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File: wip 5.jpg (1.51 MB, 1500x882)
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/wip/ - Works in Progress
- Collage Edition 4: HAIL STAN -
Now featuring environment anons!

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

Previous thread: >>850394
List of free resources: https://pastebin.com/cZLVnNtB
>>
>>853565
>So anon, do you have any experience with collaboration projects?
>>Yes, of course. As we speak, I'm actively contributing to a collaboration involving dozens of highly talented artists.
>>
I like how there are two instances of my militiaman furry guy, the normal one and his soulless untextured evil twin
>>
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first time trying texturing like this, obviously needs some work, any advice.
>>
>>853565
Made me kek at the uncanny furry head on my computer's display.
>>
>>853599

RE4 vibes
>>
>>853599
would-watch-leon-kennedy-reload-for-a-solid-minute/10
>>
>>853582
A collab to rival /3/'s old Imperial Boy project. Ironically also forever wip.

>>853591
I figured they were the same, but I thought why not put him in there like his commander or something. I tried to add "updates" to projects that were in earlier states but posted later, so I figured that was one of them.

>>853599
Don't be too down on it. I got that bad boy in the Goblin hoard. And I *think* it's also the gun being used in the drive-by.
As for advice, I guess it depends on what you want to accomplish with it. If I were you, I'd maybe plug your texture into a bump node, with a color ramp in between, to make the engravings have some surface detail. It's a quick and dirty thing, but still. I'd also pay attention to the texture on your barrel, it definitely looks stretched in places.
The unlit look isn't doing your model or textures any favors either.
>>
>>853602
With all that great free real-estate on the machine's screen though, why not put it to good use? Even left some room for some more heads.
But yeah, generally I have to come up with creative places to put heads without bodies. I'm kind of partial to the 3 heads on the fleshy pedestals. Don't know if anyone got it, but it was kind of a nod to those singing busts on the Haunted Mansion at Disney. It's a stretch, I know, but that's what I was going for.
>>
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>>853624
Coming along well anon.
Personally I'd push the fisheye/wide angle effect a bit more to really get some barrel distortion in there.
Having all the lines curve towards your subject might be kind of a cool compositional choice.
>>
>>853624
Am I the only one that finds it weird looking when you can see under/behind the chin on an anime head model? They almost always look a little weird, but I don't know how to fix it.
>>
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i feel like giving up already. Maybe i cant really just work with other people. I dont really know if my model is good enough that every time i think of it it just drains my energy to the point that i can barely work on the model. Hell i dont even know how to price myself.

Self depreciation and mid life crisis aside i've learned how to make anime hairs but i still stuck at painting. And this model has been WIP for a month now. I should pick myself up and actually finish it. I've stopped talking to the client too and he was a nice person. Man this sucks.
>>
>>853631
you get payed to make animu girls?
>>
>>853565
YOOOOOOOO
That's my ass there at the entrance of the tunnel, and that's my cup on the car!
MOOOOOOM GET THE CAMERAAAAAA

>>853624
SOVL
>>
>>853633
havent been paid once for my art "skills"
idk. I think i should really just actually make a game of my own and make money with that.
I feel like i should learn 2D too and colors so i can actually translate that into my 3D texturing skills.
>>
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Blender n00b here, how can I add detail (crevices, bumps) on this wee little tankard I made? The image texture came with no other maps, no normal, no bump, no AO. Also how do I make the metal more shiny and only it? I have both the wood and metal image textures on a single image, I'd like to make this a game-ready object (306 faces are within acceptable parameters for a prop like this, I hope)
>>
Upper limb rigged and working. I allowed myself a little blendlet moment to celebrate.
>>
>>853643
I'm jelly, rigging is hell. Good shit
>>
>>853645
I really enjoy it. It’s a bit like playing with lego technics. I loved lego technics
>>
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test wip render. Making my own animu base mesh from scratch. Only the feet comes from another base mesh desu.
>>
>>853649
Make new feet. Footfags can pay big bucks
>>
>>853649
That really made by one person? Different parts all look like they're made by completely different artists.

Head is full on cartoon weeb with dimensions associated with spindly stick bodies ala evangelion/sailor moon.
The body is curvy but stocky looking like a fitness model in some areas and like a middle age beach goer that had a few kids in others.

It's strange to me how anyone with the skill to make any part of that would have a weird enough taste to combine features like that.
I would have guessed that was a frankenmesh made out of haphazardly combining different peoples work.
>>
>>853652
It’s not unlikely, considering how hacky people here try to be sometimes
>>
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>>853649
If I made a weeb character I'd look at resin figures and match the bodytype and detail to those to go with the 'grey alien' style manga head.

When the body all of a sudden has realistic details and build to it it looks so stylistically disjointed.
>>
>>853652


ofc I don't blame you for thinking that but you'd be amazed what the coomer brain can do when you start ignoring standards. If you look at Qi sheng Luo, he has a few sculpts like this. I guess you can call it I'm going for that style?

The goal is mostly to practice anatomy which obviously animu weebers lack. Nothing more.
>>
>>853659
That Qi sheng Luo guy was very skilled indeed googled him, not a coomer at all but a complete top-tier do anything kinda artist.
His anime looking works are more in the style of Blade of the Immortal or Berserk.

