular place?

Correct. If you scale down the UVs, the texture should become larger. I made you a little image. Feel special. :)

>>662140
Might want to turn down the energy on your lamps, and then turn on some kind of AO. There should be some shading where objects touch.
>>
>>662142
thanks a lot!
>>
>>662136
>>662134
do you watch hikaru no go by any chance
>>
>>662144
Glad you asked, I used to watch it, never finished all the series though.
Just for the record, I was 2 kyu on KGS last year, but havent played in months. Are you a fan of Go as well?
>>
>>662147
not really fan of the game but i liked the show and a lot of the sound tracks also sai is a kawaii
>>
>>662122
beautiful
>>
>>662172
samefaggot
>>
>>662175
Damn, can't I compliment someone that I feel is getting ignored?


>>
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>>662172
>>662177
lol thanks

There's an anon on here that's butthurt that I've created a learning plan so that was probably him.

I think he might have tried learning how to model a few times, but gave up for whatever reason -- probably laziness and frustration. And so when someone comes along with a plan, it goes against his worldview that this stuff must require 18+ hours/day of grueling effort and dedication or else he'd be able to do it.

>But...but...you're learning wrong, you can just...just... create a plan and stick to it. THIS ISN'T FAIR!
>>
>>662179
you arent learning fundamentals when you're doing courses, you're just following instructions and that doesn't teach you anything, its shit that youre going to forget later on. ive done this plenty of times you wont be any different. so stop pretending youre special.
>>
>>662180
lol there he is
>>
>>662180
>you can't learn by doing!
t. failed 3d modeller
>>
>>662180
>following instructions doesn't teach you anything
Woa dude, did you really wrote that unironically?
Following instructions is a sure way of learning.
But you have to have an IQ over 80 to be actually able to learn.
If YOU can't learn by following instructions than that has serious implications.
>stop pretending youre special.
You are right he is not. Being able to learn is normal, YOU are special.
>>
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I messed something up way beyond my ability to fix it.
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>>662179
I know you don't like this, but you don't have to follow word for word instructions. Go into object mode and select the model, then click the smooth shading button it will look much better. And for you modeling it will make 0 difference in edit mode

When learning its important to gather knowledge from more than one location and you need to use the information provided for yourself or you're not learning anything.

It might sound dumb, but you can't solely learn from instruction and you'll very very soon plateau unless you actively use the information to grow yourself. You need to spend time each day beyond the tutorial modeling things around your house. If you encounter a problem you then research how to get past it.

>>662180 was correct but he said so incredibly wrong. You've been doing this for 2 weeks now based on your syllabus. Without googling answer some questions.
>What does pressing "h" do to vertices in edit mode?
>Rotating and scaling in object mode. Good or bad?
>what does spacebar do?
If you can answer these questions good on you, if you can't don't feel bad.

Sorry for the long post, but were actually trying to help you here. What you see as hostility is us watching someone driving with their emergency brake on. The tone he has comes down to your arrogance.

TL;DR=
>don't be arrogant you literally just started doing 3d
>let people help you
>practice and use is how you grow a skill if you only do what your teacher says you'll only every be as good as your teacher
>use smooth shading
>>
>>662191
Nevermind, managed to figure out what was wrong. When I dissolved my old inefficient edge loops and added new, lower poly ones, those anomalous areas got automatically added to a vertex group that had a bevel modifier applied to them, so it was making unselectable errors.
>>
>>662193
all of these assumptions
wew
>>
>>662195
Its whatever after this. You didn't know the difference between smoothing and subdivision surface those assumptions really aren't that far.
He is slowing down his ability to learn considerably due in full to his learning strategy being all "what to do" but not "why to do it" and relying too much on someone else for his learning. At least in a traditional learning environment you can ask your instructor questions.

