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File: wip.jpg (1.18 MB, 1500x882)
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/wip/ - Works in Progress
- Final Form Edition -
I am become WIP, creator of worlds.

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

Previous thread: >>831717
List of free resources: https://pastebin.com/cZLVnNtB
>>
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sad nobody noticed this thread
anyway here's a project i eventually gave up but im working on something based on it, i guess it counts as wip
>>
>>837599
I noticed it, I just don't have anything to post. yet
>>
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>>837599
>generic basic bitch edge shader
ngmi
>>
>>837636
this is just blenders untextured viewport
>>837418
does anybody have the original version of le wip pic?
>>
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>>837647
I do, actually.
>>
>>837655
So why did OP create that eyesore out of this nice scene?
>>
>>837674
I don't know. Ask him, maybe that's the only version he got. Or he has a terrible taste.
Is it it even important?
>>
>>837636
>complaining about the shader on an untextured WIP model
ngmi
>>
>>837674
>>837683
It's a meme, if you've been following WIP threads for a while you would know. He keeps increasing effects until it looks disgusting.
>>
>>837599
Absolutely gmi.
>>837674
It's /3/'s only remotely funny meme.
>>
>>837636
It's not a shader you retard. That's just a matcap
>>
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>>837690
I already made it... by not bothering with trash like blender. Maya chads represent.
>>
>>837674
It's a running /wip/ gag.
Like the version before it where we'd put projects/posts from the previous /wip/ in the new OP.

>>837692
Is right.

I've got the original wip image, since it's easier to push that version than the previous fucked version. But I figured I'd play the gag to its inevitable completion. Which we've reached. Congrats anons.
It was always about fucking it up more and more until it's essentially just the bare minimum to be recognized as /wip/. I could push it more, but I won't.
Now I gotta figure out another gag. Maybe I'll leave it alone for a bit.
>>
>>837738
I like having the projects from the last one in op pic
But that takes effort so i'll try make one when this hits ~330
>>
>>837709
You dont even model anything.
>>
>>837745
>But that takes effort
That wasn't really the problem, the real problem was that the wip threads started having less actual projects, and more shit flinging.
A thread would fill up with needless arguments, and you'd only actually have maybe 5 projects in the thread, with maybe 3 of them usable in the image. Things really went downhill, and I kind of got fed up with /3/. But you can't ever really leave. Someone else started the deep-fried thing and left, so I picked back up where he left off.

It's not too hard to put them into the wip. I used to have a version where I had layers and stuff separated out, so I could put things in the tunnels, behind the hill, behind the various fences and rocks, and spots for the puddles. It made putting things in pretty easy, since I could just magic select the projects (most of the time), and slap em in.
But I had a HDD fail and now it's locked in limbo. I could do a recovery, but I have a lot of "questionable" images left over from my time as a teenager, and I'd rather not ride the party van.

But yeah, I'll see about putting the projects in the wip. Might be fun to carry them over from wip to wip so the collage slowly starts to encompass the whole environment with each thread.
>>
>>837753
As a TD I don't have to.
>>
>add node
>realise you've fucked up
>hammer escape
>toolate.pic
>cpu usage: 100%
>ram usage: 98%
>pray it doesn't crash
>last save was 30 minutes ago
>last backup was 40 miutes ago
ffuuuccckkkkk
>>
>>837674
Check the file extension
>>
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I have been working on this fatman the clothes are just blocked out but I would like to make them in another software. The device on his arm is also blocked out and made in blender in the second image, lots more detail to add such as wires and screen to put a UI I have to make, I have also been working on the gun in his holster in blender although not quite happy with the current design. I'm working on getting this guy into an engine so ill post the final with cloth simulation and various animations and maybe him firing his pistol.
>>
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>>837871
Device on his arm
>>
>>837871
>>837872
Blender x Zbrush is the best crossover
>>
>>837873
With addons yes, I'm still learning them and trying to use them to their fullest potential, HardOps/BoxCutter/MeshMachine/DecalMachine/And the aids that is Retopoflow.
>>
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>>837599
I made a tank recently too. Your picture looked so nice that it inspired me to add some extra clutter on top of my tank. I also tried to recreate the colouring, but I couldn't quite get it exactly right.
>>
>>837874
I hate retopoflow, it’s too clunky.
>>
>>837876
>>837874
>retopoflow
Who else here /vanillatools/?
retopoflow feels too janky for me
>>
>>837875
Now texture it.
>>
>>837883
Yeah, I pretty much stick to vanilla for everything.
It's like 90% of external addons are completely janky and feel hacked together.
Which kind of pisses me off when Blender devs say they won't officially implement the more popular ones because they don't want to take food from addon dev's mouths.
Fuck them and give me a proper implementation. The addon is just a proof of concept.

There's a few addons that I use, but in extremely niche circumstances.
>>
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>>837875
hey,cool
i also started reworking on the little tank i posted earlier.just 40 minutes ago. went a little with a less original idea though
also i like the details, especially on the wheels and the suspension
>>
>>837883
Guilty. Show in front+shrinkwrap+snapping+cheeky 1 level subdiv pushed before shrinkwrap do the trick for me. Actual extrusions and mesh manipulation are fast as fuck in blender, it’s just making them vertices go in the right places that makes it somewhat challenging
>>
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>>837905
>>837905
also forgot to mention that i wasted my time making interiors for that other tank i ended up scrapping just because i didnt like how it looked. Might reuse a few models for this one
>>
>>837636
fucking idiot noob lol
>>
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>>837911
I don't use FOSS shit
>>
>>837918
Doesn't matter if you can't model. Fag.
>>
>>837905
>>837907
These look really good.
>>
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>>837920
You don't know shit zoomie
>>
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ngmi?
>>
>>837945
it has a very 2000s promotional videogame render quality to it.

I think you need to try harder on the fur, it doesn't have enough directionality or effect on the albedo, the noise is not working for me you need to stencil some actual fur texture onto it.

The simple nature of the materials themselves in terms of roughness and metalness on the clothes is also giving it some of that old look.

>ngmi?

