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File: 8-190314.png (2.21 MB, 1500x882)
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PLEASE IGNORE LOW-QUALITY AND BAIT POSTS.
>posts that are directed to the artist and not the work ("stop posting", "stop spamming", "you're shit", etc.)
>posts that do not elaborate (stopping at "it's ugly", "disgusting" without actually saying WHY)
>posts written intentionally to incite responses (nonsensically incorrect posts, anything that makes you irrationally upset)
We can't stop the posters, but we can discourage them by simply not acknowledging them.

we broke the streak edition

previous: >>670679

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

THIS IS NOT THE THREAD TO ASK FOR HELP. If you need any assistance in your work, visit: >>>/3/questions/

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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memeboard
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>>671897
well that was a pain in the ass for something not very good
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>>671899
it looks alright. what are you doing for the backlight? (baked lighting, gradient, something else?)
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>>671899
It looks fine but the spacebar looks a bit thin.
>>
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>>671900
Just assigned an emission node to the face behind the keys. cant be fucked to do it the right way
>>671901
yeah just realized its offset, thanks for pointing that out
>>
Making shield hero raphtalia right now for my hack and slash game. [spoiler]Its the kaguya anon[/spoiler]
I should be hanging in vg/agdg/ and /a/ in a bit.
Its been awhile since i made an anime game.
>>
>>671914
your model likes like a 6 y/o child rather then your ref who is at least 16. just because the matched the drawings hight doesn't make your proportions correct
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>>671914
doesnt look like the ref but i like it anyway very cute chibi
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>>671829
you know that third girl is just a shop of the second right? nobody has proportions like that unless they're seriously deformed.
>>
>>671919
Check Neoteny on wikipedia. Here https://en.wikipedia.org/wiki/Neoteny_in_humans
>>
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>>671662
Big progress since, happy with the head and hair, but the body is bothering me.
>>671824
I can see the Taiga resemblance for sure.
>>671793
Using figures as reference really helped, thanks.
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>>671921
that's great and all but are there any real life photos you can show of a person with these features who isn't clearly deformed
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>>671931
Your center line is far to harsh and obvious, the nose for example is like a knife edge. The hair that meets looks stupid. fix that shit first.
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my first ever model (minus the mannequin)
vert count around 170k i guess
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>>671916
>your model likes like a 6 y/o child rather then your ref who is at least 16
Friendly reminder that you are posting on a Mongolian horse breeding forum and that might be exactly what that poster was trying to do
>>
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Doing some test, i really hate my camera composition.
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>>671914
hips are too low lad
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>>671939
MORTAAAAAL KOMBAAAAT!!!!!! badam badam badam badam bam bam!
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>>671944
bed frame could use some better texture verity, joinery and uvs
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>>671958
Not sure even Jesus could save that one.
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>>671958
About texture and uvs im agree, but i did joinery, i think a should move or chamfer a coupple of mm.
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>>671960
hi man, hi, I hope you don't mind a small laugh at you expense. I apologize.
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>>671962
Get lost.
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>>671969
We are all lost.
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>>671898
Retopologize it for animation...
but that's still far away, as life is too busy.