I'm not going to try and help anymore, I don't think theres a point unless someone actually wants help and criticism otherwise its just going to be 14 more weeks of progress watching a more complex donut being made
>>
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this model is on its 3rd iteration. the first one had a painted on mouth.
>>
>>662134
looks good. more shadow would def help.
>>
>>661763
>>661748
id say split the difference between average and what you got
>>
>>662201
Where's a good place to find more theoretical info on 3D modelling? I was reading William Vaughan's book which touches on some of it, but the modelling exercises are only one step above "do what I do" with "Watch what I do, then do this similar thing".
>>
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>>662237
Just find something you want to model on your free time and when you come across a problem google foo and use the questions thread. 3d really isn't like other arts where you have to have a grasp on theory before you can make something good you just need a motivation and time.
As you go along supplement yourself with challenges, there are loads of small ones on youtube or you can find something near you and try to make it in 3d. Learn modifiers and hotkeys.
And do small hour or so tasks like pic related to keep yourself going.
Keep following the tutorial but also do your own thing. You need to learn how to solve your issues and following a tutorial won't help with that because you likely won't encounter them.

I will give you the best advice there is for blender. If something is fucked press ctrl + a. If none of this makes sense my bad, it makes sense to me though
>>
>>662215
what is this for?
>>
>>662201
all of these assumptions
wew
>>
>>662201
>You didn't know the difference between smoothing and subdivision surface those assumptions really aren't that far.
Are you talking about this >>661773 post? Clearly understands they're two different things. You're misreading, assuming, and projecting a whole lot of stuff in this thread. But please don't let me stop you. It's extremely entertaining.
>>
Making a kaguya bust. Hope it ends well somehow. [spoiler]people were always complaining about my skull structure in the cheekbones. I hope its fine now.[/spoiler]
>>
>>662274
Cont. I forgot that spoilers dont exist in /3/
I still think theres something off still.
>>
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Been a while since i last posted, haven't stopped working on other stuff just doing the more bring side to them. quick test to see how this lighting and camera works
>>
>>662263
I think he's referring to these two posts:
>>661768
>>661770

>>661770 doesn't seem to understand why you'd want to keep smooth shading turned off while blocking. Then he jumped to the conclusion that >>661768 thinks smooth shading affects the geometry. Nothing in his post implies that.

I guess it boils down to personal preference, but adding a new mesh and immediately turning on smooth shading seems like something a beginner would do. It reminds me of people who apply materials and lighting to their model and scene, and render it out with thousands of samples in Cycles. A screenshot of the viewport with matcap turned on is more than enough to show off your WIP model. You're really jumping the gun if you automatically turn on smooth shading and/or render while doing poly by poly modeling.

>>661770's screenshot is exactly what I'd imagine a beginner to do.
>>
>>661770
Does anybody else think the normals on that sign look flipped? I made a similar sign in Blender, turned on smooth shading, flipped the normals, and it looked just like it. Maybe you should keep your mouth shut, buddy.
>>
>>662278
It's turning out pretty well. Waiting to see it shaded.
>>
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>>661614
Looking better already, id make the horns way more pronounced to give her head more of a stronger silhouette though, now it took me a while to even notice them.

Made a rondel dagger after a hiatus due to busy times at work, game is finished so i can use those work days to model these now
>>
>>662261
>>662263
>
Heres your (you)s

>>662288
I gave you some advice some time ago
>sometimes its better to remain silent sometimes than pretend you know what you're on about.
>Its much better for people to think you're not the smartest than to know it.
I know I already said I wasn't going to try and help any more but now I'm done. I hope you get to your destination
>>
>>662288
>turning on shading this early is a noobie thing
no lmao, 3ds max automatically has that on with smoothing groups and it only goes into facets when you extrude because they are put into different smoothing groups. you know a program that is actually dedicated to poly modelling unlike your blendlet software.
>>
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>>662304
blendlet btfo
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>>662215
is this in gmod?
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Quite the noob here:
Do you think it's worth moving this to Zbrush? Or do I map this now?
I'm doing this with no purpose except to practice brw
>>
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>>662307
yeah
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>>662310
im making a source game and im just looking for feedback on the model
>>
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lamp
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>>662276
>>662274
I started 3D with anime faces too, are you making stuff for VRchat?

