[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/3/ - 3DCG

[Advertise on 4chan]

Name
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File
  • Please read the Rules and FAQ before posting.
  • There are 107 posters in this thread.

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


[Advertise on 4chan]


File: Wip Collage_Series 2_v5.jpg (3.37 MB, 3840x2798)
3.37 MB
3.37 MB JPG
/wip/ - Works in Progress
- Collage Edition: Series 2 -
2022, Baby.

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

Previous thread: >>871586

List of free resources: https://pastebin.com/cZLVnNtB
Check out the /3/ Discord: https://discord.gg/ujt5vtr4DE
>>
>>874161
Looking good, nice to see the sky more filled with fun
>>
File: sei unica wip.png (113 KB, 959x489)
113 KB
113 KB PNG
>>
File: Ammonite (2).png (1016 KB, 1080x1080)
1016 KB
1016 KB PNG
>>874161
Thanks for putting in my Tiktaalik <3

Making procedural ammonites now, fucking around with displacement
>>
>>
File: file.png (898 KB, 1366x705)
898 KB
898 KB PNG
Working on an anzu model right now. So far 315 vertices.
Lower the better.
>>
>>874114
i think the old one looks better.
>>
File: glizzy.jpg (181 KB, 3000x633)
181 KB
181 KB JPG
>>874171
Looking good so far anon, now you just need to make the rifle kit as well

>>874186
Uzumaki

>>874215
What's your poly budget?

>>874217
Ditto. I think the hairless/short-hair look is a much stronger aesthetic and silhouette that complements the clothing better. The current model is not poorly executed, but simply looks... like a normal cat?
>>
>>874227
less than 350 vertices if possible. Im really fond of low poly. It makes me work on my texturing skills too.
Im still not that good however. Theres some other artists using less verts and having good textures.
>>
>>874161
https://youtu.be/ev6kyyqLAps

Characters for a video game I'm working on. Inspired by webkinz and super auto pets.
>>
File: BKn_S001.png (408 KB, 1051x1537)
408 KB
408 KB PNG
working on the hair for my sculpt
>>
>>874166
Yeah I originally was debating extending out the sky, but there's so many fun things that can be done with that extra room. I'm glad I didn't leave it as a small area!

>>874186
I was gonna have the whole picture on the environment board. After seeing him though I just had to put him in there. That DQ kid might wanna watch where he's running now!
>>
>>874260
looking great familia, best of luck with the hell that is retopologizing hair

>>874250
consider doing some character sketches before implementing your models in 3d. think about a single or set of characteristics that make that character unique. pokemon or neopets are a good reference to this.

your lil duders are cute and promising but going just that lil extra mile will make them pop immensly!
>>
File: Tank.png (677 KB, 1913x971)
677 KB
677 KB PNG
Been working on this bastard for weeks, getting the topology right on complex warped triangular curved surfaces like this is absolute hell. Some anon mentioned modelling with nurbs but I don't know how well they convert into normal meshes and if they will really solve my topology woes
>>
how can I improve the topo for this ugly little shit? I did the basic racoon mask thing but I think I went astray somewhere.
>>
>>874304
It's like pic related's sleeker sibling.
>>
File: 1616608394689.jpg (339 KB, 1280x960)
339 KB
339 KB JPG
>>874312
The AAT was definitely a big source of inspiration, though one of my main goals was to make the design more sensible from a usability standpoint i.e. have actual sloped armour and gun depression. I really did pick the wrong kind of shape to learn modelling with though holy fuck is it hard to get the curves and slopes right.
>>
File: quadsss.png (383 KB, 828x825)
383 KB
383 KB PNG
>>874310
In general, you want your quads to not be super distorted, to help with shading as well as rigging. If they start looking really crazy see if you A: need to add a tri instead or B: need to simply increase the density of quads in that area.

I see a few of these distorted quads on your model as well as some poles (points where many edges meet up at a single vertice) you in general don't want to have more than 4 edges meet up a whole lot (5 is ok sometimes when it comes to starting a new edge loop)

Also, your quad density is off. You have a bunch of polygons making up the relatively featureless back of the head, but very few, large polygons making up important features like the nose and browline. Add more geometry to the face!

It's not too bad for an attempt, and topology is really an art into itself, so don't get discouraged.
>>
File: 1639122078140.png (640 KB, 1842x759)
640 KB
640 KB PNG
r8/critique my booba pls
(the pushed up booba will get a pushup bra)
>>
>>874319
left : good
right : could be really good if the boobs were more under if you can see what I mean, the nipples are supposed to be in the middle, and the fact that they are not highlight the fact that these boobas are ugly, I don't really know how a pushup bra looks like so maybe it'll resolve the problem
>>
File: 1631571208619.png (255 KB, 912x523)
255 KB
255 KB PNG
>>874321
>the nipples are supposed to be in the middle, and the fact that they are not
>>
>>874322
I meant that with sillicone, the nipples are higher and at the middle from that point of view. I really rarely see the ones like you did (I'm a fake boobas specialist)
>>
File: wip2.png (367 KB, 1920x809)
367 KB
367 KB PNG
>>
>>874326
ngl he be vibin.
>>
File: 1638530549632.jpg (107 KB, 600x350)
107 KB
107 KB JPG
>>874323
>t.
>>
>>874317
>holy fuck is it hard to get the curves and slopes right.
I'd recommend NURBS, but Blender's implementation is from like 2004 or something. Even then it's only added at a super basic level. Not really usable for anything but a feature checkbox.
>>
>>874326
>waiting for op to deliver
>>
>>874260
She answered the call.
>>
File: HC.png (713 KB, 1920x1004)
713 KB
713 KB PNG
Finally managed to tackle hair cards, that Johan Litvall tutorial was hell he goes at 5x speed without barely explaining anything, but I think I got it down.
>>
File: HM.png (674 KB, 1920x1080)
674 KB
674 KB PNG
>>874343
mad respect for the man tho, this shit is crazy obtuse. specially that heigth map.
>>
File: alieyum.gif (2.24 MB, 400x800)
2.24 MB
2.24 MB GIF
added more butt topo and changed a little bit around. Started rigging the face, and began a very lewd space dress for her. Still need to go back and fix the fingers since I can't into hand topology, overall happy where she is so far
>>
File: 1628251793206.png (112 KB, 625x657)
112 KB
112 KB PNG
>>874346
looks good, nice poopa.
Mind sharing a few pics of the butt topology? I've been really struggling with mine.
>>
File: asstopo.jpg (1.08 MB, 2019x1556)
1.08 MB
1.08 MB JPG
>>874350
it's not from the alien (since it's FULLY MODELED and slightly modified so it might be a little hard to follow) but this is a much cleaner pic anyway.

I used the exact same topo on my alien. It's all about having the loop between the legs flow from the sides of the crotch, between the legs, and to the inner cheeks. both pics use the same topo, the bottom is low poly so it's easier for you to follow. The super smoothed out legs on the bottom right might help clear up the how
>>
>>874353
Did you just make this reference now? At any rate, thank you, super helpful.
>>
>>874357
had the top one lying around, made the low poly one just now, glad to help :)
>>
File: Videocall_3.webm (2.13 MB, 1200x900)
2.13 MB
2.13 MB WEBM
Some more work on the videophone scene.
There's a bit more length to it, but I just chopped off some extra frames at the beginning and end to render faster.
>>
>>874365
looks very nice, I'm assuming you saw that 90's anime in blender tutorial everyone's been doing
>>
>>874346
>>874353
great ojete anon, keep it up
>>
>>874366
Shit, there's a tutorial?
I've just been trying to feel things out until it starts looking right. Had I known there was something like that it would have definitely saved me some time. If you've got a link I'd definitely give it a watch for some extra info.
I've just got a huge PureRef file with a bunch of images from old animes that I've been using and trying to replicate the style. Or at least replicate the "memory" of what it looks like.
Even still, the scene isn't quite where I want it yet. Still comes off as really 3d to me. There's split-seconds in there where it looks 2d if I really squint, but it feels more like an anime with shitty 3d effects than anything else.
I did come across a neat trick with the denoiser when I was working where if you give it really low samples, and heavily denoise it, it flattens a lot of things out to look a bit painted.

