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File: deepfried wip.jpg (1.18 MB, 1125x612)
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/wip/ - Works in Progress
- Deepest Fried Edition -

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

Previous thread: >>806266
List of free resources: https://pastebin.com/cZLVnNtB
>>
Is this bad for 3-4 hours?
>>
>>813550
I can't comment on if that is a good speed but those look really nice. Are those bots from Mega Man? The wheel one in particular looks familiar.
>>
>>813559
Yeah, they’re from the first stage
>>
>>813550
In my humble opinion, that's pretty good!
>>
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Been playing around with Blender's new Geometry Nodes.
I'm still wrapping my head around them and what I can really do with them, but I can see some pretty cool stuff being possible in the future with it when I really figure it out. That and whenever they get around to adding more features to it.

Even for basic greebly shit, it's already more useful and performant than particles. Which was retarded in the first place for instancing a bunch of objects.
>>
>>813582
Opinion dismissed
>>
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trying out sculpting tools for the first time, I guess the times of manually extruding faces are over
>>
>>813550
I'll be honest anon it's pretty good, but please for the love of god delete the how fast i am meme from your head.
It's the most retardedest meme that's been thrown around 3d since forever.
>>
>>813593
I just want to know if I’m underperforming at a given time
>>
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Almost done high poly.
>>
>>813595
it's not a race
>>
>>813655
It is when you have bills to pay.
>>
>>813586
give up
>>
>>813643
kys yansculpts
>>
>>813585
I shouldn't need an overkill hair system just to put a bunch of static trees around the scene.
>>
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I'm bored and out of ideas so I just doodled an oldschool random shit monster head.
Kinda digging the result, but I'm not sure if I will make anything with it.
>>
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>>813643
AMAZING, let's keep it up.
May i suggest narrowing her shoulder a tiny bit, she'll look more feminine.
>>
>>813762
looks bad stop trying basemeshboi
>>
>>813762
*shoulders
>>
>>813763
Sorry sometimes I have to use base meshes cause I'm a waggie and only have a few hours in the week to truly practice :(

but I took my anatomy very seriously, and this is just a wip
>>
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I had this idea for a sort of utopia like brutalist like alien species that's invaded this lush natural planet and is sucking the life blood out of one of their gigantic eldritch trees. kind of thinking like xenoblade and syd mead combined or something. This is what I've got so far. I need to make these clouds less poopy looking and the scale feels wierd. Open to critiques, or do you guys know any good reference or resources I could use?
>>
>>813762
ngmi
>>
>>813762
where did his penis go? haha
>>
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>>
>>813803
I'm not good enough to offer any real critique, but the bricks look really small in comparison to everything else.
>>
>>813658
you're not paying the bills with those
once you get good, you get fast
>>
>>813762
What are you gonna do with that arm glued to the torso?
>>
>>813867
I assume he wants to 3D print it, that would be the only scenario where that makes sense.
>>
File: Train2-2 (1).webm (1.58 MB, 1280x540)
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>>
>>813883
So much soul.
You put a lot of effort into this, been seeing your posts for months, it's really coming together.
I gotta watch this on a big screen later, but on my phone it truly feels like I'm watching a high quality shot of an actual model train.
I love it.
>>
>>813883
What's the f-stop?
>>
>>813895
Thank you, I really appreciate it. I've been feeling a bit down recently so it's somewhat of a struggle, but I really hope I'll be able to finish this project soon. Yeah, I've been at it for a while now, started in December, but initial idea was a small part of a Christmas town / village diorama, with a plan to finish it by Christmas. But during the production I realized I want to increase the fidelity + I didn't feel like modeling so many houses since I already have enough experience on that subject, so I went down a different path.

I have a small story in mind with this, but it will still require a fair amount of small dioramas like this one. Atm I'm planning to finish 3 scenes and publish them as a first part - this scene, the one with a telephone booth in the middle of the forest, and the cave entrance. After that, I'll probably pause and finish my previous project first, then continue working on this one.

