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File: 4-190128.png (2.12 MB, 1500x882)
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argument-free edition

previous: >>662591

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

List of free resources (textures, assets, etc.): https://pastebin.com/vU7P8Vmi
If you’d like to add more links, post them here: >>637415
>>
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Going to repost this from the last board, because i crave attention.

sat down last week and worked on her basic anatomy, Bought a ton of high-res photos of a buff female to get some more real and better reference for this project, Did an anatomy overhaul and streched the legs (found it easier to work with) her head also got slightly bigger,

sorry about the clay-build brush, just want the basics in order before i polish it up, going to adjust her head a bit aswell
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Close persp-view
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>>664456
It looks good. What is the reference?
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>>664462
Thanks! I was just following a tutorial on YouTube for the eyes and torso, but then did cheeks, nose, and everything else free handed.
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>>664455
this is so passive aggressive lmfao
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>>664460
>>664459
Your model is way to bumpy and shieeeet
like whats up with those lines?
im not sure if the new one is better or not, some things look better some worse, overall nether looks great as both suffer from too much shit too little focus on main shapes
if you used same way of sculpting for both it may explain why your main forms are getting lost, like those leg muscles, i would define them in 2 or 3 strokes, but you are making like 50, and while you can keep a consistent distribution over lets say 5, at 10 you will long lose any consistency and introduce holes into your muscles
also you working way too high poly, i ever seen only few artsist work in high poly and do it right. usually its bad since zbrush isnt real clay, and you do not have the feedback from your tool to tell how much volume the form has, you need to work by eye only and the more noise it is, the harder to tell how much mass you put on, so you spin the model and see you put too much, they you take away spin and it look shit from another angle and it goes on and on

anyway, drop the polycount to around 500k, since fuck me 25mln is at lest 23mln too much, this level of deatil need no more than 2mln
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>>664478
you are mom is passive
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>>664478
what the FUCK does that mean
t. op
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Been making this diorama for a while, ngons don't really matter if the model is a static prop with no deformation, right?

Also, what's the best way to texture a plane so it can be seen from both sides? Like making low poly foliage and that.
>>
>>664544
n gons are fine with any mesh especially organic. since you just apply a subdivision modifier to remove them. in this case im assuming you wont subdivide, its still fine.

are you talking about painting a 2 sided plane? not sure why would you want to do that. thats not really conisdered low poly if its just a plane there needs to be dimension
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>>664254
...YORGLE?!?!?!
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How do you guys tackle adding corrosion to objects ?
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>>664544
It depends. Assuming you want both sides to look identical, if you are doing this for a game engine, there should be a material that shows both sides of a face. If you are trying to do it in your viewport, you can either turn backface culling off, or make a material that has culling turned off and apply that.
if you want both sides to look different (like a road sign), you either need a material that both disables backfires and checks the direction of the surface normal and then uses that direction (if its facing towards you or away from you) to apply one texture or another (eg if it faces you apply the front of the sign, away from you apply the back), or you can cheese it and duplicate the mesh, rotate it 180 degrees, move it very slightly away from the first one, and apply a separate texture.
Pic related, I used the last method because this is meant for a PS Vita to render, and I need to save GPU shader cycles for more important shit vs. saving two additional tris for this hanging sign. Note you can sometimes get z-fighting if your near clip plane is too small (eg 0.01 instead of 0.1) if you are duplicating geometry very close to itself- either increase your near clip or move the geometry away from its duplicate some.
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>>664551
Because I've seen people making foliage using planes for the leaves and I think some of those can be seen painted from any side and I'd like to replicate something like that

>>664568
Yes, I want both sides to be identical, I'm not gonna use this on a game engine, I just want to upload it to sketchfab, so I'll try with the duplicated mesh approach, thanks for the suggestion.
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revamped the entire head and all its innards, same with the haircut. I feel like I've grown.
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>>664565
This can do rust and all sorts of stuff.

https://www.youtube.com/watch?v=KSOMqOmnwEY
https://drive.google.com/file/d/1Ou5qg0noWx0RrP4HNhf095npa91dCpou/view
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>>664594
Forgot the pic.
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>>664592
wow nice fixing up
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>>664560
looks like somebody found out how to turn up the metallic and lowered IOR
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Polished her up a bit, still got some to to do on the legs, but im overall happy about shoulder and upper arm.
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>>664594
Wow, Blender is finally where professional tools were 10 years ago. Bravo.
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>>664601
> Some guy answers some dude's question
>Get some faggot trying to start another software war because he can't stand the fact that he's using something that he's not using
Ctrl-Z yourself dude.
>>
>>664565

dunno if you have tried Substance painter. it's quite brilliant for that type of stuff. Otherwise, get a grunge texture and make a hight-map/roughness map in a photo-editing software.
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>>664600
ye man, as i said, you now have like holes and shit in your muscles when you smoothed it out
you are working way too dense and with way too smal brushes, look up some real life sculpting, people work with whole hands on half the small model at a time
you overestimate the value of muscle definition, nobody fucking knows where muscles are in your leg, not even a doctor, it just needs to have the right mass and smooth flow

