[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/3/ - 3DCG

Name
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File
  • Please read the Rules and FAQ before posting.
  • There are 123 posters in this thread.

05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
06/20/16New 4chan Banner Contest with a chance to win a 4chan Pass! See the contest page for details.
[Hide] [Show All]



File: wip.jpg (548 KB, 1500x882)
548 KB
548 KB JPG
/wip/ General.
Post your work-in-progress projects or recently finished projects here.
Pay no attention to /wip/ usurpers.

Previous thread: >>745444
>>
File: 5.jpg (348 KB, 1322x743)
348 KB
348 KB JPG
Advice appreciated.

Wish I could use Unreal engine but it's too laggy on my laptop, even marmoset can barely handle this scene.
>>
>>750848
If 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 assets

I'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 wheel
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"
>>
>>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.
>>
File: Mountains.jpg (862 KB, 1920x1080)
862 KB
862 KB JPG
>>750835
Making a misty mountain road.
In the process of revamping it to look more like an infrared photo, so that should look pretty neat.
>>
>>750848
A 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.
>>
>>750848
cobwebs
everywhere
dust
everywhere
a hazy light coming through that window illuminating a thick film of slowly moving dust particles in the air
maybe some rusty old discarded toys in the corners
>>
File: 6.jpg (274 KB, 1323x742)
274 KB
274 KB JPG
>>750849
Well I needed the practice It doesn't feel right to download models.

>>750850
This is why I'm thinking not to overtexture and try and wrap it up.

>>750864
I'm a poorfag my laptop cannot handle UE4's starter scene unfortunately.

>>750896
Thanks for the comments
>>
File: peek.webm (1.3 MB, 681x514)
1.3 MB
1.3 MB WEBM
peek-a-boo
>>
>>750920
There 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
>>
>>750925
Can'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!
>>
File: ragoon.png (364 KB, 881x561)
364 KB
364 KB PNG
starting to figure out texturing in Blender
>>
>>750850
Every 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.
>>
>>750956
how 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.
>>
>>750949
give him a bubble butt and pouty lips.
>>
File: w.png (384 KB, 1600x881)
384 KB
384 KB PNG
>>
File: test6.png (3 MB, 1920x1080)
3 MB
3 MB PNG
I do hope it'll look better with foliage
>>
>>751005
a-are those Boolean holes?
>>
File: blondie7cen.jpg (155 KB, 1311x731)
155 KB
155 KB JPG
>>750982
Thats a pretty face. I have decided not to model at night. Left is night right is day. Its literally night and day.
>>
>>751034
I 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
>>
>>751034
why did you have to censor those tits... WHY
>>
>>751005
The scratches look to me like wood. Perhaps it'd be better to make them sharper, and possibly also narrower or less deep?
>>
File: gh.png (698 KB, 1919x1037)
698 KB
698 KB PNG
Looking for criticism and advice.
>>
>>751079
Mouth 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.
>>
>>751087
Can you give me some advice on how to fix the groin?
>>
File: gh2.png (230 KB, 810x614)
230 KB
230 KB PNG
>>751087
I tried to fix what you suggested, how about now?
>>
File: groin.png (8 KB, 468x535)
8 KB
8 KB PNG
>>751090
>>
>>751052
kk thanks
>>
>>750961
Google composition, google color theory, look at classical paintings, try to understand what makes something visually interesting
Even 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 anything

You 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=BkEfRgokpww
https://www.youtube.com/watch?v=O8i7OKbWmRM
>>
>>751079
don't model without references
>>
>>750927
i think he's misremembering "forbidden siren".
>>
File: notsewing.png (819 KB, 928x1080)
819 KB
819 KB PNG
anyone here use marvelous designer? im trying to get this under clone layer to sew but it wont? and help would be appreciated
>>
File: berenstein.png (1.41 MB, 900x900)
1.41 MB
1.41 MB PNG
>>751137
I remember Hidden Siren too, but I just googled it and oh no it's happening again!
>>
>>751133
yeah yeah you want an artstation front page piece

Here you go, artstation front page https://www.artstation.com/artwork/d8OOL1
tell 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 it
every time. if you want unconditional praise, go show your trash to your mother next time.
>>
File: WIP Totem.png (911 KB, 1366x1462)
911 KB
911 KB PNG
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.
>>
>>751138
You 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
>>
>>751157
Not that guy but thank you that's good to know.
>>
File: BaryonyxSkull.png (1.86 MB, 1920x1080)
1.86 MB
1.86 MB PNG
>>750835
Somewhat 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.
>>
>>751154
Looks 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
>>
>>751157
oops meant to reply with this >>751166
>>
>>751091
unless she's only going to smile and mega smile you should model her face neutrally
>>
File: 1.jpg (548 KB, 1920x1080)
548 KB
548 KB JPG
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 done
DON'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.
>>
>>751214
me >>751248 again.
I didn't saw the post of the other anon. >>750896
He gave you already a very good description of what could make it much better.
Think about it.
>>
>>751214
Looks 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.
>>
>>751249
I 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.