Making a roma soldier for a guy, he wants to 3D print it. Wanted it done in 6 weeks, just rushed it in one afternoon hehe. Still have to decimate/retopo so it won't crash the printer program.
>>
>>662318
it looks like the neck is kinda too thick in comparison to the head and the front legs

The front legs are too small also I think

but good job nonetheless
>>
>>662180
Where would you suggest learning fundamentals?
>>
>>662308
Your probably past the stage I would have taken it in zbrush but everyone has there own preference. you want to start mapping after you do the details in zbrush that way if you want to bake the normals for example you can
>>
>>662318
Horse nose looks a little off, otherwise looks good for 6weeks, nice anatomy
>>
>>662321
>>662324
Thanks for the input, you guys are right. It really helps to have some outside eyes.
>>
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high poly af gunblade
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>>662329
>>
>>662329
how do you hold it?
>>
Holy shit i'd rather someone tell me it was garbage than not say fucking anything.
>>
>>662334
Ok, I'm a nice guy. Whatever you made is absolute shit and you should give up 3d now and never touch it again.
>>
>>662333
im assuming thats where the straps indicate where the handle is as a sword.
oh i guess i shouldve mentioned that the concept isn't mine.
>>
>>662329
that wireframe is so bad
>>
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>>662341
do go on
>>
>>662335
thank u
>>
>>662342
i just mean the aesthetic of it why is it thick in some parts?
>>
>>662346
specifying what parts would help me answer bro
>>
>>662346
Looks like creasing.
>>
>>662348
oh if he meant on the wireframe then yea its the crease tool that defines the lines that are creased
>>
>>662304
let me get this straight...your argument is that because another program does something that makes it the correct way?

if i had to model like that, i would change the default settings
>>
>>662353
my argument is that enabling smoothing early is not a noobie workflow. working with facets doesn't do anything, idk why you keep thinking that it does. it doesn't help you with anything besides looking ugly. smoothing lets you see artifacts with lighting easier, especially if you have loose verts or geometry that isn't connected correctly. go look at any time lapse video of people modelling lmao
>>
>>662301
>I gave you some advice some time ago
Take your own advice, k?
>>
>>662356
You can't even tell that the shape in the gif isn't a cube until the smoothing groups are cleared. Seeing the facets IS useful early in modelling
>>
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Listening to Gustav Holst and making a new head. Super comfy. If all the shit about that Vader film was worth anything, it was that I got to know where all that sweet music came from . Man there is Conan, John Williams and Flash Gordon in it. So awesome.
>>
>>662358
thats what edged faces are for you fucking noob
>>
>>662360
>switch to edit mode to see the faces that you're trying to hide with smoothing groups
slick one
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>>662358
>>
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>>662362
? this is in object mode
>>
>>662364
>>662363
so wait...you turned on edges in object mode so that you could see the faces you're trying to hide with smooth shading???
>>
>>662363
>>662364
I think you've lost this argument, bud.
>>
>>662365
because thats how everyone fucking works, smooth shading with edged faces how fucking retarded are you? again look at any timelapse video to get btfo.
>>
>>662367
>any timelapse video
OK, deal.

https://www.youtube.com/watch?v=sXg0IRKhEho
>>
>>662368
>he doesnt link the vid below that
https://www.youtube.com/watch?v=W1j4iSyMrGE
i think you just self rekted yourself.
>>
>>662372
you can cherry pick all you want, but you said any video
>>
Why do you need to see the faces so much in object mode this is something I don't understand? Why do you think this is something that people new to 3d would do?

Smooth shading is much more pleasing to us, it won't negatively affect your workflow at all and if anything will have positive effects to it.

People sitting here saying I'm assuming and projecting all this, but I just don't understand the guy. Its one fucking click and it makes the whole thing look better, hes going to be doing it shortly anyways. There is no way its "personal preference" based on the way the guy is acting i think he just thinks hes being le epic troll or is pretending hes not retarded.

