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File: Wip Collage_Series 2_v4.jpg (3.27 MB, 3840x2798)
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/wip/ - Works in Progress
- Collage Edition: Series 2 -
Blood Type: BLUE

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

Previous thread: >>868265

List of free resources: https://pastebin.com/cZLVnNtB
>>
>>871586
And before I forget, merry Christmas my dudes.
Even if you don't celebrate it, I hope you all have a good time doing whatever it is you're doing.
And if you're one of those dudes that does, but are stuck at home, or don't have anyone, I can't exactly make that better, but hopefully the wip image gives you a little bit of something fun to look at.

Speaking of which, I had totally meant to add snow to the image, but completely forgot until just now. My bad, guys.
>>
oh wow i just noticed multiple models of mine are in the collage lol, nice
>>
>>871589
thanks /wip/friend hope u have a merry xmas too. Thanks for this thread.
>>
>>871589
merry christmas bruh. u da best.
>>
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>>871589
Merry christmas wip anon. Here's a half assed winter edit from me.
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>>871638
learn to texture please
>>
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My... My husbando!
I must save him from the...- !!!
>>
>>871639
he said he half assed it. dummy
>>
>>871671
it looked basically the same the last time i saw it, which was well over 2 months ago, kid
>>
>>871663
fug she's gonna get gunted
>>
>>871589
Based OP. Merry Christmas dude.
>>
>>871589
Happy Hannukah.
>>
>>871663
holy kek
glad u like my gunt 'hdri' anon
>>
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>>871589
happy *holidays*
>>
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getting depressed recently, I have 1 more year before I graduate from my shitty course and I have nothing good to show in 3d. i might have to do the daily grind 1 render a day if i want to drastically improve.
>>871663
ahahahhahah
>>
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I think I'm finished with this. For 2.5 hours, I think it came out reasonably well. Only thing I might do different in the future is make my grass more detailed. All materials are procedural because I find it fun, even if they don't look as good as photo-scanned stuff.
>>871589
OP is even more based than I thought. Merry Christmas. I will always love your OP images.
>>
>>871681
>i might have to do the daily grind 1 render a day if i want to drastically improve
No, don't do that. Focus on one area first - do you know what you wanna do, AND in which industry? Product renders for marketing? Environment art for games? Props for movies and games?

Quality over quantity. I'm an environment artist, so I can say in this case you should focus on one environment at time and get it looking good. It may took a month, it may took 3 or 4. Use as much time as you need, just make it look good. And if it's games / movies you're after, use ArtStation if you don't already.

Also, join some Discord channels, Experience points, Dinusty empire etc. (these are environment art focused though).

And don't just wait for teachers to teach you, learn by yourself. It's probably a shitty course and you're making a mistake by only doing what needs to be done to get a grade, fuck them. Your goal is to get competitive in the industry, not to get an A from some literal who failure of an artist who became a teacher. That was my experience in one and only 3D class I had in uni, it was fucking terrible and I surpassed everyone in the second week just by grinding Arimmus3D on YT.
>>
>>871686
it may take*
>>
>>871681

>1 render a day when you could improve your art fundamentals kek.
>>
>>871688
hey, it worked for beeple
he improved... sorta, right?
>>
>>871663
holy soul overload
just needs a nude render
>>
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>>871686
i want to be an environment artist but the issue is my country doesn't seem to have any major demand in that field. so my idea is to break into the advertisement industry and do some detergent ads or some shit. do i need any other qualifications if i want to try my hand in other countries as an environment artist?
>>871688
fair enough, i should try picking up keys to drawing again
>>
>>871691
>do i need any other qualifications if i want to try my hand in other countries as an environment artist?
relocate to india - seriously
>>
>>871694
>relocate to india - seriously
why India? is there even any demand in India? all i remember regarding 3d in India is the funny vfx and mind numbing cartoons
>>
>>871699
3dcg is huge in india and it is in the third world, so the cost to outsource is low.
>>
>>871700
won't the pay be less and the living conditions very low?
>>
>>871702
are you getting into this for the money?
>>
>>871703
essentially yeah, the same way white collar salary men earn money for their family except i like doing 3d
>>
>>871704
what?
>>
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>>871706
yes one of the reasons i am getting into this for getting employed
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I finished this one recently. I was kind tired of doing post-apocalyptic scenes, so I tried doing something different this time.
>>871589
thank you anon. merry christmas for you too!
>>
>>871708
damn that's pretty comfy. saving this as as wallpaper
>>
>>871708
is bg a pixelated hdri or did you render foreground as a transparent image and put the pixelated bg in post?
>>
>>871708
>It's actually retro looking.
I think the terrain might be a bit high poly, but this genuinely looks like something the PSX could feasibly render. It reminds me a 3D dos game running with a true-color renderer or in OpenGL. One of the very few authentic looking retro renders I've ever seen.
>>
>>871708
I fucking love this, so simple but executed so well. Always a sucker for lofi graphics.
>>
>>871708
I usually can't stand the whole PSX trope, but I really like this
>>
>>871716
>I usually can't stand the whole PSX trope, but I really like this
Same, but anon looks like he actually cared about the constraints of old hardware and worked within them to create something that looks genuine.
>>
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making a new emplacement weapon
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>>871731
quick question, why do some parts look completely smooth on substance, even though they look correct in blender? this happens when i export it as an OBJ
>>
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>>871732
shit, here
>>
>>871691
There aren’t that many studios in my country either, but that didn’t stop me from working for muricans and other worldwide clients. In this industry you really shouldn’t limit yourself to your country if you want to get better opportunites and grow as an artist. There are plenty of chances to work for worldwide studios, sometimes even fully remotely. But you do need to git really gud though.
>>
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Open source F40PH https://drive.google.com/file/d/1h1Q17KPk5Yr4G1byn1R3-qSITMDOkqBR/view?usp=sharing still needs work but paid some guys from Nigeria to update it. The updated version is the one in the folder named "Amtrak Train N C11"
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>>871710
the background is in the scene. There is a inverted sky texture to simulate reflection and the black plane is actually a gradient with opacity, I used it to create color variation in the water.
>>871712
I don't know much about ps1 tech spec, but I believe this scenario wouldn't work. There are almost 4k triangles in the whole scene and the sky has 1024x512 resolution, which I think is too much for the ps1 to handle.
>>871709
>>871713
thank you :)
>>
>>871663
what did you render this with?
This is the best psx style shader ive seen
>>
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>>871589
merry christmass /3/
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>>871740
for the love of christ, l2texture
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>>871744
when you rig / animate you dont want the skull to deform, only the facial muscles that lay on top of it
>>
>>871743
>>
>>871740
It looks amazing. I loved the christmas colors.
>>
>>871743
>>871639
Is this some new meme?
>>
>>871746
Doesn't that depend on what style you're going for? I feel like you can get away with it when dealing with a toony style
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>>871754
it only works in 2d
>>
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>>871663
just a gray man... need to see her one last time!!!
>>
>>871746
>>871755