>>751260
Ah yeah I know what you mean, there was originally a lantern there but it looked out of place

>>751249
Thank 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.
>>
File: permalimp(2).webm (997 KB, 1200x1000)
997 KB
997 KB WEBM
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?
>>
>>751294
I'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.
>>
File: permalimp(3).webm (510 KB, 1200x1000)
510 KB
510 KB WEBM
>>751297
this any better? i make the anticipation pose a bit longer.
>>
File: hehe.jpg (120 KB, 938x493)
120 KB
120 KB JPG
>>751154
take the dorito pill
>>
>>751309
No, 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.
>>
File: permalimp(4).webm (1.32 MB, 1200x1000)
1.32 MB
1.32 MB WEBM
>>751313
ahhh, right, sorry i haven't slept in over 24 hours, got it the wrong way around. is this better?
>>
File: 1590650932494.jpg (55 KB, 670x632)
55 KB
55 KB JPG
>>751315
>>751315
LET ME SEE THE FEMININE BENIS
>>
>>751315
How, 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
>>751315
It'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.
>>
>>751294
Timing is the keyword to look for when researching animation resources. It is the most difficult and important topic to master.
>>
>>751315
People who are into ball stomping need to be removed
>>
>>751315
a) no fat chick jump this high, certainly not Mei
b) why the fuck is she floating in the air for so long?
c) those nuts should explode being jumped on with full force
>>
File: cows2.png (2.47 MB, 1920x1080)
2.47 MB
2.47 MB PNG
I think i'm finally getting the hang of grass. Any tips?
>>
File: C.jpg (3.95 MB, 4000x3000)
3.95 MB
3.95 MB JPG
>>750835
>>
>>751373
Color variation.
>>
>>751373
>I think i'm finally getting the hang of grass
No anon. No you're not.
>>
File: what.jpg (38 KB, 499x441)
38 KB
38 KB JPG
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
>>
>>751315
Find a video of someone roughly the same body type jumping and rotoscope your animation over them.
>>
File: cows5.png (1.25 MB, 1440x810)
1.25 MB
1.25 MB PNG
>>751392
I think it's better than most tutorials, don't you?

>>751378
I increased the color contrast here
>>
File: test8.png (1.01 MB, 1221x400)
1.01 MB
1.01 MB PNG
>>751373
I too am fucking with foliage
>>
>>751396
looks like the exact same part without the stripes.
>>
File: scnsht.jpg (35 KB, 572x517)
35 KB
35 KB JPG
is this looking bad already? dont mind the chin, its meant to be part of a cyberpunk headpiece thingy
>>
File: scnsh2.jpg (10 KB, 255x355)
10 KB
10 KB JPG
>>751473
tweaked 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
>>
>>751396
shift 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.
>>
File: sub1.jpg (302 KB, 1280x1024)
302 KB
302 KB JPG
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.
>>
File: chain.jpg (166 KB, 1083x1129)
166 KB
166 KB JPG
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
>>
>>751512
Post physique
>>
>>751152
It'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.
>>
File: Ereshkigal.png (1.32 MB, 3360x2118)
1.32 MB
1.32 MB PNG
Finished the last of the modeling and cutting, but I'm having a hell of a time printing it. learning is terrible.
>>
>>751517
plane with normals and perhaps transparency. For a more real looking effect you can add some parallax or displacement to make it pop
>>
>>751527
Well 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.
>>
>>751530
yeah, the feet are kinda lazy desu
>>
File: Snowed.webm (1.96 MB, 780x400)
1.96 MB
1.96 MB WEBM
I dont think I'll pick it up again, takes too long to render
>>
>>751536
i like the design style of the character- blocky- a bit crusty
>>
>>751530
Looks like your average Slaneeshi daemonette with the crab pincers and all so chances are she is into the second.
>>
File: Capture.png (653 KB, 747x646)
653 KB
653 KB PNG
Material I made for a small diorama I'm working on.
>>
File: overlap.jpg (9 KB, 451x328)
9 KB
9 KB JPG
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
>>
>>751527
looks hot, would coom
one gripe i have with it are how the lower pair of arms are just kind of placed onto the body
it looks fine from the front, but i feel the back falls apart
>>
>>751536
really cool, anon!
>>
>>751527
those are some boobs

