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File: Wip.jpg (1.3 MB, 1500x882)
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Lazy Mustache Edition

Last thread: >>687477

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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>>691424
Just working on weapons for a Bannerlord mod-- when it actually comes out. God do I pray.
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All textured. >>691431
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>>691424
I have made/rigged/simulated this ammo-belt which is a way too fucking complex system of spline joints, twist joints, skinned collider geo and ncloth simulated on top of it.
But its flexible, animatable and 100% stable. Just fucking slow to simulate since the mesh is pretty dense.
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>>691485
That is pretty sexy. I would love to see how it looks animated.
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>>691562
I have the ammo-belt rigged, but the rest of the bot is not, so a real animation has to wait until i am finished.
I have to redo the legs/feets, before i start riggin the rest.

Also, finished the texturing on the belt.
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>>691485
damn brother, looks sick. That cloth looks awesome.
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>>691562
Just finished the patch. I hate graphic design so much.
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finished her
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>>691838
doesn't look finished to me
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>>691485
looks good
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>>691843
what would i have to change/ add in your opinion?
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>>691838

Image too small cant see.
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>>691847
>>
>>691848

I don't know what look you are going for or if it's a certain style so feel free to ignore but here are my observations.

Hair reading like plastic.
No pants seams and grain going in the same direction on both legs and in center.
Jumper image while good is not conforming to the underlying flow and looks tacked on.
Skin reading as flat and no shading for legs or hands. Even with pbr you should have a little tonal variation in the lowground in the diffuse.
I cant see a white highlight in the pupil of the eye.
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>>691848
I think that >>691851 makes fair points-- the materials don't read very well and you shouldn't be afraid to be a bit more detailed and make some lovingly painted textures instead of relying solely on materials. The hair would look nice if you went with a material type on the clothing that works with the skin and hair. There's also a strange shine property in the skin that I noticed on the left hand. Also, please pay attention to the UVs for the bat, as the stretch occurring at the taper is a bit distracting-- likewise the texture on the bat entirely as well. Nice posing though, do enjoy that and I think it's natural and is consistent with the character's (intended?) tone.
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>>691577
>>691844
thank you.
>>
>>691851
>>691893
thanks a lot, i will definitely take a look at what you pointed out
>>
what should I model
>>
>>691914
are you a beginner or veteran?
Hard Surface or organic?
Simple or complex/small or big project?
>>
>>691916
I'm an adequate hard surface guy I think, but I've been trying to get into more character stuff? I wanna do something fun over a week or so.
>>
>>691917
Cyberpunky Cyborg Character is what i would suggest.
Start with a basemesh from Daz or whatever if you want a headstart. Simulate cloth instead of sculpting it. So that you can concentrate on the relevant parts (cyborg limbs, face, etc.)
You could easily do it in a week if you work cleverly.
Also as an difficulty modifier you could go for an stylized or even cell shaded look like the recent artwork for Cyberpunk 2077.
>>
WIP
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Almost done with all the character models. This will be a fun short video. Chicken Run x Play Dirty is the theme I've set for myself. I wanted to do Aardman style faces for the characters, but I don't think I'd have much fun setting up sculpted shape keys -> normal bake -> setting up sequencer normals in UE4. It would look sick, but I would much prefer to have two other people helping me if I was doing that claymation look.
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Viewport render of a little animation loop I've been working on. Motion isn't final and I plan on dialing back the drunk swerving and adding a bit more inertia so the motion isn't as stiff and jerky.
Colors are washed out as fuck though, I don't know what's up with that. Renders come out fine, but encoding video fucks everything up (using H.264 mp4). I've never had it happen before, even with dark scenes. I don't think my colorspace is fucked either but it could be. If it was though, images would come out fucked up too though and they don't.
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>>692039
Fucking christ. Looking at the webm, I just realized it's been my video player the whole time. Now the shit is too dark. Least it's easy enough to fix.
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So I decided to check out Blender, and this happened.
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>>691838
close up of the feet
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>>692060
why is footfaggotry so fucking prevalent on 4chan
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>>692044
Nice, really nice...maybe check the smoothing angle on the lower parts of those lids.
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>>692061

Place is overrun by jews.
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>>692067
...and gentlemen from the Indian sub continent.
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>>692039
i like it but which program? BLender ?
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I started modelling a month ago. Did a doughnut, did half an anvil. Now I'm helping my dad with the interior of our new house which is coming along way better than I expected. I feel like archviz is pretty easy to start at but kind of a pain to actually get good at, mainly in the texturing and lighting department. And now I'm trying to model a gun completely from scratch, just picking random features I see in other guns and frankesteining this thing.
I know this mesh is a mess and I'm having some difficulties orgazining my n-gons and tris. Any tips for a noob not to get used to a wrong workflow?
>>
>>692096
>Any tips for a noob not to get used to a wrong workflow?
Follow the techniques of someone with experience. Try this for example: https://masteringcgi.com.au/course/mastering-hs/ It's not especially cheap, but if you don't have the money you can find it heavily discounted on the usual sites.
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>>692079
Yeah, using Eevee in particular (it's really sped up my workflow).
Though this is in "workbench" or whatever they want to call it.
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Some vegetation for practice.
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>>692096
As counter-intuitive as this sounds, as you seem like a pretty smart guy considering you've been able to start modeling thus far without many problems and you're thinking about where you're going to be in a few months, the issue with that mindset is that you just need to get good at the program you're using. The fluidity and skill at which you use your tools is the biggest hump as learning a workflow is just learning how to use those tools in a specific or particular manner. Think about it this way: the metagame of learning the tools is higher on the importance pole over the "workflow" alone. I believe that workflow is, quite simply, style. You can learn different styles if you have a worthy and solid command of your tools and, you should definitely worry about how normals and n-gons work versus a workflow entirely. Most issues I've found in other artists is their loose awareness of the fundamentals as often enough, the learning process related to workflow is all about different connections found implicitly through the execution of the fundamentals.
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>>692158

