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File: flippednormals.jpg (1.95 MB, 1322x741)
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/wip/ General.
- Flipped Normals Edition -
Post your work-in-progress projects, recently finished projects, or things you'd like critiqued here.

Previous thread: >>791660
List of free resources: https://pastebin.com/cZLVnNtB
>>
>>794515
statue vibing
>>
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(somehow managed to post in the previous thread.)

The deer is done. I have 6 more NPCs to go, but for now I'm going to focus on environmental stuff.
>>
>>794515
there's already two other /wip/s up you mongoloid. you don't need 3 threads on a board as slow as this
>>
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>>794595
>>794570

Good shit.

Most of the modelling is now done. Not sure how long manual retopo will take given I haven't done it before.
>>
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>>794515
just getting myself acquainted with a tablet
ears are placeholders

>>794601
what's the technique used for bandages?
>>
>>794601
If you are using Zbrush, I reccomend using polygroups in tandem with Zremesher. Saves you A LOT of work. Topogun id also an option if you want full control over your topology.
>>
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Still learning texturing. Need some tutorials.
>>
>>794758
Seems to me like you need to learn what unwrapping is
>>
>>794767
Yeah, thats why I made the post.
>>
>>794767
Help him with a link to a tutorial faggot.
>>
>>794770
I would, but I don’t know any.
>>
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It's a ship
>>
>>794774
Of course you don't. Shut your fucking mouth and quit shitting up the thread.
>>
>>794786
Wew lass
>>
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>>794515
HAHAHAHAHAHAHAHA
>>
>>794791
based
>>
>>794791
Behold! Uncanny Willy!
>>
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Another WIP of this character
Still need to refine the arms/legs of the character and refine the proportions before making a hghpoly
>>
>>794852
were do you find characters and shit?
>>
>>794853
not him, but this one is a concept from artstation's contest, and he now participates in the modeling category
>>
>>794595
very nice work anon
>>
>>794853
artstation, deviantart,pinterest
>>
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Decided to continue on with Will, but go in a NPR direction. Went full caricature. Still trying to find his essence, but know I'm getting closer. Now I will study the art of caricature.
>>
>>795018
>it's stylized bro
>>
>>795018
>we want the subhuman audience
>>
>>795018
>hes shit at likeness
>"Now I will study the art of caricature."
cope, seethe and kys
>>
>>795018
caricature artists are actually GOOD at doing portraiture to begin with you mong.
You don't fail at drawing a likeness and then decide to do caricatures instead. It requires an understanding of drawing portraits and anatomy, which you obviously fucking lack.
>>
>>795018
My sides
>>
>>795043
i love doing portraits and caricatures, its my passion. I wont stop just because you say, so forget it
>>
>>795046
I thought people only like those things at which they are good?
>>
>>795049
i like watching football, but im bad at it / dont play. What is your point or are you just trying to get a final word in?
>>
>>795018
Learn the basics first, please. You're skipping massive steps.
>>
>>795018
>>795046
uh oh, i think we're entering the "self-parody" stage of the dissolution of retard-anon's unwarranted self-identification as an artist. he's going to act retarded and make laughable shit "intentionally" to make it look like his previous failed attempts were also made in jest.
>>
>>795018
I love you anon. This made my day.
>>
>>795018
Nailed it yet again man.
>>
>>795050
watching football is not the same thing as playing it
of course you can be good at watching football, but not playing it
>>
>>795018
Decided to continue on with Will, but go in a full facemelt direction. Went full retard. Still trying to find my medicine, but know I'm straying further from sanuty. Now I will study the art of trolling.
>>
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>>795086
>>
>>795084
I go to the gym but I suck at lifting and cardio yet i enjoy going. Are you serious?
>>
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>must spend a year sculpting female body and face from scratch or ngmi

>leaving in a week so good PC won't be available, possibly for a year or more
>can't leave without at least one finished little coom animation
Just tell me it looks okay
>>
>>795095
Military?
>>
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subd modeling the terminator skull just few details left
>>
>>795096
Family issues, gotta look after my little bro in another town because we have no daycare spots available here yet
>>
Can anyone tell me how to fix huion tablet settings for Zbrush? I've been using my mouse for this and I feel like slamming my fucking hand through the screen because I don't know how to not have my graphics tablet messing up.

