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File: 10-190406.png (2.17 MB, 1500x882)
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we're all shader techs edition

previous: >>674186

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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More of her but now real prog here. Just summoning courage to retopo her with the body, UV and finally try my luck with Substance.
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Finally gave character modeling a shot, you do NOT want to see that wireframe.
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>>675610
Bruh.
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>>675621
Modelling looks good, but if you're not gonna use the model in real time please please do the outline in post-process, mesh with inverted normals looks poopy as fuck.
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>>675623
it is not mesh with inverted normals
it is fresnel
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>>675627
That's an even worse idea anon
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>>675628
xD
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>>675629
:^)
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Parallax grass getting it done

I have to figure out why its fading out in the distance and why it only works with one of my grass textures, the other one ends up with half transparent blades and basically looks like shit.

Might look into bending the grass with some kind of offset, fun stuff.
>>
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>>675619
seeing how poorly this went almost makes me excited to try again soon
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>>675627
uhhhhh that's not what fresnel is for anon. you are only allowed to use it for reflections ONLY. nothing else.
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>>675663
That's not true. In the case of PBR shading yeah, but otherwise fresnel can be used to create cool stylized effects. This is not one of those times, though.
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Bit of sketching just to see where I am going.
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>>675664
That's the joke.
A lowercase anon decided there's only one proper use for fresnel and everything else is wrong.
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>>674507
>>674528
thanks for pointing me towards substance painter, great tool, did much more realistic materials with almost no effort
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>>675674
[citation needed]
>>
>>675690
Just follow the trail
>>674416
>>
>>675678
> with almost no effort
Yeeeeeahhhh, you're gonna want to put in some effort.
Think about the story and why it would look the way it does. Which parts would have some more wear on them, which would be dirty, rusted, or clean and why?
You're off to a... start, but there's more than just dropping materials on something and calling it a day. Keep pushing it.
>>
>>675678
You want to start off by redoing the grey car paint. Just make it a solid color, e.g. entirely red. You will then see that the metal materials are wrong - too shiny, smooth and reflective. You can then add variation to these materials, e.g using rubber and plastic trim in addition to metal, using different metals, and so on.

You need to stop throwing noise maps down at random. instead look at reference and see if you can match noise patterns to real life material variations.
>>
>>675705
Wow. What a threadwreck. That must be the first case of a lowercase /3/ poster being factually correct.
>>
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Mzde this one look a bit feminine and younger
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>>675735
hey anon, I've seen you post a lot of different models with that same style lately. May I ask what you're gonna use them for? (Or is it just for your portfolio). You look good at sculpting but I never see you push stuff any further than sculpt and generic hair, I'm wondering if you've finished any of those models.
>>
>>675755
Oh, I FANTASIZE about having a gamedev studio which bridges our gaming industry and makes serious adult games. meaning there are now censorships like we are experiencing these days but the games are also not porn. These characters are meant to be from a passion project called Rotten to the Bone. It is a zombie life simulator where what you do before the apocalypse affects what happens after on your own micro level. The macro level is random and if can be anything from zombies taking over the world to governments ceasing opportunity and eliminating all zombies and making people slaves. As I say, the scope creep is powerful with this one and it is just a FANTASY at this point. There is also so much more in between that I can't explain and I come up with new shit I constantly have to write down every day. Sorry if that disappoints you. I am kind of a dreamer.
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>>675760
That's not disappointing at all, sounds interesting. I'd rather hear about dreamers than the 100th anon trying to make it in the game industry by working on its character's topology for 1000 hours.

I work in the cinema industry, so video games aren't really my thing, but I can relate since most things in my portfolio are ideas for short films or stuff I'd like to develop once I have the time.

Keep going anon, if you ever make it to developing that video game, I'd dig that aesthetic, it feels bioshock-ish.
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>>675755
Oh, about the hair (I went into a rant there), it is just placeholder to paint over with a haircard brush. I made a link to a tutorial in one of the previous threads but I have to find it. BAsically you make this blob hair and just lay down hair-card strips.I usually duplicate them and add more depth and volume. Upon studying the Uncharted morels I found out that the hairs had too many polys. They spend much more than I thought I should. They make 3 separate tools (models) just for Elena's hair in Uncharted 4 and that is something I will definitely do. I also use haircards with at least 100 polis on each eyebrow (each card is about 6 poly strips). I also keep the hair strips divider in 2 along the length and about 30 polys in total each.
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>>675761
Whoah, thanks. I like that you think it is Bioshock-ish. One of my faves. Good luck to you too. On why I am just posting unfinished models (my words not yours - because they are just unfinished); anons here gave me some harsh critique about my models being absolute crap, many of them actually gave me constructive critique where they told me where I was doing wrong. The fact is I sucked and I believe I can still do a lot better because they told me I suck. Take pic related. Same character in different iterations.
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>>675763
Well there's definitely a lot of improvement.

One piece of advice I'd give is that some areas on your last model feel blob-ish (around the mouth, for example). That's probably because you rushed to a higher resolution model to chunk out those areas, when you should've done it on lower tesselations.
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>>675764
Very true, I have yet to master the mouth. I am still working on mastering the head. The game I had planned would make the character age too. So I wanted to learn all aspects and every little detail that enriches the human physique helps. The problem is, I am living in what I would describe hostile environment. So being able to do any progress is a small struggle. That is why I jump ahead and go for the macro and hope to do the smaller details later. I do love the smaller details. I also have to learn the human body because my current knowledge is pretty limited so I will pay it as much attention as to the face once I master it.
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>>675763
>>674468
The one in the middle HAD milf potential. You ruined it.
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oh no im trying to match the material with the original
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>>675779
Naah, that one is still in. See, there are more milfs. The question is, do you like auburn hair (hazel eyes)?
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>>675788
Not that >>675764 anon mate. I'd say do what you like though.
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>>675637
Character Attempt 2
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>>675668
Excited to see hair now. Good luck to your game project, it's
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>>675803
a lot of work but worth it for proper porn, I was gonna say
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>>675804
>proper porn
4chan 450 B.C.
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>>675803
Good study, however. I wish I was that far along.
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>>675803
Hell, you made her a lot cuter. I feel like you could push the cheeks up a little, high cheekbones still work well with chubby cheeks. Also, impressive animations with the face. Though your art style may be a little controversial, your animation shit is tight. Post more webms in the future.
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Decided to change gears a little and try animating something to keep my mind fresh. Turns out this stuff is very hard who knew wow its almost like people get paid to do this. I really like how you can see the exact moment where I stopped using reference.