Sweet.
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Low poly best gundam. The head is a placeholder and I can't get the leg proportions to look right.
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>>692169
TANKS! I'll probably do the hands tomorrow
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>>692096
The tip that really helped me a lot is to always surround the boundaries of hard creases with face loops like so. This makes it easy to add edge loops and sharpen the transition and also prevents unusual creasing during subdivision, it looks like the subdivision algorithm uses face loops to determine which direction a crease goes. So if you were using subdivision on your model, you'd want continuous face loops on the red lines such that you could insert a new edge loop across those areas and only those areas to sharpen them up. When you make a new edge loop, it cuts through faces by going through the two edges that don't share any vertices. An easy way to make these sorts of face loops is to select all the faces that form one hard crease and inset them.
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Moving slowly towards a nice toon shader. Will work on the actual shadow toning tomorrow, right now I've been using lights that are chained to the camera's movement versus using a dynamic shadow shader like most have suggested.
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almost done
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his nose is a little booped inside the helmet
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>>692167
Yeah, one thing that I always see is experienced people not knowing and learning features. I'm only just beginning but already there are some youtube guys who don't know some details that other youtubers teach. I guess I'll try exploring it all.
>>692222
I've learned about that but for some reason I thought of leaving it to the end, which now I see was not the best option at all.
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>>692316
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>>692316
>his nose is a little booped inside the helmet
Fuck that's great.
Put a little bulge where the nose meets the glass to show that schnoz is really pushing against it.

Lookin good though. It's got that toy look to it. Reminds me a lot of the old look Mario had in promotional images.
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My first "serious" render I would like to at least try to achieve photorealism. I posted this in another thread but it died.
Just a futuristic-ish city, this goes superimposed on top of a real picture of my town (where the untextured buildings are). Of course there is a lot of stuff missing and to be fixed but what do you think so far?
>>
>>692367
Break up the concrete on the bottom. There's way too much repetition with those stair-step pieces. Especially with the textures.

Buildings seem decent enough (have you been making them?). I'd have to see what it looks like with the photo to tell if they really work with it or not.
>>
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>>692345
I lost internet and didn't see this comment. Will fix it later for at station. Thanks!:)
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>>692380
I agree with what you said about the concrete, looks too repetitive.

The buildings are indeed mine, and here is the pic superimposed on top of the original (very crudely). Also some added light scattering (again, crudely for now) to make the pic look less flat.
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>>692391
Honestly, you might just be better off modelling the buildings that you're trying to blend the image with. That way you get all the shadows and shit from the other buildings. You seem to already have done some of that already, looking at the other image.
Then again, I don't really know what your motive is for making this and what you plan on doing with it.
Blends well enough into the foreground though. I feel like the brown building with the red stripes is too close to the edge though. If you look at the irl buildings, they're a fair bit away from the edge. If you want to keep that building there though, considering building out the bank a bit to give that building some more room. That would also break up the monotony of the concrete a bit.
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>>692404
This is a personal project I'm doing mostly for fun and, of course, to learn. I'm not a professional (for now, as an architecture student, learning how to do nice renders will always be a very nice plus)
My plan is eventually to try to fix the shadows of the real buildings with photoshop, if it doesn't look nice then as you said I'll probably just model them too. On the other hand the brown building with red stripes (they will become more ads and screens lol) is as you said pretty close to the edge, I didn't notice that so I'll also fix it.
Thanks a lot for the comments, seriously!

>>692389
cute af
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More Work on >>692039
Dialed back the movement, and changed up the comp. Movement is keyframed now instead. Gotta be honest, I don't really get how to get proper overshoot/follow through using the graphs. This was the best I could do.
Got something kind of cool going for the plate and turned it into an LCD screen, but the effect is kind of lost in the compression and small size.
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>>692428
Here's a detail shot of the LCD plate thing.
Made the animation of it choppy on purpose to get that look about it.
Needs some more work to make it less distracting and readable for the actual animation though. Probably just going to do small falling icons or something.
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>>692428
Is this going to be one of those wallpaper engine memes?
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Testing Ivy and finished a first pass of a tiling stoney wall material in Substance Painter, to see how would that workflow work. I'm still feeling much more confident working in SP compared to SD.
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>>692446
Nah. Some streamer dude is paying me to make it for his stream. This and a couple other variations (switching sides, sunrise, and speeding up in a boost). For shit like when his stream is about to start and stuff like that I guess. I don't really watch twitch all that much. Though when it's done it could go on wallpaper engine. That's just not the point of it.

