[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

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 95 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]




File: download (2).jpg (274 KB, 1000x563)
274 KB
274 KB JPG
/wip/ - Works in Progress
- Shire Edition -

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

Previous thread: >>901909

List of free resources: https://pastebin.com/cZLVnNtB
/3/ Discord for those interested: https://discord.gg/ujt5vtr4DE
>>
File: 0001-0250(1).webm (2.25 MB, 1920x1080)
2.25 MB
2.25 MB WEBM
Rotating Thingy...
>>
File: Capture2.jpg (124 KB, 1016x844)
124 KB
124 KB JPG
I'm trying to capture some interesting shapes by using the voxel stack function in Mandelbulb 3D. The method is a bit intricate, i first find an interesting shape, then by using the voxel stack function i turn the 3D model into 2D slices of black and white images where white represents 'mesh' while black is the empty space between. To turn these images into a solid 3D object i first need to use a version of ImageJ called 'Fiji' which turns it into an obj file. This obj file is usually very large and not blender friendly, so i use another free app called Meshlab, which has some very powerful tools and is able to handle meshes of several million triangles with no problem. Here i remesh the object to make it more blender friendly. If i'm able to get a nice mesh without losing to much detail i remesh it in blender to get a clean quad mesh. To colorise i use the geometry node, ambient occlusion and a hdr made in Mandelbulb 3D. In this example i have baked it to vertex colors.
>>
File: Capture3.jpg (120 KB, 1091x870)
120 KB
120 KB JPG
The other side of the same model.
>>
>>903533
>>903536
looks like something you could use for jewelry
>>
File: Capture6.jpg (99 KB, 1049x743)
99 KB
99 KB JPG
detail
>>
File: Capture5.jpg (76 KB, 670x689)
76 KB
76 KB JPG
workbench
>>
File: Sphere01.jpg (253 KB, 910x910)
253 KB
253 KB JPG
>>903537
I think i will try to cut out some nice shapes to eventually build an alien world with them. ATM the mesh is 7mill tris and you can't even see a third of all the details, so i will have to find ways to optimize it for using it in actual scenes. Mandelbulb 3D can create unlimited amounts of different shapes, so the big challenge is to find the really nice ones. This render from MB3D is using the same parameters as the mesh i work on.
>>
i'm figuring out how this all works as i go along.
need to figure out what's the best approach to create chain mesh in zbrush so that i can then give it physics in blender later on.
>>
>>903487
Shid.
I was paintin the next OP.
Guess I'll save it for next time.
Thanks for looking out, again.

We've been hitting the limits at breakneck speeds these days. Usually they'd average about 15 days until next thread, these days they last about a week.
>>
File: post.png (632 KB, 1280x920)
632 KB
632 KB PNG
Posting, first time doing something like this (I had some furry commissions in the past but they were male.)
>>
File: file.png (714 KB, 1743x882)
714 KB
714 KB PNG
that dragon.
>>
>>903533
sick
>>
File: 0001-0250(2).webm (2.1 MB, 1920x1080)
2.1 MB
2.1 MB WEBM
>>903517
>>
>>903609
Am a brainlet, is the inset topology on the glutes done for definition, deformation, or both? I always do straight-down quad patches and I keep wondering if it's just better to do it that way instead.
That's a very cute bun nonetheless.
>>
File: index.png (323 KB, 1598x854)
323 KB
323 KB PNG
>>903487
>>
File: daxterpose22.jpg (71 KB, 1138x776)
71 KB
71 KB JPG
>>903487
Daxter from "jak and daxter"
>>
>>903632
I do it for both just to be on the safe side, I keep seeing lots of topology examples with just quad patches and other stuff but I end up combining methods when I think is needed.
>>
>>903637
Very nice work so far

I think you need to push the shapes on the legs a little bit, as they seem a bit too even through out when compared to the reference. The tail also seems to be thicker in the ref
>>
File: Capture.png (365 KB, 746x917)
365 KB
365 KB PNG
>>903632
A bit more zoomed in.
>>
File: head1.png (230 KB, 813x756)
230 KB
230 KB PNG
I'm going to sculpt a head every day until I don't suck.
>>
>>903646
use reference my dude
and also look online for a book called "Anatomy for Sculptors"
>>
>>903646
>>
>>903647
>use reference my dude
I am. I'm still just very new to anatomy.
>>903647
>and also look online for a book called "Anatomy for Sculptors"
Thanks, anon, I'll look into that. I appreciate the lead.
>>
>>903649
np bro
keep at it
>>
>>903646
Agent Fox Mulder, FBI
>>
>>903646
Good luck, I hope you succeed.
You should start a separate thread if you actually intend to stick with it and post daily updates.
>>
File: demo city.png (3.15 MB, 1920x1080)
3.15 MB
3.15 MB PNG
>>903487
A few days ago, I set the goal for myself to do a city. Since I had Houdini experience, my first impulse was to make use of it. It wasted a few of my days, and I realized that rather than messing with its half baked nodes, I need specialized programs for the task. I got SceneCity, and here is the default city with a desert theme, 5m to setup and 15m to render. The lighting is poor, but that does not matter as this is just a demo. All this is a good lesson for me as I got stuck for a few days, and broke out by letting go my inhibitions. I developed my various skills over the last 8 months, but if I want quality, I should be using procedural generators and kitbashing. Nothing is going to get me faster to my goals than that. It is like how if you are programming, it is a much better idea to use a library than spend your valuable time doing your own. It is a bit heartbreaking as this way of doing art requires little skill even if it gives the best results, programming went this way long ago. I have some sculpting skills, but I am going to look in chara generators as well after I am done with environments, and only modify them enough to get what I am going for. Doing anything else would mean competing with dedicated prop and chara artists, and nobody is going to reward me for that. My audience is only going to care about the end result.

Anyway, here is the Cycles render, it is too drab and dull. Even if I put in some work, it would still have that distinctive 3d look. 2d artists tend to have distinctive styles that you can tell from the image, but 3d works look similar to one another. This is both due to how 3d renderers work, and how the models are made and textured. The great precision of 3d works against it in this case.
>>
>>903715
This is my fave in the batch.
>>
>>903580
My body is exactly like this but my six packs are smol
>>
File: demo city (pencil work).png (1.36 MB, 1920x1080)
1.36 MB
1.36 MB PNG
>>903717
I'll always do at least one drawing. Style - Pencil Work has always been decent.
>>
>>903720
I am not sure which ones to put up. I guess I'll go with this one. I like images that stand out in various ways rather than being balanced. Though this one is balanced in its own way. The well lighted upper half is offset by the lower half.
>>
File: file.png (475 KB, 536x825)
475 KB
475 KB PNG
puppy
>>
>>903721
I do not like this one as it does not fit the theme. It would be more suitable for a forest than a desert, but it is interesting in its own way.
>>
File: demo city (fractacular).png (1.45 MB, 1920x1080)
1.45 MB
1.45 MB PNG
>>903723
Here is the last one. I'll move on to making a floating golden city next.
>>
>>903715
>Houdini
>Half baked nodes
lol
so you mean you gave up trying
>>
File: progress.webm (440 KB, 1080x1080)
440 KB
440 KB WEBM
Overall progress.
>>
>>903727
i've never seen someone work so hard to be as lazy as this dude
>>
File: creature.png (1.62 MB, 1920x1080)
1.62 MB
1.62 MB PNG
>>903487
Gor
Looking for feedback
>>
>>903761
rog
>>
File: file.png (599 KB, 563x1162)
599 KB
599 KB PNG
>>903722
a bitch has pants
>>
File: head2.png (205 KB, 577x695)
205 KB
205 KB PNG
>>903646
I'm pretty sure this is an improvement. I spent substantially less time in Orthographic view, which i think helped. Really tried to match proportions in my references. I'll probably start a new thread tomorrow for future heads, like another anon suggested. No need to spam this one with ugly mugs.
>>
File: hair.jpg (61 KB, 1920x1080)
61 KB
61 KB JPG
Spent the day moving around hair curves. The basic shell is there. Now to try and make it look good.
>>903715
cool cities. what would look nice is if you could maybe add a pier in there with some yachts floating in the water or something the like to break away from all that perfectly aligned symmetry in the city blocks.
>>903744
>>903781
these are both nice. what are you guys all making them for? is there some VR furry convention coming up that I am unaware of?
>>903761
Looks like a nice model for a game character. If you want to push it further some more detailed textures would be nice.
>>903783
There are a lot of (A LOT) youtube videos on sculpting heads. If I were you I'd follow along with one of them. Since you're doing a sculpt a day why not follow along with a tutorial a day. Those guys will you give you a lot of handy tips like how to get you base shape right, how to model ears as separate appendages and then combine them, important anatomical landmarks you should get right every time, to name but a few. Learn good habits right from the start and as soon as possible. It'll save you a lot of time in the future and you'll improve a lot faster.
>>
>>903800
>perfectly aligned symmetry
Hmmm, I actually never realized this until you mentioned it just now. Yeah, this is not good.