My tablet is making so that every time I start sculpting it takes 5 seconds before the pressure starts to work.
>>
>>795097
nice
>>
>>795103
Buying chinkshit oof.
>>
>>795107
I have a Wacom tablet I could use if I didn't lose the pen for it I'm using a spare tablet I had before I owned the wacom.
>>
Feedback?
>>
>>795108
Just get a replacement pen if you can, don't torture yourself.
>>
>>795046
>caricatures, it's my passion
you literally just started 6 hours ago faggot
>>
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>>795110
i like it
>>
>>795086
based
>>
This is improving nicely.
>>
>>795097
Man this is fucking nice topo. How long you been modeling for?
>>
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Working on some older German-esque dienstglas. Cobbling together a few designs. Doing the HP in zbrush, already have my lp done.
>>
>>795097
bery nice
>>795140
also bery nice
>>
>>
>>795128
pettanko
>>
>>795143
Looks good but why is he a penis?
>>
>>795147
idk, why are you a vagina?
>>
>>795140
Heh. Got an old pair of Super Zenith 10x50's that look just like those sitting right next to me.
>>
Why do my 3D models smell like peanuts?
>>
Currently setting up a dodge ball AI system in Unity for my fitness based dating sim.

https://youtu.be/iLlcabotSIw
>>
>>795152
i am balls
>>
>>795116
I ordered one today, in the meantime, I'm still using the mouse.

Any critique on the foundation is welcome
>>
>>795201
eyes are way too shallow and the brow is too pronounced
>>
>>795190
I would love to get into games man,
>>
>>795221
retard
>>
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>>794852
>>
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>>795226
>>
>>795097
soulless

>>795110
soul

Know the difference
>>
>>795100
Can´t you get your PC with you or get it delivered? 1 whole year is a lot of time to waste.
>>
>>795250
Me mum needs my PC for work
>>
>>795221
Thanks! I have a background in programming so the transition wasn't too bad for me. I've been coding in Unity every day for 1.5 years now, and am finally starting to be able to build real user friendly environments. I wish I was better with blender, especially rigging and animation, but those processes are very time consuming and hard to scale.
>>
>>794515
>>
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I'm struggling with proper lighting, but im getting closer.
>>
>>795519
Increase the exposure because it's hard to see anything. I like to suggest to start with a super high exposure that burns parts of the image, and then dial it back a bit. That should get you to a good value.
>>
>>795053
oh boy I can't wait to have another 3DGuy
>>
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>>795523
it's after compositing, I also have render without it, and in my opinion lighting looks flat, very flat.
>>
>>795537
Increase contrast, basically kill the shadows. Why is it so illuminated from the right? Also, strengthen the key light.
>>
>>795538
oh makes sense I will do it, thanks for advices.
>>
>>795537
I know it's a distinctive feature of the "Star Trek" look to have a fill light pass over the beauty pass , but unless your scene takes place in orbit or the vicinity of a very bright phenomenon there is no reason to have these. Also very hard shadows.
>>
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Took another go at Will and made some big leaps after studying several Michael Pavlovich videos. After following his 2015 video on using spotlight with black and white photoshop-filter-find-edge reference photos to help sculpting with the aid of the timeline to remember views and my continued study of anatomy, i was able to construct a model that matched the photo from all views by using spotlight. Yet, it could go further. Only when I did a spotlight projection paint did he really show up and ofc, only with specific shaders since I had only 1 channel of information from my google images reference. Now that I know how to use spotlight for modelling and for painting, the possibilities are endless
>>
>>795557
I love this so much
>>
>>795557
when are you going to start facerigging and animating?
>>
>>795557
The level of hatred you display for a fading hollywoodstar is astonishing. Please Anon, he is already dead, malformed, misfigured and humiliated. I petition to leave poor ol willy alone. Please anon!
>>
>>795557
JUST
>>
>>795557
Absolutely fantastic.
>>
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>>795557
>After following his 2015 video on using spotlight with black and white photoshop-filter-find-edge reference photos to help sculpting with the aid of the timeline to remember views and my continued study of anatomy
>>
>>795564
soon, once ive gone back and redone the joker with spotlight modeling / projection painting
>>
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>>795557
you will never be a good 3d sculptor
>>
>>795557
you could start an art exhibition. rooms after rooms of will smith "likenesses", each one completely unlike will smith but also different from all the others. a bold artistic project to portray will smith not directly, but by exploring the space of all the shapes that are nothing like him, so that the true will smith emerges from the exhaustion of all other possible shapes, necessarily implied by his own negation.
>>
>>795669
I would attend.
>>
>>795557
this still doesn't look like Will THAT much, but it's much more convincing than your last sculpt. good job anon, but always look forward to improving
>>
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Did another Joker, from scratch using my new techniques but had to work around difficulty because i wanted to challenge myself to doing a "not perfectly aligned" reference. Thus, I had only one view to really match from and I had to fill in the other views with my other references. In the end I believe the face is too square but its too late tonight to fix it
>>
>>795673
>mama i dun ate too muhch gloo
>>
>>795673
oh no, mom's gonna freak!
>>
>>795673
>i wanted to challenge myself
You're already challenged at functioning as a human being, let alone recreating one.
Who the fuck are you actually talking to in this thread with these posts, because the only people that actually respond are people who can see how fucked in the head you are. You've already told everyone that is willing to help you to fuck off.