You do all your blocking out in edit mode, smooth shading doesn't affect the silhouette, I just don't understand this guys reasoning for why hes not turning on smooth shading at least 3 days into his project. Maybe I'm just missing something, but I mean hes doing a fucking tutorial at that where setting the shading to something visually pleasing won't mess up his ability to listen do what the tutorial says.
>>
>>662374
cont. because i realized i forgot something

And don't say "hurr durr its my personal preference" and also call people who use smooth shading early on and ask you to turn it on either new to 3d modeling or just mad because you're better than them.
You're posting progress through a slightly more complicated donut tutorial in the thread meant for people to shit on your work so that you grow as an artist. If you want a cock sucking go to r/blender.

You fucking samefagged yourself to anyone that says things against you on /3/ about your tutorial progress and about how obviously you're some sort of 3d god. If you can't handle criticism and "hostility" stay out of this place. How do I know you samefagged? Because only someone as retarded as you would.

fucking fuck I'm done with this rant.
>>
>>662374
>>662375
you ok? you sound butthurt
>>
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Doing some aging up on the character.
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>>662378
Ok you're just on damage control is all because you're unwilling to admit when you're ever wrong. Thanks for clearing that up.
>>
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>>662374
If you think this looks better, then you have bad taste.
>>
>>662381
I don't care what you think. I will always be better than you. You're just going to have to cope with that.
>>
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>>662382
It objectively does, thank you.
>>
>>662385
Terrible taste.
>>
>>662385
based
>>
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starting a bust dunno how far i will take no bully pls;)))
>>
>>662385
although both may be a bit unpleasing, can't we just agree that a combination of both can work?
>>
>>662318
Nope but i do know how the the vrchat system works because i played with it a long time ago this one is just for practice and sketchfab for followers. (and i like the anime/manga) still practicing how to make clean UV maps like i see in some anime 3D models online also textures (pic related). I dont know if they're using some sort of tool though.
>>
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I hate how characters change when I open their eyes. It is not the same character as above. I thought I was on my way making a cute chick but turns out like a nazi dyke.
>>
>>662399
Surprisingly, topology is good for that number of polys. You just need to arrange them properly.
>>
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How are my muscles? I am just starting to define her. I am working on a game model so for this project I will have to go with what I have. Is she looking like a tough chick. She is not meant to look sexualized but tough.
>>
>>662347
Pay him no attention, he's the it's-ugly guy.
>>
>>662422
im no expert but it's looking good to me. some things that look off is maybe the bicep looks really wide as it goes up. idk how toned she should be but it's pretty hard to make the bicep that big in that area anyways lol
that and the neck is a bit too long
hope that helps
>>
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>>662422
>>662424
forgot to attatch pic*
>>
>>662422
That neck makes me feel like i'm on /ic/. heh

Also the pubis area looks weird, like her hip bone wraps all around her body.
>>
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>>662424
>>662425
Any better?
>>
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>>662429
lookin good, good shit m8
>>
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>>662428
I did do that wrong. I forgot to correct it. Fuck. About the neck, there is another model under it which I will use for topology (project the surfaces and retopo that way because it is the only practical way to keep same topo). She will have a bit of a stronger one and maybe a longer one but that is what I want her to look like. I will fix the actual muscles once I retopo.
>>
>>662432
That looks so much better christ man. Looking great
>>
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>>662429
Looks gud, torso being pretty squashed out and short though, fingers a bit short too and neck long. Feel like the top of the cranium is too balloonish as well. Love the shape language

>>662300
Made a claymore, pretty happy with how the hilt turned out
>>
>>662434
Thanks man. She should be a big girl. I'll see how it looks with longer torso and I feel her legs should be longer too. Love your swords. I can't wait into giving her some nice armor and swords.
>>
>>662408
Did you start out sculpting anime characters?
>>
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>>662434
Yup. It makes a difference. Thanks man.
>>662436
No. i would like to try some time. I love what Lokman Lam did for Kingdom Death.
>>
>>662400
For what it's worth, I selectively use both.
I've got no clue what the argument is about at this point. Something about modelling in smooth shading or not.
I just turn on smooth shading where I need it and leave it flat where I don't. Then at the end when I Subsurf, just turn on smooth shading for the whole model.
>>
>>662434
>Love the shape language
Just got it. Thanks man. I was 2D first.
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>>662310
Texture could be better than just 2 simple colors
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Another male character. I want to start a male body which I will have to retopo. FUCK!
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Also continuing work on the hobo wizard.
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>>662434
This is dope
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Done with the body for now. On to the clothing.
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>>662399
Wow, that's an interesting looking face. I would suggest reading the sticky it has a good section on faces
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>>662461
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>>662442
That's what all normal people do. One of them is arguing that you should always have smooth shading turned on no matter what.
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>>662274
>>662276
Update to my bust.