> add a pier in there with some yachts floating in the water
I am not going to be going with this scene, but instead of a floating city in the sky, and an above clouds shot of the city below, so it makes no sense for me to work on it more. It is just the default scene from SceneCity.

The plugin itself is terrible, it doesn't take care of any of the difficult parts of generating a city. It is out of date, badly documented and it's like 3 addons poorly rolled into one.

With the easy terrain node for example, which I used to generate the scene above, note how the buildings intersect and there are no roads. There is a grid city template which generates a grid city with junctions, but the problem is that it is a grid. Scatter city has freeform roads, but they go trough buildings and each other, it is ridiculous. For a paid addon, I would have expected it to handle distribution of roads and the buildings inbetween them which is the real hard part of city generation. Scattering buildings randomly on terrain as if they were trees, or doing a grid like structure I could have done on my own. It is really disappointing, I can't say I've mastered the essence of city building with just this.
>>
>>903809
I might give Houdini a try again depending on the contents of the free Neo City addon that I've gotten. I'll check it out tomorrow. Maybe it will have the modular pieces I can just use as plugs for the walls and cornerns. That might make Houdini more viable, but I do not have a good way of replicating the cellular structure of a city. There is a paid city gen for it, but I can't find a place to pirate it. I think I could figure it out myself from scratch given a few weeks time, but I do not want to spend that. Rather than figure out how to generate a city completely procedurally from scratch, making use of OSM data would be a viable workaround, but then I have to go down the rabit hole of programming. I am not interested in this kind of thing.

...It's lame. I though, proc generation would be more advanced in 2022. The best compromise would be to not show the city from too high of an angle, and just do them by hand in front where they are needed. My problem is that I hate compromises. You can't attain mastery by taking the easy route each time.
>>
>>903800
>Since you're doing a sculpt a day why not follow along with a tutorial a day.
This really seems like an excellent idea. Thanks for the tip! Can't believe I didn't think to do this.
>>
Been sculpting on my phone. Made this orc fella on nomad and I was wondering what I can do more with it.
>>
>>903800
>these are both nice. what are you guys all making them for? is there some VR furry convention coming up that I am unaware of?
I am in a drought, no commissions so the next best thing I considered was making a freebie and see if that attracts some clients among the degenerates of VRC Lewd, it still works for my portfolio anyway since I have nothing completely original to put on it.
>>
File: wip11.png (388 KB, 725x837)
388 KB
388 KB PNG
No clothes yet
>>
>>903832
Stylized or will you define the body a bit more?
>>
File: anna.png (236 KB, 743x1012)
236 KB
236 KB PNG
>>903800
i'm making a game! not a big thing, more a proof-of-concept. she'll be the player.
>>
File: t3.png (575 KB, 750x1000)
575 KB
575 KB PNG
It's been just about exactly a year since I made my first character and posted it here, so I thought I'd mark the occasion by posting the newest one here too. Few more years, and I hope I finally get the anatomy right.
>>
>only model shit as a hobby
>mostly do low poly because can't be bothered to learn real anatomy
>always try to get curves by mostly thinking hips are like this boobs are like this
>randomly saw a timelapse of someone sculpting a female body
>paid attention somehow because was spending time on deformations as a result of visible rib cage, collarbone or pelvis
>sudden realization that all the tasty female curves mostly come from bone and muscle structures
...... oh. Maybe I should try remembering this next time I try something.
>>
>>903487
>>903591
I was wondering who this amazing guy that makes all this OPs, I tought it came from a single person. Thanks for the work brehs
>>
>>903550
>>903543
this is great I love abstract cgi stuff.
>>
>>903641
bad tits but great topology. Make the tits better and it will be great
>>
>>903646
>>903647
>>903648
https://archive.org/details/anatomy-for-sculptors/page/96/mode/2up

free
>>
>>903850
For the most part, I've been making the collages, paintings, and the ai stuff. So all of that is just one guy.
I've got a pretty fucked sleep schedule though, so sometimes the thread hits limit without my knowing during the time I'm catching zzzz's, and some other kind anons (or maybe it's just one guy), are nice enough to pick up the slack.
It's been happening a lot more lately, but at the same time, threads seem to be hitting the limit faster and faster these days. Maybe the start of summer has something to do with it. I don't know.

In any case, I do appreciate the people stepping up. I've been pretty busy with things these days and don't have a ton of free time.
>>
File: post.png (315 KB, 840x697)
315 KB
315 KB PNG
>>903853
Exactly how?
>>
>>903860
Goto google and do an image search for great breasts and model some of those.
>>
>>903864
How exactly are they bad I mean, yes, I can search stuff, but I am probably missing an extra loop, not just perspective.
>>
File: 45t45t.jpg (54 KB, 942x612)
54 KB
54 KB JPG
>>903865
>How exactly are they bad I mean
they just don't look natural and dont look like the ideal tit shape.
>>
>>903866
Thanks, I suspected as much, sometimes is hard to re-check what looks like an implant and what looks like a real breast, this reminds me of a Halloween party I went long ago with some friends, there was this guy with his gf, she had big breasts, people kept saying I was looking at her a lot, I told them how she looked like she didn't have clavicles.
>>
>>903809
>>903812
Sorry about your software woes bro.
>>903812
Yeah, keep it up you'll and you'll making decent sculpts in no time. Having technique ensures that you'll always be thinking about what you're doing instead of blindly sculpting, and that is how you get better.
>>903813
Pretty impressive. I've tried sculpting on my phone but it's hard.
>>903838
Cool. Nice concept and character.
>>903847
Beatiful character. Anatomy looks damn fine to me.
>>903860
I don't think they're too bad. Looks like she has a pair of silicon bags in there but that's fine. Everybody has their own taste when it comes to breast shape. Don't get too hung up over some anon complaining beacause you failed to capture the breast or ass or hips just the way he likes it.
>>
>>903648
This one has an awful lot of pics from male body builders, but either just fatty women, not in shape women or straight up anorexia in the hips section.
No thick muscular women. 0/10.
Drawings are ok tho. But this ain't no catalog on human dimorphism.
>>
>>903847
you should add some more details like seams and binding to that uniform, I think it'll make the whole thing look much better
>>
>>903832
man you've been iterating on this character for what 2 years now I think it is time to move ahead no?
>>
File: file.png (300 KB, 453x664)
300 KB
300 KB PNG
>>903871
thanks! it's been a ton of fun so far and i'm looking forward to giving a crack at animating!

and, now she got booties. last piece is her jacket, will be interesting to figure out how to rig a loose clothing item like that hmm.
>>
File: file.png (274 KB, 733x841)
274 KB
274 KB PNG
The spunk.
>>
File: glaDUMPY.gif (3.98 MB, 450x758)
3.98 MB
3.98 MB GIF
>>903487
Been a long long time since I've worked on this, almost a year I think. I'm happy with the legs and body so far, but I still need to still up the detail and change the arms a bit. Hard surface kinda kicking my ass. The head is placeholder, and while I want to keep it mostly intact, I'm gonna shrink the bottom portion of the head so she can more easily look down, and add some kind of pseudo hair type handle bar on the sides of the head for holding on to
>>
File: Lapras_Wip.jpg (423 KB, 1446x781)
423 KB
423 KB JPG
Lapras, im planning on rigging it and give it for free
>>
>>903994
looking clean bro
>>
>>903871
I was certainly trying to avoid the implant-look on the boobs but anon provided some references so it may be easier to define them, since I was going greedy on the polygon count I wanted to avoid adding too many new loops but I'd rather make something with quality to attract a VR-PC user rather than to please the quest crowd (specially after my last commission going sour.)
>>
What texturing software should I get? Or are there any good texturing mods for Blender? I spent the last few hours stenciling this bra, but I must say it was a very painful process and should have taken only 15 minutes with proper tools. Armorpaint seems even more awful than Blender for something like this. Should I just buy substance painter? 100 euros seems a bit steep, though, since I'm a hobbyist and do 3d-stuff only when I feel like it. I'm using Linux too, so my options are probably quite limited.
>>
>>903487
Free time is a bit rare at the moment to sink into this, the controversial solar panels have been shelved for now, but doing some quick animation i noticed the lackluster performance. I manually ripped out about 20k vertices, with sub-D thats about 200k savings at no loss in visual detail. Just bad modeling.
During optimization i finally found what has been bothering me about my design. The neck was fucked, way too long. Helmet like a light bulb, impossible to take off. Thinking about final renders i want some with the helmet taken off, so i rebuild the entire neck area of the spacesuit. Still work in progress, but something worth showing.

