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File: wip.png (2.71 MB, 1500x882)
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Classic Edition

Last thread: >>691424

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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Advice from last thread was pretty helpful. Almost done.
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>>695904
What helped? It looks good now although lacks the Substance look. I read in one of the threads you have to bake worldview lights into each map to get the Substance look.
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Bending over... Maybe a little too much.
>>
What should I do of special when modeling and texturing (characters and enviroment props) for a game with a camera like LoL and Dota2?
It is there some tricks I should know? Some advice?
>>
>>695955
Yeah. Use the questions thread.
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>>695891
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>>696023
I see that this model looks unfinished, but I have no Idea what to change anymore. I don't have any concept art. Also I need some good workflows not some cringe youtuber for blender hard surface modeling.
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>>696026
Grant Warwick's modeling course. It's done on Max but the principles translate to any capable software.
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Working on this character bust. I'm making the hair cards at the minute but i'm new to maya and can't figure out how to select multiple vertices from more than one spline at once. Since I want to tweak some of the chunks of hair using soft select. I can only seem to select one spline at a time. Any input? Also any crit on the character so far?
>>
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Cow parsley.

With some color tweaks now it is starting to look good to me but at first I wasn't sure if the flower groups are a bit too dense. Even though the amount seemed correct to me when compared to references, when everything is baked and put on cards, it seems to me that there might be too many of them. After a certain distance from it, everything melts together and the details are lost, but maybe the "cloudy" look is nice too? I'll need to think about it, feedback appreciated, as always.
>>
>>696120
Looks nice. I would keep some of the denser pieces but add some with less denser flowers. Then mix them.
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>>696033

Maybe they have to be all attached together like in max. Didn't you post this character months ago.
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>>696124
I'll do just that, seems like a good idea. Thanks.
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>>695931
So I think I got the weights painted down in a considerable level. Suggest me a pose, nothing sexual.
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>>696160
I don't think anyone is interested in sexual poses of that abomination.
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>>696160
The old airplane pinups riding a rocket, but a carrot instead.
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I havent posted on /3/ in a bit. I'm finishing my submission for retrogasm. I need to go back and fix the fingers still and in the future I'm going to use more polys on my models but I'm pretty satisfied with this whole thing this year. I learned a bit and got more comfortable with rigging and substance painter.
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>>696160
Fix those hideous proportions. She has no ribcage or abdomen, and her hips are misshapen.
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>>696127
Yeah I work full time so I don't get to work on him much. He's a little different from last time. But yeah.
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>>696193
Christ anon, that looks even worse. You just turned it into a misshapen blob.
Honestly the worst part of the model is the hips/spine. The torso is so far forward compared to the legs it's ridiculous.
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>>696195
>that looks even worse. You just turned it into a misshapen blob.
Well you're clearly blind. I'm not saying my revision was very intricate, but you've got to be joking if you think that traffic cone shaped torso looks better.
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>>696196
I didn't say it was better, but yours definitely isn't an improvement.
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>>696197
Yes it is.
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>>696197
I'd say it's not perfect but it's an improvement
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I'm not putting any more time into this, but if this doesn't give you an idea as to what's wrong then I don't know what to do.
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>>696193
hideous proportions?
There is nothing in this work which isn't hideous.
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>>696196
Were you seriously expecting furries to know anything about making something appealing, much less anatomy?
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>>696196
>>696226
Or take and/or listen to any criticism, for that matter.
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>>696223
This is already is miles better than the OG version, good job lol

I often do this exact thing too, just pull around an image with reckless abandon or load the model into zbrush and just pull things around

Don't go into rigging once you are completely happy with your character
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>>696193
I'm not here to make it as anatomically human as possible. Her hips are just fine, I'm not making her THICC (I've reduced her thiccness before pic was taken). Also you're right on one thing... She needs a proper ribcage.
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>>696257
>Her hips are just fine
Get your eyes checked.
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>>696258
Not op but coming to rescue. It is a cartoon anon and stylized. No shit it is not realistic. Also, the hips ARE fine.
>>696223
Anon, the left looks shit. Glad you changed it. Your style is lacking. Go on Artstation or find some good stuff on Deviant art. Also, for this stilization to work, you have to have a good 2D style. Work on that first while getting knowledge on how to do 3D.
>>
>>696268
>It is a cartoon anon and stylized. No shit it is not realistic. Also, the hips ARE fine.
>T-THEY'RE FINE, O-OKAY???

No, they aren't you fucking imbecile.
This is what happens when you fuckers don't learn anatomy.
>B-BUT MUH STYLIZATION
God, I don't even want to argue with this regurgitated piss poor fucking excuse for you being a total shitter.
>>
>>696276
Anon, if you're going to make an outwardly hostile post in a reply chain, could you at least make it obvious you're not either person in the reply chain? I'm the guy who made the shitty photoshop edit and now it seems like I made this post.
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I started working on Leman Russ tank from Wh40k. Hardest part is adding good looking details, since the original is kinda blank and every render I saw on artstation was really bad.
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>>696279

I would have thought they would have artbooks with diagrams of all that stuff.
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>>696202
>>696219
Honestly the thing that makes it look fucking weird is the lumps over the hip area. It's like they have a second pelvis or something. That was my main problem with it.
>>696223
Is slightly better, but honestly for something overly stylized like that anon's rabbit, I'd just lose the lumps and make the hips a smooth transition.
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Just general practice, pretty new to this, any advice?
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>>696160
>>696315
why do you guys make the tummy so fucking long
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Modeled this environment an i'm going to attempt to texture it only using trim sheets
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>>696183
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>>696315
What matcap is that?
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>>696360
Yep, thats the game art I'm redoing
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>>696362
Hazardous Skin
[spoiler]https://www.dropbox.com/s/tj9jh22e8yhrz5s/HazMatcapReplica.ZMT?dl=0[/spoiler]
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>>696315
You're missing out bone landmarks like her ribcage and hips. The fat distribution in her butt and the area above it is wrong, you would not see this kind of curve from her back into her butt. The pec into deltoid transition while cut off looks a little bit odd. Even if she's in t-pose it would not be an actual line. She looks like she doesn't have lats, which makes her shoulder blades jut out weirdly much. Also going back to the ribcage, it generally just looks like she doesn't have any.

