/wip/ General.Post your work-in-progress projects or recently finished projects here.Pay no attention to /wip/ usurpers.Previous thread: >>745444
Advice appreciated.Wish I could use Unreal engine but it's too laggy on my laptop, even marmoset can barely handle this scene.
>>750848If you're gonna do quantity over quality then your scene needs to tell some kind of story, otherwise you just painstakingly duplicated a lot of unity store assetsI'm sure you made every single one of the props, and now you have a personal library of reusable logs, barrels, etc, worked really hard, probably learned a lot, but as a portfolio piece you just demonstrated you can reinvent the wheelEvery single item there could be critiqued (in the way that really anything can be just pushed forward forever until you've recreated a 1:1 copy of a real world thing) but at some point you've got to call those things "done"
>>750849>Every single item there could be critiqued (in the way that really anything can be just pushed forward forever until you've recreated a 1:1 copy of a real world thing) but at some point you've got to call those things "done"which is why they've called it 'done' and asked for feedback. Cool ramblings.
>>750835Making a misty mountain road.In the process of revamping it to look more like an infrared photo, so that should look pretty neat.
>>750848A lot of those assets seem they could easily be low poly and have the texture do most of the work. It would be part of the challenge itself if you could have that in Unreal.
>>750848cobwebseverywheredusteverywherea hazy light coming through that window illuminating a thick film of slowly moving dust particles in the airmaybe some rusty old discarded toys in the corners
>>750849Well I needed the practice It doesn't feel right to download models.>>750850This is why I'm thinking not to overtexture and try and wrap it up.>>750864I'm a poorfag my laptop cannot handle UE4's starter scene unfortunately.>>750896Thanks for the comments
>>750920There once was this horror game called 'Hidden Siren' I feel like you somehow made the opposite.
inspired by that other fella who posts here https://youtu.be/AqBovfSou-o
>>750925Can't find a "hidden Siren" game with google, but judging by the name, yea, possibly.Shit's gonna be a pain in your arse chasing you around!
starting to figure out texturing in Blender
>>750850Every single item there is unfinished.The scene is boring, the props are randomly scattered around, I am not being told anything visually.The lighting is flat, the background things are untextured, many props are exact duplicates with little or no variation (or so little a variation that it's hidden to the casual viewer).Overall it's a pretty terrible piece, someone evaluating it for the purposes of a portfolio would quickly move past it; they might not vocalize all the things I've said but they'll feel it.Now how about YOU write a useful post instead of posting about a post of a post? Fucking idiot.
>>750956how is something like the sled unfinished?what magnum opus placement are you expecting from junk in a shed?there's a lot of logs, a sled, a wood burning stove, the setting is probably a shed in a very wintery area, maybe a wilderness homestead as there's lots of rope, barrels and crates of stuff with no modern tech.
>>750949give him a bubble butt and pouty lips.
I do hope it'll look better with foliage
>>751005a-are those Boolean holes?
>>750982Thats a pretty face. I have decided not to model at night. Left is night right is day. Its literally night and day.
>>751034I really like those female faces you're sculpting, you should add some xgen hair and some pores on them and make a render, they would be very good if you finished them
>>751034why did you have to censor those tits... WHY
>>751005The scratches look to me like wood. Perhaps it'd be better to make them sharper, and possibly also narrower or less deep?
Looking for criticism and advice.
>>751079Mouth is to high/chin is too low.Distance between eyes seems too wide.Some odd, sharp creases on the abdomen.Groin is a total fucking mess holy shit.Feet are gnarled clubs.Looks like you tried to sculpt the body out of one mesh. Don't.
>>751087Can you give me some advice on how to fix the groin?
>>751087I tried to fix what you suggested, how about now?
>>750961Google composition, google color theory, look at classical paintings, try to understand what makes something visually interestingEven changing the color balance, the lighting, the camera shot, just rearranging the shit, at some sort of details that tell me something other than "a bunch of shit, most of which is absolutely pristine, while some of it is crumpled in a room, it's KIND of winter related"Move the camera back a bit, give me a longer shot, have the furnace open and with coal spilled on the ground, have everything dusty (or just add god rays), have foot prints on the floor in dust leading away from everything as if somebody tried to clean all this shit up then gave up; fucking anythingYou don't even have to go apeshit adding in the wear detail shit, you could do a lot in post; just anything to make it visually appealing. Consider film making (or photography): all the shit already exists, someone has to either arrange it or find it arranged (as a result of the circumstances of things happening in the real world) to be visually interesting.Again, I'm harping on composition because the guy has had enough of working on the individual props (which I have already said are technically fine, he's obviously proficient as a modeller) These are the first results I got googling "3d composition", watch these (or better ones if you can find them, the ideas are universal) https://www.youtube.com/watch?v=BkEfRgokpwwhttps://www.youtube.com/watch?v=O8i7OKbWmRM
>>751079don't model without references
>>750927i think he's misremembering "forbidden siren".
anyone here use marvelous designer? im trying to get this under clone layer to sew but it wont? and help would be appreciated
>>751137I remember Hidden Siren too, but I just googled it and oh no it's happening again!