And i could really use some feedback, on the damn face. I been staring at this shitty texture map i backed out of a bunch of Voronoi noise at 3AM. Looks like shite form close up.
So i used my ugly ass face as a texture stencil and the face looks very dead / tiered. Headed straight for the uncanny valley. At least the UVS are now less stretched and not crooked.
My last attempt was along the lines of using some ginger faces of fashion magazines as the have no soul anyway to not hit that uncanny valley so hard, but when corrected for tan / skin tone it looks about the same. Damn Filter faces...
And the .jpg aint helping either. But i am very happy with the new bump map making it look like actual skin, less silicone like.

But i need some feedback. Attempt more realism or a some painterly look to avoid the creepy factor???
Some critique would help a lot!
>>
>>904032
>Blender Kit.
>Add materials, modify a hi-res mesh.
>bake.
>>
File: 1631859547978.png (115 KB, 268x269)
115 KB
115 KB PNG
>>903992
nice........ design work
>>
>>904034
I like the freckled look on the first one. The second one has the coolest helmet. The third one has the best eyebrows. The fourth one has the sexiest clavicles. All of them are quite alright, honestly. The hair strand could perhaps be a bit more glossy, I think.

>>904036
I don't get it.
>>
>>904039
You use blender kit to get some high res materials, then modify a high res mesh to facilitate where you will assign some materials, then you bake the result into your properly unwrapped mesh, basically you will be adding some edges and vertex groups for certain areas with certain materials like you would do if you were sewing an actual piece of cloth.
>>
>>904034
To me, it looks like her head just has way too much subsurf, giving it that real doll, silicone look
>>
>>904039
The final one gets into the same skullcap helmet ting as number 2. Was just too lazy to duplicate all the headphone stuff for the other ones for a quick visualization. I heard from some others that the old face looked the best. I just feel bad that I have peeked in face textures drunk at 3Am on a Tuesday.

>>904041
This preview has no subsurface on. And for the render I got it set to 1 to get some of the jagged edges out of the nose. The real doll effect may has to do with me using faces from some overeat hair porn animations I downloaded years ago as 3D reffferece to stretch my topology around. Still highly recommend to anyone struggling to make a face to get a bunch of ready made ones and ppöympdel a face in between those you like to make a new shape ... but I get it, a bit too ideal. No idea this if she more skin imperfections would do the trick k air if I have to stretch around the shape a bit.
But looking good at those toddy armor makes on Artsation, they got all these too perfect faces.
>>
>>904032
Just pirate Substance Painter.
Also dual boot Windows if you want to get anywhere in life.
>>
hes watching u anon

>>903943
i love the boots


>>903992
blessed. u should make one nip blue and one red

>>903981
ur models are good as always senpai.
>>
>>904051
I've used Windows all my life and I got nowhere, checkmate atheist.
>>
File: file.png (217 KB, 892x863)
217 KB
217 KB PNG
>>904070
thanks anon.
I really hope you're using that deer for good purposes.

>>903637
great job m8.
>>
File: Big M 01.png (1.16 MB, 1834x842)
1.16 MB
1.16 MB PNG
I'm trying something new with the topology. It's pretty autismal, but I think it's working out. I'm sort of "circling" major muscles with edgeloops. I don't really know how to put it in words. But basically, the topology traces around in a clean loop. And neighboring muscles get their own loop, so they're isolated. It works somehow. I can more easily maintain quads this way. And the edgeflow seems to stay nice and clean. So far, I've only done the upper torso, upper arms, and neck region. So there's still much left to do. But I'm kind of excited to see how crazy OCD way of handling topology works on the rest of the body.
>>
File: Big M 02.png (1.2 MB, 1829x845)
1.2 MB
1.2 MB PNG
>>904095
And here's what it looks like with all the loops selected.
>>
>>904095
>>904096
Interesting, my autism prevents me from appreciating stuff with high polygon count without thinking I could just try to use less polygons and then let subdivision do what's needed, is there a market for stuff that is over 20K tris in general?
>>
File: bulge block.png (369 KB, 1139x449)
369 KB
369 KB PNG
>>904099
I don't know anything about what the market is doing. From what I've googled, some game models can be as high as 100k. But they say you should stay under 30k for simple human characters. It seems to vary a lot depending on what the character is used for, and the scope of the game. I would imagine that a simple fighting game with its highly controlled environment can spend more polygons on the character models. But a more open game with a lot of characters on screen would have to be more frugal.

But in any case, I'm thinking you can modify this circling method to use a lot less polygons. Right now, I'm making circles with the minimum of 3 external edges, which creates 5 edges inside the circle. I sometimes go over 3, or make irregular shapes to fit the body. But if you instead circled with only 2 external edges, then you'd probably only get 4 edges inside. And 1 external edge creates 3 internal. Because it's really just basic edge loop reduction. Except used in a weird way. It's really up to you, how many edges you want to create. Yes, circling creates more polygons than strictly necessary, but I think it's helping make clean transitions between these major forms, while simultaneously keeping them distinct.

This is newly experimental for me. So I don't know how it's going to turn out. I might find it too bothersome for the face. or hands. Or it might deform like garbage when rigged. I don't know.
>>
File: bunnyEyes.png (183 KB, 652x720)
183 KB
183 KB PNG
>>903641
You're gonna need some extra edge loops so she can blink. Ive been in this situation and I thought I could pull down what I had from a face modeled eyes open and it really does look like theyre blinking with their forehead. Just some extra geo that gets tucked away when her eyes are open and can be pulled out when she closes them.
>>
File: 1650244628720.png (593 KB, 1396x737)
593 KB
593 KB PNG
how do i attach the hand better?
>>
>>904150
Yep, probably adding an extra loop there before subdiv.
>>
Watermelon Cell, first time using Substance Painter and it's not great
Just wait, I'll become the best Substance Abuser in the whole world
>>
>>904172
>IP banned for no reason https://files.catbox.moe/37b93x.png
>>
>>904155
To combine two edge loops with a different number of vertices, you probably want to use motifs like this. However, the hand you have there has like twice as many vertices, so it'll look bad pretty much no matter what you do. You should probably just continue the arm geomtery all the way through the hand to the fingers and then instead ask "how do I connect these fingers to the hand" instead of "how do I connect the hand to the arm".
>>
File: file.png (465 KB, 1188x743)
465 KB
465 KB PNG
why does it look disgusting bros
>>
File: pure_morning.jpg (74 KB, 1920x1080)
74 KB
74 KB JPG
working on this hair thing...
>>
>>904182
Why don't you smooth and define some sharp edges?
>>
>>904182
needs to be covered in doodads and indentations. Lots of busy edges and shapes
>>
>>904200
i guess but i want to keep the poly count as low as possible
>>
>>904201
Couldn't you do that high to low poly bake meme?
>>
File: 1614064132165.gif (1.68 MB, 540x540)
1.68 MB
1.68 MB GIF
>>904202
i kinda wanna draw all the details instead of using normal maps like how they used to do in older games because i think that can look different and cool
but i also dont know how to texture paint like that
i tried it multiple times and it was very confusing for me
>>
>>904203
well the untextured mesh looking weird is a feature of that art style.
>>
>>904203
>but i also dont know how to texture paint like that
>i tried it multiple times and it was very confusing for me
make a very optimized UV map
Take screen shots of your model from the tope,bottom,left,right,front,back plus any more angles you think might serve special needs.
Load those images into your preferred 2d art program and paint over them with this art style, lighting included.
When done project and bake each image onto the mesh in turn.
Take the baked textures, and aggregate the best versions of each section into 1 texture.
>>
>>904182
I think all it needs is a texture to add the details that aren't present in the model. The wheels seem to be slightly too high poly compared to the rest of the mesh, but I think it looks good. Try adding just a 30 minute, quick texture and see if your opinion of it changes, even if you just make up panel lines, and splotch in color for the dirt. Like I said, I think the mesh itself is good.
>>
>>904032
looks pretty good tho desu
>>
File: 0001-0060.webm (459 KB, 1920x1080)
459 KB
459 KB WEBM
I did a little crate thingy for a game prototype
>>
>>904182
It looks good bro.

>>904188
PURE
MORNIN
>>
>>904210
nice
>>
File: 01.jpg (115 KB, 750x1000)
115 KB
115 KB JPG
>>903847
Yes her anatomy needs improvement, espacially those painfull looking bone desease deformations she obviously suffers
My take
>>
>>904215
What deformations do you mean exactly?
>>
>>904217
Her arm looks bad, elbow has weird shape., the hand and fingers, too. Her chin too pointy Spine seems to be deformed in the pelvis region. Upper arm bones are bent inwards in an unnatural way. The lower arm looks like one from a 90 yo gramma (without wrinkles though).
>>
>>904215
Yeah, you made her effortlessly 250 % cuter. I guess I'll work on her a bit more. I just wish sculpting heads weren't such a pain. Literally. For whatever reason, I involuntarily mirror the character's expressions, so my face starts to hurt after a while. Lips especially are painful. Hands are annoying too, unfortunately. I always fuck them up. This character can make a pretty decent fist, though, and that's a win for me.

