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File: WIPLAZY.jpg (285 KB, 1500x882)
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Zero effort edition

Last thread: >>681907

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 (embed)
If you’d like to add more links, post them here: >>637415
>>
>>684282
tyty
>>
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now to rig her
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holy shit, arnold's noice denoiser is so good.
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>>684282
I wouldn't call it lazy. I would sum it up to your computers primary purpose is for relief of another kind.
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working on some boots for practice. The laces are a lot more difficult than I first thought
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Im a beginner and Im gonna start by making 3-4 yugioh monsters and posting them on artstation. Hopefully I'll land a job before the year ends... r-right?
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>>684383
if you show up everyday for a year without getting discouraged everything will be daijoubu
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Could somebody tell me how rigging is considered by so many anons here as a skill or its own beast, even ?
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>>684383

Who will you be applying to. You would be better off copying existing games like fortnite style, phone style, realistic military etc.
>>
>>684387
Have you ever tried it?
A rig is like a program, it can get very, very complex. The sky is the limit. Learning curve is steep.
Not only does a rigger has to know the technical side of it, knowledge about animation,topology and anatomy is also a must.
The overlap of math/programming and art is not something everybody can do. People who are really good with both are rare, therefore highly sought after.
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>>684377
Is the fotprint made with boolean?
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Finished the mermaid scene just in time for #mermay to end, would post sketchfab but 4chan hates those links
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>>684424
https://www.youtube.com/watch?v=LS1xvc5kKyo
He probably just followed this video.
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>>684402
I have no idea, but I figured my first job should be in a smaller, less demanding company to get the hang of the work rythm in the industry. That and most big companies ask for minimum 3 years experience. If I can avoid it I'd rather not copy popular artstyles and instead do sets of what I like, it will be easier to stay motivated. I'm planning on taking inspiration from things with different artstyles to show that I can adapt to what a company wants. After Im done with yugioh Im gonna do a few Binding of Isaac monsters, then if I feel I'm good enough I'll do some realistic monsters and so on.
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Some dumb boring arcade.
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>baby's first render
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>>684459

Sprinkles dont penetrate plate like they are supposed to 0/10.
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>>684457
Those ball tops are way too friggin tall, it's really sprinkling my donuts.
>>
>>684462
I have tall hands
>>
>>684463
If you wanna manhandle your sticks from the sides instead of gripping the ball consider using bat top joysticks
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>>684427
That's some really great comp anon. You got an artstation or instagram or something to follow?
>>
>>684449
Most junior positions just require a degree in a relevant field (3d, Graphic Design, Art Studio, etc.). Sometimes not even that, just a degree. Obviously you'd need a decent portfolio to show you know what you're doing, but they're not expecting groundbreaking stuff.
You won't be working on AAA games, but you'll be getting that work experience to move on to them. I'm sure there's a good amount of openings as well since it's probably a revolving door to bigger and more lucrative positions.
>>
>>684383
Piggybacking off this post, how much practice does it take to become employable? I see some people saying they got into the industry with just a year or two of practice, and others who have been working for many years and aren't a professional yet (though they might just not want to be a professional).
>>
>>684424
booltool deformed with a lattice. You have the right idea

>>684430
i'll give that video a watch but i'm just doing practice to learn blender. Will probably add detail in zbrush though
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>>684477
It's a shitty thing to say, but it really matters on who you know.
You can be pretty mediocre, but if you've got some connections or you network you can probably land a job. The reason you see a lot of people wanting a flawless portfolio is because they don't have those connections, so they try to bruteforce it by being really good. That's part of why school is important, because you can network with others in the same field, and have a greater chance of bumping elbows with people in the industry.
Most employers aren't just looking for someone that's super good. They're looking for someone they can get along with and won't have trouble picking up their workflow. As long as you seem proficient enough and likeable, it doesn't matter if your work is shittier than some dude on Artstation with 30k followers. You've got the job, and he's still sticking out his thumb.

