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File: wip.png (2.71 MB, 1500x882)
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/wip/ - Works in Progress
- Reset Edition -
Starting off with a clean slate.

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

Previous thread: >>837418
List of free resources: https://pastebin.com/cZLVnNtB
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>>840065
looks nice
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>>840065
I've gotta say it has become REALLY unusual to see good content posted on /3/. I want to know more, got Twitter or something? Is this a game or just a bunch of experimental scenes you're showing? Really interesting characters, and at the same time they seem to be perfect for an indie game due to how simple they are. Perfect amount of cuteness and everyhing, I bet normies would eat that up, hell, I would as well.
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>>840070
Thanks bruv!
I dont like that social media is altering the way people think and create. I might post here every now and then. The mannequins are included in unreal engine starter content. I think they look cool but I'll do my own characters later on . I wanted to see if I could get UE5 to struggle with models I feed it but it but it seems to do fine no matter what kind of retarded workflow I use on these assets.

Im also very dissapointed in /3/ lately
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>>839670
Made some further process on her face rigging, doing some random expression tests. I really want to do hair more hair styles, make some good scenery, and actually make a real project or something with her, but I'm criminally lazy
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>>840077
Oh I meant those longbois, I've seen them in the last scene you posted, the one with some kind of castle and a ladder. They seem like really cool characters and I think the whole theme would explode easily on social media.
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>>840097
>half-aheago
You had one job, anon.
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>>840070
Chill out dude, it's good, but plenty of stuff has been posted in these threads that are just as good.
Especially in the last thread.
No fault to the other guy, but damn you really need to open your eyes more and get out of your bubble.
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>>840103
>tfw /3/ now complains even if you give a compliment to someone
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Today I again sculpted a new character. Well, half of one. Let's see if this one racks up half a dozen insulting and discouraging replies too.
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>>840097
aww
>>840101
ahegao is society going down the wrong path
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>>840122
Anon, stop.
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>>840122
don't come in here with that mindset. this place is toxic on purpose. its part of the joke and part of the fun. its not to be taken seriously.

keep practicing your sculpting. i wouldn't worry about the hair for now, focus on 'muh anatomy' some more. i'm not super learnt in anatomy myself but from my untrained eye the torso looks too long. but maybe thats just because she has no legs.
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>>840097
very nice
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r8 my chessguys for my jedi outcast like game
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>>840122
not sure if XY or XX
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>>840106
Nah, /3/ complains if you shit on everyone else just because you see a webm with the same repeated facade.
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>>840122
i guess you don't need anybody to tell you it looks like shit. now, if you want advice for how to improve, get on learning basic anatomy, like measuring body proportions with head units, how the features of the face relate to each other, etc. /ic/ has a 3TB mega link with books and video courses you can download from so you have no excuses.

you could also grind sculpting individual body parts until you get them right, like hands and such, but maybe 'you should be doing whatever you want to do'.
oh and btw, the face looks better but it still looks like a groomed boy.
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>>840133
Pretty darn cool
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>>840154
Literally nothing wrong with that face
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>>840065
Are those vertical escalators?
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>>840128
>but maybe thats just because she has no legs.
Yes, legs are quite important. I think the torso is about the correct length. My previous character had too short. It's one of those things that you think like "girls with long legs and shorter torsos are hot", and then you end up exaggerating it horribly. I had the same thing with way too small noses, too large eyes, too small hands etc. Probably still do, honestly, but I'm working on it.
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>>840154
>'you should be doing whatever you want to do'
I should. It's a hobby I started a month ago. I have no obligations whatsoever to anyone in regards to this. But I'm objectively improving nevertheless. Despite what demoralising cunts such as yourself say.
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Designed a weapon for my MC as well as made some texture improvements.
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>>840307
I think the textures look really good.
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>>840307
the work of one who consorts with beasts
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im so fucking bad at small details
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>>840307
nice design
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>>840314
please stop replying to yourself you smelly furry cunt
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>>840309
Thanks, made in Gimp.

>>840316
(You)
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>>840313
Nice. Just gather a shitton of references and mix and match. It takes some time, but you get better the more you do it.
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>>840307
It looks like something from the early 2000's in the best way possible, nice work
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>>840313

Basically >>840333, look at the old wip thread, there's a bunch of tanks there. Here's a reference, not by me
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>>840304
It's not too bad, but those knobbly old-witch hands are killing me dude.
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>>840344
>but those knobbly old-witch hands
I modelled them after my own.
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>>840313
This is not a real tank at all, is it? It looks a little bit like early Japanese tanks. Very bulky front, though. And the rear bogie and two drive wheels are quite weird. The track links don't seem to be connected to each other in any way either.