All in all I would look at more anatomy and photo reference. I know everyone says that, but you're not breaking down your shapes quite enough and the body's silhouette is not very convincing at the moment. Anatomy for Sculptors has some really good stuff if you wanna see shape breakdowns.
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>>695928
The advice for normals and unchecking sRGB helped. That confused the hell out of me.
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>>696701
Cool. I'll need that too. Thanks man. Keep on with the great work.
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I think I like the sculpt enough to go further. I have a feeling the brow is a bit too strong but when I take it down it she looses character. I guess I am stuck in the suck atm.
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Taking forever to gather the willpower to finish texturing all of these :/ but i'm slowly working on them. All guns have 2 textures i just only have one for each on the sheet.
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>>696942
https://www.youtube.com/watch?v=KxGRhd_iWuE
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I think that my shitty plants are the biggest issue with this diorama (correct me if I'm wrong).
Do you guys have any tips on improving that, maybe some tutorial recommendations? Any other issues that I really need to fix?

I'm not sure about this style either - low poly models + detailed textures don't look as nicely as I hoped it would.
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>>697293
I would post link to my sketchfab as well, but 4chan insists that it's spam :/
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>>697293
It's essential that you have uniform texel density, to avoid the distortions on the leaves.
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>>697330
...good point. Thanks!
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>>697330

It's the texel aspect thats the problem here, not nessecarily the density. Do a proper uv unwrap, make you cuts in places where the "balls" of the tree meet. I'm sure you'll be golden. Or if you cant manage to make it look nice, at least make a neat uv map and then triplanar project the textures onto it in sub painter! Its not ideal but it can work.

>>697293

I really like the rest of the textures on the house, I thought it was some miniature at first but then I saw max UI haha
>>
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I haven't found any quality resources for topology for animating. Everything I've found just sort of hand waves it away and says "it depends on your target platform" but then doesn't even show one methodology for any of those approaches.

I've seen some people encourage triangles at the joints but then I also hear that I want to use all quads in the retopo stage.

I think I need to seek out some character or creature modeling for games tutorials or courses or something.
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>>697430
http://wiki.polycount.com/wiki/Category:Topology
how much did you look
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>>697433
Off and on for a few days, but even that wiki you linked doesn't explain the 'why' of the approaches being used.

Some of those hands have 10x the number of tris as others, is that for closeups in film or games? Is it meant to be realtime or not? Should I be using corrective shapekeys or helper bones when I animate the hands, and if so should the mesh include geometry to support that.

Thanks for your link, however I must not have conveyed my interest for understanding the reasons for why I want to retopo one way or the other. That is what I'm trying to find.
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>>697389
thanks for the tips! I'm glad that you like it.
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havent posted here in 2 years. its bryce kun if any of u remember me.

working on a gladiator ork.
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>>697457

To avoid penetration or strange movements the human body cant do. Ironically the lower poly you go the more control you have. High poly fingers for instance always penetrate.
>>
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making this duke nukem 3d pigcop

after years of digital painting im decided to learn zbrush and cinema 4d for good, mostly zbrush for concept and modeling and c4d for rendering and motion graphics.
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>>696160
Alright then, after some advice from you and some outside source, I updated her design to a degree, her hair's been updated so there won't be a chance of having her hair clip itself, sacrifice some polygons, gave her an hourglass body, masturbated to some hentai, and have more faces. Her eyelashes are now in a different design, but I haven't showed you that because I haven't updated these frames.

>BTW, she ate a spicy chili pepper, hence her reaction.
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First attempt at Asuka from Eva. Face is not final hence the schnoze, and I'm gonna re-do the twintails too. How is it?
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Sidemouth
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>>697750
topography of anime heads is so fucked
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>>697761
Infantile features for infantile people
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>>697733
good stuff so far anon I could guess who it was without you needing to say it
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>>697750
Perfection. Don´t listen to /3/ haters - haters gonna hate.
Make her dancing later, with a beautiful 3d skirt deforming while she spins.
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>>697750
Thats, genious! What a clever way to use the "split mouth" visual trope.
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>>697814
Dick sucking eyes
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>>697761
You probably don't want to see my wireframe then
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>>697750
It looks better than most anime side profiles.
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>>697788
Thanks man, really appreciate it. Now to figure out how to properly make cloth that looks like cloth and paint her, neither which I've done before, any tips? The bra is just an extracted and mask. Can I do the same for a baggy shirt then just sculpt the creases using reference?
Anything I show know for painting as well?
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>>697845
I would personally do it in MD then substance but just look up some ways to get that done. What came to mind is this:

https://www.youtube.com/watch?v=MEKnj6xMYIo

watch some of her videos to see how she does it. Not a fan of how she portrayed Rei in this but watch it for how she makes characters/clothes/paints
>>
>>697814
Anime is creepy as fuck. Literally jerking off to infantile facial features. No wonder it regresses the brains of people who watch it.
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>>697833

omfg get it away from me.
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>>697855

What magic did she use to do the hair at 0:55
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>>697855
what a speedsculpt video..
like, completely replacing some stuff from 1:07 to 1:08.
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>>696942
I actually finished the bullpup and the ak5 so all i have left is a few accessories and the sniper left to finish texturing. but im at work and i cant get to my pc to show the latest update.
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>>697833
what the fuck is happening here?!?!?!
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>>695891
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Trying to make a big city level for gmod. Got tired of waiting for someone to make a better gm_bigcity so ill make it myself
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>>698013
Now make it walk, talk and shoot innocent citizens.
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I tried posing using Transpose Master for fun, all I can say is <file_name>.
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>>698067
Can gmod handle that big of a map without problems or support the playercount needed to really utilize all that room? The expanded rp_downtown variants seemed to have plenty of space for everyone.
>>
>>698110

Transpose sucks balls. Mudbox had a better posing system but they never made any updates to it.
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>>698119
Well i havent compiled the version that i posted yet but i did have compiled other versions of the same size but with less detail. This is only 8 units away from the edges of the editor limits. gm_bigcity runs like shit because the engine thinks the player can see everything else in the level even if its across the map behind multiple buildings but this will be correctly optimized with horizontal vis leaf cuts. I'd say this map is going to run way better that bigcity at sewer level but on the sky scrapers your frames will tank. Its only made for sandbox so theres very few enterable buildings.
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>>698129
Right, I assumed it was a darkrp map. I confused bigcity for evocity, which some darkrp servers use and is way too big for darkrp to fully utilize.
>>
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Making a somewhat realistic industrial/laboratory interior and baking the lighting.
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>>698156
I bet you did it in blender that's why it looks so shit
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>>698177
the noise gives it away, but it's not shit at all
>>698156
don't listen to that faggot, and keep improving the scene!
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>>698179
This garbage looks like it's from fucking 1995
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>>698177
>>698204
Leave
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>>698206