But thanks for your input. I really appreciate it. I hope I can one day spot and fix errors as easily too.
>>
Is Substance Painter one of those things like sculpting where you can use a mouse, but it's magnitudes more efficient to use a graphics tablet?
>>
>>904294
No, for the simple reason that substance painter also uses a lot of procedural texturing elements. You don't really need to do that much hand painting in it contrary to what the name would indicate. Stencils, shapes, generators etc means that making masks or even entirely bespoke materials for use with the masks is less a matter of painting and more about selections which if you want to be efficient you will use element ids generated from the high poly during bake if you set it up right.
>>
>>904295
Based thanks I think I'll get a copy and investigate further.
It's just whenever I've watched a video of someone using it they always seem to use a tablet. I suppose that's just because they have one though.
>>
>>904296
Yeah, I've been using painter for years and a tablet is entirely unnecessary for 99% of people.
>>
>>904296
I only use my tablet in substance when I want handwriting somewhere.
>>
Still trying to wrap my head on modeling a decent body, got a bit farther then my last few attempts but I think I might scrap this guy and try again. Was thinking about making the body parts from separate shapes rather then make it mostly all from one.
>>
>>904319
is that for a game/mod? if want something that low poly it is better to disconect the arms/legs
https://youtu.be/m3Wf-EegBgg?t=89
>>
>>904321
oh no it's not for a game or anything I just like ww1/ww2 stuff, but thanks for the tip anon
>>
File: Full_body_anatomy.jpg (153 KB, 1440x2926)
153 KB
153 KB JPG
I've been trying nomad sculpting on phone for a few months and I'm working on a anatomical correct male model. I'm having trouble attaching his head to the body as it deletes topology.
>>
>>903718
Please post pics ...
>>
Why does zspheres even exist? Does everyone else just blockout using subtools? I've never heard of anyone using zspheres
>>
>>904337
It's good for creating links between two meshes like chains and wires. Other than that I never use it for anything.
>>
File: 1642141976998.png (175 KB, 382x694)
175 KB
175 KB PNG
Am I GMI?
>>
>>904337
It was a feature of Zbrush 2. They have added more functionality to create models now so it's more redundant.
>>
File: rocket.png (1.83 MB, 1920x1080)
1.83 MB
1.83 MB PNG
>>903761
>>903800
thank, I am testing out different texturing "styles" to see what works
>>
>>904346
Isn't subtools one of the oldest features of zbrush? It still seems to be the standard when I look at zbrush artist livestreams and shit
>>
>>903832
shit tier
>>
*ziiiip* back to 1998 you go nigga!
>>
>>904353
fuck, lol
>>
>>904348
The subtool menu was started in 3.1 I think. Before that you just had tools.
>>
>>904347
>>904355

based texture painting job anons.
>>
File: marto.png (333 KB, 451x710)
333 KB
333 KB PNG
WIP
>>
Why does smoothing in zbrush always make my mesh lumpy? It's like the one way I can keep it smooth it by manually moving everything back into place.
>>
File: kFmiCdsI6b.png (141 KB, 631x843)
141 KB
141 KB PNG
I think my topology is pretty scuffed but I guess I'll keep going
>>
>>904182
needs tail rotor anon
>>
>>904355
wheres the crack pipe ..
>>
>>904345
made my dick hard

GMI.
>>
File: sketch.jpg (46 KB, 955x1177)
46 KB
46 KB JPG
>>
File: StyleOnEM.png (1.02 MB, 1920x1080)
1.02 MB
1.02 MB PNG
I have made my first humaniod. T Posing is the standard right?
>>
>>904407
T-Pose i the easiest way to get your Rig set up cause everything mostly lines with your world axis. No wierd issiues with bone roll.

But topology wise to minimize stretch during animation the A-Pose is preferred.
>>
File: nice.png (88 KB, 500x500)
88 KB
88 KB PNG
>>904203
Could you make a slower version of this gif?
I want to admire the textures, i'm a total beginner and this is bretty gud anon.
>>
>>904393
You have good basics apart from the knees and elbows. add extra edge loops where you imagine the bends in anatomy would take place, don't feel overinvested in your first attempts either, and try again. it's all a learning experience even when you think you've "made it"
>>904404
good "sketch". I can tell you went for a persona art style so you've achieved that, keep it up
>>904414
good advice, since he's doing a character with segmented joints he shouldn't run into issues with a T pose, but when he tries to do a skinned character he should do an A pose lie you say
>>
>>903715
Failure. After spending a week on this I've decided to just do all the modeling by hand. I got the Manhattan kit off Persia, but after messing with it for the past few days, I've realized something really important - 3d models are not at all like textures, or programming libraries. Textures if they are too big, you can just downscale without issue. Programs on the other hand, are the most compressed representation possible. With 3d models I can't easily compress them without wrecking them. Even if I can work more smoothly with them in Clarisse or Max, I know that my memory budget for 1m poly buildings is very limited. To make effective use of them I'd probably need to ramp up my rig memory to 64 or 128gb of memory. Not happening.

I regret not doing it by hand. The last week sucked, and had I been modeling by hand from the start I would have made steady progress and have had fun along the way. Instead what I got was struggle and some experience. I think with this decision my workflow should be fully established. I won't deviate from it.
>>
>>904400
on my hands (i have a crippling crack addiction)

>>904368
thanks
>>
File: glaDOSsss.png (1.23 MB, 1605x976)
1.23 MB
1.23 MB PNG
>>903992
a bit more work on her, added some wiring to the legs and connected the ankles with a ball socket connection. Started on her head, and simplified some stuff a bit because I want it to feel like a "lite" version of the original head. Also added a small digital display to her eye for showing emoticons or random things to make it feel more "user friendly"
>>
>>904451
the feet kinda look like horse hooves. not sure if you were trying to evoke high heels.
>>
>>904453
yea they're supposed to be like pointed stilettos, need to refine the shape down there
>>
>>904455
i think you're onto something taking inspiration from running prosthetics, but lean into it a bit more. maybe try a version without an ankle.
>>
>>904459
Oh no, the things on the back are like the Long Fall Boots in the game— though now that I'm lookign again they techincally aren't supposed to connect to the foot, but oh well
>>
File: file.png (646 KB, 1050x710)
646 KB
646 KB PNG
>>904462
ah, okay. i didn't want to be the guy who's like "bUt whAt FuNcTion do thEy sErve", but them not being attached does make more sense. they still remind me of running blades tho
>>
File: file.png (528 KB, 733x746)
528 KB
528 KB PNG
>>903943
jacketto completenado

>>904070
this deer has some hips lord almighty
>>904451
this is super cool! how do you do the digital display thing, it's cute
>>
>>904182
It's just stiff, add more interesting shapes to the hull. Get reference when your modeling. The body will usually have concave/convex panels.
Otherwise its a good blockin
>>
File: 1654956593379.jpg (194 KB, 1808x1272)
194 KB
194 KB JPG
How do I texture this bros? I didn't really think about it when I was modeling it.
>>
>>904474
Uv unwarp, if you don't know how watch some tutorial.
Then get some pictures of aircraft and use that as a texture stencil if you want pbr looking materials.
>>
>>904478
I meant more like finding a texture to use. Seems really difficult to find a plane texture anywhere. It wouldn't be so hard if it wasn't for things like the windows.
>>
>>904479
>a plane texture
>for a custom model
huh?
>>
>>904480
It's based on an A380. I just can't find a decent example of one to use though for the texture.
I would try and create one myself but I can never get the sizing right and don't know how to. It's always way too big or way too small.
:3
>>
File: FinalFace.webm (2.88 MB, 716x788)
2.88 MB
2.88 MB WEBM
I think i'll stop trying to make a better face for now. A billion minor changes, way to many stencils and no real difference.