hard disagree, one of the joys of 3d is being able to do shit that is impossible with real world counterparts, anons deformations are solid enough to where he can get away with it
>>
>>871740
>>871744
They're both pretty fine. Just don't listen to these retards right here >>871743 >>871746 >>871755
>>
>>871744
literally S tier work good shit anon
>>
>>871758
>>871759
do not listen to these guys. Do not deform the skull in 3D unless its being stepped on / exploded / etc. You have been warned.
>>
>>871627
>>871628
>>871675
>>871682
>>871708
>>871740
Thanks guys, hope Santa has a nice big sack full of gifts for ya :^)

>>871676
Oy vey
>>871680
Up until the whole woke thing a few years ago, I just figured people said "holidays" since New Years happens in the same week.

>>871595
Yeah these days I try to get pretty much everything that people post in there. So if you post multiple times, yer in there multiple times. If it's a project update, I try and update it on the image too, unless I want to use it somewhere else as well.

>>871638
He's slippin down the chimney ready to cut someone the fuck up. Thanks, goblin anon!

>>871663
>>871757
Oh man, we're reaching levels of meta™ that has never been seen before. The age of /wip/ collab begins.
On a more "serious" note, I thought it would be funny to pair up different characters in the wip. A-pose is made for gettin close.
>>
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how 2 solve wrinkles and crinkles?
this only is a problem with organic stuff
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>>871773
I guess a better question is how to edit wireframe flow without making everything into a crinkled mess
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kinda like how its turning out
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>>871678
It's a thing of beauty. And terror.

>>871690
One day, Anon. One day.

>>871739
>what did you render this with?

Blender Eevee because I'm a stubborn retard insistant on bullying Blender into doing something it doesn't want to.

The lighting is faked with geometry nodes and vertex colors to mimic gouraud shading. There's vertex snapping, too. A material shader crunches the color depth down and overlays a screen-space bayer matrix pattern over things for dithering. Most of the dithering is lost because I had to compress the hell out the video in order to upload here, but you can still see it in certain places.

Honestly, Blender is a stupid thing to render this in - it could be done infinitely faster in Godot, Unity, or Unreal. ...But then I'd probably waste the time saved by faster rendering in trying to port the animation without breaking something.
>>
>>871757
I love you, gray man.
>>
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>>871802
blender 2.79's internal renderer has a pretty old shader that may give you some good results
>>
>>871733
obj export doesn't do normals properly
use fbx export from now on
>>
>>871804

2.79 Blender game engine is even better, shading wise. I'm just not sure about the dithering and color bit depth. It might have to be done in post, which, again, would likely eliminate the a lot of the time saved by faster rendering.
>>
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second attempt at a head. Not done or textured (just a random shader I found online). Already made some progress but god damn I feel like I suck at heads.

Gonna figure out hair over the weekend after christmas.
>>
>>871734
>But you do need to git really gud though.
i understand and agree but i am clueless on what to exactly do. Do i keep making photorealistic scenes or pick up sculpting or do animation? i like the idea of being an environment artist since i like the concept creating small words with attention to detail.
>>
>>871824
Look at irl heads anon. Study them, copy them till they're almost perfect.
This is wayyyyy off the mark.
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i know lot of people hate the ian hubert and consider it cheating but goddamn is it fun and quick to make Kowloon buildings
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>>871842
>hate the ian hubert.
Why?
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>>871847
i guess its because its easy to do and requires 0 skill to make a good looking object but working smart is always better than working hard.
>>
>>871825
Step by step. You need to learn Substance Painter and learn it well. Pick up Unreal Engine (4 or 5). At this point if you want to be employable fast, you should probably focus just on props. There are plenty of learning resources and I suggest you join those discord channels I mentioned, you will find plenty of resources and like minded people there. You can learn from so much places, read 80.lv, pirate cgma and gnomon courses from cgpeers, watch tons of great tutorials for free on artstation learning.
>>
>>871854
>Step by step. You need to learn Substance Painter and learn it well. Pick up Unreal Engine (4 or 5)
why unreal engine? i don't know c++
also i new to discord so i don't know how to find channels/servers
>>
>>871859
Not him, but you don’t need programming to set up levels and environments, and that’s what you will be doing as am enviro artist too.
>>
>>871860
oh didn't know that, since i am starting freshing should i start with unreal 4 or 5
>>
>>871854
>At this point if you want to be employable fast, you should probably focus just on props.
stuff like cans, phones and cars?
>>
>>871860
>but you don’t need programming to set up levels and environments
does unreal have better tools than blender and maya in this regard?
>>
>>871867
It’s definitely better at handling large scenes. It’s also more user friendly in that aspect, because it’s not a dcc, so the ui is more about dragging and dropping assets and setting up lights.
>>
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>>871824

anon I can tell you don't watch, play or draw anime.
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>>871859
As others have already said, no need to program anything, but if you want to work as a game environment artist, you should be familiar with at least one realtime renderer, Unreal or Unity. I suggest UE5, it’s the same engine as 4, just an upgrade, but lighting is easier to work with now.

Make whatever kind of props you like, don’t feel forced you need to do something that is boring to you. Things like various tools, machinery, devices, furniture, literally anything. It’s more important to just pick something that isn’t too simple like a can or a bottle, but something where you can show your modeling skills. Even though for texturing, even just a simple box of crayons can be interesting if you put enough texturing details on there.

Just google discord invite links for the channels I mentioned, they even have their own websites.
>>
>>871894
anime fucking sucks, I'm just practicing heads after only making environment art for 2 years
>>
>>871898
>>Make whatever kind of props you like, don’t feel forced you need to do something that is boring to you. Things like various tools, machinery, devices, furniture, literally anything. It’s more important to just pick something that isn’t too simple like a can or a bottle, but something where you can show your modeling skills. Even though for texturing, even just a simple box of crayons can be interesting if you put enough texturing details on there.
so start with prop modelling then slowly transition to making environments?
>>
>>871903
Yeah that’s the general idea. Keep in mind though that prop artist and environment artist are often 2 separate roles, but you still should get to at least a decent level with props if you want your environments to look good anyway.