You can combine realistic bodies with those looks since they're not full on cartoon but more like this mangaesque realism.
Those characters have realistic features like eyelids, nostrils, full lips, eyeballs are more pingpong sized than tennis sized and their jawlines doesn't terminate in wedges.
With that level of facial realism you can have a full anatomy without it clashing.
>>
>>853658
>it looks so stylistically disjointed.
True, but this is obviously because you went for the extreme 'grey alien' style. If you make the face more realistic in its proportions, the disjointed effect goes away. IMHO grey alien style doesn't match realistic shading at all, I would only use it if I intended to imitate a 2D look with diffuse painting only and without realistic lighting.
>>
>>853629
no you arent ive actually messed with it a bit because i also find it weird i might just make her chin a bit more pointy so that odd curvature goes away or edit the normals
>>
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Gunt posting this animation I made this last night.
https://www.youtube.com/watch?v=PgTaZ3xGdwg
>>
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pretty happy with how this worked out so far
>>
>>853702
his face reminds me of a guy that goes on a local bar every morning in my town
>>
>>853709
is he a weirdo manlet?
>>
>>853634
I didn't know what to do with all the asses without torsos, so I made them into an ass totem pole with the goblin's head on top as a way of.... enticing, people to come to his hoard/shop.
As for the cup, what better place to leave it than on top of a car?
>>
>>853696
an emotional tour de force
>>
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Insert Only professional quality Work into the spotlight space provided
>>
>>853652
>Unique interpretation of human anatomy bad!
>everything should look the same according to some made up model of human proportions
Horrible mindset
>>
>>853794
Fix the nipple clipping and it'll be perfect.
>>
>>853778
uncanny
>>
>>853850
I'm sorry, I can't help it. :(
>>
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Fucking around v2.
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>>853861
>>
>>853696
Better than anything hollywood has put out post gamergate.
>>
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>>853565
Its the elf poster again, took me a while but i am finally done with the body and the texturing and i wanted to ask for more feedback before moving on to rigging. I tried reducing the SSS as suggested by 2 other anons and tried fixing the issue with her scalp (not sure if it is any better, blender hair particles are weird). Thoughts?
>>
>>853887
Have not seen this strong box syndrome since the early 2000's, makes me think you're not serious and just meming. But more importantly what the autismo is going on with her ribcage anon? Care to explain yourself.
>>
>>853889
Strong box syndrome? Wut? As for the ribcage, i dunno i saw it from another artist and i found it appealing, so i mimiced it.
Not meming, but i am still new to 3d, this is my second character ever
>>
>>853861
sun thing looks like a ball of glowing spaghetti right now but the outer rings orbiting it look cool. good job anon-kun
>>
>>853861
>boy, this'll be a real doozy to try and separate out for the next OP
>>853862
>posts transparent PNG
What an absolute legend.
>>
>>853696
Inspirational
>>
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Probably need to remove that spin.
>>
>>854015
Blinking is because i was off by 1 frame at the start.. was zoomed out too much.
>>
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>>853565
>>
>>854018
Why is the metal not textured and i am pretty sure wood isnt supposed to warp like that
>>
>>854019
You can see in the screenshot that he is not using UV map,
>>
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Finished the body rig and cleaned it up. On to the face.
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>>854023
>>
>>854024
>>854023
Looks very nice.
>>
>>854020
yeah and I just noticed he is plugging color directly in the output instead of putting it through a shader, cursed stuff
>>853892
I think it means she is stiff, not sure
>>
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I guess il go with a more simpler approach.
>>
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>>854023

He reminds me of a particular scene in goblin slayer.
>>
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>>854067
>>
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Added some stuff....
>>
>>853631
I think your WIP looks really good, what about it makes you question it to the point of getting drained? Can you post more of it so we can see it better?
>>
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Can anyone give me some crit on this sculpt before I finish detailing the skin?
>>
>>854334
Looks top notch already, better than anything posted in this board. Even without the hair on top, makes him look like a monk.
>>
>>854351
Thanks anon, but I'm sure that's not true lol. And yeah that was my intention for the character, I really like how the tonsure looks for some reason so it's my go to haircut when I can't decide on another.
>>
>>854352

I'd get professional critique on polycount or a facebook group only because schizos run this board. If you ever get critiqued here, they are no better or even half as good as you.
>>
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>>854334
Literally top tier from all aspects. No criticism needed imo. Proportions are right, the specific characteristics are there? anatomy is great. Detail it, finish it, retopo, and be proud
>>
>>854352
i think you should get the haircut in rl
>>
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How shit are we looking so far bros?
Some things I know are wrong and some things I don't know how to fix.
For example.

I know none of it makes sense. I was just wanting to try out using the correct scale for things instead of doing it by eye. I made the coffin and then thought "yeah, I know I'll turn it into a kind of hidden room inside of a cave with ice on the walls and all of this cool shit" (hence the New Swabia map), but then I quickly remembered I don't actually know what I'm doing and I was being too ambitious. So I changed it to just Hitler's coffin chilling out in a generic room that seems to double as both a research area and a security office of sorts (that's what those grey box things are on the table, I'll get to those).

The grey box things on the table are supposed to be like camera monitors. I have images on the screens as if they're a feed, but they don't show in the render (they do in Eevee) and I'm not sure why exactly.

The little red warning light thing has a cage around it because I wanted to try something with the wireframe modifier, which was a big waste of time because you can't even see it.

I can't do chairs so every table or desk I do never has any kind of seating. Everyone has to stand in my world, it's good for your posture anyway.

My biggest issue is that on the coffin I used a boolean to add a cutaway(?) and it looks absolutely fine in Eevee, but all fucked up in Cycles to the point where you can't even tell what it is. Again I don't know how to fix this or what I've done wrong, I've tried everything.

I really didn't want to post it after someone posted something great, but I guess there's no time like the present.
So to reiterate, and ignoring all of those issues I've mentioned as well as obvious things with the settings because it's not a final render, how shit are we looking so far bros?
>>
>>854389
this isn't reddint, nobody's gonna have a heart attack because of it
>>
>>854393
Why would they, because it's Nazi related? I've posted related things (well, one) before. No one gave a shit that it had anything to do with Nazis. They didn't give a shit exactly because this isn't plebbit. Which is exactly why I'd post it here.
>>
>>854395
Oh, I thought it was a silly bait. Your last piece was a crate, right? That one seemed less like a bait, but this is basically an Adolf shrine, hence my suspicion.
>>
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>>854397
>Your last piece was a crate, right?