So basically, be the best you can be, but also try and interact with people and make friends. Maybe one of them can put in a good word for you.
>>
>>684477
This is something where "talent" plays a bit of a role, as does conscientiousness as well as general IQ. It might take some people 1-2 years, some people 4 years of art school, some even longer. Prior artistic skill will speed up your learning process. Unless you're a complete brainlet you can get a job if you are willing to grind and get good.
>>
>>684529
Is there any way to build a network without going to school? I want to focus on game assets and make mods at some point, if I were to network with very skilled modders who were on their way to the industry could that work?
>>684531
How long should grinding be? I've been doing at least 1-2 hours a day for the past month without any structured schedule, could get more by using a strict routine instead of whenever I feel like it.
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I got her hair properly modeled and made some cute glasses that I'm particularly proud of.

I also attempted to make shape key that changed the breast shape w/ w/o the shitty temp. bra I made. At least I like how the boobs look in it.
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>>684414
>Not only does a rigger has to know the technical side of it, knowledge about animation,topology and anatomy is also a must.

That's what my question meant. Why some the anons here 'treat' as its own beast, when the results depends fully on the afforts you have had put into pre planing and geometry modeling ?I would never treat rigging as a separate field or even its own section in development. Its just born withing model and animation.

I should just accept this way of amateur talk and move on. It pisses me off way to much.
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>>684538
that's some impressive dunning kruger levels you got there
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>>684534
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>>684555
Saw this one coming.
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>>684539
I'm asking that question BECAUSE.I.AM. experienced beyond most of you anons here.
What would you even know about my level. You didn't even bother answering or saying something constructive, even.
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>>684583
Hey, I remember making that image. I think the thread was about Donkey Kong or some shit.

>>684532
Is there any way to build a network without going to school?
Same way as anyone else builds a network. Talk to people. Put your work out there on places like Artstation, interact with other people, maybe play remora and latch on to someone in the industry. Maybe branch out to other 3d forums (a lot of people in the industry hangs out on Polycount), you're not going to get lucky here at /3/. This place is just for shitposting about doughnuts under the guise that some of us are actually doing something productive.
There's a finite amount of jobs out there, not everyone is going to get them, even if you're skilled. What's important is to avail yourself of every opportunity you can muster. It's half luck, and half being proactive. Being a capable and skilled artist will help as well obviously. There's no perfect solution to landing a job, just put yourself out there and put in the work so you can actually work.
>>
>>684538
hey fag, go rig something yourself without resorting to autorigs and other shit, then open your mouth
>>
The model is mostly rigged and I'm still weight painting. I know there's a big fault with the shoulder but the hip/ass area is deforming somewhat nicely. Gotta add jiggle bones to the ass and thighs.
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>>684626
fucking forgot to upload the image
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>>684309
Maybe you could add some colors to your shadows and reflected light?
https://yokoboo.tumblr.com/post/138358905112/shading-colour-tips some quick insight.
https://stylized3d.80.lv/ a lot of elaborate info.
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>>684387
anything is hard when it's soul suckingly boring
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>>684583
If you were that experienced you wouldn't be asking why is it that "some" people consider rigging a field of expertise in its own right, seeking only to validate your assumption that rigging "depends fully on the afforts you have had put into pre planing and geometry modeling" (>>684538).
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Trying to make a stupidly simple game
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>>684627
why does everyone always come here with porn
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>>684648
Because if you make non-depraved content there are several communities out there for you.
Who'd in their right mind would drag their stuff in front of a hostile and insecure audience that is just gonna shit on it
when you can civilized input from fellow content creators that don't hide behind anonymity?
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If I'm trying to learn to sculpt the anatomies, do I really have to draw all the time?
I did this in a few hours from references and I can't really draw for shit
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>>684656
The fact you can't draw goes without saying because that torso looks like shit
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>>684648
I think a lot of people aren't aware /aco/ exists. They'd honestly be happier there.
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>>684656

If you can sculpt like that you should be able to draw. Sure you're not just tracing shapes there?
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>>684660
I mean, you could probably count that as 3d tracing lol
I followed it as closely as I could from the front and side views...
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>>684656
You dont "need" to know how to draw to sculpt, but being able to mix and match your ideas fast before actually starting helps. That torso looks ok from an stylized point of view, but if you were going for realism this is an utter failure. Try this book https://www.deviantart.com/artsycosmicdreamer/art/Anatomy-for-Sculptors-PDF-download-778634099
>>
eh HEH HEH
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>>684583
Stop hiding behind the Dunning-Kruger, faggot. That whole study, and the results are hilariously paradoxical. Dunning and Kruger shit the bed with their graphical representation, interpreted the data wrong, and then promoted a theory that was incorrect. Now there are people, pompous, not unlike yourself parading it around like its somehow meaningful, casting you into the paradox as well.

https://scholarcommons.usf.edu/numeracy/vol10/iss1/art4/
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I spent way too much time on this crappy grandstand, at least its done.