just looking forward to finish it then retopologize everything
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>>671879
>PLEASE IGNORE LOW-QUALITY AND BAIT POSTS.
>>posts that are directed to the artist and not the work ("stop posting", "stop spamming", "you're shit", etc.)
>>posts that do not elaborate (stopping at "it's ugly", "disgusting" without actually saying WHY)
>>posts written intentionally to incite responses (nonsensically incorrect posts, anything that makes you irrationally upset)
>We can't stop the posters, but we can discourage them by simply not acknowledging them.
Greater truths had never been spoken.
Just hope we didn´t lost any great 3D artists to 12 year old edgy teens.
>>
>>671960
Only reason I mentioned joinery is I think it would be cool if you had some visible woodworking. Like wooden dowels, or a dovetail, not just use butt joints. Is this entire shot 3d?
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>>671971
You know your images are fairly decent, you spent a lot of time on this console but there is a lot of detail. I would just appreciate, I'm sure others would too if you stop trying to role play in the thread. You don't have to change much, just when you post an image ask for feedback on a particular thing you're working on, no need the writing on sensicall paragraph every time. You might actually get some good critique this way, I'm sure it wouldn't hurt.
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A character for a game I'm doing with some friends.
Any advice please? I'm quite nooby
Also. it's 2100 poly. Is this considered low poly?
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>>672010
Never!
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>>672028
Pretty good and yup that's lowpoly alright. Looking at the topo and it seems pretty animatable. Are you going for a game like Journey? I guess with that style you could add more vibrant colors.
>>
>>672010
Just ignore him. He's one of the weirder /3/ regulars. Used to post in the DAZ generals (or something similar), went on a manic spree heralding Blender as the best, even decided to create a thread dedicated to himself (which I was completely fine with contrary to /3/'s general-enforcing standards since it effectively acted as a containment thread). Guess he realised no one paid attention to him in there so now he's here.
Interacting with him in any moderately critical way causes him to respond in some obtuse, arrogant and self-praising manner (like he just did). Trying to push it further causes him to spout some superiority complex derogatory bullshit like "Isn't it past your bedtime?" or "Shh, the adults are working". It's pointless trying to stop him is what I'm saying.
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>>672028
2100 polys or 2100 tris? if its 2100 the tri count would be almost doubled to 4000(probably more). and judging from the pic its more than likely 4000 tris because you have details that you dont normally see in low poly models. at this point this model is considered low poly in the sense that it can be thrown into one subivision to smooth it out and no detail would be lost because of poly count. i have a model at 1760 polys with 3364 tris and thats sort of considered low poly because i have details that you normally see in low poly, like no definition of the face using only simple planes for ears and a simple poly for the nose. in general low poly is in the range of 300-1000 tris.
>>
>>672037
>>672028
also let me clarify that yes it is a low poly model,but it only has the atheistic of low poly because its blocky not an actual low poly model.

here are some examples

https://polycount.com/discussion/41232/lowpoly-sub-1000-triangle-models
>>
>>672040
sorry that ones sort of dead
heres this one

https://polycount.com/discussion/41232/lowpoly-sub-1000-triangle-models/p277
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>>671916
This >>671943
Though i might still tinker it for a bit. Im still experimenting on the cute/chibi formula.
Also i forgot that spoilers dont work on /3/
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>>671959
Why aren't you making your dial instruments likes this instead. It would cause a lot less problems when you apply shaders plus it's a lot easier to make.
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>>672049
? theyre flat surfaces why would there be any problems
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>>671931
Lookin str8 DEEN m8, instead of superior UFOTABLE. Bring those eyes closer together. She's looking a bit more like Kirei rather than Rin.
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>>672049
My only argument is to keep poly count low. I am unaware of any shader problems that would result. Later today, today Anon. TGIF. Plus, you could have mentioned that like two weeks ago,
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>>672077
kekeke. Demanding people to read your mind and serve you. How much of an ego have you grown. Restrain yourself man.
>>
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taking a break from bedroom stuff, practicing using materials. Do I bite the bullet and try to learn UV unwrapping?
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>>672081
Yes, it's an essential skill if you want to to 3D modeling. That's like a basketball player asking if they should learn to jump.
>>
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>>672082
fair enough, shame, I was having fun
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>>671944
Why did you leave the texture of the top frame like that? Normally long pieces of wood are cut along the wood grain, not across it. Plus you can take the oppotunity to cut the frame and creat a union there, giving it a more realistic look.
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>>672028
I like it, though I find that you dont need so much geometry in the mid and lower part of the dress, specially since the polys are so stretched there. They might deform in wonky ways once you add the bones.
>>
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>>672083
gotta say eevee is pretty fun to fuck around with aimlessly, no waiting 3 years to see a usable image
>>
>>672032
I always recognize you based on your sculpts. You keep doing those giant creases on the cheeks and the pig nose. And one thing I noticed is that whenever someone is focusing on female models and then tries making a male model, it looks like trans / gay, you're not the first one.
>>
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>>672087
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>>672091
https://youtu.be/yqydwpN-3eE heres one but not shit
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>>672084
I'm still working on it m8
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>>672089
>You keep doing those giant creases on the cheeks and the pig nose.
Cheers anon. I do have a lot of things to improve on. I made some changes.
>And one thing I noticed is that whenever someone is focusing on female models and then tries making a male model, it looks like trans / gay, you're not the first one.
I wish. If I could do a decent trap, that'd be an accomplishment.
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>>672028
I like it :)
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>>672137
nose is too far in.
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>>672152
How do you mean. They result in different looks so there is really no real way to define how a made up person should look like. But by your suggestion I pulled out the ridge on the first one and it looks better.
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>>672091
ive fucked this up past recovery. time to move on and forget how badly I fucked up the geometry of this
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>>672154
looks way better
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Another character just for fun.
>>672162
Thanks for the help.
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And another try on a greek/jewish chick
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With hair
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>>672050