How uncanny is this?
Any Good?
Some critique would help a lot.
Good thing i have that big mic to cover half of this face.
>>
File: FinalFace.jpg (2.25 MB, 2982x828)
2.25 MB
2.25 MB JPG
>>904495
And because Webm compression is trash some of the highest quality shots jpeg can do.
Does anyone know if cranking up bump maps and such to overcome compression is a good idea or not?
>>
>>904495
>>904497
Try using a longer focal length and pose the face a little, it'll look way less uncanny right away.
>>
File: pink.jpg (75 KB, 1920x1080)
75 KB
75 KB JPG
spent some more time on the hair.
>>
File: d.jpg (62 KB, 1002x690)
62 KB
62 KB JPG
>>903637
i like what you postes so i modeling one for me
>>
just finished this one.
https://i.imgur.com/94585sP.png
Uploading files from your IP range has been blocked due to abuse. [More Info]
4chan Pass users can bypass this block. [Learn More]
>>
>>904535
>Uploading files from your IP range has been blocked due to abuse
Binlan or Straya?
>>
>>904536
>Straya
north africa
>>
>>904538
Huh, wasn't aware that some Nafri countries also shitposted so hard they got rangebanned from posting files.
>>
>>903859
but what about Starfleet?
>>
File: 1636448027878.png (830 KB, 800x1080)
830 KB
830 KB PNG
>>903487
another psx render i repurposed from an older blame! project
>>
File: 1646378312673.png (2.17 MB, 1920x1080)
2.17 MB
2.17 MB PNG
>>904565
old project
>>
File: anna wolfy.png (396 KB, 472x857)
396 KB
396 KB PNG
>>904470
sent her to the hairdresser, she'll have a ponytail now. also gave her a happy trail because sex.
and with that she's ready for rigging, this'll be interesting
>>
File: baiken mode.png (268 KB, 497x465)
268 KB
268 KB PNG
>>904582
better ponytail shot, really happy with how it came out even though it's basically a bunch of bananas
it pays off but man modelling fluff and hair is HARD
>>
>>904495
Looks good.
>>904582
>>904586
Yeah, hair makes me want to kill myself sometimes. Anyway, good job.
Oh and here's a nice hair turorial with some cool extra tips to get the most out of your hair curves:
https://www.youtube.com/watch?v=t2XjdzzWCqI
>>
>>904582
>>904586
I'm not a furry, but I respect the struggle of the fluff. Looking good. Nearly getting aroused.
>>
File: pingutopology.png (634 KB, 1918x1080)
634 KB
634 KB PNG
>>903487
Hi I'm new to 3D and I'm struggling with the head topology on this model
I tried doings some tips from tutorial videos to make it better but I feel it's still messy :c
>>
File: seel.png (280 KB, 919x958)
280 KB
280 KB PNG
>>904595
>>904595
I think what you have is mostly good so far, I forgot to mention it in the picture, but I think you could get away with removing 1 or 2 or the edgeloops in the eye so the topo's more even when you subdivide. The bottom-most blue edgeloop I drew should go around the whole head creating the neck
>>
Why can't I post in this thread. :(
>>
File: AxeInsta03.png (249 KB, 1080x1080)
249 KB
249 KB PNG
>>904599
Testing again.
>>
>>904600
Post a Reply option is not working, huh.

Anyways. I finished my axe. :3

>>902418
>>
File: boating.png (2.26 MB, 1920x1080)
2.26 MB
2.26 MB PNG
Took a break from 3d to work on 2d, feeling the gains. I guess working on a new character will be the real test though.
>>
>>904451
very clean

>>904495
Nice, but damn that spacesuit girl has been a long project.

>>904404
Really looking good, style + toon shader really brings it home.
>>
File: sew.jpg (53 KB, 1920x1080)
53 KB
53 KB JPG
Cloth sewing in Blender is pretty cool.
I can't seem to get those seams to get pulled together tighter though. I've tried turning the sewing strength up but nothing seems to help.
Anybody got experience with Blender cloth sims that can shed some light on this issue?
>>
>>904605
First of all do your cloth sims with models scaled up 15 times, otherwise the margins for collisions are too big even at their minimum setting.
As for the seams you are expected to close them by hand once you're done with the sim. You can reduce the size of the seams by selecting your sewing edges and scaling them in a bit so that they're closer together before starting the sim. Also using the shrink factor can help a bit with that (try animating it!), as well as giving your cloth a bit more elasticity.
>>
>>904608
>do your cloth sims with models scaled up 15 times.
luckily my models are already huge for some reason. I'll keep that in mind when I run into problems tho.
>expected to close them by hand once you're done with the sim
So basically apply the modifier and then fix them by pushing verts?
>>
>>904609
Not anon, but it depends. It could be that your mesh is too dense, random vert duplicates could mess this up. Just check all those kinds of things in addition to scale issues.

On the close by hand bit, just take the sew lines and merge by center, but you'll have to do it for practically all of them. If you've done it well though, a cloth sim that can take a subdiv or two will leave you with a sewed look without having to resort to manual vert merging.
>>
>>904605
I suggest pirating marvelous designer desu
>>
>>904608
>>904614
okay thanks, I'll tinker around a bit
>>
>>904551
Now that's a name I've not heard in a long time....
A long time.
Is he even still here?
>>
>>904595
Every now and then go into sculpt mode and hit it with the smoothing brush.
>>
>>904617
I'm tempted but I wonder if I really need it. Marvelous designer gives very clean results but I think for this project a somewhat messy look might fit in better with the look I'm going for (I might be talking out of my ass rn)
>>
Someone told me to use Daz models for animations.
Is there a way to resculpt daz models to look the way you wan it?
>>
File: md.jpg (282 KB, 1846x996)
282 KB
282 KB JPG
>>904625
Marvelous doesn't necessarily give you a clean look, it depends on how loose the fit of the garment is and a few other things that you can play around with such as material properties, elastics and shrinkage warp/weft.
plus the program is fun to use
>>
>>904631
Damn, it does look pretty amazing...
I don't know if I want to live without it...
>>
>>904604
Long project? Well if I only have about 1-2 ish hours a day to work on this, I can only do so much. It's my, on-off project where I try my best to push myself to make good quality stuff. Its at this stage where I feel like its too historically grown and starting over would be better, but if I keep piling on features and other garbage I'll never get done. Some day I'm gonna finshi it. But my time on this is steady increasing as I finish other projects.
>>
>>904623
Idk If I'm thinking about the same guy, but I think he still posts on AGDG. It seems to me like a lot of indie game devs run away from here.
>>
>>904631
>>904634
What can it do that blender can't do?
>>
>>904638
marvelous is basically a suite that specializes in the creation of clothing, as such it's tools are just very streamlined towards that end. It creates better looking results with less effort.
Technically you could probably achieve the same results in Blender, but is it worth it when such convenient alternatives exist?
>>
>>904635
You know what, I might be confusing your spacesuit project with another anon's, can't really tell since I've been gone for a minute.

>>904634
>>904631
Hmm, Zbrush, MD, and substance painter paired with blender seems like a great hobbyist package for character creators.

Can you change the individual cloth elements in real time? Because if that's what that second panel does, that's fucking sick. I hate having to save a non-extruded pre-sew backup cloth in blender.
>>
>>904639
Yea, I think it's a matter of time. With blender, you have to pre-plan your cuts and whatnot, so it leads to a lot of trial an error. It looks like with MD you can just edit the mesh on the fly, which is pretty important because going back to make small changes to the base plane to re-sew is a major pain.
>>
>>903847
I think your 3d elements are too mismatched, hair braid vs clump on top looks like it's from different styles (also eyebrows are not blonde), lineart is popping up on random places like the flower and clothes (but only on the outside?). The hair braids also come out from a weird place, think about what the hair would have to be to get that result (two long antennas coming off the forehead).The whole results looks like an uncanny photobash that someone hurriedly painted over.
>>
>>904641
>>904640
Yeah it also seems like you don't have to pay attention to the actual mesh of the pattern at all. you just define the outline of the pieces and the software takes care of the rest.
>>
>>904644
Nice, that's very powerful stuff, probably my next pickup for a deep dive into chara/clothing creation.
>>
Why does shrinkwrap fuck up the dimensions of the object? If it's a rectangle it'll get squashed into more of a square. How do I combat this bros, is it just as straightforward as scaling it after using shrinkwrap but before applying it?
>>
>>904652
Generally shouldn't, try placing the object closer to the face(s) you're gonna try to snap it to.
>>
>>904653
Thanks I'll give that a try. I think it might just be that.
>>
File: 8man.png (1.84 MB, 1422x1704)
1.84 MB
1.84 MB PNG
>>
>>904654
Hope it works out for you man.