Yeah that was the one. It's not bait and it's not meant to be edgy or anything. I just seem to gravitate towards that kind of thing because it makes generic things less generic (although you could argue there's nothing more generic than hidden Nazi treasure, like the other one I posted).
I know it looks like some kind of shrine, but I suppose that's what it was supposed to be when I decided on doing it as more than just a coffin. Just to explain why it came about that way

>Want to do something Halloween related
>Do a coffin, maybe turn it into a graveyard or something
>Don't want it to be too generic
>Turn it into a Hitler coffin because there never was a Hitler coffin
>But at the same time Hitler's coffin wouldn't just be out in a graveyard
>What if Hitler had escaped to the Antarctic and died years later? What would they do when they can't bury the coffin?
>Probably have to keep it around somewhere
>Likely in a cavern because they're underground and staying out of sight
>Probably have a couple of other things there related to him, sort of like a "celebration"
>Can't do a cavern because I don't have the ability
>Have to turn it into a generic room instead
>Ironically after the whole thing was done to avoid genericism

That's why the concept doesn't really make sense, but would make more sense if it had been more like a cave (not an abundance of space, have to make do with what is available, that kind of thing).

I did try something completely different. It was a comfy little diner in the desert. I never finished it because it was making my PC run like shit, I couldn't dress the character, and I was having big issues with some of the mesh on the car. So I fucked it off. Pic related obviously.
>>
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no normal map mixing yet, but I'm pretty happy with it already
>>
>>854420
is that you burgerking dev?
>>
>>854421
>burgerking dev
Idk who that is, so I guess it's not me
>>
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>>854422
he always makes orcs and goblins so i thought you were him. He posted in /agdg/ once and in /3/.
Guy was kinda antisocial but he actually knows how to draw. Kinda feel bad about him since i know he can make mad cash.
>>
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>>854423
>>854422
wrong image but still funny
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>>854423
It's my first goblin character so definitely not me. Sounds like a based guy doe.
>>
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Rat with belly-face
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>>854435
best in thread
>>
>>854436
Thanks
>>
>>854353
>>854354
Thanks anons, I made a post on Polycount so hopefully someone takes notice over there. I'll probably update here with my progress when its finished as well.

>>854375
If only I was so brave. My hair is too short right now anyway, so I don't think it would really work out.
>>
>>854389
>how shit are we looking so far bros
Listen, you need to be more self confident and stop beating yourself up for everything. I unironically look forward to your posts in these threads. You're one of my favs (no homo). You improve with every new project. I'm excited to see what happens next in your Neuschwabenland/aryan adam & eve/secret treasure thing you got going on here. Were you thinking of making a movie or something out of this in the future, or is this strictly just practice?

1 critique:
The granite base of (Hitlers?) coffin there seems to be reflecting trees from the hdri so maybe put a ceiling and some more walls in your scene. I'm new though so I might be embarrassingly wrong on that.
>>
character i'm making for an art jam with a few classmates, started this morning and got until tomorrow to finish
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>>854487
i'm tired disregard my retardness
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>>854489
i know the left hand is fucked from dyna but i don't care since it's just for an image and i can fix in photoshop later, will continue working tomorrow now i need sleep
>>
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Currently modeling really big tits.
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>>853649
Accentuate the womanly figures it's not a real woman so go for it. Thin out that waist and widen those hips (and think bones influencing skin, not the other way around) and out thin the shoulders a touch. Looking good though mate.
>>
>>853887
Proportions look like a fucking child made it, hands and feet are just so wrong and the arms and boxy ass. Small adjustments though in your mind, probably take a while to settle since your art senses are so off to finish a model that completely while getting it wrong.
>>
>>854334
As the other have stated, just finish it. Great work bud.
>>
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>>854435
he tired
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Trying out the MD trial, any tips?
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I'm an beginner sculpter making models for my first game. This is my very first monster that I managed to pull off. Did an idle animation for it and textured it. How does it look?
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>>854665
I made countless unuseable, dump tier models beforehand, so this thing isn't my first sculpt.
>>
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Ok done, I scrapped the rushed environment I did and just made a lil gif instead
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>>854676
Cool anon
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>>853565
someone tell me whats wrong with these models
>>
>>854470
Thanks fren I really appreciate that, it makes me feel less shit. I'd love to do some kind of animation or film or something in the future, but I think that's a long way off. As it stands right now it's just for practice.

>granite
It's supposed to be marble kek, I wanted it to be a bit more grandiose than usual. The front has that tilt to it because I was going to use a boolean to put a carving into it, but my computer runs like a cripple if I try to do too much. Even rendering that one image called for me to have to restart my computer afterwards. It's a nightmare.
I didn't even notice the tree reflections until you pointed them out so thanks for that. I remember reading a little while ago that it was possible to use the light from the HDRI, but without the reflections (sort of like when you turn it transparent in the viewport). I've looked for how to do it since and couldn't find it so I might have misremembered or misread it.

Like I say though, thanks a lot.
>>
>>854704
missing penis
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>>854500
>really big
>>
>>853613
Quick and dirty is the name of the game anon. As they say in IT, "The temporary quick fix will become the permanent solution, until it breaks then it's all your fault".
>>
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Realized i rely too much on tutorials, started making a half tank after i remembered i had a free barrel model downloaded
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>>854926
Should look like this after being done
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>>853637
even if you only have a diffuse map you can obtain great results from it using "Materialize" to generate normals, height maps... etc.

I threw this together in 20 minutes
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A wolf-grill.
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>>854985
Cute.
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I think these are better proportions, what do you think?
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>>854988
Much but the boobs still look like bolt-ons. In terms of shape think tears not spheres anon, maybe you can just bring the nippies down a touch.
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Setting up the wrinkl maps
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making a spooky scene for halloween
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>>855115
Dude that's awesome
>>
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Is 11k tris allot?
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>>855126
Depends!
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>>855126
for this? I think you can do better. Post wire
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>>855000
>>
>>855126
>Is 11k tris allot?
Only if you're going for lowpoly. Or if you intend to have more than a thousand of those things visible at the same time.
>>
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More greasepencil + music stuff
>>>/wsg/4151050
>>
>>854981
ddo looking ass 2012
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>>853613
'ts fine lol, i barely post here anyway
but here, started to make the textures today
>>
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Scene I'm working on. Left is pretty early in, right needs rigging (which I am heavily procrastinating -_-) and the AUG needs work.
>>
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>>854985
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nothing original
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>>854985
>>855171
I wonder where this is going...
>>
>>855166
Lookin good. I really like the soft-angled and chunky look your weps have going for them.
I'd watch having the edge-wear on every edge, though with something stylized like this I guess it adds to it.
Kudos for having the image at an angle I can have fun with in the next OP.
>>
>>855143
Noice, now just add hair, remesh and paint that ho.
>>
Something I've been working on, off and on, for some time. I'm trying to 3D print it out now.