Tomorrow night I'm going to go through everything again and re-do a lot of the shaders and stuff. I was using Cycles since I wanted to project shadows from the windows of the train onto the buildings, but since there's nowhere that would be actually visible, I'm better off switching to Eevee for more creative control. I think that'll really get things looking better. I just hope I can still use the denoising thing in Eevee.
>>
>>874372
not him but I guess he's talking about this https://youtu.be/ZsvZsVPhTVs
>>
File: Akira.png (490 KB, 655x360)
490 KB
490 KB PNG
>>874373
Thanks for this.
There's some pretty interesting ideas in there.
I like the bit about separating the mid/fore/background. I was trying to do something similar by having the videophones and train look hand drawn and the background look painted, but I think I need to push it quite a bit more since for one, it doesn't look painted/drawn, and two, there's not a clear separation.

I've also been playing around with different framerates on animated objects. The rain is on 1s at 24fps, the train is on 1s as well (since from what I saw, things that you see from one side are slid across the frame like a single image), but the car is on 2s. The thing about the car on 2s though is it doesn't really look like it's animated frame by frame, and just looks like a low fps animation. Not really sure what to do about that.
>>
File: file.png (927 KB, 1366x705)
927 KB
927 KB PNG
>>874215
added hands and tweaked some hair vertices. Too sick to actually do shit today. Hair model is gonna be the last one then im gonna start painting.
>>
>>874310
is that fucking shmorky
>>
File: hover truck.png (233 KB, 1440x2120)
233 KB
233 KB PNG
hover truck
>>
File: Hovertruck.webm (2.94 MB, 550x372)
2.94 MB
2.94 MB WEBM
this was for a post apocolyptic package delivery game i wanted to make, where you deliver your packages and take out the rival megacorps hovertruck drivers to upgrade your rig. all the parts on the truck would have been physics simulated at some point and the individual parts would have had properties like war thunder.
>>
>>874436
>>874434
looks cool but sounds kind of over ambitious
>>
>>874442

those are the only kinds of games i make lol
>>
>>874346
sus
>>
File: AgonyDispersed.png (1.45 MB, 1555x973)
1.45 MB
1.45 MB PNG
>>874333
Just thought I'd pop by to tell you thanks for the advice, doing these shapes as bridged NURBS surfaces is far far easier than the regular poly modelling way I was doing before. Managed to get a decent looking shell in a few minutes instead of several hours. And furthermore the converted topology doesn't make me want to kill myself. Thanks Again!
>>
>>874468
you're welcome anon
>>
File: 1623807056457.png (1.77 MB, 2160x1857)
1.77 MB
1.77 MB PNG
>>874363
>>874353
right: before
left: after
thoughts?
>>
>>874472
DUMP TRUCK
>>
>>874472
seems better
>>
>>874468
No problem anon.
Like I said, the NURBS is pretty shit, I'm glad you were able to make it work though. Last time I tried to fuck around with them it was like trying to work uphill.
>>
File: gf-400.webm (2.84 MB, 512x288)
2.84 MB
2.84 MB WEBM
>>874436
give me acces to your build anon, ill do some cool stunts.
looks super good btw
>>
muppet flying wooooo
>>
>>874497

i like this lol. did you do the city too
>>
File: 1641397578253.jpg (147 KB, 1617x1009)
147 KB
147 KB JPG
>>874161
first 3D project
>>
>>874516
Yes made the city too
>>
>>874497
Aesthetic as fuck, dude.
>>
>>874497
epic
>>874520
epic liar
>>
File: file.png (228 KB, 1366x705)
228 KB
228 KB PNG
>>874408
3Dcoat painting now. Its not really the best in painting but i feel like im getting better bit by bit.
Im still trying to learn 3Dcoat too. So far its 100x faster in my PC than blender.
>>
File: spear thingy.png (324 KB, 1395x756)
324 KB
324 KB PNG
Following an axe tutorial i found i a torrent
I have already failed.
>>
>>874584
i like it.
will check in on your work
>>
>>874589
what's the axe course called?
i like your halberd more by the way
>>
>>874584
Have you tried putting the arms down to her sides yet? Something about the arms makes it feel too long, but it might be that they're too thin
>>
>>874589
You haven't failed anon, it looks fine.
>>
File: topo.jpg (90 KB, 1196x949)
90 KB
90 KB JPG
>>874619
"FlippedNormals - Switching to Blender for Experienced Artists"
The axe tutorial was included in there. Though i'd go through it - maybe ill find something interesting in there.
So far i stumbled across the "edge flow" add-on which is nice. https://github.com/BenjaminSauder/EdgeFlow

Not feeling confident with all the support loops i'm placing here. I usually do this with the bevel modifer which makes the mesh easier to work with
>>
File: 1641397578254.jpg (168 KB, 1592x1013)
168 KB
168 KB JPG
>>874569
fr
>>
File: Test2.jpg (83 KB, 614x531)
83 KB
83 KB JPG
>>874621
yeah i always do that first before everything else.
>>
File: arms n hands.jpg (78 KB, 593x531)
78 KB
78 KB JPG
>>874668
hmm... Can I get a closer look at the hands? Now that I'm looking at it again, I think it's because it looks like there isn't enough of that are between the wrist and thumb, and again I think the forearms might be just a bit too thin. made a little paint over to better show what i mean
>>
File: anon.png (235 KB, 522x804)
235 KB
235 KB PNG
>>874672
>>
File: 1616447237968.jpg (92 KB, 741x697)
92 KB
92 KB JPG
>>874584
I don't know this character but it reminds me of kozakura from otherside picnic
pretty cute, carry on
>>
File: WeaponizePangolin.jpg (442 KB, 2000x1125)
442 KB
442 KB JPG
critiques would be much appreciated on both the creature and the weapon
>>
>>874762
Pangolin is awesome

Mortar is lacking in detail. Consider adding a bolt handle or a choke or a sight. Also, think about where the rounds of ammunition would be stored and how they would be accessed. Even if it's meant to be a heavily stylized piece those lil elements can help a lot.
>>
>>874762
Depending on the look of the piece you are trying to achieve, if I were you, I would make the weapon more angled and crude rather than round. Stylistically I think the composition would benefit if gun (and it's mount structure) would match scaly-angled-edge style of pangolin.

Otherwise it looks really cool, keep it up anon!
>>
File: damnfemalekid.png (931 KB, 1241x945)
931 KB
931 KB PNG
I'm done with her body, now onto the accessories.
>>
>>874818
lookin good
>>
File: 1641537072363.jpg (218 KB, 1920x1041)
218 KB
218 KB JPG
how is my ass doing?
>>
>>874472
if you add hip bones you can get a more sturdy looking hourglass physiche.
>>
File: 1640052147388.jpg (146 KB, 1024x1024)
146 KB
146 KB JPG
>>874850
brobably, but im trying to adhere to the reference.
>>
>>874818
nice
>>
File: shiee.png (298 KB, 1280x720)
298 KB
298 KB PNG
Started work on proper textures, only finished the legs for now.
I'd say i got better at topology since my last work. Still, i am not getting the desired results..
>>
File: second.png (333 KB, 1280x720)
333 KB
333 KB PNG
>>
File: third.png (263 KB, 1280x720)
263 KB
263 KB PNG
>>
Bit if a stupid question, but is this >>872555 drawn in greasepencil or is it the model opened in greasepencil and some other things done to it?
I know the OP mentions greasepencil and stuff, but I've never used it so I know nothing about it. I just like those kind of pics, they look neat so I'd like to try one at some point.
>>
>>874867
>>874868
nice, but how is the lens actuated? I'm assuming the robot can move it by itself
>>
File: walk.webm (1.46 MB, 640x360)
1.46 MB
1.46 MB WEBM
>>874877
>>
>>874877
I still have to redo the bellows mechanism but mechanics wasn't the focus on this one.
>>
>>874436
Better add some straps for your cargo, mate.
>>
>>874861
the jar, the glass some of the fixtures have a modern style, while the legs and camera have a steampunk style.