I'll post a higher quality version once I'm done with all the camera shots and other fixes, atm I just did a test render of a few shots to see if everything is working properly.
>>
>>813899
Something really low, under f/1, but depends for each shot.
>>
>>813802
It'd be weird to sculpt a penis
>>813867
It's just a sculpt for practice, I won't do anything with it, that's it, I probably won't even finish it.
>>
>>813883
Nice, got that tin & plastic look down plus the movement/dynamics. The tiny focal range is a bit overdone, but I guess it helps here.
>>
>>813903
Thanks, yeah I'll keep tweaking that, I agree it might be a bit too much for some shots.
>>
>>813883
good job anon looks great
>>813903
agree the tiny focal range is a bit harsh

you have reached the next level of autism
model trains are regular autism but modelling and animating them is chad level autism.
>>
>>813883
really cute anon.
The dof is a tad overdone though I think. I mean yeah the depth of field for something like this should be really shallow, but I think it's a bit too shallow to actually see anything.
Still, nice work. You really nailed that plastic-y toy look. Might be fun to make modular assets that you could piece together and make a whole set.
>>
>>813938
Thanks
>next level of autism
I don't think an artist can get a nicer compliment than this, appreciate it.

>>813944
Thank you too. Yeah, I'll definitely reduce DoF a bit. Btw, I did another test and thankfully I can render it with raytracing on my shitty PC, so the end result will be even better. Will post updates as always.
>>
>>813803
Drink is good
Sauce is good, except the cups look fucking weird (would look more normal round)
Burger looks good except the bottom bun's inside texture, and the top bun looks like a seperate baked good instead of sliced from the bottom
Fries look trash, what's with the browning on every edge? Either remove them, or if you're going for the skin-on look, do it only on one side/end
Orange bowl looks like it's floating/non-flat base
>>
>>813883
Why do the wheels not follow the tracks properly?
>>
>>813944
Oh, and about the modular assets, yeah, I thought about it. As I said, my original plan was an urban setting, not these natural scenes, and if I go back and create the town area as well, I'll pretty much have to make modular houses because of the scope. And then, creating a set maybe for asset stores could also be an option.

Actually I've been ideaguying this project for a few years now as a short holiday game, to maybe try to fill that niche of a go-to game you play for Christmas each year. Something like a collect-a-thon, running around and exploring a small town and surrounding parks and caves. But from my past gamedev experiences I know it would be a hell of a challenge, even more so if I keep this fidelity. But if I ever decide to just go for it, at least I'll have a decent number of assets from this project, as well as some game mechanics I already made.

>>813957
This is something I'm trying to fix right now, I think I need to tweak the origin of the wagons as they are just following the spline.
>>
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>>813956
I think the sauce cups are supposed to be those paper ones. They definitely crumple up like that when under heavy load (though not as much). But they shouldn't be that reflective, and they're supposed to have a kind of corrugated look to them.

To add to your crit.
The onion rings look like they'd be super crunchy, like potato chip crunchy. There needs to be some kind of translucency or something. Because they don't really look like onion rings.
Lettuce could use some thickness too. It's infinitely thin like a plane.
>>
>>813956
>>813956
Thanks for the crit anons.

Regarding the cups, i was going for a more fancy porcelain style cups, that's why they look reflective (regarding the crit from anon >>813962) and i've seen some have that shape when they are used to hold pourable sauces. I'll see if making them round gives them a better aesthetic.

Will do some fix up and post results.
>>
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Working on a model for print. Going back and forth a lot between test printing and designing, trying to minimize the problems with support.
>>
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>>814021
I love me some booba and poopa
but your proportions are shit
the hips look atrocious anon there needs to be space for a hipbone beneath the flesh otherwise it looks deformed.
there is lots wrong with the anatomy. a ribcage doesn't arc

you should look up some anatomy anon that would improve your model significantly.