Not proud of this at all honestly, don't even know if I can put it on artstation. At least I can move onto other things.
>>
Been awhile everyone. Im making latina from uchinoko. Just done with the shoes. After this model ill be probably making dale next.

[spoiler]its been awhile bros. I think i havent done art in 2 months after my raphtalia and naofumi model. [/spoiler]
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>>684681
and i forgot again that spoilers dont work here.
cont.

Have a good day everyone and good progress.
Might post later again. I think ill have a hard time doing the hair since i havent done pom-pom twintails and i have a hard time doing short hairs.
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>>684662
Post refference. Im eager to see that upper abs.
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File: Webp.net-gifmaker (2).gif (2.79 MB, 509x706)
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finished 360
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>>684682
what is that head ahahah, ayyy lmaoo
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>>684690
ew that is not how muscles work dude, looks like a fucking old ass bitch with saggy skin
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>>684695
now this is just rude anon, how about you stick that rudeness up your ass and produce better stuff
>>
>>684680
Put it on marketplaces at a competitive price, I bet it would sell a few copies at least
>>
Working on a bar render for a friend who wants to hang it in his lounge.
Never really did much 3d so this is a learning experience for me. I don't like how it looks so fake and clean.
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>>684704
>I don't like how it looks so fake and clean.
Dirty it up. By texturing, I mean. Pic related, you could use that sort of texture in different channels (esp. roughness), subtly, to make the glass more realistic.

By the way, you are using glass, you will need to show some caustics to make it more realistic. Those are notably difficult for Cycles to cleanly resolve, however.
>>
Front hair part done today.
Doing other parts of the hair tomorrow.
Kinda dont like it though. But keeping it tomorrow and see how it looks in the "final" I might still change it.

>>684694
well.
--
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>>684690
Back muscles are wrong. I mean, you got them defined but they don't really protrude backwards between the shoulder blades. Keep working on it and saturate yourself with some animu figurine inspiration.
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>>684427
Getting back to schedule making more medieval weapons, i want some 60-80 of these and sell them in asset stores. Some viking swords this time and an older battle axe i fixed the leather wrap and handle for, and a new one from tonight (the darker one). What you guys think? would this be something that could sell even marginally well? All ofc optimized for game engine use.
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>>684755
Mordhau is fucking huge right now, there might be a surge of medieval melee asset flip games in the coming months like what happened for battle royale games. Go for it, what's the worst that could happen?
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>>684761
Do third-worlders like you have any concept of doing your own work? Is this what things are now? You ripping off anothers' work off for profit ad nauseam, ad infinitum?
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>>684762
It's not really ripping anything off, you already started making these before Mordhau became a big thing, this is just more reason to finish and release them.
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>>684761
>>684764
Yeah youre right, Mordhau is huge now, propably wont be a better time to crank these out, unless the next KCD comes out.

>>684762
Not me, disregard the obvious troll
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>>684749
that i can agree on, next model will have better musculatur
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>>684794
Any Mordhau-inspired/ripoff games are also going to have instruments, since everybody loves the lute. You could try making stuff like the recorder or hurdy gurdy.
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>>684714
>>684682
>>684681
cont.
Done with the hair now. Next is the ribbon, hands and a simple ear.

Im quite happy how the twintails turned out. Got some inspiration in sketchfab. I know its not the best but its a new step for me.
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>>684810
cont.
Gonna do some workouts and eat dinner anons.
Do not forget to eat. Also have a good progress everyone.
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>>684810
Fuggg anon. This just motivated me to make soft core loli pr0n.
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>>684710
Man I had no idea all this shit even existed, complicated but I like it.
Makes a world of difference.
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>>684811
that looks really flat, especially around the skirt do a 3/4 shot
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>>684828
Sorry to admit this but i've been doing 3D modelling and i still understand those things. Care to explain? Also if it can be included with a picture
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>>684829
wot? do you not know what a 3/4 view is? that has nothing to do with 3D its just a viewing angle. its just half way between a side and front shot
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>>684829

He means scale it front and back to make it look bigger as it looks thin.
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>>684828
>>684829
>>684835
much better?
I kinda did it flat because i think the anime references might be giving me some kind of false realistic scale.
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>>684798
actually not a bad idea, i have a long goal plan to build a game ready medieval scene in UE4, so propably should include some instruments.