Mediocrity must be punished
>>
>>698209
And I'm sure you're a bastion of greatness.
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>>698156
The modeling is good but you need to work on shading. I assume you're already on that, no?
>>
Incredible fucking retards, can you not see these are default materials just with a different color and he didn't even begin with shading?
>>
>>698156
this looks good, ignore the retards shitposting replies about it looking bad
>>
Where did the questions thread go?
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>>698156

Looks like shit
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>>698177
>>698204
>>698257
I didn't render that with specularity or textures since im mostly modeling but i do see that my scene looks baren compared to my references. Industrial lighting is a pain to work with since everything looks flat and dead.
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Im making a boat to walk around on
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>>698360
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New face. Or remake after a few tutorials and coming back to it feels interesting.
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>>698361
Nice duck anon
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I dunno what to do to fix this.
Maybe start making the textures and materials on substance.
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Doin some cultural appropriatin n shit.
Just started texturing, so it's still pretty early. Really digging that wood though. Tips are a bit wonky but that's easy enough to fix.
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>>698397
Some more work on the gate. Starting to look pretty ancient. Probably won't post it again until I finish.
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>>698397
>>698405
I feel like an asshole for posting 3 times in a row, but yeah. Think I'm finished with the gate.
Working on a little shrine next.
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>>698380
Don't waste your time with Marvelous and Substance if you can't do a proper model right.
Its like building a house without foundation. What are you doing?
If you are a beginner at modelling (or anything), don't start with characters. You are in the first class, character design and modelling is like high school.
>>698428
looks good. Keep appropriating culture.
>>
>>698436
Thanks man. Hope the shrine comes off just as good.
I'm really satisfied with how the gate turned out though. I've been using SP for a while now, but this is the first thing that's really come off really looking "finished". It might not be all that great compared to people that know their stuff, but I'll only get better from here.
>>
>>698428
Is that a stretching on the top of the plank in the middle?
>>
>>698468

No, more like an UV island on a wrong angle. It's very noticeable on wood. He could just duplicate the material, remove the mask, flip the material by 90 degrees and assign it to that particular uv shell.
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Some more progress
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I think I will retopo this one and finally make my way to Substance.
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>>698501

looks like a domestic abuse victim with drug problems
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>>698509
Ok.
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>>698362
what tutorials do you use? would like to use them myself
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>>698509

Been trying to capture this look for years. All I can make are extremely attractive women with no problems.
>>
>>698468
>>698493
Yeah, it's a wrongly rotated UV (well, the UV is right, the material isn't). It's already fixed, but I didn't feel like posting another just to show that small section.
In all honesty, it probably wouldn't be all that noticeable anyway considering that area would hardly be shown.
>>
>>698496
Unironically, your zombies look better than most of your actual sculpts.
>>
>>698517
Check out Ryan Kingsliens 12 days of realism and Steve Lords UArtsy tutorial. Check this link - https://www.youtube.com/watch?v=zJLslJww1Og&list=PLnKV3gF5NZCuzVWXPfvRLKraCCYlgq6nP
>>
>>698526
Thanks.
>>
>>698532
I think it's mainly because they have a bit more "personality" to them. Next time you sculpt some normal faces, try to add some expressions or something. I know you're probably keeping them neutral because they're for your game and all, but adding some character will help sell them as actual characters and not just "sculpt #237".
Keep it up though.
>>
>>698534
Thanks a lot. In past I noticed the model changes a lot once you start modelling around an expression but I don't pursue it enough. I make them grimace and then realize that some stuff looks right but instead of shaping it to the similar position to original I just undo or leave the expression.
>>
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>>697833
you are like a baby
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>>698428
Cultural appropriation 2: Electric Boogaloo

I was gonna put a little shrine behind the gate, but I opted to do one of those little Ramen stalls instead. The thing about the gates in Jap culture, is that walking through them is supposed to bring you into a sacred area or the spirit world, which is why shrines and stuff are commonly found behind them.
I thought it'd be fun instead to have an empty noodle stall instead. I'll have the camera pointing through the gate at the stall. Like it's a little place for spirits to gather or something. Since you'd be looking from the outside of the gate, in, maybe have some shadowy figures or something eating there. I don't know, I'm just throwing things out there.

In any case, still working on the noodle stall, but it should look pretty nice once it's all textured. Though admittedly it doesn't look like all that much right now.
>>
>>698637
wouldeathere/10
>>
>>698591
A-Are you doing anime in Houdini?
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>>698531
Thanks man. Appreciated.
>>
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>>698637
Finished adding little bits of clutter here and there, as well as putting some basic materials onto everything before I start texturing in SP.
Shit's starting to reach some maximum levels of comfy. Though I kind of reached some artistic block when it came to coming up with other things to add as far as clutter goes.

>>698701
Thanks anon. Hope you like it when everything is all finished.
>>
>>698360
>>698361
I really dig ships.
>>
>>698857
You don't dig 'em, you build 'em, haha
>>
Quick question: what the refractive index of carbon fiber? is it like diamond or more like a polymer?

I get confused result online.
>>
>>698281
Should the lighting look too dull even after texturing you can always add a few secondary lights to get more visual diversity.
After all, the industrial setting doesn't have a lack of lamps, lights and otherwise glowing chemistry.
>>
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was told to put in this thread.
I would apreciate some pointers on the model i made, what's good and what's bad.
Mega link
mega.nz/#!JXYSEQ6C!1hLxFfQZaG2K4j5z1ohGfq2Og4hv-WzNun5XQqQpDzc
>>
>>698857
me too. The idea of hiding in one with the waves crashing around me makes me feel cozy
>>
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>>698947
These are pretty hot. The fronts are a bit boxy though. I would add some bulge here to imply toes
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>>698950
something like this?
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>>698950
>>698955
>>
>>697294
Just obfuscate the link: "domain dot com" or something
>>
>>698908
I think a lot of time they have a clearcoat on them like a resin or a lacquer, so just estimate what looks good, then put the clearcoat on.