If you are going to print this at least give it a decent pose.
>>
File: Dingdong-1.webm (2.05 MB, 1280x720)
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My first rigging attempt.
>>
>>814107
Fix that sack dawg
>>
>>814126

I don't really know how. I did this in C4D, which probably doesn't have the best rigging tools. It's just an IK joint in the sack with dynamics enabled.
>>
>>814138
paint a weight map and use at least two bones. it has to behave like two pendulums covered in a rubber bag.
>>
>>814107
Hoping to get some NFT action, aren't you?
>>
>>814107
I don't remember this Half Life enemy.
>>
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Face problems
>>
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>>813960
Seperate the whole wheel set from the rest of the carriage, have them follow the spline, then make the carriage parented to them on a rotation constraint?

>>813966
Yeah I think the material is fine, it's just that I'd expect them to be more rounded rather than looking like the paper ones, that's what looked confusing
>>
>>814250
>Seperate the whole wheel set from the rest of the carriage, have them follow the spline, then make the carriage parented to them on a rotation constraint?
This is the solution, yeah, I figured that out today. I guess it should be a fast fix, but I'll leave it for later because I fixed the problem already by reducing the curve of the rail, so it isn't noticeable anyway.
>>
>>814034
Critique this anatomy anon =)
>>814107
>>
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I hadn't considered it.

I don't think a wiggly dong monster from a no-name 4chin poster would fetch much dosh anyway.
>>
>>814278
fake transparency fags get the rope
>>
>>814107
bruj
>>
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Todays practice, crits welcome, i'll add more res later
>>
>>813586
Keep going anon, we all gotta start somewhere
>>
>>814364
Is that guy a tranny man?
>>
>>814385
If you look at somewhat feminine men and think of trannies they have won, they're in your head.
>>
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>>814215
Tried copying the faye speedsculpt to learn from it.
Turned out better than when I was pushing verts around but still not great.
>>
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Something I'm working on sporadically.

Should be already finished, but isn't.
The weak part on this model are the deformations. Should be fixwd with some shape keys and drivers. Let me know what you think so far.
>>
>>814458
I may not like the execution very much, but I do appreciate the concept a lot
>>
>>814459
Thank you for your feedback. Can you elaborate, on what you dislike specifically?

I'm not that satisfied with the Model as well
>>
>>814458
He must've eaten one hell of a curry.
>>
>>814458
Arms look lazy, the rig, or however you bent the left one is fucked, textures look half assed, especially the tattoos. I know it's not supposed to be realistic, but he has no bones in his left arm, his wrist is thicker than his upper arm, and right arm's muscles are wrong. Vest material doesn't make sense. I kinda like the head-neck section, but the dip on the left side doesn't make sense.
>>
>>814466
>>814463
>>
File: final2.png (3.46 MB, 1920x1080)
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>>813803
Tried to fix at least some of the issues with this one. I still don't have a clue how to add thickness to planes with alpha transparency images
>>
File: untitled.png (2.45 MB, 2560x1440)
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>>
>>814472
Better!
The towel looks like it should be a lot flatter instead of curling/lifting like that
Fries still look a little weird, as if some are floating. They seem quite floppy too instead of crispy (ie. more rigid). You could possibly solve it by putting them in something like pic related, I know a lot of places present fries like that to be 'fancy'
>>
>>814494
CLOSE THE IRIS

the runes really need to have depth my man and I think you could be more accurate with the ramp

keep it up
>>
File: leather2.png (3.38 MB, 1920x1080)
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I think I should start over on this couch...
>>
>>814552
>couch
No thats just extra tank armor plates lying around
>>
>>814494
>>814511
fellow stargatechads
>>
>>814554
looks like I need to watch more tutorials
>>
>>814552
Does it look realistic? No
Is it a stylized image of a couch? Yes
Does it invite anyone to sit down on it? No, it looks super uncomfortable.
It looks like one of those artsy shit benches you find in artsy places.
btw, bevel all your edges - the tiniest bit of rounding helps. No edge is ever perfectly 90°.
>>
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>>814511
the runes have some depth, not enough as you can see.

as for the ramp, I didn't use any reference so it's not acurate at all, time to rewatch some episodes.