I really like it other than that
>>
File: Back.png (401 KB, 1024x1172)
401 KB
401 KB PNG
Defining the muscles more helps, but yeah the way the arms are placed is kinda shitty.
>>
>>751469
looks like aquarium grass
add a fish
>>
File: Render 1.png (1.41 MB, 1920x1080)
1.41 MB
1.41 MB PNG
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.
>>
File: Render 2.png (1.39 MB, 1920x1080)
1.39 MB
1.39 MB PNG
>>751776
I made a face at the bottom of the grip. Probably going to redo it, not really happy with the way it turned out.
>>
>>751767
not even sure how to go about that, so many other four armed creatures are fuckin jacked
>>
File: haveyouseenmyson.png (761 KB, 758x493)
761 KB
761 KB PNG
>>751768
yes
perfection
>>
>>751767
try 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
>>
File: 1c.jpg (1.47 MB, 1920x1080)
1.47 MB
1.47 MB JPG
Thoughts on this night render?
>>
>>751833
Better than the last one, but still really boring to look at.
>>
File: sdf.png (450 KB, 532x579)
450 KB
450 KB PNG
>>751826
dont 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
>>
>>750835
What's the story behind this image? Why is it here for years?
>>
>>751853
its comfy that much i can tell
>>
>>751833
pretty 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
>>
>>751853
That 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?
>>
File: Engine_WIP.png (372 KB, 1808x1350)
372 KB
372 KB PNG
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
>>
File: untitled.10.jpg (1.74 MB, 2800x2800)
1.74 MB
1.74 MB JPG
moi3d stuff, city, keyshot 9, 350k polys

nurbs is fun
>>
File: untitled.16.jpg (1.14 MB, 1920x1280)
1.14 MB
1.14 MB JPG
>>751924
moi3d stuff continued, this time i finally was able to learn how do make a car that i didnt hate
way behind my poly modeling ability, but, it just takes a lot of planning
125k polys? keyshot 9
>>
File: untitled.13.jpg (864 KB, 1920x1080)
864 KB
864 KB JPG
>>751926
last one
different colors
>>
File: untitled.15.jpg (1.38 MB, 1920x1280)
1.38 MB
1.38 MB JPG
>>751927
ok well two more
>>
File: untitled.14.jpg (861 KB, 1920x1080)
861 KB
861 KB JPG
>>751927
annnnnd k done
>>
File: untitled.png (336 KB, 1920x1080)
336 KB
336 KB PNG
been modeling juicka for a sfm/gmod model
>>
>>751926
>i finally was able to learn how do make a car that i didnt hate
Well I do absolutely hate it.
Its disgusting.
>>
>>751892
NICE

Is it functional? Are you using rigidbodies or constraints?
>>
File: OnePointPerspective.jpg (1.04 MB, 2500x1500)
1.04 MB
1.04 MB JPG
>>750835
Learning one point perspective. Long way to 3D.
>>
>>752013
You uh, you might be on the wrong board anon.
>>
>>751833
Do 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 height

There's too much obvious tiling (of the texture) and repetition (of textures and props), the hedges are obviously duplicated side by side
The 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 is
The 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 empty
That 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 height

The 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"
>>
>>751940
Look 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.
>>
>>752025
When 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
>>
>>752001
Thanks - 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
>>
>>752038
Will do. Thank you for the tip.
>>
>>751926
you need to learn some compositing homie
>>
>>752076
These are static image backdrops, pretty limited in what angles make sense
>>
>>751926
Change 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
>>
File: agdf.png (323 KB, 1516x785)
323 KB
323 KB PNG
Looking for more advice, I worked on the crotch as I was suggested and I think that's it's better now.
>>
>>752087
little people big world type beat
>>
File: gsdfgsdfgsdf.png (321 KB, 1290x806)
321 KB
321 KB PNG
>>752100
How about now?
>>
>>750920
>he can get you from cover
finally someone did it
>>
>>752103
it 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.
>>
File: crane.jpg (135 KB, 1227x704)
135 KB
135 KB JPG
i'm modeling this crane for a video game i'm working on. rate
>>
>>752128
Loogs great, is this a crane simulator
>>
File: Toxine UVs.png (132 KB, 2536x868)
132 KB
132 KB PNG
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.
>>
File: frame_056.png (1.78 MB, 1920x1080)
1.78 MB
1.78 MB PNG
Tried to create a chameleon (iridescent) paint material
>>
>>752130
it'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
>>
File: test.png (3.19 MB, 1920x1080)
3.19 MB
3.19 MB PNG
>>752148
>>
File: untitled7.png (3.19 MB, 1920x1080)
3.19 MB
3.19 MB PNG
>>752149
>>
>>752151
>>752149
All 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.
>>
File: pelvisserparation.png (137 KB, 774x785)
137 KB
137 KB PNG
>>752087
i observe there needs to be more distinction between the abdomen/pelvis/thighs.
>>
>>752133
dont go crazy trying to optimize your UVs. Those look fine.
>>
>>752204
>>752133
I 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.
>>
>>752136
I had to google "chameleon paint"; I figured this was "car paint" but didn't know exactly what the chameleon part meant