>>698956
Got some real pinching at the top of the toe there. Make sure you're using quads in that area.
>>
>>698949
I just think there is something so beautiful about their shape and the movement of lines through them. Combined with the hard labor and strong materials needed to create them. Layered on top you have the intricate carvings and attention to detail. They just look powerful and graceful at the same time. It's hard to describe.
>>
>>698522
Im still not sure if you were serious but
>tired red
>pouches under the eyes
>lazy makeup
>lazy haircut
>greasy hair
probably all you need
>>
>>698719
Autodesk Inventor. The concept of parts and assembly make cute girls so much better.
>>
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>>698812
Starting to texture the scene. Figured I'd start small with the little clutter things first.
Got a little onions sauce bottle and some sake. I've got variations on the textures as well, and I'll have the scene randomly pick which ones. So there'd be different types of bottles, but they all share the same material that swaps between textures randomly. Not too big a deal, but it should cut down on some work. Each object will have like 4 variations.
>>
>>699115
>onions sauce
Gotta love the filters.
>>
>>699115
The shoyu sauce bottle of whatever you'd call that looks fantastic, the glass looks great, the mesh is nice and round and the sticker is sharp and crisp. The sake bottle on the other hand looks like ass, I can tell the different faces apart if I look at the cap and sticker. Not a fan of how the glass looks either, something about that stretched specular rubs me the wrong way. And the logo on the sticker itself looks rough and chunky.

It's like two different people made two different assets. I don't mean to backseat model but I'd at least add some more geometry to the bottle as a start.
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>>699118
>The shoyu sauce bottle of whatever you'd call that looks fantastic
Thanks, glad you think so. I was thinking it might have been too much. I was surprised how well it came out looking though.

>The sake bottle on the other hand looks like ass
Yeah you're not wrong. I'm planning on going back with the sake bottles.
As far as the polycount goes, I've got a subsurf on it (pic related), I just didn't import it into SP with it.
I do agree about the specular and logo though. I think it's mainly from trying to match multiple proportioned meshes to the same UV map to reuse them. Shouldn't be too hard to just swap over to triplanar to fix it though. I'll play around with it some more.
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>>698156
Remind me of a PS1 pre-render background. Good job anon
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>>699118
>>699121
Redid the bottle. Looking much better now. Even added those little grooves on the bottom.
I know it's not hard to read like 2 posts up, but I added the before just so they're side by side.
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>>699130
Nice job, this is definitely a huge improvement. I like the label!
>>
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Pretty much noob here. I recently started this model of a design of mine and I'm getting stuck, I cant make it look right. it isn't sharp enough.
Should I restart and do the model inserting separated spheres for every muscle?
I'm also considering bringing this to 3Ds Max and put the geometry by hand, maybe that way it will look sharper Idk.
Any suggestion please?
>>
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This is my ref
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>>699130
Did you make that flower vector or download from pack?
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>>699220

You can use zremesher to get new topology. Dam standard is a good brush for cutting and sharpening things.
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>>699220
>>699222
Foreword: I am not a zbrush specialist neither do I know or care that much about anatomy.

It looks wrong because you got your proportions wrong, yours is the shorter, stumpier brother of the ref you posted. I would focus first and foremost on getting that right, use the see-through mode in zbrush if you have to, don't try to nail something so important by eyeballing it in another monitor or something. Your right arm thickness also doesn't match up, your shoulder muscles, whatever that's called, is chunkier on the ref.
So are the chest muscles. I get the feeling your legs aren't quite as thick either.

You mentioned your sculpt looks softer, that's a bit of a given considering the ref has dark hard edges painted on. Still, looking at your folds, I can't help but to think you're going in a lot with the smooth brush? Don't be a bitch, get in there hard with Dam.Standard or some other kind of creasing brush, try not smoothing anything for half a hundred strokes or so and see what happens.

There's no need to restart, this isn't a trainwreck.
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>>699130
Thanks! Looking back, it definitely wasn't anywhere near finished when I first posted it.

>>699224
Nah, there's a few sakura flower designs included in the alphas for substance painter. I do have a set of alphas that I whipped up for this though. I wish I knew more about Japanese typefaces though so they were a bit more varied.
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>>699115
What do you use for texturing?
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>>699238
Actually I've been using that See-through, so it's not the proportions likely.
It might be that I'm smoothing too much as you said, I'll try avoiding it. Thanks so much for the feedback

>>699237
I actually knew about Dam standart, but I think I got too few resolution, because I didnt get the effect it is intended.

Hopefully I will update soon and see how it goes
>>
>>695891
>THIS IS NOT THE THREAD TO ASK FOR HELP. If you need any assistance in your work, visit: >>>/3/questions/
this is the only thread im getting from >>>/3/questions/
wat do?
>>
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>>699130
Moved on to doing the bowls. Threw together a few patterns in Illustrator and used them as fills.
The pattern on the first one is kind of blurry on purpose (wanted to try that effect where it kind of stains into the porcelain). There's some definite texture stretching on the hexagonal one though. Mainly because of my shitty UV job. I'll be re-doing the UV map (had them all rectangular), so it shouldn't be a problem. Meshes are subsurfed outside of SP, so don't worry too much about counting polys.

I tried my best to make a dirty bowl, like someone just ate off of it, but Imma be honest, it came out pretty shit. In fact, it looks like someone shit in it.
If anyone has some tips on how to go about making some food stains, I'm all ears.

>>699252
I'm using Substance Painter. I'll be honest, I've only really been hitting my stride with this project.

>>699265
Yeah looks like it's dead. I guess I'll put another one up. Most people have just started asking shit in the general discussion thread.
I'm liking texturing a lot more now. Probably slightly more than actually modelling.
>>
>>699337
>Yeah looks like it's dead. I guess I'll put another one up. Most people have just started asking shit in the general discussion thread.
I'm liking texturing a lot more now. Probably slightly more than actually modelling.

Accidentally put a quote thingy in between replies.
The "I'm liking texturing..." is for the one above. Not the dude asking about questions thread.
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Do people playing game even care about details like how the shoelaces looks? I'm wasting too much time on tiny details and it's so boring.
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>>699337
Put some more work into the bowls. Right when I think I'm finished with something I go right back in and work it even longer.
In any case, looking pretty good now.

Though the dirty dishes look less like someone shit in them and more like someone bled out in them now. Maybe both. Again, if anyone has some tips on doing food stains and stuff I'd appreciate it.

>>699412
>Do people playing game even care about details like how the shoelaces looks?
Probably not, but every little detail you add in just makes it that much better. While small things by themselves might not make all that big a difference when scrutinized, all those little details add up to something really nice when you take in everything as a whole. Though it is important to know when too much is too much, as a busy piece is just as bad as one with not enough detail.

