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/wip/ General.
- 2077 Edition -
Post your work-in-progress projects, recently finished projects, or things you'd like critiqued here.

Previous thread: >>785753
List of free resources: https://pastebin.com/cZLVnNtB
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quick thanos
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we are venom
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>>791660
>>791673
>>791719
nice job leaving out the subject you retarded redditor
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>>791751
i dont go to reddit and my iq is 130
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Suicide Squad Joker. Going to use insert multimesh ear as a base from now on.
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>>791853
Looks like Willem Dafoe.
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>>791875
adjusted the chin and temples. Anything specific to fix or should I move on?
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>>791896
dude are you even trying to look at references or know any sort of anatomy or know anything about topology? All your shit is stretched and what the hell is going on with the neck and chin? Are you really trying anon.
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>>791908
i have over 40 reference images open in pure ref. Stretched, how? I'm using the move brush. I made the body in less than a minute, its not the focus. Im trying to get a likeness of the face only. Am I trying? I believe I got quite close as seen in pic rel
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>>791911
Ah the ol "I picked a fucking weird human"

Since you aren't able to make a 1:1 of Leto, you'll get told your sculpt is anatomically wrong and that no one could have such a large chin while having such a tiny acting range while still having a net worth in the millions
>>
>>791911
The topology you are working with seems bad. Look at they eye lids for instance. You need to study a skull for a bit.
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>>791911
cntrl+D
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>>791911
>I believe I got quite close as seen in pic
blind belief doesn't get you there.
Since I have working eyes I should probably tell you that there is no likeness in-between those images unless you count the presence of eyes, ears, mouth and nose as "likeness".
It looks like absolute trash and you should either get serious or give up.
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>>791935
tell me what to improve and i will try it out in photoshop with the liquify brush senpai
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quick NPR material test
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>>791936
liquify your brain and hope it solidifies again into a better one
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>>791945
keep it constructive senpai
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>>791936
You need to improve your general skill level before even attempting to do an likeness sculpt.
The fact that you yourself can't come up with a list of things that are wrong is evidence enough that you have bitten more than you can chew.
First step would be to actually learn how to sculpt - the technical side of it, its evident by looking at your work that you don't know shit, so better start with the basics and fundamentals.
>>
>>791960
i only sculpt likeness from now on, its the most fun for me. if you can tell me what specific areas to alter to get to the joker i will consider it
>>
>>791953
i legitimately don't know how to "construct" a competent artist out of somebody who can't see the difference between those two pictures. you don't need my advice, you need a medical miracle.
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>>791964
>if you can tell me what specific areas to alter
Not really, because you don't have specific problems you have systemic problems.
The only sensible answer is ALL OF IT.
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I've got all the unique interactions here done
Which means i can finally go away from rigging and back to modelling

>>791938
I like that aesthetic. Its nice to see some interesting shading in stylized(?) models
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Started on a Will Smith likeness. I feel like I'm close but in the uncanny valley. Help me out friens
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>>792045
Have you ever practiced a skull?
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>>792047
yes. they all vary.
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>>792045
So you failed to sculpt Jared Leto so you gave up and started another one? Yeah, that's not how you learn. Also, you're trying to run before you can even crawl. Take it slower and practice individual parts. You're lacking fundamentals. And don't add so many polys before you made correct proportions with simpler topology.

I know you won't listen because I've seen how many people already tried to explain this to you, but I still feel the need to help.

Maybe try to download some good sculpt and then recreate it. Then do side by side comparison in Zbrush, overlay them on top of each other etc. It might help to see differences because clearly you have trouble identifying them with a reference photo right now.
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>>792057
>So you failed to sculpt Jared Leto so you gave up and started another one? Yeah, that's not how you learn. Also, you're trying to run before you can even crawl. Take it slower and practice individual parts. You're lacking fundamentals. And don't add so many polys before you made correct proportions with simpler topology.

what is it with you and absolutes? Everything is a learning process. Ever heard of doing multiple things at once? jfc i post work and not a single crit on things that can actually be implemented like x is too small or y is not wide enough or any redlines. This is why /ic/ doesnt take us seriously as a board.

ever see the flippednormals video on facial sculpting where they take a user submitted matt damon model and proceed to "improve it" into a super average man that doesnt resemble anything like matt damon? Thats what you're reminding me of right now. In that video both hennig and morten say that they wouldnt even be sure they could do a likeness because it is too difficult for them and that if they did it would be near impossible in their short time format and that sculpting individual parts doesnt equal a whole likeness unless they are connected. and they say that you cant overlay images because of different camera focal lengths and perspective distortion making whats correct in one view not being correct in another angle because they dont have orthographic front side images etc.

topology - i turn on sculptris pro and dont worry about topology
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>>792061
Yeah, good luck man. I see you didn't even bother to read my post with comprehension, especially the last paragraph.
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>>792045
Step 1 look at the lips on your sculpt and the picture. Do the lips on the picture look like yours.
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>>792062
>maybe try download some good sculpt and try to recreate it

dont see any point to doing this over recognizable celebrities. in my post like i said i even cited flippednormals, two AAA industry professionals on their opinion on face likenesses. And yet, you not only dismiss them but you dismiss me for even bringing them up. Best of luck to you.
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>>792092

obviously ngmi.
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>>792092
Why are you even trying to sculpt likeness then if your gods flippednornals said not to do it? Putting an actual 3d sculpt reference in a viewport is not the same as having a photo reference by the side and camera settings will be the same since both your and a reference model is in the same viewport. What do you want us to tell you?
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>>792092
To improve your sculpts, first improve your attitude.
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>>792096
did i ever say they said not to do it? They said it was hard for them and they were not sure if they could do it in the time they had alocatted for the video, even sped up. just watch the video yourself.
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>>792045
give up and kys
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>>792051
Have you ever learn to draw the human face?