What is the intended setting, of spider jar?
>>
File: file.png (538 KB, 536x751)
538 KB
538 KB PNG
ring ring /3/
>>
>>
File: Peeker_Picker.webm (2.86 MB, 960x540)
2.86 MB
2.86 MB WEBM
he's animated now.
>>
>>874434
did you use any booleans?
>>
File: 1614668523838.png (350 KB, 978x656)
350 KB
350 KB PNG
>>874520
mine too was a hatchback car
>>
File: 1617403438303.png (225 KB, 807x667)
225 KB
225 KB PNG
>>874818
>>874672
i want to make kitty cat but don't know if i should learn sculpting or poly modelling
>>
>>874969
If it just for fun then sculpting is easier to get into, poly modelling can be very tedious. If you want to work then you need both.

My usual workflow is sculpt -> lowpoly.
>>
>>874962
Hell yeah that's awesome anon
>>
>>874973
>If you want to work then you need both.
got it, i want to get into environment design but character modeling/sculpting looks fun and looks like it will come dandy in my portfolio
>>
>>874962
this is very cool, the geometric designs remind me of old cgi (insektors comes to mind) except better animated
>>
>>874917
I was trying to go for circa. 1920's aesthetics, the legs themselves are made using old nitting machines as an inspiration.
And yeah, the glass jar ended up looking way more modern than i intended.
>>
File: rendlateE.png (2 MB, 1635x2389)
2 MB
2 MB PNG
Getting the hang of things, slowly.
Gonna work with this and then try another pose with the shades off.
I've got a lot of issues but I like to think I'm improving. I hope.

>>874217
>>874227
I agree, so I changed it again.

>>874962
aw dawg, that's sexy.
>>
File: WeaponizedPango3.png (1.37 MB, 2732x1386)
1.37 MB
1.37 MB PNG
>>874765
>Pangolin is awesome
Thank you
>Consider adding a bolt handle
it's coming, I'm tired of how the booleans work in Zbrush
>or a choke
I'm going for some sort of Metal Slug design, a bit like the crab tank, so I like the "smoothness" of the barrel
>or a sight
it's coming, pic related
>Also, think about where the rounds of ammunition would be stored and how they would be accessed
good idea, It's tight on the pango so there wouldn't be a lot of space to store the ammunition, I tried something like a gun magazine but it looked a bit too silly and also ruined the silhouette, I think that top right is the slickest solution
>>874765
>I would make the weapon more angled and crude rather than round
as I said I'm stealing from Metal Slug without the talent needed to do so, the scene is supposed to represent the american soldiers in Vietnam traversing a pond or river, a round design would suggest that they are the good guys, but who cares really, I have to finish this shit by the 18th, I don't really have time to change the design too much.
>Stylistically I think the composition would benefit if gun (and it's mount structure) would match scaly-angled-edge style of pangolin.
what do you mean? I quite like how the plated mount turned out but I guess it doesn't really make sense, I may consider changing it.
>Otherwise it looks really cool, keep it up anon!
Thank you!
>>
File: Anzu.png (814 KB, 1366x1218)
814 KB
814 KB PNG
>>874584
Aight. Another done. Just gotta keep pushing.
Better topology with 429 verts only.
I think im really getting better at it bit by bit.
>>
File: file.png (88 KB, 500x573)
88 KB
88 KB PNG
>>875020
oh yeah also picture for WIP anon.
>>
File: 8455464.png (892 KB, 2948x1659)
892 KB
892 KB PNG
>trying to make a low poly human
>study game models
>come up with a topology
>make model using references
>it's non-planar af
>this has been going on on and off for years
FUUUUUUUUUCK! EVERYTHIIIIIIING! I am fed up with godamn everything I do failing, being beaten to the punch when I'm getting something right, and everything I hold dear dying in front of me from factors outside my control. I will die mad and I will die cursing God.
>>
>>875025
Just sibdivide a million times.
Or model with tris.
>>
>>875025
If you just started sculpting you would have less headaches. Poly shit and topology is technical and not artistic.
>>
File: file.png (288 KB, 995x599)
288 KB
288 KB PNG
>>875025
You need poles my friend. Search for tut on poles and it will help your topology a lot.
>>
>>875032
Youre that narrow minded fool. Get outta here with your lumpy models.
>>
File: 1639233402948.jpg (24 KB, 640x684)
24 KB
24 KB JPG
>>875025

It's not as low-poly but this tutorial is the BEST topology I've ever seen in a free tutorial. I'm going to be one of those fags that tells you learn to actually do it properly first, and then go even lower poly with it. If you're animating and don't want it to look stupid as fuck when it deforms, topology matters more than anything else.

https://www.youtube.com/watch?v=6ztn-S0o1DE
>>
>>875025
why do the quads need to be planar?
>>
File: Mercy_A_180.png (2.47 MB, 1920x1080)
2.47 MB
2.47 MB PNG
>>
>>875061
because he is a retard
>>
>>875061
quads don't need to be perfectly planar but distorted quads *can* cause lighting artifacts.

desu, when it comes to stuff like this i'd say don't worry about it unless issues actually show up with you turn on smooth shading. in that case just tweak the geometry manually and move on with working.
>>
>>875070
or, ya know, make it a tri. It's a low poly
>>
>>874962
Looks fanastic man, got any socials? It'd be a shame to only post here (much like too many anons)
>>
>>874260
Looks like Angelina Jolie's portrayal of Lara Croft
>>
>>874993
Reaching levels of "free your mind" here.
>>
>>875066
what are you making with this?
>>
It's coming along
>>
File: a12.png (385 KB, 1067x1116)
385 KB
385 KB PNG
pushing verts
>>
>>875021
The arms of the t shirt need to come down more.
I'd also take liberties in either making the chin bigger or moving the lips mouth up more.

Your nose is also too low look at the refernce in >>874215
were the nose sits slightlt above the bottom of the eyes.

Id also take another artistic liberty and make the nose bigger because once you are furher away from the character you won't be able to see the nose in a 3d space.

I really like it though man good job
>>
>>875078
@smwhereinthere
>>
>>874930
this has a dstinct 'resident evil inventory 3d item preview' aesthetic

>>874962
<3 reminds me of the film Robots but with much more early CG soul.

>>874993
i like it! kinda like a human/cat chimera with the vellous hair.
like the tattoo, this isnt a suggestion for improvement just a cool idea consider trying it in white like how a cattle is branded