It's a paid thing, so I'm not complaining much. Plus I've had some fun making it and the car (textures kind of got fucked on the front, but the front isn't being seen at all). Though I wish I could have made something new from scratch for the scene instead of having to recycle an old one.
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>>692491
Interesting.
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Small setup in Houdini for disintegrating objects with vellum. Its not complicated at all, but I needed to make it to demonstrate a potential visual for a job coming up. I discovered that only having the wind force act on the outside points of the pieces makes them act more believable. It beats having to dial in wind noise just right!
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>>692494
I guess. My response was probably a bit more than was needed to be honest.
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Used fspy to line up the city reference image
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>>692612
progress
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>>692454
Make leafs smaller. Repetitiveness of texture is quite noticeable. Especially these dark splotches, maybe you could tone it down? Also I would make yellow leafs less saturated and more white although it really depends on the look you're going for. Actually find a good refference and try to match it as closely as possible making enough variations of leafs (3 or 4?).
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>>692781
Yep, agree with everything you said. I have 3 variations, but didn't use them here yet.
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Update. Will refine further, but currently I mainly want to understand the workflow here and I'm trying to figure out the best way to bake everything to a plane and still retain the same volume, because these are all manually placed cards so it's pretty high poly.
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>>692784
what's the overdraw look like?
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>>692803
Like this:
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>>692810
ahh, thought you might be using planes. good on ya
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Been working on this on and off for a few days. I think I am happy with it so far. Right now I am working on tidying up the geometry and removing faces that won't be seen as well as merging as many vertices as I can to try and reduce the face and vert count as much as I can. Planning to make this a game asset. So there is still texturing and baking to be done.

I took some liberties with it and dialed back some changes I had made like adding a Flak Cannon styled hand guard, it didn't feel right with the rest of the design. Still figuring out if I can work a hand guard in since the original has a trigger guard. Something to compliment this larger paintball gun style trigger.

This is basically my HD-ification of the Spinfusor from Tribes: Vengeance
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>>692825
2nd viewport screenshot.

Also debating on making the projectile a disc of explosive energy instead of the Frisbee grenade that it is from the original game. I never liked how in the game these things just materialize after each shot. I feel it would make more sense if it was a disc of energy that came from a battery.
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>>692810
Does having more tris but less overlap improve perfomance? By how much?
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>>692918
that's cool and epic
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>>692918
Fucking nice. Moved away from the faces and onto animals. This took about 20mins with reference so sorry for shit quality and lack of teeth. Just wanted to post it since I am excited. First time doing this.
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>>692918

Now put all the crumbs in the grooves.
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>>692942
I told him to in another thread and he said no.
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>>692946
how can you tell it was me if I only post anonymously. I have not replied then but of course I will try to do what you said when I get motivated to mess with textures.
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>>692951
>how can you tell it was me if I only post anonymously.
How many other people on /3/ are working on the same Wacom tablet anon?
There's all of like 10 people here. The rest are shitposters.
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first time sculpting an actual character in zbrush, currently stuck trying to figure out how to make her hair properly. I think i'll make a full body model eventually, not just a floating head
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Colors and teeth. Now I got to do some proper detailing and then retopo so I could do a Substance pass and then animate this one.
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>>693043
You just can't get away from weird ass noses can you?
It's looking alright, but I'd do some more work on the nostrils and stuff. Looks straight up like a pointy human nose. It looks alright in the front view, but anything on the sides looks really weird.
>>
My first successful cloth simulation on blender.
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>>693052
Then I just made the cloth a little heavier and less stretchy to try and simulate a thick poncho.
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>>693053
Great, nice work. Now try to make an actual piece of clothing in Blender and not a bed sheet with a hole. Then start ramming your head full force into the wall as you spend hours tweaking settings getting literally no where.
What you've got there is about the extent of what the cloth sim is capable of. Outside of using it to hack together shit with the sim that really should be actual features, Blender's cloth sim is an absolute joke, just like all its other sims.

And this is coming from someone who uses Blender.
>>
>>693064
I was actually following a tutorial on sewing shit together but it seems like they removed it from 2.8. Either that or no one online has figured it out yet because I can't find anything at all on the subject. Really weird.

Tomorrow I'll try using Garment Tool to create realistic cuts and sewing them like real clothes. It's a subject I'm really interested in since I started modeling a month ago. It seems like this kind of shit gets done mainly through MD8 but I'll at least get good at the basics in blender and think about expensive options later.
>>
>>693068
Sewing still works in 2.8. Sewing is just based on edges without faces.
But honestly, don't even bother trying to do anything remotely close to how MD does clothes in Blender. Using addons or otherwise.
If you really want to learn that workflow, just get MD.

I'm speaking from experience. I went down that rabbit hole and tried to do MD style shit, with and without addons. It's not worth the time or effort. You'd spend hours tweaking settings and doing fucky workarounds to get a neckline to sit right on the body, have sewing points actually sew together, and all manner of bullshit fighting the cloth sim. While MD works out of the gate, you don't even have to bother with any of that shit, and if something doesn't sit right, you can just pull it into place.