drop the polycount man
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>>664602
At least I'm not a blendlet
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>>664560
In Substance, i don´t know how to turn transparency/opacity maps. In sketchfab, no metal reflections. Darn.
https://sketchfab.com/models/f3baf65622d241a2b8a33fdc8dfe8ad6
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>>664638
They don't come by default when you choose the PBR preset, IIRC. Have you tried adding them? I forgot what the pane is called, it's where you get a list of channels plus the baking options.
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>>664638
>i don´t know how to turn transparency/opacity maps.
what do you mean? im proficient in substance.
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>>664640
>>664638
oh youre just talking about using opacity? that depends on your shader. the default shader(PBR-METAL-ROUGH) you use does not support opacity. you need switch that shader to blending opacity. take note tho, just because you cant see it in the material view, you will still create a map for it with the default pbr shader as long as you add the opacity channel. if you want to paint/mask the opacity in the default PBR just switch to the opacity channel .then you can just plug it into another renderer with a shader that supports opacity.
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>>664615
now the body has been down to 150k, mostly only large shapes remains, scales on hands looks like bumps now (was going to redo them anyway)
is this the direction you meant?
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>>664638
also metal reflections =/ opacity so i dont know why you would bring those up. opacity is the opaqueness and describes the density of the object. there about 4 parameters that describe reflections. the reflection description itself, IOR,metalness and roughness. and there are maps for all 4 of these. the reflection just controls the general output of how reflective the object is going to be. the index of reflection controls how reflective the object will be, its the main driving point, the initial point of how to describe reflectivity in an object. metalness will basically control the intensity of the IOR. if the IOR is an opaque value above 1, you can still control how reflective it will be with metalness. the last thing is roughness/gloss and that is what will control how intensive metalness will be.
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>>664640
>>664641
>>664645
Hey, thanks anons! Opacity in substance render now works! Now Sketchfab metal reflections...
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>>664656
Ah cool, Substance connects DIRECTLY to Sketchfab and export all the map changes you do, including metal reflections and transparency.
https://sketchfab.com/models/f3baf65622d241a2b8a33fdc8dfe8ad6
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>>664661
are you just now getting into PBR surfacing? all you have on there are just black and white fill maps. even your normal map is blank, dont know why you even bothered to export that.
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>>664666
Hey, you´re right - this thing DOES have normal for the body and teeth, probably forgot to re-add them in the last attempt. Also it has refraction on the opacity map on Sketchfab, which is cool.
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>>664669
normal map looks really low quality. also the only thing youre missing now is just a ambient occlusion map.
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>>664670
The whole thing is low quality
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>>664678
no those normal are irregularly low quality. he must have used some third party program to calculate those normals. something like xnormals probably.
>>
my arcade machines got into the /wip/ thread image. neat,
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>>664680
you dont have to explicitly say it bucko
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>>664648
I would go even lower to 40 k to break in the main shapes, working with multiple sub levels is a huge advantage over the standard sculpting, i always drop low before moving large forms around, and sometimes i change half the model in the final stages
for scales dont worry, in the end they are just surface noise
a lot of your forms are too bumpy, muscles are thick and long and then they are covered in fat, all the bumpiness gets equalized
you get another form of noise from cellulite, its when damage in fat layers overlaps creating holes, but they are much more subtle than the changes you see from anatomical landmarks, 98% of women have it but i generally add such noise to break up form at the very end, this goes for scales wrinkles and all other low frequency stuff
keep smoothing stuff and defining the landmarks, if you lose most muscle definition along the way it doesnt matter, you are still missing a lot off stuff, wrists, knees, that hole you get under the clavicles between the shoulder and pecs
your serratus muscles are too long you can only see like 5cm at the longest one of them since they get covered by trapezius muscles which are so thick that they hide any shape from serratus, your ribs dont connect, they are curved at the end and each one merges into the other, you lack mass on the inside of the knee, and your brachioradialis muscle lacks definition, and you lack that fatty layer above the pussy bone, your head needs more rounded shapes too, even if you are going for that scary bony look you need string but soft trasitions
Amway i decided to make something to today, hope to finish it by tomorrow, gotta make a jacket , long shoes and hair today
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>>664565
>mother is a doctor
>die of undiagnosed genetic congenital heart defect
zyzz really didnt have any luck
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>>664710
Thanks my man, will work on it tonight and tomorrow Will post again on thursday
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>>664680
>TFW you can't be in the WIP image because you're an environment artist
:'(
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>>664822
Hey, if you post a nice landscape shot I can throw it in the sky portion of the image like I did with the previous one.
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Been workin on this boi here. don't have a redshift license yet sue me
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>>664983
Also making houdini clouds for a scene he's gonna be in. gotta bunch of other stuff too if anyones interested
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>>664983
I see you have tessellation for the body but not for the hair. It could benefit both from that and the transparency optimization that Redshift does (I don't recall its exact name now). I also think the hairline is too clear-cut on the forehead; it looks better towards the temples. You may want to avoid cutting there while grooming and instead use a density/length gradient.
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>>664983
MD for the outfit? Good design overall, looks like it will animate well.
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I am happy that I went back and resculpted the face. The result (left) is closer to what I had in mind for this character.
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This is kind of a better comparison since the one of the left is the previous model polished, and the (now) right one is the new one. can't wait to add eyes and define it a bit more.
She is meant to be a typical character like Zoe, Claire, Ellie(s) from the survival horror genre.
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>>664710
small upgrade, was supposed to be done today but ended only having a block out and some detail

>>665011
You are doing textures for those eyebrows or whats up with that?
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>>665016
>You are doing textures for those eyebrows or whats up with that?
Yup. Its going to be cards with textures. Same for hair. I really love the progress on your stuff. Please post more often.
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>>665016
>that massive cleft between the breasts
senpai please give her nice cleavage later on
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>>665016
Looks rad. Gotta come up with something new for the back of the hair based on that side profile view.

>>665030
Tasteless wretch. It's spot on.
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Getting closer.
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>>665045
that caruncle placement is... bold.
i don't hate it is, but it's quite the choice.
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>>665048
It gives her a certain look. I will play around with it some more but I kind of like that it makes her unusual. It all depends on how it looks like when I close her eyes.
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>>665049
it makes me a little uncomfortable if i pay attention. i reckon you could probably get a similar look by using strong make up instead.

again, i don't hate it or anything.
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>>665051
Naah. you are right. It makes her look better. Sorry for makeshift eye positioning. I changed it. Thanks for the advice.
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preparing the grooming of pubic hairs
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>>665053
>mfw this is why I took up 3D modelling
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>>665048
>>665049
Anatomy ignorant here. Can that placement happen naturally?
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>>665057
I think it can but very rarely. Asian people tend to have it slanted that way but most people don't. Anyway, I didn't like it as much as I like it normal way so I fixed it.
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>>665057
Best example I can find. Eurasians have that kind of look.
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>>665058
>>665059
Thank you.
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>>665052
Does that big ass nose tip make a sound when you squeeze it?
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>>665054
/3/ fags are the descendants of pygmalion after all. It's tradition to create you're own waifu.
>>
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help part 2...

p.s.
i want to kill myself and go to an isekai haremshit
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>>665093
besudes the bad textures and face its good
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>>665093
Your face hits the uncanny valley.
When you make a stylised face too realistic/defined is stops looking like a cute cartoon and starts looking like a weird person.

So either make it like an anime figurine or full on realistic, the middle ground is bad.
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>>665093
>>665098
Picrelated seems to be a good example of a stylised face with some detail to it that works.
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>>665093
Face could deal with some reproportioning and detail shifting. Her nose is too small and her mouth is too high, the eyelids could use a few more polygons. Would like to see a proper head-on portrait just to confirm though. The outfit so far looks pretty okay, though I'd say the tits are a bit grandma-saggy.

>>665098
No, I'd say that's more poor execution than it is uncanny valley. A lot of subtle facial anatomy have been simplified in that already and there's really nowhere else to go besides anime-level anatomical deformation. It's just the awkward facial features I'd say.
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>>664999
hair tessellation hadn't occurred to me, thanks! this is my first real groom so thanks for the tips.
>>665000
what does MD stand for? also thx i hate rigging so im having my rigging friend rig it so i can do some rad animation
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>>665237
marvelous designer
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>>665237
tessellation? what is this? is this where the closer you are to your object it will subdivide(tessellate), and the further you are it will go back to its original shape?
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>>665244
Yup, subdivision done at render time to improve the smoothness of geometry, or to create a basis for applying displacements.
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Babies first box model. How fucked am I out of 10?
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>>665266
interesting, i thought that was only for games, but its just in general for rendering? is this why everyone was crying about open subdiv?
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>>665291
are you poly modelling this? judging by the lack of curvature of the wireframe this isnt subdivded, if so you need to work on redirecting your loops better to reduce poly count, it will make it easier to manage all of them too especially on areas you want to detail like the belly button and muscles. right now those loops are way too linear.
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>>665296
heres a good picture of what i mean, you may or may not understand it entirely
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>>665298
>>665291
and another
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>>665095
>>665099
>>665101
thank you,
i'll change the face once i'm done with the armors other details.

face literally fucks me up most of the time due to it's importance and focal point of the whole model...

and i'd let the tits stay as it is, but the armor lining i still might change again...
>>
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>>665298
>>665300
That's kinda what I was trying for, I guess I'm just not familiar enough with the tools to get it done. What's the bread an butter here? Is there a lot of poking that needs done, I haven't poked once. People have made me deathly afraid of tris and ngons, rightly so, but I feel really limited in choices like that.

