Back in Color EditionLast thread: >>684282THIS 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/vU7P8VmiIf you’d like to add more links, post them here: >>637415
Working on some kind of Sci-Fi engine/jet thing to be part of a flying car. Right now it's just the main block. I'm trying to get a few interesting focal points on it. It's less about how practical it is and more about the "cool" factor. I'll admit I'm not really the best at it, but I'm chugging along. Any tips or ideas would be appreciated. I'm planning on fleshing out different elements underneath it, and having some tubing and stuff as well.
>>687492Here it is within the context of the car and jets. Right now it's pretty much just shoved in there without really incorporating it into the car, but I'm hoping to have all sorts of sci-fi doo-dads all in that open area in the back. So it's a blend of something smooth up front and industrial in the back.I'm not really liking the little levers that adjust the thrusters either since they're pretty attention grabbing, so I'll probably change those into something more subtle.
Making a kitchen.
>>687515the camera is too high, you should put that on the head height
>>687516It is on my head height.>the camera is too highWait... Are you a manlet?
This is my second attempt sculpting. I couldn't texture paint with 500k verts so I stuck a bogus "cracked soil" texture on it and messed with the nodes. Pretty good, right?>
Following a tutorial for this one.any thoughts?
>>687532>Putting cupboard that lownot OP but calling someone manlett because they figure out there is something wrong with the picture.
>>687518>It is on my head height.So your eyes are at the very top of your head?
>>687527Are you supposed to chamfer everything like that.
>>687545no but it looks nicer when i bake the textures, and i'm don't have a polycount limit.
>>687545I will also end up replacing a lot of these meshes, this is more of a blockout.
>>687516You will never learn.
>>687518the scale of your scene is fucked
>>687553Shut up, creep.
>>687525why were you trying to paint with 500k verts?
>>687558I don't know what I'm doing, of course. The reason is because I gave up on the sculpt and wanted to render it for posterity.
>>687559thats way too big even for a high budget model, especially if its just a bust.
>>687559Retopo it senpai then start texture painting.
New character. No reference and I like it.
>>687663Are you ever going to post a finished character?Everything you ever post are sculpts that are 1/3 done at best. I wanna see something polished from you.
>>687676Soon. I just want to make better faces atm. I know I can do better. It should be pretty easy to do a render in marmoset but I want the hair done in polycards with all the details but last time I did that it took a whole but it was shorter hair. I will do it soon though as soon as I am happy with the faces.
Working on Phos!
>>687705fuck off phossu
>>687699Lookin good, but the material seems a bit off. Like it's made of plastic. Though you could just be going for a matte look. Still doesn't seem quite right enough for matte though.
>>687708What the FUCK did you just say to me
>>687705nicehow are you doing the face?
>>687691You're just stuck, Anon.Try something new. Or try to actually finish something.This idiocy is getting you nowhere fast.
>>687720Well I am trying to paint them now.
>>687733Is that guy still doing North Hollywood game animations?Is it okay if I do the same thing?
>>687733>>687663immanuel kant believed that to know beauty the artist must be disinterested in the subject matter- a starving man will rate any chef 5 stars, a thirsty man will always say the wine tastes great, and horny boys who masturbate too much will post same face bimbo sculpts. Kant calls this an interest or bias, of artists thinking too highly of a piece of works aesthetics, simply because the artist wants to have that thing that is depicted. Maybe if youd sculpt some realistic bell peppers or salamanders your fem waifus would be less uncanny all the time.
>>687715What about it? Topo, material? Just made a pretty standard anime face.
Finished the kitchen. How do you like it now?
i give up
>>687763Not OP. How many times do you masturbate anon? What is too much masturbation?
>>687796your render is exactly what I see every image if I dont wear my glasses.I think the chromatic aberration is getting everything blurry. tune it down.
>>687796nice scene but you're doing everything wrong in terms of post processing
>>687709yeah, I decided to "own" the matte/metallic look in this update.
give me some cool ideas
>>687816Here is a something cool for you, fren.
>>687710taking someone elses model and creating a shader for it and posting it here like you created it is low.
>>687763immanuel kant was a wanker
>>687823more like Immanuel C_nt amirite?
>>687783iirc in the show they used a system with 2D planes for the facial features rather than modeling them. thought you might be recreating that
>>687515I'm making a kitchen too.