No one is interested in your "process". Make a fucking blog or twitter and stay there. Or at the very least start namefagging.
>>
>>795669
reddit
>>
>>795673
>i wanted to challenge
you already are
>>
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>>795557
>>795673
you will never be good at 3d sculpting, genuinely. just like some people can't learn to play musical instruments beyond beginner level, you're permanently handicapped in terms of 3d skill. maybe you were just never good at art or not very creative too. it's ok to give up
>>
>>795673
Looks like Beltik from queens gambit
>>
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>>795708
Morphs?
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>>795709
Yeah, first time playing around with that.
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>>794775
looks like a manta ray i like it anon
>>
>>795708
looks pretty cool, good job anon
>>
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Did some tweaks.
>>
>>795765
You need better textures and the lighting is super flat, look up rim, key, fill lights
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>>795767
If you want unrealistic lighting for a space scene, yes.

see >>795544
>>
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Working on hair textures using gmh2 but I'll have to start over since I fucked up the hair volume and uv's
>>
>>795769
Unless it's a purely scientific rendering, making something look good always takes priority over whether something is "realistic" or not.
No one cares if the lighting is "realistic" if it's dull as fuck.
>>
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>>795776
>>
>>795780
This is what he (you?) should do with that render - change the angle of the light so one part of the ship is in almost complete darkness. It is hitting it from the worst angle, making the lighting look flat. You don't need to add fill lights, just rotate the light source. But it looks like you already have multiple light sources in there, and their values are too similar. Study some nice space lighting like pic related and recreate it. Go to photoshop, change it to black&white and check the levels, do anything you need to figure out what they are doing right to make it look good. The contrast in pic related is huge compared to your pic as well, realize just how intense that light source is.
>>
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Did a few more hours on the Joker. Decided to take a chance and projection polypaint the hair as diffuse only instead of using fibermesh and the arnold hair shader and it worked out and looks better. Turns out that the previous polypaint that I had been exporting out as vertex colors and rendering in arnold wasn't in the correct color space and wasnt playing nice with ACES. Fixed that. Now I'm using the spotlight projected texture in conjunction with arnold sss - all in the right colorspace now. I asked myself if projection painting from your reference onto your model is cheating and i dont think it is at this stage because i just use it to get the proportions correct and as a placeholder. Glad I didnt give up, I learned so much about proper workflow
>>
>>795804
Why are you worrying about colorspace at this stage? ffs.
>>
>>795809
it makes a huge difference. The default colorspace of vertex colors is way off to the point where what i was seeing in zbrush viewport was looking much better than what i saw out of arnold
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>>795683
wtf is that software anon
>>
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RATE MY ART BROS :D
>>
>>795780
That's realistic, but also visually appealing. Yours just plain isn't.
>>
>>795810
You shouldn't even be projection painting you mong. You're seeing shapes and values that are on the photo itself and thinking it's actual geometry that you have in your own sculpt.
Fucking around with color spaces and other shit isn't going to help the fundamental problem. You straight up can not see. That's why you can't sculpt.
As an "artist", you're fucking blind. You can't see volume, you can't see form, you can't see shapes, angles, or proportions, you can't see color, you can't see value, you are unable to see anything that's directly in front of you.