>>751133yeah yeah you want an artstation front page pieceHere you go, artstation front page https://www.artstation.com/artwork/d8OOL1tell me the heart gripping story you see. Cant just be a show of asset creation, cant be practice, everything anyone does has to tell a story by itself. Every room of every game has to stand alone in telling a narrative
>>751148>"advice appreciated">gets good advice>starts crying about itevery time. if you want unconditional praise, go show your trash to your mother next time.
Any opinions on this?I was very autistic with the topology this time, tried to avoid triangles but still ended with like 20 of them or so.
>>751138You mean get closer to body?You get 2 values for this, one is fabric thickness you set for each fabric piece and other is and inflated shell setting around the body, so clothes slightly float above it, its so you dont get clipping everywhere on lower particle distance. Its in scene>root>avatar>"your avatar name", select it and at bottom in surface you have skin offset in mm, set it to 0.5
>>751157Not that guy but thank you that's good to know.
>>750835Somewhat finished (unless I continue getting nitpicky) Baryonyx skull that I plan to print for a friend's. My main issue about this is that since my reference was kind of bad in terms of accuracy now this fucker can't close its mouth without the teeth and/or upper jaw getting in the way. Hopefully the supporting piece does the trick to keep them fixed.
>>751154Looks decent to me.Unless you're going to animate that area, or subdivide it, triangles literally do not matter.
>>7511 sorry shouldve explained better, im trying to make a puffy coat type thing and after i cut and sew my front panel I made a clone under copy but when i simulate I can see where it should sew together but it doesnt? it kind of just floats around
>>751157oops meant to reply with this >>751166
>>751091unless she's only going to smile and mega smile you should model her face neutrally
Well I'm calling it done. It's my first environment piece and it could be a lot better but I have to call it quits eventually.Crit appreciated.
>>751214>Well I'm calling it doneDON'T.It looks good for your first env. piece but you can still make it 15% better by working on the textures, especially the walls and the ground - it looks too clean. Also the lighting could be more dramatic and atmospheric. You are 95% there but the last little bit can make a big difference to the viewer.Don't throw the potential better end result away by getting lazy now. You might be sick of it now and want to start something new - fair enough, but consider coming back to the project in a couple of days and give it another polishing pass. Also think about environmental story telling, right now there is none, but there could be with a little-bit of effort. If you need more precise tips on what exactly to do If you are unsure, I can provide that if you give me a littlebit of time (i am lazy myself) but before that sleep over it a couple of nights and look at it again with fresh eyes.
>>751214me >>751248 again.I didn't saw the post of the other anon. >>750896He gave you already a very good description of what could make it much better. Think about it.
>>751214Looks too bright, that's a small window for all that light, even at 12:00.Also the shadows are totally wrong, if you want those shadows place a lantern or something on the table.
>>751249I don't think I can do those things in marmoset, it's already convoluted and hard to navigate because marmoset isn't designed for environments, discovered that the hard way.Maybe in future I could add dust/cobwebs etc. but it's unbearable to move around the scene (low fps) on my laptop.>>751260Ah yeah I know what you mean, there was originally a lantern there but it looked out of place>>751249Thank you for helping, however I'm theorizing I need to make a few scenes to the best of my ability and learn real shit if I manage to get a job that can add that professional factor. I guess the motivation just isn't there to push a generic shed to its maximum.
hey, i'm a noob to animation, but i've been interested for a while, and watched shit like new frame plus here and there. so can someone tell me how and why my first try is (probably) dogshit?
>>751294I'm a noob too but here's some real life and cartoon animation observation:Your prepare phase is too short (when she's contracting muscles before springing upwards), especially in comparison with the phase in the beginning which doesn't seem to have any meaning. Maybe you were referencing something, but here it's not helping to accentualize the jump at all. Second jump looks better because of this.In animation, if it's stylized, people actually prolong the prepare phase even more, to accentuate the action better. If a character is about to punch someone, make him aim a blow for a comically long time, etc.
>>751297this any better? i make the anticipation pose a bit longer.
>>751154take the dorito pill
>>751309No, everything is and was great, except for literally the first part when she elevates her heels. But you've even elongated it this time. Again, I'm sure you were following a reference where a human does this, but it looks purposeless here.
>>751313ahhh, right, sorry i haven't slept in over 24 hours, got it the wrong way around. is this better?
>>751315>>751315LET ME SEE THE FEMININE BENIS
>>751315How, where and why did such a perversion dawn within you anon? Please explain the chain of events that causes someone to be into such a thing.
>>751294>>751309>>751315It's terrible anon.They all look like basic ass keyframe tweens. Start fucking with those curves.Gravity is all kinds of fucked, she's in the air too long, the feet are sliding all over the place for some reason when she lands, the poses are awkward as fuck, and it's doing that thing that newbie animators do where every part of the body is moving and doing something but not actually contributing to the movement.Do a bouncing ball animation first and come back with that. Once that's finished and polished, I can guarantee this will look better.
>>751294Timing is the keyword to look for when researching animation resources. It is the most difficult and important topic to master.