It's Mr. Chuckle Teeth from the X-Files.

https://www.newgrounds.com/art/view/head-zonkstudios/mr-chuckle-teeth-3d-print-model

https://www.deviantart.com/head-zonkstudios/art/Mr-ChuckleTeeth-MaskParts-894012408
>>
>>855209
I think it looks great.
>>
>>855216
>>855209
What he said. It's creepy and well executed
>>
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>>855130
I think there will be shading problems where the ngon is when its gonna get triangulated there will be shading errors, is there a way i can avoid that? should i just connect the left and right allot a line and just divide it in the middle?
>>
>>855224
Cursed stuff. You will have to turn it into quads to be sure how it behaves.
>>
>>855225
Yeah ur right, i should have triangulated before i did the array and curve... i can do it manually but boy... will it take take time, its gonna be faster to model it from 0.
>>
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>>855225
If i do it like this, i wont get shading artifacts right?
>>
>>855229
Yeah, this is good.
>>
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>>855117
>>855115
woah, check it out
there's some dead dude with the same name as me
>>
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>>853565
Somthing i did in blender and sub painter
>>
>>855250
Ah the classic, red hydrant tutorial.
>>
>>855252
>red hydrant tutorial
Nah i followed this one https://www.youtube.com/watch?v=O_0Feo2NqkE (wanted to get started with sub painter)
>>
>>855250
Edge wear is too even around every opening. Use a brush and dial it in manually.
>>
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base meshes so i can practice faster
>>
>>855298
Baby arms.
If you make a male base with those hips tou're going to heaven
>>
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I think we almost got this bros
>>
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Setting up in ue4 with the realistic human shaders. Does the make human stuff replace these in ue5, or what?
>>
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Had an idea to do a fast character model by mixing low poly with sculpt.

took me between 60-90 minutes.
>>
>>855373
>Does the make human stuff replace these in ue5, or what?
Metahuman doesn't even have nudes. So no.
It's worthless if you want to make your own clothes.
>>
>>855383
I meant the shaders, though.
>>
>>855173
nice
>>
Hello every! [ExtremelyEarlyWIPsince1997]
Am i ready to become a [BIG SHOT]?
>>
>>855364
Absolutely sinful
>>
>>855373
>makes a big boob doll
>skips textures
>wants realistic shader
Are you some sort of... retard?
>>
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>>855406
You're right, time to repent
>>
>>855450
It looks like you know what you are doing on a technical side. But I can't help to hate the base model you are rigging. It just looks so uncanny/unappealing.
Are you setting up all the rig from scratch? It looks like the body rig has some nice corrections going on, and the face blendshapes seem to work, so it you are doing it all from scratch i would suggest tweaking the face before you get too far.
>>
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I'll try to limit myself to 4k tris max.. so far i'm pleased with how it turned out, sometimes i guess making everything round is not beneficial.
>>
>>855487
Sorry you don't like him, but it is already too late. All I can say is I meant for him to be a bit off putting, but not sure if that's what you mean.
>>
>>855492
It is definitely off putting, but rather because of a uncanny valley feel. It kind of reminds me of Shrek, but without the appeal that made Shrek likable (probably eyes are too small for it to look cartoony, so it feels to realistic and falls into a weird in-between)
>>
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>>855494
I would say that its goes into the realism too much that's why it feels weird. But also its missing eyebrows, that's 100% why it feels so weird, if u see someone with fake eyebrows or none IRL u will have the same feeling.
>>
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>>855447
Not really. Are you?
>>
>>855495
Still undecided about the eyebrows on him. I skipped them, because he looks creepier like this, but maybe it's too much.
>>
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>>855498
With a facial shape like that i would not add eyebrows, it will make him look like he is a bullied kid, if ur goal is to make him creepy, then so far its good. Styx also had no eyebrows.
>>
>>855500
Maybe the issue are the lips . This pic works well because the lips are basically not existing, while in the WIP above the lips are huge and really humanlike
>>
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>>855450
>>
>>855498
>>855502
its the shape of his skull. theres something weird and dysgenic about it like he was born with a genetic abnormality kind of like >>855505
>>
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>>855510
>>855505
>>
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making armaments for an I-14 submarine
this is pretty tough with just blueprints and a lack of real-life photos
>>
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This is taking much longer than it needs to be.
>>
>>855594
Naval stuff is based, looking good and looking forward to the end product.
>>
>>855595
animation always does
>>
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>>853565
Just some low poly cow
>>
>>855608
That's one mean bovine.
>>
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Anyone know a good tutorial on making textures seamless?
>>
>>855650
I want to bake the existing texture from blender but i need it to be seamless to be more specific. Atm im using quixel but some textures made with noise in blender are better than the ones in quixel.
>>
>>854561
Did you have a stroke midway through writting this or something?
>>
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>>853565
>Yes, I do like to handpaint normals.
>>
>>855706
Nice anon
>>
>>855706
How?

Fucking why?
>>
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>>855706
>No I don't use either of my several wacom tablets. I prefer my mouse, I find it more per pixel precise.
>Atm I use a 'Razor Death Adder' gaming mouse for all my artwork, the sensor is great but the clicker sucks donkey dick.
>It'll be replaced with something else soon.
>>
>>855711
>Fucking why?

Sometimes I like to do a diffuse pass first like back in the good ol' days by just treating a texture like a regular painting/photoedit not worrying
about matching anything to pre-existing surface geometry, It's a more fun and liberating workflow for certain things.

