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New board: /vrpg/ - Video Games/RPG



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/wip/ General.
Post your work-in-progress projects, recently finished projects, or things you'd like critiqued here.

Previous thread: >>750835
>>
Here
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>>755305
>>755306
on his way to banhammertown
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gave it some flavor. the rigging really fucked up the topology but it was my first rig ever and i learned a bit from it, hopefully it won't suck as much the next time

>>755382
I'll definitely try that. thanks for the advice, man, really appreciate it!
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>>755309
Why?
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>>755446
off-topic porn.
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Hi everyone. Attempted my character a new time using some references. Model is still not finished (especially on the face and legs.). This is not for furry art. I will attempt to retopo it but Idk anything about retopo. Imo I find the head too blocky and that it still lacks detail.
>>
>>755459
I wouldn't bother with retopo.

Start over, and make an effort to to a better job on the basic anatomy. You've been told this before, you really are trying to fly before you have learned to walk.
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>>755467
Which anatomy should I use? (Lizard/human) idk how I could correctly reflect the appearance of muscles on the body.
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>>755467
As i don't have PureRef, what if i stack a bunch of ref images in blender and look a them quite often?
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>>755468
Normal anatomy but a lizard guy
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>>755470
Thanks. I tried to understand the arm anatomy by downloading refs and moving my arm around. I need to add lines of muscles under the palm and divide the arm in 2 neat sections of muslces. I don't want to start a new blend file tho because it's the first time I actually get a correct head shape.
>>
>>755469
pureref is free, just download it
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>>755474
OK. I'll start modeling on another PC tomorrow and use prefer on the other. What looks the most "off" in the pic i sent? I think the legs are kinda messed up too. For the tail, the spikes are supposed to be cartilage (solid).
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>>755479
There is more wrong with it then right with it, post your ref.
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>>755480
>implying he's using reference
Anon...
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>>755480
I find furry references in general pretty difficult.
There's no real reference for the anatomy, and invariably 2D images will have something which doesn't quite look right when it's made 3D.
>>
>>755459
man watch some proko videos, they're really quick and informative. after a day you'll know a lot more about anatomy and these will become a lot easier. because without anatomic knowledge, we can tell something is off, like you do with your legs and face, but we don't know how to fix it. so take your time learning it a bit and then come back to your model. you'll save time instead of lose it
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>>755497
Not the one you're replying to, but thank you very much for the channel anon, that's exactly what I needed but couldn't find.
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Solo indie-dev, done a game about spiders in 4 months, using Unity3d

Youtube: https://www.youtube.com/watch?v=kpbNm_OIse8

Android: https://ply.gl/com.WhalerideLimited.SpiderPlanet

iOS: https://apps.apple.com/app/id1508640406

It's an online multiplayer. Win in by surviving as long as possible while shooting and eating other players. Mark your portion of the planet with color, to eat food and move quicker.
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>>755502
screen
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>>755502
>>755503
screen + trailer:

Youtube: https://www.youtube.com/watch?v=kpbNm_OIse8
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>>755504
so its Agar.io but with super basic 3d and possibly micro translations based on the coins and unlocking. wow anon yeah super interesting and relevant thanks for posting!
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>>755508
hahah man I spent 30 days figuring out efficient way to paint planet triangles. I demand millions of dollars now :D
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>>755504
Stop shilling your fucking trash game on /3
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>>755509
I like it, for one. it's like "agario but actually somewhat interesting"
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>>755480
Here are the refs. Although I don't find the DnD ones very useful, because the things I want to create looked like the Dnd ones 1000+ yrs ago.
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>>755479
Sorry forgot the image. *facepalm*
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>>755550
i think you shouldn't worry about the internal anatomy or muscles, just make a humanoid character with a lizards head and change his proportions to be more lizardlike, like a wide neck and short limbs. your ref on the left is really good. Otherwise it'll be very freakish.
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>>755420
Very cute
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>>755467
Why start over? Looks pretty accurate to what a lizardman would look like.
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>>755459
Sculpt on lower subdivision level(or whatever it's named in blender) in order to avoid the lumpy look you got there. Once you start to get subpar results with dynamesh, retopo, transfer the details with project and refine further in order to get an even cleaner end result
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>>755554
Now I'm remodeling the leg cz if was just awful. I statred watching Proko videos on anatomy and feel like i just gained 5 IQ points.
Our brain is the body's most important organ and doesn't know anything about the place he's in. Nice irony.
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>>755563
Where's this image from? It made me laugh so hard! Looks like a bad Japanese Jurassic Park reboot on VHS.
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>>755615
Its from Star Trek Original series, from the 60s. Captain Kirk gets teleported to a planet with a lizardman captain of another ship to duke it out, by beings of higher power.

Highly recommended.
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>>755617
Thanks. I know a place where there are Star Trek tapes that were never opened.
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>>755562
no you're cute
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>>755626
don't open them!
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now i want to start the retopo of my model but I can't define a proper starting point for it. Should I start from the smallest detail and expend from there or start by the torso?
Pic is the very bottom of my character's tail. I want to start from here butiIdk if it's a good idea
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>>755554
I just finished this. Only problem is that it ooks too human to me. That's what freaks me out the most. Which lizard features would you add (especially to the legs and torso)?
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>>755664
OK, retopo cancelled, just figured out that my character's feet had gone haywire.
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first time using blender at all. wanna make a cartoon vampire (girl?) with a somewhat quirky artstyle, i think itll be improved by texturing later. added a picture i drew over on my phone of what i intend to do.
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Any hope?
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God bless Mixamo

Still have to work on the clothes
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>>755698
I like the mouth.
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>>755702
>no dick
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>>755708
>implying