Don't do what I did thinking you'll "make it work". You won't. If you're interested in cloth sims and doing clothes, just get MD or Clo3d. If you're just learning it don't worry about pirating it. Learning the basics of MD takes less than an hour, while fighting with Blender's sim to do something halfway similar will take 10s of hours.
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>>693046
This is my reference. Some of them have weird noses. This is kind of a monster I am working on but I will also do ones that stick to reality.
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Did a little bit more work.
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What do you think about the size?
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>>693082

That one on the top right lol.
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Trying to do something with rendering inside zbrush. I suck at it.
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This shitty one too.
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>>693089
teeth look like shit
i think you should use IMM with curves, vector brushes or nanomesh instead of just sculpting it
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>>692624
more progress still
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>>693038
nice Julith
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>>692491
is the streamer Jayne, he has a similar one already.
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World space texture + flat shading in UE4. This whole anime shader thing has got me on a weird trip where I want to try to make things look like a Monet painting. My ultimate goal now is to try and cop Bruegel and make some sick Flemish 3d scenes. I want to try and create some sort of baysean inference thing to handle the brush strokes of how they'll look instead of just using a map that fucks everything up. That will come later though. I'll need to make some Bruegelesque faces first.
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>>693190
thanks, glad to know she's at least recognizable
>>
>>693192
Nah. It's some Brazillian dude. I don't know much about his channel to be honest.
The dude is pretty chill though. Really hands on and collaborative with the project. I really prefer that over a client that just wants me to go ham on something with no critical opinions other than praise at the end. He's just as critical of my work as I am, which I respect.
>>
>>693199
Looking pretty good man. Only thing that bothers me with painting shaders in general is the fact that the models all still retain their structure and resolve where their mesh ends. So you get hard edges.
If something is painted, things kind of blend together, especially in impressionist pieces. Without that it mainly just looks like a splotchy texture on a 3d model.

I really like your texture work with the faces though. Are you using SP or painting them in Photoshop? I've been trying to find a decent workflow for hand painting characters in SP.
>>
>>693215
I use Photoshop just for the faces, I like to use Substance for clothes and weapons usually. I like using Photoshop simply because I have a bit more control over superfine details and I can kind of just jam around instead of worrying about the usual shit. I'll sometimes paint the face before I even make it and then just kind of UV to the face. It makes for a nice outcome usually and it's fun to just kind of see where it goes. End of the day, just always remember your rule of thirds-- don't be afraid to use a mirror or run your fingers over your face occasionally-- I like to do that. His hands are the same ratios as my hands, his nose is just a narrower version of mine, and I always just approach lips as a 3/5 to 2/5 ratio. I mean these things can't be hard set, I just kind of go with it.

As for the painting shader acting funny, it's a bit of my fault for trying to stick on this low-poly showoff thing. I'm thinking I could maybe fake the edges out by creating some sort of fresnel to dissipate the texture near specific vertices, if that's possible. I'm still kind of new to the custom methods in UE4.
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>>693074
Yeah maybe I'll give it a crack
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I question myself why I started modelling this at May, and all of this slow... sluggish progress I ended up here, barely started the good stuff as recent as August 8th. Could be busy on other things, but that's one thing going.

I rigged her a couple days ago, and it needs work. The bendy bones would ruin anyone's day if you tend to weight paint.
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>>693249
In case you're wondering, yes the textures are contemporary. Trying it to make it a more cartoony looking.
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>>693064
>>693068
>>693074
as a blendlet it hurts me to see other blendlets suffer like that. Blender's cloth sim should never be used I use MD for everything that drapes including: pillows, curtains, furniture and more. Create and sim the cloth in MD and import into blender
>>
>>692428
Isn't this just an Adobe afteraffects scene? See this shit on every other YouTube video these days
>>
>>693043
I like it mate but what's up with his snozza
Do sharks have big booger holes like that?
>>
>>693132
Looks better than jaws.
Go back in time and you could be famous
>>
>>693261
>Isn't this just an Adobe afteraffects scene? See this shit on every other YouTube video these days
I don't really get what you mean.
It's all 3d my work, in that case it's just a video right from the viewport. It's based off of a wallpaper I made a few years back. I don't mean to sound snobish or anything like that, but it's pretty popular in certain circles so it's made its rounds around the internet. Maybe you've seen it there or something.

I was just asked by some streamer to adapt it into something he can use for his streams.
>>
>>693256
None of Blender's sims should be used except when nothing else works. They're a complete joke.
Any time I think to myself that something is going to be simple and just work as intended, Blender always says "think again, kiddo >:^)" and proceeds to kick me in my balls and laugh while I'm curled up on the floor.
Seriously, fuck Blender's sims. They're leftover trash from when Blender still had a pastel color scheme and Cycles was a far off dream.
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Testing the paint shader in dark, added the fresnel so it won't make edges so clear, kind of stepped back on the flat shading, I might go back to it but it made me want to make a sick looking poster with it and made me wish there were competent voice actors on /3/ or I could learn fast enough to make a stealth based strategy game where you control spooky psyop doods.
>>
>>693264
Made it smaller. I didn't look at the reference right.
>>693266
I wish. Thanks a lot. I do like it a lot. I'll keep working at it. I still want to animate and possibly put it in Unity and play around.
>>
>>693187
no one comments on your posts, but its nice anon, keep us updated
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>>693272
Looking much better my dude. I really dig the broken up edges.