Here's a high loop ngon for your troubles.
>>
>>665304
yeah you have a crap ton of loops going in one direction that dont really define anything, you only have one loop defining anything in here. the rest are going around and back. triangles and and n gons are fine since they will get subdivided into quads when you do a subdivision, but you are already hitting high poly so the poly count will double if you subdivide it. its easy to reduce these loops tho, all you have to do is select the ring and collapse the loop and you will go back to lower poly. and if you dont know, you need to model low poly first thats why its important to get these loops to define muscles since you dont need a shit load to that. once you have the loops in place you can use them as a guide to add more detail to mesh. do the same for the rest of the chest, select ring and collapse.
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>>665305
heres a clip on collapsing
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>>665309
I call it:
Thoughts on Edge Collapse
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>>665325
Them caustics need higher frequency tiling and less of a vornoi look to appear more natural, looks very alien and jarring to me as is.

Are they simulated based on the actual surface of that pool or projector based?
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>>665320
so you give up that easily?
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>>665326
Yeah they are projected, currently using caustic gen so I can't really change the shape but I can scale it. Just did some googling and there usually an't any hard caustics that I can see just blue glows
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>>665327
Nah, I reckon this thing is doomed, I'll have another shot later. For now I've figured out how not to do a shoulder, clavicle, and hips and legs.

Enjoy
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>>665332
you can save this model, just collapse the edge, they dont give you artifacts, just give me the file and i can show you.
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>>665333
What format, where at senpai?
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>>665333
http://www.mediafire.com/file/i1wra79p5s3urcm/refrigerator.blend/file
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>>665332
>where the hip joins to the thigh
good lord i have nightmares about that topology
Also a small protip: enable the LoopTools addon and abuse the fuck out of the Space function (spacebar menu > search "space", protip2: bind it to a macro). It spaces out a row of vertices equally. Doesn't help you with your edge flow, but it'll make things look a little nicer.
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>>665336
Yeah I have been, didn't use it there though. Pretty handy actually.
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>>665335
ok so this ring here is really bad. if you ever get these this is where you would apply loop techniques to curve into the area better because say you wanted to add a loop. that loop will go through all of these rings, giving you a shit load of unwanted polys and will also generate triangles. you had a lot loops just going up to the torso instead of curving them back. i lost a bit of the shape when i collapsed but now you have more breathing room but you still have to rearrange the loops to define the muscles better. just make sure they dont go to areas where they dont need to like if a loop is going from the torso all the way down to the legs. dont want that, especially if youre going to add detail

https://www.mediafire.com/file/ot2d6dkhdidjko4/refrigerator2.blend/file
>>
>>665343
Yeah I noticed earlier it was producing some really strange edge loop options. How are you selecting the edges like that by the way? I couldn't figure out a better way than the C hotkey. I'll see if I can finish it up. Thanks for the help anon.
>>
>>665345
to select rings in blender its ctrl alt left click and to select looops its alt left click for 2.8 atleast. for 2.7 its a right click instead
>>
Could someone prescribe a 3d sculpting course? Preferably Zbrush or Blender. I'm not just talking about software, but an approach to sculpting. I really want to start but beyond making featureless 'shapes' I'm not really sure where to go. Please don't suggest the Sticky because it's old and out of date, not to mention full of dead links.
>>
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are these uvs acceptable, well packed?
i noticed some distortion when baking the normal maps.
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>>665371
also any thoughts on this color scheme?
and what other maps should i bake before going into substance painter apart from the normal maps and occlusion, i still wanna paint more details on substance but this will be my first time using it so i have little idea on what to do.
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Industryfag here, once again reminding you that I laugh at your shit work while simultaneously envying the fact that you have enough passion to do your own work that you like and enjoy

>>665371
What's the purpose of this model? Will you be using this in your portfolio/demoreel? If you don't give that much of a fuck, yeah it's fine. If you're gonna show it off, definitely not.

Also, if there's any noticable distortion, that's usually a big red flag. I personally would fix any distortions, then orient & normalize all shells and start fitting it all in.

>>665372
Since you're not sure, I suggest just baking/utilising everything they offer in Subtance Painter, especially if you're gonna use any smart materials, it may utilise one or the many misc maps.

I mean, I've never used Thickness, and never have any of my clients, but they still request it anyways, it's just nice to have just in case and it takes like 1 second to bake.
>>
>>665377
>Industryfag here
Post work, we all dare you.
>>
>>665377
How do I get a good normal map bake in substance? It feels like no matter what, xnormal does a better job.
>>
>>665377
thats not how baking works
>>
>>665379
It'd be interesting to see anyone fall for that. But yeah, I sounded like an ass, I do laugh at the difference in quality 'now', but that's more of a reflective bit because amateur shit here is better than me 3 years into education. I wasn't kidding when I said I envied /wip/ posters because atleast they do something. I literally cannot bring myself to look at any 3D software after work.

>>665381
Oh, I mean that's fine too, sometimes I do that if Painter doesn't do a good job, can I see what you mean by a bad bake? Maybe I can troubleshoot it

>>665382
That is how it works, Thickness takes literally a second to bake unless you're baking anything larger that's 2048x2048 with ridiculous AA. Even then, what, 5 seconds?

Or maybe my workstation is just crazy.
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Some progress on the zombie survival chick. She should look smol so she can crawl up air shafts.
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>>665394
I think I will make her body a bit bigger because the head is too big.
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>>665396
Why make her body bigger when you can just make her head smaller? Also, how old is she supposed to be? She's giving me a teenage vibe, is that your intention?
Also her hipbone definition and width may be too much, comparing it to the ribcage
>>
>>665384
what's your role, m9?
also:
>better than me 3 years into education

how did you git gud? the more specific the better
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>>665397
>Why make her body bigger when you can just make her head smaller?
Ah, I am used to doing it that way since I usually fuck up the eye position (in this case she has no separate eyes so its just a habit).
>Also, how old is she supposed to be?
19
>She's giving me a teenage vibe, is that your intention?
She is meant to look like she is out of her teens but still has some maturation to go. I wanted to do a game where each character ages through the post-apocalypse. It is a very ambitious project but it is what keeps me going. I just want to make a game I would love to play/be made. About her size, one of the mechanics I was planning was that some characters have unique perks. She is small and can hide well as well as get into places others can't. So you for example have a scenario where you want to get into a closed shop, you can just shove her through a small window or duct and open the place from inside.
>Also her hipbone definition and width may be too much, comparing it to the ribcage
She has even wider hips, I notices when I squeezed her, she started to look normal. I will look into it.
Btw, I made the body slightly bigger.
>>
>>665398
Game Asset Modeller, so I work on characters, environments and props. Sometimes I do rigging or get tossed into cinematic projects. Also if we're short on people, I'm also made to be a renderer and compositer.