Do 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
>>
>>752244
Composite 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.
>>
>>752252
End yourself.
Other anon is completely right.
>>
>>752246
sorry, what do you mean? what difference does it make whether they're made on photoshop or not?
>>
File: challenger.png (2.48 MB, 2160x1440)
2.48 MB
2.48 MB PNG
>>752136
>>752212

Lackluster lighting, just slapped on a sky hdri
>>
>>752296
Is 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.
>>
File: unknown (14).png (331 KB, 667x629)
331 KB
331 KB PNG
working on a shortstack for once
>>
>>752336
would fug
>>
>>752343
>>752336
looks about as erotic as pic related
>>
>>752336
woah... so this is the power of sculpting...
>>
>>752302
I'm an idiot, posted in the previous wip thread.
>>
>>752364
yea, i wanted to model something thicc for once, sadly whenever i try to make something thicc it ends up with strong definition
>>
>>752260
well 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.
>>
>>752336
I 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.
>>
>>752483
ah 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!
>>
File: Render 2.png (1.35 MB, 1920x1080)
1.35 MB
1.35 MB PNG
>>751776
>>751777
Changed 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
>>
File: zahando.png (1.19 MB, 1343x608)
1.19 MB
1.19 MB PNG
>>752382
Started the textures today, here are the hands.
>>
>>752500
Skull 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
>>751294
https://www.youtube.com/watch?v=uDqjIdI4bF4
watch 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.
>>
>>752522
Thanks 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.
>>
>>751527
damn. looks like lilith from d4
>>
File: screenshot005.png (1.46 MB, 2560x1440)
1.46 MB
1.46 MB PNG
Tasty foodstuffs
>>
>>752610
the steak sold me
>>
File: unknown (2).png (237 KB, 399x582)
237 KB
237 KB PNG
finished her openings, this will make retopo way easier
>>
>>752610
really nice texture work
>>752613
can you name fag so i can filter you out
>>
File: sfjskhdf.jpg (50 KB, 566x564)
50 KB
50 KB JPG
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
>>
>>752615
yea i can

>>752616
man this looks real good so far
>>
>>752617
thanks! 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
>>
>>752610
Very nice.
>>
File: substancedesigner.jpg (118 KB, 1265x1311)
118 KB
118 KB JPG
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
>>
>>752664
idk substance so this is a guess. The grey is on top of everything and the mask is not being applied correctly
>>
File: blushes.png (1.94 MB, 1256x954)
1.94 MB
1.94 MB PNG
>>752505
aaaand here's the face.
>>
>>752723
Too creamy?
>>
File: day5.jpg (1.24 MB, 2880x1620)
1.24 MB
1.24 MB JPG
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?
>>
>>752797
hey anon i have seen you in the blender discord. this is great work man, the pieces fit together perfectly
>>
>>752797
Very cute anon
>>
>>752797
No textures?
>>
>>752865
Nah. 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.
>>
>>752664
You have to use blending modes and set a backgroung color for the diffuse.
>>
>>752723
¡Dios mío! La abominación!
>>
File: ffffffuuuuu.png (380 KB, 911x616)
380 KB
380 KB PNG
FUCK
I'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.
>>
File: ffffffuuuuuu.png (128 KB, 679x790)
128 KB
128 KB PNG
>>752928
Also, 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.
>>
File: download.png (2 KB, 367x137)
2 KB
2 KB PNG
>>752928
Maybe 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.
>>
>>752941
Yes 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.
>>
>>752723
Things I think you should adjust:
the eyebrows, the hairs don't have the correct orientation and the individual hairs are too thin
reduce how deep the lines of the face are, like the naso-labial fold as it makes her look old
the sss is a bit too much and the spec is too low
add a higer rez mesh for the pores, they are lacking
above the eyelid, near the bridge of the nose, the form should be convex rather than concave
The anatomy around the mouth needs more love, you're lacking some anatomical landmarks like the mediolis
the bridge of the nose is also too straight, again it's lacking some of the underlying geometry
>>
>>752948
What 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)
>>
>>752952
To 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.
>>
>>752955
tri 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 only
Looks 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.
>>
>>752955
Other 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.)
>>
>>752965
Yeah, imagine stealing a model to swap FINGERS. You're one special retard.