>>687763Anon, I...>>687765Nah, that just makes her worse but I think I know what you mean. If I do that, there must also be a smaller gap between her nose and mouth.
>>687733you have done dozens of these and you still can't actually get the nose right?
>>687796Is that shelf/cabinet floating in the back?Are all of them, even the stove on the right side? That's fuckin weird dude.
>>687836I'd say it is a perfectly passable nose. There are many shapes out there.
>>687828Ah, I'm not. I know the effect you mean, though, but that's way beyond my ability.>>687820Excuse me?
>>687844I think this guy >>687763 might be on to something because your work is incredibly unappealing and all looks the same.
>>687850>but that's way beyond my ability.Extracting some polys around the eye area and putting a texture on it is beyond your ability? Are you huffing paint thinner?
>>687844That's no nose.That's a schnoz.
>>687854No, having the facial features skew and deform based on camera angle is beyond my ability. I thought that's what you meant.
>>687835Yeah, I accidentally raised it a little. But my point still stands. Her nostrils resemble a pig snout. Its pointed up way too far. Her eyelids are formed as if around a perfect sphere too. Its very uncanny.
>>687841Yes, they are all floating cabinets on the right side and backside, even the stove. I've put LED Strips to make them cool under them.
>>687908leds are fucking disgusting,take them off, and block all that, its not possible to have a flying kitchen.
>>687844no dude you need to step away for a while, cause all your models have the exact same nose. do something else the rest of the body maybe?
>>687896I still don't get the pig snout thing. Please do a redline.>>687939Although that might be useful I don't want to waste my life by waiting anymore. I want to nail it by struggle because I must do something. I will leave this character as is for now and work on the body. There is still a lot to learn.
>>687942In my experience, it's more efficient to work on a limited set of notably different objects, say one for each day of the week, than to attempt the same type of object every time. Otherwise I get tunnel vision. Changing subject matter allows to come up with different approaches more easily and realize better ways of dealing with previous problems.
>>687926>leds are fucking disgustingBLUE leds are disgusting, I agree. White ones are nice. >its not possible to have a flying kitchen.Not with that attitude.
>learning substance designer>spacebar in graph brings up search>spacebar doesn't also create node>have to manually click the selectionfucking cringetake some fucking notes from autocad
>>687944Thanks. I will try this. I did it before and liked it.
>>687942>Please do a redline>>687765Just compare and contrast the one I already did. Christ.
>>687953You don't seem to understand. But anyway. Here is some new progress.
>>687956I've never seen such a butchered pelvis
>>687908Nail a stove to the wall and tell me how that works out, friend. That's not how kitchens work. That's not how any kitchens work.>inb4 screenshot of real kitchen workingJust imagine all the garbage and food that'll get trapped under there. That'll be a bitch to clean.
>>687957>I've never seen such a butchered pelvisI don't see any blood or body parts. What do you mean?
>>687956Head too big, latisimus dorsi is wrong, arms to short, nose is weird as hell.
Never really made anything in blender before, trying to make tetuso. It's pretty fun
>>687981no (its the right size for the character), yes (I am still learning anatomy and back anatomy is my enemy atm), no (palms are at crotch length), nose is what it is (I actually tried grabbing Scarlett Johansson and Jeniffer Lawrences noses and making a Frankenstein monster).
>>687981btw, thanks for noticing and commenting.
>>687981Nose is weird as hell but head is not wrong size. You probably shouldnt give critique if your advice is gonna steer artists in the wrong direction.
>>687808>>687811Tuned down the dispersion. I think it's better now, indeed.
>>687998better. also what is up with the light leak there?
>>687908>they are all floating cabinets on the right side and backside, even the stove. I've put LED Strips to make them cool under them.holy shit dude, fucking undo all of this, the floating and the LEDs. see>>688003it looks like a huge fuckup, it doesn't add to it.
>>687998bevel the kitchen worktops, both looks too thin, the grill looks weird too and it shouldn't be there because you'll fuck all the glass everytime you cook and you are forced to open the windows because no smoke extractor, the glass looks bad too, some of the assets looks without textures, the floor texture is fucked, ceramic tiles instead of wood would look better there.....
I did these cloth physics in unity with a bunch of capsule colliders
>>688178That "crazy overly-attached girlfriend" look needs to be kept at least as an option at release.
>>688178Meakrob, I want to do this. Did you follow any tutorial in particular?