>how did you git gud? the more specific the better
Realising I may not get a fucking job after getting my diploma because all of my applications gets ghosted or turned down, so I devoted months to achieve a "industry-level" asset (a game character in my case). I get to Trending on Artstation, makes me think I'm decent (lmao).

So I got a job, then I realise my idea of "industry-level" is a fucking joke because where I work, Artstation's greatest is nothing.

So now I'm the shittiest fuckface at a ridiculous place, and it took alot of working with great projects, great artists, self-study, and huge fuck-ups to really keep up with them.

When a client says "Jump" you ask "How high?" else it's not your job anymore. I know because I stole my friend's.
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Looks a lot better.
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>>665410
that's cool stuff, bruh.

when i asked for more details tho i was talking specifically about this period:
>after getting my diploma because all of my applications gets ghosted or turned down, so I devoted months to achieve a "industry-level" asset

like, did you learn new stuff or just better applied what you already knew (and upped the no. of hours you spent on a project i'm assuming).
>>
>>665409
>>665413

Ah well, if the head & neck is a separate mesh you could just scale it right? Then you'd just need to adjust the neck and position. That's how I'd do it anyways.

I guess if that's the age you're going for it should be fine? The rough proportions I mean. Not sure if it's the shirt but the first proportions look more appropriate for your function.

As for the hips, I think it's the curve between the ribcage and hipbone, it's very extreme. I think it needs an underlying form, it's like the only part that looks incredibly malnourished while her other parts imply she's thicc. Maybe ease the curve?
>>
>>665415
>As for the hips, I think it's the curve between the ribcage and hipbone, it's very extreme. I think it needs an underlying form, it's like the only part that looks incredibly malnourished while her other parts imply she's thicc. Maybe ease the curve?
Thanks a lot for this. I'll change it up a bit.
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>>665414
Well I spent 3 years studying for cinematic 3D production work. I decided that I wanted to work on something I was passionate about, which was games. So I already had the fundys from cinematic 3D, but now I'm learning a new field that is game assets. Granular stuff like optimized topology, proper UVs, and specific technical processes like software specific problems, they come about during the process and it's important to be sidetracked and better understand them. So:

>Decide what you want to do
Game Character
>have a very clear quality to aim for (that you can't achieve fully yet)
Something you'd find in a AAA game
>Research the workflow
Game Character Workflow, began using PBR & Realtime Rendering
>Get a fuck ton of references
PureRef is your friend. Aesthetic references, other AAA models, topology
>Get to work
Make mistakes and encounter problems
>Are you happy with your work?
Then post it
>>
>>665414
Also no, my no. of hours were actually still short, because like the true amateur I was, I was very proud of how fast I could make my models. It took me a huge fuck up at work to finally realise that if you stop fucking rushing everything and pay more attention to the quality, you could come up with something significantly better.

If I had known that when I was doing that, the outcome would've been so much more better, because I specifically remember rushing and taking huge shortcuts for the character like lazily duplicating hair cards, using clothsim lazily instead of sculpting what I had in mind, cheap smart-materials in Quixel, it took me 2 months until I realised how shitty it really was.

tl;dr, don't rush it if you want a better result
>>
>>665418
>>665419
thanks for taking the time, bruh.

just curious, since you've mentioned clients: are you at some sort of support studio?
>>
>>665421
You could say we're an outsource studio.

By the way, huge pro for working at a competent outsource studio; you get to work on so many fucking huge IPs, literal dream projects.

Con? You'll probably never get credited for any of it. Or maybe once or twice, if they're nice.
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>>665424
thanks again, duder.
>>
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>>665377
>>665419
you can see some of the distortion on the close up but it's barely noticeable from a distance.
I just wanna create game assets man but i'm so insecure i don't even dare to post on artstation,
and it's just that everything takes me so damn long every time i get into drawing i forget how to sculpt and vice versa.
thanks for replaying tho and the advice.
>>
>>665384
youre baking everything tho, its almost like you think you need to check everything. you only need to bake for AO, curv and thickness and those 2 are rare since you mostly use thickness maps for SSS
>>
>>665496
>>665384
also you wouldnt bake normals either. baking normals means it will only bake the normal channel and not the height channel. so if you wanted to see the effects of curvature and AO affect height, you would need to export the textures and and import the normals again so that it captures the height channel inside the normal channel since they both do the same thing in terms of applying depth, just one uses color the other does not. so after that you can import the normal and plug it into your baked mesh maps. theres a whole video explaining this process thoroughly. so again i dont think you know what youre doing by baking everything like that.
>>
>>665497
>>665496
further more in most cases people only bake mesh maps on substance if they have a high poly to low poly texture to make, you dont have anthing assigned in there. so im going to take a wild guess and say your normal bake mesh is empty. it also even tells you that you NEED a high poly mesh to use this option.
>>
>>665468
Damn I'd commission you right now for a robot character sculpt.
>>
>>665546
sorry i dont take commission from 4chan faggots.
>>
>>665555
Wow.
>>
>>665496
Oh no, I'm not implying you need everything, I'm saying if he's no sure bake them all and see what they do so he understands the workflow better since if he uses smart-materials it will be utilised. Obviously once you know what you're doing you can omit whatever you don't need

>>665497
Yeah? I know that, I had to do that for months. What exactly are you getting at?

>>665500
Dude, that's not my screenshot, that's from the manual. Anon is probably using high to low, so what's your point? I was just showing the maps Painter utilises.
>>
>>665468
Oh that probably isn't distortion, looks like low resolution. If that's an important part and you're not using or don't care about uniform UV shell sizing, you could specifically enlarge the shell. Although I'm just basing it off the image, I might be wrong.

Also from that image alone, you're probably more competent then half of my classmates who graduated (at the time) .
>>
>>665558
>Dude, that's not my screenshot, that's from the manual. Anon is probably using high to low, so what's your point? I was just showing the maps Painter utilises.
lol sure kiddo
>yeah i definitely knew that lol im just missing with you
shut the fuck up.
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>>664455
I tried setting up a magma like shader in arnold using the aiNoise texture, set in pref coord space. I believe that the diffuse is calculated upon the displaced geometry, (when they're using the same noise) , so I can't actually displace specific colors. Does anyone know a workaround to this? I can't really use UV coords (which wouldn't have this problem) because the sphere would have a bunch of seams. Unless I can make the noise tileable?

Thanks in advance.
>>
>>665571
show me the shader
>>
>>665555
Lol, typical neurotic artist - too insecure to post on artstation, too fearful to talk business with anyone, instantly jumping to name-calling in response to someone giving a genuine compliment. Work on those social skills if you ever want to make a living kiddo!
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>>665570
https://support.allegorithmic.com/documentation/spdoc/baking-109608997.html
Cope

Just a heads up, it's going to be very difficult for you to troll someone who does /3/ shit for a living who has been delivering shit on a daily basis. I literally could not care less about a random anon pretending to be retarded.