I think it’s easier to get a job as a prop artist though, more opportunities as well.
>>
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did some posing tests for what this will look like in game, his arms are too long to fully bring the gun up to his shoulder.
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>>871824
A common error amongst lowly newbs is to disregard areas with no detail, that's why they make the face enormous and the skull tiny
>>
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i tweaked the proportions and elongated the stock a bit
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nungus
>>
>>871959

Your fortune: Blessed Yule!
>>
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>>871586
out of curiosity i ported my tow launcher model to team fortress 2 just to see how it would hold up
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>>871977
missile-tow
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I need to learn how to paint details in substance... I love how it looks, but its missing the soul...
>>
>>871930
that is fucking sick
>>871708
and this is beautiful , god damn. i want a whole game of just this art style, even to just walk around and look at
>>
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Wrote a python script in blender to calculate the distance from the egg to every bone in the tentacle and scale it accordingly.
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>>872025
>>
>>871977
>>871979

Looks official, kinda.
>>
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i cant fucking do it man, this hand is too fucking weird i can't wrap my fat head around it.

>>871708
i agree with the other anon, i fucking hate the """ps1""" aesthetic stuff that's been coming out as of recent, but this actually looks super good. one thing that i think that a lot of people missed the point of is that a lot of ps1 games had fantastic texture work.

>>871843
sick

>>871977
>>871979
that integrated weirdly well, good shit

>>871740
based
>>
>>872072
thansk
very nice to see your progress on the big booty amogus woman
>>
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somewhat finishing the idea i had for about 2 days
>>
>>872108
abrahanzo lincoln
>>
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I have horrible anatomy.
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>>872122
Not bad. But just the fact that you're not sculpting yet is just beyond me.
>>
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>>871586
Merry Christmas /3/ :3
Happy New year!
>>
>>872025
>>872026
interesting... im sure this is for a cute octopus laying eggs or something right? family friendly fun?
>>
>>872155
Merry Christmas negro.
>>
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Took a break from weight painting to abuse a pair of wiggle bones.
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>>872129
'ate sculpting

>>871740
Merry Christmas. Should have made my Shadow do something but whatevs.

Need to add creases and lottsa fine detail.
>>
>>872166
boobs dont move that way
>>
>>872173
Like bags of sand
>>
>>872122
>>872172
what ideal style are you going for with these? something like Beyond Good and Evil 2?
>>
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i chopped the musket up into a pistol
>>
>>872166
see:
>>863417
>>
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OPEN UP ITS THE CHESS POLICE
>>
>>872187
I'll test that one out, it should provide a mighty wobble lol
>>
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>>872078
thanks bro
>big booty amogus
no thats for later
>>
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>>871899
>making environment art for 2 years
Still can't model a basic head without it looking like it's your first time making anything. You didn't spend more than 5 minutes making this lol. Nice bait
>>
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>>872187
Gotta change the weights and settings around, but it looks a lot more jiggly.
>>
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>>872211
wowza
>>
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>>872211
>>
>>872110
Fucking lmao, thumbnail view I saw the abe and when I zoomed, I got the Hanzo lmao.
>>
>>872072
oh you're that anon from the /v/ thread.
>>
>>872108
I like how you've defined the planes of the face, anon.
>>
Yo FUCK the bad vibes of 2021, 2022 will be a GOOD year because I BELIEVE.
>>
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Can anyone recommend me a game engine for a beginner with 0 experience in codding? preferably not unreal engine, cause i hate that trash.
>>
>>872278
Why exactly do you hate it? Have you tried it, or are you just making an opinion based on nothing?
UE was really simple for me to wrap my mind around and the most coding I've ever touched was basic HTML/CSS. The node-based logic is something my smooth artist brain can wrap itself around without too much difficulty. If you haven't given it a try and are just shitting on it because of those horrible "Mario 64 in UE4" tech-demos ("NINTENDO, HIRE THIS MAN"), I'd give it a chance.
>>
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Well, since my Instagram was deactivated ( >>869806 ), and I doubt the chumps over there will ever reactivate it, I figure I'd just cut my losses and start up another when the new year rolls over.
Figured I'd kick it off with an animated version of my logo (obviously I don't go by "Anon's profile" though). I don't think any of you guys actually followed me, but who knows. Maybe you'll recognize it.
There's some pacing issues, and things get a bit weird when the lines slow down, but I'll be fixing the next time I work on it.

As far as the new Instagram goes, I'm gonna focus on building it up bigger and better than before. At least before that one inevitably gets deactivated.
At least with the benefit of starting over, I can game the algorithm a bit more now that I'm more familiar with it than I was 5 years ago. I figure posting 2 times a week should be enough to seem active. Even if I don't have anything new to post, I can always repost old stuff with a spin, or some behind the scenes type shit.
I've got a pretty sizable backlog of shit from the other account that I can post, so hopefully that gives me a good buffer to work on new stuff while posting the old.

I'll maybe try to get a Patreon going too if it goes well, hopefully to stabilize income a bit. I've got plenty of 8k+ sized renders of my stuff for people, and I could do commentary on some of my stuff in vids or something going over the process, tutorials, and maybe give out some of the shit I made for Gumroad.
Thing is, I don't know really what to give out for the people that aren't 3d artists and don't care about workflow shit and resources. And the people wanting high-res stuff is pretty small. If any of you guys have any ideas to give to a more general audience, I'm open to them.