>made me wish there were competent voice actors on /3/
I don't know about straight voice acting, but I've done regular acting for years. Even got awards and shit.
Obviously no one really talks about their other hobbies and stuff since the board is about 3d. So there could be competent VA's on /3/ or anything else, they just don't mention it.
>>
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>>691424
Real time char I've been doing for my portfolio. Probably close to finish and won't tweak much more
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>>693413
That looks pretty good, I'd try and make the posing look a bit more natural though
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>>693416
Yup, you're right, that's actually also on my to do list
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Just finished this. The render still isn't perfect, but I don't think I'll improve this one. The wood looks like shit, also the ground. Had fun though.
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>>693419
The wood looks like shit because you need to actually UV it.
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Arctic Environment in UE4. Critique welcome
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>>693524

Looks great but remove that shitty chromatic abberation.
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My shitty mobile game is progressing at a snail's pace. Once Im done with the animations Ill finally move to Unity.
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>>693203
you're welcome fellow dofus fan
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>>693565
Here are some game objects and the tileable terrain
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>>693524
Nix the chromatic abberation dude, I'd love to have your scene or have you explain to me the snow you did.
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>>693524
looks great anon. Maybe this is just me but it somewhat looks like the AO for the plane and especially the tent is a little off. What I mean is they look like they were added post in photoshop
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>>693524
there should be some snow piled up around the edges where the bits of the plane meet the snow's surface
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Posted the wip in the last thread, figured i'd post the final version here. critiques? This is the first weapon i've been actually satisfied with.
>>
>>693611
i don't think that's what the breech of a val actually looks like but I'm also not an expert on specialist russian guns
>>
My first try at a realistic face and it's uh... going bad. Oh fuck.
>>
>>693613
don't box model likenesses, sculpt and then retopo.

alternatively, if that's stephanie joosten you could just modify the Quiet model from MGSV for whatever porn you're making.
>>
>>693419
Try lighting it better

>>693524
I like the scene and the tent though the tent looks a bit pixilated, the plane however looks soft. I don't know how else to say. Like it looks like I could crush it like a marshmallow.
Try giving it some more hard edges or at least getting a more realistic metallic look.
>>
>>693615
I'm just trying to get the face loops in my head so I can get into animation. This is just some set of pictures I found. No idea who she is.
>>
>>693615
Not the anon you responded to, I will contest this as I often box model my initial faces based on painted textures I do from get-go. I think that box modeling can be good for distinctive features.
>>
>>693612
It is.
>>
>>693613

Way too dense too soon. Start with planes.
>>
>>693646
pyw
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>>693707
Posted most recently. I can give you wireframes as well. The face is only 890 polys.
>>693272
>>
>>693712
ok but that's not a likeness.
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>>693713
Fair response. If I wanted to spend the time today and do a likeness I could easily go about the same process that I do for freeform faces. It's all about practice at the end of the day.
>>
>>693613
Since it's not an orthographic scan, you might actually want to model it (or at least inspect it) with a lens setting comparable to what was used when taking the picture.
Which obviously you'll just have to guess at, alternatively you can model it in ortho but then when you view it in perspective (viewport or camera) set the lens to a minimum of 55mm but more likely 120mm
The default viewport (and I think camera) setting of like 35mm (I think that's what it is; I'm not at my desktop) will make it look pinched

It looks like maybe you made mistakes on some of the details (lips, chin, philtrum, root, of the nose, the dorsum nasi) though that may just be a lack of control edges (or ideally Edge Weights)

>>693714
You could post a rough / quick box model of Pedro's bonita there.
>>
>>693763
I can do it on Friday. I'm up to my tits in work right now. I will show you guys if you're honestly interested.
>>
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Psionic operative
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>>693810
Hey, your posing is sick as shit, senpai.
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>>693811
Thanks, fambino
>>
>>693810
>>693811
>>693818
same person. instead of blowing smoke up your own ass i would suggest getting better taste and stop fagging over tom berenger
>>
>>693842
I legitimately enjoyed what he posted. I like the composition of the picture for a variety of reasons.

While I would have forgone the nipples-- as the character speaks little to me in the outwardly feminine sense and does not appear to be a character whose main goal is to titillate-- I could perhaps see the allusion to Segourney Weaver's character in Alien. Otherwise, I enjoy the way the shirt's texture reads in the contrasting lighting, and the way the subject is slightly askew from center, and my eye is drawn to the spinning disc (though, a piece of honest criticism about the disk, it doesn't quite read to me-- is it some sort of ethereal object? I'm unsure), though to be carried up through to the actual model. I appreciate that my eye carries from the right-- starting from the blue disc, bringing attention then to the vascularity on the left arm, showing the gentle detail put into the organic form-- as the hard surface is clear from initial apercu of the piece. Upon further inspection of the piece itself, I would bring the lighting down slightly on the left of the image, as it blows away the details that are present on the figure's right. I would also bring the drones to the center, as the picture would read far better to me. While I am no seasoned professional, I know what I like to look at. Our man is no samefag either.
>>
>>693763
>>693668
Thanks for the tips. I think I'll just get better overall first and then come back to realistic face modeling later. I might have gone deeper than I should for the level I'm currently at.
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>>693844
>showing the gentle detail put into the organic form
Credits go to the original creator of the Daz morph used.
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Made some grass today.
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>>693842
>>693857
You've got issues, my man.