I mean, I genuinely hope you're trolling else the alternative is that you seriously lack reading comprehension or you're a legit schizo.
>>
>>665575
why are you linking me this? i know how this shit works, unlike you. doing 3d for a living doesnt mean you have an expertise in texturing like i do fagwad.
>>
>>665577
Short term memory problems? I'm sure you'll eventually get why, right?
>>
>>665578
asides from the fact that you already stated its a picture from the documentation, no. you do realize youre not the only person to browse that their documents right?
>>
>>665575
Pretty sure that dude is either trolling or BPD.
>>
>>665581
>hes right so hes got o be trolling
fuck off too.
>>
>>665575
>>665577
>>665578
>>665579
>>665581
>>665582
Can you fags stop shitting up the thread?
Where the fuck are mods.
And this cuck who thinks hes pro can neck himself.
>>
>>665583
Lowercase posters are transgressions against /3/. I genuinely don't understand why they always act like they know everything yet refuse to prove that they do. We have the "it's ugly" lowercase poster, the blendlet lowercase poster, the maya lowercase poster (that one fuckin subd/hdri argument in that godforsaken thread), hell, what if they're all the same person? The writing styles match up, I wouldn't be surprised (but I'd be fucking crestfallen). Thank god they make their low quality posts so obvious to spot due to the lowercase though.
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>>665595
stay mad faggot.
>>
>>665583
>>665595
I sometimes think they are the same person but there is difference in their grammar and commas. You follow this shit once the faggot has a duel on an anonymous board for about a year. Lucky for me, I know how to read people.
Don't even engage these people. They always have shit opinions and no progress to show for.
>>
>>665605
Yeah there's no way this lowercase Marmoset fag who can't bake textures is the same as the lowercase Blendlet.
>>
>>665605
lowercase blendie here. i did not make the hdri shitpost, 90% of the time i just use the blender general
>>
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Watched through Zbrush for ideation on youtube
Downloaded the paid course from CGpeers.

Trying to make a printable figurine.
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>>665572
Here ya go.

>>665614
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worked on the wings a bit
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>>665616
Ok, I think your problem here is that you dont have a clear idea of what you want. even in your post you failed to mention what you're trying to accomplish here. displaced colors like what the fuck is that? Speak in laymens terms. You have a material node in there for what purpose? You're only outputting color. Right now your "shader" just looks like it has base colors with a displacement map and nothing more. you're not changing the lighting(which is the main driving point to making custom shaders), your're not changing the physical material of it(reflections/translucence,refraction ect. Again, what are you trying to do here?
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>>665609
So which one of you is the "ITS UGLY!" guy?
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This is kind of what I am going for with the basic aging of the character. There would also be later phases where you take control of legacy characters and this one grows old and dies.
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>>665632
Why are you so fixed on this one person? Dd he hurt you? You poor thing.
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Some more of the facial differences. But the adult face makes me rethink some of the younger features. Maybe make it more thin.
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>>665633
left one feels too wide
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>>665629
I do have a clear idea of what I want, I'm simply not a native speaker. Perhaps I worded it poorly.

Since I'm using a XYZ noise texture, the projected diffuse doesn't match with the displaced Geo, since it projects the same noise on a different model, hence why I can't displace specific colors (orange is mapped to a lower displacement value, gray to a higher).
>>
>>665636
You could put an aging filter on the young face and use this as a reference.
>>
>>665629
Also, the "shader" is still barebones because I'm not gonna go any further until I fix this problem. No point in doing so.
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>>665643
How about you make a clear goal on what you're doing.
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>>665641
Thats not a goal, thats you trying to get technical with shit you have no experience in. You are trying to make a material, aka surfacing. A shader will change the entire aspect of how the object reacts to lighting. Surfacing is working with textures/displacements/normals and physically based parameters. Everything that gets plugged into a surface/physical material. If you want to make materials/surfaces go and download Substance Designer. You are trying to mimic procedural materials and thats what Substance Designer is for.
>>
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>>665642
Any ideas where I can find one?
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>>665642
>an aging filter
What is that?
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>>665646
Again, not a native speaker. In my native language, shader and surface are interchangeable. Semantics aside...?
>>
>>665653
this is shading
https://www.youtube.com/watch?v=T-HXmQAMhG0

this is surfacing(procedural)
https://www.youtube.com/watch?v=3UqfXlkw8hk
>>
>>665656
>>665653
also let me be clear
surfacing=texture=materials
shading=light=rendering at runtime
so usually you only refer to shaders in games, you dont really mention them when doing texturing. you will hear shading pop up with viewports and thats because there are shader presets in them. In 3ds max you can change the appearance of a viewport to have a toon effect, or have sketch lines. sort of like a filter. You can make your own too, and thats basically what a shader is.
>>
>>665658
You have it quite a bit confused there anon, a shader is a small program that takes data such as your geometry, lights, bitmaps and performs various calculations
using this information to 'shade' the surface according to functions defined within that program, it's the collection of instructuins used to determine the final color of a pixel on your model.

If you are using 3dsmax's standard material, that whole thing max calls 'material' is itself an example of what's within computer graphics named 'shader'.
>>
>>665687
Thats litereall what i said. I think you missed my points. A shader talks directly with the GPU. Whenever you switch to a different renderer you get different materials and maps because the shader changed.
>>
>>665332
If you really fuck up a model and the topology is beyond saving, you can build a new blockout with just the right shape to completely enclose your original, add enough edge loops for it to conform to the original, then use the shrinkwrap modifier (In Blender, not sure what other programs call their equivalent) to bring it to the same shape. Just be ready to do some manual touchups in case it doesn't give exactly the result you want, and make sure it completely encloses your model or it won't move the parts that are inside.
>>
>>665704
Another anon, just to add on, you could just take your current mesh, subd it if possible, and retopo it like you would a sculpt. I've done it before on models with completely ass topology and it works like a charm.
>>
>>665649
Maybe he meant that meme generator shit
>upload your picture and you'll look 20 years older
>kuh-razy!!!
>>
>>665611
Keep it up anon.
>>
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maya and sp
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>>665749
>>
>>665750
>>665749
looks pretty flat. You're missing a lot of maps especially an important one like AO. and that bump map on the back look like paper folds this shields looks more like plastic/foam since you really did't do anything with the reflections. with dirty shields you can just paint areas that need to be specular, or just use a texture mask.
>>
>>665757
yeah im still a newb in texturing. thats my 3rd or 4th project. I'll take those notes and fix the maps. also will try to use different lighting. I do have an AO map i just have no idea why its not applying or why its not showing the way it should.
>>
>>665760
Usually when you export AO maps you get a black and white map. in most cases when baking, they will get baked into a diffuse map. However you're not baking anything so its a different approach. Especially if its coming from substance painter. You need to take that AO map and your color map and multiply them together since multiply/darken take only the dark areas of the map and leave the white alone. maya should have a node to multiply these together.
>>
>>665690
>That's literally what i said. I think you missed my points.

No anon, you clearly put an equation mark between texture and material and shading and light. That is all incorrect.