You generally want to avoid having that many vertexes converge on one single spot even if it is flat it can create visible edges when you render.
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Last one before sleep
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Thank you anons, just keep hammering at me. I need to improve.
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>>672173
copy. thanks for the company.
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>>672169
no it wont lol
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test
>>
Hello, I am new to zbrush and want to learn how to create characters. If I post here my works will you help me with feedback please?
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i got a gun, no girls
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>>672183
Stop being a weirdo I'm just posted you work man, be prepared to get shit on it doesn't happen that much if it does learn from it
>>
Now that I have a bit more experience, I went back and reworked an old abandoned model. I ended up pretty much keeping nothing but the head. Any thoughts? I dread to rig and texture him because I know fuckall about it.
>>
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Heyo, I haven't really done characters before, so I tried to make an ecorche to get a sense of what's where. I'm not really looking to be super detailed, but I'd appreciate if you can point out any major fuck ups.
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>>672198
You're what?
>>
>>672231
>I'd appreciate if you can point out any major fuck ups.
Yeah. Yer boy ain't got no skin! He got muscles, an he got Them Bones (dun dununununun dun dun ahhhhh), but he ain't got no skin I tell ya what!
How can he sit on a chair if he's got less than his birthday suit on!?

It might be me though, but the torso seems a little long too. Then again, that might just be the way torsos look when it's all muscle/bone.
Butt seems like it protrudes out quite a bit too, even when you factor in the fat deposits that might be there after the fact. Once again, it might just be me thinking it's weird.
Are you going to be adding fat to different areas as well?
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>>672231
Thicc af

Thighs look thicc but as a whole it looks pretty biologically accurate, actually
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>>672231
her tits are too small
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is there any way to edit keyframes in a world in this timeline menu thing? I cant figure it out
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>>672299
>>669725
>>666179
>>
Some slow progress since i've been busy, lazy these past days.
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>>672351
>>
>>672353
>>672351
I think it turned out ok somehow. Someone told me to make the hips wider and shoulders narrow. But its time to sleep..
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>>672354
Forgot wires.
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>>672355
Going to sleep now for real.
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how's my first 3d Sallet helmet look?

1/2
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putting out there that the texture/material is temporary, it's pretty shit.
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Fence for my racing circuit scene.

Not sure about the wire mesh, looks a bit flat, but my brain has stopped working for now. Starting to get a good handle of Substance Painter though.

I'll give it another texture pass tomorrow. Please leave your thoughts and comments boys n grills.
>>
>>672425
>>672426
Shape is good, just add some thickness to it with the solidify modifier and round out all the resulting hard edges with the bevel modifier afterwards. It's too obvious that it's an infinitely thin plane.
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>>672430
Looks fine, no-one will notice when racing anyway.
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>>672437
Well its not for a game, its just a small environment piece.