Left - Original subsurfed (applied)
Middle - Non adjusted Retopo. Without the mouth too.
Right - Final Model of the bust. Retopo adjusted + Hair and the mouth.

I guess ill do some flat texturing in a bit. Ill post some other perspective shots too.
>>
>>662479
cont.
Sideview.
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>>662480
Back. I changed the flow in the back because of kaguyas hair.
>>
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>tfw banned for 3 days and the /wip/ went to shit
Jesus, quite a shitstorm happened while I was gone. Oh well, time to add a "0 threads since last argument" thing to the next collage.

>>662434
Damn, my guy, you work fast. I remember when you were still working on those little war hammers. Do you have any plans for all of these weapons or are they just purely practice pieces?

>>662455
I like the chiselled detail but I feel that it suffers from that same-face thing we discussed in the previous thread. The facial proportions are very similar, making him look like a male version of your female characters. Just thought you should be aware of that. I think it's got to do with the nose still, you tend to do stubby noses that tilt upwards quite often.
>>662461
>>662465
I don't think the ribcage and that chest crease should be visible on such a rotund body, right? I think the fat placement in his body is generally off, especially around the thorax area. Also, that bicep position looks a little too low. But I guess it doesn't matter if he's going to be robed.

>>662479
3D anime always looks freakin' weird. Waiting till you get it properly toon-shaded.
>>
Also, @ that gyrocopter anon:
(few (You)s so he sees this)
>>661762
>>661767
Not gonna say anything about your syllabus thing or your workflow or whatever the rest of these anons have been ree'ing about.

I'd just like to remind you that this is ultimately a comment & critique thread. While it is titled a "work in progress thread", this really is a place to receive feedback on what you're working on. Nothing more, nothing less.
Why I say this is because your work is ultimately irrelevant to this general. Since you're following a tutorial, and judging by how you've responded to some of these anons, any comments or critique you get you'll likely deflect them with something like "oh, it was part of this tutorial I'm following". You seem too strict to allow yourself to deviate from this syllabus of yours too.
All you're doing is akin to screaming into the void by posting your progress in here over the next 16 weeks. It doesn't contribute to the thread, since by following a tutorial there's a high chance you're just going to ignore input from other anons since they aren't the tutor you're following. At the most, maybe you'll get a few posts of validation, which honestly goes against what the /wip/ really should be (proper elaborated comments on how to improve things). Or hell, you could spark more of these thread-derailing arguments (which goddamnit they'll never end will they).
But, in the end, I can't stop you from posting in here. I can only hope to discourage you. Of course, I'm not saying to leave this board. Feel free to hijack another thread, say the donut one (>>645909) (or maybe even the /blender/ general), where it's full of people following tutorials and posting what their end results were. The /wip/ just isn't a place for your kind of work.
>>
>>662488
It's a work in progress, so I'm going to post it here. Critiques are fine, but enabling smooth shading *in the viewport* is not a critique no matter how you package it. If it was disabled for a render, then you'd have an argument because it affects the final product, if you will. You said it yourself, you won't say anything about my workflow. It's irrelevant to the thread. I'm going to model the gyrocopter without smooth shading and that's that.
>>
>>662487
Yep. One of the front references has a big forehead while the right one has a small one. So i just put it midway. Though im not really that good in faces.
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>>662493
https://www.animeoutline.com/how-to-draw-anime-facial-expressions-side-view/ may be useful to you
>>
>>662496
Oh. I didnt draw these references. It was from the website and the OP.
Though if the model is close to the final product i think it would be fine. But thanks for the link. Maybe ill try drawing my side references sometimes.
>>
>>662497
using random screen captures of TV releases is often not good enough because they are QUALITY.
Best option is to get a hand on original model/character sheets.
Studying to draw those character is also going to help you spot mistakes in screen captures, so even if you end up using them, you know when to break out of the reference.
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colors are temporary