Also, pro-tip: the pointiness node is an almighty way to do lazy texturing
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>>755491
>furry
ffs disgusting. go change your lifestyle.
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>>755256
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>>755664
>I just finished this. Only problem is that it ooks too human to me.
Its neither finished nor does it ooks human.
>Which lizard features would you add (especially to the legs and torso)?
None. Lizards are gay.
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>>755767
Nice model mate, this a game asset or can you go more high poly?
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I started the retopo. I don't know how to properly do the haed. Does the torso edge flow look clean enough?
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>>755791
Go into sculpt mode and smooth that shit out with a smooth brush
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>>755797
Thanks. Once I finish linking all verts i plan a smoothing
Is using smooth (or the sculpt mode in general) on retopo "cheating"?
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>>755791
Surprisingly; despite your sculpting skills, your edge flow it fairly decent.
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>>755809
Thanks. Do you mean the dege flow is ok? Sorry to ask but the "it fairly" bugs me out.
I just got a triangle Idk how to solve on the head, because the back of it is too low-poly.
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>>755683
(im the person who posted the pic) how is it looking so far? planning on a full body, i think the neck is too thin on the front even if its cartoony, idk. ive never dealt with 3d software so this is fun although confusing and frustrating at times + im very slow.
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>>755683
looks very good, sure she doesn't look feminine but that's what you meant by quirky I assume
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>>755659
Id start with the torso. Danny mac has a decent retopo tutorial that shows a good starting point, how many polys to start with and such. The tail will just be like another arm probably, youll just have to figure out how to connect it to the backside. Thats what i used for my model, short and to the point, fill in the gaps after. Same for the head.

https://www.youtube.com/watch?v=Y-Ak66N0cAw
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>>755834
I started with the torso a few hours ago and this is what I've done currently. Is the edge flow good enough?
P.S. I have an issue on the mouth point where I rekt the geometry. Idk how to fix it.
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>>755842
You've got too high poly to start, the it should be about a quarter of that to start with then you can add more loops if you need them. What ever you thaught is where that start shape don't do that ever, your loops should flow, even it they end up in to triangles never just have a 90 degree loop angle
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>>755802
It's not. It's a common practice. Nobody's gonna line up those verts perfectly by hand
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Hey guys, this is my first try at making a female face. I've been using zbrush for a day now, but I'm experienced in other 3d modelling software and as always, once you understand shortcuts it gets easier.
What you think? Kind of cartoonish, not gonna lie.
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>>755882
Make some real eye sockets then post again, it's hard to judge an eyeless monster as human
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>>755884
made it that way cuz I used a female skull as a reference sheesh.
Gonna make the eye sockets next
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>>755791
>>755849
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>>755459
Lol. This is the same idiot who has been trying to do a sergal for the last 2 months and yet he is unable to do something as simple as reading a basic anatomy or drawing course.
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>>755898
At least I don't give up.
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Is using Instant Meshes (https://www.youtube.com/watch?v=l88hQj16IhA) then verifying the retopo in blender OK?
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>>755936
Yes, I admit to shilling it a little hard on here but it's a really useful too, won't give you perfect typology but it will be very good. Just make sure to draw a lot of your own flows, you don't want to just let it figure it out.
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>>755944
Thanks for your advice. I feel that if I retopo my character only by hand something's gonna go haywire. At first I thought it was cheating, but when i see good aniamtors do it, I feel they have a reason to do it.
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>>755256
Any advice on how to set up the scene/lights to make it look better?
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>>755963
using Arnold
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>>755963
Nice modeling anon! To make the scene better, you should maybe add a studio plane background (subdivided L shape), add a studio hdri, and make sure that the front wheel is touching the ground. The usage of well-placed area lights is important too.
How long did the whole project take you? Any stats on the model?
Keep up the work!
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>>755965
Is this guy baiting? No one can be his much of a retard.
>>755963
Looks good but a little flat, up your contrast with a lut or something.
I tend to think white background suit models better, little harsher on the eyes but more realistic to a studio.
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>>755965
Background is already L shaped plane. I just put three targeted lights around the model and played around with intensity so far. Looked much less plastic when I was working on it in substance, so obviously my setup is to blame here. I'll try the HDRI. Front wheel is intentionally raised, because that's how they behave when parked, I should probably make the stand taller and raise the wheel even more to make it obvious.
Took me around 8 weeks, working in my time off to make it. Felt like forever, but this is my second model and first one this big, so I was getting stuck a lot. It's ~630k tris, not very optimized though. Wanted to make it more detailed but ran into performance issues along the way, so not everything is as good as I'd like to.
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>>755968
Soory for raised wheel, I thought it was an error, but part of me was saying "are you sure it isn't the way it's supposed to be?" :)
>>755967
Idk why you say i'm a retard. I didn't see the L shaped plane. Explaination?
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>>755974
>Explaination
gotta admit I'm kind of a retard for typing.
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How could I make my chracter's head less square when viewed in front ortho? I don't think the mouth should get thinner but I'm stuck
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>>755977
now I'm attempting ome stuff, hoping not to come up with Barney on acid. (i don't watch barney but ik the memes)
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>>755977
Make the horns go partly sideways instead of just straight back. Or add ears to break up the square shape. Looks like youre making a fursuit.
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>>756001
Thanks for your advice. however, I'm not making a fursuit. I like furry art but it doesn't get all the way to a fursuit. It's just too much at this point.
I almost ahd finished to change the shape and idk what happened, my sculpt got ripped like it was 2012 the end of the world. So I'm back at the start.
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>>756003
You can try checking out some models on sketchfab, google lizard man or something like that and find some references, check out the wireframes too, if you can find decent ones.