Thanks for reading my blogpost. I doubt any of you are really interested, but it's still nice to talk to people on the virtual basket modelling forum. Happy new year bros, here's hoping 2022 is better for everyone.
>>
>>872211
personally i'd just simulate in houdini, but this is looking better
might want to make the top bones more rigid, and the bottom ones less rigid
>>
>>872278
>0 experience in codding
>not unreal engine, cause i hate that trash
what?
you say you have 0 experience but somehow already hate an engine? i dont get it
>>
>>872278
every game engine has a node system
>>
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>>872281
It's a baked simulation and a post process anim bp with spring controllers. The idea is that I can change the alpha of the spring controllers to handle transitions and overlaps between states. The alpha is .1 here.
>>
>>872285
oh, ue4
so from what i understand it'll be baked for h-scenes (presumably) and simulated for walking around or something?
>>
>>872287
No, I'm going to bake simulations on all of the animations. The post process sim plays over everything really, with the alpha adjusted based on the state machine and other conditions.
>>
>>872289
>bake simulations on all of the animations
sad!
>>
>>872290
Why is that sad?
>>
>>872291
baked titty physics arent as ~exciting~
>>
>>872294
There's both though, that's kinda the point.
>>
>>872295
oh, i see what you mean, in that case, neat
what defines the blend between simulation and the springs?
>>
>>872296
Transitions like starting, stopping and turning animations mostly. Maybe check for input and or velocity on tick as well as states like falling, ragdolling down the stairs, shit like that. I'm sure I'll have to fuck with it a lot.
>>
>>872298
sounds like a massive hassle but I'm interested to see if its worth it all in the end
>>
>>872282
I made that conclusion based on me playing UE games, which are always no optimized at all or the engine is so shitty that u cant optimize it.
>>
>>872304
you know what, i can see why you would come to that conclusion. if someone the likes of you touched ue4, you would probably end up with a ball of spaghetti that even yandere dev would be ashamed of.
>>
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>>871595
finished the satellite dish thing
>>
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I make revolver.

>>872308
sexy
>>
>>872309
nice, altho theres some funky shading going on the grip there, try weighted normals modifier
also i think you forgot to make your mirror modifier merge verts
>>
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>>872313
ayy it's just some smoothing problems, I'll have to fix that manually later.
>>
>>872279
Not him.

Can you recommend me a tutorial if I just want to do some renders?
>>
>>872324
seconding this, but can anyone please link me a good C++ coding course/tut that doesn't just teach you how to print hello world in 45 different ways?
something more video game oriented
>>
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>>872324
Personally, I just used the training stuff UE has on their actual site and went through some of the basics.
It got me up and running and understanding things pretty quickly. Then I just jumped onto Youtube whenever I had an issue that I didn't know how to fix.
>>
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Started blocking in a walk cycle today.
>>
>>872425
head is LOWNG
>>
>>872429
Im not the artist but I like dat butt/project. I wouldnt suggest this feedback yet. We dont know what she will look like with hair yet. At that point it will be much easier to say if the head is the wrong size.
>>
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>>872429
I can't into video and fucked it up.
>>
>>872365
looks nice
>>
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My first hard surface.

Battle golem I'm doing for autistic purposes. Gonna put some spikes, rivets and metal bands on the front later.
>>
>>872429
that's my fetish
>>
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eh.
>>
>>872459
Looks like trash
>>
>>872459
Please just learn how to sculpt! It will cut your time in half and also produce much better results
>>872460
Fuck you
>>
>>872461
Thats personal choice. The japs rarely sculpt and their models have much more visual appeal.
>>
>>872463
It's not personal preference, it's optimizing the workflow. That guy is making complex characters using subdiv modelling, which just isnt optimal when sculpting and retopologizing is a thing.
>>
>>872460
learn to texture please
>>
>>872471
Why do 2 jobs when u can do 1? I really can't justify sculpting at all, only for baking and nothing more. Also its your choice to do however u want, ppl are not required to follow in ur footsteps to get good.
>>
>>872483
it's not only for baking, the ease to create volumes and forms in sculpting will get you a more efficient way to learn anatomy and shape of things. you dont need an expensive tablet to sculpt, but you will need one. ive been using for 4 years the same cheap'o small intuos draw, and it has served me more than well. (its shit for drawing tho)
dont be stubborn, this path you are taking will lead to frustration and stagnation. besides, all the figurine anime industry sculpts in zbrush
>>
Man I only have a few days left to finish this up, almost the new year fellas
>>
>>872483
used to think that, but getting organic shapes right is much faster than through polymodeling and retopo is a no-brain process compared to modeling from scratch. Try it.
>>
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>>872443
This guy rams you are waifu's ass
wwyd
>>
>>872514
Murder him.
>>
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Update
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>>872483
not him but but sculpting and retopologizing is pretty much a lot better since you can just pull off details like clothing creases and among other things much faster.
it just makes things a lot better and its much easier, even to make things like heads
you can also bake normals from the high poly sculpt to a low poly mesh which not only gives you the details but also allows you to have a mesh with as little as 2000 tris look like a very high poly asset

overall i think it produces much better looking results and its just easier and more optimized
>>
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>>872459
the feet jump out at me. rn they look like deformed human feet on tiptoes. the heel shouldn't be flat like that, and the toes shouldn't curve that way. I like the rest of the model tho.
>>
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>>872515
Oh yeah?

Not so tough now, huh?
>>
>>872555
nice. freestyle effects?
>>
>>872522
strong 3dguy vibes
>>
>>872565
Grease pencil with lineart modifier.

I think it's easier to work with. Freestyle you have no idea what you'll end up with until you render, and it's annoying to modify. Grease pencil you can do almost anything, but it does have its own particularities (you better have it in its own collection and only enable it when you're ready to render).
>>
>>872568
Not that anon, but a quick tip about the modifier if you didn't already know, when baking it, disable EVERY layer except the one that you want the lines on. Otherwise it'll try to take the entire scene into account and tank the compute speed, or worse fuck your memory. I had one cache balloon to 40gb one time, and crash the PC after 20 mins, then I did the above and it took a minute and all of like 10mb. It wasn't immediately obvious to me that I had to do that, but I figured I'd put it out there just in case.
>>
>>872574
I haven't messed with baking yet. Is that to make animations?I don't even know how to bake it, I'll have to look it up.

And by disable, do you mean to hide it from view, or disable the entire collection? I know I had an FPS problem before because I had a line art active, but it was hidden. It took me a long time to figure out what was happening.
>>
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>>872483
don't be a dummy, add me (filename) and i'll teach you the ways of sculpting a character workflow.
or you'll be missing out
>>
>>872590
You dont understand that other workflows exist and breath down everyone elses neck about it? Youre a scumbag. Shut up and let people make stuff.
>>
>>872483
Go with Raptor Jesus, anon. Go into the light.
>>
>>872566
3dguy is a source of great inspiration for me.
>>
>>872592
that wasnt nice...
>>
>>872592
>Youre a scumbag
Wew lad. Can't say things like that to someone who is only trying to help.
>>
>>872576
Yeah, if you want to make an animation with the lineart, you should bake it so it's not calculating it again each frame. The baking button is near the bottom of the lineart modifier. You can even do it with a still frame too if you want to keep fps high when editing, though obviously if you make any changes to the mesh or move it, the lines won't follow. Best to just disable the modifier itself on the line object until you're ready to fuck around with it. Disabling the object itself doesn't seem to do much.