Daggers from tonight
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>>684843
not quite a 3/4(just google it dude) but i can see it a little better, you are missing a bit of definition on the arms, add one more loop to make it more round
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>>684847
How long does it take you to do each of these? I haven't done any medieval weapons, but that seems crazy fast compared to how fast I usually work.
>>
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It's finally done even if it's rougher than I'd like in some parts. I never want to see an Aston Model 1842 again.
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>>684879
Havent really kept time, started off by taking few hours per weapon, now i think it takes around 2 hours at most depending on the complexity, since the more i make the more parts i have to cannibalize from, say, like the pommels, cross guards and blades on the daggers are taken from longsword models i made, only resized proportions to fit to a dagger. All the materials i have made in advance so only needs some small tweaks to get the variation i need.
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>>684282
started learning how to do modeling recently, zero experience. I made a box. I think it looks neat. Textures are still a mystery to me though.
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>>684377
dude it's literally a circle extruded along a path with adjusted thickness and path quality
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>>684925
Starting to model myself as well, I think I am doing it right?

Wish there was some easy way to just "mesh" these two together to get one ass.
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>>684927
Well, "starting" is wrong, I occasionally obsess over something I've been wanting to build off and on for a while, slowly getting better is more like it. My work from a week ago.
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>>684925
Cute box.

Maces for everyone
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>>684911

Looking at reference the wood should be darker and less grain. The gold pieces should be thicker and there should be more chip damage on all the metal. The gold bit on the handle needs to be seperated more and indented on the edges too.
>>
>>684932
That's some nice wear you got there.
>>
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back, my internet died for 5 days so I finally attempted to do a character in the downtime. Also attempted to model an ak47 completely from memory since I had no access to reference material
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>>684937
alt render. r8?
>>
Hands tomorrow. Probably some flat color shading too. Added some ribbons for the day and did (kinda) what >>684851 said.
Added one more loop for the arms and skirt to make it detailed. (It fixed the awkwardness on the skirt anon. Thanks for this advice!)

Front.
>>
>>684943
cont.
Side-ish
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>>684943
>>684944(fucked up)
cont.
Side-ish
>>
>>684945
cont. Last one
Back.
--
Kinda like how the ribbon turned out.
Gotta go sleep now anons. Have a good progress today.
>>
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>>684927
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>use marking menus
>feel like a wizard

this is why i can't switch to anything else
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Got the low poly models done and unwrapped. Hoping to get the normals baked before I go home for the summer and have to work from my laptop
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>>684932
Kind of a weird thing to ask but I may as well do it here instead of a new thread. Anyone know if 3d printers are good enough to pick up dents and scratches like that? I'm looking to 3d print some weapons for wargaming miniatures, so they'd be very small, but I don't want to bother if I can only do really low detail stuff.
>>
>>684955
when I first switched from blendler to maya I only used hotkeys and ignored marking menus. I've only recently started incorporating them into my workflow and its quite nice for things that don't necessitate a hotkey.
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>>684459
Nice. Made the same thing a today.
Ganbatte
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>>684697
It is rudeness, and anon could have put in a nicer way, but he is kinda right y'know. Study some more anatomy and I'm pretty sure it'll get even better. Seems pretty legit
>>
>>684819
Go for it. Ganbatte
>>
>>684961
>>684968
why do you put that at the end of your posts?
>>
Working on my textures for this guy. I'm struggling with the shirt texture though. It doesn't quite read as cotton/camlet fabric.