>>688182theres no trick to it. just make sure your cloth geometry has even polygons and is the right scale in unity. it gets all fucked and strange if the scale is off.>>688179Im gonna try. I have face blindness on my model atm and can only really work on physics and coding right now
>>688200>theres no trick to it. just make sure your cloth geometry has even polygons and is the right scale in unity. it gets all fucked and strange if the scale is off.Thanks man. Always love seeing your work.
A fantasy Castele
>>688259The roof?The window?Something else?
>>688260looks angry as fuck
>>688261>>688261Ok! Now I see it. Thanks.
Working on clothes but without Marvelous or anything similar. I will probably wing it and hurry so I can put it into Unity asap.
Started with folds.
>>688271Is that supposed to be polite cencorship anon? because it kinda looks like a buttplug..
>>688289Naah, its just a black hole.
Trying to learn low poly stuff / 3d in general. Making a gun
Clothing pretty much done.
>>688178I actually really like the character aesthetic, more cute than overly-attached-girlfriend!When are you going to release a tech demo?
>>688299I like the base shape but it actually looks like quite a few poly's, is that just the shading? For instance on the muzzle and parts of the handle
>>688370Look at real roofs.Even though there's no "real" castles that look like this, look at how Disney does the shit. Take a look at the ones they have in their parks, and the ones they have in their movies.Clipping a bunch of cones into some cylinders stopped looking like castles in 1993.
Making a modular berth.
>>688404The handles on the drawers trigger me. Pls delet.
>>688422>>688423Fucking love edges on mecha/exosuit shit. Good shit anon.
>>688422>>688423>>688425Holy shit this is bad ass!
>>688422>>688423>>688425Weirdly aesthetic. At first glance it looks like some new dude who doesn't know how to actually make shit and slammed a bunch of shapes together. But at the same time, you obviously have some artistic knowledge since the visuals are pretty consistent, and proportional. Looking at the details though, you look like you've got knowledge about modelling, but there's something about it that makes it look "easy". Maybe that's just because you can identify exactly how each piece is made. I'm not saying that's bad though. Since it makes it easy to interpret the details rather than a bunch of weird ass kitbashed details. Cuts a neat silhouette too. Looking forward to seeing this textured.Get ready for people bashing it though. It's pretty much a given when something hits a few replies and is more interesting than the normal stuff posted here.
>>688477you are the only posting anything bad about it you Fart Huffer
>>688400The Disney castell are the first paragon for a real medieval castell.
Thoughts about lighting and composition? Made for garry's mod multiplayer
>>688515Comp is tight. Consider no interior light sources. If I were to be slaying zombies in that map then I would take a minute to relax here.
>>688516That's indeed what it's made for! Zombie survival
>>688517The zombies are real, man.
>>688515Looks like a CS:GO map. You're using the slammin' tools?
>>688519Yessir. Ambient occlusion and all
>>688484Read my post again, I didn't post anything bad about it (though reading it again I guess it seems a bit condescending, my bad).What I meant that it was deceptively simple. Like how someone who's really good at skateboarding makes it look really easy.Obviously the dude has artistic skill and knows what he's doing. Everything has a really good structure and volume, and nice focal points. It's got a look about it that makes it easy to digest what's going on with it. Which is a good thing.
>>688496Then take notes from it.And learn to spell "castle".
>>688411The pressed metal handles on the lower pull out drawer, or the bolt on handles on the access panel?
>>688527On the drawers. Like I said.
>>688428>>688451>>688477thanks, i wont be texturing this though, only made it for generating texture for the low poly model
>>687763this. i honestly tired of these same face sluts every month. that guy needs some sex.
>>688531There's only one drawer.
>>688570>>688571I know this is a bit late so just keep it in mind for your next project but all of your secondary forms here are approx the same size so there isn't really a dominant element in the design and it feels kinda repetitive. Also you're missing lots of tertiary detail (which I presume you'll add in shading), but adding form/size/material breakup as well as like more mechanical aspects especially in the joints would make the design more successful.
>>688573based lowercase poster. can't get more retarded than being obsessed and posting shit on each of the guys models.
>>688404everything looks molten. pay attention to how many bevels you need to round corners by keep the suface flat.
Starting retopo on this young lady, kinda winged her outfit but I'm open to suggestions.
>>687806Most likely he does not at all. He blueballed himself to erectile dysfunction, thus becoming disinterested in the subject matter which in turn granted him some serious artistic gains.