Fun stuff though.
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>>675862
Now try to animate a moonwalk.
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>>675862
you have 4 keyframes in that animation
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>>675786
Why the fuck do you want to do that?
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This is a recent screenshot of an environment I'm working in atm.

It's a 1920s post-ww1 setting, tackling the theme of PTSD/"shell shock". Essentially, the piece is showing the "episode" that this individual is currently having, where his experiences and trauma from WW1 tunnelling is warping his perspective of reality. The nightmare is claustrophobic on purpose and "breaking" into his world. The aim is to have many juxtaposing elements to show the delusion of traumatic experiences.

There's still a lot I need to do to blend the tunnel/cave more, like adding mud, as well as finishing up my textures in Designer, but thought maybe some people could give some good critique.

I must note, I have approximately 5 weeks to finish it.
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>>675953
Actually there's like 7 kek shows how much I know.

Picking which poses make good keyframes is a skill I wasn't expecting to be as hard as it is.
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>>675959
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The question from the last thread still stands. Should I eventually try to make flythrough or stick with static shots? Do people even care about flythroughs?
>>675965
Haha this made me smile. So cute.
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>>675969
Do an fly-through. Its nice to see things in motion, not just as a still.
You're in UE4, rendering a camera fly-through will not cost you hours of rendertime.
>>
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FIRST PASS
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>>676049
Miserable fucking degenerate
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Decided to remake all the assets for my tavern in low poly with baked in high poly normals individually, its been slow going but I've just been streaming it a couple hours a day while listening to music. Very comfy gotta say.
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>>676060
That's also why I made this >>675354, (now not pink) going for a more cartoony style because I really liked how it looked in matcap >>675183
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>>676054
Why so riled up?
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>>676061
Is that a backface shell?
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>>676067
yeah. Probably wont be what I stick with when I do the final render but it gives a good enough representation to what real outlines would eventually look like
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Any suggestion on how to proceed. They look pretty samey with the middle being pretty much what I want her to look like. Left should be a cheerleader type and the right should be a bit tall but with gorgeous legs (all of which they are not). Please if anyone has an example of a tall leggy woman I can try to emulate. She should serve as the main characters' shrink.
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>>676071
At least give em different titties if ya going to make them otherwise identical.
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>>676049

Did you draw/design this character? If so, don't read the spoiler.

[spoiler]Don't use that character. Its awful. Just objectively terrible. Anatomy, composition, everything about it is painful to look at. It doesn't even have an interesting or unique style. There are plenty of other, far less hideous reference sheets that people have made of OCs that aren't a fever-nightmare[/spoiler]
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WIP: much to do. Like everyone else here there are greater demands for my time, ones I like to fulfill, some chores I don't really want to.

But this is where I am at and I am looking at the regular schedule now for the near future, I want to get the bridge put together. Real bad.

Also looks like where stuck in a bad thread, bummer.

Having detail references for the center instrumentation work will begin tonight after I spend the last few hours of the day sun worshiping.

So there you have it: a micro mini blast from the past Starfleet report.
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>>676062
assumes its fury - it is not
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>>676079
>>676049
when you want to samefag but also namefag
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>>676073
Where? Show me a better reference sheet and I will use it. Can you be more specific about what is wrong?
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>>676083
>Can you be more specific about what is wrong?
each and every pixel
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>>676084
Way to be a negative fuck.
I get being critical - but if you can't verbalize your opinion, piss off.
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>>676088
Lowercase posters. Ignore them.
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>>676049
y i k e s
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>>676081
Fucking kek. He even lost track of his own posts and it's only been 2 posts.
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>>675862
use a reference, dummy.
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>>676049
Coming from a furry: that character is a disgusting piece of garbage.
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>>676117
Degenerates everywhere
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>>676124
Why do you care? How does it affect you personally? I mean, in a tangible manner, not hurt feelings or anything like that.
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>>676126
Why do you care enough about a meme shitpost to respond to it seriously?
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>>676129
Simple curiosity, in case it wasn't shitposting.
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>>676130
You're either gonna get a "because fuck furries lmao" response or some generic natsoc talking point about muh west. I wouldn't hold my breath.
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>>676068
heres a table I fucked the normal on. I think round things might take a bit more attention to keep from getting fucked
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>>676126
>>676133
Animals are defenseless creatures. Its pretty normal to want to protect those who can't protect themselves. If you weren't pieces of shit you'd understand.
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>>676142
>Animals are defenseless creatures.
Someones never been alone in the forest with a "defenseless animal." There is a very good reason why human being evolved to be scared of bumps in the night and rustling leaves.
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>>676140
Are those normals painted or baked on? If baked, try using a cage if your baking program supports it
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>>676049
Its very androgynous reference. Weird how she's got those upper body muscles but doesn't have abs. Maybe the drawing is getting carried away with anatomy. I think your model should either more chubby or more tomboyish cause right now it looks like a guy with gynecotomasia. Monkeys are supposed to be playful? Feels more like an alien than a monkey. I don't like how you modelled her boobs with such a big gap in the middle. The reference boobs look weird. Her crotch looks very fake with how it pinches the leg in that V lines too sharp should be more like reference V shape. Ears are horrifyingly wide but thin. Nose bothers me. Chin doesn't match the reference. Would be much cuter if her hair sticking up was a question mark shape that changes to an exclamation point when she gets excited.
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>>676142
You're being patronizing of other forms of life. And what does that have to do with anthropomorphic creations?
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>>676079
>>676049
That's gonna be a filter from me, dawg.
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>>676148
Thank-you for the constructive feedback. All comments noted; I believe the nose bothers you for the same reason the ears bother you.