As far as disabling things for baking, I just meant disabling the objects/collections in the viewport, you can even just select the lineart and whatever object you want the lines to go on, and do the isolate view with "/" on the numpad and bake that way too. The calculations are based on the viewport (from what I've experienced), so really just as long as you have only the line object and the collection/object you want the lines to be on visible, it'll bake quick.
>>
>>872590
show me the way reptillian man
actually can we make a discord server...

>>872592
suffer, pinhead.
>>
>>872612
anyone can add me no problem.
>>
>>872613
i was actually thinking more of a small discord for
other /3/niggas
>>
>>872615
i would trust thread op with one but administratin it would seem bothersome
>>
>>872615
As much as i want this, discord is gonna ban the channel because "muh nazis".
>>
>>872615
a while ago someone posted a link to Violet Clovers but that seems more geared towards drawing, not 3DCG.
>>
>>872615
I personally wouldn't mind but
1. there's nothing wrong with posting in the thread
2. it's gonna be full of furries
>>
>>872628
1. you are right, but it'd still be fun to have a little discord corner for the extras
2. thats great
>>
>>872612
>>872615
>>872616
>>872618
>>872628
OP here, I had played with the idea of creating a /3/ Discord, but ultimately I didn't think it would be that good an idea. I feel like it might splinter things here, and create a bit of tribalism that already plagues the board, but this time with actual names involved to pick people out specifically.
Of course that's kind of a dumb reason I'll admit, since it's already kind of easy to tell who's who here.

Another anon mentioned it'd be a bit of a bitch to try and moderate things as well. While true, if I did make a server, I'd just take a hands-off approach. Since there's no better way to breed discord (heh), than classism between an admin and everyone else participating in a community.

If there's enough support to make one though, I'd be willing to make a server. There's definitely merit in having some kind of space like that to communicate in a more direct nature in a way that promotes discourse (double heh) in our "unique" community. Though in all honesty, I don't really see how that really differs much from what we have here.

I'd like to hear you guys' thoughts on this though.
>>
>>872631
to be honest, I don't see any reason for it when the board works fine and /3/ is slow enough as is
but also I don't think it'd hurt to try it out
>>
>>872631
its an understandable concern.
will it be a place of same folk that walks around these parts, share some knowledge, post cool stuff, call eachother some slurs.
or will it fall like the one before by some shitheads that take it too far and dont contribute to conversation. but i wouldnt want to aleniate anyone either.
at any rate, im in, just in case it happens.
>>
>>872634
>/3/ is slow enough as is
Yeah that was kind of my concern when I mentioned splintering. I'd be worried that people would focus on one or the other. Either way, it stifles growth for both. In the case that people flock to the /3/cord, they might not decide to post here since it fills the same niche, but if they decide to post here instead, there won't be enough people on the discord to really be a "community" and it'll be a group of like 5 anons that'll be too timid to engage with one another. Like being the first few people at a party.

>>872635
>will it be a place....
Ideally it'd just be /3/ in a different format. Anything goes, but if I had to step in, I think I'd only really do so for things that would threaten the server itself. I don't want things to seem like "I'm in charge here, fall-in", since that's what I'm afraid of with the classism thing.
I think though, that if people are interested in /3/ enough to bother joining the discord, they won't be there to shitpost (much), and would be there to actually engage with a community. At least since it requires a bit more effort than posting anonymously on an image board. Not much more, but still.
>>
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does this look right? I want to make 3d vtuber avatars as commissions someday.
>>
>>872631
A place free of leftists, /pol/tards and softwarecucks? Seems good enough for me.
>>
>>872639
>>872635
>>872634
Well, I decided to just jump in and start one.
I'm putting everything together now.
Gimme a bit and I'll post it up.
>>
>>872636
one benefit of a discord would probably be long term collaboration
its kind of hard to establish long-form communication on an anonymous image board
>>
>>872640
I forgot to mention that the discord is on a trial basis.
We'll see how things go, and if it works out, I'll keep it up.
Let's just chalk it down as a social experiment.
>>
watched dune. have a WIP ornithopter I slapped together in ~2 hours (longer than I would like to admit)

>>872631
what if it were only a voice channel where people could talk/stream. no text channels. I can't think of a good reason to have one otherwise. I feel like it would take away activity from here

maybe u could disable image posting to force people to post here? that'd be retarded tho
>>
>>872643
Ironically, I was gonna opt out to having voice channels altogether.
Personally I'm a bit antisocial, so I never figured that people would be all that willing to communicate verbally in the first place.
>>
>>872643
no vc channels please. maybe just have two channels, one for the stuff youve made and another for offtopic discussion
>>872644
>i'm antisocial
well, lets be honest. we're all here because we're too antisocial to use conventional social media, amirite
>>
>>872644
some people just need some company while making stuff. it's a good motivator. ill be willing to be some company
>>
>>872644
>>872646
I find it fun to stream stuff while I work, but it's up to you
>>
>>872645
Actually, i'm here because nobody but people in this thread care for what i post.
>>
Alright anons, I've made a discord for you guys.
Like I said, it's a bit of an experiment so if things go south I'll just pull it down.
Hopefully it does well though.
I mention it in the /wip/ channel, but to keep things fair to the thread over here, I'll only be adding things to the OP if they're posted here. You can post in both places, but yeah.
I don't know if that's a stupid rule or not, but I just don't want to give preferential treatment to people that don't want to join the discord. Ultimately I guess it doesn't matter, but we'll see.

Here's a link to it, I'm going to let you guys kick things off before I jump in. Let's try to make it a hip and happenin place.
https://discord.gg/ujt5vtr4DE

Go wild my dudes.