You could use no textures and no lights at all and have a program that simply tells the computer to draw any pixel of the object that appears within
the cameras view a solid boring gray and that would still be considered a shader. A shader is simply the program that tells the computer how to draw the surface.


>A shader talks directly with the GPU.

The concept of shaders predates the existence of dedicated GPU hardware. Many shaders for offline renderers still operate strictly on the CPU, so no anon, they don't.
Most people, including myself, write directX or open GL shaders that do run on GPU's but that is a special type of shaders, not a 'shader' in general.
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>>665749
The modeling makes it look like a cheap toy
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>>665771
Toy yes, but a toy like that would be expensive anon, not cheap. That be some serious injection molding and paint work, that shit comes at a premium, no chinesium there.
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>>665779
>>662167, damn you.
Wonder what's with the amount of users posting questions in the /wip/ all of a sudden.
>>
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this is my first model... should i off myself?
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>>665787
No, don't kill yourself just yet. I see you've payed attention to curvature on that mesh that suggest you might have a much stronger eye for this subject than most would think.

A hard slap across the face and a promise to improve will suffice as punishment for now.
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Started making environment project for portfolio. Now feel like giving up because doubt If it will look any good even when finished.
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>>665749
Could work in a stylized environment but it looks far from realistic. Looks like that fake metal you spray on paper or plastic.
>>
>>665811
Always try to start what you finish. It's one of the best skills/habits/qualities that you can pick up in life. Sure, there's times to throw in the towel, but this isn't one of them. Employers (heck, the world) need(s) people who overcome adversity. You've got this. I believe you.
>>
>>665819
believe in*
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>>665819
>start what you finish.
finish what you start. Jesus, it's too early. :}
>>
>>665811
Why? Models seem fine, if the street models will have equal quality and you add decent textures it has good potential.
>>
So its been like one week.
The model is done because i was [spoiler]lazy as hell. I took a break from work though.[/spoiler]
All Rigged. Model is done. I put solid colors as texture.. I just want to know how to AO with lowpoly.
>>
>>665835
if you have a UV map you can bake AO right away with these settings.
also, click 'normalized' in the bake settings'
>>
>>665836
Let me try again since your method is different.
I've been getting those triangle outlines whenever i bake the AO.
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>>665836
Holy fucking shit anon.
I love you. YOU FUCKING SOLVED MY YEARS OLD PROBLEM.
>>
>>665840
there is more anon.. you can bake the AO into the color texture.
but its been a while since iv done bake stuff so i don't really remember how to do it.
as of now you can connect your AO map to the AO thingy
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Sorry for the shitposting.

Well, this is what happens when great ambitions meet ignorance of anatomy. I spent not much time to create a base of goblin without any concepts or even understanding of body sculpting, because you know, it's 1 am and I have nothing to do right now. Of course tomorrow I will continue sculpting this guy (maybe in zbrush), look for some concepts and so on.

It's too bad right now, but it would be interesting for me to see the progress.
>>
>>665846
watch the tutorial on how to use dynamic sculpting and get some techniques from yansculpts.
for reference, start with human torso,human hand,human ear etc. break down all the parts into small practices
>>
>>665847
Thanks for the advice. I watched yansculpts tutorial of sculpting a male face a couple of months ago, but didn't finished it, because I was stuck on the eyes. Maybe I need to check something more simple for the start.
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>>665850
no faces, just parts.
your in case, hands,arms,torso's.
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>>665844
Oh neat. I didnt know that too.
Since im baking this in a low poly model how do i avoid these lines? Any tips? I tried using photoshop but it fucks up the shading. My eyes are bad too and cant differenciate the shades of white.
>>
>>665855
what lines.. you mean the little creases that are result of your shading?
you can subdivide once, bake and lower sub level
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>>665854
Okay, got ya.
>>
>>665856
Yup Subdivision did the trick.
Thanks again anon.
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>>665704
That's pretty neat I'll have to experiment with that.

>>665707
>like you would a sculpt
As far as I'm aware you'd just apply the subd? Is there a more lengthy process? My sculpting is limited to manipulating lowpoly meshes and the anvil tutorial.
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>>665875
https://www.youtube.com/watch?v=2hEHtKH55Us&t=1m8s
This is a pretty good intro for retopo in Blender. Treat your subd (applied) mesh as the sculpt, and just follow this process to reconstruct your model with proper topology.
>>
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Can someone help me with the color scheme for the big tiddy cow girl?

1, 2 or 3? Or post a colorized version if you have a good idea!
>>
>>665885
Putting my vote in for #1. It's the least visually offensive of the bunch.
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>>665895
I'm gonna agree with this guy #1
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>>665885
make up some head cannon, what could skin would an cow hybrid have? well what does it do all day, eats grass outside. if it has skin it will tan.

what sort of time period are they in? would leather and cloth be only available or would they have dye, synthetic clothing?

hair colour could be relevant (where is it set on earth) but i would use this colour as an accent to fit the other colours you chose for the clothing.

for these reasons i think #1 but don't be afraid to make more for verity sake
>>
what's a good substance painter tutorial? either on yt or cgpeers.
>>
>>665978
The actual introduction to Painter by Substance is actually pretty good.
https://www.youtube.com/playlist?list=PLB0wXHrWAmCwnqWfKdGEmbtSKN2EzvLrY

I went from knowing absolutely nothing to being able to pick it up and get started after about 1 or 2 of them. The rest of the tutorials helped out as well though. After that it's a matter of just figuring it out and being a decent artist.
Keep questions like this in the questions thread next time.
>>
>>664455
Any links on that will help me learn Advance Skeleton 5 quickly will be much appreciated.
My goal is to set up a character making pipe line. Then start making shorts.

I have failed to complete a full animated character. I have many reasons for this. This time I going to learn AdvanceSkeleton5 so I can make fast face rigs, apparently you need the body rigged with it as well. Still I think I'm failing forwards by learning new tools and and programs.....

Zbrush
Paint.sai
John Turby's story writing advice.
Character personality
How the above 2 help drive character concept/design
Maya 2019
Currently learning Advanced Skeleton 5 (downloaded from Autodesk app store for free.)
Arnold is next

Another busy year.
>>
>>666004
Just use Blender's Rigify. It's extremely easy and almost completely automatic.
>>
>>666013
If I use blender I could sell my work and not have to worry about lawsuits or being audited right?
>>
>>666023
Correct.
>>
>>665978
>>666004
>people still posting questions in the /wip/
>>662167
I don't wanna sound like a general-enforcing asshole but when we have another general that's solely dedicated to questions, well, post them there, dammit.
>>
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I decided to start learning blender earlier today, and after watching a few of Blender Guru's tutorials I decided to take a crack at modeling one of my old 2D characters

It's rudimentary but I'm glad how it turned out. I still got a long way to go so I think I'll watch more tutorials before I attempt another character, because this one took me an embarrassingly long amount of time to finish
>>
>>665243
ah. nah gonna learn that shit later. for this i was able to get away with zbrush extrusions
>>
>>666013
You're comparing fucking Rigify to to AdvancedSkeleton???? Lmfaooooooooooo
>>
>>666004
The guy has a tutorial channel here, goes over every feature.