>>688605Made me laugh my ass of a chair.
>>688610How'd you get a donkey to sit on a chair?Moreover, how did you teach it to read?
>>688598Attack on Titan: Links awakening
>>688620Naah, the ass didn't read it. I did. Then I laughed and accidentally pushed it off the chair.
>>688275these folds are the opposite of natural have you EVER seen clothes fold like that horizontally? Not trying to be douchey, just trying to help.
>>688629No offense taken. Thanks for the input. I want to avoid Marvelous Designer because it is clear when you use it on a model. I started with those folds and left them there. There is a good class I downloaded about sculpting clothing but it is a fucking long class. I will have to check it out when I get into more serious stuff. I am still sketching out the look for the character and see what clothing would fit her.
>>688632I have Marvelous Designer and 3D-Coat and I've always maintained that a skilled sculptor will be able to make cloth that looks far better than simulated cloth. At this stage of the game cloth sim is really only about speed. You can bash an outfit out in Marvelous Designer in a couple of minutes that might take you an hour or so to sculpt, but if you're a good sculptor then you'll always get better results doing it by hand. Especially on the fine details. There have been many times I've done a really quick rough build of an outfit in Marvelous designer, then put it into 3D Coat to sculpt in the finer details and then use the 3D Coat sculpt to bake the details onto the Marvelous Designer mesh.
>>688635Thanks anon. I saw a tutorial with that approach and I like it a lot. That is something I will definitely do down the line. Lots more to do.
textured a boot
You would think i'd know how to animate tits having spent a large portion of my time examining them...
>>688656looks more like a skinwalker with that neck movement jesus fucking christexamine anatomy instead of boobs
>>688685I've been slowly moving up the body so the tits are the highest i've gotten. Might move on to the neck and see what this mess looks like all together.
>>688649nice work, wabs
Making a room office this time.
texture almost done
>>687477Sometime in December or January, I attempt to model a cat girl with a shitton of polys (less than 100k with clothes). It's slow, but I screwed the pooch on the rigging department, which in result of weird grotesque CG body horror. Judi didn't deserve this.Months later, I begun redesigning this bunny girl to make it a little more like a bunny than just a grey person with ribbons for ears. Currently, I'm working on the legs, and those arms are shortened after this pic was taken. The obstacle being on how will the legs turned out when I rigged them. The struggle with this is how the upper thighs work out, since that's the one (of several) reason why I kill off the previous one. Suggestions would be nice.
>>688780To give you some detail, here's the mesh.
>>688780what the fuck
Made a low res low poly scene of an old rental shop we used to have to see how well Unreal handles several hundred 32x32 textures. No problems. Gonna make a mall next
>>687527Looking very handsome thus far. >>688299Cool shape, though it's a bit much if you're trying to go for low poly. >>688570>>688571Very handsome as well, I love the base shape, I suggest trying some different colors out to allow for different parts to pop a bit more. Otherwise, this looks quite nice. >>688789Looks very, very good. I'm making an image series to go alongside with an album I recently listened to. This image will correspond with the third song on the album, being the first image to show at the initial approach of the song, "Mobius pt. I", between the times of 6:10 to 6:45. Song: https://youtu.be/91UCifPCLR8?t=360
>>688789Really cute anon. Good job.
>>688780Are you planning to give it rabbit feet that are connected to human thighs?
>>688780Proportions are not working. Judy is 3 and a half heads long. I would go with that even if it's an original character. 4 heads at the most if it's tall.
>>688790thanks, yeah its gonna have different colors
>>688802Actually, that's not Judy Hopps. Judi was a cat girl, and sorry for the confusion. Pic here is Vivi. as reference.>>688795Well, yes. The limbs are actually reused, but I had to cut down the polycount, and change adjust accordingly. Her hands & feet are cut out for the moment since the previous ones are an ugly meshy mess.
>>688736Finished doing the materials. Next time I post it will probably be the finished work.
>>688788This here's Judi... This is how I rigged her.
>>687477I made a mobile game as a team of 1 + occasional freelancers. If you want to, ask me about parts of its development, I'll try to answer.Please try it - it's called (Brave Save)https://play.google.com/store/apps/details?id=com.Whaleride.BraveSaveor iosconstructive criticism welcome! :)
>>687990So youre not making a realistic character, just a meme one where you invent the length and sizes of everything?
wip spelunky inspired. ALready got some XXX on the rock spot and right now working on a mossy rocky material for the rock block. Hows the golden idol looking?