>>751315People who are into ball stomping need to be removed
>>751315a) no fat chick jump this high, certainly not Meib) why the fuck is she floating in the air for so long?c) those nuts should explode being jumped on with full force
I think i'm finally getting the hang of grass. Any tips?
>>751373>I think i'm finally getting the hang of grassNo anon. No you're not.
im new to zbrush and cant seem to find this grey portion of the mesh? it seems like an inner layer or something? its not in my group loops and its messing up my topolog, any help would be great
>>751315Find a video of someone roughly the same body type jumping and rotoscope your animation over them.
>>751392I think it's better than most tutorials, don't you?>>751378I increased the color contrast here
>>751373I too am fucking with foliage
>>751396looks like the exact same part without the stripes.
is this looking bad already? dont mind the chin, its meant to be part of a cyberpunk headpiece thingy
>>751473tweaked the nose a bit. its alright if he looks a bit japanese as the ref is from a manga drawing, as long as its still human lol
>>751396shift click that polygroup the remove it and then you might see.
>>751464>I think it's better than most tutorials, don't you?Not in the slightest. It's fuzzy trash that has no volume, is pixel thin, and just looks like someone spammed the same grass texture all over the place.If this is your definition of good, I can't imagine what your models look like.
Emulated Lightwave 3.1 (1993) in WinUAE, the furthest I'll go back. Fittingly SeaQuest-ish, since the TV show started production on that version of LW. Didn't finish texturing it properly since it's really hard to model and render anything, even on an emulated 68060 CPU.
how can i get a good low poly of chainmail? or what would be the workflow for getting chainmail to look good fora video game. remeshing my chainmail looks dreadful and far too high poly
>>751152It's not the original dude with the laptop it's just some retard>>751262>Maybe in future I could add dust/cobwebs etc. but it's unbearable to move around the scene (low fps) on my laptop.Take your render into Photoshop and paint over it.You should save all your assets into a library file so you can reuse them, and you should make LOD stand-ins (I'm not sure what the correct name is for this in Maya) so that your scene is populated by low poly primitives (they don't need textures or anything, literally just slightly extruded and labeled cubes is fine) and then you do render passes or some other piecemeal operation.
Finished the last of the modeling and cutting, but I'm having a hell of a time printing it. learning is terrible.
>>751517plane with normals and perhaps transparency. For a more real looking effect you can add some parallax or displacement to make it pop
>>751527Well modeled, don't really feel the feet transition tho feel a demonic hoof should look more animalistic with a sliming before it flares up to the qlopety-qlop part.But please tell me this is somekind of 'punisher of all coomers' demonesse and not some sort of genital dismemberment fetish ordeal.
>>751530yeah, the feet are kinda lazy desu
I dont think I'll pick it up again, takes too long to render
>>751536i like the design style of the character- blocky- a bit crusty
>>751530Looks like your average Slaneeshi daemonette with the crab pincers and all so chances are she is into the second.
Material I made for a small diorama I'm working on.
ive laid out all my uvs from multiple materials to not overlap in blender but now that ive baked them separately and am trying to combine the normals in Photoshop they are overlapping? I used xnormal if it matter
>>751527looks hot, would coomone gripe i have with it are how the lower pair of arms are just kind of placed onto the bodyit looks fine from the front, but i feel the back falls apart
>>751536really cool, anon!
>>751527those are some boobsI really like it other than that
Defining the muscles more helps, but yeah the way the arms are placed is kinda shitty.
>>751469looks like aquarium grassadd a fish
Been working on this on and off for a couple weeks now. I intend to put a floral pattern on most of the metal bits, still unsure how much of that I want to sculpt and or slap on with a normal map and that has had me on a bit of a roadblock for a while now. This already has some sculpted bits, a few of which are pretty rough which I plan to fix with retopology.
>>751776I made a face at the bottom of the grip. Probably going to redo it, not really happy with the way it turned out.
>>751767not even sure how to go about that, so many other four armed creatures are fuckin jacked
>>751767try modeling as if she had 4 scapula
>>751473>Fucks up a head sculpt>D-don't worry it's ackshually a sci-fi mask heh
Thoughts on this night render?
>>751833Better than the last one, but still really boring to look at.
>>751826dont get me wrong the head is fucked up in all sorts of ways. just the chin specifically is meant to be a metallic thingy. I figured the nose was a bit too small so I tweak it a bit but haven't touched it since because I didn't really know what I wanted to do with it (the ref image has a nice scifi mask but the rest is kinda bad). I might come back to it once get better at making my own refs
>>750835What's the story behind this image? Why is it here for years?
>>751853its comfy that much i can tell
>>751833pretty cool. give the left wall and the grey floor some defects, make the the house more busy with stuff in it (bookshelves, nightstands etc). i think a few yellow wall lighting on the inside would make it look warm and cozy too
>>751853That was the WIP of the original creator of the wip threads.
Man, I wonder what Meakrob's up to.Does he still even post here anymore? What ever happened with that game he was working on?