Nah you can make it you just need to follow a few painter tutorials on putting together convincing materials and such, producing good cloth folds and sculpting is also something that just gets better with time and practice.
>>
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>>837951
Man, I really need some pointers on where to start with that. It is actually for a video game, and I've no idea where to start when it comes to making like proper fur in the Unity Engine.
>>
>>837960
There's a free shell shader for unity you could experiment with https://github.com/Sorumi/UnityFurShader (I'm an unreal babby sorry I only use unity when I need to).

and this is what I mean by stencil painting

https://www.artstation.com/artwork/3m9qD

obviously this is slightly more of a realistic approach than what you want but I think getting a bit more information and directionality into the fur will help, add that with a little thickness from the shell and I think it'd work ok.
>>
>>837960
>>837945
If its for a game, don't add any fur effects, that looks kino AF
>>
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>>837418
Anyone knows where i can find a tutorial on directional fire or particles?
>>
>>837977
https://youtu.be/y_vmZ5EBva8

pierrick's realtime VFX series will get you started.

make a cone for the rocket trail and start messing around with this kind of stuff.
>>
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Please dont say anything good about this. Just outright hate it. Even for no reason. Trust me i encourage you to do it so.
>>
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>>837982
Thank you.
>>
>>837987
Awful face
>>
>>837987
looks like a member of david bowie's band from omikron
>>
>>837987
In what kind of a situation would you ever want to combine very low poly with lewd?
>>
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i have been working on this mode for quite some time now
>>
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and heres the body
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>>838033
I'm equally impressed as i am disgusted
>>
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>>838034
aw yeaaa
>>
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getting her face to a point that i am satisfied with was difficult
>>
>>838017
none. it was a shit quality texture edit for shits and giggles
>>
>>838033
>>838038
3dguy? post her butthole
>>
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>>838041
>>
>>837987
is that a dude or a girl? anyway
>>
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>>838041
no hole for u
>>
>>838044
hnnnngh please
>>
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Trying to sculpt for the first time ever.
Comments and insults are welcome.
>>
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I've been sculpting female heads like a madman lately. This is the ninth or tenth one already, I think. I've gotten significantly faster, that's for sure. It only takes an hour or two to create something like this. However, they still look like men with Down's. Why is it so hard to sculpt myself a waifu like Grace Kelly or Audrey Hepburn? How is that too much to ask?
>>
copied the knobs from some moog synth and soem radar consoles
>>
>>838067
Let me give you a pro tip. Well, not really a pro tip, since I started a month ago, but a good tip nonetheless. Add an armature. A human metarig is pretty good. Then sculpt around that. You'll get decent proportions for free.
>>
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>>838074
bobs too big
>>
>>838074
bobs too small
>>
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>>838075
>>838081
what about butt
>>
>>838074
>>838085
What is this? Polymodel? Retopowork? Why the polygroups?
>>
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>>838087
polymodel. im using different colors materials and the edgeflow to help me visualize the rhythm and structure of the body.
>>
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>>838070
This one actually looks a bit more pleasing to my eye after a few modifications and some paint. Maybe this time I'll also create some hair and add textures.
>>
>>838073
There's no point in taking shortcuts for me since I'm just doing this as an hobby but thanks for the tip nonetheless
>>
>>838093
Nevermind, she looks like a tranny now that I've posted it. Fuck's sake.
>>
>>838093
Above eye area needs work it wouldn't bulge out there move it inwards. Eyes are too long too. Get the measurement of a real eyeball and use that.
>>
>>838095
Kek don't worry that is completely normal. Our brain has a weird way to isolate and ignore information that is right under our nose, so it can focus on whatever is on our mind while we're working. Every artist experiences that reaction, all the time
>>
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>>838093
Now she doesn't look like a tranny. This is so god damn hard. I spend an hour creating a head and then I spend years tweaking it.
>>
>>838098
>Our brain has a weird way to isolate and ignore information that is right under our nose,
Yeah. My brain is probably even worse than average in this regard. I miss horrifyingly glaring issues all the time.
>>
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doing this to force myself to get used to zbrush
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>>838099
Guys, I found a final solution to the problems I've been having with female heads.
>>
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I saw Boss Baby a couple days ago, and it put me into a 3d modeling mood — tried modeling Tim's Wife (Carol)
>>
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>>838129
Boss Baby 2***

Here are some in progress wires, but yeah, I also wanna model Dr. Armstrong
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>>837418
Just finished retopo and normal bake on this asshole after laying him off for a while.
>>
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>>838099
First time trying to create particle hair. It seemed super easy. Was surprisingly difficult. Or at least quite tedious.
>>
>>838129
I wish women here had asses like that. Their backs all just end in the thighs.
>>
>>838130
amazing how the wireframe looks better and has more charisma than the rendered version
>>
Works being posted in this thread these days make me not want to share my stuff anymore. Too degenerate, and it really wasn't always that way.
>>
>>838207
What's so degenerate in this thread? I see only one or two things. The half-robot woman and the few replies to it. But there are at least 10 works that are not degenerate at all.
>>
>>838209
Let's see...

>>837636
>>837709
>>837918
>>838031
>>838033
>>838035
>>838038
>>838041
>>838042
>>838044
>>838081
>>838045
>>838129
>>838130

And the thread has just began.
>>
>>838207
please post your donuts anon, we want to see that render noise
>>
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>>838218
there i am 6 times
>>
>>838218
Those last two pictures of that disney woman don't seem degenerate to me at all.
>>
>>838219
My donuts are too powerful for you
>>
>>838222
She looks nothing like that in the movie, this is clearly a depiction made by a degenerate mind. This place is PACKED with porn addicts.
>>
>>838225
Well, there are some nice pictures of tanks in this thread too. Post something of yours to help reduce the concentration of degeneracy.
>>
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Would something like this be 3D-printable at 28 mm scale? I'd love to create some new heads for my 40k sororitas, since the official ones have both awful hair styles and tranny-faces.
>>
>>838218
you also forgot >>837987
>>
>>838236
You're right, I forgot to quote it as well.

>>838227
I've been posting before, but I just don't feel like posting my work inbetween these kinds of images anymore. I noticed that is the case with almost anybody good enough, they just eventually get a job or realize it's not worth it when there are so many other places to share work. At that point you kinda don't want for anybody in the industry to reverse search your posts on 4chan. And it is really easy to find someone based on the work they post here, because I see their work in Discord communities under their real names, on ArtStation, Polycount etc.