>>752966
Thank 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.
>>
>>752977
The 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.
>>
>>752928
don'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.
>>
File: alien.jpg (69 KB, 1134x406)
69 KB
69 KB JPG
I could really use some help on making this face look less alien and uncanny
>>
File: final.jpg (229 KB, 1272x1432)
229 KB
229 KB JPG
finished this tank destroyer, have to do some rigging and then try to put it in RL footage
>>
>>753012
Yeah 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.
>>
File: hand.png (51 KB, 826x474)
51 KB
51 KB PNG
>>753045
forgot the pic
>>
>>753036
Cute jagdpanzer ^_^
>>
>>753049
that's a Hetzer
>>
>>753049
>>753051
>>753036
Um. I'm pretty sure it's a telescope you dinguses.
>>
File: lel.png (245 KB, 848x462)
245 KB
245 KB PNG
Oh, I get it now. This fucking model has pentagons
>>
File: Untitled-1.jpg (96 KB, 566x422)
96 KB
96 KB JPG
>>753072
oh god oh fuck what do i do?
>>
>>752797
The 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 do
Apparently rant on /3/ instead of thinking about it myself for a minute. Thank you
>>
>>753026
Well 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.
>>
>>753075
yeah. 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
>>
File: yeah.png (192 KB, 916x724)
192 KB
192 KB PNG
>>753074
Oh 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.
>>
File: RakiViews.jpg (389 KB, 1012x963)
389 KB
389 KB JPG
Getting close to finishing this character
>>
>>753362
what 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.
>>
>>753363
Working on a Dark Fantasy short(3-4 minutes) using UE4.

He is one of the 2 protagonists
>>
>>753368
This 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.
>>
>>753383
i think i understand what you are trying to say.
i'm still thinking of other ways to improve him.
A weapon or some accessories.
>>
>>753392
no 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 it
Yeah that would be pretty cool
>>
I have started learning SFM exclusively for shitposting. Any tips? Other models would also be helpful.
>>
File: untitled.png (715 KB, 1920x1080)
715 KB
715 KB PNG
Just trying to get the hang of World Machine, rendered in Blender
>>
File: mEDIUMsHOT.jpg (180 KB, 1848x967)
180 KB
180 KB JPG
>>753362
>>
>>753550
no 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.
>>
File: Base_Render_WIP02f.png (1.22 MB, 1404x1141)
1.22 MB
1.22 MB PNG
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
>>
File: Flintlock Final 1.png (2.4 MB, 1920x1080)
2.4 MB
2.4 MB PNG
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.
>>
File: Flintlock Final 2.png (2.31 MB, 1920x1080)
2.31 MB
2.31 MB PNG
>>753613
>>
>>753613
>>753614
Unless 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.
>>
File: bnajnLH[1].jpg (98 KB, 1127x1069)
98 KB
98 KB JPG
yeah
>>
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.
>>
>>753628
pushing points topology workbook 1 and 2
>>
>>753630
Thanks appreciate it.
>>
>>753616
Yes, 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.
>>
>>753635
looks intensive desu, real time rendering for a single object does no good.
>>
File: Stats.png (5 KB, 164x150)
5 KB
5 KB PNG
>>753636
I 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
>>753635
what's the light/background setup for a presentation like this?
>>
>>753635
love that
>>
>>753362
>>753550
the detail levels of his body and all the bony stuff don't really match up
>>
wtf you guys' works are awesome
>>
>>753683
Well 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
>>
>>753639
yes, everything else will look blocky in comparison
>>
File: FR1.png (573 KB, 1362x858)
573 KB
573 KB PNG
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.
>>
File: wip017.png (461 KB, 1706x759)
461 KB
461 KB PNG
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
>>
>>753751
Looks nice. not sure about the cord, but otherwise you did a great job with the stylized art style.
>>
>>753798
Yeah, 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.
>>
>>753751
Looks liek a fucking bad dragon dildo.
>>
>>753805
Practice for my goal of becoming a bad dragon concept artist.
>>
>>753673
I 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.

>>753674
Thank you! I worked real hard on this.

>>753687
I 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.
>>
>>753788
too 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.
>>
>>753788
Never 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.
>>
File: skin.png (732 KB, 784x766)
732 KB
732 KB PNG
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.
>>
>>753925
Sorry, should've asked in blender thread.
>>
>>753788
Do 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.

>>753925
You 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.
>>
>>753928
I 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
>>753925
You 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
>>754008
Good 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.
>>
File: Untitled-1.png (297 KB, 918x653)
297 KB
297 KB PNG
>>753928
profile 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.
>>
File: figuredout.jpg (57 KB, 904x438)
57 KB
57 KB JPG
>>754008
>>753927
Oh i've accidentally figured it out. RGB separation by vertex colors is great, thanks.
>>
File: ASS.jpg (52 KB, 1142x737)
52 KB
52 KB JPG
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?
>>
File: Front.jpg (47 KB, 1142x737)
47 KB
47 KB JPG
>>754125
And the other side.
>>
>>754102