>>874969
sculpt first. it's much more iterative and will give u skills that will also apply to poly modeling
>>
File: tbrender.png (1.17 MB, 1280x720)
1.17 MB
1.17 MB PNG
there's a challenge going on where you sculpt rocks so i'm gonna try and bust out a couple more this month
>>
File: Ponytail still wip.webm (1001 KB, 1920x1080)
1001 KB
1001 KB WEBM
Three months later, still working on this shit.
>>
>>875143
Ngl it looks like a golem turd travelling through space.
>>
>>875149
That looks beautiful. Character design used to be so fast but I feel it's exponentially harder with new tech.
>>
File: groyper.png (1.1 MB, 1442x852)
1.1 MB
1.1 MB PNG
Screwed around yesterday and made this guy. I don't feel like messin around with him anymore. Just trying to improve my sculpting skills.
>>
Back after a month-long ban because of terrorist theats against an Ausfag
>>
>>875149
BUILT
>>
File: vam.png (423 KB, 2235x1200)
423 KB
423 KB PNG
pushing verts
>>
>>875302
Lookin very clean
>>
File: walk 5 (4c).webm (614 KB, 1920x1080)
614 KB
614 KB WEBM
First time trying to make a decent animation. Any critics would be nice
>>
>>875362
beeeg stompy
>>
File: zturn.gif (106 KB, 837x293)
106 KB
106 KB GIF
https://www.youtube.com/watch?v=or7HhvFCHLc
>>
File: retime.gif (1.5 MB, 940x602)
1.5 MB
1.5 MB GIF
>>
File: elecc.gif (418 KB, 777x522)
418 KB
418 KB GIF
>>
>>875377
you are great at squash and stretch and overall animation technique senpai. how long have you been animating? were you originally a 2d artist?
>>
File: Collage3.png (1.07 MB, 2000x2000)
1.07 MB
1.07 MB PNG
>>875379
Animation, I've sunk my time into since a very young age- since maybe 7 years old,, Making funny videos for friends family and myself. From 15-19 I was mostly focused on digital video- that is where I taught myself a lot about framing and sequencing and 'shots' and lighting and flow... I don't consider this my 'area' but I picked up a lot during that time period of self-teaching,, Age 20 to present I started getting serious about learning the bare metal animation bedrock foundation- building my knowledge and skills on top of my skills I had as a young gun. If you would like, I can give you a reading list, books which I studied from to learn animation,, Originally, 2d was where I began and wished to excel at- but I really dig cg and the workflows go deep
>>
>>875302
pretty nice for polymodeling
>>
>>875149
Hod do you do that buttock jiggle?
>>
Must say /3/'s WIP thread looks really impressive these days compared to how it used to look a couple of years ago. Some real skilled artists here. We' re starting to feel on par with /ic/'s WIP thread. Good job /3/! Keep it up.
>>
>>875100
a videogame
>>
>>875299
FOR BBC
>>
>>875408
It took way too long considering /ic/ doesn't have WIP threads
>>
>>875380
>If you would like, I can give you a reading list, books which I studied from to learn animation

this would be really cool to get a list, if you wouldn't mind. do you find yourself trying to 'bend' or 'break' 2d rules you've learned at all, or has the 2d mindset only helped master 3dcg work?

I'm currently learning some of the foundations of 2d animation as a support to really master 3d, but there is a [unfounded] worry that I will drift away from an 'outsider' art style. some of my favorites in animation (like AC-bu) specifically have said they they minimized their outside influence to create such a distinct, creatively ambitious look.

https://youtu.be/zJE1HoHabMw
>>
>>875431
I meant draw threads. Whatever.
>>
>>875039
the way zbrush renders low poly stuff in the viewport is so ugly
>>
>>875408
from the anons that said in the past, we are all gonna make it. I believed
>>
>>875432
Wow that AC-bu video is amazing, thanks for showing that. The thing with self-teaching- is that it is pretty easy to retain an outsider artist skillset while simultaneously refining your skills in what you wish to make. The thing with animation, for me, is to Make the thing move no matter what.... And learning the core of what animation means, what makes motion tick- with that knowledge and skillset you will be better able (more equipped) to apply yourself to your ideas that you want to bring to life. Consider it like an arsenal of weapons in your head; that's what a core animation skillset is like to me. Just a bunch of weapons in my head so I can execute ideas if I wish

Learning how motion ticks in 2d will help with all of it. 3d- mograph, stop motion... Just need to read the Good Books from the ancient Cartoon Dungeon Masters; absorb their skills; apply what you know, and never lie down to the 'correct' methods. Always boring work comes from doing things the totally by-the-books way. I say one of the biggest benefits from learning the 2d ways; it gives you a much quicker eye to determine whether something looks 'right' when it is moving. and it gives you freedom to warp something into what looks 'right', sometimes from the totally opposite side of the coin

I don't have to break any bedrock in order to get things in motion- It is easy to ignore the fundamentals as it is to rely on them heavily. It helps that I have a lot of untrained years of making things the wrong way, I'm sure- My ways are not gold standard... But Like a lot of people here say, all that matters it the end result and that you actually make something. Respect to anyone who ever makes something ,,, nothing is easy - most of our jobs is just to make it look like it is
BOOKs:
Timing For Animation - Whitaker and Halas
Anatomy of Movement - Calais-Germain
Character Animation Crash Course - Eric Goldberg
The Animator's Survival Kit - Richard Williams
Cartoon Animation by Preston Blair
>>
File: testShotB - Copy.png (2.75 MB, 1600x1200)
2.75 MB
2.75 MB PNG
>>875446
thanks for your reply/recs, greatly appreciated and good to hear perspective from someone who knows what's up. Dick William's book has been a pretty good read so far, but will definitely check out the others (especially the timing one).

progress is made when you make stuff [even shitty] so ill keep putting time in. feels good to look back at work knowing you've improved. My experience in the past has been mainly photo editing [adobe suite]/drawing which has laid a decent foundation for some 3d work, but there's a long way to, much to look forward to.
>>
>>875434
Well you are not supposed to do low poly with it. But the Zbrush move brush is too good even with low poly, while Maya's sculpt tools are all garbage.
>>
>>875435
You just use dynamic subdivision if you want it to look all smooth like.
>>
File: rapecorrection.png (1.16 MB, 1330x786)
1.16 MB
1.16 MB PNG
I'm going to struggle so hard render her hair, any animebro have tips to shade hair?
>>
>>875475
it's usually a hand drawn texture
>>
File: prog.png (317 KB, 663x762)
317 KB
317 KB PNG
>>875477
>>
File: file.png (432 KB, 1077x772)
432 KB
432 KB PNG
>>874161
cheese wedge.
dont know how im pulling off the panels though, thinking of painting them with height channels on substance
>>
File: mb2.png (902 KB, 1957x1088)
902 KB
902 KB PNG
so far so bad
wish me luck /3bros
>>
>>875475
square UVs, draw a zig zag up and down? i dont know
>>
>>875402
With jiggle bones in Blender, and spring controllers in Unreal.

>>875427
Negative.
>>
File: asdfcar2.jpg (269 KB, 1260x1420)
269 KB
269 KB JPG
Wanted to challenge myself with a more complex body shape than I did in >>873470; went through a bunch of failures and restarts, and I'm still not entirely happy with the roof (or rear side window), but it finally seems to be getting somewhere.
Critique would again be appreciated, especially since I intend to go much deeper into detail with this one and would like to get any potential problems out the way in advance.
>>
File: asdfcar2a.jpg (128 KB, 602x1445)
128 KB
128 KB JPG
>>875510
I should have given a better view of these bits inside the fenders since I had almost no idea what I was doing there (and I'm sure it shows)
>>
>>875508
care to post your jiggle bone setup?
>>
File: robowarrior.jpg (232 KB, 1000x1500)
232 KB
232 KB JPG
I love the OP image and how it evolved over the years. I remember when it was just the bridge and barely anything more.
I'm blocking out this basic robot, we'll see how much detail will i be able to add to it. Before i abandon it for 10 years like my last project. I'd love to make something like those Risk of Rain 2 characters.
>>
>>875378
Your style is so distinctive, Jack.

Never change.
>>
>>875510

...dont know what you want to build, looks like a east german trabant. greatings, you did it well!! apply a sub-d modifier, and work on the mesh until it looks not like shit, ...

...simple objects can be a cunt, respect it!
>>
File: Jiggle Setup.png (456 KB, 1824x1572)
456 KB
456 KB PNG
>>875516
>>
>>874649
>flippednormals
pretty based
>>
File: Sit.png (1.3 MB, 1080x1920)
1.3 MB
1.3 MB PNG
Wanted to post this for the op image. Also had to pay respects to based blender cube.
>>
>>874304
jesus christ label your fucking meshes retard
>>
File: beach.webm (1.76 MB, 1200x900)
1.76 MB
1.76 MB WEBM
finally started on a project I've put on for long enough
>>
>>875508
Positive.
>>
>>875568
Some real "Virtua" aesthetics. Nice.
>>
>>875568
GUNT SPOTTED

Lookin' good, man.
>>
>>875568
i like crab and big booba green kini girl
>>
>>875568
>she doesn't have a face but i can tell the girl in the pink is asian
how?
>>
>>875581
thin, slightly yellow, black pig tails with a bang, light colored bikini?
>>
File: hexfox.png (262 KB, 571x945)
262 KB
262 KB PNG
>>875568
You're making me want to animate my fox.

