New board: /vrpg/ - Video Games/RPG
/wip/ General.Post your work-in-progress projects, recently finished projects, or things you'd like critiqued here.Previous thread: >>755256
Trying to get a hang of character modeling, this is the first one I finished to this degree. I'm very happy with the result, even though I had to change the lips and there's some disparity in the poly counts of the body and the head. The reference is a random pick from google.Any comments are welcome, I'm looking to improve.
I modeled this knob and thought it looked nice.
>>758871Agreed, that's a nice knob.>>758827Skirt seems off around the legs? hard to tell
Can i post something from the past thread? Didnt get any reviews.
>>758889Sure, post it. I'll be happy to comment constructively.
>>758890Attempted an E.T. sculpt. Etes are simple placeholder
>>758891I think it looks great so far. You didn't have to tell me that it was E.T. which means you've achieved getting the basic shape and form of the thing. Now that I've got an image of E.T. pulled up, I can tell you that the nose needs to have more shape around the bottom.I'm not sure the texture around the eyes is quite there yet. It needs to look more like rings, check out the image I'm attaching. I think you might need more volume where the neck meets the head, but it might just be angles.
>>758827>>758827Finger are kinda small, imo. They should represent around half of her hand. Jaw line seen a little weird, but is hard to be sure with only one angle.So far you have made a pretty good job. With more texture work im sure is gonna get even better.
>>758892Thanks for the advice. I'll attempt to get more relief but having a laggy pc, 300k verts started to put him on edge.
>>758910Yeah, I can see that the detail around the eyes get soft with what look like very fine pores. You could probably just use normal maps for those details, and then use those verts for something better like getting the shapes more distinct.
>>758909now that i saw the original gesture, the right arm is fucked
>>758932also the right arm
>>758804more tweaking on the guy>>758827She needs some shoulders, shorts don't need that bit between her legs.
he's not a pretty boy but he'll domaybe some day i'll actually hand paint everything
>>759180You could at least keep the texel scale consistent. Also the UV seams on that main tent are unnecessary.
>>758891Pro-tip: Add a lot of backlights for the render and MOST OF ALL add a geometry shader and plug it into a colorramp and then use it to darken the creases in his skin, it will look a lot better.
Making a buddhist pagoda
>>759204*pointiness value of the geometry node
>>759205nice to see someone doing architecture
Been trying to sculpt various rock formations and stones on and off for a couple of months now but I cant seem to get it right. Any tips on how to improve pic related or if you have any tutorials that could help?
>>759231Slight colour variation on the surface, rougher parches and smoother reflective panthers where it's broken recently could help. Overall the though the general shame feels wrong, the shape is too complex for a common rock/bolder that shape literally could happen but the most common shape would just be a rounded box with large imperfections
>>759233Mobile trying sorry, *patches
>>759231why? This looks good enough for me.
>>759235Nobody cares about a beginner's opinion anon.If this is "good enough", you need to practice more.
>>759231To me this reads more like "fossilized poop of dinosaur with tapeworms" than "rock". Those squiggly surface cracks aren't working, overall it's too soft and curvy.
>>759244If I was given a dollar every time someone said a 3D rock looked like a poop, I'd be a rich man now. But it's true, seems like an easy trap to fall into. I received that comment myself once as well.
>>759231It's pretty hard to judge a rock without any size reference. You do find rocks in this sort of shape, but usually they're human sized steps that have been chipped away and worn down.
Thanks for the comments! I fixed most of the things you mentioned and rendered a turntable so you can see the shape better. I don't think I'm going to add any textures or work much further on this, but feel free to point out any other oddities. I'm aware that the shading is kind of wonky in many places, I believe it's just the overly low polycount.>>758876Those are shorts, but you're totally right.>>758893The fingers were indeed a bit short, I just scaled them a bit. I think the jawline is mainly about the angle and the shading.>>759056True -- I didn't weight paint anything originally, just went with the auto-weights and those really squished her shoulders. I think it's better now, even though they aren't shaped exactly like the reference.
