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File: 8-190314.png (2.21 MB, 1500x882)
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PLEASE IGNORE LOW-QUALITY AND BAIT POSTS.
>posts that are directed to the artist and not the work ("stop posting", "stop spamming", "you're shit", etc.)
>posts that do not elaborate (stopping at "it's ugly", "disgusting" without actually saying WHY)
>posts written intentionally to incite responses (nonsensically incorrect posts, anything that makes you irrationally upset)
We can't stop the posters, but we can discourage them by simply not acknowledging them.

we broke the streak edition

previous: >>670679

Reminder!
This thread is for comments & critique on whatever project you’re working on / have completed.

THIS IS NOT THE THREAD TO ASK FOR HELP. If you need any assistance in your work, visit: >>>/3/questions/

List of free resources (textures, assets, etc.): https://pastebin.com/vU7P8Vmi
If you’d like to add more links, post them here: >>637415
>>
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memeboard
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>>671897
well that was a pain in the ass for something not very good
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>>671899
it looks alright. what are you doing for the backlight? (baked lighting, gradient, something else?)
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>>671899
It looks fine but the spacebar looks a bit thin.
>>
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>>671900
Just assigned an emission node to the face behind the keys. cant be fucked to do it the right way
>>671901
yeah just realized its offset, thanks for pointing that out
>>
Making shield hero raphtalia right now for my hack and slash game. [spoiler]Its the kaguya anon[/spoiler]
I should be hanging in vg/agdg/ and /a/ in a bit.
Its been awhile since i made an anime game.
>>
>>671914
your model likes like a 6 y/o child rather then your ref who is at least 16. just because the matched the drawings hight doesn't make your proportions correct
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>>671914
doesnt look like the ref but i like it anyway very cute chibi
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>>671829
you know that third girl is just a shop of the second right? nobody has proportions like that unless they're seriously deformed.
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>>671919
Check Neoteny on wikipedia. Here https://en.wikipedia.org/wiki/Neoteny_in_humans
>>
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>>671662
Big progress since, happy with the head and hair, but the body is bothering me.
>>671824
I can see the Taiga resemblance for sure.
>>671793
Using figures as reference really helped, thanks.
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>>671921
that's great and all but are there any real life photos you can show of a person with these features who isn't clearly deformed
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>>671931
Your center line is far to harsh and obvious, the nose for example is like a knife edge. The hair that meets looks stupid. fix that shit first.
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my first ever model (minus the mannequin)
vert count around 170k i guess
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>>671916
>your model likes like a 6 y/o child rather then your ref who is at least 16
Friendly reminder that you are posting on a Mongolian horse breeding forum and that might be exactly what that poster was trying to do
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Doing some test, i really hate my camera composition.
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>>671914
hips are too low lad
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>>671939
MORTAAAAAL KOMBAAAAT!!!!!! badam badam badam badam bam bam!
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>>671944
bed frame could use some better texture verity, joinery and uvs
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>>671958
Not sure even Jesus could save that one.
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>>671958
About texture and uvs im agree, but i did joinery, i think a should move or chamfer a coupple of mm.
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>>671960
hi man, hi, I hope you don't mind a small laugh at you expense. I apologize.
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>>671962
Get lost.
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>>671969
We are all lost.
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>>671898
Retopologize it for animation...
but that's still far away, as life is too busy.