Alough I didn't give her separated titty geometry.
>>
>>875546
Thanks. I like your result, thought maybe you needed more bones arount the butt, but I see you used the setup I've seen posted for the breasts. Good work.
>>
>>875586
you definitely should
>>
>>875583
and disgusting flat
>>
>>875546
Ive been lookiung for a way to do full body jiggle like VAM and a bunch of other unity games are doing. It seems like every indie dev has that tech. I havent found a way to do this with UE5 yet tho :(
>>
>>875568
virtua fighter vibes!! i love it. also nice sillouettes

>>875475
hand paint using either square uvs or very high res textures. you can bake some ao into your base tex if you want a lil help. also if you want you can do rim lighting using a fresnel.

>>875492
looking good anon, topology looks clean too.

>>875510
looks warsaw pact enough. i think you've done a clean job so far.

>>875586
what does the face look like up close?
>>
>>874161
practicing making anime vtubers. made a quick color test to review the model + make adjustments.
>>
>>875378
>>875377
>>875376
Man your usage of squash and streetch is amazing. It does seem to lose motion at some points but it adds to the style of animation.
>>
>>875684
The only reason they have so many verts is because they don't know how the body is going to animate and thus don't know were to insert the topology. But i do think 100k is over kill.
>>
>>875617
Weird, I'd just assumed they had a soft body simulation tool already?
>>
File: wip3.jpg (924 KB, 1920x1080)
924 KB
924 KB JPG
>>
>>875684
looks good
anime shading is notoriously difficult and something i want to one day tackle but just a tip if you dont already know fake the shading by painting it into the texture otherwise the basic cel shading will just ruin the entire look thats how most of the vtuber models have it
>>
File: hexfox2.png (362 KB, 1016x762)
362 KB
362 KB PNG
>>875677
>what does the face look like up close?

Nothing special. It's purely vertex colours and pretty simple.

It's a bit of a mash of Virtua Fighter (no texutres) and Tekken (Smooth shading on certain faces).
>>
>>875586
>>875738
i can coom to this
>>
>>875586
>>875738
is this blender i tried to make a low poly fox in blender too
>>
File: zoomrenderA.png (1.58 MB, 853x1450)
1.58 MB
1.58 MB PNG
I don't know if I've discovered some weird avant-garde style and I don't know if I want to stop now or keep going.
Pointers are appreciated as usual.
>>
>>875742
>hlix

HALF LIFE 9 CONFIRMED?????//
>>
File: 1541310659178.jpg (14 KB, 228x221)
14 KB
14 KB JPG
>eternal procrastination keeps me from even starting to get into 3D modelling

How do you cope, /3/?
>>
>>875745
i dont cope because im too busy working on my my modeling
>>
>>875745
You face up to fact that your procrastination is fear of getting poor results.

Fear is the mind-killer. It is the little death that kills you over and over again, every single day.
Face that fear, let it pass over you and through, until it is gone, and only you remain.
When you can do this, you will only have to die once, and you will have modelled a good looking pair of tits by the time you do.
>>
File: 1527354847220.jpg (140 KB, 550x520)
140 KB
140 KB JPG
>>875753
Ok chief!
>>
File: 1638203122267.gif (3.01 MB, 682x836)
3.01 MB
3.01 MB GIF
>>875753
nah bro, im just lazy and want to lay in bed all day
>>
>>875756
she is STACKED
>>
>>875756
make her skin brown and her hair white
>>
>>875756
Face might need some work, but I want to stick my dick in everything else, so well done.
>>
>>875756
Next don't post a gif so we can have a real look at the model.

The ass is square, nose is too long, the breasts are too big that they make her look like a comic book character, feet are too small they look like she wouldn't be able to even walk, the pinky it too long and i cant really see the hand but their seems to be more issues then that.

Not saying your work is crap, like maybe it could of been passed off as some booba model for second life.
>>
File: RibbonRabbit.gif (1.47 MB, 1080x1080)
1.47 MB
1.47 MB GIF
I think this came out ok as a first attempt at making a run cycle (or any kind of animation), but now I'm kind of at a loss of what to do with the model. [spoiler]don't suggest porn[/spoiler]
>>
>>875791
Somehow managed to fuck up the spoiler tag
>>
>>875792
[spoiler]spoilers don't work on this board[/spoiler]
>>
>>875791
I can hear the acid techno
>>
>>875791
do the other animations from the game, add the obstacles, get some practice in.
>>
Has anyone been contacted by Fracture Labs for work??
>>
>>875742
you should hard surface model a vehicle or some other accessory for them
>>
File: 1640596714210.png (1.59 MB, 1466x1225)
1.59 MB
1.59 MB PNG
>>875762
i don't know how to fix the face, here is the sculpt.

help
>>
>>875745
make a spoon. trust me
>>
>>875791
i think an anon here had a way around making the weird vertex jittery nature of the ps1 with geo nodes. it would add a lot if you manage to make her with that
>>
File: spoontang 2022.jpg (415 KB, 1068x932)
415 KB
415 KB JPG
>>875839
Why a spoon
>>
>>875842
it'll all be revealed once you make it
>>
>>875840
I actually already did that by converting the mesh into grease pencil and using the noise modifier. I'll try to make it more visible
>>
File: irondeficiency.gif (1.52 MB, 540x540)
1.52 MB
1.52 MB GIF
>>875840
>>875846
Here we go
>>
File: blender_h0UCNJpwZ2.png (1.18 MB, 2560x1440)
1.18 MB
1.18 MB PNG
rockman 7 count bomb

>>875850
that's pretty neato
>>
>>875851
clean, but off model
0/10
>>
>>875851
Oh yes, soul
Based Megamanbro
>>
File: Boxraw.png (752 KB, 1616x1540)
752 KB
752 KB PNG
box
>>
File: 85155.png (4 KB, 148x125)
4 KB
4 KB PNG
>>875856
>off model
yea, tried to combine the design of both the artwork and spritework but also tried to make some changes to make modeling it easier.

the side... "baubles" or whatever the fuck those are were especially weird since it looks like the pipes are meant to connect to them in art but in 3d it ended up looking really weird so i ended up just making them more cylindrical.

>>875857
thanks mate, i'm doing a bunch of items and entities from mm7, already did both count bombs and now im gonna do this guy next.

>>875859
very nice
>>
File: Poon.png (1.18 MB, 1920x1080)
1.18 MB
1.18 MB PNG
>>875839
Not that guy, but making a spoon is actually hard.
>>
>>875824
>>875756
To me, I think the issue is the eyes. Instead of using 3d eyes, you could set the hollow area where they eyes go to an emissive or diffuse white material, and use a floating circle as the pupil. This works a lot better for stylized characters, especially if they are trying to be anime-ish. You could also make they eyes lower, or the hairline higher.
>>
File: 1642184812197.png (1.55 MB, 1466x1225)
1.55 MB
1.55 MB PNG
>>875824
3d eyes need to have a natural eyebrow resting over the top of the eye by about 30-35% and 20-15% on the bottom.
>>875874
This is good advice to solve the issue but you will lose realism.
>>
>>875874
>>875882
im not using 3d eyes
>>
File: anime trash.jpg (31 KB, 600x485)
31 KB
31 KB JPG
>>875883
Then you need to smooth out the eye sockets. It should be a semi circle around the eye not a sharp edge. Also need to make the eyes smaller.
>>
>>875869
I have to say, I made a spoon for the first time not long ago and it was much more difficult than I thought it would be. My handle is way too long and my little scoopy part doesn't look deep enough.