https://sketchfab.com/3d-models/lizard-knight-2f67d4294ec94a87a8c07c3f7e57318c


https://sketchfab.com/3d-models/pink-kobold-46f0a764dbfb4d87ab6ed47349249741
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>>756009
Thanks. I've installed pureref in rodfer to see what references i can get. There is this image (https://twitter.com/moire_dragon/header_photo) and I wanted to get a head shape similar to it. However, it is not possible with my chara's anatomy.
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I experimented a bit with hdris and other stuff, and the model does look much better, even if the whole scene is a bit too bright (using different hdris improves this). But the problem is, the resulting image is grainy af. So my question now is, can I have the same effect with custom lighting, so I can highlight what I want, and not rely on hdri being hit or miss for some areas? Also, which setting should I play with to reduce that shitty noise?
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>>756001
I finally got to this. Looks OK. In fact, the horns are the ears (they have a small crease like a human ear). Now, I hope to ameliorate it with the texturing and normal maps.
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>>756019
You just need to look up render settings the advice will change a lot depending on the software, global advice: increase samples \ decrease noise threshold
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Been working on this for about 2 weeks now(wip). A mechanical wasp with somewhat mechanically accurate gearing:)
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>>756032
Pretty hard to see what's going on here anon, it's really dark.
Get some 3 point lighting in that shit.
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Arcvis guy trying to get decent with MD incase I need make some fabric shit. What do you think?
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King crab
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I don't think I'll ever have the motivation to retopo the whole thing and texture it.
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tourist here, if one of you guys are feeling generous, could you make a Funko Pop style pepe or wojak? I feel it's overdue
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>>756058
You could learn a new skill and give it a go, learning is fun!
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>>756019
Getting there anons. Seems like skydome light with a map was the key.
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>>756069
This is artistically worse then the previous, sorry anon. Look at refs for scooter ads, get inspiration from them or just straight up copy it. Your current composition, aspect ratio and pallet leave a lot to be desired.
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>>756060
would love to but I have too many hobbies as it is, and no, I can't take time away from idle shitposting. Plus, I feel like I should learn 2D drawing before getting into 3D
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>>756057
I'd love to see the result, anon, don't drop it please! witches make up for the best archetype for 3d modeling
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>>755977
give it cheeky cheeks
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>>756072
Anon, I just want to learn the technicalities of how to set up the render correctly before I even start thinking about any of that
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>>756069
Are you using references for your lighting set-up? Look up scooter photography on google and see how professionals are lighting them in order to showcase their features and forms
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>>756022
>I hope to ameliorate it with the texturing and normal maps.

I would not waste time doing either of those things on this mess.

You really need to get better at the basics and copy some good references first.
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>>755977
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>>756054
Not bad.
Those some Napoleonic-esque pants?
I felt like I was really fighting with MD to make anything resembling pants, let alone with all those straps and flutes and whatnot.
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>>756099
Hello /3/.
I'll stop my lizard project for a week, because I'm going insane.

>be me
>going to sleep
>dreams of blender
>has nightmares about the replies on my model
>spends hours trying to figure out if I'm furry or not.
>5 days in a row
>spends 9hrs/day in blender
>opens blender this morning
>thinks "oh not that shit again"
>visualizes model in my head
>can't replicate
>why my brain made in china?

When I come back, I follow a course by CG Cookie and attept to resculpt 2d characters in roder to have a training. Thanks to everyone at /3/, see you in 9 days. Wishing the best to all anons
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>>756135
cya later you wholesome autismo
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>>756115
Thanks, the tip layer is a climbing harness, and bottom is well I guess mixed cargo style. I can see why you thaught Napoleonic though haha.
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Messing with MASH in Maya / custom shaders in TB3 to make some movement trails
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>>756150
cute
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>>756150
>ninja
>coolie hat
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>>756140
Well I saw the loop near the dick and rationalized it as that little place you rest the flag or something. That was my first thought since it kind of looked Napoleonic to me.

I can see the climbing gear aspect now though.
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>>756166
>implying it's not plausible that a professional spy might wear a hat common throughout asia
>implying it must specifically be a 'coolie' hat
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Fuck it, I tried my best.
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>>756187
oh no it's the so feared sheriff...

cute, friend
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My motivation to finish anything is just...gone.
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Some low poly pumpkin assets.
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>>756195
Nice, but a bit much on subsurface. Pumpkin skin is very tough, i don't think it gets much ray penetration.
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>>755664
anon your problem iz your trying to deign a charecter and learn 3d modeling all at once, choose one thing and focus on it
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Anyone know why there's the two darker triangles in this pic? I'm trying to make a cross, so I just duplicated the cuboic, rotated it, and then used a boolean cut modifier to try and cut it in half.
Except it didn't cut it in have, just a hole in the middle, and it also left those weird dark shadows.
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I'm recreating a 17 year old Warhammer40k miniature for printing, picture on the right just for reference.
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>>756187
It's cute anon. Good job.
Do more.
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>>756257
Lookin good, some of the limbs are a bit fatter on yours than the actual model. Notably the tail.
But all in all it's a pretty good likeness so far. Keep going.
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>>756253
You’re much better off using loop cuts.
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>>756260
Yeah I realized some parts ended up way too large.
The more I added the more I realized how everything looks off
But almost everything is still seperate objects and at the very least polygrouped, so I should be able to rearrange and rescale all the bits and pieces once I have every part on the model.
I'm happy so far, this is the first time I'm trying to copy something more "complex" just based on images.
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>>756041
Ehh...I think that's because of the dark background and not the lighting itself. Anyways I added some wings to it. All that's remaining is the legs and rigging it!
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>>756352
Yes... The dark background makes the image dark, obviously. What I think your not instancing is that regardless of why, it look bad because it is. Something like an out of focus bright grass would look so much better, remember that its very easy to go darker in post and almost impossible to go brighter
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>>756360
Yeah I think you're right. My model has a lot of bright elements and those pop in a dark background falsely leading me into thinking it looks good. Any recommendations?
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>>756366
>Something like an out of focus bright grass would look so much better, remember that its very easy to go darker in post and almost impossible to go brighter
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>>756368
I'll try that out man. Thanks a lot!
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>>756187
another pass at the lighting would tighten this up, it's very underexposed and underlit.
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Taking on a big project in Blender. Recreating Belshazzars feast by John Martin.

Main areas left are lighting/color/and animation + a little details. Any advice for getting a similar vibe as the painting would be great! Working in blender 2.83

>>756253
Agreed with other user on loopcuts, boolean is great but can lead to messy geometry

>>756193
Understandable, but this looks great! Is the plan to make the full skeleton? This would look great in a deserty scene sticking out of the sand, could be neat.
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>>756374
The planned animation, start with a match being lit with ominous voices in the background, then cut to this shot with thunder bellowing and classical choir music blaring.

this project is more about scope/general feel than it is getting every nitty gritty detail exactly like the painting. I probably wont have all the people in it, thats still a big hurdle modeling wise.
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>>755698
Add eyebrows and eyelashes and watch as your flesh aberration becomes human.
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>>755256
making a nerf gun model because i took a long break from modeling. based off a buzzbee airtoys TWD M16 esque rifle. gonna make the magazine separate for use
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other side
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>>756439
forgot image
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>>756375
Bad camera movement.
Either dolly or pan. Never both.

Instead of doing what you're doing now (I'm assuming you're physically moving the camera), turn up the FoV super high, then bring it down for the zoom out instead.
Then you could also rotate the camera to your final position at the same time and it not look like shit.