Any crit?
>>
>>684933
The textures are just cc0 placeholders, I'm not going to tweak those to be better. There's actually no surface underneath the circular part of the gold bit, I went with that method to reduce polygon count, so separating it would expose that. If I did the workflow properly and made a high poly I'd definitely need to separate that though. Indenting the edges can be done in a few seconds with the bevel tool, I'll do that.
>>
>>684955
based, I wish there was a standalone application that you could incorporate into other 3d packages to simulate keypresses and stuff since pie menus aren't the same thing
>>
>>684640
>>684538
>Afforts
It's "efforts"
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This is the first thing I've ever modeled in 3D, /3/ how did I do, any advice?
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>>685044
Good keep going. You're not finished yet. For a model like this you have the basic shape done now you just have to spend hours autistically adding details. Booleans, bevels, more booleans, extrusions, split your mesh into separate pieces, mirror detail, mirror mirrored details, array pieces, add more asymmetry, and on and on and on until you're sick of it. The good news is you can't really do a walker robot wrong, its all made up details from google images, so if you just put in more hours at the desk you will get a cool result.
>>
>>685047
Thanks for the response anon, I'm struggling to find a direct path from here in learning the skills. I want to try and wrap a texture around my model, which I'll try and create. What key searches should I be looking for to learn to do this?
>>
>>685048
(not the anon you're replying to) The sort of surface details you're looking for are called greebles, there's probably plenty of tutorials explaining different methods of making them since they're so common in all sorts of hard surface modeling. If you want the most direct path possible, you could consider trying a paid course.
>>
>>685049
Yeah I have no issue with paying for resources if I can find a good place to find them. I'm looking more to create a texture and wrap it around the model itself. Like a PS1 game. Any advice on what to look for?
>>
>>685051
Learn how to UV unwrap your model.

It might be easier doing PS1 style textures in plain old Photoshop, but look into substance painter anyway since you'll have to learn it at some point.
>>
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>>684932
Made a hitty and splitty thing. Today was a bit slow, hopefully get more done tomorrow.
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>>684234
>>
>>684971

Diagonal line micro texture and construction lines on the collar and edges maybe.
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>>684971
Shirt is too thick, and like anon said it could use some stitching. I'd go for a harder collar than that, too.
>>
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For a hentai VN.
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added some more details
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Here is a polynian toy girl I started to model.
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>>685106
Cute details.
Fix that clipping at the top though.
>>
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>>685079
Made a morning warmup stabby, 2 hours.
>>
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>>685122
From a nicer angle
>>
Almost done bros. This is with blenders AO on for the depth. Gonna texture the AO later.
>>
>>685125
cont. Back
>>
>>685126
Face wireframe.

Gonna do some exercise. Im kinda beat from seating.
Have a good progress day again everyone!
>>
>>685127
those triangles on the nose are unnecessary, atleast for the top of the nose, they dont do anything. the bottom ones atleast have a new vertex to add more form. also the textures look pretty bad, you shouldnt have the eye texture curving like that. itsl ike you did't plan this through on where your textures will be. and why are you using AO? it only works if you bake it, and continue painting on top of it. lastely that hair mesh look like planes, dont use planes for this type of hair, planes are only good for hair if its layers of them and have an opacity map. if its animu you would be better off with polys since they are easier to paint on since they describe form better.
>>
>>685163
Not him but without that the quad could triangulate wrong. That's the nature of quads and why tris are needed for low poly especially.
also literally scroll up you can see the way he modeled the hair.

Your technical understanding is lacking
>>
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trying something spicy
>>
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Finally finisshed this dude
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>>685197
>>
>>685205

the planets atmosphere is too bright, or at least shouldnt be as bright on the shadow side. from the thumbnail I thought it was a cup of coffee from the topdown view.
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>>685212
Thanks. Yeah, I'm not really sure how I'm gonna fix it since I'm using a fresnel mixed with an emission shader. maybe a light path on the factor of another mix shader node?
>>
>>685213
Clouds and stars look like they're made of confetti.
Asteroids look like literal shit. As in they look like feces. Like those ones that float.
>>
>>685218
Yeah I agree. you would not believe how difficult it is to find a decently high res nebula hdri. honestly figured they'd be all over the place
>>
>>685196
>Not him but without that the quad could triangulate wrong
I use 3DS Max and i dont have to triangulate shit to fix the direction of the quad. Max lets you change the direction without drawing an edge so fuck off faggot. and it looked like shitty planes not polys other than the twintails, Im talking about the fucking fringe, dumb faggot.
>>
>>685221
>>685196
further more when you export to painting programs the model needs to be triangulated entirely so just doing one area is not going to do jack shit. once you finish texturing it you can put the texture back on in your 3D program and export the model again, and this time you can toggle off the preserve edge orientation so that it doeskin trangulate when you upload to sketchfab or marmoset, idiot.
>>
>>685221
>>685222

You still should have realized immediately the purpose of splitting a quad in low poly.
It's pretty much something done in low poly since the beginning. It's quick and easy And you can see what you're working on better when you have the wireframe up.
You should think about things before You post there's absolutely nothing wrong with him doing that the way he did.