Thank 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
>>
>>753925
Are the eyes procedural too?
>>
>>752146
oh no.
the jurassic park thing? please tell me you are either ditching the hand or making it in vr.
>>
>>754160
Yes
https://www.youtube.com/watch?v=E0JyyWeptSA
>>
File: sneeds feed.png (539 KB, 1303x632)
539 KB
539 KB PNG
>>
>>754237
Cringe
>>
>>754177
the 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
>>
File: rendermoonlightjpeg.jpg (196 KB, 1907x1070)
196 KB
196 KB JPG
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.
>>
File: file.png (797 KB, 1630x905)
797 KB
797 KB PNG
excuse me what the fuck
what do
>>
File: sord.png (111 KB, 407x662)
111 KB
111 KB PNG
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?
>>
>>754301
not 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
>>
>>754310
alright thanks a lot! will make sure to post the result when I'm done with it
>>
>>754278
shift + 4
shift + 6
>>
File: spin2win.webm (481 KB, 1920x800)
481 KB
481 KB WEBM
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.
>>
File: z.png (407 KB, 932x744)
407 KB
407 KB PNG
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)
>>
File: Untitled-1.jpg (807 KB, 1003x1347)
807 KB
807 KB JPG
>>754454
I 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!
>>
File: twi.png (281 KB, 680x745)
281 KB
281 KB PNG
>>754467
Hey 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
>>
File: goblin.png (139 KB, 449x405)
139 KB
139 KB PNG
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?
>>
>>754558
it feels a lot like a face plastered onto a flat surface
>>
File: Screenshot_11.png (252 KB, 1454x717)
252 KB
252 KB PNG
me bumper
>>
File: ok.jpg (63 KB, 929x716)
63 KB
63 KB JPG
Ok I give up, couldn't make the hair and the model was awful from the start anyway. Gonna switch to learning coding at least for this month.
If anyone wants a good laugh here's the project folder.
https://mega.nz/file/AUkTSB5D#7WbmpgC8N112Xfu5ryY_k85ipOFf7DEGUMRVIDI1di8
>>
>>754677
I wasnt aware about the eevee skin setup, nor vertex painting using in the nodes as a value so it wasnt all for nothing.
>>
>>754677
It's not bad for a beginner. You have to put the 10k hours in. No other way to get better.
>>
>>754677
Hate to break it to you, buddy, but if you're as committed to coding as you are to 3D and give up when something doesn't work, you're on the best way to becoming the next YandereDev.
>>
>>754682
Following youtube tutorials and advice on /3/ isn't really an achievement, but glad you've learned something new.

>>754700
True but I just wanted to coom real quick. But damn true.

>>754702
Also true. But if you're tired from vacuuming you may as well wash the dishes instead of just sitting on the couch catching a breath.
>>
File: goblen.png (180 KB, 346x507)
180 KB
180 KB PNG
Fucking sex goblins making me horny
>>
File: file.png (510 KB, 661x871)
510 KB
510 KB PNG
Getting through rigging and weightmap. Took a bit to get my head around how different this workflow is to what I'm used to
>>
>>754237
it needed to be done
>>
>>754237
we grow sorghum here
>>
>>754853
Uh huh, and where are the hookers?
>>
https://vimeo.com/436895297
>>
File: Fall.jpg (327 KB, 1045x781)
327 KB
327 KB JPG
>>753550
>>
File: f4.jpg (175 KB, 1135x960)
175 KB
175 KB JPG
>>754945
>>
File: f5.jpg (152 KB, 839x960)
152 KB
152 KB JPG
>>754946
>>
File: Camera Test.webm (2.7 MB, 960x540)
2.7 MB
2.7 MB WEBM
Some camera position tests for a music video I'm working on.
The idea for it is that it's in something like hyperspace from Star Wars.
>>
>>754962
Good good mate!
>>
>>754962
the light streaks are not curved in Star Wars
>>
>>754962
Is it upscaled?

Looks great already anon, very professional.
>>
>>754975
>>754962
Blendlets first 3D
>>
File: Hyperspace.jpg (49 KB, 940x400)
49 KB
49 KB JPG
>>754972
>the light streaks are not curved in Star Wars
I'm aware of that. Which is why I said.
>something like hyperspace
It's not meant to be a 1:1 copy. Just something that has a similar feel.
I thought the swirl added a bit of dynamism rather than just straight lines.
There is a tiny bit of swirl to the newer SW hyperspace, which is what I originally based it off.
The movies are shit, but ILM still does good effects imo.

>>754967
Thanks!

>>754975
>Is it upscaled?
Nah. Final will be 4k though. This is just a shitty 960x540 output made shittier by webm compression and layered on effects.
>very professional.
I think it still needs a bunch more work (notably the ends of the tunnel are overly bright), but thanks anon.