It looks like you're doing that a bit, but you're doing too much I think. Cameras mainly move linearly.
>>
>>756445
>>756445
Thank you! Still a long way to go, Camera movement is temporary other than start and stop position but I also really appreciate the advice that will save me time in trial and error!
>>
>>756470
No worries, also a little notes about your image and your reference.

Your overall scale seems a bit off. I think a lot of that just has to do with the fact that you're translating 2d to 3d (also the figures and feast in the foreground are on a different perspective because "why not lol"), but overall the scale of the painting is way larger than what you have now.

If you take a look at the tower in the background, it's waaaay further back than you have it. Also, it's behind the pyramid thing, not in front. It also feels a bit fat imo.

My best advice, try taking it into something like F-Spy, so you can nail down the camera's position and perspective, use that, and then adjust your scene to match using the painting as an overlay. It'll also help you see where you're a bit off in terms of positioning and stuff.
I don't know how easy it'll be to do camera matching on a painting, but at least the artist used pretty decent mathematical perspective (1-point for the main part of it), and it's really easy to see the leading lines.

I know you said it's more about the scope/feel rather than a 1:1 match, but I think the overall scale of the painting is one of the most important and striking things about it. It covers such a large distance with something going on in each focal plane, and I think it's important to nail that as best as possible.
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>>756375
Damn, thought the snake head was a shot from the old conan film or something until it loaded and started playing. Very cool.

The original painting looks like its generally lit by an evening light. Atleast the interior courtyard. But its the light of the lettering doing that. So front warmer, background cooler perhaps. And perhaps move the BG tower further back, give it smaller windows to give a sense of bigger scene scale? You can enhance the height perspective by tilting the towers slightly away from the camera so that the curvature makes it look taller. Also in the painting theres more railings and tops of buildings between the towers and the front scene barely visable. If you could add some elements like that to give a sense of distance i think it would help blend the two elements together.
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Military grade coombot mk1. I didnt expect texturing to be this tedious, probably wont bother with the shoes. Substance painter feels so unintuitive coming from regular 2d drawing apps. Wont probably waste my time more on this, atleast not texturing. Animation practices maybe. But i want to start something i can actually show to normal people.
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>>756543
Ah, yes. Gotta keep them soldiers fresh on the field.
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>>756543
3d painting textures fucking sucks. Half your texture information can be derived from baked maps. Vertex paint general areas of colour variation, smooth your mesh, then bake vtx colours to texture, then bake a cavity and AO map of your HP smoothed mesh, then throw them all into photoshop and fuck with various blend modes and opacities. This will get you most of the way to decent cartoon-ish textures.
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>>756546
Thanks for the suggestion. Any idea how to bake vertex colors to texture in blender 2.83+ ? Thats the thing i looked into a while ago and all i found is that the old method from 2.79 was no longer possible. And the blend file wasn't able to be opened in an older verstion, so i just repainted the texture normally. Otherwise i thought about using the AO map in blending mode of some sort for the diffuse map for some extra definition but tried to do it with nodes cause i was too lazy to open up photoshop, didnt work out there. Good old fashioned photoshop seems to be the way.

Crappy uncanny walk cycle.
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>>756543
What's the resolution of your texture?

>>756546
Do you know any tutorials or at least timelapses where someone does things you've said for a character, offhand?
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>>756560
4k. Theres nothing really in it that would warrant 4k, i just chose that just in case.
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Hi ,anons, after a lot of procrastination, I went back to working on this little tribute to my classic WoW guild. You'll have to excuse the low render quality, the final one will be done in 4K with a lot higher render settings.
I followed some of the advice one of the anons gave me last time I posted, and again, any and all feedback is greatly appreciated.
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>>756823
Add some bloom bud, well any post at all would help this a lot
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>>756848
Bloom isn't exactly physically correct but I get what you're saying.
I'll definitely try to simulate some light coming from the moons and from the meteor heads to make them appear bloomy.
The lamp is actually giving off some volumetric / atmospheric light but it's hard to see and I'll have to crank it up a bit.
What other post processing do you have in mind ?
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>>755256
I just flew in from /pol/ and boy are my arms tired
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>>756849
European, so will update tomorrow but i'll do a quick shop of your image, it's going to be rough but will give you the basic idea.
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>>756854
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been working on this today. still pretty new to zbrush and 3d in general, and I'm especially struggling with hair. I don't hate it though
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>>756854
Is your scene still full with:
Cube.001
Cube.002
Cube.003
Cube.004
....?
Anyways, I am surprised you've done it that fast.
Well done. Got a slight chuckle out of me.
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>>756854
>boy are my arms tired
stay and perch on our power lines for a while and rest up, that was bretty good.
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>>756877
Thats pretty good if you really are a beginner, you definitely have some background in art though.
Keep it up
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>>756877
If you call this struggling then be proud of yourself
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>>756374
>>756375
Great taste anon, do you an IG page or something? I don't want to miss it.

What I'd like to point is that you shouldn't be afraid of having bright lights and stark shadows in your image. The "washed out" look of the painting (aka shadows turned up) should be done in post.

Those building seems to be made of sandstone, which can look regular and flat from a distance, but are actually pretty rough. The wall on the left for example is way too flat, and a bump map isn't going to do it. Don't be afraid of adding random displacement here and there.
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Textured, rigged and posed. Guess I'm done with it
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>>756389
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>>756902
Now a beard
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>>756823
Maybe add smoke or something behind the banner, cause the gray of the banner and the gray of the clouds kind of blend in. The stars being visable through the banners material isn't helping clarity either. Obviously everythings gonna be clearer in motion, but still its probably a good practice to think about individual shots as a individual illustrations.
>>
A pre-dreadnaught type spaceship inspired by The Expanse.

Thought processed through photoshop, it's still missing multiple components like big canadarm-like repair robot moving along rails on the truss section and small positional thrusters.
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>>756926
Your main body typeface sucks ass.
Don't use stylized typefaces for body text, and never use all caps for body text. They make it harder for the eye to read efficiently.
Also the smaller text blurbs are near impossible to read. They should be able to be read even when you're not zoomed in.
Other than that the layout is alright. Though watch single-word lines on the bit on the right, even if you're trying to do something neat with the text space, you should never have words by themselves on a line if you can help it. Same goes for the end of paragraphs (though you don't have anything like that on your paragraphs right now)

Also, if you're imagining this as a 2 page spread, try to give a bit of breathing room on the center line. I doubt you're putting it in a booklet, but it's generally good practice to give the center margin a good bit of space since the page folds, and it's hard to read things where the page bends.