I'll have to look at the big quadruple-A racers and see what they're doing.
>>
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Started work building some greebles, wall panels, and assorted set dressings that can be used to quickly kitbash together sci-fi interiors. Kinda fun, I've never worked on environmental assets before as clothing is really my bailiwick.

The cut out I-beam took my longer than I care to admit to make until I realized I shouldn't be thinking of it as two triangle side to side but as a sort of Z pattern repeated over and over. Then it was easy to make.
>>
>>672430
If it really bothers you, just make the wires seem more rounded with a bump/normal map or something. That should be enough.
Should be as easy as throwing a smooth gradient on each of the wires.
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>>672449
You should try to fix that or hide it behind another prop.
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>>672449
Its weird how you have so many different shapes. Like if the wall panels are gonna be rectangles with rounded corners, the door should be a rectangle with a rounded corner too. Its the future why would you put a world war 2 submarine door? I'd give them a sliding door. Those columns are ellipses, should be circles to fit the rounded rectangle vibe. Those roof thing = if its gonna be a big beveled triangle, it needs to be big like a real big TRUSS and only one of them. If its gonna be lots of tiny ones, it shouldn't be bigger or more complicated than a present day STEEL JOIST or a CASTELLATED BEAM.
>rectangles with rounded edges are really cliche sci fi but whatever
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>>672462
Yeah I'm going to build some riveted L brackets like they use for joining real i-beams.
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>>672464

I'm going to make different doors but that door is one I have a particular plan for and it will be unique in the project and I want it to have a very retro look. I like those hexagonal beams you posted. I think I'll make some that look like that too. They should be pretty easy to make.

I'm going to be making a bunch of old school CRTs too even though those are definitely an obsolete technology that really looks dated when you see them in sci-fi now.
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>>672468
>>672462

There we go. Three different types of brackets to use.
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>>672478
Wait, is this some render preset I'm not aware of or are you the same anon doing the WoW gnome(?), the chibi robot and now this?
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>>672479

Yeah I'm the chibi guy. The guy who usually makes clothes for the chibi figure.
>>
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board game piece, saloon
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>>672513
Can't tell if that's a render or a printed piece on a lightbox. Either way, well done.
>>
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>>672523
Thank you! I tried widening it a bit. It doesn't look as witty bitty cutey this way but it reads better as a saloon, I think.
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>>672534
i think a generic icon of drinking/alcohol on the sign would help differentiate it from some something else
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>>672545
something like "xxx" maybe?
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>>672557

That would probably imply a whore house.
>>
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Possibly my first post to /3/ so hey everybody!

Some Quake II inspired character concept stuff I've been working on for a couple of days.Testing out some Zbrush to Photoshop workflows to try and determine which parts are faster to sculpt and which parts are faster to paint/photobash. This was a ~6 hour sculpt with another 8-12 hours spent in Photoshop.

Things I noticed while doing this:

- It would have made more sense to split all the individual parts into separate subtools for easier rendering/compositin with a nicely split clown pass

- Keyshot can be a real fucking cunt some times

- I definitely hould have spent more time in 3D overall. If I'd spent another 5h. sculpting this I could have been done with the whole image in 70% of the time

- Should have taken a rust render pass instead of photobashing that shit

Do you guys think there's a market for this type of thing? I mean, I'm obviously slower than a guy doing quick speed paintings/line art (I can do that shit too though) however this workflow gives me something I can send the modelers as a base for retopology and shit. Where should I put my focus? C&C welcome...
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>>672618
No. XXX is pretty common to denote alcohol and stuff in a country/western setting. But I always thought it had more to do with moonshine than alcohol in general.