In any case, I like it. Keep going. Reminds me a lot of the texture work they had in PS2 games like Kingdom Hearts and Final Fantasy.
>>
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Messing around with Particles.
This scene has been sitting around for months, but even at 1/8 of the final resolution these 6 seconds took two hours to render. Not quite sure if i'll ever render the whole animation.
>>
>>698812
nicely lit
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>>699414
can see the geometry on the dirty ones
>>
>>699601

>>699337
>Meshes are subsurfed outside of SP, so don't worry too much about counting polys.
>>
>>699600
Thanks. I'd like to claim that I actually had something to do with it, but really I just spammed the lanterns.

>>699601
Yeah I'm aware. The dirty ones are a separate mesh, I had just forgot to turn the subsurf back on for the render. I figured the textures were more important.

>>699598
Gratz, you made a compression killer. What is it supposed to be? Can't really tell.
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>>699414
Next up, we've got some spices and some chopsticks. All that's left now are the pots and knives, then I can start the long ass process of texturing the whole stand.

Once that's all done I'll start putting the environment and stuff all together.
If it's possible, I think it'd be cool to import it into Unity and get it working in there so people could walk around in it. Then have it set up to where the viewer could alternate going to the spirit world and the real world by walking through the gate. So in the real world, the place with the noodle shop would just be some ruins or something, but when they pass through the gate it's all lit up and comfy.

I don't really know if that's something anyone would be interested in or not, or whether people would even bother downloading it and walking around, but it might be kind of neat in VR.
Who knows how well the scene would run or if it would look all that good moved over to Unity, but I'll still give it a go. After that's done I don't know where I'd put something like that for people to access it though.
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I'm slowly making Royal Magical Library. No clue how I'm gonna do the magic orbs
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>>699412
No but it matters
The more important thing about something that may be obscure is how expensive it is to do.
Something like laces for example if made by a retard could easily end up with more tri's than the whole leg.
>>
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>>699635
I would make your chopsticks more interesting. If you are going for the cheap look the they will be much rougher, but to go with the rest of your stuff which is all a bit more ornate, you could do that with your chopsticks too.
Just some simple stuff around the ends.
Also, chopsticks usually rest on that chopstick holder like in the pic.

I'm Keen to see your whole set come together.
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>>699614
I honestly don't quite now. The original idea was to have have a solid block of it to be used as ammo for a gun, which each shot chipping off a bit of it.
I've moved away from that idea - using it as some kind of data device for now.
>>
>>699412
If you're not doing crazy detailing like that on the coat buttons and such, then I'd say leave it as-is.
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>>699681
Yeah I wanted to go for the look of those cheap disposable ones. The ones that are squared at the top and round off towards the end (like your pic actually). I really wasn't happy with the texture density of that one so I went back in and re-did it (like everything so far). Same texture size, 512x512, but I gave the islands a bigger bit of breathing room since in this case stretching is a good thing to get that fibrous look.
I do agree about making them a set that's more ornate though.
My thoughts going in was to make the stand kind of a mix between traditional and modern stuff. So like the little spirits have a bit of anachronism like they're adopting stuff from the real world. So the disposable chopsticks kind of factored into that for me, though I imagine personal experience too since I don't really deal with chopsticks outside of the occasional Asian restaurant.
I'll add some more fancy chopsticks as well in some areas.

>I'm Keen to see your whole set come together.
Me too. What are your thoughts about the Unity thing? I don't really know if people would really bother with something like that or not.


>>699700
That makes a lot more sense in context. I honestly like the ammo concept a bit more than the lunchbox looking thing you've got now. It probably would only make much sense in the context of an animation though.
Hope you do find a good way to work it into something.


>>699750
Looking pretty good. I'd dial down the roughness a bit on the spots. Also the textures are looking pretty uniform.
Think about how that object would be used, and where things would wear out and scratch. Where people would grab it and leave residue, where moisture and stuff would start to rust and collect, and maybe dents and stuff from garbage men tossing it around or it falling over. For a start though you're pretty good.
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>>699798
Spent way too long re-making the knife meshes (which were shit to say the least).
Finished texturing one of them, so that's one down out of 4. At least until I go back in and work with it for another 6 hours. Still, it's done enough for now. My roughness settings get fucked when exporting from SP to Blender (everything ends up too shiny). Not really sure why, so I have to get it close as I can with a color ramp.

Anyway, rest of the knives should come pretty quickly now that I've got the base materials set up from this one.
>>
>>699869
Also, I forgot to mention, there's a little line at the very edge of the blade. That's a mistake by me. Forgot to dial in some of the edge wear and it caught the sharpened edge. It'll be fixed when I work some more on it tomorrow.
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Early blockout of something, but I'm not sure yet if I'll gonna keep it.
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>>699678
>>
>>699887
>Yu Gi Oh
Go take a shower bro
>>
Working on some game ready hair for my character. Its the first time i've done hair that isn't geo sculpted in zbrush. I think its going quite well all things considered. I've got a third layer of stray hairs and a pass to feather the hair's edged out. Also this isn't the final texture. I'm just using a slightly edited height map with a diffuse colour over the top. Any crit so far?
>>
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Old Radio
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>>699947
Lookin good anon. I really love the logos and stuff burned into the wood on the back.
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>>699869
Transfered the material to the cleaver pretty easily enough. I'll probably do something different with the handles for each of them. Nothing too major, just different shades/types of wood. I'll probably tone back the black a bit as well. Seems a bit overpowering.
Anyway, have a knife, and a lul.
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>>699894
No, I don't think I will
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>>695891
Making a base mesh for future characters, haven't really done much on the face, hands, and feet yet. There's a white skeleton inside the mesh (what I started from).

Any useful direction for where it's at so far?
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>>699996
Finished the whole set. All that's left are the pots, then the actual ramen stand.