>>904655
By god that's a lot of verts for just a head, looking good though.
>>
File: amogus.png (550 KB, 1133x1349)
550 KB
550 KB PNG
>>903487
>>
>>904658
this is a blue board please dont post something like that again i came everywhere and many people saw
>>
>>904656
>Hope it works out for you man

Thanks senpai. On further inspection I think they might just look squashed because of the angle. I'm not fully convinced it is that but I can be a bit retarded which means it more than likely is.
>>
File: helph.png (461 KB, 655x752)
461 KB
461 KB PNG
>>904588
>>904590
thankyou my dudes!
(rigging is going well)
>>
>>904668
Ah ye no worries man, glad to help. In addition to getting it close, try to lay it as parallel as possible (magnet might work ok here) to those same faces. If it's still wonky, give it a few rotations on xyz local and see if that works. But you can also send a pre-shrink and post-shrink image here so I could take a look at what's going on if it's still all fucky. But expect a bit of stretching if it's a really bumpy surface or if the sticker doesn't have enough verts.
>>
File: Hand0001-0060_3.webm (312 KB, 518x720)
312 KB
312 KB WEBM
I made a hand. It has 13k polys subdivided. It's my best hand so far.
>>
File: Untitled.png (711 KB, 1225x1006)
711 KB
711 KB PNG
>>904679
But I'm not happy with it. There's some fuckery with the first joint of the thumb and the fingers don't need so many loops since I'll keep it subdivided.
>>
>>904680
I like how you used extra loops to mark some details like bones, very nice
>>
File: hands 2.jpg (353 KB, 1280x720)
353 KB
353 KB JPG
>>903487
working on illumination
>>
File: BKn_S025.png (1.15 MB, 2225x1655)
1.15 MB
1.15 MB PNG
I did post a block out of the body in the last thread. but I didn´t have alot of time last week so i only made a little progress
>>
File: lunahead.png (750 KB, 2474x739)
750 KB
750 KB PNG
>>904598
Thanks for the advice, it really looks better like that!
Now I have some issues with the front part of the neck :( I don't think I placed the neck edgeloop correctly
Connecting the head to the body seems so difficult ;-;
>>
File: UNDERWATER6-vignettedit.png (1.28 MB, 1920x1080)
1.28 MB
1.28 MB PNG
Model itself is not done but my "deep sea" look is getting there I guess
>>
>>904655
Thanks fren
(It’s 4 mil because there’s some hidden objects including a duplicate backup head for when I screw something up)
>>
File: 342356546.png (48 KB, 960x540)
48 KB
48 KB PNG
first test model on maya 2017
1/???
>>
File: 222222222222222.png (59 KB, 960x540)
59 KB
59 KB PNG
>>904718
2/???
>>
File: UNDERWATER8.png (2.02 MB, 1920x1080)
2.02 MB
2.02 MB PNG
>>904712
Sculpting the soft body parts went better than expected
>>
>>904674
>you can also send a pre-shrink and post-shrink image here so I could take a look at what's going on if it's still all fucky

I might have to take you up on that.
It's a smooth surface...or at least I think it is. I have a subdiv surface modifier on it but I haven't applied it yet.
It's not even a sticker, that's how much of a fraud I am. It's windows and doors for this >>904474 I have no idea how to wrap a real model/object around a a curved object. I was trying to wing it (no pun intended) by

>Model window from a plane
>Subdivide the plane
>Shrinkwrap it
>Stick a solidify modifier on it

It still doesn't look right but I don't know what else to do.
>>
File: 4146866952`3.png (132 KB, 530x540)
132 KB
132 KB PNG
>>904719
>>904718
final render
1/2
>>
File: 587585855855858.png (129 KB, 497x540)
129 KB
129 KB PNG
>>904732
2/2
>>
>>904729
looks nice . The environment really and lighting sells it. I think a little bit of bump on that sea shell would look nice to accentuate those grooves.
>>
>>904730
Hmm, think you can only shrinkwrap flat objects, or things like skin iirc. Sounds like you have the modifier stack on point too, strange. Try opening a new blender, give it a go with a subdiv'd plane and a cylinder, maybe it can help.

I tried it here on my boat model and it seemed to work out ok. I've included the mod stack and geo for you to take a look at though.
>>
>>904763
>Try opening a new blender, give it a go with a subdiv'd plane and a cylinder, maybe it can help

Just tried that. At first they got all fucked up still, but then I moved them so they were almost touching the target and tried it again. Worked a lot better.
I tried it with the plane model and it didn't look great so I rotated the windows and doors to try and make them more perpendicular to the target and it worked a lot better. It's still not perfect but it's definitely not as noticeable as it was.

>think you can only shrinkwrap flat objects, or things like skin iirc

Yeah I think that's right. If it's something with anything thickness it just crushes it flat. Or that's what it did for me. Seems weird there's no way to wrap anything that has depth. I assume there's a way of doing it though.

Anyway, thanks for your help amigo, I appreciate it a lot.
>>
>>904730
>>Model window from a plane
>>Subdivide the plane
>>Shrinkwrap it
>>Stick a solidify modifier on it
You could do it like pic related. Create a window and a subdivided plane. Add a surface deform modifier to the window targeting the plane. Finally, shrinkwrap the plane onto the chassis of the airplane.
>>
File: q32498erhse95t.jpg (337 KB, 3210x1797)
337 KB
337 KB JPG
>>904404
>>
>>904804
Ctrl+N dude
>>
>>904776
Huh, maybe he should just lattice deform and array it. It's gonna clip anyways right?
>>
File: pelvis.png (92 KB, 348x252)
92 KB
92 KB PNG
Pic not mine, but why is weight painting this kind of topology without getting huge creases on abduction and flexion so difficult? Is it a topology problem or user error?
>>
>>904427
This scene is cursed. I got a grasp on Scatter 5, and minus the bugs, its manual mode is revolutionary. It is to scattering what sculpting is to modeling.

I ran into all sorts of bugs with it, found workarounds with the help of the author, but now that I am doing shading I can't go more than 2m without Cycles crashing and taking the OS with it. This is not happening with previous 3.1 version of Blender so I managed to export the building instances and render it there.

I have no choice, but to keep going forward. I have a vague sense of what I want to do, but I am having trouble understanding how to make the scene impactful.

This particular style is not bad in isolation, but I don't think it will work once I add the other half of the scene. The way I am visualizing it is a view of the floating city from below as the golden light from it washes over the landscape. This particular style will make everything golden and that detail would get washed out.
>>
>>904881
This hurts my eyes
>>
>>904882
Is it that bad? What should I do to improve it?

I know that I could detail the streets and the buildings, but I am leaving that for later.
>>
>>904881
Looks like something a schizo would come up with. ake your meds.
>>
>>904776
That was the first method I tried but I couldn't get it to look quite right. Truthfully I think I went full retard and forgot to subdivide the plane. I'm just going to leave it as it is with the shrinkwrap and solidify. Maybe come back to them at a later date when I improve. If it looks complete dog shit when I finish though then I'll try it again that way straight away.
If that doesn't work I'll try what this anon says >>904835 although there's no reason why they shouldn't work.
>>
>>904886
>>
>>904881
>>904884
>>904889
I think they're calling you a schizo because you're recognizable and you treat these threads like it's your blog. I learned this the hard way, but sometimes it's best to be concise with what you say because explaining your entire process ticks off this board for some reason. What you've made isn't bad in my opinion, but it looks kinda like an AI made it.
>>
>>904893
It's not about the board. It's about the thread you're in. It's a general wip thread. If people want to make rapid and lengthy blogposts about their entire process that's the perfect thing to make a separate thread for assuming there is anything to be learned from the process.
>>
>>904896
This whole board is so slow that I don't think anyone should be discouraged from posting whatever they're working on. The lower the threshold people have for posting, the more lively this board and this thread will be.
>>
>>904900
Lively doesn't equate to better. Tiktok is pretty fucking lively.
What I'm saying is people should be encouraged to contain those long chains of posts in separate threads as it actually discourages some people from posting their wip in this thread as it gets instantly drowned in a sea of nonsensical microadjustments (referring specifically to this guy in this case).
>>
>>904901
>Lively doesn't equate to better.
It does when the alternative is dead.
>gets instantly drowned
Let's get back to this point once it actually happens. I'd love to see people on this board post so much that they'd manage to drown anything.
>>
File: testRender1.webm (2.85 MB, 676x1200)
2.85 MB
2.85 MB WEBM
>>904501
Rendered at 65mm. A bit better, but as long as i don't get too close to the face its not too bad.

>>904604
Well work on this is ramping up considerably as i finish other projects.
ETA when i'm done modeling? About 1-2 -ish months. But i shifted focus for now on improving existing stuff and finishing up anything that is still in the blockout state.

The laundrly list of things to add is still very long. Like a bootleg pipboy / powerglove mix with a sexy VFD matrix display. But thats a another standalone project in itself.

The webm compression really kills the 8k textures i put on as previs of a painted texture that i might, or might not do. Going so big in res was a mistake tho, poor computer slugs a lot with this. This EEvEE Turntable had an average of 4 seconds per frame.
Also if anyone know how to get the overlapping glass materials to stop flickering would be great. The slow solution would be to just render cycles. But i don't feel like heating my apartment in the summer.

>>904588
Also thanks to those who said nice things, helps with the motivation / overcome the urge to start new projects.