>>688851wip on the mossy rock
>>688844I really like all the low poly artwork, anyhow you should try >>>/vg/258850471 and >>>/vg/259137187 instead
A watch that I made for an exam, only worked on it for a couple of days, for a couple of hours so there are some major flaws
>>688859looks like one of the hour markers is not on its correct place, the 10 one. I dont understand why is the hands, specially the large one is so dark when theres light directly pointing at the clock. The strap color doesnt seem to fit with the watch at least for me and the uvs are fucked up, you can see the texture expanding. The model is nice and simple, cartoonish, reminds me of tf2
Remember to oil everything that moves. Still, i'm not happy with any of these two materials. I thought i could just add some grainy grease, but so far i've only got these surface imperfections.
>>688835Finished work. Feel like it's my best so far.
>>689008Seems too dark. I'd increase the GI strength a bit. Also try to get rid of the denoising artifacts, they are quite distracting on uniform surfaces.
>>689009Here is the room post processed. Much brighter now, right?> Also try to get rid of the denoising artifacts, they are quite distracting on uniform surfaces.In this case, they are not artifacts. They are normal I've put on those surfaces to simulate imperfections.
so im working on some Saya no Uta fanart and i thought it'd be a good idea to get some feedback from here before i finalize it
>>689022The highlights are compressed too much IMO. Especially at the window and its proximity, it could benefit from more brightness. Overall levels are better, I think.By denoising artifacts I mean the "splotches" in dark areas (below the desk, on the drawers at the bottom), are we thinking of the same thing?
>>689034From looking online it looks like she has green hair and a silk dress.
>>688790I think I've seen you before with those two horsemen. You pose your characters really well. Do you ever make animations?
3d board feels like dead.
>>688698You cant have spent that much time on boobs if this is the best you could muster
>>689117dazlets gonna daz
>>689134Game theoryUse the forehead piece to express rank?Regular grey being normal retard, squad leaders having red?
>>689136yes thats the idea, i just havent made the otehr textures yet
>>689139Brilliant, I'm in love with everything about it.I was a little worried about the height of the gun, but the texturing of the rail makes it look a lot better
>>689149Fanta grape>>689134Fanta orange
>>689149Looks like a robot solid snake. I love it
>>689149Damn, Murder Miners 2 going for the Halo Reach aesthetic.
Been working on this character for a while and I need another pair of eyes on it. How is it looking so far? Are there any super glaring issues or anything like that? I've been trying to make it more attractive and more on the sexy side, but it seems to be more "cute" than anything (I'm not saying that it actually is cute or attractive, but that it's leaning more one way than the other). I figure the big eyes are what's making it look that way. I dunno. Any tips would be appreciated.The textures and eyelash/eyebrows are all placeholders for now, so keep that in mind.
>>689208It looks creepy, but I don't know enough about anatomy to tell you why. I think the nose might be too big and the eyes too far apart.
>>689208>How is it looking so far?the eyelids need lot of work, also the hair but less, I don't like the neck neither, it's a good start
>>689208Make cum on her
Not quite done with textures got a few smaller details to add still but is this considered "game-worthy" ?
>>689208looks like a cartoon version of DR.Elliot Reed
>>689245Yeah looks better than most shit, only things that look off are how thin your receiver metal is
I think an irl model would be quite funny
>>689249Greetings from /k/Most slav rifles only have 1mm thick receivers, so he did alright
>>689245>is this considered "game-worthy" ?show wireframe, texture resolution and count
>>689229I figured the nose wast too small, but I can size it down. Eyes do seem a bit far apart though. I'll see what I can do about it. Thanks.>>689231The hair is more or less just a placeholder as well (I had forgot to mention). It was hard looking at a bald model and making it look feminine. Is there anything about the eyelids that you can point out to help? The eyes have been a constant source of trouble for me as I've been doing all sorts of shit to make them look right. What it is about the neck you don't like? The seam in the middle of it is just the result of shitty texturing while I finish up the model. Sorry about asking these questions. This is my first real go at making an entire character. Thanks for the crit.>>689242Well I can't say there won't be eventually.>>689246I can kind of see that. Though I think it's mostly my model's shitty hair.