Also I have a question if anyone can help me with it
>Started to name my meshes
>Started adding meshes to collections
>I can toggle all of the meshes either on or off no problem
>Can't find a way to toggle one on and the rest off

Normally you just hold ctrl/alt/shift and click the eye within the collection, but that doesn't seem to work when I try with Blender. I know there's obviously a way to do it because I've seen people do it, I even did it myself. But I can't find out how to do it again and I've tried Google.
It's so fucking tedious having to click everything on and off individually when there's lots of stuff in there.
>>
File: ref.jpg (13 KB, 505x360)
13 KB
13 KB JPG
>>875869
now i want to try modeling one of those fancy vintage spoons

>>875888
>one and the rest off
there a couple ways to do this, one way is using SHIFT + H. the other way is to use / which will do something similar but is more of a "solo" toggle rather than a full on hide of other objects.
>>
>>875905
Thanks dude I'll try those out.
>>
>>875888
select the object u want to not hide, press ctrl+I this will invert selection, press H and everything is hidden.
>>
File: blender_qLtwIXwuH7.png (565 KB, 2560x1440)
565 KB
565 KB PNG
>>875906
no prob.
also to reveal all hidden objects you can use ALT + H. i usually just undo the hiding though since ALT + H will also reveal anything you may have wanted to stay hidden or had hidden earlier.
>>
File: Tex1.png (2.28 MB, 1920x1080)
2.28 MB
2.28 MB PNG
added textures
>>
File: hj3lzv.png (331 KB, 1920x1017)
331 KB
331 KB PNG
>>875869
spoon chads rise up
>>
all of you guys are so good and im so bad it makes me sad :(
>>
File: unknown.png (679 KB, 859x753)
679 KB
679 KB PNG
kot
>>
>>875927
>fat
yucky
>>
>>875927
>fat
yummy
>>
>>875920
Don't be sad, practice more, you will get there.
>>
>>875927
Make her breasts bigger and saggier
>>
File: Physics_Test.webm (1.07 MB, 1920x1080)
1.07 MB
1.07 MB WEBM
Working on the physics asset for the body. I'm pretty sure the number of physics bodies that will work for collision within the asset are limited, or at least they were when it came to cloth a few versions ago. If they still are, then I'll make a second physics asset and assign it to the ponytail separately with fewer physics bodies to handle collisions.
>>
File: file.png (157 KB, 502x626)
157 KB
157 KB PNG
>>875869
now bend it and make it a melee weapon
>>
>>875945
is this a first person spoon furry game
>>
>>875839
You can use KawaiiPhysics, mobile battle royale games like PUBG and Final Fantasy use it
>>
File: scammer.gif (3.34 MB, 370x208)
3.34 MB
3.34 MB GIF
>>875946
perhaps... maybe yes maybe not. who knows.
>>
>>875950
can you eat soup
>>
>>875951
i love soup... so yes
>>
>>875939
she caked up
>>
>>875927
TAOCOOMA
>>
File: Poon2.png (1.24 MB, 1920x1080)
1.24 MB
1.24 MB PNG
>>875869
I remade it, as it was bothering me... Still not ideal, but way better than the first one.
>>
File: popcorn.jpg (66 KB, 540x568)
66 KB
66 KB JPG
>>875860
I unironically wanna get into 3d modelling and game development because I wanna make a megaman game, keep it up
>>
>>874993
Leona the Purrfessional
>>
>>874762
Is ammo stored in the platform beneath the guy? How does he get up there? Is there a retractable ladder of sorts? Otherwise a chain-like ladder hanging on the side would be pretty rad. Other than that, cool shit anon

>>874962
That's fucking awesome

>>875568
Me on the right
>>
>>875380
Pilot redsun looking ass
>>
>>875586
ffs the psx guy is a furry?
>>
>>876009
more likely that a furry is doing a bit of work within the style

>>876007
retard
>>
File: waifu.png (852 KB, 603x1681)
852 KB
852 KB PNG
COOOOOOM
>>
>>875742
I like her. Good work.
>>
>>875914
Plutonium?
>>
>>876009
you will assimilate into being one of us whether you like it or not owo
>>
File: WeaponizedPango3.jpg (555 KB, 2000x1125)
555 KB
555 KB JPG
>>875978
>Is ammo stored in the platform beneath the guy?
nope, check >>875016
>How does he get up there? Is there a retractable ladder of sorts? Otherwise a chain-like ladder hanging on the side would be pretty rad.
Yes it will be some sort of ladder, but It'l take a while before I actually add it, there's a lot of shit left to do first
>>
File: sourcetown7.jpg (98 KB, 1024x768)
98 KB
98 KB JPG
progress
>>
File: untitled6.jpg (1.26 MB, 3840x1620)
1.26 MB
1.26 MB JPG
This is pretty fun.
>>
>>876062
you are nigger cattle
>>
>>876062
oh hello schizophrenic source bro, didn't know you posted here
>>
>>876062
How is this relevant to /3/ in any way?
>>
>>876072
he's working on something in 3D
>>
>>876075
Doesn't look like it to me. Where is the 3D model? All I see is garbage sourceshit like a profoundly retarded child playing with LEGOs.
>>
>>876072
not sure, but there's a hammer thread here, likely made by him.
this guy is a schizo from the old days of /agdg/, he's been making these really weird hammer maps/things since the beginning and he's kinda known as a nuisance there.
>>
>>876077
a game map is a 3D model dipshit
stop being a dick in the /wip/ thread
>>
>>876079
This, sourcenigger is a known criminal. He also doxxes and even BOMBS YesDevs constantly because he can't even make a game, lol. He is insanely jealous and jealously insane
>>
>>876080
not in this case honestly, it's not really /3/ art. so yes in this case he should just stop right there

>>876081
ive never been really connected to AGDG but yeah from what ive heard this guy is a prick. hes also probably the author of this mess: https://steamcommunity.com/sharedfiles/filedetails/?id=142358862
>>
>>876084
>hes also probably the author of this mess:
this fully this we confimed it back in 2015. we have his steam handle and full name because of this.
>>
>>876080
source is not /3/ and never will be

fuck off sourceniglet
>>
>>876085
i actually discovered this whole rabbithole when a friend told me of that bizarre "game" of his, we even played it and it was totally awful. i just automatically assumed it was him, guess i was right haha
>>
>>876087
>>876084
>everyone I don't like is the same person
>>
>>876088
i never made that statement, why are you so upset?
>>
>>876088
Yes. Now you understand. Reek, Rotate, birdmath, PepsiFag, eromattifarg, sourcefam, they are one and the same.
>>
>>876084
I can't believe you so easily found proof that >>876062 is in actual FACT the author of https://steamcommunity.com/sharedfiles/filedetails/?id=142358862
>>
>>876092
>>876084
Sourcenigger absolutely fucking destoyed. Good job, boys.
>>
File: file.png (316 KB, 818x854)
316 KB
316 KB PNG
>>876092
i sort of uncovered this mess out of pure luck, a guy from a groupchat im in found it while browsing the remnants of steam greenlight and we even got to play it.
it was absolutely awful, over 10gb of stolen models and other assets, random out of place shit and even the entire team fortress 2 directory for some reason.
im amazed how he managed to fit so much garbage in a single source engine game and make it sort of work. everything was terrible and nothing made sense, it was like an AI generated game but not really. he even has a github repo for the "sourcecode" (https://github.com/bmk10) , this guy is absolutely loony.

i feel kinda bad for him. when i looked at his steam group, it had only him and two people, and the discussions tab had like a hundred posts made by him that were just gibberish.