It's then a lot easier to match a normal map to the existing image by painting it in 'pixel perfect' rather than attempt to go and sculpt in those details.
>>
>>855712
back in the day wacom came with a mouse... for the tablet
>>
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there was even one with a plexiglass lense thing for extra precision when working from blueprints
>>
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Making hair and trying not to rip mine out for Christ's sake.
>>
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>>855706
>>
>>855724
>Choose your Input Device.

4D Mouse I choose u. Wtf did a 4D mouse do according to their marketing lmao?

My first tablet I had as kid came with a stylus and a mouse. Graphire 2 I believe.
>>
>>855706
Can you post an image of the mesh without the normal map too?
>>
>>855726
Maybe just try sculpting a sphere into the hair instead of strand/curve/card methods.
>>
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>>855759
>>
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>>855706
Based.
What's the painting program you're using on the left? I'm caressing the thought of going hand painted too, at least for the characters. Also how do you personally go about mirroring your hand paints in the painting program?
>>
>>854981
Yo I'm the asking anon, thanks for recommending me this program, looks sick
>>
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I'm going to post some older work as well as my recent animation- This past summer I spent a lot of time drawing and finding inspiration in books and world. Hand painted normals guy is awesome
>>
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https://www.youtube.com/watch?v=dJVxbV1lQus
>>
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I'm also working on creating a texture CD with images I've taken on my mini DV. free ofc once I'm done. will be a novelty at least, useful to some at best
>>
>>855813
this is extremely cool man, some of the neater/more effective char design i've seen. appreciate the variety of visuals on your vid as well

have you found that creating your own textures from photos to get the look that you want more effective than painting?
>>
>>855812
hi jack.
You're doing Ok?
>>
>>855773
Very cool
>>
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More from my previous post 2 threads ago. Everything is on low here and no post process of course

Decided to try to 2 colors. Still gotta work on the lighting
>>
>>855826
Looks nice apart from the contact and occlusion shadows.
>>
>>855829
unless i'm mistaken, i checked and all my contact shadow lenght are on 0. and what do you mean by occlusion shadows ? distance field ? latter is not activated on my project. ao is on default settings
>>
>>855832
Contact shadows are like ambient occlusion shadows handled for a specific light.
Pick a light and try setting the contact shadow length to a higher value like .5, you'll notice right away.
>>
>>855826
much better. good call moving away from the night-lighting.
the textures for the window slats(?) need a bit of work though. they look cartoony and stretched.

you're probably still overdoing it on the tile/brick variation (slope angle) but it's less of a problem with the new shading. imagine if you hired someone to do that work and they starting doing that shit - you'd fire them and have it redone.
>>
>>855837
>they look cartoony and stretched.
edit: the scale is probably your problem.
>>
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>>855837
> they look cartoony and stretched.

Yes i'm going to rework them
By the slope angle you don't mean the tesselation ? I find the bricks looks fine on the top left image, maybe a bit less displacement. For the picture on the right, especially the bricks on the left, the displacement doesn't have enough details because it's on low. Or maybe you mean the tiles have different angle ?

>mfw 'imagine if you hired someone to do that work and they starting doing that shit - you'd fire them and have it redone.
>>
>>855773
Very nice detail. Maybe Ill also give it a try one of these days
>>
>>855712
Whats your process? It seems you start shading it with gray?
>>
>>855811
>>855812
>>855813
Yo Jack, I always wondered, how do you get such nice smears with your models?
Are you just using a lattice, shapekeys or what?
>>
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>>855792
>What's the painting program you're using on the left?

Just standard photoshop.

>how do you personally go about mirroring your hand paints in the painting program?

You mirror it over by copying and just flipping/mirroring, for example horizontally:
You now have a copy where your normals points in the wrong direction horizontally so you need to open up the channel
holding your X-component vector and flip it. To do this you just open up the red channel and invert it so black is now white and white is black.
Now it's mirrored correctly.

mirroring vertical? Same but you then need to flip the Y-component so you invert the green channel.


>>855841
>Whats your process? It seems you start shading it with gray?

I drop down a falloff type shading in black in the area that is to curve away from the true normal.
To get a smooth falloff I use various techniques but the main one is marking off an area and shade it with the edge of a soft big brush.
Essentially the digital equivalent of airbrush masking, pic related gives you the idea how that works.

Then I lock transparency and sample the correct tangent colors by grabbing it off the a normal map sphere with a color picker.
Just paint them in and perhaps blend them a bit with some gaussian blur.
>>
>>855906
This is great anon. I haven't done or seen something like this in over a decade, probably closer to 15 years.
>>
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a
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>>855930
b
>>
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>>855931
c
>>
>>855940
Nice jacket
>>
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>>855815
so versus painting, I've painted since I was young and I like it still- but I see more power in photographs and images when I'm applying texture to my cg- Often I'll end up using very small portions of an image- 16 pixels of a color gradient that happened to be in the shot behind the subject or something- there is a free form interpretive headspace that comes from squeezing what I need out of the image. Whereas painting textures is really meditated- you need to go in with the plan- Keeping the UV blueprint in mind during the creative process takes a lot of the fun out for me
>>855819
Yes- I work happily toward my cg goals, But it feels like not a lot to show- Because I've been learning a lot at the same time. Its been a lot of pre production, planning, designing, and model monkey mode to get things in place for what I have embarked on. I always need to 1-up myself which can be good but also makes 1 feel bad sometimes (i can't keep up! i can't keep up! out of step with the world)
>>855892
my smears are almost always a single keyframed local scale on a locked axis, for the bone of the limb I need to stretch from A to B. I don't like much overhead while I animate, so this is luckily very simple. I don't use volume preservation and only use stretchto constraints on the arm and feet IK usually. A lot of the trick to a 3d smear is a real sharp eye for where in the 3d space to put that single warped pose. A few years ago I really tried to understand x-sheets the language of timing in motion- I don't think I have a baptised eyeof god grasp on it all like the animation old guys do, but the studies helped me to time things without thinking too hard and that's pretty major lifehack because animating in 3dimension is a lot to chew on as it is
>>855014
your work is great the goblin belongs in the hills have eyes (in a good way)
your face rigging and this video https://youtu.be/gh6WbaYzwFc
make me flip
>>
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The hair seems to be the only one of the digital human shaders that don't work right in UE5. I'm sure I'm missing something though so I'll just keep fucking with it.
>>
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Ported it in Source Engine
>>
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I finish this one yesterday
>>
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just fucking around
>>
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>>856030
>>
>>855171
Everything about this is seriously off-putting,
it looks like a DAZ render