>>688751very nice.good job supporting the much underappreciated low poly ps1 style graphics
>>689335>the much underappreciated low poly ps1 style graphics>underappreciated really bro
>>689338yes? all that anyone cares about now is that hipster faux-poly stuff that has nothing to do with how old games looked or worked. type lowpoly into youtube and you get a sea of generic faceted landscapes and nothing that could have possibly been in a ps1 game or quake or whatever.
>>689208>Is there anything about the eyelids that you can point out to help?first of all the shape should be something like this>What it is about the neck you don't like? the neck looks squarish,the nose could look better without holes maybe
I'm working on an entry for the Retrogasm game art competition. It's Bruce Willis from Apocalypse for PSX.
>>689360lol.Dont bother.Judges /Leyna/Haz are biased as fuck.last Retrogasm they even mentioned they dont like any hardsurafce/mech stuff.So unless you are making a mainstream stylized female character... dont get your hopes up lol...
Bedroom in progress.
>>689360diehard 6 :apocalypse
>>689352Thanks. I'll see what I can do to make the eyes better. The paintover really helps, so thank you.As far as the nose holes go, I guess they're not really contributing much. Easy enough to just work them into the texture instead.
I made a model to lego converter to work, in houdini. It works with redshift proxies so its really fast but it was quite troublesome to make, and the models arent exactly "possible" i e sometimes theres floating bricks that would only work if they superglued it lol
>>689470Wait a minute, I know you.
>>689462>Lego>Doesn't have the name on the block pinMight as well be some bootleg toy brick
>>689507Cant have the name on the pin m8 im sorryThe job's not for lego officially and since the company doesnt want to risk it, we'll stick to bootleg banbao jinjao pinpaoThe models are uv unwrapped to so if we REAAALLYY wanted we could still do it lol
>>689508>the job's not for lego officially and since the company doesnt want to risk it, we'll stick to bootleg banbao jinjao pinpaoThat's a reasonable concern kek, I thought it was a personal thing rather than a assignment and thus the autism. What is the model and what for anyways?
>>689265there is only one that pool
>>689528Why does he need teeth if he just melts fruit to eat?
>>689161Man, I would love if Murder Miners looked like that.A really good game is hiding behind those shitty visuals.
>>689510This is the side/close up of a converted lego thing from the "boss" character on mixamo lol. That has been my test for animation. We're still planning out what kind of thing to make with it but its gonna be pretty neat, this technique allows for a crazy high number of bricks due to the redshift proxies, and its possible to animate every single one of m. Plus I made sure to extract handy attributes to use like what type of brick is on a given point etc.The whole conversion method was made by me cuz I am the go to houdini guy at the studio, which I am pretty proud of. I think we are gonna be doing alot of morphing type animation stuff and maybe some physics shit, although I don't really hope that'll happen cuz I'd have to scatter actual geometry on the points then :')
>>687515>Making a kitchen.For hobbits?
Working on some interiors. Needs some more texture work but better than expected so far.
>>689479Dont be afraid to say hi sometime! Rules 1 and 2 unless no one else is around irl lmao
>>689617hey, whatchu up to? I just called in sick and I'm having a good time on blender at home right now.
>>689619Gettin sick is a perfect time to focus on projects.Any ideas or you just messin about?I just finished up some commission work, so I can finally continue with that eldrazi theme. Thinkin im gunna try to recreate this scene.Workin on the landscape in zBrush rn since I already have a bunch of layered-bone substances designed.
>>689625Heres a test of that substance.Comes out lookin funny on the grass.
>>689625Hold up a sec, I just caught up on the conversation. I had a look at your previous muscle monster and I'm intrigued by its design. It looks very similar to the eldrazi theme you've brought up before. On closer inspection, it looks like the image you've posted on your previous reply, doesn't have any legs at all and its just a big silly fish. Then yours would be some kind of evolution of that thing. Maybe you could go for the same style as in the painting, but pose your model in a desert scenario. This would indicate to the viewer that the organism has moved beyond the need for water.
Wanted to try and do some organic stuff for a chance.
Trying out a hip sway motion. Still not sure what to do about this neck though.
>>689528>>689533All done. Blender 2.8 is pretty amazing. you can see your final render in 2 seconds whihc makes adjustments so much quicker!
>>689697Nice try Mr. Roosendaal
Hey guys how would you model something like this? Would you use Zbrush?