Steam engine comming along. Just finished the Governor in the center, but i might redo it since "big balls of brass" might be functional but not very aesthetically pleasing
moi3d stuff, city, keyshot 9, 350k polysnurbs is fun
>>751924moi3d stuff continued, this time i finally was able to learn how do make a car that i didnt hateway behind my poly modeling ability, but, it just takes a lot of planning125k polys? keyshot 9
>>751926last one different colors
>>751927ok well two more
>>751927annnnnd k done
been modeling juicka for a sfm/gmod model
>>751926>i finally was able to learn how do make a car that i didnt hateWell I do absolutely hate it.Its disgusting.
>>751892NICEIs it functional? Are you using rigidbodies or constraints?
>>750835Learning one point perspective. Long way to 3D.
>>752013You uh, you might be on the wrong board anon.
>>751833Do you have a reference image? It doesn't help that the architecture (assuming it's based on a real thing) is ultra modern open concept garage box house made of steel and regret.In no particular order:The lighting sucks, we see too much of the background HDRI (assuming it's an HDRI and not a JPEG)Either crop the image or lower the camera heightThere's too much obvious tiling (of the texture) and repetition (of textures and props), the hedges are obviously duplicated side by sideThe tree in a planter looks like a 3D asset, it's a boring tree, it's kind of a poor choice (not exotic, no interesting reflections or flowers or fruit, just solid green)I'm not sure what the white stuff is in the lawn that kind of looks like white garden hose or some sort of divider or something? Either way it's visually uninteresting and even confusing (i.e. a person may not "notice" it but their subconscious is going to say "what is that? I don't like it"); maybe add a pool instead or lawn chairs or lower the camera lens to below 35mm so that you get a sense that the lawn is bigger than it isThe walls enclosing the estate look like weird prison walls, they look like the same kind of material as the covered walkway or car port or whatever; there's also obvious seams / tiling The furniture inside is hard to see and dull, honestly you should bring all that outside and leave that inside room emptyThat roof high window is weird, kitchen windows tend to be chest high and depending on the construction of the home (i.e. being on a slab, being elevated or lowered due to the surrounding terrain features) they tend to be a little more navel/shoulder heightThe wood wall is boring, a room like that with high sun windows would be on all sides, that looks like you (or the architect, if real life thing) realized "Oh shit this view sucks, the only thing people will see is the compound walls of their mexican prison cul-de-sac"
>>751940Look how the knuckles on her hand all fall on the same plane. Hands dont really do this, and it's a fundamental feature of hands the human eye is very perceptive of. Just translating what you have to make the hand more concave, and the knuckles offset appropriately will make a massive improvement.
>>752025When doing exterior architecture via you never really want to go for low mm lenses, 50+ should be your ball park. I believe the white on the lawn to be displacement gaps, you need the lawn to have the same smoothing I'd to not have gaps. Other then that, yeah pretty much spot on. This image could really benefit from comp, arcvis depending on the studio is usually 40-60% Photoshop Vs 3d
>>752001Thanks - all functional, when i'm modelling everything down to the last bolt i might as well make it work. I use drivers whenever possible, the piston rod, governor and vents use bones but i still have to figure out how to apply centripedal force to the counterweights
>>752038Will do. Thank you for the tip.
>>751926you need to learn some compositing homie
>>752076These are static image backdrops, pretty limited in what angles make sense
>>751926Change the hdri for the render put one that is more similar to your back drop. That or post-process the hell out of it cause the lighting and the background don't match at all
Looking for more advice, I worked on the crotch as I was suggested and I think that's it's better now.
>>752087little people big world type beat
>>752100How about now?
>>750920>he can get you from coverfinally someone did it
>>752103it will never look normal with such grotesque exaggeration of proportions.You're trying to sculpt an attractive body but the thighs / legs are so large they can't read as anything except morbidly obese. The the knees and back of the calves especially look like those of an obese person.
i'm modeling this crane for a video game i'm working on. rate
>>752128Loogs great, is this a crane simulator
I'm making Toxine from Wakfu. I have only very basic experience with UV mapping and I'm not happy with the layout of the area between the legs.
Tried to create a chameleon (iridescent) paint material
>>752130it's a life long passion project. a remake of an old game called Trespasser (1998)
i've been staring at it too long and can't tell if i'm making it better or worse
>>752151>>752149All of your grass is incredibly homogeneous.It's all exactly the same height/size, and they're all even turned the same direction.Get more grass types in there, randomize the sizes and rotation, and get some color variation as well.
>>752087i observe there needs to be more distinction between the abdomen/pelvis/thighs.
>>752133dont go crazy trying to optimize your UVs. Those look fine.
>>752204>>752133I dunno, he can squeeze a good bit of space out of it if he moves that thing in the bottom right of the first set, in between (the arms?) near the top middle. Then he can give all that shit on the right side of the first set a bunch more texel density.