For one thing, the glabella looks pretty flat. Male skulls tend to have more prominent brow ridges.

Facial fat distribution is weird.
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>>792092
>but you dismiss me for even bringing them up
i honestly have no idea what this video you keep trying to redirect the conversation towards has to do with you not knowing what a human face looks like. if anybody is dismissing you it's not over your choice of youtube idols but because you post absolute trash that doesn't even look human with preposterous comments like "almost there, just gotta beat the uncanny valley". you're not even on the same continent as the uncanny valley, you're on the level of a little kid with crayons. if you can't even see that then i'd sincerely suggest you not waste any more of your life on 3d because improvement is not possible without a capacity for self-judgement and even the position of a comically oblivious permafailure is already filled on this board by the much more amusing 3dguy.
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Continuing. Dropped fibermesh, adjusted ears, lips, chin, and eyes. Did some polypainting. Just have to keep grinding.

>>792148
I only sculpt. Ty for heads up on glabella. I added it, but its hard to see with this matcap and from this head on angle.
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>>792161
The mouth looks drawn on. There is a plane change at the mouth so it doesn't stick out. Look at this lots guides and get their books.
https://www.artstation.com/anatomy4sculptors
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>>792161
I think your jaw is too rough rn, maybe make it a bit more delicate and thin on the front end (not too much though)
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>>792045
Looks more like Filthy Frank than Will Smith, to be perfectly honest.

>>792161
Now your just running toward the wrong goalpost.
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>>792161
>Just have to keep grinding.
no, "grinding" is a made-up videogame concept where repetition makes you better arbitrarily because the game is programmed to reward time investment. irl you have to actually practice, which is to say identify and address your shortcomings after every repetition. you don't seem to be doing that.
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I think my lips and nose are too big right now. Polypainting the top of the head made a big difference.
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>>792161
>JUST
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>>792237
Are you trolling?
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>>792237

Nah, I think (you) have too big of a head right now.
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>>792245
too big vertically?
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>>792237
you really need to clean up around the eyes. the jaw is too large, specially on the back. the ears looked better on the previous iteration you showed. the size of the nose and mouth are fine.
try not to work from memory, use your anatomy knowledge and a reference instead
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>>792237
help help danny trejo is melting
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>>792167
Dude, super useful, thanks
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I haven't made a stylized character before having only done realistic anatomy sculpts. Yulia keeps emphasizing on line breaks and everything pointy which I am hesitant to do.

I know the calves look fucked up from trying to make it pointy, gonna fix it with a fresh pair of eyes. Anything else you guys notice?
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>>791853
>>791896
>>791911
>>792045
>>792237
give up, not even joking
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>>792347
Two small nitpicks. The gastrocnemius (calf muscle) is lopsided. The edge where they meet is supposed to be It's inline with the Achilles tendon.

The other nitpick is the hand and arms. The arms are way too long. The hands should hang around the upper to mid thigh depending on the individuals weirdness. That model's fingertips will hang around the knees. The other is that the semipronation of the forearm is at odds with the orientation of the hands.

Otherwise, it looks like a good base. Better get the scapula and other bony landmarks in before you proceed though.
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>>792347
Kind of reminds me of Wildstar
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>>792352

Lol funny I rotated the arms and they look completely like that.

>>792351

thx mr. anon for the tips. Hope you indulge a /beg/ some more. Is it normal to deviate from a tutorial slightly? At some point I'd like to change a few things but at the same time I feel like I will not do the concept art justice. It's like xenoblades 2 with Pyra and how her boobs don't match her final concept art at all.

https://www.reddit.com/r/Xenoblade_Chronicles/comments/9acwj6/for_all_you_guys_saying_pyra_is_thicc_the_concept/
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looked up ref for the planes of the face and applied changes. Lowered will's cheekbones. Changed the ears. While I feel I've taken a giant leap by finding helpful ref, unfortunately i see some christian bale in him now.
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>>792366
turntable
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>>792366
>>792367
An excellent recreation of a classic meme, the Woll Smoth circa 2007 (reproduced here in color)
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>>792366

The goal was supposed to be an hyperrealistic likeness of Will Smith. I only see a turd with hair follicles.
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>>792364
>Is it normal to deviate from a tutorial slightly?

Normal? Yeah, probably. But, I think what you're really asking is >should I?

If you're following a tutorial, you're better off following the tutorial end to end at least once because it builds muscle memory. But, of course, sometimes that's tedious. You use Zbrush I see, so you have that handy dandy quick save button. When you get the urge to deviate, smack that sucker and fool around a bit without having to undo your tomfoolery.