I still sometimes post my work when it is in early stages, because I still do like the concept of complete anonymity and there are still some decent people here, I always get good feedback and support. But it has been too much these last months, maybe schizos and other degenerates will get washed away again.
>>
>>838231
There is a 3D print general on /tg/, you're better off asking questions like that ovet there.
It's possible, but you should use at very least something like the Phrozen Sonic Mini 4k to get decent results.
>>
>>838225
Actually anon, she is pretty stacked in the movie, it seems like he only made her a tinge taller, how is that porn addict?
>>
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>>838236
Ngl i want a femboy troll stripper...
>>
>>838085
>>838088
looks really nice anon
>>
>>838254
kill yourself.
>>
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>>838256
Death will not stop my craving for horny gay aliens
>>
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>>838130
Started on Dr. Armstrong, his face is eluding me since I can't find a good resting expression to use, ah well

>>838218
complain less and post more
>>
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>>838261
>>
>>838261
admit it you have an ass fetish

>>838259
also kill yourself twice
>>
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MiG-29 progress. I decided to restart, but I like the topo much more. I want to redo the wings. This is mostly just experimentation, so I think I can make the wings better than they currently are
>>
>>838267
Looks good. Doesn't seem like an easy object to model either.
>>
>>838267
Sick
>>
>>838268
>Looks good.
Thanks, anon.
>Doesn't seem like an easy object to model either.
It's not, at least not for me. I'm sure it's nothing for some of the guys here. I've been at modelling fighter jets for months, and this is by far the best WIP result so far. I don't think anything has taught me as much about good topo as jets.
>>
>>838269
Thanks! I just love military hardware.
>>
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I spent today sculpting a body. This is the second one I've sculpted now. This one's a bit more realistic than the last one, I think. Last time I just sculpted whatever I thought looked nice. Now I sculpted all sorts of muscles and bones and then pretty must smoothed them out of existence. Proportions are definitely somehow off, but I'll fix that tomorrow.
>>
>>838297
on the right track, I think the biggest thing sticking out at me right now is the area between the bottom of the knee and the calf, seems kinda chunky and too flat, also the ankle bone on the foot seems too skewed

nice work so far bruv
>>
>>838305
Yeah, the foot is pretty bad altogether. She also somehow manages to look somewhat short despite actually being probably taller than average.
>nice work so far bruv
Thanks. People are so nice on this board.
>>
>>838311
We're a happy little community :)
>>
>>838311
>People are so nice on this board.
What a grand and intoxicating innocence.
>>
Turntable of a recent stylized sketch

https://www.youtube.com/watch?v=KzU8a2l5RVY&t=1s&ab_channel=Sphaak
>>
>>838345
Terrible. Head shaped like that Hobbit and the two elves pic.
>>
>>838345
really nice forms, I especially like the clear distinction of the outer brow, and the cheekbone forms. The biggest problem for me, is the width of the head, and the way the jawline and goes back, it looks a bit odd to me, especially from the front. It may be a sketch, but I think it'd be nice if you spent a bit more time refining the hairline and hair

>>838350
pyw
>>
>>838311
>>838319
>>838320
Ok but how based is the board? What do you think of Jews?
>>
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Got some questions about modeling farmer #1. I managed to make the pants connect with his under-shirt, and I am stuck on whether or not his overalls should be the same. Would it be better if his overall was attached to the undershirt? should it just be floating above the shirt mesh? I have no experience with animation or rigging so I don't know which would be the better option. I plan on making most of the model sub-dividable so it can be used for both animation and videogames.
>>
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What is the workflow that you personally use to make human bodies? Is it box modeling? sculpt and retopology? I want to make a model with clean topology and I am long overdue for making one, considering that I have been using 3d programs for two years now
>>838297
>>838085
>>838088
>>
>>838351
the width of the head and the jaw were too small at first making the head weirdly thin, so i think i overdid it by pulling it out. it's surely on the bucket list of possible fixes but i can't figure out something that doesn't look somehow worse.
the hair is supposed to be floating backwards so it would involve a more meticulous and tedious work to get there so i just slapped a sphere in there and worked out the basic shape so that i could visualize it.

thanks for the feedback anon.
>>
>>838239
Yeah, they seem to have a great thread about that. I wonder why it's not on this board.
>>
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>>838354
The previous character I made wasn't a fan.

>>838356
I've made three characters now, so I'm by no means an expert. The first one was just vertex editing, and it didn't have much detail. pic related is the second one. I sculpted her in parts and then retopologised her by extruding vertices over her skin until I had something that looked a bit like yours. Then I subdivided and shrinkwrapped it and I later even added some extra geometry where the rig deformed her horribly, like collar bones and elbows. Altogether it came at 10870 vertices. Then I uv-unwrap it and bake normals, and this is what I get.
>>
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ive a long way still
>>
>>838437
filthy lizard.
But seriously, if you retopo'd this, it would easily match Skyrim's quality level. It looks official, anon (although the arms are still a little too human looking). Post it on /tesg/. Lizards are the flavor of the month right now.
>>
>>838355
If you want to avoid clipping, you should only have a single layer pretty much everywhere where possible. So no actual body under the shirt, and no undershirt under the outermost shirt either. The more layers you have, the more issues you will have with clipping, and you will have to spend lots of of time with the most tedious process of all, weight painting.
>>
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>>838148
I didn't feel like doing much anything today, so I just made her transition. It was quite fun. With female faces, it feels like every minuscule detail is important, and it's trivial to make her look like shit. With male faces, I can just do whatever, and he'll look like a man.
>>
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>>838452
pic related helped me a great deal with understanding facial planes and the main archetypal differences between the sexes.
i like the nose, the planes read sort of well but everything else feels off. the eyes are too big for this apparently semi-realistic style you're going for and there's too little detail on the lower eyelid/upper cheekbone area, the lower eyelid goes inward into the face and is contrasted by the cheekbone going out creating a soft crease, yours is flat all the way.
the eye hood also has weak form and ends too soon and too abruptly.
>>
>>838466
You're right, he definitely has some chromosomal disorder. Turns out that sculpting a male face is hard too.
>>
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>>838262
Workin on a Jessie sculpt, her eyes definitely need harsher angles on the upper and lowerlid, so this sculpt makes her look more friendly than she typically looks— still quite like how it came out though
>>
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>>838448
I managed to make nearly everything connected. is this a good thing or bad thing?
>>
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>>838466
I edited his eyes a bit just for fun. Maybe he looks a bit better now. I'll probably trash this character anyway, though, since he's just a quick edit of the girl, and I actually want to finish her.