just looking forward to finish it then retopologize everything
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>>671879
>PLEASE IGNORE LOW-QUALITY AND BAIT POSTS.
>>posts that are directed to the artist and not the work ("stop posting", "stop spamming", "you're shit", etc.)
>>posts that do not elaborate (stopping at "it's ugly", "disgusting" without actually saying WHY)
>>posts written intentionally to incite responses (nonsensically incorrect posts, anything that makes you irrationally upset)
>We can't stop the posters, but we can discourage them by simply not acknowledging them.
Greater truths had never been spoken.
Just hope we didn´t lost any great 3D artists to 12 year old edgy teens.
>>
>>671960
Only reason I mentioned joinery is I think it would be cool if you had some visible woodworking. Like wooden dowels, or a dovetail, not just use butt joints. Is this entire shot 3d?
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>>671971
You know your images are fairly decent, you spent a lot of time on this console but there is a lot of detail. I would just appreciate, I'm sure others would too if you stop trying to role play in the thread. You don't have to change much, just when you post an image ask for feedback on a particular thing you're working on, no need the writing on sensicall paragraph every time. You might actually get some good critique this way, I'm sure it wouldn't hurt.
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A character for a game I'm doing with some friends.
Any advice please? I'm quite nooby
Also. it's 2100 poly. Is this considered low poly?
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>>672010
Never!
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>>672028
Pretty good and yup that's lowpoly alright. Looking at the topo and it seems pretty animatable. Are you going for a game like Journey? I guess with that style you could add more vibrant colors.
>>
>>672010
Just ignore him. He's one of the weirder /3/ regulars. Used to post in the DAZ generals (or something similar), went on a manic spree heralding Blender as the best, even decided to create a thread dedicated to himself (which I was completely fine with contrary to /3/'s general-enforcing standards since it effectively acted as a containment thread). Guess he realised no one paid attention to him in there so now he's here.
Interacting with him in any moderately critical way causes him to respond in some obtuse, arrogant and self-praising manner (like he just did). Trying to push it further causes him to spout some superiority complex derogatory bullshit like "Isn't it past your bedtime?" or "Shh, the adults are working". It's pointless trying to stop him is what I'm saying.
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>>672028
2100 polys or 2100 tris? if its 2100 the tri count would be almost doubled to 4000(probably more). and judging from the pic its more than likely 4000 tris because you have details that you dont normally see in low poly models. at this point this model is considered low poly in the sense that it can be thrown into one subivision to smooth it out and no detail would be lost because of poly count. i have a model at 1760 polys with 3364 tris and thats sort of considered low poly because i have details that you normally see in low poly, like no definition of the face using only simple planes for ears and a simple poly for the nose. in general low poly is in the range of 300-1000 tris.
>>
>>672037
>>672028
also let me clarify that yes it is a low poly model,but it only has the atheistic of low poly because its blocky not an actual low poly model.

here are some examples

https://polycount.com/discussion/41232/lowpoly-sub-1000-triangle-models
>>
>>672040
sorry that ones sort of dead
heres this one

https://polycount.com/discussion/41232/lowpoly-sub-1000-triangle-models/p277
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>>671916
This >>671943
Though i might still tinker it for a bit. Im still experimenting on the cute/chibi formula.
Also i forgot that spoilers dont work on /3/
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>>671959
Why aren't you making your dial instruments likes this instead. It would cause a lot less problems when you apply shaders plus it's a lot easier to make.
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>>672049
? theyre flat surfaces why would there be any problems
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>>671931
Lookin str8 DEEN m8, instead of superior UFOTABLE. Bring those eyes closer together. She's looking a bit more like Kirei rather than Rin.
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>>672049
My only argument is to keep poly count low. I am unaware of any shader problems that would result. Later today, today Anon. TGIF. Plus, you could have mentioned that like two weeks ago,
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>>672077
kekeke. Demanding people to read your mind and serve you. How much of an ego have you grown. Restrain yourself man.
>>
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taking a break from bedroom stuff, practicing using materials. Do I bite the bullet and try to learn UV unwrapping?
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>>672081
Yes, it's an essential skill if you want to to 3D modeling. That's like a basketball player asking if they should learn to jump.
>>
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>>672082
fair enough, shame, I was having fun
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>>671944
Why did you leave the texture of the top frame like that? Normally long pieces of wood are cut along the wood grain, not across it. Plus you can take the oppotunity to cut the frame and creat a union there, giving it a more realistic look.
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>>672028
I like it, though I find that you dont need so much geometry in the mid and lower part of the dress, specially since the polys are so stretched there. They might deform in wonky ways once you add the bones.
>>
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>>672083
gotta say eevee is pretty fun to fuck around with aimlessly, no waiting 3 years to see a usable image
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>>672032
I always recognize you based on your sculpts. You keep doing those giant creases on the cheeks and the pig nose. And one thing I noticed is that whenever someone is focusing on female models and then tries making a male model, it looks like trans / gay, you're not the first one.
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>>672087
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>>672091
https://youtu.be/yqydwpN-3eE heres one but not shit
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>>672084
I'm still working on it m8
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>>672089
>You keep doing those giant creases on the cheeks and the pig nose.
Cheers anon. I do have a lot of things to improve on. I made some changes.
>And one thing I noticed is that whenever someone is focusing on female models and then tries making a male model, it looks like trans / gay, you're not the first one.
I wish. If I could do a decent trap, that'd be an accomplishment.
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>>672028
I like it :)
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>>672137
nose is too far in.
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>>672152
How do you mean. They result in different looks so there is really no real way to define how a made up person should look like. But by your suggestion I pulled out the ridge on the first one and it looks better.
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>>672091
ive fucked this up past recovery. time to move on and forget how badly I fucked up the geometry of this
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>>672154
looks way better
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Another character just for fun.
>>672162
Thanks for the help.
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And another try on a greek/jewish chick
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With hair
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>>672050