The undead horror monster proportions, the rubber doll textures, this is fucking uncanny
>>
>>855826
You could've told me these were from Mirror's Edge: Catalyst and I would've believed you. Pretty slick.
>>
>>856019
I like it. It gives me Kingpin vibes.
>>
>>856035
Thanks :)that was my main goal, I love the Mirror edge games look and design. I tried to give it a bit more of a "realistic" look to it though
>>
>>856030
>>856031
I thought you only browsed /i/ and /ic/ Sinix Design.
>>
Liquid morphine alarm clock
>>
>>856044
Genius.
>>
>>856019
stencil shadows?
>>
>>855767
man not that guy but thats a great idea I've never thought to do that.
>>
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>>856049
I don't know what is this. I used ray-traced shadows.
>>
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Recently started trying to learn how the fuck Speedtree works, so I tried my hand at making a couple of Acacia trees.
It's still really early stages, but I'm making a Serengeti scene to make use of them.

The textures included with ST kind of suck ass though, and don't really seem to pack enough detail in for something this close. I'll probably pick up something from Megascans that looks a bit better.
>>
>>856019
Looks fucking awesome anon, gettin' some real Metro/Fallout vibes here
>>
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Was working on this yesterday. Will work on the texture later. About 5000 triangles.
>>
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>>856121
Another image with a testing model
>>
>>854981
>I threw this together in 20 minutes
You shouldn't have
>>
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>>856192
>>
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>>856193
>>
>>853631
Why Are you picking a job if you aren't fell skillfull enough? Try to end you current appointment, rn it's looking pretty good.
And start practicing from scratch whatever skill you feel are leaking
>>
>>853631
looks fine to me, just get over those doubts and finish it already, faggot
>>
>>853631
Look more at your own work and reference material, and less at other people's work. It's fine, just keep working on it.
>>
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My version of the undisputed number 1 anime waifu.
>>
>>856192
>>856193
>>856194
based and justice-pilled
>>
>>853631
talk to your client, don't be an arse, the work may be going slowly but it's coming out fine
>>
>>856304
creepy looking
>>
>>856346
You've been looking really pathetic for a long time now.
>>
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Ground punch animation and placeholder triggered particle system in engine.
>>
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>>
Hey anyone remember a short from the early 2000's, I think it was called The Relic or The Artifact?

It had a really unique intro with like powerlines weaving together for the opening credits. Then it cut to the characters who were all pretty unique. It was post apocalyptic. One the characters was in like a block building and crunched down a pill.

The short culminated in a train robbery against robots.

I think it won a some awards, but I can't find it anywhere. I wanted to sculpt one of the characters from it but I need ref.
>>
>>856367
Codehunters
>>
>>856380
Fuck yeah! My dude, thank you.
>>
>>856031
>>856030

Why subject yourself to further humiliation Cris?
>>
>>856353
i know where this is going...
>>
>>855377
Be sure to use ref, including IRL and fictional ones. If it's tough on your end, use a basemesh and modify it.
https://files.catbox.moe/gheanp.zip
https://files.catbox.moe/vykof4.zip
>>
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Need feedback on this model. I think it looks pretty alright from some angles, but awful in others. It's supposed to be a template for multiple characters in an animation I'm working on. I want it to be stylized and fairly simple. Any tips?
>>
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>>856492
Here's a front view
>>
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>>856493
And side. I feel like the face is a bit too small for the head. I want to add more details, but worried it might turn into a weird blend between stylized and realistic. Currently doing some heavy adjustments to the eyes, I think they're too far to the front. Moving them a bit back should help.
>>
>>855839
>Or maybe you mean the tiles have different angle ?
yes. it's all very uneven. like someone who didn't give a shit put the tiles on.
>>
>>856494
looks chinese cause eyes are too far in the front and cheekbones not far out enough. Has some more anatomy issues going on. Best bet for you is to load up a skull model next to it and compare. Skin stretches over the skull and muscles, your model is missing that concept, looks like a hull. Goes for stylized too.
>>
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Any comment ?
>>
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Maybe more flyaway cards and a little tweaking to minimize intersections.
>>
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>>853565
Learning how to do hand painted textures. I don't think its too bad, but this was my second attempt at it.
>>
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>>>/wsg/4163582
I'm freakin' done with this.
I don't know why but Blender is adding a depth of field/blurring effect and I can't figure out what's causing it. I don't remember it being there.
>>
>>856546
Let's see your camera settings.
>>
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>>856548
Nevermind I fixed it. It was some bullshit called "Filter size" in the Film tab in the Rendering panel... Must have accidentally set it whilst playing around with the settings. Phew. That was a pain in the ass.
(>>>/wsg/4163632)
>>
>>856523
no comment.
>>
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>>855972
css? nice

>>855930
>>855931
>>855940
can i make fanart of him in the future? i like the design

also, im making something a little bigger...
>>
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>>853565
>>
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>>856554
topology first speed modelling technique.
>>
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i am really struggling coming up with a good clothing design for her
>>
>>856557
i suggest searching on pinterest
>>
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>>856544
>>
>>856512
Thanks man
>>
>>856561
you should model the lips
>>
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>>856557
hmm maybe like this?
>>
>>853637
Gamedev here, 300 is about 600 tris, and it's absolutely nothing, I try to limit myself at 2000 tris for relatively small assets like these, but modern engines are incredibly optimized for drawing tris, you could easily push 10-20M tris in most scenes without significant overhead