I should probably also look into those books. Thanks for the suggestion.
>>
>>838437
How long anon?
>>
>>838484
Looks good. Making everything connected makes it easier to animate him for sure. Rig him and try for yourself. If the clothes are separate, you'll probably see clipping. When they're connected, it'll probably work quite nicely with just automatic weights.
>>
>>838485
the definition of the eyelids is definitely better but the eye hood is still weak and the eyelids seem to wrap around the eyes near the end leaving the very corner of the eyeball exposed, which doesn't happen, if he were to scratch the corner of his eyes he'd poke his eyeball.
the eyelids taper toward each other with the upper one slightly on top in some people the eye hood(the fat pad above the eye) will cover most of the upper eyelid and even completely cover the very end, these mistakes just seem to originate from lack of anatomical knowledge and not necessarily lack of experience in 3d.
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>>838490
>these mistakes just seem to originate from lack of anatomical knowledge and not necessarily lack of experience in 3d.
Oh I'm clueless in both regards. I made this first character just last month. Take a look at this collage of my progress.

I definitely need to study more. I find it astonishing how little I know of the human body. How can I know so little of them when I live in in one and am surrounded by many more?
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slowly putting the textures together
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>>838496
Looks incredible. I hope I'll be that good one day.
>>
>>
>>838498
Based post on the blue board. Mind showing the wireframe?
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>>838500
here you go anon
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>>838498
M-MODS
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>>838507
Nice. Did you make that yourself? If so, how did you? box modeling? sculpting?
>>
>>838512
yes, i do everything myself, no bases used.
i first skulpted and then did a retopo.
>>
>>838498
She still got a pussy, doesn't she?
>>
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>>838518
i didnt include one in this model, but i have a shortstack model that got both pussy and anus
>>
>>837977
>>837987
>>838033
>>838093
>>838099
>>838129
>>838261
>>838345
>>838485
>>838498

all of those look gross
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>>838444
aye, still lotta scales to go. and gonna retopo it, and texture it all. he's a jeweler, gonna make him a few rings, and strip some files from the game where talen jei explains a bit of lore about argonian tradition. gonna look sick (hopefully)
>>838486
i started in march, but ive been reaaaally lazy about it. like 4 hours a week
>>
>>838525
retard mass replying crab

pyw
>>
>>838498
LOL
>>
>>838496
Steve Vai?
>>
>>838496
Did you leave the body mesh under the clothes? How do you manage with the rigging?
>>
How is it?
>>
>>838507
what's with the weird poles on the nipples?
>>
the fire, the passion, the critiques, the replies- It really makes the thread shine when people have all varieties of endgoal and approach on display
>>
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>>838356
personally I polymodel, and sculpt and retopology are optional.
>>
>>838541
SNEED
>>
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Damn, making cocks is my passion
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>>838533
Actually started off as Willem Dafoe, but he's kinda lost now
>>838539
I don't know yet, have some vague ideas how to approach certain areas, but nothing final. It's a learning project, so I want a more complex rig. Probably gonna solve the jacket with shrinkwrap around the arms, but it needs testing. I deleted the parts of the body that would never be visible to save UV space and avoid clipping later on.
>>
>>838558
amazing. the skin flexing in the right areas is just too perfect. would you know the keywords to search tutorial or guide to achieve similar results?
ive no clue yet how im gonna rig my argonian
>>
>>838543
When I looked up how to retopo them this was what I found. It works well for me
>>
>>838567
Rigging is pretty fucked in terms of available knowledge. Even the paid courses don't really get you all the answers. You kinda have to figure things out when you have the basic understanding of how things work.
If you have absolutely no idea what you're doing, I recommend looking at these yt channels: Royal Skies, Dikko, AntCGI. For a more structured learning, Art of Effective Rigging, Rigging for Games from CGMA, and Creature Rigging for Production from Gnomon are really good courses, so if that's more your thing check the CGPeers request thread.
>>
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>>838552
Mhmm, yep, yes, interesting, mhmm
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>>838573
you looked up how to retopo nipples specifically?
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>>838588
yes, also looked up how to retopo pussy
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>>838590
Bro... Links ?
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>>838525
U think i give a fuck about what u think?
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>>838498
Disgusting
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>>838567
>people think this is impressive in 2021
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>>838606
It's impressive for as long as it's not automated.
>>
>>838606
it's a hobbyist board, i dont expect industry professionals to be posting here
>>
>>838606
pyw
>>
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>>837418
Making an island for my new youtube animation I want two spotlights to spin around the lighthouse but the oreintation of the spotlights dont change :/
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>>838634
You want something like this? Just use the follow path modifier and check the follow curve option.
>>
>>838593
Well i did look it up but found nothing in that regard so I trial and error my way trough it
>>
>>838605
Cope and seeth in that order
>>
>>838593
Why would you need a tutorial for something like that? Is there bad stretching with your character? If not, you don't need to do anything. If yes, I'm sure you can figure out yourself where you need extra geometry to fix it.
>>
>>838643
DIL8 anime tranny
>>
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Redid the wings for my MiG-29. Overall happier with these ones, even if the visual difference isn't huge. The flaps probably need to be thinner, though.
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>>838662
Also experimenting with booleans to create panel lines. I really don't want to have to manually model these into the plane itself.
>>
>>838662
>>838663
Is it wise to have wings as single mesh if you plan going high detail? It makes it harder to keep nice topo and poses additional problems when you want to have panel lines. Just loose thoughts
>>
>>838606
i dont see posting yours
>>838574
zank you
>>
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>>838444
nobody commented my argonian in /tesg/
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>>838675
/vg/ is full of retarded faggots. Pay them no mind anon, it looks great
>>
>>838675
yea man it looks awesome, keep it up
>>
>>838437
pretty good anon, i liked.
>>
>>838675
Hang on a sec.
>>
>>838675
>>838696
Okay now go check again.
>>
>>838697
damn, I wanted to join the fun, but I'm range banned on /vg/
>>
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>>838697
thanks anon
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>>838666
>Is it wise to have wings as single mesh if you plan going high detail?
I'm really not sure. I think it's technically more realistic to have them as a single mesh. My concern is that when you're working with separate objects using subdivision surface modelling, if your edges don't line up, you can end up with weird gaps. Pic related. The green and blue objects are identical, but the green one as an extra edge. Whereas if they were one object, that gap couldn't occur. Maybe I'm just retarded, though. Is there an easy fix for something like that?
>>
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Finished this one yesterday. I made the reflection using an old trick.
there is another model underneath the scene and opacity on the floor.
it give the impression of reflection without using any reflective material.
>>
>>838795
Would the green reflection reach that far since the wall is blocking it.
>>
>>838795
Which program?
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>>838798
yes. Here is the same scene, but with Flat Mirror map on the floor.
the position looks similar.
>>838799
3dsmax
>>
>>838802
Oh right. I stand corrected. Looks good btw.
>>
>>838802
>3dsmax
Hmmm, but why are you doing the reflections this way? Which renderer are you using? I don't see any benefit of faking it like that except if it's for fun or whatever.
>>
>>838795
Great...but also nonsensical.
>>
>>838805
thank you
>>838806
>>838807
I'm using scanline renderer. I like to do lowpoly/retro stuff for fun and was curious about this technique, so i decided to try it in this scene.
>>
>>838802
Feels nostalgic, but I can't figure out why.
>>
>>838795
Neat
>>
>>838802
macaco?
>>
>>838795
very cool
>>
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>>837418
vrchat av i'm building for a friend. box modeled in a few hours. just going to slap on drawn face features cuz i want to keep it low poly
>>
>>838795
>>838802
are you the anon making the pale girl with the huge twin tails?
>>
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>>838639
Holy crap, thanks!!! Heres how the inside of the lighhouse is coming along.
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>>838864
Why is square? Should round!
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I made a knife-ear
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>>838835
sim.
>>838860
no, i'm not the same anon
>>
I wonder how much are these artists paid to do these long YT tutorials for him.