But I do mean it when I say you should follow the tutorial end-to-end at least once, because you'll notice things you would have otherwise missed. You can always do it again, and doing it all and then redoing it with your experimentation will make you learn more.
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>>792375
>>792347
Might as well post a WIP so I can pretend I know what I'm talking about.
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>>792376
maybe you shouldnt have posted a wip
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>>792377
Never seen an exaggerated male figure before?
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>>792376
>>792377
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>>792376
Nice. I don't like his sides. They look weird, but other than that, nice.
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>>792380
I cut the serratus and obliques a little deep, yeah. But, it's a WIP for a reason.
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>>792377
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>>792377
Post yours, faggot.
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Any C&C? I still have to make the ponytail
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finished another model. Gonna take a break from modeling after this and work on some ground textures for the environment.
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>>792398
Looks bad. Sorry.
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>>791882
You're a big girl
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>>792376
but this makes it harder for me to pretend you know what you're talking about
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>>792398
looks fine
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>>792405
Alright. What about the anatomy is off?
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>>792372
>The goal was supposed to be an hyperrealistic likeness of Will Smith. I only see a turd with hair follicles.

i never said a single word about hyperrealism. I only said likeness, the same as a caricature can have a likeness while being rendered in flat tone.

Made the eyes less sunken. Increased the eyebrow separation. Continued to lower the cheeks. Added the flat top. I feel like he has lost the christian bale look and now has a hispanic look instead. In some reference from the fresh prince of bel air his eyes look really far apart but in other newer reference the distance between the eyes is less, but im not sure if they are too far apart now or what.
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>>792413
why not use actual balls for the eye balls?
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>>792398
r u the same anon from rat model? it looks adorable
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>>792424
if so, can u tell me the name of the game so I can follow your progress more thoroughly?
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>>792413
This one actually resembles him somewhat
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>>792424
Thanks man

I'm not the guy from the rat model but actualy am making a game by myself, it's called Unwired. If you wanna check the other characters just search eatmylazer on artstation
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>>792424
Yeah, thats me. I have a pretty active devlog thread you can follow here:

https://twitter.com/c_fouron/status/1289459929183596544?s=19
>>
Jesus, just saw that the reply wasn't for me.
kms
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>>792413
>I feel like he has lost the christian bale look and now has a hispanic look instead.
This is hilarious. Keep posting. We've been blessed with so many "special" people this year.
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>>792423
if i keep it as one mesh i can move, scale and rotate in one operation instead of having to deal with two separate subtools where i adjust the placement of one, then have fix the other, then tweak the other one again
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>>792454
I don't use zbrush but there's gotta be a way of transforming multiple objects simultaneously, no? either way I think your model would greatly benefit from having spheres
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>>791673
revisiting my Thanos sculpt
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>>792391
Bigger tits.
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>>792460
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>>792438
good stuff. thanks!
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>>791660
Fucked around with skin textures a bit. Still not great, but I think I'm gonna call it done.
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>>792413
give up
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>>792413
>kill me pls
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>>792413
i love how you're imitating the way you've seen actual artists speak about their process on youtube or whatever while being totally oblivious/in denial about how bad your results are. pure comedy
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Continuing my Joker. Added tons of volume to the face according to my planes of the face ref. Whats funny is that in many of my ref he has very deep prominement cheekbones but in his movie the dallas buyers club his face is rather feminine. I feel like my model seems "heavier" in weight than leto, dont know how to fix this. Glad I added more polypaint, without it I was off model without even knowing it
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>>792550
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>>792367
Well it's a human, but it's not Will Smith.
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>>792559
so helpful
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>>792550

I see you're a man who likes to get straight to details. I give you 10 for making me laugh and 0 for effort.
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>>792564
very helpful critique, maybe one day you will teach at university
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>>792413
Gollormo Fornondoz
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>>792550
LMAO
>>792560
>>792565
The best advice anyone could give you is "give up"
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>>792568
shut the fuck up you dumbass
>>
>>792569
No. Stop sucking balls at sculpting
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>>792570
give me some critique or redlines on what to move to achieve my goal, "senpai" or do us both a favor and dont post
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>>792571
That doesn't sound very fun
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>>792571
Didn't people already tell you to have seperate sphere eyeballs for instance.
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>>792575
those are separate senpai. i polypainted one then mirrored it
>>
>>792391 here

I'm about to finish this other one also. Just need texture it now. The bike is done but I still need to make the facial pores and Allembic in her.

I really enjoy making big titty asian girls, sue me.
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>>792589
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>>792590
nice slut
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>>792438
kys you disgusting piece of furry shit
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>>792590
I wanna bite her tits :3
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>>792571
you're fixated on this idea that the sculpt will be good when someone gives you a magical list of "what to move", but no such list of steps exists. it's irrelevant if someone tells you to make the mouth wider or whatever because you can't sculpt a human mouth anyway and pushing the trash you have around is not going to fix anything. you're straight up not good enough to be "critiqued" in that sense.

you were given sensible advice about working on fundamentals at the very start and you dismissed it. now the only thing you'll get is ridicule because people can see you're beyond help. trying to shift the blame onto random anons for "not being helpful enough" just makes you look like an entitled child on top of being catastrophically untalented, because a. nobody here has any obligation to teach you and b. i don't think you could be taught even if you paid a professional to do it.
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>>792601
thanks for the continued stellar feedback senpai
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>>792606
well now you're just hiding behind irony like a common coward
>>
>>792601
>>792606
get a fucking room, you two
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>>792376
STRONK
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>>792550
I think the issue you are running into is how you are starting the caricatures themselves. It seems like you immediately sculpt the finer details and as a result, you are stuck pushing stuff around to make adjustments on a model that misses the mark.
My suggestion is to start off with big, basic, shapes (head, mouth, jaw, eyes) and push that around until its accurate. Then slowly work down to the finer details.