>>700017
Lookin good. I was wondering how you were going to do those orbs. Kinda wish they'd have a bit of reflective light on the bottoms of the ledges they're under.
You putting in the wizards too?
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Free image to material software:
http://www.boundingboxsoftware.com/materialize/index.php
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>>700024
Wrong thread, friend.
Try this one >>637415
>>
>>700021
Hey, thanks. I like the knives. Yeah, I’m putting wizards in. Never tried character modelling so not super looking forward to it. Couldn’t find any good “wizard” or “robe” objs for free online so i’ll do it the hard way

The orbs I wanted to do a particle thing but it seemed like it would be too much effort to look good. I tried to increase the strength of the sphere lights for the orbs but it blew out the shadows too much? Currently I’m trying to get the shadows and darker places more dark but nothing I’ve tried works and vray lights don’t attenuate. If you or anyone else has advice on lighting, camera setup I’d appreciate it. Oh, and for getting the perspective to ‘pinch’ more at the top like in the card art
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>>700030
You might not actually have to do much for the wizards to be honest. They're fully covered in the robes and hoods (looking at the card). You could probably get away with a shitty human model from makehuman or similar. Hell, if you really don't want to go that route, you could probably just throw something vaguely human shaped together for the robes to drape over. Then use a cloth sim to drape some fabric. It'd be pretty easy in Marvelous, but it should be simple enough without it depending on what you're using. It doesn't have to be much more than a big sheet with some pinning here and there.

As for the pinching at the top, you could just fuck around with the camera's FOV, or if you really want to push it, you could use a lattice like pic related to squeeze things in more at the top. The FOV thing is more dependent on what angle you're looking at, but the lattice would work independently from where you're looking.

For lighting, you're actually pretty close to the card now that I look at it. They've got some crazy dark shadows going under the platforms. I don't know much about VRay, but if you increase the strength of your main light you should get some crisper and darker shadows. If not, you could always cheat by using a mesh the shape of your dark/hard shadows under the platform, making the material black, and throw some transparency on it. It's hacky, but I've done it occasionally and it's worked alright.

In any case, it's looking good. Pretty close to the card. If possible though I'd whip up a few more book meshes. Can't ever have too much variety.
>>
>>700030
>>700031
yeh you only see the robes and the string around the hood if you really look close

just block out a person, very simply with a nice head and simulate a sheet for the robe and another sheet for the hood
then just put on a simple fabric texture
>>
>>700019

Looks good so far.
>>
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Making a muscle girl. Does anyone know of a workflow like Raphael Grasetti where he uses shapekeys for animating muscle (he did this for Kratos) and animating it in blender.
>>
>>700039
Have only bother doing major shapes like calf, quad and biceps flexes on characters I've made in the past.
I prefer using bones rather than shapekeys but for the activation it's sufficient to just use a linear interpolation of the angle of the joint in question.

like write a simple script, or do the blender equivalent of parameter wiring and map it to be 0% bicep bulge @ zero degree elbow, 100% bulge at 135degrees and it'll look pretty natural.
>>
>>700043
Jesus, sounds coll but I am shit at this. Can you link me something that I can understand the fundamentals about scripting? Thanks for any input.
>>
>>700048
Meant to say cool.
>>
>>700039
>head and neck are a separate object in the top of the collarbone
You know what? Fucking genius.
keep doing this great work.
>>
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She looks nothing like the source material but the source material had smiling expression. Lots of confusion when I went to make a neutral facial expression and then just decided to go with a generic face. Does she look at least a little like a Latina?
>>
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Update. Working on the head for hours really helps.
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>>700114
Way better than your usual stuff anon. Great work, you're definitely inproving.
Little bit of expression helps a lot too.
>>
>>700124
I am looking at all the stuff on Artstation and I understand I have a long way ahead but I still choose to stick with it. There is nothing else I want to do in life other than make my models and hopefully games. Thank you for your input. I will experiment with pulling the unique character with expressions and then into neutral. It makes them more alive even in neutral.
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I just quickly did the left one. I am glad they are starting to look human.
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>>700068
Relax you fucking dumbshit, it's obviously a WIP. What the fuck is this guy's problem?
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>>700234
I don't think he was being condescending anon.
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made this at work during lunches
pls no bully
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>>700405
Looks like the jpg compression fucking killed it.
Are those piano keyboards usually made out of wood though? The paint that's rubbing off on the side looks like there's wood underneath. Actually, the whole thing looks like wood. I guess I could see it though if it were a custom made diy one though.

Texture on the back of the chair looks weird. Like it's fuzzy, or made out of the same stuff as the wall. Hell, everything has a really similar roughness. Like everything is too diffuse. I dunno, there's just something off about everything.
Bottom of the carpet is clipping into the floor btw.

But yeah, I don't know how much of that is just fucked up compression or what.
>>
>>700405
Looks pretty decent but the lighting is shit
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>>700405
How did you do the carpet?
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>>700548

Noise + Tesselation is my guess.
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>>700517
i don't really know what i'm doing, just started like a month and a half ago
keys are supposed to be plastic and i tried to make them rough and dirty like the synth itself but that didn't work apparently

the back of the chair is also supposed to be rough plastic. guess bump is too extreme, it's just a noise texture

thanks for the feedback!
i'll try to fix everything at home when i have time coz rn i'm using this office pc at work with celeron in it

>>700525
>the lighting is shit
yea i don't like it either
any advice?

>>700548
noise displacement + hair particles
>>
>>700565
I'm talking about the entire instrument. Not the actual piano keys.
It looks like it's wood.
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Would this work for a [spoiler]lewd[/spoiler] game?
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Its not much yet and not really worth posting.
Old datsun truck which I want to mod into a few racing sims.
In the end I will be cresting around 5 version of it.
Giving myself deadline of 30th september to finish the base model.
>>
>>700597
jesus christ no
your anatomy looks like it was controlled entirely by your penis (and not in a good way)
but realistic body does not work with anime head/face, shit just looks bad and like you pasted anime on top of a daz model
>>
Meeting room.
>>
>>697750
>>697833
Rafaknight?
>>
>>700597
I can't tell if you're trying to go for anime anatomy or realistic anatomy desu. It's off either way.
>>
>>700597
If you don't realize that anime babyface is weird as fuck to slap a thicc body onto, you've got issues. It's literally the face of an infant, you realize that right?
>>
>>700655
Nah
>>
>>700633
>>700674
>>700677
Consider the face as a placeholder.
I pasted it on from another sculpt because a headless body looks a bit weird.

I mainly wanted to know if the body anatomy is too exaggerated or plain wrong.

And yes my penis did influence the sculpting.
>>
>>700644
I can't put my finger on it, but something seems pretty off about the scale.

>>700622
Too early to really tell, but a word of advice/caution. Don't model with subsurf on. It's really easy to try and make something look good in subsurf, but with it off it looks like shit. Even if you aren't planning on having it on for the finished object, it's still good practice to leave it off. Turn it on and off here and there to get a sense of how things look, but get as close as you can without it. It'll make finalizing it with subsurf super easy, and much cleaner.