>>759231Study the way real rocks are formed, if you understand the basics about the geological process that generate these structuresyou will look at rocks differently, you'll be able to see the sheer plane and understand what processes are likely responsible for shaping any given rock you encounter.Currently your rock lacks the structure of realworld minerals exhibiting uniform structure and wear in all directions giving it that synthetic and somewhat cartoonish feel.Despite locally looking very realistic it currently breaks down as a whole.
I hope these half-assed roof tiles work out in the final render
>>759320You have the same number of tiles on the top as the bottom so you get huge gaps between the tiles
>>759321I don't know any other way of doing it, unless I place the tiles by hand
>>759334Don't use blender, literally the first result when googling https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/array.html
>>759320learn. your. software.
>>759342Jeez, dude, how dumb do you think I am? Really?Have you even used that array modifier? If I were to use it, I'd have to use curves, parent that modifier to that curve, and then ANOTHER array modifier parented to another curve for the vertical component. Then repeat for each 4 sides of each roof. Obviously not the best idea and even then the result will be half-assed because it won't account for size.
Reminder that no one will notices issues like the one in >>759320. How does it feel to be specialized in something that doesn't matter?
>>759348that's how i did it>>759352except you know, people did
>>759354Elitist artists will notice and make a fuss because they don't want anyone who isn't as skilled as them to succeed. No one else will notice.
>>759355Alright bud, next time you post something make sure to let people know you don't want any feedback, i'll make sure to ignore it
>>759320Are the roofs really solid like that on the bottom?It looks really weird.
>>759359they are made up of boards, usually without a filler so you can see straight to the underside of the roof
Did you use individual arrays for each row?I might do that if I can't find any other way, but the problem is that my roof is curved horizontally and vertically at the edgesAlso >>759355 isn't me>>759359No, they're made of boards, like >>759361 showed. I'll add them soon, it's still WIP
>>759364Meant to reply to >>759354
>>759364yeah no mine only has two axis curves, red are curved green are straight lines i used to array the tiles
I feel like I always overdo the shadows
>>759426Looks good. Just some minor criticisms, but the color of the ball thingy at the bottom of the spire blends in with the background and makes it look like the spire is floating. Also, I don't really like the DOF, but I generally don't like DOF as a rule so I might be in the minority on that one. You should apply to FromSoft to work on Sekiro 2.
>>759428I forgot to add a material to the top thing lol. I'll fix it in the next render and I think I'll remove DOF too, I think it'll look a lot better. >You should apply to FromSoft to work on Sekiro 2. If FromSoftware saw the mess my geometry is they'd take away my 3D license
>>759428This isn't even close to being the same level as Ashina castle
>>759426The composition is lacking in visual interest but also isn't deliberately "bland", it's in a middle areathe tree in front is distracting and draws the eye away from what is presumably meant to be the focal point (the tower), the shot looks like an aerial drone would have had to have taken it and consequently much of the grandness or scale of the structure is lostthe thing on top looks very CGI due to its uniformity, also is its construction correct (it's a series of rings, not a spiral or something?)Would probably be good if it was like an album cover and there were big block letters in red that were like "From the hit band that brought you WEEB comes the new sensation that breaks the genre even as it redefines it, W E A B O O "All things you can easily change
>>759449This is the angle I used for the render, I felt like without the trees it would look waay too bland.I think I'll change the rings on the top like you said. They don't match the rest of the picture
>>759579That filter is ugly as hell man, what where you thinking?
>>759581lol that's my reference image, there was a light leak in the photographer's camera
Made a short animation for my igThink Howl's Moving Castle theme song in the background
>>759584Fair enough, there no way that's natural though, was the floor pure orange? It's definitely a shitty Instagram filter
>>759585Tree looks super off, birds are good though. Shame about the compression
>>759587>Shame about the compression>318kbYeah, maybe aim a little closer to the 3mb (I think) upload limit. It doesn't need to look that bad, a least not here.
Creating a sci-fi helmet/bust inspired by a hammerhead shark.1/2
>>7595982/2Initial sculpting in 3dCoat, then it's off to modo for retopo.
First attempt of a stylised facial sculpt for portfolioEyes and ears are infuriating for me to get right
>>759599ooh a powerfully contrarian workflow, I like it.