>>754978
We all gotta start somewhere.
>>
>>754986
Is that the rendition of hyperspace from Nu Star Wars? Because the shitton of bloom kills it.
>>
File: Hyperspace2.jpg (115 KB, 1920x799)
115 KB
115 KB JPG
>>754989
Yeah I'm pretty sure it is, but I'm also kind of thinking it's a shitty screengrab from a cam, or it's just a bad frame to pick.
Pic related isn't AS bad as the other.
>>
>>754962
This is dope. I would personally love to see a hand on the steering wheel from the inside view
>>
File: cockpit.webm (1.05 MB, 960x540)
1.05 MB
1.05 MB WEBM
>>755056
Thanks.
Yeah I'm putting a dude in there. Just hadn't gotten around to it yet. It'd be kind of weird for those shots where you should see a driver and there's not one there.

For what it's worth, you can't see it in the other webm, but I have the steering wheel synced up to the movement so it turns with the car (here's a viewport render of what I mean).
Honestly I was kind of pleased with it considering the car movement is all just procedural. It's not perfect, mind you, but for a quick cut to the cockpit view in the dark it should be close enough.
I'm still debating whether or not I want to keep it dark inside, or light it up slightly.
>>
>>755062
I think maybe having a bit more light come in wouldn't hurt, maybe some dice or another ornament hanging from the rear view mirror? My mind can honestly get lost putting in small little things and details for renders like these! Keep up the good work
>>
File: HOHOHOHO.png (451 KB, 773x581)
451 KB
451 KB PNG
I'm kind of an Illustrator, so I took the decision to start learning 3D stuff and such because why not.
As of now, I've been learning the basics for 3 days, BUT now that i've found this board (I only visited /ic/ before as a custom) I see a lot of people saying that "you shouldn't enter Zbrush before even knowing Blender", is that true?
As of now, I only know the basics of organic sculpting, something something materials alphas, have some resources and texture maps saved that I almost don't even know how to use, and as of now I simply don't know how to export my polypaint texture map nor I know how to properly render a model, how should I start learning this? I just know it's better to render using outside software that I haven't picked on, but yeah.
The sticky seems kinda informative at least.
I haven't used a lot of "anatomy" tutorials because I know some basics as an """"""artist""""" but may need to pick some to start with realistic things, although I plan on continuing with more abstract concepts
>>
>>755075
Literally just do somehing from start to finish. Id recommend not doing a character but a small props if you want to understand how to work from software to software. Like a knife or something; or a box, a simple thing.
Here's all you need to make a pro asset : maya (or blender), zbrush (may not even be needed), substance painter. You can even swap substance painter if you want to texture with maya but if you're starting I recommend substance. Then it's a matter of looking up online how to do shit. For render, it can be done in maya but if you want you can do it in marmoset or unreal. This is the easy part so worry about it later.
>>
File: en la pieza.png (494 KB, 925x584)
494 KB
494 KB PNG
>>755077
hmmm, thanks for the headups! as of now I only know how to use Zbrush, but as I see I should start learning the other softwares as I get an understanding of it. I think substance painter is my next stop, then blender, perhaps, if i'm not satisfied with understanding basic concept sculpting, thank you!
>>
>>755078
Honestly you're much better starting with blender than substancer painter. If your main interest is doing organic sculpting then okay I suppose you can spend more time on zbrush. But you're gonna have to learn at least the basic of blender to know how to import your model, id map, uv, shit like that.

The reason people say 'you shouldn't enter zbrush before even knowing blender' is because you end up with people that are missing the basic of 3D, and zbrush is a different software than all the 3D package like maya, 3Ds max or blender. You could pretty much do everything you need in zbrush in blender and vice versa. ( https://polycount.com/discussion/134715/to-learn-zbrush-first-then-maya-or-vice-versa it's explain a bit better in the first 5 answers or something)

I don't really do 'organic' stuff, but I have some colleagues who almost only use zbrush for everything. I prefer to use multiple software, but I could also only use zbrush. I think the goal is to be able to choose which way you prefer but not be limited by it.
>>
File: antenna .webm (561 KB, 1920x1080)
561 KB
561 KB WEBM
>>755069
Yeah I'll definitely light it up a bit more.

As for little detail stuff, I'll ask the musician if he's got any more easter egg things he'd want in the car since it's a paid project. The license plate on the car is one of them (one of the dude's albums).