https://www.youtube.com/watch?v=frXk54-7wlw
>>
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>>838148
I haven't made much progress at all lately. I've had a few very unproductive days because of work stuff. I did spend some time in front of a mirror studying what my eyes look like. I think I managed to apply what I learned here.
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another cube extruded into a naked gorl
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This guy and a bunch of his slightly varied clones are going to be the antagonists for my gun-toting yuki-onna.

After getting mildly intimidated by the number of assets I'll need to create if I'm to stick to my guns of having as much of this be my own work as possible, I've decided to allow myself to be a lot more slapdash with these dudes than I was with my star character. I'm not intending on lengthy close-ups of these guys, so I'm not going to invest any more time in them than I have to. My low res rendering should hide most of the shittiness.
>>
>>839035
looks like half life model, so I guess you're fine in terms of quality
>>
>>839035
Textures look very nice, soul.
>>
>>839023
very nice, lets see the wireframe

>>839035
>be a lot more slapdash
dont worry, it only adds SOUL -- the most important part of a game
just look at cruelty squad
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>>839082
>>
>>839097
'ery noice
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>>839082
this is how it really looks like
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>>839035
Arms are way too long. It's like Slenderman in riot gear. Knees also look a little low. Textures are amazing.
>>
>>839100
You're correct on both counts. The arms are literal 2 second fix, but I'm leaving them as they are until I start posing this thing, because it's a segmented mesh and I'll end up sinking them futher into eachother anyway.

The knee joints are in the right place - it's the kneepads that are drawn low on the texture. This was a question of 'how do I give a segmented limb a kneepad when it's going to split in half every time the knee bends?
They looked better below the knee than correctly on it, and above the knee looked exceptionally silly. I may yet go for some modeled knee pads, or...

Tekken's King solves the knee/elbow pad texture problem by having them be completely black so that the split can't be seen.
https://www.youtube.com/watch?v=BwuXMowqSU0
>>
First time making clothes, :))
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>>838935
Now her bodyparts are welded together. Her legs should look a bit more like my own too. But I should probably model a man next to really learn anatomy. For some reason, I'm not quite as motivated to model a man.

>>839097
That's an incredible amount of detail for not having sculpted it.

>>839117
A super easy way to do underwear is to create a simple shape around the body, subdivide it and then shrink wrap it onto the body. Then you can create a crease or two using the cloth brushes in sculpting mode. The whole process takes only minutes.
>>
>>838893
doesn't look very trustworthy I'll give you that

>>838935
>>839120
I think you should first focus on polishing her body and face before moving on to hair and clothes.
>>
>>839122
>I think you should first focus on polishing her body and face before moving on to hair and clothes.
Is there something that stands out as being completely wrong?
>>
>>838838
why is substance painter missing so many basic features like geo hiding
>>
>>839131
Why are always the biggest morons with negative skill the ones complaining the most?
>>
>>839146
They haven't yet grown accepting of it.
>>
>>839131
This is a joke, right?
Unless Adobe somehow removed that.
>>
I don't care about likes and views except in a way they help me get better reach and potential job offers since I'm a freelancer, but damn, did I get hit in a face with the recent project. Spent almost 3 months on it, last week was spent on a really detailed breakdown, and I barely passed 100 views in the first day on ArtStation. Idk if algorithms changed, but it's really surprising. Feedback has been amazing from various communities all this time, and it is still getting lots of likes in some places, but on ArtStation, which is the most important to me, it's pretty much dead. I'm not sure if it could even reach trending anymore, even if it gets a sudden boost in a few days.

Anyway, just want to say that high quality definitely isn't enough and you most likely won't get noticed without good social media following. I don't have any, unfortunately. At least now I have a proof I was just lucky in the past when I did get a few huge hits with some previous projects.
>>
>>839201
Don't feel too bad anon.
I spent a year animating a 3 minute music video, and around 2 months rendering it at 4k where I basically couldn't touch my computer, only for it to completely fall under the radar on shitty sites like Reddit and Instagram.
I mean it was a commission, so I got paid and all that which is what counts, but I was really putting a lot of work and passion into it, and going above and beyond to make it the best it could possibly be.
I think I got something like 10 upvotes on Reddit in a community where people often enjoy my work, and like 140 plays on Insta.
Meanwhile I can post a trash project that I spent all of an hour making on one of those places and it blows the fuck up.
I know Reddit and other places are shitty, but you have to play the game to get noticed and to eat.

I figured 3 mins was too long for most people, so I even threw together a 10-15s teaser for the people that act like they're 5 y/o and can't look at something for more than a few seconds before they get ancy, still fell flat.

Moral of the story, don't put more work into something thinking it'll pay off, because you're always going to be disappointed by the results.
Instead, do quick and shitty work that you have no hopes for, and be both pleasantly surprised and dumbfounded at the warm reception it has.
Don't make art for others, make it for yourself, and let others enjoy what you do.