You're in a snowstorm surrounded by fog, and all you can see are shadows of what you're walking/working towards. You know where you want to be, but until you get out of that storm, you're hopelessly lost. And to top it all off, all you brought was a book on how to navigate a snowstorm that's in Chinese and you're wearing a t-shirt and shorts.
Turn back, stay cozy in your cabin and learn how to "navigate", practice your skills, learn how to see, and wait for the storm to subside.

Basically, going literal instead of metaphorical, stop sculpting people, stop thinking you can solve an artistic problem with technical skill (which you also don't have), and approach the subject 6 months from now after you look at another human being.
>>
>>795816
That's one weird Will Smith.
>>
Rate my dood
>>
>>795828
>>
>>795804
give up
>>
>>795828
Chad/10, I like it.
I'm not convinced by the wing tho, I think using more curves there instead of straight lines could benefit the design.
>>
>>795830
>that neck
Wew lad
>>
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>>795804
>>795673
Please please PLEASE do him in pic related pose.
I will forever love you for that.
>>
>>795708
I will now post this on biz
>>
>>795557
I was already enjoying the "caricature," but this legit made me crack the fuck up. such a good troll
>>
>>795823
>You're seeing shapes and values that are on the photo itself and thinking it's actual geometry that you have in your own sculpt.
mate, i match the sculpt up to the photo 1:1 using the spotlight sculpting method as described by both michael pavlovich and official zbrush zclassroom videos. I then project a photo, again 1:1. Your post doesnt make sense. Its just a crab in the bucket post.
>>
>>795917
Never change bro, love your work.
>>
>>795917
then how come your scientifically correct method of producing 1:1 perfect likenesses results in sculpts that don't even look human, let alone resemble the subject? no one would ever recognize that last will smith if it wasn't labeled. he looks like a piece of rotting fruit. he looks like the morticians did what they could to reconstruct his obliterated skull but the family really shouldn't have insisted on an open casket. his ear is like a coiled tentacle! have you ever seen an ear?

how do you solve this mystery? where's the problem? hint: it's somewhere in [spoiler]your faulty brain[/spoiler]
>>
>>795857
yes
fuckk yes
please do this
>>
>>795804
I've never seen someone so unaware of how fucking awful their work is
>>
>>795917
yeah bro that means your sculpts are 1:1 to the real world, they're basically perfect. keep up the good work bro you'll be making millions soon with that amount of talent
>>
>>795917
>mate, i match the sculpt up to the photo 1:1
even an untrained eye such as mine can see that the jaw in >>795673 is way bigger than the reference's
>>
Respect to the people who can model complex hard surface stuff, I've been modeling a vehicle for a few days and I lost my will to live. Incredibly mind numbing, even though I'm designing the thing as well. Just give me zbrush and let me sculpt shit, I'm sick of all those little subd modeled machine pieces.
>>
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>>795979
polymodeling is for chads. sculpting is what every retard who wants to get into 3d does
>>
>>795981
This.
>>
>>795981
yeah, but polymodeling organics is an unnecessary chore that produces inferior results
>>
>>795981
Hey, if it makes you feel better about your 3d monkey self, who am I to stop you? Keep painting by numbers and calling yourself Chad.
>>
>>795986
Same goes to you sculptlet
>>
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>>795981
>>795987
Imagine hating your own job so much that you get this jealous about sculptors just having unironic fun and enjoyment doing shitty sculpts that you need to throw around Incel terminology on a Indonesian dumpling frying forum to convince yourself that the work you're doing is somehow superior.
Also, never claim that XY is superior without posting pictures of your own work of XY.
>>
>>795988
>jealous about sculptors
lol no
>>
>>795989
Then stop sounding like an insecure bitch.
>>
>>795991
Like you basically?!
>>
>>795988
So this is the power of sculpting...
>>
>>795981
Trying to compare those 2 things like they don't belong together as equal parts of a workflow just tells us everything we need to know about your experience in 3D. And actually taking pride in only working with one of those things just shows you're not that bright either.

"Artists" who think technical complexity defines the quality of a work are the worst kind of "artists" by a mile. Maybe you should have just learnt CAD instead.
>>
>>795917
just because you are following a method/workflow that a professional uses does not mean you will not make any mistakes
Especially something like anatomy and faces
Instead of sculpting a likeness(one of the hardest things to sculpt) you should focuse on the basics.
Proportions, Landmarks, Planes of the face, gesture sculpting, sculpting individual elements of the face and trying to make them look good in a vaccum before trying to tackle an entire head

You are biting off 20x more than you can chew.
>>
>>795988
>Also, never claim that XY is superior without posting pictures of your own work of XY.
Spotted the feminist.
>>
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Griffoness. This is my first model. Constructive criticism welcome.