also his moddb page is just riddled with nonsense and pictures of notebooks, picrel
>>
>>876100
forgot to mention that i also found actual porn in the game's directory for some reason, lol. and he also had a discord server and a twitter, but both seem to be gone.
>>
>>876100
>>876101
Unbelievable. We finally have proof of sourcenigger's true identity. This is irrefutable proof that THIS is the spectre that has been haunting /agdg/ and /3/ for over seven years!
>>
>>876100
This is watertight evidence. This shit would probably even fly in court. Should we notify the FBI that this is the guy who was bombing all those YesDevs?
>>
>>876104
the fuck, bombing? what do you mean by that, like for real?
>>
>>876100
are you going to put this in /agdg/ so the real YesDevs know who to look out for?
>>
>>876106
sourcenigger has committed MANY crimes he faked boku's death when she lived in chicago and sent many bombs to YesDevs like MothDan and all the Boat Jam participants
>>
>>876107
i already posted this on the agdg cord but nobody seemingly cared, like always...
>>
>>876110
post it again every day until they Realize and take Action.
>>
>some guy posts a hl2 map wip
>thread loses its fucking mind in conspiracy theories and delusions
>>
>>876110
Post it on the thread and on discord. We need everyone to see this.
>>
>>876100
Unbelievable. This is really sourcefam.... Should we start harassing them on moddb and twitter?
>>
>>876111
nah they wont. anyways, just posted that since he appeared here, i don't really care about the drama he caused in the past. it was a quite funny experience honestly, you should definetly download it and try it out.
>>
>>876116

Yes. Activate it. This nigger will LEARN today.
>>
>>876117
I'll take up the mantle then anon. We have to remind /agdg/ of sourcenigger's crimes until the FBI finally gives him the boom boom crash he deserves
>>
>>876062
this is absurd
>>
File: myspoon.png (578 KB, 1029x713)
578 KB
578 KB PNG
? talk about WIPs and give advice on making 3d booba and spoons nobody cares about your 50 page deep obscure usenet board drama manifesto
>>
Guys, pls don't fill the /3/ wip with drama.
>>
>>876122
Why is it covered in pasta sauce?
>>
File: sourcetower.png (594 KB, 1054x874)
594 KB
594 KB PNG
>>876122
>>876123
>he's seriously defending the likes of source
Lol. Just lol. Wasn't pic related you too? Pathetic. Absolutely pathetic.
>>
>>876126
i think im gonna be sick
>>
lil piggie gonna SQUEE SQUEE SquEEEEAL when the BOOM BOOM CRASH comes hehe thats what you get for fucking with MY thread sourcenigger or should i say bm killer10 aka reek aka bmk10 aka eromattifarg aka rotatefam aka pepsifag
>>
>>876123
yeah i apologise, i just posted these messages because i thought people were just gonna find it funny and forget about it in 3 minutes, i didn't intend to spark some slimy community vendetta...
>>
>>876126
Why would someone make that and then think it's okay to post anywhere ever?
>>
>>876130
Because they are a literal terrorist, mailing bombs to YesDevs.
>>
>>876126
imagine being responsible for this existing and not killing yourself
>>
>>876132
>>876127
>>876130
samefag pls stop spamming your adgd discord drama
>>
>>876126
i spit out my fuckn beer
>>
>>876131
Who the fuck are YesDevs? and why should i care? or anyone should care?
>>
the fuck is this autistic samefagging going on right now?
please fuck off back to your discord with whatever garbage you're taking about faggot
>>
>>876126
>>876062
what's actually wrong with these images? why do they trigger you so bad?
>>
>>876144
A YesDev is a Dev who is Yes. Being YesDev is the opposite of being nodev. A nodev is a slovenly pile of nigger filth with no game who only can offer limp-dick "advice" no one should listen to because they are a drunk. A YesDev is clean, sober, white, and has a Game. Being a YesDev is a state of being. It is the peak of human achievement to be YesDev, and 4chan is a YesDev website for YesDevs only.

>>876152
They are, professionally speaking, what is called "nigger-handed trash by and for kikes with no Game"
>>
>>876151
>it's your fault! no u! omg discord! steamchat! pls leave me alone ;_;
No it's just this thread, sourcenigger. You have no one to blame but yourself for your FAILURE to make anything worthwhile.
>>
>>876126
>>876062
is this that nightmare vision i've heard so much about??
>>
>>876100
I fucking hate sourceniggers. I bet he's a fucking furfag too.
>>
>>876106
>>876104
so wait if i shit on sourcefaggot am i going to get exploded by mail?
>>
I fucking hate /agdg/ now for derailing /wip/ and turning it into their own discord tranny soap opera shitfest. Fuck you all, and fuck this source engine schizo piece of shit too, for turning this thread into a mess!
>>
File: pattern.jpg (99 KB, 796x1333)
99 KB
99 KB JPG
By not making an axe the original stencils wont fit
So i made my own - which was actually really easy so i'll shill the software here
https://knotter.mattbas.org/Knotter
>>
>>876164
holy shit that's sick. thanks for sharing the software. fug, a bit too late for my argonian
>>
>>876162
I wish they had taken it to the Discord that OP set up. It seems like it would have been a better place for it.
>>
File: lemanruss_2.png (1.57 MB, 1920x1080)
1.57 MB
1.57 MB PNG
been lurking for a year now. finally posting my own stuff.

leman russ from 40k im working on, using some 3d-printing stl's as reference
>>
crime wars changed my life... i have sex with 500 hot women every week after experiencing it
>>
I optimized it to hell, unwrapped it, put it in substance painter, and it looks like shit. This took me over 36 hours to make
>>
>>876187
maybe take off the chromatic abberation and upload a higher res?
>>
>>876187
you can make like an 8k render in jpeg and will still fit under a mb. what's your goal, because i dont see anything bad with it. any areas that you feel you have trouble with?
>>
>>876190
Just trying to make a portfolio piece to show i can model and make assets, but it seems I need more practice
>>
>>876191
it's alright, what's important is that you finish it. bet you learned a lot making it. if you can do what we asked about looking at it at higher res. even if you are done with it, you can still get useful feedback for your next project if we have anything to say
>>
File: blender_CvetNkD2F6.png (1012 KB, 2560x1440)
1012 KB
1012 KB PNG
>>876164
incredible, that is a cool tool

>>876187
fucking nice, i should probably learn to sculpt but i want to learn as much fundamentals with just straight box/poly modeling as i can ahead of time.
>>
>>876064
nice and comfy
>>876175
good stuff so far
>>
>>876126
>>876062
Nigger hands made these. I can tell.
>>
>>876152
I challenge anyone to name anything NOT wrong in those images
>>
File: Mega Man 1625563299163.png (352 KB, 620x401)
352 KB
352 KB PNG
>>876194
SOUL
>>
>>875927
you post your stuff anywhere?
>>
>>876164
you sir are based
>>
File: blender_LP173TBpkr.png (750 KB, 2560x1440)
750 KB
750 KB PNG
anyone know how i should go about doing the eyes? should i make them 3d or should i do something more along the lines of this

https://www.youtube.com/watch?v=kB9cJ3wOoPk

>>876231
seoul, its getting there friendo
>>
File: 1594164632466.jpg (25 KB, 609x474)
25 KB
25 KB JPG
>>874161
WE NEED A NEW THREAD OP YOU GIANT FAGGOT !!!
>>
File: 1611465503294.png (469 KB, 1183x891)
469 KB
469 KB PNG
i decided to switch to blender 3 and every is blue now and i dont know why
>>
File: blue man group.png (71 KB, 498x428)
71 KB
71 KB PNG
>>876298
>>
>>876302
neato, thanks
>>
>>876282
In due time.
I'm working on the next OP image, and we haven't even gotten to page 5 yet.
Keep working and keep posting, I'll add it to the OP.
>>
File: Screenshot_512.jpg (369 KB, 604x729)
369 KB
369 KB JPG
I really hate do retopology. Constantly thinking where and how polys must flow is melting my brain
>>
File: 1624886733974.jpg (185 KB, 2044x1162)
185 KB
185 KB JPG
>>875824
better? what else? help!
>>
>>876282
yes this fully this
this thread is tainted by source
>>
>>876312
nice, that's the topology from that popular book, right?
>>
>>874520
Lol at the subdiv windows, nice tho
>>
>>876126
get this literally gay shit off my thread immediately
>>
File: 23565434.jpg (679 KB, 4096x3466)
679 KB
679 KB JPG
>>876320

Yes. It sucks that content on that site is behind paywall now. I was able only to get shitty pdf of it from cgpeers.
>>
>>876325
sharing is caring
>>
>>876325
>>876335
Which popular book?
>>
>>876323
Begone cumfarti!
>>
File: 90840234.jpg (59 KB, 793x743)
59 KB
59 KB JPG
>>876335

sure!

https://files.catbox.moe/ol3alp.pdf
>>
>>876313
She's in dire need of eyelids, for one.