Its not that you lack fundamentals. Doing accurate portraits of individuals instead of using them as a reference is hard. Especially when they are hyper visible people such as Will Smith. The more you work on a process that gets you accurate features early on, the better your sculpts will be.
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>>792590
o modelo é legal, mas seria melhor sem os seios gigantes
>>
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Thoughts on this?
Current plans are to add more detail to the sides of the car, something like door outlines/handles or numberplates. Also going to work on the doors of the building and making the shop stand out (maybe I can put some props outside).
Are the windows too detailed compared to the rest of the scene? The glass itself is set in, and additionally there is a white frame which is extruded outwards.
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>>791660
How do i access the curve options? or u can only access it during its creating?
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>>792635
Green curve icon to the right
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>>792635
this isn't the "help retards that can't follow the most basic tutorials" thread, stupid faggot
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>>792636
How do i access this menu specifically? I can't find anything on the net about it.

>>792637
Eat shit nigger.
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>>792639
not surprised you're an absolute drooling retard that can't even figure out curves in blender as you're posting this dumb shit in the critique thread
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>>792640
>Post your work-in-progress projects

Can u even read you fucking negroid?
>>
>>791882
Very thick, I appreciate.
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recessed the eyes, took "weight" off the face by reducing the cheek and under eye area, refined the make up on the lips to match the movie where it goes over and around the upper lip.

Honestly I feel like now I need a good sss shader and a skin color map and it would go to another level.
>>
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>>792645
>>
>>792642
exactly you retarded fuck, how is asking how to make a simple curve in blender "work-in-progress"?
just give up, if you're so braindead you can't even understand what a general to critique work in progress is about, you're never going to be able to make shit in blender even lol
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>>792645
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>>792642
Where's your project? All I see is a curve in blender
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>>792645
>>792649
>>
>>792649
>>792645
please, be intentional
>>
>>792649
>>792652
>>792658
samefag
>>
>>792590
I don't regret having /3/ as home board
>>
30K verts, 29K faces.
It's for animation, but i think i have OCD with the vertex count. Any ways to get it better w/out going over 100K?
>>
>>791938
Looks rather based, somewhere between anime and old rendering. I really like it.
>>
>>792645
At this point you have to be baiting us, right? You ignore every constructive criticism and just keep polishing the turd. You won't go far with this behavior. You start with too much geo, why don't you understand this? Have you heard of a blockout? You need to create correct proportions with very simple low poly mesh first, and ONLY THEN do you subdivide and add more detail. That way it is easier to make changes and reposition parts of a face. You keep changing major shapes of a face with a ton of geo and detail already there. The result is a lumpy mess that barely looks human.

You said you made some skulls before, can you show those? Where are your practice sculpts? These projects you are doing are too complex for you right now, take it slower ffs. Try to learn how to sculpt a good generic nose, mouth, ear, eye etc. first. You clearly don't know how to do it properly yet.

This is a big problem with a lot of people, I'm sure you're angry at these responses because it hurts your ego. You probably think you don't need to do "boring" stuff first and are good enough to immediately jump to sculpting celebrities. Going back to fundamentals seems like going backwards to you, but I assure you it is not a waste of time. What you're doing now is a waste of time, because you're not doing it properly and because of that you'll be tweaking those sculpts forever, never achieving likeness.

Please stop embarassing yourself and start from scratch.
>>
>>792669
You're wasting your time giving him advice. His ego is too fragile to go back and learn fundamentals. He's going to give a reply of this >>792606 caliber
>>
>>792669
this is a work in progress thread. You dont have to ask for, respond to, want, or need criticism. Just stfu and let the posts happen. This isnt the "accept criticism and do it my way thread". This is for wips, and wips only. Get over yourself

>>792673
why do you even care
>>
>>792674
>why do you even care
Because that anon is wasting his time giving you genuinely good advice since you'll never learn how to take criticism. I'm warning him not to bother. You don't even have anything to counter all the constructive criticism, it's just "s-stop dude it's fine don't give me criticism"
This thread is literally meant for critiquing and you're getting angry that people are critiquing your work.
>>
>>792675
its literally called work in progress projects as the first words in teh description. Again, get over yourself
>>
>>792661
nope, just the hivemind being the hivemind
>>
>>792676
But he (you?) was asking for a feedback.
>>
>>792680
i only ask for redlines and x y z directions to move the polys in to match my goals nothing else
>>
>>792676
So why do you think people post their works in progress here?
>>
>>792686
i dont care
>>
>>792688
Yeah, you know the answer. You post works in progress to get critique. I know you're borderline retarded but I think even you know that this isn't the "just post whatever shit you made and get a pat on the back" thread. So do everyone a favor and stop posting your dogshit here if you're just going to cry every time someone gives you criticism.
Keep whatever 5 word reply you're thinking of to yourself, not going to read it
>>
>>792689
I post work in progress to document my steps so i can look back at it hours or days later. Keep insulting me
>>
>>792691
that's weird considering you're constantly replying to everyone and asking for help