>t. Graphic designer that dabbles in /3/

For what it's worth, I think the render itself is pretty neat. I always loved seeing cross-sections of stuff in those books about fictional ships. You definitely hit that same vibe.
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>>756928
Yeah, i pretty much just slapped the typeface and text together at the end there. Wanted to know if it catches that fictional vehicle books from my childhood (glad to hear it does).
Thanks for the critique, will absolutely do the changes when i get the time.
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>>756898
Are you making it for a porn game or something
This goblin looks like he want to rape me
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>>756909
Thanks for the feedback, I think I'll consider making clouds slightly darker or lighter to offset the banner material color, whichever ends up looking better.
As for the "stars" being visible through the banner (and I guess clouds), those are not stars, just fireflies due to poor render quality, the only legit stars are the bright white and cyan ones at the far edges of the render, so this will be fixed by cranking up the render quality and resolution for the final shot.
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>>756926
>The Expanse
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>>756859
Like I said super rough since I don't have any layers to comp I can only do global but you get the idea.
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>>756973
Acting for The Expanse might be mediocre for the most part. But the show itself is pretty interesting mid-tech vision of the future i would say.
What's your problem?
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>>756975
Yeah I definitely need to add some volumetric light around those meteors, moons and the lamp to make them pop out more against the clouds and the sky, although what you linked is way over the top for my tastes, it kinda makes the banner fall into the background even though it was meant to be the focal point of the scene, since the emblem on it is our guild's in-game tabard graphic.
I get the general idea though, thanks for the input, I'll definitely work on that.
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>>756939
Nah man it's just your imagination acting up

It's a miniature for 3D printing
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>>756978
Pretty much everything not related to the tech and world. The "people" populating it.
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>>756823
i dig this quite a bit, but yeah, echoing that this badly needs some subject separation. definitely a less busy sky imo
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>>756854
>abby
lmao
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Aaand printed
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>>757098
Nice.
Shoulda printed the dong one too.
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>>757098
planar palms bro! water ewe dewing!
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this is probably one of my nicest attempts at an anime head, but I still feel like I haven't discovered the ideal eye and stylized eyelash setup.
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>>757131
The face is alright, but the head should have a gigantic cranium. The face part in anime heads takes up around 1/2 of the head.
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>>757133
thanks for the tip
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I did the meme yesterday, I need to learn composting and illuminating shit, but it's my 1st week learning so I'm not stressing for this rn
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Hey, didn't post in a while as I was in the process of moving. Here's where I'm at with the textures.

>When you motion to your engineer how fat you want the ass to be
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>>757146
that's awesome, dude. are all of those fine face and hand details normal map stuff or did you sculpt it? I imagine it's the former. I love it, is there a single tutorial that you could possibly recommend steer me on the right path with that detail? I'd love to learn about fine details in modeling.

All of my models are so smooth and clean.
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>>757139
Turn on caustics mate!
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>>755256
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>>757163
Why does your dildo have a cup on the top?
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>>757147
Thanks man, and it's normal and displacement maps (she is not a game asset).

I haven't really followed a tutorial for my workflow, it's really just the industry pipeline with extra steps to account for my inexperience in some fields. What I did follow a tutorial for is learning the softwares and how they are used in the industry. (cgpeers is your friend)

In terms of sculpting, I've mainly been watching timelapses of people sculpting on youtube lmao.
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>>757148
What are those? I've heard of them but really didn't see where they are, also thanks for the help
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>>757189
Compair your glass shadow to this image notice the highlights like a magnifying glass, it's true light refraction, it will slow your render down a lot so it's mostly left off but if you want realistic lighting for staging like your shot you absolutely want them on, how you turn them on will depend on your software and render engine.
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>>757193
>Turn on caustics
Not him but I am kinda having a bit of a problem with caustics/godrays for this underwater scene even after following a shader tutorial to do get them from a water surface in cycles
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>>757198
I have no idea how your scene is set up or even what the problem is because you didn't explain it at all, but if it's the fact that I can't see any rays but probably because you don't have a box with volumetric shader (water) for the rays to shine through, your top water also needs to be physically accurate. Try just looking up another blender (?) Underwater guide
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>>757189
>>757193
>>757198
Rendering caustics with an pathtracer....
Let me tell, shit sucks. You better have a beast of a computer either CPU or GPU because your compute unit has to brute force this shit and it takes ages and doesn't look great. On top of it denoising the shit out of it rarely works. The renderer is simply not made for that.
https://www.chaosgroup.com/blog/what-are-caustics-and-how-to-render-them-the-right-way
But on the positive side, I've heard LuxCoreRender is bretty god with caustics as it is a full spectral renderer.
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>>757198
What is the problem? I've seen that same tutorial, idk how you could have trouble with it

>>757205
>You better have a beast of a computer either CPU or GPU because your compute unit has to brute force this shit and it takes ages and doesn't look great

Wut? It's not more computationally expensive than rendering anything else.

Luxcore is great and it's been getting better ever since. What I usually do is, if I have a glass of water in my render, for example, I render the scene with cycles, the glass with luxcore and composite them together. You can render the full scene with Luxcore (it's compatible with cycles nodes) but you have less control over it than Cycles
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>>757208
I am talking about Cycles.
While LuxCore is essentially a pathtracer it has all these features that makes raundering caustics possible to render fast and physically correct.
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>>757202
>you didn't explain it at all
Sorry my mistake,but yes the water surface is supposed to have sun rays going through it. The scene is inside a "plane" with the simulated ocean modifier on the established ocean preset since the it's supposed to have calm water, then it was extruded to contain everything. For the surface shader I mostly followed this tutorial https://www.youtube.com/watch?v=mmk09JJNKJU but with different colours which I don't think is the issue here.
>but probably because you don't have a box with volumetric shader (water) for the rays to shine through
I do have a volumetric shader as well although it's on low density, I tried increasing it but only worsens the lighting making the water too murky and dark, but still no rays.