I do believe the original drawing was over exaggerated muscles/anatomy. The 3/4 reference isn't as such.
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Made shorter legs for cheerleader but I think I will pull her hips in a bit. The shrink has flatter and saggier boobs now and a little bit of a volume to her legs. The landlady is just right.
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>>676223
Interested to see how you apply sculpting to pose.
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Two pics of the animation i've been working on, let me know your thoughts.
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>>676237
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>>676223
They all have the same skin tone, make the blonde one lighter (like, scandinavian tier light).

Also what's the thing coming out of her chest between her tits?
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>>676223
it would be better if you gave them more different bodies. Its no fun if you call them "shrink, cheerleader, landlady" but they all look the same scaled up or down. If blonde is a cheerleader she should have more muscle, especially her legs. Shrink probably doesn't go to the gym so heavier and since shrink requires grad school + residency make her look older/wrinkles or tired eyes. Took out giraffe necks, big lips, foreheads. Less dramatically thin waists. I suck at paintovers but hopefully it gets the idea across.
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>>676224
You mean like a real pose? Like a nice one or just a simple one like the ones in the picture?
>>676239
>They all have the same skin tone, make the blonde one lighter (like, scandinavian tier light).
Yup, thats where I'll be going. But the tall one will also have red hair and near transparent skin (blue veins here and there) with reddish coloring on feet, knees, nose and other spots.
>Also what's the thing coming out of her chest between her tits?
Oh, it is a bit of the bust belonging to the head subtool. I still haven't attached the head to the body.
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>>676245
I'll definitely add more muscle to the cheerleader but I will probably have to watch Riverdale or some shit to get it right. The shrink is actually inspired by a chick I knew. She was kinda goofy and messed up behind a cool visage. You get a few drinks in her and she gets fucking nasty. I mean nasty weird shit she regrets saying immediately. Never managed to hook up with her. Pitty. I will have a few chubby characters and I love the way you think their lifestyles affect their looks. That is the way I approach the characters but you went one step ahead. Thanks for reminding me to think even further.
>>
>>676237
Not a massive fan of the twig in the top left the grass and cattails in the bottom are good for depth of field but the twig is a little distracting
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>>676144
They are baked on, and I was actually using a cage, but I think the reason it ended up fucky was due to a bad UV unwrap, I noticed that while working on this cylinders seem to have a particularly tough time baking unless you make sure everything it unwraped and scaled with care

cheers bro ill drink to that
>>
>>676237
>>676238
was once on that map in vrchat
>>
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want to use a texture+normal map on pic related but I can't figure out what texture to use or what it would even be called. There are so many types of fabrics and I can't differentiate between them
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>>676270
>>672337
>>
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>>676267
Finally moved everything to the same scene to see how it was coming along. Def need to make the wood colors more consistent, but Damn, only 13k verts for all this shit. I'm pretty sure I used more than that for a couple of the assets in my original tavern scene. pretty happy with how this is going and I think that it actually looks better too. So glad to have finally found a thing I can make tangible progress in
>>
>>676269
Don't own vr chat, could you give me a link?
>>
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>>675593
>>675593
I love that you guys are still using my old portfolio work as the OP. Here's what I'm making tonight if you want to see a few years of progress!
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Finishing up work on my kitbashing greeble kit.
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>>676246
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>>676049
Alioto?
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How does this look?
Any tips?
Particularly on the skin in relation to later texturing in Substance Painter. I can't seem to get a surface that interacts nicely with the generated curvature maps, so it's hard to texture the pores properly.
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>>676355
I also feel like I lost alot of the stylization I was originally going for when I added the skin details - Here's how the last iteration looked
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>>676355
>>676356
Ideally I'd like to get something like this
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Tried to bring back some of the stylization.
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>>676370
Make the eyeballs unrealistically smaller, like >>676357 those are little marble sized eyes. Weird lumps on eyebrows plz fix. Nose could be harder, sharper shape, looks really soft and round compared to the rest of his angular tough guy face
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>>676372
It's not based on that image (only looking at it and other Dishonored characters for the face shapes), but perhaps the eyes should be smaller.
I agree that the eyebrows are too extreme, but I'm not sure what to do about them. Too small and rounded and it ends up looking too soft for the rest of the face.
I'll try sharpening up the nose too.

Thank you
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>>676372
>>676373
This guy from Sekiro is also one of the sources for inspiration.
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>>676372
Better?
Still haven't done anything about the eyebrows, but the nose is harder and the eyes are much smaller.
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>>676378
Softened the nose a bit and redid eyebrows. Will ahve to add all the skin detailing back in, but how's the general shape now?
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>>676238
more work
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>>676400
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So these are meant to be landlady and daughter. I think they look related.
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>>676412
>I think they look related.
Your account has been suspended for repeated violations of our community guidelines.
>>
>>676413
lel. anon but I am anon.
>>
>>676320
Post the original file of the OP so we have it for future use.