>>791911
>>791936
>>792249

>it's just documenting my steps bro, I-I'm not here for help
lol fucking autist
>>
>>792693
uh oh
>absolutes
>>
>>792694
uh oh
so >>792689 is right. you do come here for critiques then bitch about it when you get it
>th-that's an absolute bro
>>
>>792691
>I post work in progress to document my steps so i can look back at it hours or days later.
the problem with all this "documenting" you've done is that it has also "documented" you repeatedly asking for help, and then accusing people of not helping you enough, so suddenly pretending that's not why you came here really doesn't work. why would you lie about something we can all verify just by scrolling up? you're just having a childish breakdown over your attempts at sculpting not going anywhere as good as you imagined they would.
>>
>>792674
>this is a work in progress thread.
The problem is that your work isn't progressing, buddy. You shouldn't post here.
>>
This thread is going to archive before anyone posts work lol.
>>
>>792666
mate, first thing you have to worry about is making it not look like shit. you will have to retopo, but it's not worth doing retopo on this heap.
>>
>>792633
dump :)
>>
>>792705
***MEANT TO SAY BUMP
>>
>>792700
Lmao
>>
>>792700
rekt and kek'd and check'd
>>
>>792700
By ur standards he is not progressing, everyone started as a noob, now stfu and go dilate.
>>
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Did some goB to blender and did some test with real sss shader, hdr, and lights. It was great to see how the details of the sculpt got lost when the sss was applied and thus what was sculpted in matcap grey in zbrush didnt translate.

Got a good pipeline with goB going but unfortunately i listened to some shit advice on what zbrush fov to sculpt with and i ended up sculpting near ortho while the suicide squad was shot on 35mm. Now I have my renders at 80mm in blender but next sculpt i want 35 to match film. I watched flipped normals video on the new universal camera zbrush system and wont make the same mistake. Added purple makeup under the eye ridge to match the movie.
>>
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>>792726
give up
>>
>>792726
>Got a good pipeline
the only pipeline this should be travelling through is sewage
>>
>>792725
>everyone started as a noob
the retard has single digit visual iq and throws tantrums over people giving him advice, moments after begging them for advice. he's never going to improve.
>>
>>792726
give up
>>
>>792703
The model on the pic is 30K faces. I didn't show the wireframe
>>
>>792756
so what, if you can make him look the same with 5k
>>
>>792756
there's no reason for that shit to be 30k looking like that but it doesn't matter, what you should worry about is how it looks not the poly count
why do you care about that anyway?
>>
>>792762
How ?
>>
>>792765
post wire and I will tell you where exactly you can remove loops to make it lighter.
arms/legs/torso could probably be 5-10 loops each at most
>>
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>>792642
there is a questions thread for what you're asking, as well as 4-5 blender generals where imbeciles that can't google get help with their first hour in 3D software.
This thread is for work-in-progress and critique
>>
>>792726
Give up
>>
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Sculpting this crab is going to be pain.
Have mostly worked on the materials and grass up tot his point
>>
>>792817
dude this look cool as fuck, i love also a grass.
>>
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Finally i had some time to work on my model, it's far from done but slowly i'm getting closer,
Got any idea how to make lit windows better?
>>
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>>792892
jesus christ wrong pic, im sorry.
>>
>>792893
looks too clean and pristine, add some damage from lazers or some pars that where damaged and had to be welded back on.
It also does not fit in with the background very well and the image kind of looks flat.

This is looking good, but it just some more polish to take it to the next level
>>
>>792900
>looks too clean and pristine

I was just gonna say that the lighting was bland.
>>
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>>792893
What is this in? Your materials are hilariously basic and you have no lighting setup aside from what I can only guess is an omnidirectional light too close to your ship to be an actual lightsource.
>>
>>792892
kek
>>
>>792939
Yeah i used single lamp, i will focus on lighting later on, right now i plan to work on textures and add details, just wanted to show my WIP project, it's far from done.
>>
>>
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Tried to imagine what the Joker would look like if he was wearing a covid mask and only the top of his face was visible so i adjusted all my ref in photoshop and trimmed the face to reflect this. Addition by subtraction. Brought him over to maya and rendered with arnold with real sss and got a 1:1 camera fov (35mm now) but unfortunately only the polypaint from the face came over and the eyes came over as all black. Will have to figure out why.
>>
>>792398
>problem hair
>>
>>793013
thats really good
>>
>>793021
give up
>>
>>793021
looks good
>>
>>792817
that's nice, i wonder what shader you're using to get it look so "steamy"
>>
>>793034
I have 2 very faint atmospheric light fog layers with a very low emissive value
Im also running runtime virtual textures on the grass so that a little bit of of the color from nearby objects and textures and lights blend into one another
>>
>>793021
Give up
>>
>>793021
Don't you think that mesh has suffered enough?
>>
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>>793021
>Tried to imagine what the Joker would look like if he was wearing a covid mask and only the top of his face was visible so i adjusted all my ref in photoshop and trimmed the face to reflect this. Addition by subtraction. Brought him over to maya and rendered with arnold with real sss and got a 1:1 camera fov (35mm now) but unfortunately only the polypaint from the face came over and the eyes came over as all black. Will have to figure out why.
>>
>>793021