But man I fucking hate social media.
Thanks for reading my blogpost response.
>>
>>838893
Looks sharp
>>
>>839201
ArtStation views don't mean shit. It's unsurprising for things to go unnoticed there because everything on that site that's trending or popular is ALREADY from an artist who got popular during the earlier more simple artstation days. These days, artstation is swamped with lots more hobbyists and students— good work is always going to fall through the cracks, and the sheer amount of thumbnails of shit sometimes masks out the gems.
>>
>>839201
>>839207
Link your work anons, I'll like to see it.
>>
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>>839214
>Link your work anons, I'll like to see it.
https://youtu.be/0Zc_oICXfj4

Here ya go.
I posted in-progress stuff for it in these threads a while back, so you guys helped some with your input. I don't care too much about my work being on here, since I started out here anyway.

There's a few changes I'd probably do, notably making the whole section in "hyperspace" a bit shorter, but that was kind of a left over from when it was just a lyric video and not much else. I kind of pushed for going a bit more crazy with things with the solo section and the part after.
I think when people watch it, they probably can't sit through the slightly long wormhole section, click off thinking that's all there is, and miss out on the bits I really had fun with.

Pls be gentle anons, this was my first time making something this long, and I had to make a few compromises, as well as keep the client's input in mind.
I can't do much about the music either, so if it's not your thing it's just not your thing. I also know the whole "synthwave/retro" style isn't for everyone either, but that's kind of what I got known for, and I can't really separate myself from it now.

Now that I've hopefully tempered expectations, I hope you like it at least.
>>
>>839207
>>839234
How do I get enough following on sm to get commissions? I can’t seem to break 25 followers on ig. My posts get like 50-60 views at most and it’s mostly from hashtags, but they usually don’t bring in new people (or at least people who will not unfollow after two days) despite getting 70-80% likes from those views.
>>
should I add some plants and shit?
>>
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>>839242
>How do I get enough following on sm to get commissions?
Music vid anon here. If you can believe it, my Insta following is abysmally low (reaching 800 at the end of this month), and my only "high" SM is DeviantArt, with around 6k. I don't interact or do anything with DA though, so a following of 6,000 furries don't mean much to me or for me in the way of commissions. Even then, I think I just get follows on there because DA's email verification email uses my art as the banner and points new users to me.

I started out really small though, I used to make wallpapers for people on /wg/, then used to promote myself to small musicians and did album art for free so it was good promotions for both, then I started slowly taking commissions.
I started super small with the prices, $20 or so for something, since I was just happy to get anything for my work, but as I got better I started charging more. I'm still underselling myself, but I have enough people coming to me to offset things, and I have side income selling the art I make.

It's important to note that the whole time I was doing all that, I was building (or at least trying to) a presence on social media. Posting absolutely everyhing on Insta, reddit, tumblr, DA, you fucking name it. I've got a god damn Dribble account.
I was lucky enough that one of my works happened to be lightning in a bottle for some reason completely unknown to me. Plot twist, it was one of those projects that took all of an hour to make. But that got me a boost in notoriety where I see it almost anywhere and I can say it's mine.

Now I just keep doing personal projects when I can so I can try to keep a consistent post schedule (which is what's important). Though most of the time I'm doing client work, since I have a few that come to me consistently and pay well. So I don't get to post too often, since they don't want them up.

Basically though, just find a niche, stick to it and people will come to you if you do good work. gl anon.
>>
>>839249
>should I add some plants and shit?
Definitely
>>
>>839242
I should also mention, that the best way to get followers on IG is to have a consistent post schedule. Just post as often as you can, and the algorithm, and bots, will take care of the rest. Back when I was starting out, I tried to post at least 3 times a week if I could. Even if that meant posting work in progress shots to show that I'm working on something. I could always delete it later to keep things clean.
Once you start posting, you'll get a bunch of bots that follow and like your shit, and they tend to disappear after a week, but the likes and follows still count as interactions, so it's still good for the algorithm.

It's also a good idea to use as many relevant tags as you can, which should be obvious. I don't really search too much on Insta, and I only really follow artists that I find browsing the web, so I don't know how well stuff shows up on the search or if people actually use it, but looking at my stats at least half of people coming to posts are from tags, so that's a big factor.

Speaking of stats, try to leverage them when posting. There's a way you can see peak times for people looking at your content (mine is around 3pm), so it's good to post around an hour to half an hour before that, so your stuff is near the top of their feed. Posting AT the peak time isn't so great, since they're probably already scrolling down so they'll miss your stuff.

Lastly is something that I've been experimenting with, but try to post your stuff with a 4:5 ratio (I use 1080x1350), that ratio seems to cover the largest surface area on mobile, so people are more likely to get a bigger look at your stuff compared to if it was 16:9 and tiny when looking at a vertical feed.

It's all small stuff, but it tends to add up if you can keep doing it.
But to tell the truth, I fucking hate social media and having to know all this. I just want to make art, not be some faggot that panders to computer algorithms to fucking eat.

But yeah, hope these help!
>>
>>839254
I guess posting frequency is where I fuck up. I do post mostly WIP stuff, but I have to work as well, so sometimes I post twice a month, because I don’t see the point of posting some tiny update. I’ll try ramping that up and see what happens.
You say 800 is tiny, but I don’t even know how to get a 100.
>>
>>839257
Posting frequency is definitely the biggest one to focus on. I'm kind of the same way now, where I'd rather put out a full project rather than some small little update or something, because I feel like it's a waste of people's time if it's not something meaningful. Even though I realize the irony of that considering Instagram is so shallow.

800 is a bit more than 100, for sure, but when I've been stuck around there for about a year or so then it's not as great a number considering it's not grown all that much.
That's mainly my fault though, because I've been taking so many projects to try and make ends meet, I don't get a lot of time to work on personal stuff to put up. A lot of times, the stuff I do for people, they don't want it posted because they're afraid of others taking it and using it for their own, or it's just something that doesn't fit all that well for my audience.
So I have a year or so worth of work that can't really post for one reason or another, but no time or drive to work on personal projects either because of back to back clients or burnout, so my account has been stagnating.

I could do a bunch of tiny 1-2hr projects, but I feel like the quality would suffer, which I think would be worse than just not posting. Which spirals back into the whole thing of "put a bunch of time and effort into a project" only for it to not have as good a reception than I had hoped.