>>676412
> I think they look related.
Come on anon, you know why. We've been over this time and time again. You've got heavy sameface going on for like all your models.
>>676223 Each of these characters look almost exactly the same in the face, like all you did was copy/paste assets and slightly tweak them. Initially I thought you were posting another "through the ages" for one character. But apparently they're supposed to be 3 distinct characters who aren't even related.
Look at real people, use references, DRAW faces. Pay attention to why different people look different. All your facial proportions are almost the exact same around the board, even their jaw structure.
Actually TRY to make someone look different. Get out of your comfort zone already.
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>>675862
now you know why animation is so bad everywhere
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>>676412
Something is wrong with armpits and arms connect to shoulders.
>You should just make it an incest porno if you really like making all your faces and bodies look like this.
>>
>>676422
>Come on anon, you know why.
I actually made her face from the same face and attempted to make her look younger but a bit different.
>Each of these characters look almost exactly...
Only the body is same. Each face is scratchbuilt. I will have to do more vids to show you this. Cont.
>Look at real people, use references, DRAW faces. Pay attention to why different people look different.
Agreed. I finally feel like I an actually try to attempt such a thing. With your help I can now take on realistic unique faces. As I stated before, I am still shit at bodies since I made only one good one and am reusing it with slight tweaks. The problem is I want to make a game and you know how long it takes to build each body separately and retopo that. Luckily I found a simpler way to do it so it will be quicker. But paying attention to bodies now will only slow the whole project down. I am happy with the progress I made with the faces but now I have to start animating and making the actual game. I will post some more progress soon especially if it is of any use. Thank you anons.
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>>676433
>censoring body parts in a reference image
>>
>>676433
>Something is wrong with armpits and arms connect to shoulders.
I know. I hope to remedy it with shapekey's later on. I checked Raffael (Raf) Grassetti's Artstation and the way he used blendshapes in GoW. I want to do that but I don't have time for that.
>You should just make it an incest porno if you really like making all your faces and bodies look like this.
What do you think I am doing? Zombie apocalypse is a great situation to explore this theme. Lack of ppl you fan trust = tight community.
>>
>>676434
>I will have to do more vids to show you this.
No need. But I suggest you practice one thing -- do different ethnicities. Find the most exotic looking references and reproduce them. You need to get way out of your comfort zone.
>>
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>>676437
Thanks anon. I will. I will also have to get back to some monsters because atm I am shit at them.
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>>676438
Group hug.
>>
>>676439
Hugz (wish I had enough energy to pose a hug with one of the models).
>>
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>>676445
Know the feeling brother. I've had to force myself away from the desk in order to be more productive when I am here. Currently pecking away.
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>>676449
hehe. I plan on working extra tonight too. Love your stuff. I need to start working out too. I will grow one with my chair soon.
>>
>>676450
Copy that and peace out. Stay up.
>>
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She is starting to look a lot like I want her to. Love you guys.
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Stopping at a rest area for the night.
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>>676331
Nah! I'm working at the pure human form (for now).
>>
>>676206
>>676049
>modeling in t pose in 2019
>ignoring the concept proportions
>already wonky anatomy
oy vey
man, nobody models in t pose, its the worst pose for skinning on top, good luck with getting a decent looking shoulders off a t pose with no blend shapes
>>
>>676435
I got banned once when i posted boobs here since "we a blue board, sfw only stuff, banned"
>>
>>676558
Obey the rules
>>
>>676558
You probably posted low-quality boobs.
>>
>>676493
Sheeeeeit, long time no see. What have you been up to?
>>
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Scale test importing from Daz Studio. Fuck: I have to mow the yard.
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>>676611
Nice but give some life to the horns exept if they are some holy horns.
>>
>>676612
copy you on the material.
>>
>>676323
What you did there I see.
>>
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This is a render from my first semester, any feedback is welcome
>>
>>676635
learn 2 subdivide
>>
>>676635
Here's some critique that your friends, family, and peers wouldn't give you either because they're too ignorant to know the depths of their own ignorance or because they don't want to hurt your feelings with honest feedback:

The plug is lazy, obviously it needs better subdivision or build a better low poly from your high poly (look into detail baking from high poly via normal maps, also since it's a static mesh when you make your low poly you can do tricks that make an ugly base mesh but a good render for the purposes of the detail bake).
Materials are simplistic, you need a detail pass however you don't have to go nuts adding scratches; it can be factory new (like a product demo) but you need the other details like if the black in real life has some stripling or bumps or plastic seams (where different parts / materials meet).
There's obviously tons of floating geometry, which isn't intrinsically a bad thing (though it will mean extra work when you go to subdiv), and an overall lack of detail in terms of how things actually fit together, there's also weird shadows in places as a result of things not being bool'd together or otherwise joined

It's boring compositionally obviously, which may sound flippant but when you have a tremendously limited composition (looks like only one light? maybe it's three point, can hardly tell) it just makes all the flaws pop right out.

Overall it's okay, the promise of greatness is there, you just need to keep on keeping on and never become complacent
>>
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getting things to match up then match materials. TGIF.
>>
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>>676303
take a seat
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>>676648
Why the horns? He's not human?
>>
>>676652
We are all animals. And it was Eve's fault.
>>
>>676658
Hm, okay.
>>
>>676658
lel. I don't know where you are going with this but it sounds like it has fun potential. It sounds a bit Christian (I'm agnostic but I feel humanity is lacking a bit of faith and fear of God these days) mixed with Star Trek.
>We are all animals. And it was Eve's fault.
Aye, aye Brother. I agree.
>>
>>676693
>I'm agnostic but I feel humanity is lacking a bit of faith and fear of God these days
I see through your low-key evangelism, faithtard.
>>
>>676638
>Overall it's okay, the promise of greatness is there, you just need to keep on keeping on and never become complacent

is it though?


tell the kid that maybe you shouldn't use upscaled 256x256 textures for your texture maps

or hey, maybe ditch the bump maps altogether and just model this very large part of your model that takes up the most visual interest in the scene


>>676635

Get more familiar with subdivision modelling and booleans.

Watch arrimus 3d's stuff

https://www.youtube.com/channel/UCSLLdTBwLMfTKWS56tOiQpw/videos
>>
>>676700
You are deluded. If you want to know what I am about, watch, listen and read some Alan Watts. Its that but a bit beyond. I have a more fluent understanding of the universe than him but he grounds it pretty well for normie humans.
>>
>>676707
>I have a more fluent understanding of the universe than him
LMAO, you probably can't even cite the laws of thermodynamics.
>>
>>676712
We are talking spiritualism, not science. Although they are the one and the same, there are many approaches to the same goal. I prefer the more natural one. As for thermodynamics, if you need to, you can just google it or go back to watching big bang theory or whatever normies do these days. Asking someone to prove knowledge over internet is pretty idiotic since the answers are right in front of you in case you don't know them.
>>
>>676727
You are either trolling, or a pretentious clown who clings to dogma in order to alleviate their own existential suffering.
>>
>>676747
That is exactly what I am thinking about you. Well, at least we got a good laugh out of it.
>>
>>676401
I don't want to be weird about it, but is this work too boring or bad to discuss. Either is fine; I'm I'm not looking for praise, just not sure what I should be doing with these shots.
>>
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>>675593