And it doesn't matter at the end of the day, because this isn't a competition, but I did not use any pre-made morphs. I use Zbrush to sculpt on top of the Genesis 3 female base then I finish it off with custom textures in Substance painter. I'm not trying to pass off my work as hot shit. What I'm doing is more akin to lighting, composition and character design exercises, and maybe using the Genesis 3 model is amateurish, but that's where I'm at right now. I hope to sculpt my own characters from scratch in the future.

>>693844
Appreciate the commentary. I take all your points regarding lighting and composition, etc. I was fairly satisfied with the rim lighting and face lighting but I realized after doing post that I could have toned down the bright white light on the left side in order to help reduce the focal point of the composition and make it more eyecatching; drawing the eyes more towards her face region.

The visuals are kind of meant to be an abstraction of how she perceives her own psionic abilities, whereas in reality you'd just see a bunch of floating objects, and the sawblade is actually intended to be a tactical weapon she carries on her person intended for combat telekinesis. I'm going to use her for some other compositions that hopefully show off her outfit design some more. Thanks again buddy.
>>
>>693871
Looks nice buddeh. What's the vert count?
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>>693871
Looks quite nice anon. I would love to see some AO in your world settings though to get a better idea of the depth they provide.

>>693879
I think you should definitely bring the drones to center as it will present a far more imperative tone to their approach, and the gravity of her character's tone. When I think psychic, I think focused. I think directed, and personally, the picture unfortunately feels lopsided due to the information density on the upper left.

As for something that's only clear to her-- why not use some sort of Fresnel effect upon it? I read the image left to right, so I suppose it could impose upon the viewer that, as you move closer into her, it becomes more, "real"-- as you become more acquainted with the character as your eyes move into the subject, if that makes sense?
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>>693885
Sorry, right to left*. I've been awake for two days now.
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>>693881
Thanks, here you go m8.

>>693885
Sure, what are you interested in? I didn't mess much with the world settings, I'm boosting an AO a bit in PP, and some more in the material. Currently both the sun and the skylight are stationary and I'm baking some larger plants, but the grass is movable (too dark when baked). I think I'm getting really nice results with the ivy when I bake it, but the grass could always get some more depth if possible, so I'm trying to see what else could I do with it. I also turned on contact shadows in the directional light settings.

I guess I could use DFAO as well, but then can't have stationary lighting afaik... I could also get even nicer depth if I continue increasing AO in PP, but then all of the other parts of the scene get way to dark, so I settled with 0.6.
>>
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Also, detailed lighting if you're interested, and updated Ivy (only shading/lighting, I haven't tweaked anything else yet, but I'll have to do another pass at some point).
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>>693891
I don't know if this is practical or not, but would adding some dithering to the bottom of the foliage textures help reduce some of that clipping where the foliage inserts into the ground? Just a thought, maybe someone in the know can weigh in.
>>
>>693892
Hm, yeah, if somebody has anything to say about this, I'd like to hear it. I don't know, I don't think I've ever seen anybody doing something like that. Maybe it could work but idk, I see that clipping in every game after all.

But it wouldn't be so obvious if you blend it with the ground, now when the ground is just white, it is more noticeable.
>>
>>693890
>>693891
looks like an insane amount of overdraw
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>>693894
You're correct, and the question is how to reduce it. Would extra geo be worth it here?
>>
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I think I'm almost there with this fucking shader. AO isn't quite poking through where I want to, but I think I'm sitting pretty enough to start making storyboard stuff.
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Why does my fucking nparticle render for the first 40 frames when batch rendering then stop being generated by the emitter? Im using maya software renderer with clouds s/w shading for the nparticle.
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>>693413
Make her Hands actually grip the lighsaber
Currently feels like they are hovering around it
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>>693896
So, I tried optimizing the large grass. The overdraw is the worst for the 2 largest versions, ofc. From 8 to 20 faces. It's better now, but I'm not sure if the poly count is too high now or if it doesn't matter that much on instanced foliage anyway. I could do the same thing for the second largest one and then it should be pretty good.

I guess the other option is also to make more grass blades and group them closer together, but then it's not the same visually, and I don't know if it's just me, but from experience, denser grass doesn't look as good on planes.

Actually, I tried painting 2 large island with both version and positioning camera at the edge, looking into the island, the results are these:

>original version: ~80 fps
>optimized version: ~100 fps

So I guess it's still worth it.
>>
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placing eyelashes is a pain in the arse
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>>693905
that polycount doesn't even come close to mattering. you almost always want more vertices and less overdraw, do anything you can to avoid those white spots
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>>693911
Use the hair particle system next time and comb the strands brainlet
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>>693911
That is too many bro if you want an ingame model. If it is for render go for it but then you shouldn't complain about something being pain in the arse.
>>
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>>693885
Got around to making some adjustments. Removed the excessive bleeding light on the bottom left and tweaked the values so as to bring the character's face into a greater focal point.