Talentless hack.
>>
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finalized the top portion of the head by adjusting the hair and was able to import in my polypainted eyes. Now all I have to do is leave the top alone while I work on the midface in the same fashion. I'll mask out my ref to only show the midface. Since I have so much reference and nearly every angle, failure using this "in stages" method will be impossible
>>
>>793063
>failure using this "in stages" method will be impossible
That ship has sailed long ago, my dude.
>>
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>>793063
get good or give up
>>
>>793063
Please just put it out of its misery already
>>
>>793063
people have repeatedly told you that you focus unnecessarily on the details way before you've worked out the general forms, so you... hide most of the mesh and double down on badly detailing your hideous potato. i'm honestly beginning to admire your dedication to being the worst in the world at this
>>
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Would it make any difference if I put the extra effort to have the teeth as their own mesh?
that's for the helmet on the left, for example the skull on the right is one mesh and I plan to keep it that way for the low poly, since it's in the back of the character, but I'm not sure about the helmet, any ideas?
>>
>>793079
I also appreciate any advice you guys have on the sculpting.
>>
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I was working on some sketches too, any critique is appreciated.
>>
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The midface portion was much easier than the top of the head. I took some simple measurements for the placement for landmarks before i extruded the face downwards. I spent a lot longer sculpting the nose than I had before, making sure it fit my ref. Experimented with creating an ao pass in maya with the arnold ao node and composited in Affinity photo which supports OCIO ACES color profiles unlike PS so I could keep all my colors. It really made the hair pop. Now I'll go on to the bottom face, which i imagine will be much harder than the mid.
>>
>>793079
Looks amazing so far
>>
>>793079
You could make them one mesh if you planned on reusing a texture to save space. If there is no budget then you wouldn't need to.
>>
>>793090
It's starting to resembles an actual human, somewhat
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>>793090
that mesh is fucked
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>>793090
>>
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>>793090

Not trying to be mean but mine is better than yours.
>>
>>793079
Looks great. I always admire those autistically detailed sculpts. Is it all sculpted by hand, or is some of it projected?

>>793085
Nice, but why are there snakes inside snakes that don't really match the other snakes?
>>
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been casually working on this over the last week. it's kind of a mess, I'm just trying out things. really surprised by how good eevee is
>>
>>793079
that's so good
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>>791660
Added a column and imported her into marmoset.
>>
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>>793116
>>
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Posted a few times on here and /v/ and got good feedback. Here's the initial sketch
>>
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>>793119
And here's the WIP model, will retopo and texture laters, so forgive my shitty materials
>>
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>>793120
The initial model I posted
>>
>>793121
>>793120
THICC
What's with the weird obsession of helmets and muscles?
>>
>>793113
Nice 2077
>>
>>793113
I like it but the cyan/orange lighting meme triggers my autism
>>
>>793113
Why not just use unreal? Why do people bother with eevee?
>>
>>793146
thanks brother. sorry for making your autism flare up, I am bad at lighting. would appreciate suggestions

>>793151
because they're different use entirely? maybe if you could model in UE4 you'd have a point
>>
>>793151
eevee doesn't support raytracing, making it obsolete. Even consoles support raytracing.
>>
>>793158
>because they're different use entirely?
What do you mean? They are both used for rendering in this case. He is not saying you should ditch blender for unreal, but only render in it instead of Eevee.

That being said, it's so good I don't believe you until I see some wires and Eevee viewport. Maybe the stairs could use some more roguhness variation.

Please tell me you didn't make all of this in a week because I'll be mad.

Also please don't tell me you actually used some premade asset pack and just set up the scene because I'll be disappointed.
>>
>>793162
i made all of that in a week with some premade asset pack and just set up the scene
>>
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>>793162
thanks homie. for some reason my brain conflated eevee and blender. being able to quickly whip up stuff in real time definitely makes eevee worth it for me though. here's the viewport. it looks a bit different obv because it's not gone through the compositor

>>793166
lol. i didn't do the placeholder character or the succulents. everything else is just hacky low poly stuff with single textures driving roughness, bump and diffuse at the same time
>>
>>793120
>>793121
These are pretty killer. Good designs
>>
>>793167
So you're using photo textures Ian Hubert style? I can't express how much it hurts when I see stuff like this being made in a relatively short amount of time while I'm here grinding a single material or prop for a full day. Environments take forever but I have so many ideas I want to bring to life. I'll have to do something with this workflow some day, but I just can't afford it because I need to make stuff "proper" and production ready for a portfolio. Cons of doing this professionally I guess.
>>
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>>793099
What are those bulges near the deltoids? remember the clavicle does have bulges but there are near the sternum not where you placed them.
>>
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>>793093
yeah I think I'll do that
>>793111
bit of both, it's actually not that difficult but I also don't think it looks good tho idk
it's basically just:
Good base mesh(topology to go back to low and make changes if needed) either by hand or zremesher.
surface noise > rock alpha
add more details manually with alphas and then morph target them.
then damn standard and standard brush for manual detailing, and that's usually it.