>>872646
>>872647
I even made a voice channel for you brave anons.
>>
>>872650
& so it begins
>>
>>872650
youre that cunt. I dont think we should join this discord server. better to ressurect the old one.
>>
>>872658
>youre that cunt.
Who? I've just been the guy making the wip OP. That's pretty much it. I've never even made a discord channel before now. The account itself is brand new as well.
If you'd rather go somewhere else though, go for it.
>>
>>872650
discord is bad because it saps traffic from a nearly dead board like /3/
>>
>>872604
>Best to just disable the modifier itself on the line object until you're ready to fuck around with it. Disabling the object itself doesn't seem to do much.
That must be it.

Thanks for the advice. I'll keep in mind once I decide to make some animations.
>>
>>872639
>/pol/tards
Not so quick!
>>
>>872643
That looks great anon.
>>
>>872639
>free of /pol/tards

Guess again :3
>>
>>
>>872555
looks like some sort of government vax enforcement bot you'd see in a political cartoon.
>>
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>>871586
Hope you had nice some nice holidays OP and every anon who reads this. May the 3d arts bless you all in the upcoming year of 2022.

Feeling finished with my hipoly sculpt and off to retop, baking, and texturing.
>>
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>>872637
>does this look right?
no
many missing anatomic features
wrong shapes wrong proportions

Anime bodies are not very different from realistic ones, you need to learn basic anatomy
>>
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Drawing in some guides in Substance for where the hair will be. I'll be painting a hair texture on the scalp in photoshop, then making cards for the hair and particles for the eyelashes and eyebrows.
>>
>>872789
booba
>>
>>872733
this is going well anon, don't cheap out on the bow now.
>>
>>872737
the ref image you posted helps, I'll try to fix it tonight. thanks anon
>>872733
thank you art doggi
nice dubs and good luck to you too
>>
>>872644
>Personally I'm a bit antisocial

So am i anon, but sometimes its good to get out of ur comfort zone.
>>
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Modeled and textured my own fictional currency to make these seamless textures
>>
>>872644
>>872804
Many solar cycles ago there was a /3/ server. I hoped on there once and there where like four people on voice.
One of them had a modelling steam.

I was like "sup' mah t/3/pots!1?" trying to put on my best 'I lift a lot more than I can lift' voice.
And they where like giggling like Bevis and Butthead going "heeehheh hello anon heheeeehheh".
I didn't hang around for long but I remember thinking my fellow t/3/pots where just as weird as I imagined them to be.

>Huge autist myself by the way, but I've mastered emulating social cues to hang out with people and have a social life.
>Until the virus hit, now I am back to fullblown recluse and lovin' it.
>>
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>>871586
old school golf stick.
>>
>>872280
honestly, and I know this is a meme, but Tiktok has a much further reach than IG nowadays and it does seem to promote artists far more than IG does as well.

It sucks but half the life of being an artist is just posting on 50 different websites until an algorithm decides it's your day.
>>
>>872963
But tik tok steals even more data zuccercuck, is it worth shilling out to Winnie?
>>
>>872896
>Can hide his power level with eloquence and grace
Based, it's the strongest tool us autists have.
>>
>>872963
The day I capitulate to China and make a TikTok is the day I fully embrace the CCP like John Cena.
For the time being however, I'll fight with all my might, uphill if I have to, to not associate with the app and China.
I already hate social media with a burning passion, TikTok to me is the worst of the bunch. Nothing to me sounds the knell of society's downfall more clearly like an overweight nurse doing some retarded zoomer dance in front of her dying patients for some shitty views.

In all seriousness though, thanks for the tip man. I'll try to stick it out on IG and my other platforms for the time being though. TikTok really rubs me the wrong way in every direction, especially the format. If things don't pan out like I hope though, I guess I know where to crawl.
I feel bad making it seem like I'm shooting you down though. Still, thanks, I do appreciate it.
>>
>>872887
that's pretty great, do you have a render? I'm curious about how it looks since you have a lot of lighting baked into the albedo
>>
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damn, substance painter is insanely easy to prototype with
>>
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Painted the scalp so there won't be any skin peeking through the cards later.
>>
>>872991
nice
>>
>>872991
sick, you mind if i see the uv of the head?
>>
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>>873001
>>
>>873003
>"do you have any games on your phone"
>>
>>873003
danke
>>
>>872991
How do you paint hair like this in photoshop?
>>
>>873003
Is it okay to leave the ear in like that? I remember seeing some tutorials cut the ear out into a seperate island.
>>
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>>871744
pog
>>
>>872988
That metalness is driving me insane!
Aaaaaaaaaaaaaaaaaaaaaaaaaaaaaa!
Help me niggerman!
>>
>>873024
There are brushes you can find specifically for hair, or you can make one with a few oval dots, pressure to size, color dynamics, etc. Lots of ways to do it quickly.

>>873026
To avoid distortion, definitely use a seam. It doesn't seem very noticeable though.
>>
>>872980
that is the render. It's actually 2 quads, one layered over the other. and a single light source, plus another flat plane beneath to cast the shadow of the alpha clip through.
>>
>>871744
i swear anons here don't understand how good this is. Great work anon.
>>
>>873049
doesn't look terribly metallic, in that case
>>
>>872991
dank
>>
>>871746
>>871762
I was going to write a whole pragraph of autism but he is correct, just the old mans eyebrow muscle groups are massive so it looks alright.

What fucks you with large deformation in your animation is that you should change camera angle and let the face revert back to a nuetral before going into another facial expression animation so it has a limited range of use.

I've only seen this type of animation work in video games were on non humanoids in games like crash bandicoot, jack and dexter, spyro.
>>
Happy new year /wip// bros
>>
>>873166
Happy new year anon
>>
>>873166
>>873168
Happy new year bruddah.
>>
>>873166
Happy new year friend
>>
>>873166
Felix Navidad
>>
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Happy new year guys.

Currently chipping away at this project, I'll be diving into Xgen this week for the hair cards.
crits welcome.
>>
>>872122
I'd say there are a few things you could do to improve your model, for one remember that an elongated figured will always be more attractive than having shortened proportions, so maybe try making the neck longer and more feminine as well as the rib cage, also narrow the shoulders a bit and emphazise the pelvic bones, very important in females.
>>
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>>872637
don't forget the underlying bone structure, the bony landmarks like the clavicles and rib cage are very important as well as the pelvis, and the neck is tiny.
>>
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one last one.
>>872991
that is nice, I'll be doing the same thing this week.
I actually found a pretty good tutorial on this on wingfox
>>
>>873239
this one, it's a bit expensive but worth it.
wingfox dot com backslash c backslash 8515

lol can't post link system think is spam
>>
>>873236
>>873238
>>873239
Damn, thats really good.
Also Lmao, thats really the game model? What the fuck are those eyes and eyebrows, kek.
Still, i would leave the sticking out ears and wider nose ridge, some people do have them.
>>
>>872459
looks great to me.
>>
>>873250
you'd be surprised how many game models heavily depend on the engine shader and presentation.
>>
Low res monkey
>>
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>>872459
I'm losing my sanity. Happy New Year negroes.