The bogies and the drive wheels look really good. The lamps too.
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>>840432
It’s based on random anime tank pictures and random ww1 and 2 tanks. I wanted to practice modeling something like this without being stuck trying to make something that actually existed that looks like shit lol. Anyways I made some progress last night but was too tired to post. I like the direction it’s going tho.
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>>840435
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>>840435
>I wanted to practice modeling something like this without being stuck trying to make something that actually existed
That's certainly fine. But the advantage of modelling a real tank is that all the parts typically have a purpose. When you make your own, it can end up with some weird features that look reasonable but don't necessarily make much sense. Such features can then be a bit of an eyesore to those who do know about tanks.
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>>840439
>can then be a bit of an eyesore to those who do know about tanks
those people should learn to have fun.
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>>840441
>those people should learn to have fun.
You know that's not going to happen.
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>>840430
my marfan syndrome brother from another mother
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>>840443
Then let them suffer. He should design his own stylized thing if he wants to, without having to worry if some asshole nerd will get triggered by it.
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>>840445
>He should design his own stylized thing if he wants to
Sure.
>without having to worry
True. No sense worrying the inevitable.
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>>840444
I smoothed out all my precious veins, tendons and creases. I also made the fingers a bit fatter. Maybe it looks better now.

It's actually pretty hard to modify anything at this point. Should probably have just sculpted an entirely new hand.
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>>840364
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>>840364
3dguy?
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>>840486
It's pretty obvious it's him.
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>>840474
Kinda like it actually. Feels like one of those evil cartoon roaches you'd see in some sort of insect repellant / raid ad.
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doing some low poly work for fun
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>>840430
Well to give you the benefit of the doubt, you're not a totally experienced sculptor, so I'm sure your hands don't look that bad.
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>>840122
Tell us about the insulting and discouraging replies. How did they make you feel ?
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>>
how do these look fellas?
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>>840544
Nice. I like clay renders too much, almost everything looks better than textured renders. Why has nobody made a game with that style?

Bloom might be a bit too much IMO.
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>>840461
>Maybe it looks better now.
it definitely does
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>>840547
>Why has nobody made a game with that style?
There's Superhot.
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>>840544
>>840545
>>840546
very nice, although i think the 2nd one captures the nostalgic feel the best
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>>840558
are you the cuck who keeps making threads praising shitty old renders
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>>840474
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>>840580
enter the arena bitch if you even Dare.i got a question. You sculpt - Do you retopo all your guys and girls? jw
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>>840580
Fuck, say what you will about 3dGuy, but the dude's a machine with how quickly he can crank this stuff out.
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>>840583
>Do you retopo all your guys and girls?
Zremesher in standard values do a good job keeping anything around 40K polys.
Density control in face and hands for more detailed character are needed sometimes, however.
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I really hate retopology, uv-mapping and baking normals. Posing is pretty fun, though.
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>>840632
Of all those only baking is gay, and only if you have a lot of meshes with many folds and corners. For this model it should be smooth as fuck. Post wire with seams, because those knees look suspicious.
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>>840637
>For this model it should be smooth as fuck.
How? Toes, ears and finger nails kill me every time.
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>>840641
Idk, just use more geo for those parts. Yours is pretty dense anyway, so maybe you are using wrong values. If that doesn't help, just copy your lowpoly, use displace modifier, tweak strategic areas and use that as a cage.
Seams look fine, idk why you get those weird shading problems. Did you use the same tangent space and triangulation for baking as you are using for the actual mesh?
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>>840643
>If that doesn't help, just copy your lowpoly, use displace modifier, tweak strategic areas and use that as a cage.
Oh, I must try something like that. Thanks for the suggestion. I get these absolutely awful artefacts between toes, next to finger nails, around the ear, at eye lids and lips all the time, and it drives me mad.
>Seams look fine, idk why you get those weird shading problems. Did you use the same tangent space and triangulation for baking as you are using for the actual mesh?
I don't know. I'm really good at fucking things up, so it might be anything. I didn't triangulate anything at all, though. Is this something I should do?
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>>840644
>Oh, I must try something like that. Thanks for the suggestion. I get these absolutely awful artefacts between toes, next to finger nails, around the ear, at eye lids and lips all the time, and it drives me mad.
If your geometry follows the highpoly surface closely, this is most likely an issue with ray distance value. Try setting it lower and see what happens. Try to find the sweet spot.
>I didn't triangulate anything at all, though. Is this something I should do?
If you baked it in Blender then it's not necessary. Otherwise triangulate before export, set tangent space to mikk in the baking soft, bitangent set to per pixel, make sure you bake in OpenGL format.
Read this for more info:
https://bgolus.medium.com/generating-perfect-normal-maps-for-unity-f929e673fc57
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>>840097
Did you rig it with bones? That seems kinda lots of hassle.
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Finishing up a smut animation starting keyframe. Any recommendations on lighting?
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>>840671
The fuck
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>>840671
kek, this is why I come here
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>>840544
>>840545
>>840546
theylook sick- you have said you use the compositor for the post process- looks good- Have you tried ringing it out externally? I bet giving it some sort of compression pass could smooth the chrom aberration on the eyes- the 1 thing that is a bit bold in these for me