>>700597
>>700682
Arms seem super fucking short, and the rest of the proportions are way off. Torso and legs are way too long. Toes look like stumpy sausages, while the ankles look like something you'd buy at the supermarket's meat section. Not to mention everything looks like skin stretched way too much over a body it doesn't fit. It's fucking weird. Keep working on it I guess, but have a fap and have some references the next time you go at it.
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>>700597
Others have torn into your thing already but I guess I'll pitch in too.

- 8 and a half heads is too wack proportions, I've only ever seen something like this from doujin authors who are really really trying to be different with their milf works. Maybe keep it at 7 or lower.

- I don't get why people pose hands like this but it looks creepy and shitty. If you're gonna have a model in A-pose then have the palms turned flat against the body. They also look really small.

- Same for the feet except they look really big. Rest them flat against the ground.

- You made the legs super chunky and now your arms look super spindly.

- Don't use red matcap for fuck's sake, it gives you permanent eye damage. Download zbro's cap or at least use skin shader instead.
>>
>>700682
The anatomy is wrong. You're sculpting how you think it looks instead of how it actually looks.
Use more/better reference and keep practicing. Avoid exaggerating proportions too much because it can very easily slip into being comical instead of appealing.
>>
>>700693
That's a baby face meant for a 5.5/6 head body
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>>700597
>>
>>700039
How are you planning on attatching the head to the body. I had the worst time trying to do this using dynamesh since i would lose detail in the face. Eventually I just learned to use polygroups and hide the body polygroup when i didn't want to see it.
>>
>>696033
Did you sculpt in ZBrush
>>
>>700691
>>700622
Of course about the subdiv, its being worked on standard poly modeling, it will when its complete I will need to make 3 or 4 LoD models and the highest will be subdiv x1 or 2 depending on the hardware requirements in the game.
>>
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>>700644
Visible and obvious repeating texture on main focal point is triggering.
>>
>>700792

Also the Point of View of the outside seems off.
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>>700701
I have a base mesh with all the stuff needed with good topology. I then merge the head and body and dynamesh it. Project all the detail from the original sculpts onto the dynamesh until I am happy and turn off dynamesh. I then get the topology model (template that I always use for the actual final model)and move it about until I can properly project the recently dynameshed sculpt. I then go into retopo and fix any missaligned polys and put them where i want them. I then go and project again until. Go to lowest subdividion, bake normal and other maps and export the lowest subdiv as fbx. Thats it. You now have a nice model for a game.
>>
>>700801
true, the outside seems to slope upwards compared to the floor
>>
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better?
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>>700882
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>>698281
Tip for lighting: render everything with a 50% grey mid-roughness texture. Then set up your lighting so the scene looks interesting and reads well without materials. Then you can add materials and adjust.
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>>700882
The cartoonish child's face doesn't work with that body at all. The hands are much too small as well.
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Any tips on the anatomy?
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>>700021
Finally starting to texture the Ramen Stand. This is just a quick IRay render from Substance.
Happy to finally be working on this part of the scene. Obviously there's not much here just yet, but hopefully it all shapes up nicely.
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I made a wizard but jannies don't have a sense of humor.
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>>700882
not sure if it's the t pose but I think her ips are too wide
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>>700882
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>>700898
Maybe wider shoulders/upper torso, but this looks just fine.
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>>700910
I like that a lot better!
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>>700905
what thin skinned moron actually went through the trouble of reporting that? lmao
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>>700905
Good job?
There aren't jannies on /3/, or even mods.
Mods will pop in to take shit down that doesn't really need to be taken down but that's it. So I guess you were one of them.
Though you probably didn't need to post it in every thread after.
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>>700916
It's a different one, i'm stripping every identifier seeing what exactly isn't allowed. But yeah two threads deleted because I modeled a merchant.
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>>700914
This was the 2nd version that got deleted, stars on the hat got some people triggered. I can understand the full on merchant thread though.
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>>700918
I really don't see what's offensive though
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>>700918
daz garbage is not allowed on this thread

regardless,

hail hitler
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>>700919
No idea, some people are more fragile than others. >>700920
It's not Daz, this looks nowhere near
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>>700919
The shoddy composite is pretty offensive to my eyes.
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>>697559
Wow, only 258 replies? Man, this thread is slow... Like my progress. Anyways, after the epic battle of weight painting between her thighs & hips, I realize I needed a couple pelvis bones to put 'em together more smoothly. I adjusted her proportions again, add some polys, removed some polys, and playing hot potato with her hands.. WHICH is like hell when you felt like her thumb is stupidly longer then her fingers, and making a clenched fist seems like her thumb either barely wrapped around her fingers or couldn't reach it.

BTW, I managed to figure that out.
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>>700928
>Wow, only 258 replies? Man, this thread is slow
Yeah, there's only like 5 people actually posting in this thread. Don't know why, everybody's either busy with something else, school, or just shitposting about software.
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Come oooon, do something! *pokes*
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Trigger warning fellow white people.
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>>700959
الله الحافظ
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>>700969
Now i´m curious... i know it must be 5 people around here, tops - but which country every one of you come from?
Maybe we should have ID tags and country banners like /int/? This also should be a red board, but that´s a lost cause already.
Brazil here :)
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>this resolution

Maybe I'm doing something wrong here, but I really don't know how to unwrap this oven now without having to use a 4k texture for it to only look decent. 2k and less looks garbage. Ignore shitty temporary smart materials for now.
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And here are UVs. I don't want to stack islands on top of each other because I see everything is unique on my references as well. Would it be bad to reduce sizes of some islands that won't be seen in order to increase the amount of space available for important ones?
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>>700995

If this is cinematic then just use udims. If it's for games then you have to mirror. If the front part doesn't animate I would try and keep it one piece and just front planar project everything instead of breaking it up wasting space.
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>>701007
It's for a personal project that will probably go in a portfolio (game environments). Although I did plan to make a short cinematic for this scene, so in fact I might try udims, never worked with them before. But ok, if I try to keep it game-ready, I'll mirror some parts. I optimized UVs now, but the main front and top parts still take like <512px.
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>>700997
>Would it be bad to reduce sizes of some islands that won't be seen in order to increase the amount of space available for important ones?
No, that's standard practice and should be done always
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>>701017
I've never actually paid enough attention to texel density before so I'm looking at some resources and it says it should be 10.24px/cm for first-person games. Now I'm super confused because it seems like way too much.