Moving on I have to wonder how you would think that using planes for hair is not appropriate for low poly hair? The model doesn't appear to have that if you scroll up to the hair wireframe, but the question stands.
>>
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>>685127
Ah. I added those triangles because of the deformation problem as >>685196 said and pic related. Also the textures are (kinda) traced from the anime reference but i know myself im quite a newbie in texturing since some of you guys export your models to painting tools and i do it in blender (which i feel like lacking some tools to use from). I also admit myself that i have a bias against tris because i got used into using quads, but i use them from time to time.
>>
>>685163
>>685237
Also here are the hair wireframes.

>>685222
I blame my texturing. I cant get a grasp of shading to put some depth
.
It would be really helpful if you guys can give me some texture painting software since im really new in that part.
>>
>>685220
Gotta make your own pretty much. Or maybe fly around in that one space game with the procedural universes and shit for a bit.
Or just use NASA images, for the most part they fall under public domain, though you might check just in case.
>>
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This is the closest you can view characters in my game. How many tris/polys should I aim for when providing specs for modellers? I want to have as few as possible ofc.
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Kriegsmesser from today, been really looking forward to this one.
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>>685259
The pummel looks like plastic, other than that nice man.
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>>685245
500 oughta be more than enough polygons for anybody
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>>685260
Thanks, went thru the textures once more and did some adjustments to proportions and normals, better?
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>>685266
Ya that's better
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Irish ring hilt sword, a work in progress i had lying in wait for this moment to finish it
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>>685245
Is questions thread a poly?
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>>685238

Painting software. 3d coat, Mari, Substance painter. Bodypaint (depreciated). You can even do 3d shit in photoshop now. Purists will tell you that you cant mix colors tho.
>>
>>685268
>>685266

You have a really quick turnaround time. I'm jelly.
>>
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>>685282
Thanks, im in a rush to finish this project so i can move on to other things. Id call this a broadsword but they never really existed in medieval times, so its a sword.
>>
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>>685106
An update.
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>>685290
These are looking nice anon, I'm guessing you're just recycling a custom material for everything in substance? Only thing I'd add is having brushed metal lines on the edge running perpendicular to the blade, but that's being super anal
>>
>>685292
Thanks, yeah, im using the same premade materials i made when i started this project, only tweaking them for each asset to suit it, same goes with cannibalized parts, like this sword is completely scavenged except for the pommel
>>
>>685292
oh, forgot to say, yeah thats the plan, i most likely will have to tweak a lot of the textures anyway when i get the whole project to its end, when i can see it as a whole, to make everything match.
>>
>>685268
impressive, though those "double groves" thing looks weird
>>
>>684927
are you seriously trying to model a character in sketchup?
>>
>>685296
Thanks, the double fullers were a real thing back then and wanted to try it out, im not a fan myself but hey, more variation?
>>
>>685291
>>685117
>>
>>685291
Is this being rendered with Internal?
>>
File: swords.png (3.32 MB, 2025x1213)
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>>685291
Looks charming, reminds me of those classic point and click mystery games. The foliage looks like its made out of hair, maybe try it with planes and alpha textures?

Todays swords together, went and fixed the proportions on the ring hilt sword to match a proper longsword, and made a third one in the middle.
>>
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The start of some low poly models for a halloween-themed game.
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>>685203
looks good

>>685245
what is this I can't tell
>>
>>685291
>>685106
>>685353
What's a VN and what kind of technique did you use to get it kind of 90s looking if you know what I mean?
>>
>>685362
Thanks for comments.
I use C4D for background pictures and animations. Import characters from poser.
And use Tyrano builder for the VN.
The grass is made from hair. The bush foliage are planes and alpha.
The shadows may be to sharp? Its may be from using plain ray tracing.
Then its more finish I render with GI/radiosity.
Maybe the textures have to bright colours?
>>
>>685362
VN is a visual novel I think
>>
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working on this too
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>>685369
cute!
>>
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>>685353
Greatsword to kick off the day
>>
>>685238
Made a scene. Might as well make a game out of it since i modeled latina.