>>752136I had to google "chameleon paint"; I figured this was "car paint" but didn't know exactly what the chameleon part meantDo you have an actual car or car-shaped model to put it on? Suzanne isn't very good, the other objects aren't good either, you need something wide with a lot of surface area and then rounded edges (so a cube with rounded edges)Also I saw someone do this same effect to pretty good results just via compositing (in Nuke, not Blender)
>tfw you can only make models out of other people's paintings/drawings and can't make your own references
>>752244Composite them in photoshop.
>>751464>I think it's better than most tutorials, don't you?While it's not photorealistic, there is zero doubt that it's good. I'd say it feels a little fuzzy, or blurry, but looks nice. Don't listen to >>751512 . He's just a angry incel that doesn't even make 3D models.
>>752252End yourself.Other anon is completely right.
>>752246sorry, what do you mean? what difference does it make whether they're made on photoshop or not?
>>752136>>752212Lackluster lighting, just slapped on a sky hdri
>>752296Is it just a color ramp on screenspace normal into the albedo? You could probably render out a sphere and use it as a matcap even.
working on a shortstack for once
>>752343>>752336looks about as erotic as pic related
>>752336woah... so this is the power of sculpting...
>>752302I'm an idiot, posted in the previous wip thread.
>>752364yea, i wanted to model something thicc for once, sadly whenever i try to make something thicc it ends up with strong definition
>>752260well shit i thought id have an example for you but i lost it.What I mean is take appropriate side and front view pictures of people and copy/paste/fade them together to make the reference of the face you want.
>>752336I find it interesting how the stolen models common in 3d animated porn have stalled amateur CG development. So all the work is being done in the sexual fringes.
>>752483ah yeah that was obvious enough then, sorry for not getting it sooner. I think that that could work, I'll try it. hopefully it aids/rubbers my inner creativity in some way. I hadn't thought of that at all, and though it's not what I was looking for it's good enough for now. thanks a lot!
>>751776>>751777Changed the head to a skull. Really was not feeling that face. Now I can continue on with the rest. I think this is ready for retopology. I am going to be adding the pattern in Substance Painter and maybe making a few other tweaks before retopology is complete. Now since I FUCKING HATE retopology, I don't know when I will touch this again
>>752382Started the textures today, here are the hands.
>>752500Skull looks so stereotypically edgy. Face was 'weird' in a cool way; kind of like a westernised Oni head. The only issue was the hair that joins to the grip looked too wavy / bumpy.
>>751315>>751309>>751294https://www.youtube.com/watch?v=uDqjIdI4bF4watch this vid anon. i am completely noob at animation but because i know the principles i can already point out the flaws in your animation and understand what other anons are trying to tell you. i have no idea how to do it but i have a clear vision of it. if you want to make her reach that jump height make her kneel lower before launching, reach full body length mid air then fold her legs a little during landing. her landing animation must be faster aka less frames.
>>752522Thanks for the feedback. It's nice that you mention it looking like a westernized Oni as that is basically what I was going for, but I didn't live up to my own intentions. I initially tried to do something closer to pic related but kept failing. That bloated face was just a reminder that I couldn't achieve this look and the hair certainly kept bothering me. I did try to add a bandanna, go for a sort of pirate / asian hybrid, but that wasn't working either.This sculpt was also somewhat practice. I intend to try the Oni look again with an actual mask on a character model later. I still haven't done anything to set the theme of the ornate elements in stone.Besides, this is the first skull I ever sculpt and I am pretty happy with how it came out. It's not super realistic or accurate, but it isn't supposed to be.
>>751527damn. looks like lilith from d4
>>752610the steak sold me
finished her openings, this will make retopo way easier
>>752610really nice texture work>>752613can you name fag so i can filter you out
still a long way to go about the arms and the chin, but the rest should be fine i guess? this is around 600 tris
>>752615yea i can>>752616man this looks real good so far
>>752617thanks! one thing i noticed immediately after posting were the chicken legs so i tuned the gap between them down a bit and hopefully it looks better now
im new to substance designer and trying to get these stitches colored, any reason why they arent? im not sure what im doing wrong, im following poliigons guide. any help would be great
>>752664idk substance so this is a guess. The grey is on top of everything and the mask is not being applied correctly
>>752505aaaand here's the face.
I would love some feedback on this so far.Especially the stylistic approach. Possible inconsistencies and general thoughs on how you like it and if you can picture this as small scale city?
>>752797hey anon i have seen you in the blender discord. this is great work man, the pieces fit together perfectly
>>752797Very cute anon
>>752865Nah. just solid colors. I will however create graffiti and shields in very simples vectors and add later.No real colors though. I figured that would be to much considering the amount of buildings I want to do.
>>752664You have to use blending modes and set a backgroung color for the diffuse.
>>752723¡Dios mío! La abominación!
FUCKI've been messing with this pinkie finger for almost two hours. One can't connect 11 edges to 10 with quads. One just can't.I give up and will redo whole hand from scratch tomorrow.
>>752928Also, for a model of this "quality" (meaning almost no detail), 6k tris is too much, right? It isn't finished, so with feet and thumbs and extra joint loops it's probably gonna be 7-8k.
>>752928Maybe you should try making something a little more basic before trying to make a human, your not going to get it right the first time anyway.