>>872461
no
>>
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>>871586
Trying to do my own ship for a unity demo I'm working on. Would like to work on the interior. I dunno.
>>
>>873284
Unironicaly had more appeal without textures.
>>
Is that guy from Tbilisi who sculpts girls with spiky detailed clothes still here? I've been into some Georgian folk music these days so I remembered him lol.
>>
>>873312
I thought it was a guitar, is this for some space opera?
>>
>>873236
how much would it cost me to pay you to make faces with this quality?
>>
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i can smell that awesome popcorn from all the way from the parking lot over here can't wait to walk in and watch the movie
>>
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>>873318
Oof, can you tell me what I can fix?
Thinking of doing better to simulate that fur appearance by adding fake haircards and the like.
Is it the color composition that's at a fault or just everything in general?
>>
>>873318
I disagree.
>>
>>873284
Happy new year.
What did you use to make the clothes?
>>
>>873385
gimp.
>>
>>873386
>gimp
Impressive. But i was actually referring to the mesh.
>>
>>873388
blender.
>>
>>873389
I suppose sculpting, right? I've been thinking about how to go about making clothes for my character. If I can achieve this kind of result with sculpting I'd be happy. I don't have to worry about learning marveloys designer.
>>
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>>873390
Nah senpai, poly-modeling.
>>
>>873391
That's impressive anon. I didn't think you could get such nice cloth folds with just poly modeling. Good work. What is the character for?
>>
>>873338
It's from interstella 5555, always liked it thought I'd try it as a challenge.
>>
>>873367
Other anon here. I don't think either image has "appeal" since I hate furry-shit even if it isn't porn, but that has to do with the content, I still can give you my honest opinion about the artistic/tech side.
I don't think the color palette is to blame, I kinda like/feel indifferent/can tolerate those muted more realistic earthly colors of her cloth and the overall composition of colors, but I can also understand someone who might think its a little bland/boring. All the fabric/leather materials look fine and appear realistic. Everything else looks slightly off/wrong. It seem like in all of these materials the roughness and specular values are wrong.
Hairs - way too shiny.
The nails/claws are also too shiny.
The neoprene(?) pants - too shiny and also too clean.
Fur and Skin - a flat polygon surface will never look as good as a real physical fur over skin, that's just how it is, but there is still lots of room for improvement. I just don't know how, but I have seen it. Baking real fur down and using some normal map guided anisotropic highlights might push it into the right direction, but what the hell do I know....
Also:
Way
too
fucking
shiny!!!
The revolver grip made from wood...do I really need to type it...?
Well, no maybe the shininess is ok, but still, it needs some variations in roughness, its a grip - the pussy is touching it and it gets dirty.
Do you ignore the roughness map completely or just fill it with one color?
>gimp
no just no.
Get better tools.
Seriously, you're not only 10 years behind by using a standard 2D program for texturing, you're using the worst of em all.
So you're a masochist on top of a Furry?
Why?
>>
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Here's what I did today: it's my first serious attempt at something "complex" since completing the meme donut, based very loosely on a Mk3 Ford Escort (with a Mk4's grill).
Is there anything obviously wrong with my topology/approach to modelling, or anything else that I should bear in mind on my next attempt?
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>>873470
Try using creases on a few edges
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>>873470
use a bevel workflow rather than using edge loops to crease edges
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>>873473
>>873487
Assuming you meant the edge loops around the pillars, those were for the window trim, not creasing (the color's kind of hard to make out against the background, so my bad).
On the subject, would it have been better practice to inset faces for that trim instead of using edge loops?
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>>873489
There's no right answer, just do what gets you the 'best' results with the least artifacts.
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>>873489
>>873498
and just to add:
for hard surface modeling, don't be afraid of ngons. I'd say ngons are a million times more preferable than a bunch of pointless edges and vets mucking up your model
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AR15 HP I did over christmas
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Here is the first layer of cards for the scalp.
Tried to align the flow of the mesh as close as possible to the texture I painted, but it's pretty bad around the ears.
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>>873342
Just post what you need and I'll deliver here for free. it might take me a bit of time tho.
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>>873523
Knocked it out of the park, anon.
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i made a nezuko
need to spend a lot of time properly learning shading and texturing.
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>>873367
Fur, hair, eyes and nose material are all off. They have that horrible default UE3 wet plasticine look that a lot of things used to be cursed with.
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>>873549
Shading Shmading
The head is a bit long and you can see the SSS near the edges on her skin but otherwise that's a really nice model, anon
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>>873549
Lookin pretty good anon!
If you're trying to go for the same look as the anime, I'd make her face a bit shorter overall. In the show she's got kind of a squat face that's pretty round.
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>>871586
vintage can opener, the sequel
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>>873591
always lov me a good AMR
although i dunno about keeping the low polyness on baked on details like the bolts and indents on the back
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Made this, not completely happy with it but I'll redo it somewhere in the future.
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>>873626
PUSH HIM BACK IN
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>>873631
Too late the damage is done, I'm sorry
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some unnamed character's helmet from MIA, I'll do his flamethrower tomorrow if I can even finish it by afternoon the next day
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>>873529
i'll get back to you when my game will be more advanced, thank you
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>>872615
>discord
Go back
Discord kills threads on active boards, never mind this shithole
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I now noticed that there’s some differences. I made the body using Crocomire’s sprite and used his game manual/official art for the claws, but should I be consistent? I still have to make his bubbly skin, and work out the finishing details, but should I make it just like the sprite? Another thing I noticed is that the front legs seem fine on a 2D image, but in 3D, the legs wouldn’t give room for his hands unless they were oriented like they are now. Is this expected for sprite to 3D sculpts?
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Making some head modifications but I know something could still go off in the uncanny valley.
If any D̶e̶g̶e̶n̶e̶r̶a̶t̶e̶s̶ furfags here can make pointers I'd appreciate it. Should I add human features like actual eye-lids, eyebrows or the like? Am I going too animalistic or are my portions, in a 'realistic' sense still wack?
Help me or idk, guess I'm taking the Scott route.