Dont want to obsess about the textures. I could probably do well using some anime shaders.
Im really bad at hardsurface though.
>>
>>685369
Portraying edgy paraphernalia doesn't mean that you can skip your beveling.
>>
>>685383
these look great what are you doing with them?
>>
>>685383
Have you detailed your process in past threads? I'm interested in how you go about making these, because they turn out so well
>>
>>685426
substance painter
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>>685297
Yes?
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>>684580
Would we really be on 4chan without it?
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>>684282
first time sculpting anything pertaining to anatomy, didn't bother with the back or the head, just taking the lessons learnt from this sculpt and moving on. decently satisfied with it though (forearms are undefined though)

what's a better route for learning anatomy? to do quick sculpts like these until i grasp the form or doing longer elaborate sculpts?
>>
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Finished the other side of the killer-bot.
I added some chemical container so that he can gas people. Or use smoke as concealment...whatever works.
And it looks like i fucked up some UVmaps....damn.
I am gonna have to do the feet and the damn ammo-belt, then i am mostly done...
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>>685378
done!
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>>684282
Too lazy to do unwrapping
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>>685481
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>>685482
>Too lazy to do unwrapping
There's literally nothing to it for something like this.
Hell, you could even get away with generated UV's. Finish it.
>>
>>685482

Get unfold 3d or 3d coat.

>>685458

If it's painter you can change the uv's and reimport and it will change the texture automatically.

>>685453

100 hours of fundies staring at pictures in books. Get the scott eaton course.
>>
>>685493
yeah i just need to find the correct project file version. Honestly, applying the same material again is probably faster. I have to do some shuffling with texture sets since my GPU has not enough VRAM to handle all the UDIMs at once.
>>
>>684670
is that a nuclear donut?
>>
how much angle distortion is too much?
its a small wheel on a pushcart so I dont need it to look super good, but I was always curious on how people prefer to unwrap their toruses/tires/wheels/rings
>>
>>685502

That substance painter is becoming a real resource hog. A 20 gig page file on an ssd and giving it gpu priority. I miss the simplicity of Substance painter 1.
>>
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hey so im back and i did more things to waifubait blender here

i redid the hair and did some facial rigging for the first time instead of using shape keys
>>
pushcart01, background prop for middleeastern map in a sourcemod, model is subdivided as such for more even vertex lighting since source lighting is shite
textured this in like 20 mins, what could I do to quickly improve it further other than not making it shit in the first place? I am about to be done with it, just needs LODs and collision model
>>
>>685526
Her eyes look super odd
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>>685531
texture resolution is pretty shitty if you ask me, but i guess there is no more budget for an background asset like this.
>>
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>>685526
bigger lips, bigger nose, match eyebrows to eyeshadow, make eyes more blue-green less blue-purple simple hair to emphasize three spikes, make face less wide, longer neck, show more skin, orange shirt with blue bra
>>
>>685562
so funny....not.
>>
>>685562

Do you even know wtf you are doing?
>>
>>685562
Not even blendlets deserve a hideous beast like that. Apologize anon.
>>
>>685562
dude what the fuck
>>
>>685562
this is what happens if autodesk buys blender
>>
>>685562
Well, the hair is a better translation of the logo.
>>
>>685544
texture is 1024x1024, my viewport is set lower than this actually, looks better when rendered
prop is too clean tho so I will add some weathering to wood and that will be it
>>
>>685562
wow ignore this guy
>>
>>685562
Christ anon, I think you need a doctor. Your sense of taste doesn't seem to be working.
>>
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This is a textured kitbash. It's mapped to a style-transfered texture atlas. The technique's mainly a concept art workflow accelerator.
>>
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>>685605
The benefits of this is that you can rapidly assemble stylized game ready assets/concept art without doing more work than necessary, and also retain consistency throughout your project. You can also swap through texture atlases and update them, giving you more stuff to work with and explore from a conceptual standpoint.
This sort of means that you can focus more on ideas and less on actual execution/busywork.
>>
>>685607
Here's the texture atlas. You assign your shapes and primitives to this and build your models from the primitives.
You don't need to use a style transferred texture atlas though, any textures work. It's highly experimental, but very rewarding.
>>
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>>685609
And the primitives themselves.