I couldn't really find a good position for the drones on the right-hand portion of the composition that didn't look weird, so I decided to keep the position of them but lower the value to make them blend into the background a bit more and hopefully reduce eye strain.

I wasn't really sure what you meant by the whole fresnel effect thing, but it made me think of the oscillating ridges on a fresnel lens and how it has a radiating visual effect, and thought that might produce a cool, focused energy like visual effect so I tried implementing a subtle effect like that, and I thought the end result was neat, so thanks for that idea.

Think I'm about done with this one now, I hate spending too much time on any one given design and I gotta start thinking about the next one
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>>692391
>>692411
Progress on that. Still not convinced by the seawall.
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>>694261
much better
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>>694328
Work on the billboards more. They need to be less defined, and also reflect on the water.

BTW, is it related to Las Palmas de Gran Canaria?
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>>694337
Yeah, maybe the billboards are a bit too HD (tho it's supposed to be the future), i'll work on them. I'm still unsure how to work on the water, but will try to find a way to do it too.
Also it is indeed Las Palmas de Gran Canaria lol, I happen to live here and decided to do this on top of a pic of my neighborhood.
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>>694340
>I'm still unsure how to work on the water, but will try to find a way to do it too.
Try using a plane, displaced with a noise map to mimic the rough texture of the ocean, and use this to catch reflections. You then compose those over the picture. I think there's a mention of this technique on Jeremy Birn's book on 3DCG lighting (http://www.3drender.com/index.html), although I might be wrong.
>>
>>694345
I'll check that out, thanks a lot!
>>
>>694340
You know, before that photo was posted, I went on a big search about those concrete tetrapod things searching all kinds of terms (because who knew what the fuck they were called), just to post as a reply that maybe you should have added them to >>694261 to add to the seawall to make it more interesting. Life sure is weird sometimes.

>>694328
Is looking better, though I still wish you'd give that building close to the edge (the "into the hole" one) a lot more space. Just poke the wall out a bit.
>>
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Made this today. Colors, lighting and some vertices are a bit off though.
>>
>>693187
>MD8
what are you planning to use this for ?
>>
>>693413
ahh using the froce to grip the lightsaber i see :)
, looks cool
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After watching some tutorials I redid some of the old models.
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>>691424
Making lots of outfits for all the secretary ladies in my reel, I didn't realize how fun female form is-- I'm probably going to practice this more.

2.1k polies
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How do I make metals in UE4 look the same as they do in Substance Painter?
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>>694471

I think black is high in unreal.
>>
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>>694471
For reference, this is what it looks like in Painter.
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>>694471
You do know that metal is highly reflective? Don't use different HDRI's to compare metal-shader...its kinda stupid.
Search the substance folder for the HDRI's and use the same one in UE4, THEN compare. Otherwise its just apples and oranges.
>>
>>694471
>>694477
is it just me or does the normal map look inverted in ue4?
>>
>>694471
in addition to the HDRI advice, SP's PBR shader isn't 100% the same as UE4's implementation, so it will always be slightly off.
>>
>>694471
>>694477
Try different color chanels. It happens when I export normals from zbrush to substance. I just change it to green and it looks right. I spent a lot of time getting that answer and it drove me mad but it makes a difference. I hope it helps.
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>>694480
It looks off in any environment. I checked, man, gimme at least some benefit of doubt.

>>694481
I don't know...shouldn't be. The details seem dented in, as well as the collar line.

>>694483
I already had to invert green channel because Painter UE4 preset isn't accurate for some reason.
>>
Anyone know how to disable mipmaps in Blender 2.8?
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Made a sword in the meantime.
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>>694499
Why did you make it in 256x256p?
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>>694514
It's a screenshot from Painter.
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>>694485
Turn off sRGB in your mix texture (metallic, roughness, AO).
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>>694517
I'm not blind, Anon. I asked why you made it in such a shit resolution. Scale your damned UV scales down if you're not on a super low resolution. Everything looks like a blubbery mess.
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>>694520
Not sure I understand, I've only started /3/ stuff 5 months ago. The resolution is 2k and the UVs are packed to about a third of that map.
>>
>>694524
Then it's your material UV scale in SP, as I said.
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>>694499
Looks nice, no idea what the other anon is sperging about
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>>694553
Because you don't know how to use Substance Painter.
No point in saying anything if you're ignorant about the subject matter.
>>
>>694557
What exactly is the problem?
>>
>>694558
The applied materials are scaled wrong, so despite having a decent texture resolution it looks very lowres. This is particularly noticable on the blobby noormal/height details.
>>
>>694559
I understand, thanks. I thought the absence in surface detail was because of the image's low resolution.
>>
>>691838
are you down's syndrome
>>
>>692163
needs color variation. otherwise good
>>
>>692907
by a lot. transparancy is one of the heaviest thing to render.