>>873392
Non-porn video game.
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for dinosaur hunting
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First pass at a ponytail
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>>873704
>>873706
but hows it look in hlmv?
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>>873702
If your goal is to make a relatively realistic take on what a hairless cat humanoid would look like you're doing a good job.

Your stuff reminds me a lot of the dorohedoro manga art.
However, if you are going for cartoonish / charismatic 'furry' aesthetics, you need to increase the neonatal features and simplify things like vasculature and wrinkles. Hair card fur or exaggerated facial geometry to give the illusion of fur will also bring you more in line with this aestheitc.

Conker's bad fur day for the og xbox is a great example of very inexpensive hair cards being quite effective.

For a realistic / non-anthromorphic example, the hyenas used in the Call Of Duty games also use hair cards to great effect, creating a natural medium-length fur.
Also, since you are evidently quite good at poly modeling, you should experiment with the multires modifier to start sculpting practice. Sculpt in whatever minute details you want to start out with, then bake them down as a normal map on your OG mesh.
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Been re-working an old file that I never finished last year.
Originally it was PBR styled, but since I've been really liking doing NPR-styled stuff recently, I've been trying to get it feeling like an 80s/90s anime.
I don't think it quite hits those notes yet, but there's still a lot to do before the project is finished, so I'm hoping it'll kind of coalesce and come together as the project nears completion.

I plan on adding a dude on one of the videophones calling someone, and looking a bit somber. Some parked cars, and one driving through the scene, and a train on the elevated railway.
It'll also be a small, looping animation.
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rigged her, pretty average job
>>873566
>>873568
i made her head a bit fatter and rounder, not sure its its all that noticeable
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>>873711
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todays experiment is seeing how thicc i can make a doll joint character before it's too noticable
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>>873757
It's definitely better. Though the cheeks look a bit chubby. I'm not sure if it's because they actually are, or the shadow is making them look that way.
One thing that really stuck out to me with the character in the anime is how fuckhuge her forehead is. Her head shape is pretty topheavy in the show, and it tapers off pretty quickly.
I think that might be what you were getting tripped up on with the long face in the first iteration. Really, I think I'd make the face features a bit smaller, and try to move them downwards a bit without changing the skull shape too much (apart from fixing the chubby cheeks).
Basically, just give the forehead more of an emphasis.
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>>873757
might wanna slap some flat color shading on there
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>>873747
I used to think that was a shader. I noticed something similar in Sonic Unleashed.
I'm planning on using hair cards now despite how long that'll take, but I've got a good outline ready.
It just needs to work in a game, so obviously, Blender's own fur thing is out of the question.
Thanks for the compliments though.

>>873523
Lol, that's better than the one I made here.
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>>873819
>I used to think that was a shader. I noticed something similar in Sonic Unleashed.

It's a bunch of fattened duplicates of the mesh with a noise texture. The UV's and alpha threshold of each duplicate are shifted a little further with each subsequent layer.

High quality example https://sketchfab.com/3d-models/linster-fox-b779a15bb1f5441aab676306e3ded8e8

I've seen a unity shader that does it, but a shader isn't required if you duplicate the geometry yourself.
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Final stretch of polishing and posing before I get done with it.
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>>873886
Ayy you gotta forgive me for what I said earlier anon. I thought you were just messing about, this is actually bretty good.
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>>871744
is this the gramps from hey arnold? great work
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workin on a shortstack alien who steals fluid
still need to do some outfit exploration in photoshop, since i dont have that fully down
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>>873903
Ayy lmao
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>>873903
Cute but... where are the boobs?
Is that a guy?
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>>873936
It's a girl and she doesn't make milk so she doesn't really need milkers— I kinda wanna keep her pear shaped and fully ass focused
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>>873938
don't forget the thighs :)
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>>873903
Rule 34 of Echoes Act 3 lookin good.
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>>873765
>I think that might be what you were getting tripped up on with the long face in the first iteration. Really, I think I'd make the face features a bit smaller, and try to move them downwards a bit without changing the skull shape too much (apart from fixing the chubby cheeks).
100%,
i'm going to call it here though, i wasn't even supposed to texture this model.
i just needed a small project to get back into 3d studies
>>873789
please don't tempt me
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>>873967
I like it anon.
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Experimenting with a 1400 bone ponytail.
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>>873972
https://www.youtube.com/watch?v=zTuD8k3JvxQ
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>>873960
kek
>>873972
are you going to use wiggle bones on all of them?
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>>873977
Yeah, I'm going to attempt it and see what happens.
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>>873977
Beeeeeeeetchhh
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>>873886
Such a cutie. I want to live in the world where he lives.
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>>873972
>>873978
Don't foget to post results.
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>>873903
damn dude, pretty nice
whats it look like without wires and subdiv on?
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>>873967
>please don't tempt me
i was just saying that since anime style doesnt really work too well with basic lighting like that
might want to turn off filmic too
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>>873284
Overall issues are that you don't need the stupid bullets around the ankles and get rid of the weird latex pants.

Its cool to add neat features but what does it tell us? we know shes a gunslinger because she has a huge revolver we don't need more, maybe if you want something like that put a ammo belt around her shorts.

Hair is a clear issue, don't give a gunslinger blue hair it just detracts from the character. The hair style is ok but try another interation of longer hair and see if you like it.
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>>873981
Bro we don't have females on /3/ stop larping
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>>873976
Based
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8-Directional sprites in Blender.
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>>874019
Hair was a flop due to some lighting incompetence.
She's less a gunslinger, more a receptionist that carries in case a nigga wants to pull up.
With this new furcard thing, I might not even use that hairstyle but we'll see what happens.

>stupid bullets.
Piss off, the idea of her stretching her ankles to reload is something I find sexy but I will review the latex thing.

>>873839
Looked into that method, learned it was first used in SOTC of all things. It's neat but I decided I'll just go with some haircards instead and maybe use that other method for the jacket. I like where it's going already methinks.
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>>874114
If your goal is to create something believable that I never want my dick anywhere near, you are succeeding.
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NEW THREAD UP
>>874161
>>874161
>>874161
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>>871744
>>871746
https://www.youtube.com/watch?v=n5AQv0x_xn0
https://www.youtube.com/watch?v=SfExejqdr5w



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