Hope someone plays around with this. The one thing i have to mention though is i assemble the pieces in Roblox, which isn't a modeling suite, but a lego-building game-engine thing for kids, but seems to work well for this type of modeling.
>>
>>685605
>>685607
>>685609
Looks horrible. Like really, really bad. Both the models and the texture. Go learn some art fundamentals.
>>
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>>685465
Imma gonna try da animate
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>>685643
didn't realize this was cg at first, good shit
>>
>>685609
Did you just add some blur filters to the cover art of a Need for Speed game? Pretty sure I can still see the ESRB logo and back of a car in one of them.
>>
>>685670
pretty sure those are warps from photogrametry, pretty sure he scanned some miniatures with his phone and called it a day then went on an unsolicited explanation of kitbashing. what a fucking weirdo
>>
>>685670
To me it looks more like the packaging of an NVIDIA card. Who knows tho.
>>
>>685670
Looks like ProStreet to be exact.
The box art is so ingrained into my psyche I can tell it even when it's all fucked up like that.
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>>685691
Forgot the pic.

Also looks like it's been through a neural network or something.
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>>685423
Making an asset pack i can sell, hopefully make an extra buck every now and then, and for portfolio since i want to work as a 3D artist one day

>>685426
No detailed process yet, been only doing this since last fall, and my workflow improves constantly so i dont want to do a tutorial or anything quite yet when theres still so much more to figure out. Thanks!

A bardiche and a 2 hand war whammy, took a different approach with the bardiche than what you often see
>>
>>685777
Dude, don't you already have at least 10 pieces finished?
Put them online and start selling right away. You can always add more packs.
>>
>>685785
I have over 30, the issue is, however, consistency, i want all the assets i sell have similar quality throughout, if i would start selling them in between the project and my quality shifts its not fair for the ones i already sold packs to have them have inferioir products, so i rather have it all finished, then fine tuned to be as consistent as possible so everyone is happy.
>>
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Take a look at my mini-house!
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>>685805
i'm not sure what the electrical diagrams have to do with that architecture right there but it looks cool. Maybe use a building blueprint or something more relevant?
>>
>>685773
wires
>>
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Im gonna fix up this face
>>
>>685861
the hell am I looking at
>>
>>685773
Nice work. Seconding other anon, post wires
>>
>>685862
shit topo clearly
>>
Pro tip:Before picking your nose, apply a mirror modifier to cut the workload in half.
>>
>>685805

It sucks
>>
>>685861

Are people ironically modeling porn stars now.
>>
>>684534
is this for porn
>>
>>685871
you cheeky git have a (You) from me
>>
>>685871
Kek, that's pretty good.
>>
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Marx Landing Craft toy WIP. Next post will have actual photo of it. I guess it's about 60% done.
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>>685933
They normally come with a captain made of red plastic. I'm not using photo references to make model, as I actually own one. Modeling from a physical reference is pretty fun. Not planning to do the bottom and the wheels that it rolls on.
>>
>>685896
Nah. I just wanted to model a nun character of mine. Didn't have time to make clothes yet.
>>
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>>685839
>>685863
not doing that. the discussion about topology is boring.
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>>685947
enjoy unwrapping and rigging with shit topology
>>
>>685953
>enjoy
>unwrapping
>>
>>685953
You didn't even see any topology, the fuck are you talking about?
>>
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>>685947
>discussion
idgaf, i just want to steal your topo for my reference folder. looks good
>>
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>>685861
progress
>>
>>685959
Should have done OG Mudbone if you were going to do a pornstar.
>>
>>685933
are you going to make plastic seams and those small rivets?
>>
>>685959
>all those poles
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>>685953
i have no concerns. topology is ok.
>>
Its been awhile.
Kinda having problems doing the floor texture or "finding" it.
It doesnt look like its hand drawn too. Anyone know where to find textures like these? I tried textures.com and such.
>>
>>686010
wrong image.
>>
>>685974
Rivets: absolutely
Seams and flashing: perhaps
>>
>>685975
>All this autism
>>
Is bsurfaces the way to go for blender retopo?
>>
>>686097
The way to go is to the questions thread.



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