but you can also have too many tris. its all about balance.
>>
>>693038
delete the hair until the rest is finished.
>>
>>694559
How do I fix it? Or at least what keywords do I google, "scaling" doesn't give me the results I need. Painter has shit documentation in general.
>>
>>693053
try marvelous designer
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>>694518
Hey that actually helped. Thanks anon!
>>
>>694604
Go into each material and scale the material parameters appropriately.
>>
>>693082
too much reference. pick one type of shark and use only 3-4 images
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>>693250
>contemporary
i do not think it means what you think it means
>>
>>693269
he probably meant: can't you just do this in AE
>>
>>694609
Why do you think his pipeline should arbitrarily look the same as yours? Maybe he benefits from having more images in the collage.
>>
>>694614
he has different shark types and differently shaped sharks. trying to match 14 different references rarely works, as seen by how his proportions are off and the nose looka pretty strange.

it's not a pipeline thing.
>>
>>694471
sp and ue4 render rhigs differently, different hdri, different shaders
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>>694384
cute, but it'd be cool to see normal map details
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>>694606
Np, remember to do that for every texture exported from SP to UE4.
>>
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>>694631
Why couldn't SP just do that? What point is there in having a UE4 preset that needs hoop jumping in UE4?
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>>694643
because its a program specific setting, not on the image
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Been on a long hiatus due to personal issues and bad times at work, but i feel like ive got to pull myself up again, here is a sword breaker i made today, one of the more challenging weapons ive made so far, mostly done with experimenting with live booleans, highpoly is a mess but the shading works so whatever. Textures tomorrow
>>
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>>694688
heres the wireframe for those interested, not my proudest moment
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>>694611
I guess that makes sense. AE doesn't really do 3d all that well though right? I mean it does 3d, but it's not really a 3d animator or modeller.
>>
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gonna rig and animate next
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>>694690
Someone has been watching alec steele one youtube
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>>694701

Is this from Dragonquest.
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>>694707
I have to admit i made this from his inspiration, but ive been here for more than a year making medieval weapons and the like, this was just a fun little challenge
>>
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>>694701
Hello pretty
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>>694384
Do your own thing. Do NOT post tutorial shit.
And don't even think about putting stuff like that in your portfolio.
>>
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Think im finished with this, some normal map problems but small enough for me not to care so much
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>>694803
Un-retarded your sword for you.
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>>694821
Don't blame him, blame the Einstein who invented sword-breakers.
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>>694803
>>694821
Oh, didn't know it was supposed to be a dagger, apologies.
>>
>>694803
>>694825
TIL https://www.youtube.com/watch?v=jr8tSuMyGOI
>>
>>694418
not bad, you need to start making proper necks on top
you making a bad habit off bad overall propotions

models itself looks good from front view but from 3/4 you can right away see there is no cheekbone and that the eyebrows are too big on teh side and that the area above the nose m, between eyebrows isnt stiocking out by result.
i recommend you start looking at your model from a direct top view and look for refs that are like that, you will notice right away front of the face is wrong shape, avoid sculpting form one view
>>
>>694825
Lol, you gave me a good chuckle there mate, ofc its a dagger. The one on the bottom in your edit looks actually pretty badass, cheers
>>
>>694823
>Don't blame him, blame the Einstein who invented sword-breakers.
They only made any sense in time when pig iron was common and real steel was expensive, so they would smelt a proper blade for richer clients and everything else by what ever they had at hand.
The only thing you will break in a real steel sword is your hand, but pig iron? It would give with a proper blow.
>>
>>694847
I wanted to make her look gaunt and worn but attractive (I seem to have a thing for that), so the cheekbones should be slight but you are probably right that they are too inside. I will do a skull sculpt on her just to check. Thanks for that.
>>
>>694858
Wow you really dont know anything about what youre saying do you? First off by the 1600th century mono and crucible steels were very popular and easier to manufacture than what it was in medieval periods, and how do you compare "expensive"?, no sane person at that point would use a pig iron blade, hell, iron hasnt been used for swords since the dark ages. Secondly, you dont smelt a blade you donk, youd burn off all the carbon from the high carbon steel that way and are left with shitty mild steel that doesnt do crap. Third of all, a sword breaker is not meant for breaking a blade (its a retarded revisionist name), but for catching your opponent´s sword in the divets so you can control it, its a duelist´s main gauche, meaning a parrying dagger carried in the left hand, also a duelist would propably be wealthy and sane enough to invest in high quality steels.
>>
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>>694847
We all have different skulls. You can do a 3D print of your skull and there are even people who can recognize your face just by looking at a 3d print. The scans are done with ct scans. Just google - cat scan 3d.
>>
>>694917
btw it is not my skull. My one came out like the Ghost Rider. But I found it off the web and adjusted the width a little and the jaw jutting forward and it came out a good fit. Even the earhole is right on spot.
>>
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Spent a whole day working on this shrub. Learned a lot of techniques, but I probably didn't have the best workflow so I'm not sure if I'll repeat it in the future. Basically everything was made from scratch and every leaf was placed by hand, which I'm not sure is necessary/worth it. I saw some pros do it like that and just went with it, but it was even longer since I first had to sculpt and make textures as well.

First time doing bushes and this was harder than expected t b h. Now all of those ground plants and grass seem trivial after this.
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>>694954
Next time use an particle emitter or hair to distribute the leaves.



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