>>689732Yeah zbrush can do that stuff prettt well, you can instance things along a curve you draw on the surface. I like to use houdini for that sorta stuff but it doesnt handle hi res stuff as well as zbrush does ofcourse, unless you resort to instancing which can be a pain and needlessly complicated for a fucking chair
>>689732Re-read the OP.
>>688178Hey man are you using HDRP? Maybe it's the compression, but this looks great.
>>689732Yes Zbrush would be perfect for this
>>688259That face you make when your body clips through your hat.
>>688425Very Surge-like model, nice
>>689732Can't people model anymore?What's this sculpting fagotry?
>>689862Well eehm, bein able to draw curves on models is nice. I make small little tools for that in houdini all the time when I model things, but zbrush is also viable. Also doing things like paneling for robots and machinery or making multi layered things that need to fit over something is nice to do in zbrush.
>>689862If it's good enough for Michelangelo, it's good enough for you.
finished giving her hair
Where's the pussy?
>>689945There ain't no pussy here, sucka.
>>689944Is the hair one piece. Looks good.
>>689950the hair is made out of a bunch of paths that have a circle and bezier curve to it.
The arms should swing opposite of the legs.
>>689991thats right, a little girl
>>690002what the fuck
One of my new super uber amazing character sculpts. Yaaah!
And another one.
>>690002>a little girlShe's buff for a little girl. Is she the pedo crusher, the hero we need?
>>690017she might be, she got sharp teeth for mauling
>>690007Where's his adams apple lol, is he a basedboy or trans or something lolGreat work either way! >>690014Something about the ears seems a bit off to me, a bit too much C shaped. The nostrils also point forward a little bit too much, don't you think?
Doing a hell scene inspired by Doom 1 and Diablo 1. First few hours of progress. Image on the right is a block-out of the scene, image in the left is a modular piece nearing completion.
>>690031I dunno. His Adam's apple seems fine. Just to show from a good angle.
>>689862I'm not sure. I haven't touched 3d in a year, kinda forgotten the best approach to these things. Ive also forgotten how to texture, its literally just substance painter presets can't get away with it much longer.
Before I start with the ears, I was wondering if the edges at the back of the head are becoming too dense and should be moved upward to spread them out, or if they're fine as is?
>>690070whats up with those long necks?
>>690094No if you took them away it would look too blocky.
>>690114It is actually a normal base head but as I carve and shape it, it gets smaller and smaller. It is like carving stone. I don't really care for the crappy neck length at this point because I will have to adjust it later when I project the face onto my topo-ed body that I use as template for all models (males still have to create proper topo for genitals). So I now that the heads and try to draw what kind of hair and beards would suit them, etc.
>>690045Made a floor, but I think I'm going to redo it. The seams between the boards are too large and uniform. Debating between staying with wood, or going with cobblestone of some sort. Also working on a blood material. Still needs work. It's using noise right now, but the idea is that I can make a bunch of splats in proper image editing software and use them with the shader.
>>690103have you considered just texturing a plane for the ground instead of an array of cubes?
I really love doing makeup on the female characters. I feel like I could get a hang of it.
Any advice for beginners interested in low poly in particular?
>>690171you've made good progress anon nice job
>>690182Don't shy away from high poly hard surface. If you do high-poly first, you'll have a better idea of where you can cut out polys, understand proper topology (the flow of polygons) better, and be able to apply standard workflows to the specific thing you want. One key tip in hard surface is to keep your topo as simple as possible for as long as possible. Knowing how to do this can only help in your pursuit of low poly. Keep doing your low poly, but it would be wise to spend a considerable amount of time doing high poly hard-surface. You could even use your high-poly models to create textures for your low poly model (see: retopologizing). For tutorials, CGCookie has a monthly subscription, but there's a lot of good stuff there. I like it.Most of all, have fun with it. Don't grind out high poly practice if you're not in the mood.
>>688598So generic it hurts
>>688859What kind of exam, holy shit... I hope that's not at any 3d school. This is a 10 min job for a beginner
Made Mary Jane look more youthful, spoderman's request
>>690206perfect for the industry
>>690002>little girl>looks like a body building boynothing about this says female
>>690225and thats the point, shes female but that doesnt mean she has to be petite and helpless
>>688789>several hundred 32x32 texturesseveral hundred draw calls, cancer.