https://www.youtube.com/watch?v=lfY4GzG9q68
>>
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>>666047
shit. text didnt post
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>>666047
That wireframe is soo bad.
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>>666050
because that matters when it looks fine animated
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>>666032
Don't worry about taking embarrassingly long times to finish stuff, I have something fairly simple that's taken me 8 months and counting because I've lost interest and gotten back into it multiple times and often decided to focus on something else.
>>
>>666051
>that clippin on the arm
>fine animation
>>
>>666047
Sooo, what is this and why did you post it. Add some explanation man, give us something.
My question, what is that mesh that sort of intersects on the right picture that seems to be neither the bathingsuit nor the skin itself. Its like running parallel to the bathingsuit cut but doesnt show up in the render?
>>
>>666047
Reminds me of the CGI dog yoga instructor on that one JonTron video.
>>
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Just finished rigging, texturing & modding theese 3D models, now I'm getting ready to make something you'll may like
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>>666067
It adds a bulge around the lip of the clothes. This way the base mesh can stay the same while letting the user change clothes in game with updated skin bulges
>>
>>666116
Yeah whatever but increase the subdivision level
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>>666116
I don't like it where this is going.
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>>666116
Oh no.
>>
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how's my imp/demon /3
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>>666157
>>666168
I'ts exactly what you're thinking
>>
>>666183
why is the face in the chest? why are his fingers glued together? what's with his legs? whats with this design? those "spikes" make no sense
>>
>>666202
You could critique that model better than this. You sound like an 8 year old reaching for anything at all to make us take you seriously.
>>
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What would be a good way of introducing support loops to the selected edges without causing pinching elsewhere on the model? Tried beveling those edges and cutting it off on the bottom with tris, it leaves noticeable pinches.
>>
>>666205
support loops? what are you trying to do exactly? be a bit more specific
>>
>>666208
I should have said microbevels, not support loops. These are just to smooth out the unnaturally sharp edges and to sharpen up the smooth shading, it tends to make the surface lighting very "blobby" with no defined edges if you don't give it bevels to work with.
>>
>>666211
i mean theres a pretty simple way, you can just pick a corner on the bottom flat surface and just have a loop run up to the top and then just bevel it. the other option is with subdivision creasing which is better anyways. if you can send the file i can show you you select the part you want and export that, so everything doesnt get exported.
>>
>>666205
i created a bevel with 1 edge in the middle
deleted the middle vertex that created the triangle.
subdivided the edges blow to create quads
used fill face until i got pic related
>>
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>>666213
I just did this and got a surprisingly good result, for some reason I thought putting triangles there would make weird artifacts and tried moving them to the flat areas instead. Here's the file anyways https://anonfile.com/u6C7U2s4b6/ignitionpart_obj
>>666214
Is that artifact-free with smooth shading? I had a pole like that on one attempt and got horrible artifacting, that might have been before I fixed some screwed up normals though, so it might have had nothing to do with the poles.
>>
>>666215
yeah i even created proper version in case some topology autist jumps at me.
its a decent modeling practice in itself
>>
>>666215
>it might have had nothing to do with the poles.
poles will kill your subdivision. but nothing more.
it wouldn't kill to simply put 2 primitives together instead of dealing with this shit.
>>
>>666217
>it wouldn't kill to simply put 2 primitives together instead of dealing with this shit.
You're right, especially since this is a tiny piece of the gun, nobody would notice it being two primitives from an FPS view. I feel like it's worth learning to do this sort of thing for when it would be a noticeable difference though. I wouldn't be improving my skills as much by doing this the easy way.
>>
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>>666215
so the set is pretty much like this >>666216
except its unnecessary to have the loops extend that far. just pick a point for them to end like i did. you will get triangles but that doesn't matter in this situation and with a model like this. and you will see why when i turn off isoline view on the subdivision, its all quads in the end.plus it gives you control on the edges with creases when you subdivide.
>>666217
>poles will kill your subdivision. but nothing more.
wrong. poles control the direction of loops, and are vital for clothes and pretty much anything organic including hard surface.

what you did here >>666215
is just called a chamfer which works too.
>>
>>666222
lmao, i just realized starting with a cylinder is retarded
>>
>>666228
and its still has some shading issues, but its way better than the one with the poles.
basically i just extruded the bottom of a cube,scaled it on xy and triangulated it to a circle shape
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>>666204
I don't know, he has a point,
There's a few things that just look weird about it. Though it might have been better to use less of a head-on angle.
>>
>>666216
>>666222
>>666228
>>666230
What are you guys even doing? Isn't >>666215 the best solution?
>>
>>666242
i think the intersecting corner would tuck under the cube when subdivided.
>>
>>666242
>What are you guys even doing?
did you even read the posts, or are you too stupid to know what the difference between a chamfer and a loop is?
>>
>>666230
Kite termination on the top of the cylinder is probably the lesser of two evils here since you retain the cylinder's shape.

I believe that for a transition like this there is no way to completely eliminate pinches. All you can do is minimise it by committing the subdivision and then moving vertices back into place manually.

That's if you want to go quad > quad and have a poly-budget. This >>666222 is fine and you get quads but your geometry density around those edges will be higher than if you go the other way I think.

Just avoid the headaches and do this >>666217:
>it wouldn't kill to simply put 2 primitives together instead
>>
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It has been another week since I posted here.
Was busy doing modular clothing for this character. Currently 7 outfits each having 4-5 meshes (torso,jacket etc.) giving a good amount of combinations to customize.
Pic related consumed the most of my time with 15 hours just modeling because mostly due to the frills.
I'm lacking motivation now to make clean uv unwraps on everything and starting to handpaint 'em. I really hate it to stuck to a project for longer than 2 weeks until I potentially commit 3D harakiri.

Say something nice to her since I haven't given her any name yet.

What would (you) name her ?
>>
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It's my first /3/posting and I just wanted to slap it somewhere.
Also, question, why so many of you make characters?
>>
>>666290
mizuki haro
>>
>>666296
>Also, question, why so many of you make characters?
>he asks this why posting a train model with primitives for basically everything thrown on there
ooh idk take a wild guess...
>>
>>666248
>Just avoid the headaches and do this >>666217
slapping primitives together is not modelling.
>>
>>666301
if the model is a tiny part of a gun in a video game expected to run at decent framerates, subdividing that tiny part enough times to eliminate any pinching is not modelling, it's idiocy.
>>
>>666304
>subdividing that tiny part enough times to eliminate any pinching is not modelling, it's idiocy.
ever heard of open subdiv?
>>
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REALLY not looking forward to texturing all of this
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Making Clarion. Hair is simply mirrored and slightly modified to break the symmetry for now because I'm lazy. Also most of the accessories and the eyes are placeholders. And the "render" is simply a custom matcap + viewport color textures. You can get the matcap there if you want it: >>666321


>>666320
Looks really nice. You can do it Anon!
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>>666323
very nice. but the expression need to be tweaked a little. i suggest using shape keys
>>
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Should I add another layer of hair above the first one?