>>752941Yes anon, this picture has been opened in browser for almost a week now.Notice how you can only add and subtract 2 edges with quads only. Of course I can just put a triangle somewhere and call it a day, but that would be pretty cringe.
>>752723Things I think you should adjust:the eyebrows, the hairs don't have the correct orientation and the individual hairs are too thinreduce how deep the lines of the face are, like the naso-labial fold as it makes her look oldthe sss is a bit too much and the spec is too lowadd a higer rez mesh for the pores, they are lackingabove the eyelid, near the bridge of the nose, the form should be convex rather than concaveThe anatomy around the mouth needs more love, you're lacking some anatomical landmarks like the mediolisthe bridge of the nose is also too straight, again it's lacking some of the underlying geometry
>>752948What is the purpose of your mesh that you care so much about quads and the tri count at the same time? (Also since you are looking at your model subdivided the tri count is way higher than 6k anyway)
>>752952To make semi-coom animations right in blender, so no export to game engines or anything.I've read a post here about quads, anon said triangles are hard to subdivide and I assumed they're hard to subdiv even for a modifier, I mean it eats more computational resources or something like that. Also it's probably good to aim for an ideal only quad topology anyway, for learning purposes.And for the trigger count, I'm asking just because if someone experienced tells me this rough model has too many tris, then I'm gonna retopo it all from scratch, not only hands, since it's so bad.
>>752955tri count*, excuse my T9
>>752948>one can't connect 11 edges to 10 with quads>Notice how you can only add and subtract 2 edges with quads onlyLooks like you already know your answer.Why you had an odd number of verts to begin with is beyond me. You're going to have to have a tri somewhere when you have odd numbers.Maybe you should stop trying to fuck around with stolen models and make something yourself.
>>752955Other people will have different opinions on this, but I think it's best to play around with tris in your subdivided model and see how they behave. Often they become problematic if used in areas that deform (a lot). If you end up with a tri in the fingertip or nail, for example, it will certainly not cause any issues.Regarding the polycount 10k tris before subdivision is fine (If you put in details like fingernails, toenails, individual teeth you'll end up with more than that). You can easily pump more than 10k quads into the face alone if you want detailed facial animations. The only real concern in that regard is that weightpainting the model for animation get's more tedious at higher poly counts.(Also blender 2.8 has really shitty subdivision performance, 2.9 will have 10 times better performance apparently and after that, they'll add a GPU based subdivision option.)
>>752965Yeah, imagine stealing a model to swap FINGERS. You're one special retard.>>752966Thank you, I was afraid it was too much. I've read 2.83 will stick around for a few years as a LTS product so we'll have to wait for 2.9 a bit, but good to hear, looking forward to it.
>>752977The only way you'd have trouble with differing vert counts like this is if you HAD stolen it.Point is, you have to be a special kind of retard to get yourself into that situation in the first place.
>>752928don't reinvent the wheel, look up hand topology and just straight up copy it for your first attempt. Do the fingers first individually (with an even vertex count) then make the palm to fit, redirect loops from the fingers back into other fingers/themselves to reduce loop count to match the wrist.
I could really use some help on making this face look less alien and uncanny
finished this tank destroyer, have to do some rigging and then try to put it in RL footage
>>753012Yeah I followed this. Turns out, I've accidentally placed odd number of edges in a thumb foundation loop. My bad. Must follow exactly vertex to vertex this time.
>>753045forgot the pic
>>753036Cute jagdpanzer ^_^
>>753049that's a Hetzer
>>753049>>753051>>753036Um. I'm pretty sure it's a telescope you dinguses.
Oh, I get it now. This fucking model has pentagons
>>753072oh god oh fuck what do i do?
>>752797The palms look nice, but those other 3 variations are a meme. They're way too low poly to fit in with the rest of the buildings
>>753074>what do i doApparently rant on /3/ instead of thinking about it myself for a minute. Thank you
>>753026Well nobody has lips or a jaw like that. Peoples faces are pretty boring actually. Cant see with the texture but it looks like the brow ridge is undefined. You need to push in the area to the side of the eyebrows and top eyelid.
>>753075yeah. got it.Heard that from a couple of people now.In fact the trees, except for the palms, were done before I had fully fleshed out the stylistics of the rest. Actually glad it shows. Will work on that
>>753074Oh no no no advicebros, we got too cocky...Turns out this flow requires those pentagons.Well, I'm not gonna invent anything better myself so might as well give up and proceed with two non-quads in the whole model.
Getting close to finishing this character
>>753362what are you going to do with it?
Nearly ready to move on to UVs and proper hair. Sculpting is exhausting and I'd rather be getting on with boob physics.
>>753363Working on a Dark Fantasy short(3-4 minutes) using UE4.He is one of the 2 protagonists
>>753368This might be an odd comment, and it will be a lot of work to put into practice but he doesn't feel like a PC, he's a little too genetic currently just like an NPC.
>>753383i think i understand what you are trying to say.i'm still thinking of other ways to improve him.A weapon or some accessories.