I'm especially looking for hints on how to get the claws and paws better.
>>
the buildings still gonna be detailed and a factory-like thing is going to be built far between those transmision towers
>>
>>795816
Ayy LMAO
>>
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Stepped up to the challenge thrown down by some anons and sculpted the madman from scratch in a different pose. Clipped out everything but the pose in the picture. Unhappy with the jaw and mouth despite it fitting the front angle. Regarding texturing - I gain information by projection texturing but thats the point - why do something if you actually lose gains? Why waste time recreating all of Mr J's tattoos and makeup et cetera when I can just paint through? Anyways...
>>
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>>796126
his mouth just seems too big in motion at any other angle, makes me think it was adjusted in post for the promo picture
>>
>>796127
>>796126
Based
>>
>>796041
Not bad for a first time model.
The proportions and stuff are good, can tell you have some art experience. The actual topology and edge-flow are a bit wonky though. Keep going with this model and finish it, just take notes on where things went wrong, your topo will get better over time with practice on different models.

For the claws themselves, try to get the "fingers" or whatever to be circular before extruding them out. If you have the Loop-tools addon enabled, you can press W>Looptools>Circle to get selected verts to conform to a circle. For organic shapes it's pretty useful.
>>
>>796126
Can you teach me this workflow it looks sick!
>>
>>796126
I see progress. Surprising, really, but welcome.
>>
>>796133
I'm working off references I got commissioned, but that's high praise. Thanks.

What can I do to fix the wonky edge-flow? I toggled on smoothing and the shading there seems to hint at some places where things could be better.

I'll have to look into that add-on. Could be helpful.
>>
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>>796137
>find the photo ref you want to match. You have this one view you have to match everything to (ex, front view). Adjust the ref in ps to make it near symmetrical if you want to go faster.
>gather other ref for the other views like the side
>Create a base mesh and make subtools for the eyes
>import the ref as a texture and add to spotlight.
>bring up spotlight and position the texture to roughly match the base mesh
>open the movie->timeline->show timeline and create a key on the timeline so you can get back to this camera position just by pressing left / right arrow. If you want you can delete keys by dragging a key into the viewport. Also remember that you can lock the camera by pressing the camera lock icon in the gui.
>turn off brush->sample->project from spotlight so you dont mess up your mesh accidentally
>change the opacity of the texture with spotlight and switch between different materials so once you've sculpted you can see a visual difference between what you have and what the spotlight reference has (at the stored camera position).
>you will most likely only have one reference to "match" from as you most likely dont have multiple simultaneous views like in pavlovich's videos so you'll have to use your other refto "fill in" the other views and make educated guesses to the form
>turn off symmetry if necessary
>optionally retopo and create uvs
>once sculpting is done, turn back on brush->sample->project from spotlight and use spotlight to paint in the texture. I found the skin painthrough looks good on "Skin Shade 4" and other white-ish, matte materials
>export texture and goz mesh to maya / arnold

video by pavlovich that inspired this workflow, but with multiple views on one sheet instead of one (as i said, you likely wont have this luxury in celebrity photos and will have to use other non aligned ref on the side)

https://www.youtube.com/watch?v=vvyiQ43GrJo
>>
>>796126
This actually looks decent compared to the rest of your sculpts, wtf. But that's probably because of that projection method you're using. How does it look from the sides and back? I guess not that great. This just creates some depth to the picture. I remember some guy on r/blender doing a similar thing by posting his Ronald Reagan sculpts. He never wanted to show the sides of the sculpt. Then one time he did it and it was literally a blob with a projected picture on top of it lol. I don't think you benefit or gain any skill with this technique as you're still not actually sculpting it from scratch by yourself and depend on the reference picture. Now do this from a line drawing and tell me how it goes. It's almost like a photogrammetry. I guess it could be useful for some background objects, but that's it. I wonder if it can be used for sculpting foliage, as that gets baked to a texture from one angle anyway.
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>>796167
>What can I do to fix the wonky edge-flow?
Don't worry about it for this project, since there's not really any fix for it, you'd essentially have to re-make it to have proper flow.
Just keep on truckin and learning, and if you really need this done, come back to it when you have a bit more practice. For what it's worth you've got a good profile and silhouette, so it shouldn't take you too long to pick up the basics.
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>>796183
>How does it look from the sides and back? I guess not that great.
i spent minimial time on the side and no time on the back because the reference was from the front my dude
>I don't think you benefit or gain any skill with this technique as you're still not actually sculpting it from scratch by yourself and depend on the reference picture.
i sculpted everything from scratch like i said, and i follow the spotlight method which by definition has you sculpting to match one view and fill in the rest with other references