Pic related, you can see a plane which is 100x100cm, and it has 1024px checkerboard applied to it. From what I understood, this means that should be a reference for 10.24 texel density. This already seems like a lot and even though I thought the simple table (shown above the plane, it's from a top view) has enough resolution, now it looks low-res. Not to mention the stove I was talking about today. The upper version of the stove is a newer one, and I had to separate it into 3 pieces - it still doesn't come even close.

+ the fact that I downloaded this addon and set it like pic related, and it is showing me a different density, although it should be the same as on a plane.

Is something wrong here? I don't get it now how is it possible to ever uniquely unwrap anything bigger than a donut for 10.24px/cm density.
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My first 3d art ever.
I just installed maya and started sculping after went to zbrush, retopology in blender, textured in painter.
In plans making a body but didn't figured out the concept yet.
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>>700997
Yikes.
Show wires anon. I can help get you started.
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>>701054
What is there to "yikes" about? It's a model of a stove, which is mostly a bunch of beveled boxes and you should understand the wire from the UVs. I can't post a new img now since I'm away from PC. I marked seams on the edges and unwrapped. I'm pretty sure wires are not the problem here. I did optimize the UV space some more after that post.
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>>701056
Yikes is your unwrap anon. You're wasting a ton of space.
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>>701056
>>701058
Even in that unwrap you have tons of little islands that are just rings that you could put things in. Like in the bottom corner. All those little things in the top right could fit in that.

Not to mention it doesn't look like you unwrapped it properly.
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>>701059
*top left
Fuck.
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>>701058
I know, I did fix it later on as much as I could, and the only holes that are still there are the ones for the small window on the door and those on the top. And a bit of the space remains on top when I let blender pack it, but STILL, that's not nearly enough resolution for one texture set, even if it was packed 300% tightly.
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>>701061
I wanted to see wires so I could help you place your seams. Because right now they're not in the right places, which is why you're getting skewed shapes and stuff.
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>>701063
>>701059
Ok, here we go. Is this bad?
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>>701064
And a general approach for every part. Maybe I'm creating too many seams. Other than that, I just realized that it looks like there are tons of holes on that UV pic above because probably not all faces were selected, while in fact there are only 3 islands with holes. It's not so much wasted space as it looks.
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>>701059
>Even in that unwrap you have tons of little islands that are just rings that you could put things in. Like in the bottom corner. All those little things in the top right could fit in that.
How can you pack again after manually placing islands like that when packing islands resets what has been placed by hand? Afaik Max has a feature that locks groups of UV islands when packing, but in Blender it resets everything. I could either just let blender do the packing and end up with a decent amount of empty space or pack everything manually
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>>701072
Maya has this problem too. No idea how they manage to fuck up what should be a very basic feature.
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>>701072
I honestly just pack everything automatically for texel uniformity, then I go back in and pack it manually. Texel density is important, but not everywhere. Sides and stuff that you don't see aren't as important, like on your oven, the back of the handle for example, the bottom of the doors/drawers, underside of the bevels. I usually tuck these away in any holes I have, in the mesh, or any gaps left behind. I'm not too worried about texel measurements, more about "how much detail do I want here?"

Another thing to make sure you know is how seams actually work. You don't have to encompass everything with a seam. Sometimes it's effective to just cut sides apart with a seam that doesn't lead into another and leave them continuous (like pic related's corners). So if you're texturing in something like SP or just Photoshop, you're not looking around for one edge that you can't find.
Seams work like cuts. Which is pretty self explanatory and obvious, but it's a good idea to think about how it would cut if you were doing it with scissors or something. I'm not an expert or anything on UV's, but when I'm doing something cuboid, with 2 sides (front and back), I try to have one island have just the front connected with the sides so they're seamless, and the back on its own. This is also a good practice if you're baking in bevels, because you don't want those bevels split between 2 UV islands.

Basically, just don't surround everything with seams, and your unwrap will be much cleaner and more usable. If you've got a really good unwrap, you can have a really detailed object that looks like it uses a 2-4k map, but only uses a 1k map.
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Should the hair opacity map be a translucency map? I gotta make the eyelashes transparent without making the hair look ghostly. Fug
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>>701053
Use you time on just sculpting for now. Get good at that first
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>>701091
What about when you're working with normal maps and need to split hard edges to get the beveled effect to work? I'm not at the unwrapping phase for my plane yet but I did a test unwrap and it looks like it'll be a pain in the ass to work with.
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>>701138
If you can't help but split the edges, you can't help it. Generally though I've found that I can keep bevels together with their "parent" faces. Sometimes you can't. I honestly just try to keep the islands as intact as possible. So for example, the wing of a plane, I'd do my best to keep it all one, and only separating out the bottom. I really don't know if that makes sense. UV's are hard to really put into words. Pic related, the selected edges will bevel nicely when baked.
Again, sometimes you can't help but split up the edges, so I do my best to have them somewhere they're least likely to be seen. So if people won't see the bottom of your plane, I'd put them there.
There's not any guarantee that they'll come out bad either, it's mainly just a precaution more than anything.
But if people are going to scrutinize it all around, I'd start looking into UDIMs.
I don't know if any of that helps, because I might have misunderstood, so my bad if I did.
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>>701141
I've always been told the exact opposite of this and usually found it to work better, that you should always split+seam a hard edge to get a good bevel on the normal map, otherwise it causes artifacting. How are you baking your normal maps to have them turn out fine with so few seams?
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>>701142
I usually just bake it with Substance Painter's baker, and bake from a high poly to a low poly. I haven't had problems with it, but I have had problems when splitting them up. Don't know why it works for me.
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Left or right?
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>>701181
neither
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2/2
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>>698013
do u have more he's cool
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>>701181

Left. Tone down the skin pores it's too high frequency.
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>>701181
left
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>>701184
I like the curls, but whatever.

Smooth a little bit the neck, not only it is too bumpy, also the contrast between the skin in the face and neck is too noticeable. Smooth it up, make it uniform, the muscley look is already achieved with the muscularity itself, that skin texture is really not needed.

Also, I would tweak the ear a little, the lobe is putting me off
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>>700919
Offensive part is how the author is being nazi by posting a meme meant to signal how he's advocating for genocide to anyone who understands the reference towards the imagery of the 'eternal jew'.



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