>>672621
Looks pretty neat. For obvious reasons, it reminds me a lot of the Revenants and similar in the Doom games, just more agile looking. So I guess it'd fit right in with Quake as well considering it's also an Id game.
I wish there was some more color in it though. I think making the cyber eyes glow a bit more than they are now could really give off more of a menacing look to it as well. Knees look a bit wonky too I think.
>>
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trying to figure out 3d shit for the first time, ill figure out at some point how to make the renders not look like ass
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first time i've ever made a face. Since everything is off I plan to individually practice each part of the face (mouth, nose, eyes, ears) so I can understand how they actually work. This is supposed to be a female face
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>>672634
I'm with the other guy, while I have seen xxx referred to alcohol it's much more commonly associated with sex.
>>
>>672513
>>672534
Anon that is the most adorable little saloon I done ever did see
>*spitoon clank*
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Not WIP, but something I made a while ago and wanted to share.
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>>672676
I know it's supposed to be dark since it's in a cave but it's way too dark. I can't make out nearly anything in this scene
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>>672634

Thanks for the crit on the skeletron dude. Btw I agree on the XXX thing btw. If you ever watch really old western cartoons or read those comics that's what you're gonna see.

I understand where you're coming from with the color thing but I really want him to look bleak like an old military machine. Maybe I should have given him some scifi military decals? I made the eyes glow a bit more. I get what you're saying about those knees but it doesn't really bother me. It's like some of those MGS robots with kind of wonky looking anatomy to distinguish them from a man in a suit.

But yeah. Might be returning to this in a couple of weeks and I'll definitely take your observations into consideration /,,/.

>>672647

Nice job if that's your first face. Female faces are super hard to sculpt. You can deform male faces to shit and they can still look appealing. Female faces just look ugly if you deviate from the norm and you don't know what you're doing.

I think you should look up some nose anatomy stuff. The tip of her nose looks like someone cut off a bit. I think she could do with some fuller lips with more dynamic shapes. There's a bunch of stuff you could do but this is definitely a good start!
>>
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Mostly Rigged now. I still gotta rig the hair tomorrow.
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Remaking a weapon from a PS1 game using a (very low quality) screenshot for a reference (top). Probably should have just fired up an emulator and taken my own screenshot. My goal is to detail it quite a bit more and then bake it to something pretty low-poly like the source material. Trying to get the look of Early PS2 models.
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>>672634
>>672656
>>672618
XXX on a jug of moonshine denotes being triple distilled. Every time you distill the liquor you mark the bottles with another X.
>>
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>>672686
Webm ver.
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A little composition i've been working on, don't really know where I wanna go with it right now, just have always been interested in crashed space ships in deserts, stranded boats etc.
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>>672682
Yeah, you're probably right. Will increase the brightness next time. Thanks for the feedback, lad!
>>
Anyone know the best topology for the corners of lips? The mouth wont be opening. It's just a bust/likeness study.
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Any thoughts on this, struggling a bit to add clutter
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>>672722
add some small water splashes/drips to the area under the water fountain.
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>>672720
why are you so concern about it, just fucking close it up its not that hard. and this is too fucking high poly, this needs to be subdiviced at least once to smooth it out and to get rid of tris and n gons
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>>672690
for the skin of the face, did you use a specific material, or did you paint the textures to create the subtle soft shadows/lights?
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>>672730
Ok. But its a just a simple question of best practice. Why are you so testy? There are no tris or ngons.
>>
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>>672691
Have added temporary materials and began to detail parts of the lower receiver area. Going to redo the paneling. I like the bigger panels in the front of the gun more than the smaller, denser panels toward the rear.
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>>672737
Ah, forgot to hide the boolean objects like a total retard.
>>
>>672695
Looks interesting. Try out a few other compositions similar to this (same colors, shapes, themes etc...) and see which ones you like the most. Scifi stuff is neat.
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>>672722
Clutter ideas:
>Discarded q-tip
>A pair of shoes
>Empty can of soda or energy drink
>Gym bags
>Maybe a forgotten t shirt on top of a locker
>Make one of the locker doors slightly open
>Deodorant
>Trash can
>Empty water bottle
>Candy wrapper
>Dumbbell
>Old pair of ear buds
>Broom, mop, dust pan, 5 gal. bucket
>"Wet Floor" sign folded and put into a corner
>Small towel on the floor
>Pair of cheap looking goggles
>Crumpled ball of paper
>Gatorade bottle cap

Think of things people might bring to the gym or pool and what they might accidentally misplace or leave behind. What would you bring? What would you forget? What might you discard or throw away?
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>>672745
>What would you bring?
Thots.