I wouldn't go with that nose if you're trying to look like anime.
>>
>>876362
i don't sculpt eye lids and im not going for a cartoonish look but non 'anime'
>>
>>876367
*I AM going for a cartoonish look, but not anime
brainfart
>>
File: elfoid.png (827 KB, 1775x1162)
827 KB
827 KB PNG
>>876313
>>876313
the shape of the ears makes no sense
the way the ear connects to the head is wrong
the eyes have no defined corners
the harmonic angles/proportions of your face are off.
In a face (or any organic thing) angles and shapes should repeat and be similar to each other.
>>
>>876401
this is complete bunk fuddlore on par with EVERYONE IS *___EXACTLY___ 7 HEADS TALL *goes on to make a character with 52:21:78 proportions*
>>
>>876413
>52:21:78 proportions
hubba hubba
>>
>>876413
sure anon reality doesn't apply to you, you just follow your heart and let your creativity flow freely with no restraints, and if people tell you your stuff isn't good they are actually just jealous
>>
>>876423
that man's ears done line up with his nose and his eyebrows arent perfectly parallel wtf is this uggo shit !!!!!
>>
>>876423
It's a stylized character, of course reality doesn't apply to it
>>
File: 032.png (458 KB, 475x740)
458 KB
458 KB PNG
>>876427
if you don't understand the fractal nature of biology pic will always fool you
>>
>>876430
>>876424
meant for
>>
>>876430
bro what the fuck his head isn't made of parallel lines at all. look at how his ears and chin clash so hard.... his cheekbones arent even parallel to his brows...
>>
File: cropped-flynnfacial_02b.jpg (512 KB, 2000x1293)
512 KB
512 KB JPG
>>876427
stylized doesn't mean abstract mess.
rules of reality still apply
if you make a skinny character using a sphere as his body it will not work.

making a stylized face with really sharp angles and strong jaw and cheekbones and giving it a small round nose will clash with the rest of the face.
>>
>>876433
>no parallel lines
>no cubes or cylinders
this nigger needs to read loomis
>>
File: 1620414312218.jpg (2.91 MB, 2812x1968)
2.91 MB
2.91 MB JPG
>>876401
I'm not sure i know how to actually apply this knowledge, but I'll give it shot. I might just start over.
>>
File: JuriWIP.png (184 KB, 1612x864)
184 KB
184 KB PNG
Some good progress today, next is texture clothes.
>>
>>876512
cute
knee pit texture is looks too low
>>
File: picasso.jpg (320 KB, 880x1261)
320 KB
320 KB JPG
>>876433
Stylized can mean an abstract mess, it all depends on the artists desires. The cool thing about your imagination is that you can use it to defy the laws of reality, and use art to show other people your imagination. Your imagination does not have to apply to reality, that is unless you have a hard time imagining things you haven't already seen.

I also don't think even the worst artist would ever consider depicting a skinny character with a fat shape, since they are trying to make a skinny character.
>>
>>876528
Crazy how good of a painter Picasso was and then he started doing complete dogshit like that.
>>
File: cae.png (167 KB, 1157x685)
167 KB
167 KB PNG
I'm trying to stay relatively true to the dwarf from the flipped normals sculpting course.

This is hard because they are more competent than me. Eyes and lips still and probably always will confuse me.
>>
>>876528
>use art to show other people your imagination.
good meme
I don't think he wanted to convey a women making horse sounds, because that is what I get here.

Anon you can do anything you want and if a bunch of rich jews decide to use your art to launder money midwits might start writing books why your art is so brilliant.

If you want to convey your imagination to other people you have to use a common language (nature)

>depicting a skinny character with a fat shape
This is about self-similarity and anons absurd posts that it doesn't matter. If you give a guy with roman sculpture features a flat bent nose. It will look like he got his nose broken and not like that is his natural nose.

This the same as the golden ratio you don't need to apply it with mathematical precision you can just use it as a guide.

tldr if you want your shit to be good use self similarity as one of your tools.
>>
>>876551
>It will look like he got his nose broken
soulful
>>
File: Update.jpg (108 KB, 1108x1530)
108 KB
108 KB JPG
Still polishing this ... Probably should have moved on to retopo ages ago but I'm just too scared sloppy work now is going to come back and bite me in the ass later. Inexperience I guess. I haven't actually ever finished something. Anyway, let me know what you think of this little character.
Hair is just a placeholder. Planning on making some nice hair later.
>>
>>876433
>>876551
I see what you mean now, but to rephrase, it isn't that proportions aren't important, but that I think >>876401 is wrong in thinking that elf anon's character needs to be perfectly anatomically correct. it still looks weird, but I think that is because the character has a weird stare to it. I think if they were to color the pupils and irises, and give the character some eyebrows and eyelashes, it would be easier to tell how good/bad their character is.
>>
>>876512
hand painted? love the tan lines. very nice.
>>
File: Hair Wip 4(1).webm (2.63 MB, 1440x1080)
2.63 MB
2.63 MB WEBM
Finishing the physics asset. I probably should have done a bone chain for each hair card to minimize clipping.
>>
>>876591
>I think you are wrong in thinking that elf anon's character needs to be perfectly anatomically correct.
Elf anon can do what he wants
I never said anything about being anatomically correct
I guess you just can't see what I can see?

Self similarity is a rule you can find in all living things.
You can find very similar shapes angles and proportions repeated inside an organism.
If you do not follow self similarity it will at best look like a damaged living thing or have an uncanny valley look or at worst don't look like a living thing at all but like a plastic figure.
>>
>>876587
really like the body and legs, but I'm a little worried about the width of the mouth, feels like the corners are too wide, giving it a bit of a froggy appearance. Thumbs and fingies seem a little long, toes are a bit fucked but I'm not a footfag either so I kinda get it.
>>
NEW THREAD
NEW SERIES
>>876627
>>876627
>>876627
>>
File: file.png (554 KB, 1404x694)
554 KB
554 KB PNG
>>876593
Thanks fren, all hand painted ^^
>>876518
I don't know about loli proportion so I just follow ref, and my ref's knee is even lower though. What do you think?
>>
>>876630
I only meant the texture
the crease in the knee pit looks too low
>>
File: Untitled-12.png (356 KB, 1108x1530)
356 KB
356 KB PNG
>>876587
>>876587
most obvious things I could find
where the pecs and the ribcage meet
lower pecs connecting to the groin looks a bit bulbous
for the thighs think about the bones especially the femur insided and how the muscles connect to them
the muscles on the ribs have a weird direction
either your upper arms are to short or your biceps isn't long enough
thumb is very skinny and long
palms of the hand connect to smooth to the arm
pits are a bit extreme
check your neck again
outer eye corners don't look correct
when it come to the mouth I am with>>876619

hope this helps you and doesn't just confuse you.

Don't try to make one Grand Masterpiece just get this one finished it's better than a lot of characters I have seen, well done.
>>
>>876648
ps knees and toes are pointing in diffrent directions
>>
>>876619
>>876619
Thanks for the feedback. I'll check these. At
some point I was considering going full cartoon mouth on this character with lips in the middle. Perhaps it won't really fit with the rest of the aesthetic tho.
>>876648
Thanks based redline bro. This is gold.
>>
>>876187
i like this critter, very metroid





Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.