>Now do this from a line drawing and tell me how it goes
why would i use 2d cartoon ref when im doing 3d? My process would be i would be the same and it would still work as im just looking at the outlines
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>>796185
>i sculpted everything from scratch like i said
highly doubt this considering the rest of your work from scratch looks like complete fucking shit
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sharky
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>>796190
Cute although a bit dumb looking
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>>796185
>i sculpted everything from scratch like i said, and i follow the spotlight method which by definition has you sculpting to match one view and fill in the rest with other references
You're learning nothing from this tho.
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>>796191
yeah, i agree, but whatever on to the next
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>>796190
You're indian lmaoooooo
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>>796185
there are websites that take pictures of faces, generate a depth map from the contours, turn that into a mesh and project the image back onto it.

that's all you've done. this model is functionally identical to the image you punched it out of.
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>>796196
no, im not what makes you say that?
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>>796185
You're really hopeless, aren't you? Sigh, and we try so hard to help, but you take it as a peresonal attack every time.
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>>796189
i followed the method and created and moved verts around. Thats all it takes. Pavlovich saved me>

>796193
>You're learning nothing from this tho.
I need 3d models that match the ref. Pavlovich and official zclassroom videos both say this is the way. And yet...some anon who doesnt even post their work wants me to go against the officiial workflow. Predictable.

>>796197
As seen from >>796127 I have a full 3d model that you can rotate around and if I wanted could be rigged and animated. Stay mad.
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>>796206
you can rotate it 5 degrees, and rigging it would be just as effective as puppeting it in photoshop.
that's a picture with some depth.
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>>796206
>I have a full 3d model that you can rotate around and if I wanted could be rigged and animated.
You don't have a full model because you're afraid of creating anything outside of what can seen on that picture - because you couldn't sculpt a pebble without a reference image imported straight into ZBrush.
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>>796208
you sound furious dude
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>>796209
He’s right doe
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>>796207
>you can rotate it 5 degrees, a
Do...do you even know what 5 degrees is? See pic related.
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>>796212
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>>796213
impressive
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>>796190
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>>796212
Okay, I take this >>796138 back. I was sleepy, and looking at your "sculpt" in a small screen. Now that you posted that, I can confidently say that your work still hasn't improved. Go practice some skulls.
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>>796127
horrible
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>>796126
>>796127
>>796212
cope, you will NEVER be a good 3d scultptor
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>>796223

I asked will smith joker to post their made skull politely in the previous thread but never posted it. What a fucking fraudster. Why you have to lie to us like this will smith joker?
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>>795815
>>https://www.metaseq.net/jp/
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>>796270
I can't read moonrunes, are you Japanese?
Tell us a bit about this software, looks interesting.
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Wanted to see how much ive progressed in 3 months...so started a fresh Arthur...as you can see i am now able to match the proportions and pose exactly. He has so much more life now when before he was just a dead king. And yet this isnt even a fair comparison since I didnt even bring him into substance and raise him to his true potential...
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>>796213
he modeled it after the top of his own head
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Im getting better about using plates to separate elements out. The floor, cabinet, and text are all separate.

Im on my laptop so rendering the cabinet and bg constantly would take forever. Will use EEVEE for the effects and game coming out of the screen shit.
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>>796291
The floor texture is giving me eye cancer.
It might be authentic, I know those were eyecancer IRL back in the day, but maybe try using something less... busy...
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>>796293
Thanks! Most of the elements aren't final, especially bg stuff, I will definitely try yours, it fits the cyberpunk aesthetic better too.
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Hey, I only have a rough idea what I'm doing with rigging here. Using 3ds max. When I attach a Link Constraint from the foot bone of this ik it sends the bone off its position. Anyone know why this might be happening?

I'm having a hard time finding good tutorials for constraints and controls for character rigs.





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