what makes this uncanny to me?
eyes too big maybe?
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>>662501
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>>662488
He's not going to listen to you. I don't even think he realizes that I just ended up making fun of him for being so high on the dunning Kruger scale. Expect him to samefag to defend himself. He's either going to burn out on 3dcg really soon or eventually decide our criticism of him is due to us being crabs trying to keep him from success.
Gyrodonut anon don't reply to this post. OP don't either
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>>662501
Looks cute to me 2bh. Not sure what you find uncanny, maybe you've been looking at it for too long. Perhaps you could try relaxing the upper eyelid a little, she has that surprise/shock level of wide eyes rather than something more neutral.
>>
>>662501
Face looks mostly fine from the front, not sure what the issue is.

>>662502
oh.

Yeah there's a lot wrong here. Jawline is all wrong, the ear's far too small, and all that is not helping the neckline. Also not sure why you're making her shrug like that. The sternocleidomastoids also look off, like they're a straight line down from the base of the skull to the clavicle. Maybe have a look at her chin too, as it seems to protrude quite far and breaks the roundness of her face as seen from the front. As for her mouth, it feels like her lips are in a relaxed state, but the corners of her mouth are completely detached from that.

It might be a good idea to just let this rest for a while then come back, allowing your eyes to readjust to what you're making.
>>
>>662472
Cheers.
>>662487
>stubby noses that tilt upwards quite often
Yup. But I like those noses. I will put more effort into making different ones.
>I don't think the ribcage and that chest crease should be visible on such a rotund body, right?
We are all different so I tried experimenting a bit in here. I want him to look like he was starving but then got fed fast. Kind of like a hobo who knew something and empire paid them to be witness and he ate everything they could throw at him. I kinda want his body to tell a story. Also I was fat. From the distribution, I'd say its OK. fat goes all the weird places. As always thank you for responding. Also, what do you think about his nose?
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>>662504
The surprise look is probably because the iris is too small for the eye opening
>>662505
I'm not happy with the jawline either, but i don't know how to fix it
I should say that I'm not from a 2d art background, and i have no clue about anatomy
I just change stuff until it works
Is there a better resource for references except google images?
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>>662507
Maybe pull the jaw back a it. Also the chin too.
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>>662216
>>662137

Thanks again for the criticism guys, I lsitened to your feedback and tweaked some things (sorry for the noisy render, I tried using iray in SP for comparison. it takes so long to get rid of the noise and even after an hour the quality was still crap)

>Materials could use some bump/normal maps to make things look less smooth
checked

>Does the wood grain on the backgammon board really go in that direction?
Checked. fixed the direction of the wood and tweaked the color a bit (hopefully its visible in this noisy render)

>The panels look about right, maybe scale them out a tad
checked. scaled them a bit.

The only problem is with the darker shadows, which I still cant seem to achieve, but hopefully the the objects doesnt look like they are floating now.
>>
>>662507
>I'm not happy with the jawline either, but i don't know how to fix it
Mask the ears and features, then use the move brushes to move the jawline into place. Also, fill up that underside of the jaw, that's not how the human head connects to the neck.

>I should say that I'm not from a 2d art background, and i have no clue about anatomy
You have google, that's a good start to just learn what people talk about when they mention specific anatomical landmarks.
>Is there a better resource for references except google images?
Oh, several. you can check the /ic/ sticky and see what references they use, but mostly you'll just want to look into books on anatomy. Anatomy for sculptors is a pretty good one, and focused strongly on 3D, but I personally find that figure drawing: design and invention is a good one to help you get an understanding of the volumes and shapes that make up the body.