>>753392no anon- ditch all the ornaments- nobody cares about that shit.then Saw his horns off, flat.. And maybe 1 of his forearms should have like a blocky rock type of look to itYeah that would be pretty cool
I have started learning SFM exclusively for shitposting. Any tips? Other models would also be helpful.
Just trying to get the hang of World Machine, rendered in Blender
>>753550no nipples? are you making a statement?
>>753364>Nearly ready to move on to UVs and proper hair. No you're not, buddy. You're a few years away from that.
Trying to learn a new program by doing a full character Build inside of it. Still deciding how I want to go about doing the hair, and the thought of doing a rig is pretty daunting
It's done!Stuck with the skull and made some ornate engraving in illustrator and textured it both in Blender and Substance. Really just baked some stuff from Blender.
>>753613>>753614Unless it's meant to be used in for realtime rendering, I don't see the point in baking the normals nowdays, just sculpt your details and render the high poly version.The materials look very clean, I think some slight variation in roughness would help make them look more realistic, unless you're going for the clean look specifically.Overall it looks nice, I would probably go with a lower thickness of the metal ring in the skull's mouth, but that's just my personal aesthetic preference.
By the way what are some good introductory courses to topology? I can sculpt and paint and draw but I sure as shit cant hard model but I think its time I learned.
>>753628pushing points topology workbook 1 and 2
>>753630Thanks appreciate it.
>>753616Yes, it is meant for real time rendering. I have it for sale on my Sketchfab page. Even still, the engravings are baked from a vector I made in illustrator. I would not have been able to sculpt those engravings. At least not as cleanly as they are. Which to the other point, yes I was specifically going for a clean look. I wanted this to look like something from out of a museum. Thank you! I tried real hard and spent a lot of time on it. I feel you on the ring though. The major reason for the thick ring is purely an aesthetic reason. I preferred the look of the thick ring. It gives the overall appearance a certain masculinity. Like the difference between rings for men and women generally speaking.Here is a quick animation I did. Rendered in EEVEE.
>>753635looks intensive desu, real time rendering for a single object does no good.
>>753636I forgot to mention! It's sitting at 25.6k faces with 13.3k verts. Is that too much for a modern FPS viewmodel?
How often do you guys create stuff without copying a specific reference? Be it environment, characters, props or whatever else.I'm not saying you don't gather references, but you don't straight up 100% recreate a specific concept art. I dislike doing it with my environments, but it definitely slows things down. Sometimes I get amazed how fast people produce something, but then they show a concept they copied and I'm like "meh", it all makes sense then. It simplifies things a lot during production, but it's also not as cool in my eyes anymore. Because actually a majority of time I spend (or waste) when doing concept on my own is getting the angle, lighting and materials work together. I try to minimize going in circles as much as possible, but it's inevitable to a some degree.I'm at that stage right now, again, and it's irritating and demotivational as always.
>>753613>>753614>>753635what's the light/background setup for a presentation like this?
>>753362>>753550the detail levels of his body and all the bony stuff don't really match up
wtf you guys' works are awesome
>>753683Well no shit, we're all emmy / game award winning industry professionals here.
>spend a few days tweaking lighting and materials>check out a clay render again>looks better
>>753639yes, everything else will look blocky in comparison
I finished this the other day. I'm still a ways of doing this stuff well, but, I feel like I learned a thing or two from it.
I've been trying to make a goth girl with big chunky eyebrows, but I feel like I just just don't know what I'm doing anymore & I really need some feedback on it
>>753751Looks nice. not sure about the cord, but otherwise you did a great job with the stylized art style.
>>753798Yeah, the cord is pretty bad.Not enough of the details came over from the HP, and I don't know why I thought putting a hounds-tooth pattern on it would improve matters. The blade came out pretty nice tho.
>>753751Looks liek a fucking bad dragon dildo.
>>753805Practice for my goal of becoming a bad dragon concept artist.
>>753673I used a mix of an HDRI and my own basic light setup with 2 area lights, one facing up and another facing down to help exaggerate some shadows. Google "HDRI Haven Pump House" and you will find the exact HDRI. I also made a node setup in the world nodes to rotate the HDRI to what I felt was the best position for this scene.>>753674Thank you! I worked real hard on this.>>753687I think I am going to have to disagree with you. The average weapon model for modern games is roughly 40k faces, guns in Rainbow Six Siege sit around this point each. CoD Modern Warfare: Remastered weapon models all sit around 25k faces. The weapon models in CS GO, a game designed to run on the most systems on an old engine has an average gun polycount of about 20k and we are literally about to hit the next gen of gaming before the end of the year. I don't think 25k is too much for a modern FPV gun model. Given there certainly are some areas I can optimize some more to further reduce that number, but not by any significant amount.
>>753788too much detail in nose. Make it more abstract. And softer features everywhere, except i suppose the eyebrows if thats the gimmick.You're working from a reference right? Post it. If not then...get a reference.
>>753788Never sculpt a face without Eyes in it. Even its its just a rough placeholder. Your Brain needs it to connect it to a wholesome face. Having these gigantic holes in it makes it look too much liek pic on the left.