made pic related as example.
>>
>>793210
and you can also continue adding detail until you ruin it.
>>
>>793203

thx, yep, those bulges shouldn't be there plus the nasal bridge look a bit concave lol.
>>
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Did work on the mouth, mouthbag, teeth, and jaw. This portion took me far longer than I thought and still he seems a little too chin heavy heavy yet all the measurements from my ref say that this is accurate. Didn't add in the ear because as I cropped images for ref you could clearly see it was the subject without them
>>
>>793235
The oven is too hot.
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>>793235
>yet all the measurements from my ref say that this is accurate.
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>>793235
looks like a blockout that you went way too high poly with. there's definitely *some* sort of texture but it's nowhere near texture ready
>>
>>793258
some sort of semblance*
>>
>>793258
its polypaint, you apply it in 2 seconds so you can stay on model for your dailies. Flippednormals reccomends using polypaint in this manner
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>>793261
So... you're saying that's the power of FlippedNormals' training?
>>
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bought painter recently so i've been learning that
>>
>>793235
you are a bottomless well of comedy my dude
>>
>>793235
>>793251
I am now convince he's just trolling us.
>>
>>793270
nah, i'm pretty sure he's for real, the clue is his encyclopedic knowledge of flippednormals. this is what procrastinating on youtube does to people with a tenuous grasp on reality, he experienced artistic skill vicariously through watching other people work so it feels to him like he "should" be good at it himself. of course sculpting is largely an intuitive skill developed through practice, so all he got from religiously watching flippednormals is how to parrot the way they talk. that's how we get this comedic discrepancy between his confident posting and his tragic results. he's the 3d equivalent of the people who become convinced that a youtuber they watch is their actual friend and show up at his house.
>>
>>793235

post your skull retard
>>
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Went back to the Will Smith sculpt but began again from the top, working section by section. Spent quite a bit on the droopy lids. I tried to do polypainted eyebrows and top hairi but found that the arnold skin shader was turning white with the polypaint connected to the diffuse or the sss color or a combination. Only with the sss color set to a pure value was i able to achieve dark skin. With that being said I'll have to either export fibermesh or try xgen.
>>
>>793447
start over
>>
>>793447
broskie consider sculpting instead? there's plenty of learning materials online that can help you with that
>>
>>793447
Hey, guy, Henning from FlippedNormals here. unironically start over and do it properly. your sculpts are lumpy messes because you go high poly before you're even close to getting the basic forms right
>>
>>793467
what?
>>
Am I supposed to retopo rocks by hand or are those types of assets usually just retopo'd automatically? I'm getting kinda shitty results from a decimation master and messy UV with a lot of tiny islands and a fucked up AO at those places, but overall the end result looks just fine in the scene. However, I want to do it properly and technically correctly. I never did retopo by hand though, I am literally afraid of doing it, seems impossibly slow from what I've seen.
>>
>>793474
>messy UV with a lot of tiny islands
so what?
>>
>>793476
> fucked up AO at those places
>>
>>793474
wip thread
>>
>>793483
I wouldn't post it here if questions thread was still active.
>>
>>793485
so start a general questions thread
>>
>>793472
the result is so crappy and the idea of hiding half the mesh so idiotic that he must have taken it for an unfinished attempt at polymodeling and not a sculpt.
>>
>>793447
>>
>>793235
>>793447
Jesus dude... Please stop
>>
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Will with lower face added and very rough placeholder teeth. I feel like his cheeks are a little thin but when I add volume to them it immediately makes him look too fat. I'm loving the sss shader in arnold, so much better than what zbrush can do. Next I'll try xgen and compare its results to that of fibermesh for black hair
>>
>>793528
you will never be a good 3d sculptor
>>
>>793528
This is actually next level genius meta art: the expression of the character mimics the internal reaction of the viewer after having encountered the piece.
>>
>>793528
that's because the face already has more fat than the actual actor. this has been a thing since your first example, Will Smith is a specially lean and low fat person and yet you're using fat masses to make him more believable in places there should be none. I think your biggest mistake is overdoing some aspects you spot, aside from clearly skipping on anatomy rehearsal (yes, we can tell). the lower lip for instance does have some subtle change of mass from the ends to the middle, but it's definitely not that drastic. we can tell you're skipping on anatomy learning because that's not how lips connect at all, even if it may seem so from a specific angle of a specific photo of this specific actor. so while you seem to study Will's face and spot some of its features, you immediately overdo them. learning anatomy could help you with this problem even if it doesn't seem related. honestly this could be a good aspect to start working on if you want to get closer to the actual actor
>>
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quick sculpted this head from imagination.
>>
>>793528
looks good
>>
>>793571
How long did it take for you to get at this level?
>>
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>>793556
>Will Smith is a specially lean and low fat person and yet you're using fat masses to make him more believable in places there should be none.
this is one of my ref images, he has _plenty_ of fat.
>>
>>793597
look at his chin. it's not half as far as you made him look in your sculpt. I think you're o a nice track, but there are points in which you could improve
>>
>>793601
half as fat*
>>
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>>793601
his chin extends beyond his nose. He has a big chin. Nowhere did I make a "fat" chin
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crits would be appreciated
>>
>>793604
The grapes look weird and it's probably because of the fact that naturally they aren't that visible in relation to the foliage, their shape also looks off. Other than that, very nice little piece.
>>
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>>793603
>his chin extends beyond his nose
lol no. not even close