If you want to improve at 3D, I do strongly suggest you try and pick up 2D somewhat at least. If you want to make characters at all, you're going to want to get a good grasp of anatomy.
>>
>>662487
cont.
>Also, that bicep position looks a little too low
Yup. I'll correct that. Thanks. He is basically just a newborn model. Still no features.
>But I guess it doesn't matter if he's going to be robed.
kekeke.
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>>662509
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>>662471
isnt the sticky outdated tho?
progress
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>>662503
>I don't even think he realizes that I just ended up making fun of him
No, I just don't care. Projecting again? Maybe insults affect you, but they roll right off of me. I can only imagine that insults wear you down, because you rate their ability too high. It's like some kind of weird version of Dunning-Kruger where the more childish you are, the more likely you think childish insults work.

>He's either going to burn out on 3dcg really soon
This couldn't be further from the truth. I've got sixteen weeks to *not* burn out. That's the point. Steady wins the race.

>eventually decide our criticism of him is due to us being crabs trying to keep him from success.
Eventually? I already said that I thought that was the case, and I still do. I won't make assumptions about which posts are yours, but it's weird to receive """advice""" about the viewport, and when it's rightfully ignored, you or another anon gets upset that you're not being respected as an elder of the board. It absolutely reeks of inferiority complex.

>Gyrodonut anon don't reply to this post.
lol too late
>>
>>662512
look at you go (pun intended)

i gave you the feedback a few days ago (yesterday maybe?)

you've done a great job. keep making incremental changes like this and you'll achieve your (go)als.
>>
>>662506
>>662511
>But I like those noses.
I can tell, and hey, I do too. They're kinda cute. It's just the whole "same face" thing, pretty sure that's a very bad trait for any character artist to have.
>I kinda want his body to tell a story.
Interesting, interesting. I think it's a great idea to develop stories behind all your characters, you can use bits of their personality to influence their looks like you've done here. The explanation makes sense, though I still feel the ribcage shouldn't be that prominent. Even someone of average fat would already have their ribcage obscured. But my anatomy's still very rough at the moment, guess I'll have to read into it more.
>Also, what do you think about his nose?
Follows what you usually do, short, a little stubby and tilted upwards. The vertical crease along the bulb is a little strong though.

>>662507
>Is there a better resource for references except google images?
>>662510
>Anatomy for sculptors
That does remind me. Anatomy for Sculptors also has Anatomy of Facial Expression available too. It seems to be as comprehensive as the former, so it could be an incredibly strong resource too.
https://anatomy4sculptors.com/collections/books/products/anatomy-of-facial-expression-paperback

>>662509
It's your lighting setup. It's too weak and causes the very soft shadows you have. Try using more high-contrast lighting, have a strong key coming in from the camera, if not swap out your HDRI.

>>662514
No reason for the sticky to be outdated. Outside from dead links, it still remains a really strong resource. In fact, a lot of the things asked in the /questions/ generals usually have their answers in the sticky. People should really check it more before posting.
>>
>>662517
>It's too weak
Correction, not weak, but low-contrast. The lighting's just all around too "ambient" and makes for very weak shadows as too much light is coming in from all angles. It's a similar effect you see in cyclorama sets, you try to flood the scene with as much light as possible so little shadows are cast and your subject is nicely isolated in a white background. But when you're trying to do something with any kind of mood, you usually don't want that kind of isolation happening.
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>>662440
Yeah, looks better! Cant wait to see her fully geared up.

>>662501
>>662502
Its fine. The jawline however feels way too sharp and steep of an angle there, maybe eye sockets and forehead falls a bit too much backwards compared to the tip of the nose, sure its stylistic choice but a little tweak there might balance things out.

>>662464
Thanks!

>>662487
haha, thanks man! So far just to practice things and to have fun, I do intend to put together an armory of some sorts in UE4 for showcase later, i want to learn one thing at a time so thatll wait till I got most all the weapons i can think of.

