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File: WIP THREAD.jpg (165 KB, 1417x658)
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/wip/ - Works in Progress
- 3DGuy´s low effort edition-

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

Previous thread: >>912860

List of free resources: https://pastebin.com/cZLVnNtB
/3/ Discord for those interested: https://discord.gg/ujt5vtr4DE
>>
>>915718
what is the point of this "hobbit looking hole"? Shouldn't you work on your texturing skill more before trying to attempt a piece like this or at least, keep this kind of "result" to yourself?
>>
>>915724
no one wants to come here because
1) you use racial and sexual slurs and putdowns
2) this place is known for being on the extreme far right
3) this place is known for doxxing people
>>
>>915728
This entire website does those first 2 things, and /ic/ does that last one, but people still go there.
>>
>>915729
people go to /ic/ because it is more popular in general. Most people there are absolutely terrible
>>
>>915728
Muh racial and sexual slurs... go to reddit, u wont have any type of criticism or even a feeling that u talk with someone alive.. literal NPC conversations.
>>
>>915731
I am a person of color who faces racism every day, who speaks 4 languages, knows 10+ programming languages, and has multiple people in my family who are non binary / LGBTQ. I dont have time this level of intolerance. You are the reason no one wants to post here. You would be cancelled absolutely everywhere else.
>>
>>915732
Good for you, now post a WIP or go moral be a moralist prude somewhere else
>>
>>915733
I dont post work on this hellhole, I only critique which is why I critiqued the OP for wasting time on that abomination of a forced meme
>>
>>915730
/ic/ also has a shit ton of resources. The piracy general here is dead.
>>
>>915735
you dont get good resources here from "piracy general". Literally the only good, relevant resources you can get are official recorded streams directly from SideFX, hosted on youtube
>>
Posting a wip seems like a daunting task considering the direction this thread has gone. I may as well post my shitty deer-dragon thing in hopes it will encourage others to post their models instead of turning this into a drama thread.
>>
>>915732
This post reads like a copy pasta, but I can't find it being used anywhere else. I plan to use it for my fun posting, though.
>>
Here is my attempt at making this building in blender
>>
>>915739
>I plan to use it for my fun posting, though.
Why "make fun" of someone else's struggle with being discriminated against on a daily basis and simultaneously whine about why "no one posts here"? You do know that hate and racism / sexism / bigotry have no place here, on blue boards, yes?
>>
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Okay, I think I'm happy with my Gondola rig. Some extreme poses deform in less than ideal ways, particularly around the knee cap, but I think it's fine for what I plan to use it for. I don't plan to ever do any extreme close ups, so I think I'm satisfied with this. Time to finish the scene tomorrow.
>>
>>915741
>Everyone who disagrees with me is the same guy!!!
>>
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Easy night at work. Working on this. It's gonna look good.
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>>915744
Stop avoiding and answer the question
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>>915748
>Everyone who disagrees with me is the same guy!!!
>>
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I wanted to make an environment that was closer to the ps2 aesthetic. I don't know if I got it right, but I liked the result.
>>
>>915751
that is nice
>>
>>915751
very nice! It's relaxing to look at and I think you really nailed it. 9.25/10. A few tips if you want to further sell the aesthetic.
>Use vertex lighting
>Remember that ps2 textures almost exclusively had at most 256 colors per texture
>Render at a lower resolution
>Use a 4:3 aspect ratio. I know some games like Ace Combat 5 had 16:9 support, but this was unusual.
>>
>>915751
Close enough for me to like it anon
>>
>>915751
Looks good. Try some baked lighting.
>>
I should be better by now, 3 fucking months
>>
>>915758
dude relax, you're doing fine. Just struggle with it. That's what so much of learning is.
>>
>>915752
>>915754
>>915755
>>915757
thank you all for the feedback. I'll take a look at this vertex lighting and baked textures. I appreciate the advice. I like to rendering them in 16:9 because I use it as wallpaper sometimes.
>>
>>915728
This is bait.
>>
>>915751
This is neat. Actually thought it is from a game.
>>
>>915758
m8 calm the fuck down and get over yourself, nobody wants to see your emo bullshit everywhere.
>>915751
I think you've done a perfect job. Looks completely authentic.
>>
>>915758
>nobody told me I have to put in at least 10k hours of mindful practice to gitgud at something wahhhhh.
>>
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>>915765
>>915766
>>915759
No its not ok, I want to get pic related
>>
>>915767
Do the arms how you did the legs