Just keep at it anon. You'll get there. A lot of the early game is interacting with people and "salt of the earth" type of shit before your accounts start growing organically. Set small goals, celebrate milestones, interact with your following, and play the game of social media.
>>
>>839249
Very nice lighting and composition. Some plants would be nice for sure.
>>
>>839234
I like your video, anon. You should make more music videos. I was disappointed to find none on your channel. The style of this one reminds me of some of the fashwave videos I like to watch.
>>
Thanks for the support, guys. You may have seen my WIPs here before, still working on other miniature scenes, but I released the first part.

https://vimeo.com/575377153

>>839214

>>839265
Yeah, I should focus more on social media as well, I also had lots of likes on Insta when I was posting regularly, now I posted this after a few years and it's not getting any engagement anymore. I started spamming Twitter now as well, actually got noticed from some pretty important people there. Twitter is new to me, but I'll keep at it.
>>
>>839271
I ‘member. Love your work.
>>
>>839272
Appreciate it.
>>
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Handpainting hands is hard

Any tips?
>>
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Side by side, the difference between a model+rig+skin that took about 60 hours and one that took about 6.

I'll probably tidy him up a bit, but he's good enough to start animating a first pass with.
>>
>>839289
go easy on those normals, jez
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>>839214
>Link your work anons, I'll like to see it.

Hey! Lighthouse man here >>838634
I'm very ameture I've got around 70-100 hours in blender im no expert but im working on something very big a completely original animation, you can check out my channel here but both videos are very lazy and unfinished garbage. https://www.youtube.com/channel/UC4oH0Sk2W_4ZvGMEZLVo9zQ

Im hoping to have original voice actors music ect, putting alot of love and effort into it, While its being made i might release some other shitposts on my channel, Subscribe if your intrested :^]
>>
>>839291
Reducing the normals makes it look plasticky and flat, it's a tough balance
>>
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>>839120
She's retopoed and rigged now. Holy shit that baking normals is so god damn tedious. Fuck toes and ears. I fucking hate toes and ears so much.
>>
>>839207
>>839201
This is the reason why I'm not willing to pursue indie game dev. I already felt it in my small uni group game projects - it is so hard to get traction. Spending so much time crafting new posts for social media, only to feel like you're yelling at the void.

Now imagine instead of spending X months on a project, you spend X years, AND you're financially dependent of its success. You spend all those resources and you end up selling 7 copies (4 of them being your family members).

It's hard out there, man. It's easy to get jelly of people like Undertale or Stardew Valley devs, but when you realize that it is a gigantic lottery and they could have easily end up being one of those hundreds of failed devs that got their life ruined... Yeah, I'm not the type of person who just wants to play it 100% safe and just get a boring stable job, but this is too much even for me.

But on the other hand, he who dares wins etc. etc...
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how the fuck can you give the hair the vertex color in cycles on blender
also why is lighting so retarded
>>
>>839317
how do make people in blender?
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>>839023
>>839099
how did you do it
ive seen on youtube a guy extruding perfect topology and then scuplting the details and i thought thats such a perfect workflow to make characters for video games or whatever
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>>839332
It goes pretty much like this: Select the starting cube, ctrl+tab, select sculpt mode, enable dyntopo, sculpt something that looks human. Then post a picture of it here and wait for the anatomy-guy to tell you what you did wrong. Repeat many times. Just keep doing it. You'll get better very quickly. You can see how I progressed right here: >>838492
I sculpted the first one of those just about exactly 1 month ago. This newest one does not exactly look like a Victoria's Secret model yet, which is pretty much what I'm aiming for, but you can see that it's hell of a lot better than the first abomination I first created. So just keep at it, and you too can soon create humans.
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>>839335
It’s slower than sculpting and retopo, but suit yourself
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>>839153
You can only hide individual objects or material groups which sucks when working on game assets where you want to use as few materials as possible. why can’t I hide individual faces / UV islands?
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>>839270
Thanks anon.
>You should make more music videos
I'd honestly love to. But it's not something I really have time for unless it's something I can get paid for. At least then I can justify putting a ton of work into somethin, since it's for the client. If I put a bunch of work into it for myself, I run into that issue of working too hard for not any real gain. Since work isn't proportional to success. I know that's not the point, since I make art because I like doing it, but it kind of sucks making art in a void.
>reminds me of some of the fashwave videos
Yeah, my work tends to be the subject of a ton of fashwave edits, at lest judging by the /wg/ threads. I don't endorse them, but just mainly because I don't like edits of my work. People can have whatever world views they want, it's the art that matters ultimately.
I hope I get to do more music stuff though, I found the project to be really fun. Especially making music-reactive elements. I'd love to do something that really puts that as the focus.

>>839271
Oh yeah, I was watching the progress of that one in these threads. Even responded to it a few times. Really great seeing it come together with the visual storytelling.
I just spent the last few months posting my backlog on Twitter every day, and it got nothing but retweets from bots and not much else. It's not worth it. Twitter is full of bots and snowflakes.
Just try to focus on one main platform, since the higher one is, the more organically it'll grow.

>>839320
I feel ya. Life is hard when you want to create. All you want to do is focus on making, but you pretty much have to spend an equal amount of time schmoozing with people that probably don't even care. I get jelly of other artists sometimes too. But I try to remember that it's not really a competition, and I can only do the best that I can do. I won't ever be them, so I just gotta focus on making the things that I want to put out to the world.

Good luck everyone. /3/'s a shithole, but it's ours.
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>>839349
Agree with you, man. But fuck, it is so disgusting that stuff like that manages to make me feel bad, but it still does nonetheless. There are some particular new artists in game industry (I won't name them), who completely exploded recently. I have no clue how. But I'm sure they had decent following and support from friends when they started out. I'm basically an alien to this world in terms of people that surround me, I always start from 0.

And on top of it, you see they just recreate nice concepts while the work itself isn't a technical masterpiece either, and it should be at least that if you're not showing off your creative abilities. This never sat well with me, I always prefer artists who explore original concepts in their personal projects.
>>
https://www.youtube.com/watch?v=dcHFLGaqJrY&ab_channel=Sphaak