>>840057
1 dude
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elevated rail way I am working in progress
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>>840313
>>840435
>>840436
Panzer vor?
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>>840545
Really like this one.
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been trying to improve this model
redid the face w/ better cell shading now
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>>840671
that palm seam LMAO
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>>840765
You are right, that clashed bad. Fixed it.
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>>840661
Yeah, it's all bones, but it wasn't too bad
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>>840661
isnt this how you're supposed to do facial animations outside of games?
i cant imagine shape keys are too flexible
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My girl is animated now. And her boobs jiggle.
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This is an old work that I did, i'm not sure wether I should post this on my portfolio, mainly because of the sharp edges on the gun. At the same time I'm not sure it's worth my time to redo the whole thing for 4 beveled edges. Is it striking ?
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>>840764
The face is waaayy too long for this style.
It should be somewhere around here. Flip between the two and you'll notice just how long the face is on yours.
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>>840782
Don't get me wrong, for some reason I like the look of this model and the flat titties, but I really don't think they'd jiggle that much or at all.
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>>840782
Still has some issues but I'm impressed about the improvement you have done desu
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>>840788
>I like the look of this model and the flat titties
Thanks. That's good to hear.
>but I really don't think they'd jiggle that much or at all.
Nonsense. It is paramount that the boobs jiggle.

>>840803
>but I'm impressed about the improvement you have done desu
Thanks. I really appreciate that.
>Still has some issues
Yeah. Quite many actually. And some of them would require changing the high resolution mesh, which is not something I really have the will to do this far down the line. Maybe I'll fix them later. Or in the next model.
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>>840782
now put her in a 3rd world apartment bathroom, and give her some bruises and a black eye.
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>>840808
I might put her in a Panzerkampfwagen IV and have her drive over degenerates suggesting such awful things.
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I've trying to make a 3D version of Daniel Craig using as much reference as possible, what can i do to make this face as close to the reference as possible ? ( I will be doing small details like wrinkles later )
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here is the body
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>>840811
The skull needs to be bigger, that's for sure. He's a bit of an egghead now.
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>>840811
>>840812
thats brock lesnar

>>840782
yeah she's too flat for those to jiggle

>>840783
visually its striking but technically its very basic
as long as you preface it as "old/early work" i think it should be fine
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>>840741
haha yes the tank is mostly based on the Japanese type 89 from girls und panzer, although I don't watch the show.
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>>840807
The boobs aren't jiggling though, with that amount of flatness, it's her rib-cage that's jiggling, not her tits. Her bones shouldn't be made of spaghetti, anon. You can't live a full life with spaghetti bones.
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>>840811
>>840814
No, it's fucking Dave Bautista.
Which is fitting, considering he was a bad guy in Spectre.
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I can't believe the kind of anti-jiggle sentiment I'm seeing here. I'm literally shaking right now. My toon's tits are literally shaking right now also.
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>>840894
They are shaking because her left tibia seems to be broken.
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>>840895
God damn it. There was some extra user transform that I hadn't noticed.
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>>840894
I like this this model. She's cute. Also nice job rigging and animating. juggle physics and all. Love the way her face is animated while she dances as well. Sexy!
The other guy is right though - her legs are fucked. post your weight paint
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>>840901
>I like this this model. She's cute.
Thanks a lot!
>her legs are fucked.
She actually had rotation on her hip, which propagated through all the keyframes. It looks like this without that transformation. The weight paint might also suck, of course, but her tibia isn't quite as broken without that unintended rotation.
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>>840905
I think your model is also a little weak in the knees. remember that the tibia angles slightly outward from the knee and because of the thigh muscles that wrap around the medial condyle it creates the illusion that the tibia is displaced slightly lateral at the knee.
Anyway, I think that is the most glaring issue but apart from that I think you did a great job. Very appealing face and good proportions overall. Keep up the good work!
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>>840918
>remember that the tibia angles slightly outward from the knee and because of the thigh muscles that wrap around the medial condyle it creates the illusion that the tibia is displaced slightly lateral at the knee.
I shall have to keep that in mind. I actually got the anatomy book by Uldis Zarins you suggested previously. I'll just have to start studying it now.
>Anyway, I think that is the most glaring issue but apart from that I think you did a great job. Very appealing face and good proportions overall. Keep up the good work!
Thank you. That is truly encouraging to hear.
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>>840766
hot
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>>840586
>>840504
this. I like how technically shitty yet instantly recognizable his sculpts are
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Am I going to make it?
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>>841092
You're already there mate
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>>841092
You spin me right round.
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Tried to make a nebula.. instead got some star blowing up.





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