Thanks.
>>
>>814610
any surface that isn't bevelled like that is gonna disappear, get some edge on those fellas
>>
>>814620
>falling for the bevel meme
use edge shaders, caveman
>>
>>814621
Reported for being a Canadian
>>
>>814511
*Golfs through your worm hole*
pfft, nuthin' personal, kid.
>>
File: 1588307694020.png (1.37 MB, 1196x903)
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Putting it into a glTF
>>
>>814592
I know about the bevel thing, and I want the couch to look like a real couch, I think it would be best if I start over with it and use actual refs instead of using my mind of what a couch looks like
thanks for the input, it helps
>>
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Made a shader that overlays a bayer matrix dither pattern over things and crunches the color down to 15bit (or my closest approximation of it).

It kind of works, but I'd like to improve the dithering somehow.
>>
>>814713
Looks awesome, what language is the shader in, and how does it only affect shadows?
>>
>>814719
It's blender shader nodes. It effects the whole surface, but it's most visible in darker regions of image, because that's where the restricted color depth really hits hardest.
>>
>>813546
wip
>>
>>814713
can you post it without the shader for comparison?
>>
File: yukiundithered.png (92 KB, 960x720)
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>>814768
>>
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>>814768
>>814769
And here is the same converted to 15bit color in photoshop.

As you can see, the blender conversion is not accurate yet, and is crushing dark areas too hard.
>>
>>814770
That's the kind of stuff I do in post since shader based solutions can be fiddly and yield inconsistent results under different light situations.
>>
>>814764
From the thumbnail the left part looked like one of those ojou-sama anime hair styles.
>>
>>814764
hair at the top doesn't match picture, why? positions are flipped
>>
>>814790
ref is meant to be flipped its a pokemon battle sprite
>>
File: Untitvgled.png (2.19 MB, 3088x1074)
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today's sketch, crits? I kinda hate it.
>>
>>815026
Looks bad, basemeshboi
>>
>>815027
well this one is only partially based mesh.
>>
>>815029
Oh well it only looks partially bad then
>>
>>815026
Looks pretty nice but you aren't understanding that twist in the lower abdomen. I'm sure you can see how it differs from your reference. You should really try and copy the ref as accurately as you can and not make it up like you did with the abdomen. You focused too much on the muscle and wanting to get them all sculpted in when in the reference they are sorta one block/form and consolidated if that makes sense? Also this anon >>815027
is a huge crab, these are good studies I think you just need to use some more observation and trust your ref. You can see multiple inaccuracies with proportions and such with the muscle groups and the size of them. I would like to see you taking more time and more than just a day and really making sure you nail the proportions and the size of things before you subdivide.
>>
>>815027
>>815030
Stop posting, you're not funny, only retarded.
>>
>>815032
you're absolutely right, thank you, I'll fix it.
>>
>>815036
Stop using base meshes then
>>
>>815042
holy based
>>
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>>814771
It's not lighting that's causing the problem. It's that blender appears to have its very own personal handling of color values that is on a non-linear curve and completely fucking detached from anything a normal person would ever consider imagine.

You would think that if you're storing colors as normalized vectors, 0.0 is 0, 1.0 is 255, and any value inbetween would be equal to 255 multiplied by that value.

Except it isn't. There is a fucking curve to this system, for some retarded reason.

Just look at this shit. My value is 0.1. Does that greyscale picker look like it's at 0.1 on 0 to 1 scale? No. It looks like it's at fucking 0.5. But nope, according to blender it's at 0.1.