It seems as though the closer i get to the end the longer it takes to get there.
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>>839357
Bruh, I saw some people post their stuff on linkedin and figured I should do it as well. Imagine the pain when almost nobody even from my connections liked it, no colleagues, not even mentors from uni who supported me in the past. Now THAT sucks. I don't think I'll post there again.
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>>839303
It's looking a bit leatherish. More red in the fleshy bits, yellows in the boney bits and light blue in the veins and thin areas.
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>>839335
it is just free form modeling
see Arrimus3d about the topic
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I tried to do some texture painting on her face. I have no clue what I'm doing, and I feel like all my effort didn't really achieve anything. Her body is just one colour, but it looks pretty much the same as her face.
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>>839374
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>>839374
idk if you should even be jumping the gun and doing textures when you don't even have your forms down, also the the (attempted) realistic hair contrasted with the unrealistic face creates some "cg is my passion" vibes, you should probably just sculpt your hair in with the aid of curve modifiers. it would look way more consistent.
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>>839380
>idk if you should even be jumping the gun
I should be doing whatever I want to do.
>when you don't even have your forms down
I'm getting there.
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>>839383
kek
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>>839383
>I'm getting there.
You sure are, your malformed iron deficient tranny is as good as your self-awareness.
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>>839402
lmao
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>>839374
what genetic disorder is this?
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>>839023
proportions are terrible. the microfeet, the elongated torso, everything. she couldn't even masturbate because her arms don'r reach her cunt
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>>839374
>>839383
Dat rig doe
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>>839330
should i just call it a day bros
i cant be fucked to deal with the hair particles mess anymore
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>>839402
I don't think she looks like a tranny. Malformed, sure. And the rig deformation exacerbates it. What makes her iron-deficient, though? Weird skin-colour?
>as good as your self-awareness.
Thanks.

>>839441
You know, that's actually precisely what I keep asking myself, when I sculpt my faces. Usually it's one of the trisomies. Down's or trisomy-X, maybe. When you're new to sculpting, it's really hard to say what's wrong. You can tell that something obviously is fucked up, but you just can't pinpoint what exactly. The anatomy-anon has been really helpful in that regard.
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>>838498
Did you use zbrush in the pipeline?
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>>838031
>>838033
>>838033
cool weird disgusting design
i love it
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>>839383
>>839374
yikes
sculpt over the hideous deformations after posing it
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Painter is working like ass, so it’s taking longer than it should.
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doing some soviet cyborg spy girl
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a bit of self-isert
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some female specimen
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>>839493
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>>839490
clean textures - how did you do the leather?
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>>837418

every time iam modelling, tons of tools come to my mind, but i was to lazy in the past to learn the python api of blender. now after some weeks i got confident enough and started a tool that would be beneficial for my modelling style.

it projects an object onto the surface of an other object and you only need two selected edges/edgesequence to archive this. currently its just a flat plane and only one direction, but that will be next, then a fancy UI ...
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>>839510
Isn't that just what shrinkwrap does?
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>>839524

...the shrinkwrap doesnt respects the underlying edgeflow. this tool deforms the object so, that it fits perfecly into the existing topology - in the endversion you can project obejctes allaround the other obejct.

when you take a second look at the picture i posted you get the idea, this is absolute brainfuck to do it witht the shrinkwrap - the yellow mesh is the projected version of the orange flat one.

you build the boolean cut object or the part you want ro implement easy at the side and projects it onto the obejct with one klick ... thats the reason i started coding this, because it always pissed me off that its not possible with the tools i currently have.
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>>839455
the crux of the problem isn't sculpting but the inexperience at representing faces in general, you probably also suck at drawing and/or painting by the types of mistakes you're making. the knowledge is the same, understanding of form, proportions, design principles, anatomy etc.
if you have beglet level drawing skill you'll start off with beglet level amorphous trannies when you jump into 3d because you don't know how to accurately represent form either way.
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>>839510
>>839529
>>
>>839491
>>839492
>>839494
very nice bro, I really like the forms on the last one
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>>839545

... when iam done i will post a link for source(addon install for blender) in wip threads, ~1-3 weeks (havent touched the UI stuff of blender python api this much yet and many other stuff), and there are some features who needs to be implemented, its still a learning project ...
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>>839289
>>839291
>>839303
>>839367
Did a pass on the sculpt to reduce the normals and did some paint corrections. The knuckles got a bit fucked but I feel like the rest is an improvment
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>>839554
And I forgot to attach the image
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Working on some assets for an over-ambitious game I'll never finish.
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>>839529
Fair enough.
Looking forward to checking it out. I'm not really thinking of the uses for this much, mainly due to my own lack of imagination, but I could see it being useful.
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>>839442
proportions are really important! just scaling the feet a little cause a big difference.
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been away from blender for a few months and this is the first thing i did since coming back
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>>839454
It looks like an issue with normals, as if they were transferred from the base mesh. Strands must have their normals computed separately. (I don't use Blender though, this may not apply exactly.)
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>>839599
Looks sweet, I liked the flat chested version better, but hey, that's just personal preference.
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>>839652
4chan moment
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>>838074
>>838085
>>838087
wow, you're good. You should finish it.
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>>839649
in blender you can comb hair to make it go on different directions if thats what youre wondering about
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went for an old CG look
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making tanks is hard
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>>839670
looks like shit. Trying to ape an old look doesn't help if you don't have artistic sensibilities.
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>>839710
pyw
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>>839699
>>
Some early tests of a vertex based PBR shader for the Vita
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>>839808
With a character
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>>839795
me on the right
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update for >>839510

...now possible to project in any direction, along target objects and around them, the source objects can have complex 3D meshes, perfect fit into the flow of the taget ...!!
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>>839710
looks like it could easily fit into reboot
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>>839652
i just want a character to follow a tutorial about rigging characters in maya. if everything goes right ill model a better flat chested mesh but animated for you.
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>>839826
how much will it cost. i would pay for it.
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>>839853

...i realy have no idea, its a learning project, and i am not the uber coder, so, more advanced people would laugh there asses up because of the way i handled it.

my idea was to make a github for it, everyone can download it, and the "payment" will be hints to code something better/faster/contributions and bug reports.

...but thanks for the interest to pay for it! stay tuned, i will post updates of this project in WIP threads and the final link for download ... and, its just one of the many tools i have in mind, in fact its a whole toolchain ... but thats future music. first this, then each one for its own ...
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>>839670
very nice
>>839710
this guys a fag
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>>839808
>for the Vita
Alright, I'm gonna need more context here.
Isn't the Vita discontinued?
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>>839852
Very nice work so far bro— something in her face is slightly irking me right now, I can't tell it it's the eye width or the brow ridge— can we get a closer look?
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>>839908
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jokar
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>>839935
Pretty cool, the skin texture is neat, teeth are good too
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>>839852
Her pelvis looks a bit cursed. Stomach is too high and ass is too low.
I'd also widen her hips or narrow her waist just a little bit. Nipples also usually don't poke through clothing that much.
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>>840052
Other than that - great work. Keep it up.
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>>840057
>>840057
>>840057
New thread up boys.
Looks like I fucked up the subject and accidentally put it in the name field. What a way to start over.

Planning on doing a project collage with the threads for the next theme.





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