Some retter res pics will follow...
>>
File: Newtextures.png (2.43 MB, 2196x888)
2.43 MB
2.43 MB PNG
>>904905
Here are some higher res images of the new "space suite fabric" material which is just a tiling denim texture with the saturation turned down and some dust color mixed in to get that used suite look.
All the seams are just UV map fuckery and not actually painted on. The proper UVs are a problem for future me when i am done modeling.

Believe me or not, i am actually looking forward to rigging this. Some challenging IK chaining to make the exo skeleton work will be fun to figure out.
And when i come around to applying most of the modifiers there will be a bunch of easy work ripping out all the unnecessary geometry and binging audio books.
Animation, i'll have too see. No clue how to make that look good. But this project is supposed to be a learning experience.
>>
>>904905
>>904907
Oh so you are the astronaut anon, been following your work for a while but I dropped from /3/ for a bit. On the animation, I'd just say do something simple, since she's an astronaut she can kind of float about (zero-g) in different poses in space, moving from one part of the spacecraft to another/etc. Also, try flexing out to 115mm, that's a bit high but still very much within camera portraiture norms. 35-50mm, on full frames, is roughly what the human eye sees, so 65 would be pretty close to that, just a bit tighter.

Looking real good though anon, real good.
>>
>>904893
>>904896
>>904900
>>904901
>>904902
>>904905
>>904907
>>904910

Jesus fucking christ limit your blogs to two sentences max.
>>
>>904911
what kind of zoomerbrain do you have to think even half of those are lengthy posts? get lost faggot
>>
File: long_road.jpg (125 KB, 1920x1080)
125 KB
125 KB JPG
dicking around instead of making progress...
>>
>>904188
a friend with sneed is a friend with seed but a friend with feed is better than chuck
>>
>>904840
not really sure but my guess would be that, yes, its probably the topology. There is a reason why film uses high density mesh.
>>904907
Good job anon, turned out better than I had aniticipated desu.
Looking forward to seeing her rigged.
>>904915
so basically a friend with chuck is a friend with suck but a friend with fuck is better than sneed?
>>
>>904918
feed and seed are good indeed but fuck and suck are bad for luck
>>
File: SAGE screenshot 1.png (1.05 MB, 800x900)
1.05 MB
1.05 MB PNG
>>904623
>>
File: Yo Bro.png (1.08 MB, 727x866)
1.08 MB
1.08 MB PNG
It has been a while. My wife is so high maintenance. That is what consumes my time. I thought men were to marry to have a woman take care of then, what happened? I've semi-retired. I work 12 hours a week to pay the bills now and I got free time with my eye on you, caterpillar. And the WIP thread.
>>
File: keep on.png (1.08 MB, 722x870)
1.08 MB
1.08 MB PNG
The end is near.
>>
File: t4.png (356 KB, 750x1000)
356 KB
356 KB PNG
I worked a bit on this character again. Fixed her head at least, I hope.
>>
>>904595
download retopoflow, its a nice blender retopo plugin and its free
>>
File: untitled.png (2.16 MB, 1920x1080)
2.16 MB
2.16 MB PNG
>>
File: full_viewA.png (759 KB, 1161x2868)
759 KB
759 KB PNG
heliotropic.
>>
>>904932
The handle is really cool, but why is the blade blunt?
>>
>>904925
>>904926
Scotty, beam that fucker up.

>>904927
Far better and looking far less mismatched, glad you changed the hair antennae. Model and clothes are consistent, just the gun textures to touch up a bit. To make the circle stand out more, change the white bg to something slightly grayer, should help bring the character out more than the bg.

>>904932
Sick but >>904935. What's with blade? Think it could work if you broke it up using big medium small principles though.
>>
File: B16_0396.jpg (17 KB, 800x365)
17 KB
17 KB JPG
>>904935
>>904936
I would guess that it's meant to be an ilwoon type sword
>>
>>904937
Ye, something like that but the proportions are wonky, causing the general confusion. Luckily that's probably the easiest part of the mesh to edit.
>>
File: UNDERWATER10.png (2.06 MB, 1920x1080)
2.06 MB
2.06 MB PNG
>>904743
Yeah my nodes got fucked up but it looks way better with displacement and a smoother material. Now to make the skin more realistic
>>
File: オケツ.jpg (17 KB, 682x619)
17 KB
17 KB JPG
プ
>>
File: 1651771219474.jpg (117 KB, 900x1089)
117 KB
117 KB JPG
>>904958
wires?
>>
>>904955
Cool. Love the little creature's eye.
>>
File: オケツ.jpg (61 KB, 728x689)
61 KB
61 KB JPG
>>904960
it is a wip. edges are being added, removed, rotated and so on
>>
File: Capture.png (78 KB, 838x729)
78 KB
78 KB PNG
>>903487
Am i going to make it bros?
>>
File: 1643646144729.jpg (483 KB, 1920x1503)
483 KB
483 KB JPG
Lads, I have a couple of issues if anyone can help.

>Only need the logo on a specific part
>Selected the four faces you see selected
>Unwrapped them
>Added logo
>Scaled it to the right size in the UV editor
>When I try to scale it more towards the left it just gets chopped off if I go any further than where the "I" is now
>Even though I should be able to go as far as the edge on the left of the selected face(s) the way I can with the edge on the right of the selected face(s)

>The logo itself is a png, alpha background and all that jazz
>But the background of it isn't transparent
>It has this sort of weird tint to it
>Alpha nodes are connected in the shader but it still persists
>Doesn't matter if it's in Eevee or Cycles, it happens with both
>Although the background is transparent if I use images as planes

Does anyone know how I can solve one or preferably both of these problems?
I hate when people are posting high quality work and I come in and lower the tone to a /beg/ standard btw. Sorry about that.
>>
>>905025
Yeah you will but you need to study anatomy if you really really wanna make it.
>>
>>905037
First of all, the weird tint is the background of the viewport. You've made the plane entirely transparent instead of using it to mask out only the texture. A bit funny but an easy fix.
Secondly, if all you want is the logo and you don't actually want to unwrap the entire plane, you can use projection mapping to get it exactly where you want, but since the fuselage is rounded it might stretch the top and bottom of the logo to a slight degree. I wouldn't worry about it though, it seems mostly straight on so no one will notice.
Now go google how to do projection mapping of a texture in blender cause I don't use blender so I can't tell you.
>>
>>905038
what am i getting wrong?
>>
>>905045
>>905025
Not him, be careful with this "anatomy" talk. it can send artists with the temerity to self educate down the wrong road. You want to look for "figure".
And on the subject of figure what you did wrong was not use a reference. If you want to make these stylised sex monster women then find pictures of the kind you like and copy them exactly. I strongly recommend you draw/model from photographs of real human women too because it will teach you about things which abstract cartoons cannot.
>>
>>905048
But i used reference
>>
>>905039
I'll try the projection mapping. Watched a video about it and it seems pretty straightforward even for me. Can't believe I didn't notice it was the background when I could even see the grid lines and x axis through it kek.
Thank you for your help fren.
>>
>>905050
When you get criticized on your artwork, and someone says "oh you outta had done something", There's no value in firing back and saying you did it.
copy your reference exactly. Overlay it. Use image planes. abandon your humanity and become a xerox. you obviously didn't do that.
>>
File: funnyhead.png (175 KB, 971x508)
175 KB
175 KB PNG
>>905045
Nta, but it seems to me like you studied anatomy of some kind. I'll assume it was anime, and you're off to a decent start, but studying realistic anatomy is important otherwise you will end up with designs like picrel since studying stylization without realism is like playing the telephone game. It's kinda hard to tell whether the other anons giving you advice are being serious or not, because some of the things they're saying have truth to them, but some of the other things are extreme. I'm a bit of a rebel when it comes to studying, so take what I say with a grain/pinch of salt, but anatomy references don't need to be copied completely 1:1. You can look up "Anatomy for Artists" on YouTube and watch a few vids that explain important muscles and bones and how they influence the shape of the body, and then find a realistic reference for a body type you like and use that anatomy knowledge to interpret the body type. You won't need to copy a bunch of boring anatomy references repeatedly to understand how to make a character, though some of that understanding will have to come from repetition and practice.
>>
>>905045
Real women are shaded smooth.
>>
>>904958
tasty
>>
>>905048
>You want to look for "figure".
Interesting, can you recommend some good books on the subject?
>>
>>905072
unfortunetaly no, but if you look for resources by that name you'll find more of the type of instructions most people trying to make human shapes are really looking for. Anatomy is about learning the shapes of the real masses under your skin and how they connect and deform so when you're drawing them you understand what you're looking at. Figure is abstract. It's about ratios, proportions, angles, perspective, volume, etc.
>>
File: sex (2).png (1.24 MB, 1501x1341)
1.24 MB
1.24 MB PNG
>>905075
The fact that you can't give him any links means you are talking out of your ass so I'll spoonfeed him with