I like this mostly procedurally generated skin in eevee very much. But is it possible to apply masks or layers of some sort to certain areas of UV for a noise texture to smoothly change it's parametres? I mean I want bumps to be more frequent on eyelids for example. Or no pore bump at all on lips. Tell me please which direction should I google.
>>753925Sorry, should've asked in blender thread.
>>753788Do you want her to have huge chunky eyebrows or huge neandertal like brow ridges? It looks like you are working towards the latter right now.If you want to give her big eyebrows while sculpting model the eyebrows as a plane, shrinkwrap (projection in the positive and negative direction), and a solidify modifier. That should give you a good approximation while you are building the underlying facial features.Also as >>753914 said sculpt with eyes in it. (It's also annoying to make the sculpt fit to some eye shape later in the process.>>753925You can lerp between different noise textures based on vertex color, that's the easiest way.
Hello /wip/,Here is my attempt at creating a turnaround for poly-modeling. I attempted sculpting but the resulting topology is just horrendous. I know the anatomy is not correct, it is the result of a debate on /ic/ concerning this character's body proportions. Hands are fucked tho.
>>753928I hear >>>/trash/ has a furry sculpting / modeling general, maybe try there, [spoiler]degenerate[/spoiler]
>>753933[spoiler]Looks like your spoiler didn't work[/spoiler]
>>753925>>753925You could weight paint a vertex group and use that for your level of bumpiness/saturation/whatever, or you could do the same thing but with an RGBA channel from an image texture.Look for stuff about shader nodes, or play around with them on their own.
>>753927>>754008Good ideas, thanks. The eyes are made with procedurally generated RGBA channel masks by the way, but my brain explodes when trying to carry over the guide steps from the video on those eyes from a nice sphere shape (where gradient textures fit beautifully into) to an uneven human shape. Been playing with nodes whole day, haven't done anything. But i'll try tomorrow and again and again.
>>753928profile too flat. I drew a very curvacious profile but it doesnt need to be so extreme.If he's fit and muscular then there needs to be more of an apparent border from his pelvis/chest to his arms/legs.
>>754008>>753927Oh i've accidentally figured it out. RGB separation by vertex colors is great, thanks.
Here have some ass.2000 faces.Pure poly-modelling except for the head and hands, which I sculpted several months ago.Took me the whole evening. Fuck me I am exhausted. Are the legs too short?
>>754125And the other side.
>>754102Thank you. At least this is an helpful advice. Now I follow a tutorial to make a low-poly version of it while keeping the details. And for others, this model has no intent of being NSFW. I'm not here for coom stuff, just modeling
>>753925Are the eyes procedural too?
>>752146oh no.the jurassic park thing? please tell me you are either ditching the hand or making it in vr.
>>754177the noodle arm is one of the most important features in this game. it was buggy and weird in the original game but if i can get it to work properly it could be kind of fun. other more common actions like fighting, shooting and interacting with some object would be scripted and more contextual. at least that's how i envision it. there are thousands of games that feature regular FPS style arm and i want to re imagine Trespasser into a more stealthy experience where shooting is basically your last resort
The bricks on the right need some work and there's a stretched uv here and there but I only picked up Blender about two months ago. textures are mostly irl photos and its based off a real place.
excuse me what the fuckwhat do
it's clearly too early to show any progress but this is more of a question. I'm trying to make this one out of rough squared shapes so by the time I have the proportions figured I may start from the beginning and focus on the detailed shapes. am I going to regret this later?
>>754301not really. actually you should double down on this approach. pic related. you can later easily join all the separate meshes or just some meshes by remeshing them and sculpt from there
>>754310alright thanks a lot! will make sure to post the result when I'm done with it
>>754278shift + 4shift + 6
Spent some weeks remembering how to rig. New Maya tools make UV mapping and skinning hilariously easy. Shame i'm too lazy to animate anything requiring effort.
Trying to make a more stylized witch doctor from dota. First time working in this 'style'. The eyebrow and mouth are weird and I don't know where to go from here, same about the eye (haven't really started ear or back)
>>754454I think his eyes are supposed to be smaller, and look at them go deep into the skull in the original.Cheekbones protruding forward.Nose more prominent with nostrils pushed back so the piercing bone can be straight while not touching the outer tissue.Ears smaller.I'm having doubts about this red fold because it looks like a muscle where there shouldn't be any.And i think his face is narrower or taller in the original.But if you're trying to do very stylized character, not copy the original to the maximum, he looks great!
>>754467Hey thanks a lot! Yep the eyes are supposed to be smaller, but I wanted to make him a bit more 'monkey-human' like. I thought it would be cool if the right eye is a bit 'broken' and goes down a bit.I manly do asset, almost never did a face ever so I honestly really went by feel and what looked 'good' with the folds and muscle, your pic helps a lot.The ear I fucked them up lol
I've been doing hard-surface modeling in Blender for two years already and the most sculpting I ever did was making some apples for an architecture gig. So, I decided to face my fears and get into sculpting.Could I get some critique and tips on this?
>>754558it feels a lot like a face plastered onto a flat surface