What do you get when multiply 1 by .1? You get .1, right?
1.0 is FF in Hex, so 0.1 should be 19, right? No, according to blender it's 89.

According to blender, ten percent of the way through the 0-F scale in hex is 89.

I want to fucking punch whoever came up with this fucking absurd, stupid shit. No wonder I couldn't figure out how to get these colors right to convert right, holy fucking shit.
>>
>>815049
I said 89 instead of 59 but whatever.
BLENDER IS STILL FUCKING RETARDED.
>>
>>815042
Make me.
>>
>>815049
Disable gamma correction.
>>
>>815052
Doesn't seem to be an option. Not one that effects this, anyway.
>>
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Trying to make an Nendoroid but feel really lost on the eye. I was thinking about making a bunch of knife cuts, but I dunno.
>>
>>815063

>box modelling anime

>give up, start sculpting blendlet.
>>
>>815063
the eye is not your problem here
>>
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>>815070
Augh fine you're right. Box modelling destroys my wrist anyways. But maybe if there's a sudden demand for creppy uncanny valley dolls.
>>815075
Got any advice on anything else then?
>>
>>815076
yeah google face topology
>>
>>815076
https://www.youtube.com/watch?v=28AlRLMlqW8&t=3535s
>>
>>815063
Start with less polygons. You're trying to run before you've learned to walk.

Block everything out with as few polys as you need for the topology, and then subdivide.
>>
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Hopefully now this looks a bit better, still I find this one to be a very difficult pose.
>>
>>815042
where's your work, schizo?
>>
>>815210
Bad look crappy obvious basemesh
>>
>>815213
ignore this crab, it's a huge improvement.
>>
Is it normal to spend multiple textures on an object like this? Keep in mind it’s supposed to be as large as a helicopter
>>
>>815227
Always makes things more manageable and it will give you the necessary texture resolution for large objects. Doing that with a single 16k or 32k map isn't the way.
>>
>>815227
what >>815229 says. he didn't mention UDIM, so just in case, look into that
>>
>>815227
yeah totally. But if it's supposed to be that large and in frame you are lacking a lot of geo detail
>>
>>815227
Dont these large things just use a tiling texture with decals for the details? Or trim sheets?
I dont think whatever budged this belongs to supports individual textures - especially if these are supposed to have the same resolution per pixel as regular objects
>>
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>>815213
>>815027
there you go anon, 1.5 hours to get to this from a sphere, now I can proceed.
>>
>>815244
>THIS IS GOOD
LMAO LOL
>>
>>815210
Im the previous anon who critiqued. Great job on this you looked at the reference and sculpted what you actually saw. Make sure youre doing this in the future as well. Great job anon
>>
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>>815213
>>815256
I never said it was good lol, but hopefully it'll come together
>>815293
thanks anon I will
>>
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>>
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started on a sakura tree in speedtree

>>815324
lookin pretty nice so far, i'm assuming you're going for a stylized look?
>>
>>815318
So why are you using base mesh?
>>
>>815244
>>815318
Why are you wasting time proving anything or even replying to an obvious shitposter ? Just ignore and carry on.
>>
>>813643
blog?
>>
>>
>>815377
>using dedicated software just for making stupid trees
ngmi
>>
>>815448
>How to admit you have never worked in the industry in one simple sentence
You're the one who's NGMI
>>
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Continuing on from yesterday. Legs made and limbs merged with torso. VERY bad but early feet fleshed out.
Work is ongoing to turn from deformed ogre into human!
>>
>>815455
Why the fuck does anyone care about 'the Industraay!' still. Everyone knows that developers just buy their assets from online market sites now anyway.
>>
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>>815459
>>
>>815460
Yeah and the internet just magically generates these assets out of nowhere, nobody here would ever think about selling said assets that have to follow industry standards themselves.
Absolute fucking imbecile.
>>
>>815461
Your tears will never steer me from my quest to sculpt the ULTIMATE coom model!
>>
>>815462
Salty that your job at 'whatever' studio got outsourced to pajeet?!
>>
>>815462
Plus the fact I've seen tons of shitty assets of the blender market in actual crappy mobile games. So it can't be difficult to shit out low effort stuff anymore.
>>
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>>815464
I am the Pajeet.
>>
>>815466
Which probably explains why your shitposting here instead of meeting that deadline!
>>
>>815448
Well yeah, it's a software decidated to creating trees and other plants, why would you NOT use it when it infinitely more flexible, faster and easier to work with than modeling and placing every branch from scratch? There is nothing dumber than trying to use one software for everything (doing it the hard way) for no good reason.
>>
>>815448
i've got to do a whole map's worth of assets by the end of the month and no one is going to stand around looking at the trees
it makes no sense to do every variation by hand
>>
>>815405
>>815318
not for this one I'm not. sometimes i do just to save a bit of time but that's it, I actually really enjoy sculpting something from scratch a lot more but it's really time consuming.