Really I just want more things to interact with the scene.
I just made the antenna on the car react with everything and it got me more excited than I really should be.
Some dangly bits on the mirror sound like they'd be awesome to add.
>>
>>755082
Just my luck that the antenna got eaten by the compression :^)
Well just take my word for it. It moves, and took me way longer fucking with settings than I'd like to admit to get it to work.
>>
>>755075
In general people usually start with polygonal modeling and texturing to grasp the basics of 3D before they get into sculpting, but if you're comfortable with it and find it fun, just keep going.
You'll have to learn the rest eventually though, that's just the nature of 3D.
>>
File: u.png (135 KB, 412x603)
135 KB
135 KB PNG
1k tris so far
>>
Hi /3/ /wip/.
Just asking how I could modify the arm shape to get it a bit more coherent. I used blockout for base shape but can't get to look it like something ok anatomically. Character is supposed to have a lizard-like anatomy.
>>
>>755075
It depends on how much you're interested in 3D.

If you're really motivated to become good at it, then by all means learn Blender first, do some tutorials, understand how geometry and UVing works. The Donut tutorial by BlenderGuru should give you the basics.

If you want to make full-fledged renders and scenes, then you definitely have to learn Blender or Maya.
>>
>>753625
rad
>>
>>755075
Did you do this? It's neat for 3 days into sculpting. Nice work.

I'm a week into it and 755187 is the best I've done, and... well...
Do you have the poly count of your character?
>>
File: de paseit.png (511 KB, 925x584)
511 KB
511 KB PNG
>>755212
I think it's easier to sculp when you have a basic grasp of shapes and drawing, and a bit of anatomy and stuff of course (I've sculpted in real life tho so that also might help, my biggest problem is understanding how digital texturing and rigging and blahblah works), also, yours is really cool! I haven't got the grasp of sculpting on blender, still concepting on Zbrush, it's really good.
In terms of Polycount, this little guy is closer to a Real life render than a game ready model, don't have the Polycount, but its kinda high
>>
File: pi es for.png (1.38 MB, 800x600)
1.38 MB
1.38 MB PNG
>>755215
With real life render I meant I didn't care at all about exceding a proper quantity of polygons when sculpting the dude, might try and do a lowpoly resourceful version when I learn more about how that works
>>
>>755215
Thanks for your answer. I see you expreimentated (and made a good thing) with the beard particles. Maybe a tad bit less around the lips would help, but i don't know ZBrush. I plan to reptopo my character in order to animate it, but first I need to draw expressions (but I draw like a potato with 3 legs and 2 fingers..).
The advantage of real-life sculpting is that you have a theoretically infinite number of polys and volume. (number of polys = molecules of clay, which make up a quite high poly count)
>>
>>755082
Did you use EEVEE or cycles? (or not blender?)
>>
>>755215
Also, is the "really cool" character the one i just put with this post ? Because it's actually the first positive reply I get from someone, aside from "get out of the board" or other things.
Sorry if this reaction seems weird to you, but finally hearing something positive makes me wanna finish this character as well and fast as I can.
>>
File: Capture.png (738 KB, 1728x930)
738 KB
738 KB PNG
I've been learning some 3D stuff as a Covid project, and I started this guy today. He looks kinda retarded but I'm honestly pretty proud that I've made something that looks mildly human
>>
>>755221
So the actual video will be rendered in Cycles ( >>754962 ) since there's a lot going on in the video that interacts with the light and I think it looks better. Plus motion blur is a big reason. I used to be really into Eevee, but I've kind of started to not like it because I don't think it looks all that good. For certain scenes though it's useful. Just not this one.

>>755062
>>755082
Are quick outputs using Eevee.

Though I am using Eevee on a separate scene to use the bloom pass because I think the glare node is kind of shit for bloom.
Only problem I run into with that, is that if I use markers to change cameras, it doesn't sync over to the other scene. Even when they're linked.
>>
File: girl.png (310 KB, 536x858)
310 KB
310 KB PNG
>>755120
I think I'm glad with my current modeling skills. it's definitely not a big deal, but it's good enough for what I want (indie game dev). time to get good at materials and shaders I guess. this is the first time I've put so much effort into a single mesh, any feedback would be greatly appreciated! this is 1,3k tris now.
>>
>>755187
you want it to have lizard-like anatomy, but not the arm, right? either way, you're not going to pull off something anatomically coherent with no anatomic knowledge, go and study it some
>>
>>755226
>Chad
nice
>>
>>755226
Damn that looks really good. Did you make the hair or is it a preset?
>>
File: goblan.png (185 KB, 352x550)
185 KB
185 KB PNG
Pretty happy with how my first sculpt turned out. I think I'll give him some clothes before starting the texture work
>>
>>755222
planar palms
Knuckles fall on a curve, and the palm is like a shallow bowl. In reality the whokle thing deforms as the fingers move. You can make you palms totally flat but it's unnatural to do it, and if your rig doesnt add that curvature the hands will be stuck that way.
>>752038
>>
New thread everybody
>>755256
>>755256
>>755256
>>
>>755250
Thanks, man! I made the hair, yeah
>>
>>755231
I think it needs more tris but keeping the same shape



Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.