I think I'm about finished with my greeble kit. I've got a a dozen walls, various support structures, and a whole slew of dials and levers and switches and buttons and electronic do-dads that are rigged and have morphs and can all be quickly kitbashed and parented to a simple plane primitive to create equipment panels. Time to put it up on ShareCG
>>
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>>676595
No much. Time flyes by way too fast.
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>>676466
Shes cute
>>
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>>676651
idk guys I'm started to get burned out. Guess you could say I'm at a loss.
>>
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>>676868
Cool. Blade looks too thick from the first glance but hey it's fantasy.
>>
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index, middle, ring and pinkie
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>>676957
You can't jack off with that. Finish it.
>>
>>676961
-__-

This board topic should change from /3/ to /onani/
>>
>>676966
copy
>>
>>676957
this takes what 10 minutes to make?
>>
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changed up the camera on this and added a bunch of garden stuff, probably done with this short and building now. just need to start rendering.
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>>676982
nice comp
>>
>>676983
tyty
>>
Having some crisis right now.
How the FUCK do you make male hair(messy and shit).
holy fuck it triggers me and its the only thing stopping me from making anime MCs shits hard as fuck to do. If theres some examples you can give in sketchfab i would really appreciate it.
>>
>>676998
There are a few methods out there, I'm not going to do the hard work for you but I will point you in the right direction:
*Planes with alpha maps
*Splines with brush tools
*Hair/fur tools (can look the best but super intensive)
*Sculpt (Fortnite hair)
>>
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>>677005
what nigga
>>676998
my dude just make a cylinder with a few sides, collapse the vertices on one end and shape it. the rest is up to if u want ot add more loops to define the strands better.
>>
>>675634
oooh dats gud
>>
>>677019
That's NOT how you do it. Jesus.

>>676998
Just use curves with other curves defining tapering and bevels.
>>
>>675634
post graph PLEASE
>>
>>677039
>That's NOT how you do it. Jesus.
first of all look at the image again, its low poly. why would you want curves? curves are for higher dense strips because you cant fucking define them that well with low poly. you would save time by just doing with a simple cylinder and making changes manually because low poly calls for definitions in SPECIFIC areas, retard.
>>
>>677048
you can just retopo + normal map
>>
>>677051
have fun with your shitty blender curves.
>>
>>677061
A pointless statement. Contains no humour, doesn't help further discussion, not constructive criticism, not an ego-boosting self compliment either, not a metaphor, not a motivational quote, not an argument, just simply nothing. A pointless statement.
>>
>>677064
Have fun being a faggot.
>>
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>my method of placing vertices can beat up yours
oh /3/
>>
>>677061
I'm a zbrush chad tho
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>>677078
yea i noob zbrush guy i zbrush too, ( this board is slow, long time 4chan fag)
>>
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Greetings and salutations: wanted to hold off on the center console instruments until the flight chairs were in. The captains chair needed to be closer to the pilots and to look like something from Apollo era. I didn't want a lot of bells and whistles on the chair. I felt like less was more.

It's late and although I still got some fight in me I think we will call it a night.

One thing that will happen is that we will export the flight chairs into a .obj file so that we can pose to them in Daz Studio, then export the characters into Blender 2.8 from there.

The flight stick can be shaped out from a side orthographic view to get the scale right then detailed and moved into position in front of the pilots. Nothing too hard.

Blender 2.8 Beta, Daz Studio, IV set to continuous coffee drip, an endless stream of cigarettes and I'm smoking some of the best weed on the planet and it's doing nothing to me. Better call it a night. Starfleet report - end transmission.
>>
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>>
update on the model, i figured out hair
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>>677109
Maybe add a chair swivel or a gap around the chairs, doesn't look like they have any way of getting in or out of the chairs. The whole thing is way too high, even space shuttle cockpit has windows roughly at eye level, because console is so tall, they can only look up, and not at what's in front of the ship. Side panels are too thin, tech looks old so can't have thin panels. Characters would really pop more if you made their chairs thinner, no headrest. I would get rid of the center thing separating them and really force the guy and girl close to each other for more sexual tension.
>>
>>676049
dont let the mean words stop you, looks good so far, keep going
>>
>>677118
Why's the bikini's cloth so thick? Is it a bulletproof bikini?
>>
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Working on learning substance designer
made some sandy tiles, how do they look?
>>
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>>677193
..so reflective
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>>675593
pretty much finished with this

will run it through substance once i build my new pc :^D
>>
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Is this cute? If not how do I improve?
>>
>>677215
it's not cute, it's nothing
lose the primitive shapes
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>>677216
>lose the primitive shapes
could you go into more detail?
>>
>>677217
....it's a bunch of cylinders and a sphere stuck together.. it's lazy and uninspired..

unless it's just a blocking that took 2 minutes, it's not worth anything. and if it is, it was not worth posting
>>
>>677218
so how do i improve it?
>>
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>>677215
>>
>>677219
how would I know? it's so simple that nobody could guess what you're actually trying to make
how would you improve a stick figure?

at least move on with shapes like this or something >>677221
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werkin on thiz
>>
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>>676866
fellas I gotta say this whole normalmap thing is fucking pants sometimes
>>
>>677214
Not going to texture it?

if you're not at least make it presentable my dude, render it in keyshot or do a better clay render or something

right now it looks like an ao pass
>>
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>>677185
yes, she needs at least some cover, besides if i were to print it i cant make it too thin, she will also get giant robo arms coming from the thing on her back
>>
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>>677255
>>
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>>677255
>will run it through substance once i build my new pc
>>
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>>676384
Redid the overall face shape a million times.
Am I on to something, or am I just making things worse?
>>
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>>677340
Giving up for tonight
>>
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Face
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>>677348
he looks like a Sekiro boss, pretty good
>>
>>677340
>>677348
nice shape, lines, and proportions
>>
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>>677224
lost a lot of work on this, my file somehow got corrupted when max crashed so one of the edit modifiers did't work and had to go back to a certain point where i last merged into editable poly. i basically lost work on the hands head/hair lower part of the armor and a large part on the mid section, but less crying and more working
>>
>>677351
Hey, thanks a lot, that's the exact inspiration!