the fact that you're trying to do likenesses when you can't even visually parse a photo on a basic level might be the origin of your problems. there's even a white line in the background that you can use as a visual guide and you still can't see shit
>>
>>793624
all i was looking at was the white line and you're right, it is indeed angled. No need for name calling as i do this as a hobby for fun
>>
>>793629
"you can't parse photos" is not "namecalling", it's a statement of fact. you don't have the prerequisite skills to actually do the thing you're attempting.
>>
>>793633
I made one mistake where the background was slightly angled instead of straight. This is the very definition of an optical illusion. Again, I am a hobbyist - my goal is to have fun and post my work
>>
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Researched xgen but ended up using fibermesh. I guess it will have to be good enough for dailies because xgen needs uvs or "scalp meshes" to grow from whereas I can just mask an area in zbrush to quickly grow fibermesh. Move the chin back to fit ref. All in all I think I'm still in uncanny valley, but I feel like my top down sculpting in sections approach has led to improvement over previous "all at once" efforts
>>
>>793641
>I guess it will have to be good enough for dailies
Dude wtf are you talking about? What kind of daillies, you're supposed to practice and git gud first and not spam shitty unfinished Hide the Pain Woll Smoth sculpts every day. Quality over quantity etc etc.
>>
>>793571
kek, it reminds me of my cousin.
>>
>>793643
a "dailie" in this context is something quick that you show to someone (your peers, your manager) to show what you have been working on. For example, flippednormals reccommends you do polypaint at the end of each day for dailies to show your manager instead of doing retopo, uv, mari/painter. I follow flippednormals' lead and do polypaint as well and have chosen the path of least resistance to do fibermesh over xgen
>>
>>793645
>have chosen the path of least resistance
Indeed you have, anon.
>>
>>793590

How long? I started 4 months ago and drew way more heads than sculpted heads probably that's why I got to this level. I am nowhere near the level of Frank Tzeng but someday.....
>>
>>793645
Is this a ploy to discredit Flippednormals. Delightfully devilish donut man.
>>
>>793633
>This is the very definition of an optical illusion.
no it isn't. there's a white line connecting the brow to the chin, and the nose clearly pokes way past that line. the white line should make it much, much easier for you to see that the nose protrudes way past the chin, not harder.

also,
>Again, I am a hobbyist
>a "dailie" in this context is something quick that you show to someone (your peers, your manager) to show what you have been working on. For example, flippednormals reccommends you do polypaint at the end of each day for dailies to show your manager
why are you publicly larping as a professional and parroting their language if you're just a hobbyist? why are you pretend-reporting to an imaginary boss? what a bizarre mindset
>>
>>793571

Good but id work abit on the lips and the forms around them
>>
>>793641
Brother, honest question, how long have you been working on 3d?
>>
>>793662
it is 100%
>>
>>793641
Brother, honest question, are you actually autistic or are you doing a bit?
>>
>>793641
>I'm still in uncanny valley
You're not even close to there yet. It doesn't look remotely realistic, let alone uncanny valley
>>
>>793528
>>793683
anon, don't let the mean comments get to you but you really gotta rethink your approach on this, maybe even reconsider your entire workflow. sometimes it can be a good thing to start from scratch
>>
>>793645
I knew it Its you guys pretending to be retarded just to syill your channel.
>>
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Sort of, I guess
>>
>>
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>>793641
That's a pretty decent Jesse Lee Peterson.
>>
>>793689
he had people post helpful and friendly advice at him before and he just sperged out about how he doesn't need or want it. don't bother.
>>
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Making a thing
>>
>>793722
Yep, this is it, that's a thing
>>
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>>793723
It's a lugia
>>
>>793725
I hope it's not for porn...
>>
>>793726
n-no of course not
>>
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>>793680
i did my first sculpt 3 months ago in blender (pic rel). I've since purchased zbrush
>>
>>793793
I like it, especially the texturing and miniature vibe.
>>
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Blocking out proportions
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Left or right?
went for a saber tooth kinda thing for left but I'm not feeling it so far, any critiques are welcomed.

>>793793
That is good, although it doesn't really look like it has a exoskeleton like crustaceans do, maybe try using some real life photos of crustaceans to reference the materials their bodies are made of.
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>>793861
When you do those horn pieces like that, how many passes do you use for shaping out the crevices?
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>>793793

Post your skull retard.
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>>792366
looks like sgt johnson

even a game from 2001 using tiny textures looks better than this shit
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>>792398
I like it but the hood doesn't seem to fit very well with the rest of it
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>>793861
right
but only because the nose holes on the left stare at me like a pair of eyes
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>>794013
I'm gonna change those I didn't like them.

>>793862
I usually go like pic related, but I'm in the process of finding a better way to do it, since I don't usually like the end result. Then for more details I go like this:
>>793210
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From a game I'm working on.
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>>794031
Garbage
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blocking out a character
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>>794199
This looks pretty cool anon.
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I'm going to spend tomorrow Z-remeshing the sculpt, making UVs, and texturing him in Substance Painter. Once he's done I have 6.5 NPCs left to model. (The .5 is because a model I made earlier is lacking in the clothing department.).
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Rock substance to be applied in Maya

Made in Mubbox (all freehand)
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>>793725
>>793722
Almost done!
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>>794417
better picture
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>>791660
Post limit reached.
New thread up boys, get it while it's hot. Hopefully we have less Jokers and Sinbad sculpts this time.
>>794515
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File: wip.gif (1.27 MB, 848x651)
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Looks a lot better when he gets put into Unity. Maya scenes make everything look overexposed as hell. I have 6 more NPCs to go.
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>>793793
Nice retopo KEK
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>>793079
amazing





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