>>759599>Initial sculpting in 3dCoat, then it's off to modo for retopo.How did you get this masochistic.
>>759625explain?3Dcoat has retopotools, but I can get much more precise with modo, and then do the general high poly modeling there.
>>7596263DC >>>>>> Modo for sculpting.I don't have/know zbrush that well.
Done for tonight.
does anyone know of or have any tutorials for creating real time feathers for plumage like on a knight helmet? any tips would be great thanks
>>759655make em in xgen then bake em to cards. It's the exact same as hair cards.
>>759655I would just model them. Cards would look too thin. Is that your model.
>>758827Way better than my first try at character modelling, for a first try, I think you did a pretty good job, torso and neck proportions look a tad bit retarded tho
>>75951810/10 shoe modeling>>759585I'd take away the swaying from the trees, it's killing the compression. The birds are probably enough movement by themselves.
attempting female modeling
>>759792not a horrible start. be sure to see some references though
>>759793main ones im using, any help is appreciated, i am huge brainlet
>>759794wouldn't hurt to get one from the side as well. your nose is a bit wide (or round, especially towards the top) and the chin is a bit tall
>>759792looks like an ape
>>759763cute! reminds me a lot of a weeb girl I know. how are the eyes done?
>>759797she's black, duh
>>759810>>759811You did well this time.
don't map with low res textureYIKES
My first study on making an anatomically correct base mesh.
>>759835Corpus hands typed this post
>>759810>>759811looks really good anon, well done !
>>759835the only anatomically correct thing is that you seem to have observed that a human body is made up of multiple muscle groups
>>759835Going good, looks like a typical jew golem.
>>759204Thanks for the tip!
>>759835Needs to be shorter. The head should look like more of a gay alien head, too. Also, where's the penis?
>>759945>Also, where's the penis?who said anything about it being male, you absolute cis scum
doing a thing
>>759953Needs more crease tool, please.
>>759957i was wondering how to do that, thanks
>>759961it's always a good practice to make a different mesh for each separate object in the face. Teeth, eyes and tongue should be different geometries.
>>759964The head, shoulders and hands are way too big. Please don't try to correct that character, though. Start over. Over and over again. That's how you'll eventually make something attractive.
>>759810>>759811How? Always wondered how people sculpt those chipped edges so nice and sharp.Did you just use brush alphas with rock textures?
>>759981you start with a procedurally generated base mesh that has hard edges and then do sculpting, retopo, baking, etc.
>>759965It's alright, I don't mind grinding.But thanks.
I have never sculpted before. Is this more or less okay as a base mesh?
So this is my first proper project after doing a few tutorials and I think it came out pretty good. Planning on animating this dude along with a pacman model I made.
>>759988Why do you answer if you don't actually know the answer?
>>759981trim brush homie
>>760099ask stupid questions...
>>760101>>760107Fucking imbeciles, both of you.You don't get nice and crisp stone chips that way.I suspect rock alphas, but I'd love to hear if there are other ways to do it too.
>>760114It's already been answered. The base mesh has a lot of hard edges to facilitate that sort of thing, and then you use whatever your software's version of the crease tool happens to be. Now fuck off.
>>760147what's the bevel modifier for
>>760151borders of lips and eyes
>>760147Looks good, but it's missing the orbital rim
>>760147Looks good, but like >>760155 said it's missing the orbital rim. If you're going for a monolid nibba, we should still see it, although less intense.Are those eyes spheres? It's hard to tell with the wireframe.
>>759993fyi, a human body is roughly seven heads tall, eight if you're going for a heroic figure. The hands should roughly be the size of the face. Shoulder muscles shouldn't be longer or bigger than the pectorals. Just keep looking at references and you'll make it king
>>760214a big step forward
>>760199>seven heads tall, eight if you're going for a heroic figureincluding the head itself and the legs?
>>760227hypothetically speaking, if someone was to pull out that orb from his forehead, would they be able to stick their dick in the hole ?