>>677355
Thanks!
>>
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A head
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>>677413
take off the subdiv modifier so i can see how shitty this looks
>>
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>>677415
xD
>>
This thread is a little slower than usual, what's everyone up to?
>>
>>677418
i know this is for subdivision, since subidivsion fixes a lot of issues with the low poly model. but in case you actually model something fully without subdivision you need to understand that this is really really bad for a low poly model. you have skewed edges which means you need more definition around those areas because if you turn to an angle it will look off. and areas where u have these loops that dont complete like around the back of the head and the eyebrow, those will look off too at an angle. and another thing with skewed uneven polys is that they will look too blocky when at an angle, like the forehead for example, if i saw that in profile view it will look completely flat. also with low poly models you need to focus on definition and conservation at the same time, like around the jaw you are missing a lot of definition there. eitherway this low poly model is a mess, but its okay for subdivision.
>>
>>677350
i bet you have the same problems too, because you have the same shit going on with the jaw.
>>
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>>677429
Beefed up lower frame under seats.
Corrected modeling artifacts on the flight panel base for clean geometry.
Made pilot seats fit into new scale for flight control.
Added detail on lower console.
Organized scene file, housekeeping, object relationships.
Changed floor material.

In between starting a small vegetable garden for the Mrs, driving her around, spending time with her, doing periodic wellness checks, breakfast and snacks...
The toil, wo is me.

Then there is the business.... thanks for asking.
>>
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>>677431
no. that's not a low poly model is just a cage. what matters to me is the geometry it builds can be sculpted with multires modfier (creating finer details and shape keys) and animated.
i like it because it has not many points to deal with, like in weight paint and the big polys make things more smooth.
if in the future I wish to finish this and use for game I will have to retopo.
>>
>>677439
thats not how it works you dont build a cage and then sculpt it like what? thats a retarded workflow, if you have a cage that cage is what YOU USE as the low poly model, and yours is shitty. taking it from a low poly to a sculpt and back to a low poly is retarded and not efficient at all. you would be better off sculpting it first and then retop, now that shitty workflow you just described.
>>
>>677438
once in a while I get some sleep.
>>
>>677442
sculpt creases, veins and wrinkles and bulges in shape keys liek in smiles and stiations in muscles. It is not a base mesh.
>>
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im still working on it, very slowly
>>
>>677446
what?
>>
>>677463
exactly.
>>
>>677468
no your post made no sense, and completely off topic, retard.
>>
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>>677348
>>677340
Tried improving it some more based on some feedback I got.
Feel like I'm losing a bit of the chunky grittiness, though.
>>
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>>677476
Also made some attempts at sculpting an open mouth so it could be animated, but naturally fucked up the entire face in the process.
>>
>>677431
Holy shit, what a fucking retard you are. Learn some basics or never post again.
>>
>>677478
what? explain yourself before you make yourself look a retard.
>>
>>677479
His topology is exactly how it's supposed to be and you're a fucking imbecile for talking about how lowpoly faces should be modeled.
>>
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>>677480
now this topology is not acceptable as a low poly, its too fucking messy and missing definition in so many areas, the only thing its acceptable for is subdivision, but as a low poly no its hot shit garbage.
>>
>>677481
That's because he's using subdiv, you fucking mongoloid. There is absolutely no reason to come ranting about a completely different dicipline.
>>
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>>677481
>>677480
also you dont seem to understand that the whole purpose of low poly is to preserve the integrity of the model while also adding definition into proper areas leaving anything els at a lesser definition because it doesnt demand it. the face has lots of contours and if you dont start splitting loops into triangles to add definition then it will look blocky as hell.
>>
>>677482
thats why i gave a fucking disclaimer you goddamn illiterate moron
>i know this is for subdivision
way to go and make yourself look like a legit dumbass.
>>
>>677484
>Hey, I know you're talking about apples, but you really ought to peel oranges this way
The point is that you made a fucking worthless post. Nothing in your post was of any value to anyone.
>>
>>677485
grats on missing the point you other wordly dumbass, dont post again.
>>
>>677429
The software trolls are driving everyone away. That's my guess.
>>
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>>677489
you're not wrong
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>>677489
the hideous work is what drove me away actually
>>
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>>677490
>>
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>>677499
without blur
>>
>>677498
then why are you still here
>>
>>677502
just scrolling by and happened to see your post
>>
>>677500
i've seen you in BNPR. that book.
>>
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>>677506
Oh huh, I wasn't aware of this. Neat.
>>
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>>677500
spooky vibe
>>
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>>677520
>>
>>677520
Animate it, bro. It's asking for it.
>>
>>677431
You >>677419?
>>
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meh
>>
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i've raised the niggerify modifier influence.
it looks mad.
>>
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70%
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I had no internet for 2 days so I started creating model of castle.
There is still a lot of work to do but I believe one day I will finish this shitty model
>>
>>677483
i recall that workflow! i think i follow you on twitter my dude. your work has taught me how to model :D

this is what i am currently working on. i yet have to weight paint her before i go into detail on her body
>>
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Working on this character for an assignment, still need to fix up the legs and arms but open to critiques.
>>
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>>677646
hoooolyyy fuuuuuuck that's bad
>>
>>677646
lel, anyways why the random triangulation?
>>
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following the flow of the butte and hamstring.
>>
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Hi this is the head for the main character of an indie game I'm working on. It's like Minecraft mixed with PUBG mixed with lots of different animes and cartoons like Naruto and Family Guy. I've been trying to get programmers but they get mad when I offer to share part of the profit with them. Do you think I could get hired by Bethesda if I put the finished game in my portfolio? I'm open to critique and advice.
>>
>>677660
xDDD
>>
>>677660
>Do you think I could get hired by Bethesda
yeah as their janitor
>>
>>677659
>normal human proportions
What even is the point of this?
>>
>>677659
thats not how flow works, the whole point of flow is to add more creasing to that area, you cant add an edge loop into that garbage of a "flow".
>>
>>677660
Well memed, my friend.
>>
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>>677665
just practicing to get better at proportions and modeling.
it is 7hds. the proportions of a teenager.
>>
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>>677666
>>666
>>
>>677665
is that your way of saying you are jealous of his competence?
>>
>>677669
im pretty sure youre the same fag with that other ugly ass model that looked like a literal chimp
>>
>>677672
maybe. the last female character i posted here ended with arms too long.
i have problems with chins too.
>>
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My very first attempt at archvis, any feedback?