>>815406
you're right i'll stop now.
>>
>>815459
Muscular women? Oooo.
The crotch looks weird though.
>>
>>815324
C U T E T A N K
U
T
E

T
A
N
K
>>
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>>815425

My blog is empty Mr. anon not until I get this done.

I made a quick render after some substance painting still gotta do hair cards and other autistic refinements.
>>
Because maybe conventions will be a thing again:
dick-themed superhero helmet.
>>
>>815602
references
>>
>>815589
Nice. What’s with the duct tape on her suit though and what technique did you use to make those tapings?

Also, are eyebrows painted or something else?
>>
>>815459
I HAD SNU SNU
>>
>>815589
What did you use to texture her? Im curious how you got that skin tone.
>>
>>815610

I'n lazy to make my own so I searched duct tape material and first thing that came up was a free material from a guy in the AAA industry.

Eyebrows I made in maya xgen coverted to mesh for zbrush.

>>815623

Polypaint baked into ID map in substance then played with Skin face smart material.
>>
>>815459
>when muscles are your fetish, but you still suck at anatomy
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>>814458
Enjoyable, would be entertained seeing this in a game
>>
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I'm happy with my modelling.
I'm happy with my textures.
I'm happy with my shaders.

But man, I suck at animation.
>>
>>816244
Double bob at the end is over the top and the overall speed is a bit slow
>>
>>816244
it has that old console feel
>>
>>816244
Most of the animations of the graphical era you're trying to emulate looked way worse, it's more authentic if it's a bit goofy.
You're doing fine, I like it.
>>
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an etruscan war chariot i'm doing
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>>816334
>>
>>816244
Just judging by what I see in the webm, it seems to be fine, but a bit robotic.
What would be more interesting to know: What did you actually AIM for it to look like? A quick 180 to face the door? A turning animation for when the player turns around a character? Something else?
>>
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Making a minigun
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>>816335
If this is portfolio work make sure to up the polycount on your LP, maybe add in bevels.
>>
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>>816335
>If this is portfolio work make sure to up the polycount on your LP, maybe add in bevels.
>>
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Thoughts?
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>>816244
but anon... the nude render...
>>
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bit of progress on this guy
>>
>>816512
inb4 crab anon, I did copy the ears from a base mesh cause I'm lazy.
>>
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>>816387
materials are letting you down big time here but most of the stuff is pretty solid, there's also a lack of sharp details in certain places because I assume you couldn't figure out how to do it. The hallway is very angular but you get to the door and it's rounded and smooth, looking more like some fantasy metallurgy than something anyone would build, they don't fit together.

Combine the soft materials with not many hard bevelled edges or points and you have an image that doesn't feel sharp.
>>
>>816516
Rotoscoping over a completed mesh is the same as using a base mesh dweeb.
>>
>>816338
Beautiful.
Looks straight out of a new indie boomer shooter.
>>
>>816423
God damn it.
>>
>>816568
anon.
we're all waiting.
your work isnt complete until you post it
>>
>>816338
are you the anon who made the pixel pistol?
minigun looks dope.
I would change the barrel bores to geometry instead of texture.
what's the budget of the model?
>>
>>816567
Thank you!