>>757208
Assuming it's the same tutorial idk either, I tried tweaking the sliders specially the colour ramp for the normal and the mixrgb sliders without much success.
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working on a gorgon
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>>757260
she is beautiful
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>>757260
eyes are way too round, even for a cute loli you'll still make them almost almond-shaped (also keep in mind that both corners of the eyes sit at the same depth in the face). Plus, the distance of an eye should be between your eyes.

The forehead goes back at a 45 degree angle past the arcade, it makes it look like she has no brain. The very beginning of the forehead is completely flat relative to the eye direction.

The ears connect very widely to the skull. Usually elves' ears are built like ours, only pointy at the end. Look at regular human ears for reference.

The bottom lip looks good, but the upper one is so flat, she looks like a midwesterner.
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>>757260
the eyes are weird
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check out my gentle autismo giant
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>>757271
>>757260>>757272
Better now?
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>>757277
Definitely better. Don't shy away from making the forehead bigger too, since right now it kind of looks like a caveman's. If she's supposed to look young, the forehead should be more prominent in the facial distribution too. Pic related, also applies to women.
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>>757277
>>757285
update
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>>757287
Don't start texturing her if you're not done with the face, especially if you're gonna make her black, it'll be hard to sculpt on a darker mesh.

Go back to a lower resolution mesh and start moving everything around to match a face canon. Pic related is ten minutes in Photoshop moving stuff around with puppet warp. I simply lowered the whole face and suddenly the facial proportions are better. I also lowered the ears to match the eyes' corners. About those corners, keep them at the same height as well.

Also, I cannot stress this enough, looks at a LOT of face references.
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>>757291
t. idiot
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>>755256
Music video anon here ( >>754962 )
Been working on a separate scene for a little bit of the song where it does a guitar solo. Planning on having it fly through the asteroid field, with the road from the last webm snaking it's way through like a Hot-Wheels track.
It'll end up going into the black hole near the end of the solo, which will loop back to the main sequence but in a more trippy and fractal-ly style.
It's a short sequence (maybe 15-20s), but I think it'd really be cool.
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Finished her head completely. Time to texture the clothes.
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>>757297
That jaw is kind of cliche. It serves no purpose, and it doesn't make sense to have something some comparatively primitive given that she clearly also has some kind of sub-skin bio mechanical / cybernetic android shit going on, and the texture / form doesn't fit the rest of the character at all. It looks incredibly out of place and stylistically unappealing.
>>
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>>757300
I've been meaning to make "cheaper" mechanical pieces all over her body for in-universe cringey reasons. I'd figure androids would be first built with stock pieces, but as pieces begin to malfunction, the less fortunates among them might have to buy cheap over the counter stuff rather than the cool, slick Bang and Olufsen eardrums.

I could try tweaking it to look like a cheap synthetic skin material closer to her original skin, if that's what you find stylishly unappealing.
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>>757295
That modern depiction of black holes looks so incredibly gay
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>>757328
Then science is incredibly gay.
That depiction is based on proper scientific models and math.

Granted the image takes some liberties for the sake of art and "rule of cool", but black holes have lensing like that, and if they have accretion disks then you'll also see it warped around the black hole due to how a black hole interacts with light. If you really think about how things work, it makes sense why the "look" looks the way it does.
Obviously that look first popped up with Interstellar, but from what I remember, they first made an engine that simulated how things should look based on the math they plugged in and how we understand physics and gravity. For the movie they took what popped out and re-created it in something they could use.

Not all black holes look like that, obviously if they don't have any material to interact with, they're pretty much invisible. Not to mention quasars can look radically different.
Still, you've got just as much a right to be a sourpuss about black holes as I do about people that put feathers on a T-Rex. Even if it's supposedly accurate, it's still gay.
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>>757335
Yeah not shit but it looks fucking ugly.
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What does marking sharp do?
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>>757403
/schizo/ is this way my friend
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>>757404
what?
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>>757410
Oh, apologies if you were asking a real question. Could you be more specific? "Make sharp" could refer to a myriad of things.
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>>757415
There's an option called mark sharp in blender. I see it sometimes on obj files from ripped games.
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>>757421
https://docs.blender.org/manual/en/2.79/modeling/modifiers/generate/edge_split.html
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>>757403
what are you doing in /wip/ anon
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>>757421
When smooth shading is applied details like hard edges are also smoothed giving it a weird appeareance. Try applying smooth shading to a cube to see what I mean.
What mark sharp does is to "tell" the shading that the edge in question is a hard edge not a curved edge.
It's probably explained better in the documentation though.
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>>757422
>>757424
Thank you anons

>>757423
Wrong thread
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>>757430
this has all been quite courteous, and no harm was done. I hate how so many anons jump to the fucking throat of wrong thread posters or start insulting blendlets and it devolves in 20 (you)s

we're all here to make it kings
>>
I'm larping like I know what the fuck I'm doing

But no, I have know fucking clue what I'm doing.
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>>757441
good enough for youtube
>>
For making anime hair, which is better? Sculpting tools or modeling tools?
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>>757450
Curve tool. Look up DannyMac tutorials on how to do so, it's as easy to do in a modelling software or a sculpting one.

Also this is the wip, go to question thread
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>>757287
>>757291
>>757292
Thanks for the PaintOver Anon
Will use it as future reference to tweak the face.
Spent some time fiddling with IMM brushes and making the snake hair
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pls rate.
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Obvious UV issues around the elastics...
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>>757518
miniature alien doll / 10
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>>757441
Ok I'm done. I'm guessing its good enough to get featured on frontpage of Sketchfab, right?
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Rate for my first hour in blender
No I didn't watch a tutorial
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>>757561
very nice first hour in blender, keep in mind there are three blender generals >>757501, >>757494 and >>737497 where your talent and work would likely be more appreciated.
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Spring wind-up animation for a centrifugal governor in glorious 3mb firefly mode.
I'm going to to re-do the parts around the spring because i got the few reference images i had wrong; the spring doesn't compress, it twists.
And i'll still have to figure out how to do this on just one end.
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>>757529
Looks good mate, only thing a little off and it's being picky is the right hand hoodie string, it wouldn't really stick like that especially if you are walking around and stuff.
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my every work looks like is made from plastic, how can i make scene more grim?
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>>757633
Ah yes, she's wearing a coat over her hoodie though, it's kinda "stuck" in position under the coat. Lemme know if it's still weird in this render, though.
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>>757649
I'd be tempted to move it, but up to you and how much it would be a pain to re-export it
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So I'm starting on a new model and I'm wondering if there's any way around having to sculpt the inside of the mouth by opening the jaw a little?
I've created sculpts that have caused me a lot of headaches before at the retopology stage when the mouth isn't open.
On the other hand I feel that opening the jaw a little during the early sculpting phase makes it hard to keep track of accurate facial proportions and getting the model look exactly the way you want in the resting pose.
What kind of work flow do you guys use to create the inside of the mouth?
>>
>>757529
Unless you are doing stuff for a clothing catalog, this looks fine in my opinion.