You generally want to avoid having that many vertexes converge on one single spot even if it is flat it can create visible edges when you render.
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Last one before sleep
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Thank you anons, just keep hammering at me. I need to improve.
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>>672173
copy. thanks for the company.
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>>672169
no it wont lol
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test
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Hello, I am new to zbrush and want to learn how to create characters. If I post here my works will you help me with feedback please?
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i got a gun, no girls
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>>672183
Stop being a weirdo I'm just posted you work man, be prepared to get shit on it doesn't happen that much if it does learn from it
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Now that I have a bit more experience, I went back and reworked an old abandoned model. I ended up pretty much keeping nothing but the head. Any thoughts? I dread to rig and texture him because I know fuckall about it.
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Heyo, I haven't really done characters before, so I tried to make an ecorche to get a sense of what's where. I'm not really looking to be super detailed, but I'd appreciate if you can point out any major fuck ups.
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>>672198
You're what?
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>>672231
>I'd appreciate if you can point out any major fuck ups.
Yeah. Yer boy ain't got no skin! He got muscles, an he got Them Bones (dun dununununun dun dun ahhhhh), but he ain't got no skin I tell ya what!
How can he sit on a chair if he's got less than his birthday suit on!?

It might be me though, but the torso seems a little long too. Then again, that might just be the way torsos look when it's all muscle/bone.
Butt seems like it protrudes out quite a bit too, even when you factor in the fat deposits that might be there after the fact. Once again, it might just be me thinking it's weird.
Are you going to be adding fat to different areas as well?
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>>672231
Thicc af

Thighs look thicc but as a whole it looks pretty biologically accurate, actually
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>>672231
her tits are too small
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is there any way to edit keyframes in a world in this timeline menu thing? I cant figure it out
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>>672299
>>669725
>>666179
>>
Some slow progress since i've been busy, lazy these past days.
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>>672351
>>
>>672353
>>672351
I think it turned out ok somehow. Someone told me to make the hips wider and shoulders narrow. But its time to sleep..
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>>672354
Forgot wires.
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>>672355
Going to sleep now for real.
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how's my first 3d Sallet helmet look?

1/2
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putting out there that the texture/material is temporary, it's pretty shit.
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Fence for my racing circuit scene.

Not sure about the wire mesh, looks a bit flat, but my brain has stopped working for now. Starting to get a good handle of Substance Painter though.

I'll give it another texture pass tomorrow. Please leave your thoughts and comments boys n grills.
>>
>>672425
>>672426
Shape is good, just add some thickness to it with the solidify modifier and round out all the resulting hard edges with the bevel modifier afterwards. It's too obvious that it's an infinitely thin plane.
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>>672430
Looks fine, no-one will notice when racing anyway.
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>>672437
Well its not for a game, its just a small environment piece.

I'll have to look at the big quadruple-A racers and see what they're doing.
>>
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Started work building some greebles, wall panels, and assorted set dressings that can be used to quickly kitbash together sci-fi interiors. Kinda fun, I've never worked on environmental assets before as clothing is really my bailiwick.

The cut out I-beam took my longer than I care to admit to make until I realized I shouldn't be thinking of it as two triangle side to side but as a sort of Z pattern repeated over and over. Then it was easy to make.
>>
>>672430
If it really bothers you, just make the wires seem more rounded with a bump/normal map or something. That should be enough.
Should be as easy as throwing a smooth gradient on each of the wires.
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>>672449
You should try to fix that or hide it behind another prop.
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>>672449
Its weird how you have so many different shapes. Like if the wall panels are gonna be rectangles with rounded corners, the door should be a rectangle with a rounded corner too. Its the future why would you put a world war 2 submarine door? I'd give them a sliding door. Those columns are ellipses, should be circles to fit the rounded rectangle vibe. Those roof thing = if its gonna be a big beveled triangle, it needs to be big like a real big TRUSS and only one of them. If its gonna be lots of tiny ones, it shouldn't be bigger or more complicated than a present day STEEL JOIST or a CASTELLATED BEAM.
>rectangles with rounded edges are really cliche sci fi but whatever
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>>672462
Yeah I'm going to build some riveted L brackets like they use for joining real i-beams.
>>
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>>672464

I'm going to make different doors but that door is one I have a particular plan for and it will be unique in the project and I want it to have a very retro look. I like those hexagonal beams you posted. I think I'll make some that look like that too. They should be pretty easy to make.