>>690247Despite that there is nothing really taxing in that scene
>>690250Maybe not in such a small scene, but on the long run it will definitely cause some issues. Why not grouping 256 of those 32px textures in a single 512px texture? Resolution will stay the same, and it will look and feel the exact same, but saving the CPU thousands of draw calls.Developers who don't care about the technical performance of their games are destined to fail.
Doing some bullshit
>>690262wtf did you take the arms of a man and put them on a woman? fucking hideous
>>690264Too much woman to handle eh?
>>690265More like too much testosterone, mate.
>>690265Not >>690264 anon but he is 0.3% right. Make it somewhat attractive.>Too much woman to handle eh?Sounds like you are trying hard to defend your opinion. What you should do instead is own it. If a woman is THAT strong that she looks like a man, she has obviously surpassed any goal to keep her feminine beauty and has dedicated her body to become a war machine. The look literally writes the character if you have enough insight to explain it. You don't need to justify it. She is a fucking woman who wants to be badass probably because she had a good male role model (probably Colonel Father) or she grew up in an abusive environment and learned to become the alpha. But the second idea doesn't work because she has no femininity and endeavors to look like a man - her role model. If she had to survive, any woman would realize she has a great asset in manipulating people with her looks. She looks practical, now build her up. She is also a cliche but I have dated and have friends who are total cliches. Nothing wrong with that. Sometimes simple is a lot, look at the most popular assassin spy James Bond.
>>690265i like me some buff mommys, but thats a tiny bit too much
>>690271I am not trying to be a dick, but literally what makes you think I'm going to read any of that?I mean what the fuck
>>690262I am >>690271 anon. Also notices she has bumpy skin which only happens when someone has goosebumps. The body is ok but just sort her face out a bit. She doesn't have to look so raw unless she is a villain. You also want to give the characters that mental definition and play with it. Her face is pretty hard so she is probably a merc, possibly a bad one. But sometimes nice looking girls like Harley Quinn are total nuttbags and manipulating bitches. So she might even be a good guy but that picture doesn't say much.
>>690276If you ever read a book, this should be a piece of cake. Especially because it is priceless information.
>>690279you are a little full of yourself
>>690276Also because I AM THE GODDAMN BATMAN!
>>690281Mr. A. Non. You ar on fur cahn. Pluhseleave a cooming t to pm y post pleale.
>>690283lol. guy walks into a 4chan thread and wants to have a serious conversation.
what do you think ?
>>690287What's with the terrible plasticky material on arms-chest-lower legs. Also pouches are totally impractical. You literally blocked access to mags by that big pouch. Shit design. My advice is to age her up (she looks gimmicky), learn why people have pouches, how to hold a knife properly (the THUMB, the THUMB is for pushing), her rig would fall off her shoulders because it is not strapped in tightly to her small shoulders and her face conveys confusion - Am I angry?
>>690287Only slasher horror idiots hold the knife like that. Check google for images on how to hold knife properly backwards. That is only good for surface stabbing and no real damage.
>>690287I don't like the neck and the chest but great character
>>690287Character design is shit and the lighting is worse
>>688259Lawd it looks like a Space Marine
>>690287i really like the arm armor anon, tho i have to agree that the throat is a bit too wide
>>689944Everything seems great except the face.
>>690271anon I read all of that and I understand you want to empower women and that's great but I think you're missing the point. Take a look at women in professional sports and you can see that your anatomy is fucked in comparison. Look at real references and keep going you got this for example something random I found online:https://www.youtube.com/watch?v=b5Kwg9sBkmE
>>690368yeah I'm sure womyn feel really empowered by some neckbeard's homoerotic fapbait
>>690368post ur anatomy sculpt faggot
>>690368You got me wrong. I am MGTOW. So take that as you will. It also allows me to think without attachment and in many lanes of thought. Just trying to give anon some pointers on how to make stuff interesting.
>>690385the best way is to lead by example, so... post something you've done?
Whats wrong with this render
>>690387No. I don't ask you to follow me. I ask you to follow common sense.
>>690357her eyes are that sharp, i understand that the transition to 3d is difficult. but i wanna stay as close to my drawing as possible
face texturing done
>>690395The first issue is that the building appears to be from the middle east. Also the exterior of the building is glowing. It's night time but the lights aren't casting... light. And no shadows.
>>690404What? Why are you so arrogant for somebody who doesn't even produce anything?