>>816585
No idea. I made a pixel pistol but that was quite a while back and I imagine some pixel pistol gets posted on here atleast once every two weeks or so? Thanks though! I figured since the player very rarely sees the business end of the barrels shaving of some tris there makes sense. I think it's around 1300 tris with a 256 texture.
>>
>>816597
Not sure I’m a fan of having tri count of 2 characters from the 256 texture era on a gun, but it does look nice.
>>
>>816597
get the tri count down (your barrels have lot's of sides)
give it geo bores
that will ascend the gun to the next level.
>>
>>816539
No you
>>
>>816517
Thanks, I will do better in future.
>>
>>813586
This made me remember why I gave up /3/D as a hobby
>>
>>813762
You’re not a fan of large shouldered Amazonian women?
>>
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Experimenting with a procedural cityscape

Pretty barebones right now but I think it has potential
>>
>>816585
nah im the guy who made the blue pistol pixel
that model looks nice tho
>>
>>816512
please smooth less
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>>816670
Looks more like chocolate on a conveyer belt lol.
>>
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earlyish childhood games/ retro futuristic tvs modelled from scratch.
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>>816842
your render makes my screen foggy
>>
>>816845
im a fag for fog glow
>>
>>816842
Models look decent, background and fog make me question your sanity.
>>
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Working on this, Armour/Clothes design on the right, going to finish up her hands before working further with that, anything that can be improved?
>>
>>816862
Hips are too wide, legs too long, arms too thin, jawline looks too narrow - all in comparision to the sketch.
Looks like a decent WIP so far, your own concept art?
>>
>>816870
Ye, my own art, funny. the sketch is based on the model in an earlier stage, mostly made to make the costume.. guess the arms are little too long
>>
>>816842
Looks great but maybe you should make HDRI transparent?
>>
>>816872
Well if it's your own artwork none of the things I said really matter too much, that's why I asked.
The arms really look a bit toothpicky in relation to the thicc thigs, it looks just off, you gotta find some balance there.
>>
>>816878
Legs going to be covered, so i didnt want to work on defined muscles. however you do still have a good point. arms looks too "stick" like compared, thank you!
>>
>>816862
anatomy is bad
>>
>>817089
Then put anatomy in time-out.
>>
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>>815324
felt kinda hyped up to start making the interiors, quite a bit of work but still fun
>>
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>>817295
not much changed on the outside but im still gonna add more stuff. looking forward to finish this soon
>>
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Modelling pipes again. Mostly because the old ones are shit.
Might as well go the full way and design a whole set, low/high poly and textured
>>
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And the old ones. I really should've gotten more reference back then
>>817294
Nice, suprising high level of detail there. Make sure you'll have a shot to show it all off
>>
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Made a few sexy wallpapers
>>
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Still learning composition shots heres my WIP
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>>817517
lmao
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>>817517
those are anything but sexy
>>
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>>815589

My first attempt at hair cards. Followed a korean tutorial on how to do it in painter however it looks like shit for now. I'll play around with the gmh plugin if I get better results else I have to completely iterate.
>>
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added background. What do you guys think about this render
>>
>tfw constant struggle when I can't tell if my foliage cards are shit or not because they render horribly in Unreal, but for some reason look great in Cycles and Eevee
>>
>>818189
It's yet again too fucking bright.
I still like the models.
>>
>>818189
Turn down the bloom by 75%.
Pictures on the tvs too look like they're just a texture behind the glass. Look up CRT emulation/effect to apply to your image so it's broken up into pixels like they used to be. Right now they look like they're full hd.
>>
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>>818200
>>818201

mmph-mmmph can't stop glareee mmmmmm...





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