>What would you forget?
Their names.

>What might you discard or throw away?
Condoms. Before using them.
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>>672745
Cheers mate that's a nice list of things
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>>672735
because youre a noob and dont realize yorue worying about trivial things. i did't say there were n gons or tris. when i said to close it up you might get them and there are a cause for no concern when you subdivide fucking noob.
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>>672720
If it's just a bust/likeness and it won't be animated that means the topology is far less important than if it's supposed to be rigged. Placing your UV seams is 10x more important than the rest of the edge flow.
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>>672746
Kek'd

>>672752
Anytime, always glad to help out. I'd love to see an updated version of your scene later on!
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>>672754
Yeah, that's fair. I'm aiming to be a game artist so input on edge flow would be appreciated since it will be a portfolio piece. Having game ready/animation ready topology is always a plus if applying for games studios. I'll see how this retop goes then focus most of my time getting the most out of my uv space.
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>>671931
Gave her clothes, time to texture, which I've never done before, so wish me luck. Any tips on texturing and adding materials to an anime character?
>>
How long should/would you expect retopologising a head like this to take?
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>>672770
oh god, the nightmare fuel
the hands are actual forks
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>>672754
Are you rubbing your dick to how superior you feel right now? Either that or you just got some harsh crit and need someone to shit on. Either way you're making yourself look like an asshat.

I was asking in the general sense. Not exactly for this exact project. But in terms of what is best for animation/stretching and squishing. Would it be better to have a quad or vert in the corner of the mouth ecs.
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>>672770
Her face curved backwards so much shes kinda reminds me of this guy when shes not in complete portrait view. Revisit the anatomy of the eye socket and cheekbones.
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>>672771
its supposed to be long honestly.
like 30 mins at least
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>>672770
Do you see what I mean? It looks like a rolling pin or cylinder has been pushed into her face where her eyes/nosebridge/cheekbones are. Push those out and formulate more of an eye socket. I know you're going for an anime look, but it looks like you've payed attention to the front and side view and not to the three quarter view so your model is skewed along those two axis. which is also why her mouth/nose/jaw area is pinched along that blue line to create the profile view without adding any actual volume to those areas.

It is super important to constantly check your work from the three quarter view and just generally look around your model all the way through the modeling process.
>>
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>>672760
Just uploaded this actually, this is the first building of three. Need to fix some minor issues, work on post and fix the render error on the kitchen. But it's basically done.
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>>672794
That's honestly some of the best work I've seen on /3/. Really great stuff, man. I think a lot of people would truly believe they're looking at a film, and not a 3D model. 9.9 / 10.
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>>672770
I understand what you're trying to do with following your refs to a perfect T, but you still gotta follow basic 3d animu rules in making it look 'right'. Remember, its a 3D model, not a picture.
Like the eyes being really small and so far apart is not good for animu. The basic rule of thumb is to make the width of 1 eye be the same length of how far apart they are (pic related); it works in most stylized 3d models and safer to do so it'll look right in the 3/4s view.