The real devils are shaders and materials
>>
>Model something
>Use official lengths
>It's fucking massive
>Add more things
>Computer gets slower and slower
>It's at 18k verts
>Have some other little things I want to add to make it "pop"
>Add one of them
>Blender starts running like a paraplegic on Valium
>Takes it to well over 1m verts

This is suffering.
>>
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any constructive critisism would be appreciated.
>>
>>856567
I suppose I should, shouldn't I?
>>
>>854334
generic
>>
>>856675
Yes. Finish it.
>>
>>856633
>Takes it to well over 1m verts
If that happens regularly in your day to day workflow I'd suggest you switch to Max (or Maya even).
I know learning a new software to do the same shit is a pain, and Autoshit brings their own problems, but from my own experience its always more efficient to have the ability to balance strengths and weaknesses of several programs.
I am using Blender as my main modelling software, but whenever Blender starts to fail me I use Maya for modelling and compiling/grouping bigger objects together.
Software wars and all that bullshit asides, you don't really have lots of options here.
Stay as you are and eat the pain, or grow and become more flexible to be able to choose your pain.
I have tested the performance of Blender, Maya and Max on my machine - my impression is that Maya is like 3 times more efficient as Blender and Max is 5+ times more efficient (pure mesh performance, everything else varies even more).
>>
>>856735
It doesn't happen regularly, it's just the one add on I'm using (and I think because the model is so big). Plus I get a bit retarded with adding things that won't even be noticeable in the final render.
I've been trying to use the correct measurements lately instead of just doing it by eye and the current one is massive (something like 200ft by 80ft) so when I use the add on it really slows things down and sometimes crashes Blender. What I've been doing to try and combat it is to select everything and shrink it down. This works a lot better, but I have the feeling it's bad practice and shouldn't really be done.

I'd be more than happy to try something like Maya or Max, the more tools at your disposal the better, but the prices are the main sticking point. I know I could probably find pirated copies, but I'm going to concentrate on upgrading my computer first. My GPU is definitely not great (but again prices) and there's a couple of other things I could do with upgrading.
I think if I was making money from modeling, or if I was ever good enough to do that, then I probably would be much more inclined to take a look at something like Maya or Max.
Thanks though, maybe I will have to check them out regardless.
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>>856740
>but the prices are the main sticking point.
seriously, disregard the prices issue and pirate that shit, now!
If you are an hobbyist, it doesn't matter, they never really expect you to become a customer.
If you are not and have aspirations to go pro, then you shouldn't care either, because you should focus on efficient workflows and ability to get a job/income first.
Learning another program will have a positive effect on your brain, it'll be rewired and work better than before - you'll might see trickle down effects and cross effects that will change your mind in an positive way and subsequently your workflow.
If you ever turn pro successfully, you'll probably be easily able to afford an indie license.
But even as a pro you could pretend to only use Blender, and continuously proceed to rip Autoshit off. (you have my blessing and that of most struggling 3D artists)
There is no real downside to being a pirate of these tools, except the time you invest in them, but you'll get that time back, sooner or later.
Especially with an older PC I would recommend it even more as you can get more performance out of it at no additional cost.
For me personally, having the option of balancing the weaknesses and strengths of both Blender and Maya has brought a ton of fun back to 3D and I certainly don't want to miss it. My productivity has skyrocketed since doing it. Its like 1+1=3.
Whatever you do, Godspeed Anon.
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>>854399
i love the e30 m3
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>>856740
Jesus christ just pirate it. How are "prices" a problem for anyone ever in 2021 for god sake, it should be the last thing that deters from Autodesk software.
98% of people who is it are pirating it, only companies that Autodesk could go after need to buy their licenses.
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>>856633
But, you are subdividing the model??
Try to lower the iteration level or make it only visible on rendeer
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import, complete (just needed to do the voices)
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>>855170
looks fucking amazing dude
are they sculpted in zbrush?
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please rate my ugly bastard
but don't look at the ears
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>>856830
built for NTR
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>>856832
every one of his 1,070,000 polygons was hand crafted to rape your waifu
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>>856523
RIP
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Another low poly animal.
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>>856748
In fairness I don't mind pirating stuff, I'd download a car if I could. I was just covering my bases with that comment because /3/, outside of the pirate thread, is one of the only boards I've seen people complain about piracy on.
>Learning another program will have a positive effect on your brain, it'll be rewired and work better than before - you'll might see trickle down effects and cross effects that will change your mind in an positive way and subsequently your workflow
That's the way I see it too. I remember when I was first learning a foreign language and when I read things in that language it was like you were seeing things from a totally different point of view. Like something was lost in translation when you were reading it in English.
I think I will pirate both Maya and Max at some point. All I really need to upgrade is my GPU and drive. The drive I bought as "temporary measure" until I could be bothered to buy something better. But I never got around to it so I've been stuck with a 1TB HDD for the last 3 or 4 years. Once I at least get the new drive then I'll likely get Maya and Max. I've taken everything you've said onboard.
>Whatever you do, Godspeed Anon
Thanks fren.

>>856758
It's cool isn't it? I wish I had modeled it myself and not stolen it from someone much better than myself.

>>856786
I had to skirt around the piracy issue because of how many people on /3/ seem to complain about it. I didn't want to needlessly aggravate anyone else.
>only companies that Autodesk could go after need to buy their licenses
I've thought the same thing when I've downloaded fonts and they're only free for personal use. How would they ever know if it was used for commercial use unless it was used on something incredibly popular.