I don't know if it's just because of the grain or whatever but when you zoom in it's so blurry and not sharp
>>
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>>677692
the lighting is very interesting, nice work anon
>>
>>677694
>Antergos
>couldn't install arch
btw i use arch
>>
>>677695
anyone who can read a wiki can install arch. antergos just has all the shit I would use anyways so why waste my time, yknow?
>>
>>677698
Can you even run Maya, Houdini and Nuke on Arch?
>>
>>677718
Maybe, if I tried to use Wine or something similar. I'm not particularly interested in learning anything outside of the open source workflow though since this is a hobby and I know I could never hope to compete professionally
>>
>>677718
>>677719
Both Maya and Houdini have Linux ports afaik, though like most software they probably expect to be running under stock Debian and aren't even close to being a priority in terms of support unless you're Disney. Having a Windows or macOS partition/VM is generally the most sensible option.
>>
>>677719
No dude I was asking about running the Linux version native on an esoteric distro like Arch not on Wine or something.

>>677720
They all have Linux ports and they run perfectly fine on my Linux Mint (they are optimized for running on Redhat/CentOS but are often Ok with an Debian based distro). Actually the most effective option is to run them under Linux since they are more stable, using less RAM and are faster. Using a Windows is just more comfortable.

Anyways, enough of the software talk, i was just curious if its possible to use an Arch + these software.
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>>677727
Quick and not totally facetious answer: it's possible to install CentOS in a container inside Arch, so yes, you could run them and also have the benefit of a stable environment.
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Playing around with particles emitted from particles. Each of the pillars in [pic related] is a particle emitting its own brick particle. Tis kinda cool that 24 million verts can fit in 26mb of memory.

Imma try to give the bricks some unique textures tomorrow.
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>>676822
Alioto, I'm disappointed. This ass is not built for sex.
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>>677692
You need to up your samples to get rid of the noise.
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Studying blender's interface
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チョコレート
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Going to spend my weekend making assets for my demo reel. All one texture, 1024x1024. I want to show off my love of low poly workflow and mastery of it.
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>>677789
post wireframes
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>>677790
:(
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>>677791
boi goddamm i sed post em i will eat your first born
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>>677780
べんでる れ つ
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>>677793
Wait a second, i'm fucking your mom right now.
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>>677795
Classic hijack, that's some real gangsta shit anon
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>>677795
you must be a necrophiliac i see
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>>677795
but for real post your wireframe or i will butt fuck your father in your front yard with your moms headless corpse on the lawn
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>>677356
done with armor now to work on the model
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>>677780
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this is my first attempt at making a full body sculpt
im still very new to sculpting so it should be obvious where ive fucked up on the mesh. it should also go without saying that ive completely overworked my computer with the amount of tris this model has. any critique is appreciated (and also tips on how to reduce polys)
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>>677846
use decimate modifier on him.
you can control the amount of triangles the brush produces in dyntopo. theres lots of tutorials about it.
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>>677857
thank you
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>>677858
Don't listen to him - The decimate modifier his horrible.
You can try filling with the simplify brush in dynotopo, or just get the latest "sculpting branch" of 2.8 with the remesh modifier.
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>>677873
>>677846
On second thought, just start over. Your sculpt is worthless and you need the practice.
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>>677846
>>677857
>>677858
>>677873
>>677874
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>>677846
>>>>sculpting in blender
wouldn't wish that shit on my worst enemy
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>>677738
Sorry bro! I'm workin on it!
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Full schedule on Saturday. I would much rather work on the bridge. Blender 2.8 Cycles.
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>>677910
>Blender 2.8 Cycles.
yeah no shit, we can tell by the shitty quality
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>>677736
Take two... I think I'm going to do a third before progressing. I wasn't able to modulate the brick's insetting with material displacement. Not as it currently is anyways. The brick's bevel modifier causes issues. Apparently, "object space" to a particle is the space of the object emitting it. So it can't be used for per particle movement on a unique axis. Tagent/Normal space also doesn't work as it basically scales the brick because of its bevel modifier and I can't find an easy conversion.

I think I'm going to make the brick into a flat surface, but with a fairly heavy planar subdivide. If I do that I can apply a random displacement along the normal's Z axis... And then shape the brick as desired with a baked displacement map.
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>>677914
dont bevel them, use the bisect command to cut them into rock shape
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>>677914
REEEeee... Can't access particle information in material data. All of the "random" outputs from every node gives the same values. I'm thinking that blender sees all of the bricks as the same particle since they are being emitted by a particle that is being emitted by a particle that is being emitted by a particle.... Looks like I am going to have to rebuild the scene and add another layer of particles to get some randomization in the bricks inset. I can't seem to figure out a way of doing it with just the current number of particle layers.

>>677917
The issue really isn't the shape of the bricks. I can model that easy enough. I'm trying to work procedurally now though, and blender's UI isn't helping (memes aside; this shits been finicky af this entire time).
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Made some progress on my penn station model, started about 2 weeks ago but then my son was born so i haven't really had time to work on it.
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This is going to be a SFM model. Based on '69 Opala. I want this car to be a little bit "sharp" and "boxy" since I want it to be sort of in style of TF2.

So is it bad or very bad?
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>>677890
Sculpting in Blender is actually great now. I'd say it's pretty much on par with Zbrush at this point, though it can't handle as many polygons.
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Happy 4-20 Freedom.
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>>675962
Fix your wood material, or alternatively, learn how to PBR correctly in your preferred renderer. Good shot composition and color choices, though.
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>>677846
>What is anatomy?
>Why do I need to know what anatomy is to be able to sculpt?
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>>677923
How are you getting them to offset? Just emitting them from a specific vert on top of each other?
Could be neat to play around with using a floating vert somewhere to specifically position things for other applications. Just using them for position rather than geometry.