Made a new war hammer after all this studying, on the left is the first ever weapon i finished, from about 3 months ago or my memory fails me
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>>662461
Damn, new AoT lookin good. Now I know why S3 was split in two.
>>
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just found out you can use nparticle soft bodies to make jiggle physics thisiswherethefunbegins.jpg
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some improvements
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>>662535
>>
>>662514
that vert with 6 edges. Either start collapsing or add more loops.
I know you are new, and I want you to not get discouraged, but you should watch some tutorials on topology flow.

>>662534
It's like the butt is clenched at all times. Happily holding diarrhea inside.
keep working on it, I can see potential.
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>>662514
>>662538
more progress wasnt expecting to be this productive today. i appreciate the crit its early still anyways so i usually resolve it depending on the structure, eitherway it doesnt linger.
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>>662121
Haven't revisited the warrior yet. Still prototyping with cylinders, which is a bit tedious. So I started blocking in a new guy, right now I'm thinking he'll wield a quarterstaff and eventually spears/polearms. Debating whether he'll be the MC. Outfit will become more farmish as I adjust and decide on color scheme.
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>>662525
>Yeah, looks better! Cant wait to see her fully geared up.
Cheers. Soon.
>>662531
hehe. Totally looks like him. I wanted to do AoT game but in a westernized style. I think it would be amazing.
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>>662536
if you drag a line down from the forehead apex the lips and chin usually stay within the left side and the forehead will sometimes line up with the chin, they shouldnt be protruding like yours. also shes missing a lot of the back of the head.
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More on this guy.
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Just to measure up the character sizes.
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>>662572
do something about your lighting its literally ruining your models
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Finished rigging up this funky dude. Next up is getting some album art inspired background for him to hang out in. I'm really happy how the afro turned out. Decided to use that old trick of having multiple shells with holes to get that "poofy" look. Only real problem is it gets a bit weird at the edges. Not really sure how to fix that.

So far though this was a pretty fun project to really dive in and learn Substance.
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>>662576
You could give him some disco skakes and add a little bit of the hair material to his chest area. Right now the only thing that says "funky dude" is the head and the rest doesn't mash as well as it could.
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>>662577
If it were my own original character I definitely would, I totally agree that some of it doesn't match. I've been basing this off a main character from a series of music videos from a band I listen to. Pic related is a pic of him in a funky setting. The music videos themselves aren't too consistent with the character, so I've mainly been adapting where I can. I've been referencing the latest video for the body, but the hair is completely different in it (slicked back instead of an afro), so I've kind of blended the two. That's also why the 3d model doesn't quite match the pic here. It's not even really consistent on how the joints and stuff move, so I've just been making do where I can. There's a lot you can get away with when you're using tweens in 2d.
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>>662579
Oh my bad, in that case it looks really great man! Glad you didn't go too crazy with substance like some people do early on with metals and define every angle and feature way too much with chipped paint and rust and whatnot.
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>>662540
more progres
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>>662580
> it looks really great man!
Hey now, don't stroke my ego too hard, I might get a big head.

>Glad you didn't go too crazy with substance like some people do early on with metals and define every angle and feature way too much with chipped paint and rust and whatnot.
I mean I *did*, but that was more of a practice in private type of thing. See how far I can push things and play around with SP to get a feel for things. Going in I knew people really go overboard with that shit so I elected for a bit of a lighter touch for the actual textures. He doesn't get battle worn until later in his arc anyway haha. I'm not gonna pretend like it's a masterpiece or all that great, but I can accept it for where I am in terms of learning SP. I've got a ways to go, but at least I know I'm not fumbling around in the dark anymore.
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>>662581
Are you planning on using it for animations? That face is not going to deform well
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>>662583
what makes you say that?
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>>662585
im not him but the topology of it isn't the best for animation.
In pic related, the topology goes around the mouth and up to the nose cause the way the face can stretch
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>>662585
Watch https://www.youtube.com/watch?v=im9XZf2C1s0 It's really good
and yes, even if you make animu characters, the main edge flow is still the same.
>>
>>662591
>>662591
>>662591

Small heads-up to anons like >>662581 and >>662535, if you want your stuff in the collage make sure you don't have the top cropped off. Wanted to throw in your stuff but it wasn't suitable enough. Cheers.



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