I would recommend looking at 3d models of animu; pinterest is the best site for this because it'll show you wireframes etc. of 3d models. Learning how to see proportions and details is the first thing I would work on.
Also excellent job on finishing the mesh of the model and sticking through until the end. Persistence is very important in getting gud at 3d so keep at it, and you want to keep the momentum of this habit so it won't wear off.
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>>672794
What renderer are you using?
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>>672794
I remember seeing another webm of yours (webm related) and saving it to my inspirations folder. Absolutely fantastic stuff you definitely are going to be massively successful
>>
>>672683
thanks for the advice on my face. Good to be realistic at where I stand and how far I still need to go
>>
>>672794
This is really good, Anon. It's a shame what the compression is doing, though. I wanna see it in all its full-res glory once it's finished.
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>>672827
Will post when it's done!
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something that went nowhere but I wanted to do a quick render for something to look back on
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>>672805
>pinterest is the best site for this because it'll show you wireframes etc
No, go to sketchfab instead.
Start from there and browse the collections on the right
https://sketchfab.com/3d-models/band-of-sisters-2f1c0626d4cf4fd286c4cf5d109f7a32
https://sketchfab.com/3d-models/zashiki-warashi-ce3c0a9c952e4deda9136e79793a3ebf
https://sketchfab.com/3d-models/kumiko-hibike-euphonium-82367f6a22644f6f88b462077611559e
https://sketchfab.com/3d-models/prinz-eugen-2204d6fd12b546deb69a91621c08b6e1

Also install the MMD importer addon and download some MMD models.
>>
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>>672864
>sketchfab
I forgot about that fuck, that one is good too because it'll let you see the model. As for MMD, you can export the models to obj using the English PMX editor (free) and then import it to whatever 3d program you're comfortable with.

I use pinterest mostly because there's a a bunch of 3d tips like pic related, and you don't have to slog through twitter's shitty site and slog through food pictures of some nip's blog until you can find one 3d tutorial/wip from him.
>>
>>672799
>>672817
Thanks a lot, I appreciate the prase.
>>672810
Using Corona
>>
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It's supposed to be an anthro caracal but I'm not done, haven't started the body. Sorry for the noise.
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>>672955
You know what? It´s great.
No one here can do better.
Make the rest of it and make it dance the gangnan style.
You gonna get rich on Patreon.
>>
>>672955
Wow! This is really good. I would make it without the sunshades or make the shades without lenses to really emotionally bond with the eyes
>detective pikachu quality
red fur is a little off putting but you do you
>>
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last thread I made my first head and now i'm trying to focus on studying not to make dindu nuthin lips. First attempt was the one on the left and I find it weird how after toying around with all of them the first one I did ended up being the best out of the 3. All of them are still shit but it was a good exercise
>>
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trying this kind of thing
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>>672986
I really like the color tones and the style. I'd love to see an environment with a similar style/mood as well.
The hand looks a bit weird from the behind view though, that pinky is way too thick.
>>
>>672986
Looks nice, but maybe add one or two more loops to the hair buns. They look like gemstones stuck into her head as is.
>>
>>673009
guess i forgot to mirror that texture. it's supposed to be the pinky and ring finger together while the other two are separate. honestly having them all separate would be the better course of action, would look more definite. also might follow up on the environment idea
>>673037
you're right about the hair, i'll see about adding a couple more loops to see what i like better
thanks for the crits guys
>>
>>673054

You could also just use a Geosphere, rounder with less poly than a regular sphere.
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>>672966
>No one here can do better.
Do you have a single fact to back that up?
>>
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Remember all those stick figure flash games from the early-mid 2000s? I Always wanted to make one of those growing up. Made this in about half an hour. Have only done animation a couple times and I'm not looking to become an expert. Just need something that works. Not sure if I'll do anything else with it, just wanted to share this .gif of a dying stickman holding a rifle.
>>
>>673127
I member. My favorite was interactive buddy with the chubby gray ball you torture/make happy. You could probably make a hit indie game if you turn everything into emissive flat so its a really minimal silhouette that reads 2d
>imagine your model in a bamboo forest, lots of thin vertical lines in background same flat black color as your guy
>>
Starting to put together the racing track scene in UE4. Some materials dont look like they do in Substance Painter for some reason so I'll have to go back and do some tweaks.

I also have no idea why the UV map is screwed up. That error doesnt show up on Maya nor SP. Though thats where I'll be laying down some stripe decals so it might not be an issue in the final product.