>>856810
>But, you are subdividing the model??
The model itself I'm not, it's the addon I'm using that creates all of the geometry.
When you say make it only visible on render, is that just for when it's rendered or viewport render?
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>>856552
I gotta finish it first.
OP please don't put in collage, it sucks.
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>>856861
This is what I've been working on btw.
I know it's not to everyone's taste (although one anon does seem to like them, and I hope he's not a glowie trying to trick me). It's the snow that really slows things down, but that's only because I'm using quite a bit of it atm and I'm still getting used to it.
I think with a few mountains or something in the background, a couple of people in front of it for scale, a few more of those like carvings in the stone (which admittedly I've been struggling with), and maybe a few other little bits and bobs it might come out alright. I'm not sure if the temple part at the top being a different kind of stone seems jarring or not, it seems off I think.
Still a /wip/ obviously atm but I'm happy enough with how it's coming along.
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>>856863
I don't even know how to make snow
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>>856866
Displacements. Its really easy.
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>>856876
Is that separate geo or all part of the same mesh?
>>
Proceduralism in Substance Painter and the ability to retain all the brush strokes, layers and bakes while changing UVs and tweaking the model topology is absolutely godlike.

I fucked up and miscalculated so many times with my current model that I'd probably waste weeks if I wasn't able to tweak things this easily.
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>>856858
Oh boy is he precious.
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>>856866
>>856886
Not that anon,
but what I do is duplicate the mesh, select faces by normal (top facing, and ones where snow would be), delete everything else, throw a solidify modifier on top to give it some thickness, then displace it.

It's quick and dirty, and there's better ways to do it, but it works in most cases. You wouldn't get the snow that hangs off edges like in the pic though.
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>>856876
hammer flashbacks
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>>856903
I'd probably do it with particles > VDB volumes > meshing
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I'm done with this Karen hair.
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>>856917
Yeah I could see that working too.
Unless I'm thinking about it wrong.
We are talking about flooding the scene with particles, and then converting it to a surface right? Almost like a basic fluid sim?
Hell you could even do that with metaballs I think.
I got convincing mud splatters coming from truck tires with something like that.
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>>855754
since the 'lens cursor' and the regular mouse on the previous picture has this weird thumb thing for scrolling, and '2d mouse' apparently has a proper mouse wheel, I bet the 4d just has 2 wheels.
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>>856886
https://www.youtube.com/watch?v=3Yfp4WbqO9A

just color it white and play around and u have snow.
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using curves to make hair works waay better than i thought
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>>856858
this is really clean anon, what res textures are you using?

>>856304
i know you post a lot here, but forreal why do you always choose those tones for the skin?

The wrinkles on the left-sleeve look strange you might want to redo them. You've also got some severe clipping (tho you probably know that)

>>856019
this is crisp af, i love it. very hl2/fallout nv vibes. i know you're going for a certain chique with this, but have you adding some bits of distinct debris to the rubble piles/ maybe doing some bump/disp/normal mapping on them? maybe it would ruin the look tho i dunno.

>>855940
you would love dorohedoro

>>855826
if you're going for the mirrors edge you've literally nailed it. i love lightly impressionistic environments

>>855706
inshallah

>>854435
almost pure kino, missing anus
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The end is near.
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made this gross bug for an art jam over the weekend, the theme was "something poisonous"
i did a rushed texture job but wasnt very happy so here's just the model, what do you think?
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>>857039
The wings seem kinda small, but I like the shapes.
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Texture WIP, but I'm still working out the kinks.
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i'm reinventing the piano, no more gaps between black keys, C's marked in red like the harp
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p*rno rigs are good for practicing. Do I like rigging? Yes... Would I rather be animating? Usually, yes......
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>>856567
>>856699
Its done. Now I might as well model up an interior for her mouth, and be done with that.
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>>857092
God damn it, Jack.
Now I'm gonna need a full on NSFW Jack anim.
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>>856820
nah all in blender. my workflow is: for the cloths and armour make a low poly mesh subdivide a shit load, sculp wrinkles, duplicate and un-subdivide, bake normal map. And for the helm I sculpt the the general shape to use as a sort of guide and then I retopo/poly model as I go. works well for me.
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Took a few months off any art stuff and the anthro thread died. This thread's on autosage though so whatever. Any suggestions for this anthro cat head? Included the ref I'm mostly working off of.
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>>857238
I feel like the base of the nasal bridge + top of muzzle and nose need to be a little narrower. Looks good.
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>>857005
>this is really clean anon, what res textures are you using?
512x512.
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>>857283
Also working on this. 6000 triangles.
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>>857284
One of the anims I made
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I had a popcorn shard that was stabbin my teeth it left a scar that really hurt so i couldn't sleep, so i made use of the time where i couldn't rest to make this model. I might make it animateable later this month, but I gues I'm having fun with this. (I went to the detist and am ok now.)
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>>857243
Good point, thanks. Need to work on the nose a bit with some dyntopo anyways, detail got lost in remeshing.

>>857286
Have you posted stuff to twitter? Think I've seen this with a different model but can't tell.
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I feel like the windows feel too fake, any tips?
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>>857345
Maybe change the color of the outside light source? Make it more dramatically different so it looks less like they're just reflecting light back into the room.
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>>856863
Very nice anon, this pleases me. Look into using the array modifier to simulate an expansive ice field in the background, that would make it much more finished looking. Keep your chin up you're doing good.
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>>857345
It's because your dynamic range is kind of fucked.
Think about it like a photographer. You'd only be able to get a correct exposure on either the inside or outside, not both (not counting bracketed exposures). You can even try it right now with your cell phone. Try to take a photo looking at a daytime window, and you'll find that if you focus on the inside, the window is pretty much bright white.
Either bring up the exposure in the room and blow out the outside a bit, or bring down the room and have the outdoor area exposed properly. Obviously since you're trying to show off the interior, the former is the better option.

I'd also piggyback with what the other anon said and bring the actual effect of the environment's lighting up. Don't just blow out the outdoor exposure with level's adjustment, actually make the light contribute to the scene more dramatically.
It'll make it seem more grounded in that place, instead of a house in a void with a picture of mountains in the background.
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>>857238
Working on a body for her now. The reference anatomy is super weird, I'm blocking in muscle groups and then I'm going to see if I can match the smooth-but-full look the original art has. First time I've tried finishing a body sculpt to this level.
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>>857314
I haven't posted any of the images I posted here on twitter
>>
NEW THREAD
>>857467
>>857467
>>857467





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