>>760259hypothetically speaking, yesbut only hypothetically speaking
>>760249Yes. Looking at a good old google result, it is quite obvious. Look for references yourself, don't simply heed what people tell you on here. We're only telling you 10% of what's wrong with your model, but it's the most important 10% for now. Once you fix it, you can jump on to the next. But you need to be able to fetch your references yourself.
>>760259it would be very painful
Blender or C4D for complete beginner? Today ive installed both, very hard to choose. Could someone give me some pros and cons?
>>760528Keep going anon. I like it.
>>760449it's better than blender in nearly everything out of the box besides rigging tools
Tried to sculpt a kid, ended up looking like a old lady or somethingSculpting with too many polys?I'll try to retopologize this more cleanly and see if that helps.
>>760660go reset your eyes. doesn't look like a kid or an old woman at all, what are you smoking anon. i think it looks like a woman in her early twenties.
>>760660you need it rounder, probs a bigger forehead. and a way wider nose
>>760660Is it supposed to be stylized. Eyes too big ears too low if not.
>>760660Next time use someone else's concept art then you don't have to try to make it up on the fly, and even then "making it up on the fly" means "dynamically selecting from forms in your memory bank that you've assimilated over time"
fluted knight set from demons souls, for practicing hard surface and also to show bluepoint how its done
>>760780neatoalso didn't know that demon's souls was a game and that dark souls was based on it, just learned that
Well, it came out better than the previous try.i'm pretty depressed about ngmi so I'll allow myself to steal someone's hair for now.
>>760828Yeah holy shitWhy even try when hair imported from porn games is better than mine kek
>>760830Why does she have pringle skin?
>>760852Because I slapped bump and roughness straight from the diffuse. I tried to follow skin painting tutorials in substance painter and couldn't follow, because the author already had normal texture before painting. It is very frustrating. Well, at least less frustrating than painting skin in blender with stencil so I might come back to it later again.
turok flare gun
>>760863This fucker right here got some nice results out of Blender alonehttps://www.youtube.com/watch?v=KoiYMx2xXGA
>>760945You model em elsewhere and bring em in generally
>>760956Yeah, but those look sculpted. And I sometimes see "high level" people do it. Why.
>>760948Thanks i'm a retard for not realizing one can clone stamp from reference image instead of stenciling.Now all I have to do is:>sculpt multires while constantly waiting for the brush to unfreeze for a few seconds after each stroke>increase texture from 4096x4096 to probably 16k, so the whole body fits, since the guy is using 4k for the face alone>finish that subsurface trickery from the series in a month, realize it doesn't work in EEVEE>delete blender and cry myself to sleep
>>760953got matcap with normals working
>>761013>>760935took you a while to make this desu
>>761015yeah i slept and came back lolhad to make my own method since a lot of google results didnt work/didn't mention normal maps
>>761052the front is starting to look good but the profile is quite wonky. the top of the nose comes further back towards the eyes and the base of the skull is way higher, pretty much on level with the ear. and the neck should attach more to the front of the bottom of the head. in short: get some profile references.
>>760976blender supports both cross udim and cross material painting (so long as its the same object) so you dont need to make one large map
>>761052overlay an image of a skull on the profile shot.You'll see where you're severely off at. Like what >>761054 said, use a profile reference. next time, or on this project, you should try sculpting the ear as a separate mesh. You can dynamesh it later and it should easily get rid of the ear helix to head fusion you have going on
Done with rough sculpt. Time to retopo in modo.
>>761078Are you trying to model a human head? If so, use a fucking reference.>>761107neat, looks like a Warframe design.
started working on a sort of rot demon guy, kind of based of the nurgle stuff from warhammer or dark souls. pic on the left is current model, pic on the right is my rough concept of what i'm adding. also if anyones got a good workflow for doing actual geo chainmail in irregular patterns, that would be awesome. i know a couple ways to do it, but none that arent a pain in the ass, micromesh conversion would have a hard time getting the torn and damaged segments, so i could maybe do it that way and then delete parts till it looks fucked up, or i could just try to string chain curves together. dunno, open to suggestions.just blocking things in, the big mass in the middle is gonna be a bunch of curve brushes for a hanging trail of guts, its just a placeholder. not gonna try to carve the guts out of a solid piece of geo