>>757640
You really need to work on your lighting. This was a big struggle for me too for a long time. Blender Guru actually has some pretty good videos on lighting I would recommend. I also used his ProLight Tools or whatever it was called as a crutch for a good while till I started picking up on things myself.

Also I am assuming this is supposed to be underwater? If so, look at and study images of actual underwater wrecks. You need to play with your volumetrics more, add in some flora and fauna as well as soften your shadows. The shadows should be easy if you aren't relying on an HDRI. Just increase the size of your light source.

>>757561
Not bad for a first hour! Keep it up! Look into subdivision modeling and try familiarizing yourself with features like vertex ripping with the "V" key. You can add a new vertex anywhere in edit mode with "ctrl+right click" and merge vertexes with the "M" key. You can connect vertexes with the "F" key. You can also create new faces by selecting a number of vertexes or edges and pressing "F". Don't forget to regularly apply your rotation and scales in object mode "ctrl+a" and don't forget that you can auto smooth your mesh's shading by ticking the Auto smooth box in Object Data Panel>Normals>Auto Smooth.

This may be overwhelming, but it't stuff I wish I would have been told early on. Good luck and I hope to track your progress!
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>>757497
Different anon here. Check out these videos:
https://www.youtube.com/watch?v=cjZt0ICfutQ&list=PLud7kvRn-3hhgsdUQ7NFkzG_cqc02vgyY
I think you can do better with that back of the head and neck/jaw space.
Also this video will intro you into good overall workflow when creating heads/faces.
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>>757694
Here's how I did it

I sculpted a mesh in the shape of a mouth cavity, with a very slim diskette like shape extruding out of the front. I then placed it inside the head of the character, where I wanted the cavity to be. The diskette shape should be the width of the mouth opening. I then boolean diff it out of the head and clean up as needed.
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>>757696
>>757497
Thanks for the video will watch it.
Here is where i`m at with the head after some more work on it,
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>>757694
If you use sculptris pro mode you can do any modifications you want. You only have to worry about edge flow at the end.
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>>757695
i was doing wreckage in desert, i was using volumetric scattering to imitate dry air/heat.
I guess this small clusters of grass make it look like it's underwater scene.
I will learn more about lighting, ty bro.
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>>757729
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>>757733
Ahh ok then in that case look at this image.

I think your ground is too uniform if that makes sense, the mesh is fine but I think you need patches of different styles of sand to help sell this as well as more detail stuff like more smaller rocks. It looks like you already have compacted dirt, so try some more dune looking stuff that looks like it was blown in by wind like in this picture. The volumetrics you have going right now don't sell heat to me, it says you are in a dust storm so I would look to other methods of trying to convey heat. I live in a desert and I can tell you a lot of bad photos will have this look, but really there is a clear contrast between the tan sand and blue sky. Maybe add some partially buried bones somewhere. As for your grass patches, not a bad touch, but they can be vastly improved. For one, grass really doesn't look anything like that in the desert. I'll attach some images of dry desert plants in my next post.
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>>757739
So onto the grass, study this image. Notice how the grass creates a mound with it's roots in the soft sand. Also notice how thin and abundant the blades are. Please don't take this harshly, but your grass looks stylized, not realistic. Something you don't see here in this image is that there will typically be some scattered small bunches of dead dry grass too on the ground. Maybe you can add that too. For this case, I would recommend using some grass cards with transparency unless your system is up to the task of doing this with a hair particle system. Which honestly may be easier.

I am also tired as fuck right now and not sure if I am making sense. I hope I am being helpful. Someone else chime in if I am sounding retarded lol
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>>757738
>>
God bless cinematics, my scene is such a mess, but when I actually look at it only from a camera angle it becomes manageable. I wouldn't be able to deal with that shit as a game environment. Feels nice to be able to easily hide the mess from the camera for a change. Game environments are tough, they have to look perfect from every angle and any distance.
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>>757640
Looks like your boat is made of concrete. Whats with the rebar mesh?
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>>756854
Pretty shit but also pretty funny. Made me LOL out loud. here's your (you)
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>>757757
Based Cavemen sculptor
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Did some arm sculpting today, how bad is my anatomy?
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>>757803
The front of the forearms and the elbow are where I struggled most
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>>757783
Neato. Reminds me a bit of Morrowind in some kind of way.
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>>757757
>>757738
I think the neck is situated a little too far back in relation to the head. Also at some stage you might want to merge your head and neck together to get rid of that sharp transition.
I'm not sure how detailed you want this character to be but also maybe look at defining the jaw below the ear a little better.
I think the face looks fairly decent for a stylized character. Keep it going
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Low Poly soldier - one more for the army.
If I have enough personal, then they'll go to war. (And die probably).
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https://vimeo.com/436895297
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>>757877
I'm guessing the part that's "Hyper - reality" is the stock footage.
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>>757877
Why did you make this jason and the argonauts inspired trash?
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>>757810
I imagine redgaurds travel the land on giant camels
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>>757874
Not low poly
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>>757954
Not PS1 lowpoly, more like PS2 lowpoly.
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>>757955
PS2 didn't model folds of eyelids. Moar like early PS3 or later without normalmaps.
What's the tri count?
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>>757956
4K for the face + helmet and i do use normal maps.
But yeah, i am not talking about the low poly "style" its just a mesh with a lower amount of polgons as I plan to use them as agents in an crowd.
Full character mesh will be around 12-16K with weapons.
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>>757877
You actually made a movie as if it was from "The Movies" video game. Im genuinely impressed how to a T the manerisms are.
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>>757892
Well to be fair, the Wood Elves have cities on trees that walk around.
Granted if we ever had a TES game set in the land of the Jew Elves, Todd would find some retarded "lore" reason why the cities won't move around because the devs are too lazy to figure out how to actually do it ("oh, the big -bad guy- made it dangerous for them to move around so they're staying put for security. Yeah, that works").
That and they'd probably still be using Gamebryo for the 30th year.
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first time doing anything that isn't a tutorial
pls rate and hate
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>>757877
I dunno know why but I kinda like this shit
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made a baseball bat
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he's a small guy
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>>757995
now animate it bonking someone.
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https://vimeo.com/436895297
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>>758089
why are you reposting this ?
>>
Bechase I'm an alcohic, Thanks!
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Hi /3/, anthro lizard guy here.
I tried reproducing furniture i've seen during my 9 day break. Does it look good enough? I think the mountain part under the glass needs to be re-rendered.
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Not really a wip at this point 2bh, just wanted to post it somwhere before I delete it.
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>>758126
Yep blue thing is way off, hard to tell the direction in the ref but your wood grain is also wrong; split your model up in to flat boards that have a different uv for each board or parallel boards. Usually the grain flows with the longest side. It's also unusual for top grain to show so don't do that unless the ref dose it.
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>>758127
Never delete work anon.
Are you retarded?