I'm going to be making a bunch of old school CRTs too even though those are definitely an obsolete technology that really looks dated when you see them in sci-fi now.
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>>672468
>>672462

There we go. Three different types of brackets to use.
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>>672478
Wait, is this some render preset I'm not aware of or are you the same anon doing the WoW gnome(?), the chibi robot and now this?
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>>672479

Yeah I'm the chibi guy. The guy who usually makes clothes for the chibi figure.
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board game piece, saloon
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>>672513
Can't tell if that's a render or a printed piece on a lightbox. Either way, well done.
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>>672523
Thank you! I tried widening it a bit. It doesn't look as witty bitty cutey this way but it reads better as a saloon, I think.
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>>672534
i think a generic icon of drinking/alcohol on the sign would help differentiate it from some something else
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>>672545
something like "xxx" maybe?
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>>672557

That would probably imply a whore house.
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Possibly my first post to /3/ so hey everybody!

Some Quake II inspired character concept stuff I've been working on for a couple of days.Testing out some Zbrush to Photoshop workflows to try and determine which parts are faster to sculpt and which parts are faster to paint/photobash. This was a ~6 hour sculpt with another 8-12 hours spent in Photoshop.

Things I noticed while doing this:

- It would have made more sense to split all the individual parts into separate subtools for easier rendering/compositin with a nicely split clown pass

- Keyshot can be a real fucking cunt some times

- I definitely hould have spent more time in 3D overall. If I'd spent another 5h. sculpting this I could have been done with the whole image in 70% of the time

- Should have taken a rust render pass instead of photobashing that shit

Do you guys think there's a market for this type of thing? I mean, I'm obviously slower than a guy doing quick speed paintings/line art (I can do that shit too though) however this workflow gives me something I can send the modelers as a base for retopology and shit. Where should I put my focus? C&C welcome...
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>>672618
No. XXX is pretty common to denote alcohol and stuff in a country/western setting. But I always thought it had more to do with moonshine than alcohol in general.

>>672621
Looks pretty neat. For obvious reasons, it reminds me a lot of the Revenants and similar in the Doom games, just more agile looking. So I guess it'd fit right in with Quake as well considering it's also an Id game.
I wish there was some more color in it though. I think making the cyber eyes glow a bit more than they are now could really give off more of a menacing look to it as well. Knees look a bit wonky too I think.
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trying to figure out 3d shit for the first time, ill figure out at some point how to make the renders not look like ass
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first time i've ever made a face. Since everything is off I plan to individually practice each part of the face (mouth, nose, eyes, ears) so I can understand how they actually work. This is supposed to be a female face
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>>672634
I'm with the other guy, while I have seen xxx referred to alcohol it's much more commonly associated with sex.
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>>672513
>>672534
Anon that is the most adorable little saloon I done ever did see
>*spitoon clank*
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Not WIP, but something I made a while ago and wanted to share.
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>>672676
I know it's supposed to be dark since it's in a cave but it's way too dark. I can't make out nearly anything in this scene
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>>672634

Thanks for the crit on the skeletron dude. Btw I agree on the XXX thing btw. If you ever watch really old western cartoons or read those comics that's what you're gonna see.

I understand where you're coming from with the color thing but I really want him to look bleak like an old military machine. Maybe I should have given him some scifi military decals? I made the eyes glow a bit more. I get what you're saying about those knees but it doesn't really bother me. It's like some of those MGS robots with kind of wonky looking anatomy to distinguish them from a man in a suit.

But yeah. Might be returning to this in a couple of weeks and I'll definitely take your observations into consideration /,,/.

>>672647

Nice job if that's your first face. Female faces are super hard to sculpt. You can deform male faces to shit and they can still look appealing. Female faces just look ugly if you deviate from the norm and you don't know what you're doing.

I think you should look up some nose anatomy stuff. The tip of her nose looks like someone cut off a bit. I think she could do with some fuller lips with more dynamic shapes. There's a bunch of stuff you could do but this is definitely a good start!
>>
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Mostly Rigged now. I still gotta rig the hair tomorrow.
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Remaking a weapon from a PS1 game using a (very low quality) screenshot for a reference (top). Probably should have just fired up an emulator and taken my own screenshot. My goal is to detail it quite a bit more and then bake it to something pretty low-poly like the source material. Trying to get the look of Early PS2 models.
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>>672634
>>672656
>>672618
XXX on a jug of moonshine denotes being triple distilled. Every time you distill the liquor you mark the bottles with another X.
>>
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>>672686
Webm ver.
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A little composition i've been working on, don't really know where I wanna go with it right now, just have always been interested in crashed space ships in deserts, stranded boats etc.
>>
>>672682
Yeah, you're probably right. Will increase the brightness next time. Thanks for the feedback, lad!



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