I need that UE4 secret sauce. I'm trying to light this with just dynamic lights, because racing games these days have dynamic time of day and stuff, so I think it makes sense to get a feel for that while making this thing.

As always, please feel free to leave a comment.
>>
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>>673133
>>imagine your model in a bamboo forest, lots of thin vertical lines in background same flat black color as your guy
Imagine no longer. Well, I made a couple changes to the idea.
This rig is very simple and limited. If I did want to make a stick figure game, it would definitely need to be replaced. In fact, the bamboo forest I made for this probably took longer than the rig itself.
>>
>>672805
You know your stuff, would you be willing to come on Discord and help me out a bit with this model, or is that too much to ask on here?
>>
>>673127
I remember making shitty animations in Pivot, it was horrible.
>>
>>673193
Pivot was one of my favorite things growing up! Would literally spend hours a day with it. Never really got gud, particularly with walking animations, but I had fun.
>>
>>673193
>>673201
I just downloaded other people's animations and show
ed my dad pretending they where mine. Good times.
>>
>>673193
>>673201
Honestly think my game making streak started back on pivot. What a nostalgia hit. Kids are missing out.
>>
Anyone got any good tutorials for hair and beards?
>>
>>673237
This guy doesn't have a beard tutorial per se but he covers everything you'd need to know and is really enjoyable to listen to.
https://jesusfc.net/tutorials/patreon-lessons/
>>
>>673238
This stuff is super useful if you're doing movie/cinematic quality models but as far as how this would translate into being game ready I'm not sure how I would do that/if this would be super useful.
>>
>>673243
For game hair, there is a course from CGMA on CGPeers which you can check out.
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>>673245
Thanks my dude, i'll check it out and post again once i've had a crack at it.
>>
>>671879
Hey guys. I'm looking to hire if any of you are interested. I'll be needing human modeling done like pic related. You'll need to be very comfortable with the human anatomy and be able to correctly create bodies in the right (stylized) proportions. Additionally, you'll need to have experience with making faces that are pleasing to look at as well with good topology.

Anyway, if you're interested, shoot me an email at this address with your portfolio:
oppenheimmer@protonmail.com

We only need one model. Prices are negotiable. We pay per completed model (not by hour).
>>
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Brothers and sisters,

I thought the side panels would be easy after the main front panel was completed. But actually, for character shots the side panels would be more visible and thus would require even extra attention to detail.

Refined techniques continuously and CONFIDENCE IS HIGH that completing this operation is within our scope.

Starfleet out.
>>
holy dicks the tip of my pp is so itchy
>>
>>673263
How long are your offers available?
>>
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Just starting to learn about subdivision and skin modifier modeling with this lady
>>
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>>673288
As long as it takes for me to find someone that meets the requirements. It's not easy to find artists that are not only good at human anatomy, but also have an eye for creating 3D anime-inspired characters. If you're even remotely interested, don't be shy. Send me your portfolio to that email address and I'll take a look.
>>
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Small animation I've been working on as a school project. Can't upload the 60 fps webm :///
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>>673308
Give it some more snap and pop. It doesn't have any personality to it.
Instead of having the capsule open linearly, have it pop open quickly, give it a little bit of a wobble when it reaches the furthest point so it's got some inertia.
As for the spinning bottle, maybe give the spin some more variation instead of an ease in- ease out. Maybe start slow, with it tilted like it is at 45 degrees, straighten up and speed up the spin (like a skater tucking in when spinning), then go back to the initial angle and slow down.

Right now it's just boring to look at. It needs some P I Z A Z Z.
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>>673309
Also, camera movement.
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>>673310
That too, but I don't know if that anon might need the camera still for anything. Maybe he'll put text in it or something.
Not to mention, when people are doing 3d (at least inexperienced ones), they tend to really go overboard with the camera.
>>
>>673311
>Maybe he'll put text in it or something.
>not overlaying text with compositing nodes...
Anon, I...
>>
>>673263
Fuck off



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