Even if it's bad you always keep it. You never know what future-you might need, or want to take a look at.
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>>758127
looks like two different bodies frankensteined together at the waist.
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i think i'm okay with this i'll start texturing it soon
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Recreating a dream I had
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>>758186
Wouldn't have to do with that backrooms thing that /x/ came up with would it? The lit portion reminds me of it.
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>>758193
No but I do see the similarities, I do sometimes have dreams like this where it's a creepy, almost unfinished looking place. Mind you this is just a small paer of the dream as well
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>>758195
I see, I'll be interested to see what your dreamscape ends up looking like Anon.
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>>758186
i dig it
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>>758186
Yeah looks like one, because you can't see shit.
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>>758182
Looking forward to seeing it finished. It's a neat concept.
Also looking forward for years down the line where you re-do it in a AAA style.
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>>758196
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First attempt at head. Polymodeled, because no tablet. How do I make it look more human?
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>>757845
fix you are ears and ayy lmao head shape
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>>758232
>Polymodeled, because no tablet
i don't have one either and that didn't stop me from sculpting.
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>>755459
>This is not for furry art.
(X) Doubt
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>>758232
Are you making a model of Elliot Rodgers?
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>>755459
Why do you write the polycount? It doesn't matter.
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>>758232
Study the skull.
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Putting the finishing touches on this character.
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>>755256
Opening up old models and touching them up gives a great sense of progress. pose is crappy but it's better than a T.
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Made a sword, I don't know how to make renders with lighting probably so I just took a screenshot
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>>758126
>Hi /3/, anthro lizard guy here

And here we have the incontrovertible proof that any idiot can do hard surface modelling.
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>>758291
Making a basic console is not hard surface. It's also clearly quite a simple design, most people could make in a few minutes.
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cool man
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>>758276
the head looks really small compared to her neck and hips and in general her proportions looked stretched too tall in general, toes look a bit blobby and stubby too, but eh
pretty good other than than that
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i was gonna paint the textures myself but that proved to be kind of a pain in the ass
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>>758265
I mean, does’t seem that functional unless you add a few more moving pieces my dude
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>>758327
You got all that shaft that is just going to waste
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>>758332
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>>758332
nice cock
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>>758333
>>758332
Nice, i like the shapes
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>>758276
more old model stuff. Also increased her head size by about 10% so now she's about 7 heads tall rather than 8
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a shitty animation for school, this is the set
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>>758461
btw I've hidden some jokes there, one is pretty visible, the other one not that much
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now for the camel itself
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>>758127
change the waist a bit and you got something great to work with
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>>757874
it's really great and cool looking for the amount of polygons used, still learning to be that good optimizing stuff, my models waste a lot of polygons
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>>757098
did you really print it or is this a render and you're trying to fool us?
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>>755256
Yo, someone make a new thread.
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>>756877
Will you be making these available for 3D printing. That would be amazing.
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>>758531
You could have made even better sculpts than that if you ONLY EVER FINISHED ANYTHING FFS nuke that shitty excuse for a hair and do it properly, then do the rest of the torso and make a proper render. Seriously what the fuck is wrong with you, you've been spamming models in this unfinished state for months. Are you too afraid to move outside of your comfort zone? Fuck off and do it, you are perfectly capable of making qt3.14 grills yet you never FINISH ANYTHING.
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>>758545
I am watching a hair tutorial for Blender. It is pretty good. Its from Artstation.
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>>758545
> Fuck off and do it, you are perfectly capable of making qt3.14 grills yet you never FINISH ANYTHING.
Thanks. I am fucking off and hope to have something meaty next time I am back.
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>>758555
Link?
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>>758581
Shit. It is this one - https://www.artstation.com/marketplace/p/nRD1/tutorial-real-time-game-ready-hair-creation. Just search cgpersia or something in google. It is super simple but gets great results for AAA games.
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>>758581
Also, if you like any of the tutorials support the creators. This tutorial for example makes me feels grateful because I've been searching for ages for this.
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>>758597
Thanks, looks great, im still in the hair sculpt phase though.
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>>758545
>in this unfinished state for months.
Wanna know how I know you're a newfag?
He's been doing this for years.
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>>758271
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>>758478
Giant camel? Cool
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>>758679
>>754946
Is this the next evolution of blendie donut tuts?
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I treid to sculpt E.T. from various refs. Have I improved between >>755459 and this?

>>758291
Can you share some of your work?
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>>758819
>I treid to sculpt E.T. from various refs. Have I improved between >>755459 and this? Sorry for empty post, guess i'm definitely an idiot for posting.

>>>758291
>Can you share some of your work?
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>>758679
Leg muscles look wrong. Also he was better with the eyes he had before.
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>>758820
It's an improvement over the lizard, but it still looks retarded.
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>>755508
t. jealous frog poster who can't finish anything
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>>755775
Why not both
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>>757995
Textures look great
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>>758332
>>758333
Made a few more variations.
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>>758820



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