What does your particle setup look like?
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>>677646
update
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>>678004
Well, [pic related] has 3 different layers of particle emission (brick particles, a particle that the brick is mounted to, a "rows" particle). At this moment, since there is only one pillar, it isn't a particle. However, If I wanted another pillar I'd add a 4th layer of "pillars" particle emission. The annoying part of this set up is that I have to multiply all of the particle emission counts for each layer individually every time I add another row to a pillar or another pillar to the scene.

Each of the layers has their rotation phasing and scaling randomly altered slightly in the particle settings tab. By offsetting the "brick mount" particle's mesh away from the object space origin I was able to use the randomness of the particle scale to drive variation in the bricks inset without scaling the bricks themselves. That said, this might be the wrong way of going about it...

During my fiddling I figured out that particles created with the use of "particle instancing modifiers" are emitted from the tips of where the particle hair would be (i.e. hair length doesn't scale the particle when it is created with the particle instance modifier, but does push it away from the hairs origin point). I'm going to rebuild the scene for a fourth time and see if I can just drive the bricks inset with a noise texture somehow applied to hair lengths.

>The bricks insetting isn't very noticeable because of the material's true displacement, but there is roughly a 4cm range of randomization between bricks.

I also figured out that I wasn't able to access particle info because my original attempts weren't using the "particle instance" modifier on the brick. Apparently using "render as object" in particle emission layering doesn't pass particle info into the particles material nodes.
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>>678004
>Could be neat to play around with using a floating vert somewhere to specifically position things for other applications.
I should add that for some reason blender doesn't like to emit particle instances from singular verts. I've had to use, at the very least, a single tri. I have no idea why singular verts can't be used to emit particles. You can't even use a couple verts connected with edges. It has to be a faced tri, at least... To be honest, I wish blender had a "vector group object" that could be used for this purpose. It feels like its a little overkill to have 3 verts just to get a point and a rotation to spawn a particle. Maybe they do have something like this, and I just haven't gone far enough down the rabbit hole to find it. I don't know. Maybe allowing empties to emit particles would be the easiest option, but I haven't seen a way to do this.
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>>678091
Thank you for the report. I do have one critique, however, well, advice.

Don't sell everything and become a freelance writer. Other than that- nice work.

(working on materials at this station)
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fucking around, made a planet shader driven off a couple noise nodes. Good fun but blender fucking hates me for this
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>>678107
less shit view
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Hmm, it would appear that we've run into an issue... Apparently, the "particle instance" modifier actually generates mesh. Meaning it doesn't give the memory savings of "render as" particles... This isn't a problem for the mounting/rows/pillar particles as they are literally just a handful of tris. So 10 thousand of each is only like 30 thousand tris. However, each of the bricks has been subdivided to roughly a thousand verts each for displacement purposes. [pic related] has 6 thousand bricks (most are off screen). The 16 million tris they produce ended up taking a little more ram then I was hoping for.

I guess I'm going to have to find a work around... Maybe a dozen or so different bricks in a collection would be enough variance to not look repetitive. I wont be able to give each brick their own unique displacement, but "collections" is one of the choices for "render as" in particle settings tab. Looks like I'm off to rebuild the scene for the nth time...

On a side note, it looks like the "particle instance" modifier has an option to "create along paths." This option (combined with its randomize setting) basically did exactly what I wanted for randomizing the bricks insetting... The "particle instance" modifeir's randomize rotation also worked wonderfully for randomizing the row's offset. No need to use the random rotation setting in the particle settings tab anymore.

>>678094
>Don't sell everything and become a freelance writer.
Dang, I was thinking about writing a tutorial once I got it all figured out too, lol. Looks like I'll have to make my adsense dollars a different way

>>678107
>Good fun but blender fucking hates me for this
Set mipmaps smaller in user preferences. That looks like Eevee, and I'm pretty sure most realtime engines generate mipmaps for noise textures. Right now you're generating a new 4k image (or whatever your gpu defaults to) every time you change a setting in your material. This is just hear say though, I haven't messed with Eevee much.
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>>678137
>>678108

You're an absolute legend. thank you so much.
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trying with no subsurf.
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>>677936
looks like you have some normals/tapology issues with the roof arches
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Material work goes on. A supreme day as well. Spring! Back here tonight so bring your best WIP.
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>>678193
you working on a movie?
whats going on there?
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>>678154
why exactly? That's going to take significantly more time than it needs to be
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Sketching out an outfit for this chick. It is an old character but something about her reminds me ofa a bitchy Sigourney Weaver (which is exactly what I wanted)
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>>678200
not going to finish that. just exercise.
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>>678219
hey fair enough!
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>>678220
it was a little trial in likeness and modeling in general.
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>>678169
Those terms don't really apply to AutoCAD, There was some overlapping geometry there for some reason, i just modeled one quadrant of the roof then made a block and mirrored it in all directions. But there was some leftover scrap there. Either way the ceiling is very much WIP the real ceiling had tons of detail geometry which i still haven't tackled yet. I put up low poly WIP end walls just to see how everything fit up till now. There's some areas which look wrong compared to historical photos, think the entire room is maybe 4 feet too narrow. The corinthian column orders are probably going to be the hardest part to do, especially in autocad which doesn't do mesh/poly modeling and vertex manipulation very well. But i'm convinced that with some ingenuity and planning it can be done, it all depends on the level of detail i'm willing to achieve. Texturing and such i might not even bother with unless i at some time decide to move the model over to 3Ds Max. I might just cut out the individual bricks/stones with rounded edges.
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>>678142
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>>678233
Epic doubles
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>>678023
and another update
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good WIP's btw
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>>678285
>>678193
>>678094
>>677968
What exactly is this supposed to be when it's finished?
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>>678285
lmao I just got it, fuck I am slow
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>>678294
Simply, a set for 3D comics. WIP.
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>>678280
Is it one midget on another's shoulders trying to pretend to be a normal sized person in armor?



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