>https://anatomiaartistica.files.wordpress.com/2014/09/michael-hampton-figure-drawing-design-and-invention-1.pdf

>https://ca1lib.org/book/5554306/e8cc61

>https://ca1lib.org/book/2481411/32a166?dsource=recommend
>>
File: 3_4A_justmet.png (2.03 MB, 2424x4609)
2.03 MB
2.03 MB PNG
>>904935
>>904936
>>904937
Fixed it.
>>
File: FERNAND_01.jpg (45 KB, 527x798)
45 KB
45 KB JPG
Fernand the Cannibal.
>>
>>905108
Based as usual, 3DGuy.
>>
File: FERNAND_02.jpg (43 KB, 523x744)
43 KB
43 KB JPG
>>905108
>.
>>
File: file.png (458 KB, 785x733)
458 KB
458 KB PNG
>>904673
(rigging is still going well (bad))
>>
>>905113
>HELP!
>>
>>905064
>real women
ewww
>>
>>905096
Now that will fucking cut the shit out of me, great fix on the blade form. Btw noticed the ankh motif, part of an Egyptian set?
>>
>>905113
>if only you knew how bad things are
>>
File: bod.png (58 KB, 832x620)
58 KB
58 KB PNG
>>905025
Thanks for all the advice bros, I tried using more realistic reference this time
I have tried learning anatomy through youtube and problem is, even if I learn that the peepee muscle connects to the poopoo bone in the cunnilingus maximus I just dont know how to put that knowledge into practice when it comes to my models
>>
File: blender_NyHmhNuUmw.webm (2.74 MB, 872x832)
2.74 MB
2.74 MB WEBM
>>905118
Yes, somewhat.
>>
>>905136
Even your original model had good anatomy. You're already applying it correctly. Don't listen to people who yell "anatomy!" or "loomis" to everything they see posted as a knee jerk reaction, unless they can point out exactly where the problem is they are retard non artist trolls that just want to mess with you. That is the drawback of posting your work here. be careful!
>>
File: Rig.jpg (433 KB, 2680x2155)
433 KB
433 KB JPG
Starting a new rig from scratch. While the metarig is very nice, it's so complex I can't figure out how to make the changes I want to it. Want to expand my knowledge of rigging while I'm at it . Next step is creating adding IK controllers.
>>
hello sirs, i want to learn how to make sexy beautiful body please you help me learn.
>>
File: ayy lmao.png (173 KB, 513x807)
173 KB
173 KB PNG
Working on some shitty ass clothes, here's a blockout. Just gonna slap on some textures and call it a day lmao
>>
File: smug wolfo.png (434 KB, 697x716)
434 KB
434 KB PNG
>>905113
ok we got face rig. next up jiggle physics :D
>>
File: Scene.png (665 KB, 1207x575)
665 KB
665 KB PNG
Starting to make a floating scifi castle
>>
>>905108
bonzi buddy
>>
>>905212
nice. care to share your face rig? I still have to do mine and could use some ideas.
>>
>>904927
i really like this one for some reason, what techniques are being used if wouldn't mind sharing?
>>
File: bot idle.webm (683 KB, 480x800)
683 KB
683 KB WEBM
>>903487
Stupid robot rigged. The goal for now is to give him a spear and animate it striking forward, using the jetpack on his shoulders. I'd love to make it look like a risk of rain character, kind of low poly, cartoonish look, hard edge shadows, flat colors.
In any case at least i learned constraints and driven keys.
>>
>>905225
Cool little bot. nice job too.
>>
File: oof.jpg (97 KB, 1920x1080)
97 KB
97 KB JPG
oh shit rigger!
>>
File: ScreenShot00005.png (1.91 MB, 1884x887)
1.91 MB
1.91 MB PNG
>>905214
>>
>>905255
nice, what are your plans for texture?
>>
File: hitman.png (495 KB, 808x853)
495 KB
495 KB PNG
>>905225
That's actually really cool, love that little mohawk and feet, it's reminescent of chicken. Amazing, it gives the design that organic touch. Shit the more I look into it the more I see "chicken elements": those jetpack thingies are like pseudo-wings, and the thighs not just the feet are also reminescent of chicken. Brilliant design overall, great work
>>
>>905259
PBR with some hand painted details.
Going to try to mimick the semi-painterly look the original concept has.
Reference wise I'm going for a mix of dishonered, destiny and arcane.
>>
>>905280
ambitious... I like it.
>>
>>905202
>youtube.com
>>
File: feet and legs.jpg (95 KB, 1750x1304)
95 KB
95 KB JPG
>>904804
Bros I think I am developing a foot fetish which is not bad considering I'll be able to tolerate sculpting feet. I have so far neglected feet along with the hands. I followed follygon's tutorial on feet. I think he is a footfag too.
>>
File: ironlongsword.png (497 KB, 882x2001)
497 KB
497 KB PNG
Oblivion's Iron Longsword.
Materials tomorrow.
>>
File: Curve_Loop.png (75 KB, 777x876)
75 KB
75 KB PNG
>>905225
Not bad, I like the rigging of the pistons around the neck, Not sure if that's just a test/placeholder animation but it needs a bit of tidying up.
There's a hard reset on the motion where he eases in and out of the starting pose rather than following through because I assume the first and last frames have flat tangents. if you go through them and make the tangent angles line up he'll keep moving as he does in the middle of the animation.
His right arm also has a bit of popping going on so you might have some extra keyframes in there
>>
>>905315
I don't like your toe alignment.
>>
File: f.jpg (65 KB, 573x662)
65 KB
65 KB JPG
>>
>>905332
the longer I look the worse it gets
>>
File: f.jpg (76 KB, 660x662)
76 KB
76 KB JPG
>>905333
another angle
>>
NEW THREDDD
>>905335
>>905335
>>905335
>>
File: file.png (40 KB, 931x824)
40 KB
40 KB PNG
>>905334
Please dear god
>>
>>905339
no
>>
File: f.jpg (66 KB, 555x664)
66 KB
66 KB JPG
>>905339
>>
File: f.jpg (74 KB, 704x666)
74 KB
74 KB JPG
>>
>>903487
Small question about rigging: would it be possible to parent one armature to another armature and it be viable in a game engine?
What I wanna do is having a character, and having clothes that have physics be attached onto that character via this separate armature. Clothes without physics I can just parent to the armature of the character itself, whereas clothes with physics I'd prefer to attach to this hypothetical separate armature which would then be parented to the character's armature
>>
>>905223
Is there anything specific you want to know? I don't think I did anything out of the ordinary.

>>905341
You should really clean that up. If you subidivde that head and try to sculpt it, you'll notice just how badly it behaves. The smooth brush will give very uneven results around poles. And when you rig it, you'll notice that there isn't enough geometry to make the character smile or properly close eyes.

My character's face looks like pic related. You might want to do something similar. It's not perfect, but it works pretty well. I've only had problems with the poles in the cheeks, so that might need some extra work. I suggest putting very dense geometry around lips and eyes, and quite dense around cheeks too. Ears unfortunately need pretty dense geometry too, since they need to look round. An easy way to achieve this is to just put circles around these parts and then just connect them together with quads.
>>
File: f.jpg (34 KB, 448x602)
34 KB
34 KB JPG
>>905377
>subdvide
>sculpt
no
>>
>>905379
based polymodeling purist chad
>>
File: f.jpg (71 KB, 602x661)
71 KB
71 KB JPG
>>905382
let's go
>>
>>905370
Why do you need a seperate rig why not just have one rig with bones that you either use or don't use depending on whether the character has the animating clothes on or not?
>>
>>905409
Keeping the two rigs separate seems like a better way to keep things nice and organized personally: non-physics clothes just go along with the body and follow its exact same movements, but physics clothes on the other hand "have a life of their own" so to speak, they move relatively independently of the body. Since non-physics clothes and physics clothes behave differently it seems at least on paper better to let them have a clear distinction like that
>>
>>905388
Nigga just make your own thread if you don’t need help.
>>
File: f.jpg (70 KB, 569x665)
70 KB
70 KB JPG
>>905412
im on topic here i dont see the need to start a new thread
>>
>>905414
You are posting the same picture with no huge progress at small intervals, gtfo chud.
>>
File: f.jpg (54 KB, 632x667)
54 KB
54 KB JPG
>>905418
no
>>
>>905423
Although you are in fact just posting WIPs as per the thread's purpose, you are starting to spam it pretty good, that other anon is right in saying that you're basically posting the same thing over and over again. I would like to kindly ask you to refrain from posting more images of the same subject until you have made noteworthy progress please
>>
>>905423
>>905414
>>905388
holy based ....
>>
>>903718
>post pics of you sissy body
>Create a sissy phone sex hotline
>...
>profit
>>
>>905388
I really like the proportions you have down
>>
wtf, did somebody delete the new thread?



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.