>>666325
I'll add shape keys last. I just quickly modified her mouth from its neutral position before posting here. She's not a very expressive character in general.
>>
>>666320
Just get Adobe Substance and get to it.
>>
>>666296
Looks pretty cool anon.
>>
>>666342
i'm about to get substance on Friday when my paycheck hits.

Also, oh yeah i hope they don't change it to a subscription fee : /
>>
>>666296
pls texture
>>
>>666357
get a student account dude
>>
>>666116
if youre making what i think you are please model "that" really well, most people skimp on that part
>>
>>666357
If you get a perpetual now, they can't take it from you. Though you don't have access to Source points. For that, you need subscription... and, even if they are now assuring everyone that they'll honor the current rent-to-own agreement, there's no telling about what Adobe will do.

Personally, I exchanged my subscription for a perpetual, and am hoping that they won't remove access to the Source points I have accumulated.
>>
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I'm making a racing track, I'm done modeling so I'm working on some textures. Does this look good?
>>
>>666470
Looks fine as a base texture could you some large variation and grunge besides the racing markings, but as a base texture it's good
>>
>>666481
I'll be adding some proper skidmarks on a per corner basis as I think its not the kind of thing that looks good when you can clearly see the pattern every 300m or so.

Not sure else to add though.
>>
>>666037
Rigify is pretty much exactly what he asked for, Anon.
A simple and straight-forward pipeline to rig characters pretty nicely in no time at all.
>>
>>666492
> Rigify
> "Pretty nice" results
LMFAOOOOOOO
https://www.youtube.com/watch?v=zKHNqwGdL5s
>>
>>666498
Rigify's facial rig is a little limited, but it does everything featured in that video, just much, much faster.
>>
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>>666498
>>666501
This is what rigify's face rig gives you. Three layers of controls for minute adjustments of muscle groups and stuff.
All you have to do is place a couple of nodes on your face, and click a button.
Sure, if you're working at Pixar you probably want to set up your own rig, for more control, but that's not what that Anon asked for.
>>
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I decided to do the desert windmill thingies from GRIS first level.
Still need to finish it. But already went and animated some parts.

Reference image:
https://i.gzn.jp/img/2018/12/23/nintendo-switch-gris/s00009.png
>>
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>>665546
>>665563
thanks for the reply/advice.
too insecure to do commissions tho.
got bored with the robot now i'm making some final fantasy stuff, only couple hours in so pretty rough dynamesh.
critique welcome, still trying to figure out my primary shapes, not committing to any detail yet.
>>
>>665573
obviously not me tho.
>>
>>666652
ugly as fuck
play diablo 2, that's how demons should be made
even better, diablo 2 assets are all prerendered
>>
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>>666470
needs larger break up imo.
>>
>>666652
Lol I got trolled by the "4chan faggots" poster.

In your reference image it looks like the demon's head, if you remove the chin and horns, is normally proportioned with respect to the rest of his body. It may be even smaller than average to get the monstrous look. On your sculpt the head itself looks bigger than average sitting on his neck.
>>
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worked on the tail this week
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>>666290
Neat, did you use any particular tutorials for this?
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>>666844
yeah the tutorial where you suck my dick faggot.
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>>666683
Maybe some large-ish clumps sticking upwards?
>>
>>665749
>>665757
>>665815
>>665771

I tried to work on the light, added some AO maps at some places and re-rendered. Shouldnt look like plastic now at least. And if in your opinion it STILL looks like cheap plastic, you better post a picture of a plastic shield that looks this detailed scratched, reflective and metallic.
>>
>>666852
>>
>>666846
Oh look, it's the "4chan faggots" troll again.

Stop it. Get some help.
>>
>>666853
>>666852
thats just not how shields work... it just looks so fake i can properly whip up a shield in 20 mins and texture it better than you
>>
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Oh boi, almost 300 posts in this thread. It's a natural indication that the season of shitstain poster like >>666846 are coming. Just like when the sun sets and the birds are about to fly to it.

>>666844
Sorry to disappoint you but I haven't found any youtube tutorials in which someone uses the same workflow I have.
Just the ones they use cloth simulations and copypaste parts of their character's mesh.
Mine is a classic, old-fashioned workflow. Beginners and EnvironmentOnly-Artists will not like it.


>>666853
>>666852
It kind of stuck between stylized and realistic. The appearance is just inconsistent.
I would use is as a background prop for a wall-decoration but would never equip a knight with it.

>>666323
cute af
>>
>>665749
>>665750
Maybe change the metal texture, it looks galvanised to me, which is something you just wouldn't do with a shield. Quite strange without normal/bump maps too, very flat.
>>
>>665811
LIGHTING NEEDS TO BE REBUILT
>>
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>>665093
mini face rev, is this okay?
i made a happy accident and it turned into this
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>>666910
Are those lips completely flat, or is that just the lighting? It looks very off, maybe give the lips a bit of shape, just without the realistic contours the old one had.
>>
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>>666911
i added more for the lips as you said...
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>>666917
The outside looks a lot better, the inside is very flat though. The old one was good on the inside, combine those with the new outside you've got.
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>>666861
Show me your 20 min shield then, i could probably learn something from you
>>
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>>666919
>>
>>666926
Much better, good work. What part will you be working on next?
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>>666682
yes i'll check it out, actually i have the diablo 3 artbook as pdf i think.
>>666693
at this point i'm still gonna keep tweaking the proportions a lot more tho.
>>666910
>>666917
maybe try doing some head studies first?
pic related, not the best at drawing but trying to help.
>>
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>>666927
i will be doing few of her armors again.
but i will get back to her face from time to time.

>>666928
that looks cool anon i saved it for reference.
much appreciated. the closest reference i could have that's similar to this is nyotengu
>>
Bumping so we can finish off this thread and get a new one going.

>>666926
Try giving the lips more definition, pinch the vermilion border and create that ridge to properly separate it from the rest of the surrounding skin. Right now it just looks like a painted texture.
>>
alright, you make one. I don't feel like photoshoping y'all's WIPs onto the thread thumbnail.
>>
>>666965
Oh, it's already made. I make all of these slightly in advance. Can't monitor /3/ 24/7 anymore though so I'm trying to get things moving while I'm online so downtime is short.
>>
Fuck it, just gonna fill up the last few posts and get this shit over with.

@ that anon that posted the thread early: Sorry that you deleted it, was nice to see another anon putting in the effort.
>>
Some general maintenance tips in case I'm not around (and to fill posts):
>don't prematurely refresh
Wait till bump, dummy. You'll know when that post counter down in the bottom right turns italic. /3/'s bump limit is 310 (image bump at 150); bump limits differ from board to board sometimes so take note of that.
>always remember to link back
Post the link to the new thread in the old thread so lurkers know to switch over. Not everyone browses the board's pages, preferring to lurk solely in certain threads.
>collage-making
Not necessary, just some dumb shit I do for the /wip/ since it used to be something that was done by the Oldfags. If you ever make your own, have fun with it, you don't have to be autistic like I am and "make a scene" with my attempts at it.
I don't mean to sound like some possessive asshole, just trying to take care of the board and keep it in good shape.
>>
Alright, see you all. Enjoy the thread.

>>666975
>>666975
>>666975



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