Don't stress about your topology, you can always fix that later, it's not a big deal for low poly. Just make points and edges and drag them where you need them. Clean up when the silhouette is solid and before rigging or UVs
>>
>>915768
No, I can't. I am useless and talentless. I am inferior.
https://youtu.be/yx5RCacof1s
This is one of the tutorials I've been studying for 3 fucking months now
>>
>>915776
Yeah just give up and shut the fuck up, never come back on this board again. Ngmi
>>
>>915790
Ill kill myself this week by disemboweling myself, already going to quit my job for it.
>>
>>915792
Will you stream it? I want to watch for proof that you'll never be posting again.
>>
Blender.Today Live is ready to stream.
>>
>>915776
suck it up and keep plowing trough the valley of suck until it clicks for you.
Stop following the same tutorial for 3 fucking months, study as many character tutorials as you can, but you need to be focused and not distracted, or else your never going to make it.
>>
>>915751
very nice. Are you the anon that did the nighttime bridge scene as well?
>>
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grooming and hair dynamics. would love feedback on the hair's clumping, frizzyness, etc.
skin looks bad and I'm not entirely sure why. it needs more imperfections for sure, but beyond that i don't know. break up the roughness? more bump?
>>
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>>915919
Looks like you know what you're doing. Work on it some more, I think you have a strong model. I'll be doing more topology tonight.
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Studying some new polygroup techniques from Youtube videos, great for crispy plated looks.
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>>915925
trying mesh adding, some exhaust elbow thing
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>>915931
>texture painting
it´s like 1999 all over again :3
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what do you think of this pose?
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>>915934
>5 nights at freddy´s/10
>>
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Started this guy recently, I was going for stylized hand painted textures meant for unlit shaders, next is his sword and then I have to rig him now which is a pain. does anyone have any good tuts for that in maya or blender?
>>
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>>915959
here's his head
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>>915718
Still in the process of retopo-ing the rest of his armor. Anyone got tips on weight-painting chest armor like he has without major clipping?
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>>915960
>>915959
Looks solid man! Love the edge-master/demon warrior look and the painting is fantastic.

>>915961
His arm tattoos
>>
>>915925
Damn that dumptruck ass. Nice low res textures tho!

>>915387
Got most of the structure finished.
Legs also got most of the secondary details. The arms still some work tho.
And a tertiary detail pass for then entire model. Then to shading / texturing.
But i somewhat failed this 30/70 rule of mech design to keep 70% simple and only cover 30% in crazy detail. But i think the main point of this is to not have uniform detail to avoid visual noise.

>>915399
>t. scifi smut writer
kek.
>>
>>915966
I really love this.
>>
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>>915967
Progress has been a bit slow due to a lack of free time. But i am still making progress faster than expected. Mainly because i just use placeholder materials.
And put 0 thought into colors and such. Just modeling.
>>
>>915961
looks cool, you should post a higher res screenshot, for the chest piece you might want to just add a separate bone that controls the chest armor
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>>915966
Beautiful squid is beautiful
>>
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>>915996
Thanks. Moving to smaller detailing now/ introducing asymmetry. I'm planing to do some heavy weathering on this one to make it look like well-worn industrial equipment. The place holder materials are all just to pristine.
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Work in progress
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>>916001
You know, if you went metal imperfections you could knock that up a few levels. Same thing I need, also.
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>>916001
Love the winch, i can't wait for more details.
Anyway i think i'm done with this little guy. Time to either learn how to put it in unity or just make something else.
>>
>>915718
WHY DOES MY BAKE LOOK LIKE THIS
>>
>>916072
you baked too "deep" in comparision to your actual geometry, you'd need to have a least one level of bevel on the edges of your low-poly object.
>>
>>916075
i made one level and it still looks questionable
>>
>>916072
uncheck average normals.
>>
>>915915
I did a scene like that a few months ago. It was a bridge in a snowy environment at night, with a building in the background that had a clock on the roof.
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>>916069
Wow, those thrusts, love em. Might get "inspired" by them.
And more detail is on the way.

Today i manage to defeat one of my archnemesis, the hand. Got a bit carried away so now it got 6 digits.
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>>916072
>>916077
the for ever problem of hard edge vs average normals
the reason you got those lines is simple, since your central point is under the gemetry you bake it twice, think on it, if you look from top you see the bevel, if you look from side you see the belevel and if you look from front you see the bevel, you bake it 3x
scale up high or scale down low till the edge is pefectly in center of the bevel, but tahts a 2005 tier workflow
bevel edges and weight normals, is what people do those days
>>
>>916077
>>916072
>>916111
also for begginer just dont use hard edges, use auto smoothing at 180 degree angle
weighting edges and spliting vertexes is high level play
>>
>>915966
i rike this model, looks bretty cool
>>
>>915968
man I wish I could exercise version control as well as you
>>
>>916116
>version control
When ever i feel like i made significant progress is do a quick and dirty render.

But on larger projects its more useful to save in stages. Blockout, Detail pass, and so on.
Having backups is very handy if some changes turn out to be garbage just appending an older version is a quick way to continue.

Saw these progress shots on artstation and i wanted to replicate that.
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>>915751
Mega SOVL
I was gonna ask how you accomplished this, but I think the simple secret to that is just to compress your textures to shit. Fantastic work son
>>
New universal girl: polygroups-lives-matter edition
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>>915718
>>
>>916150
Density and remesh - VERY delicate step
>>
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>>916154
More than ten attempts to reach this result.
I was almost switching back to my old model.
>>
>>916159
ZRemesher can be very frustrating at times
>>
>>916159
I'll save you a step! Those white boxes to censor can be omitted. I am not an animal. A vertex is will not make me lash out in a tempest.
I wish I had ZBrush. Blender feels laggy on high poly counts. I feel like I'm stuck in a rut here. Hopefully tofday I can get moving forward.
>>
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>>916160
Iindeed
>>916159
UV Master. Unwrapping was one shot, rarely bugs out (but it happens)
>>
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>>916171
apparently, there are no problems.
usually all my models result in a 45K poly shadow of their former selves, this one´s 65K and have most of the original topology intact, plus muscular and other anatomy grouped into preserved polymeshes.
>>
>>916171
Your UV map being one giant contiguous island like that is bad for both warping and resolution, because you can't pack it efficiently into a 0..1 square without compromising one. I know you do your own painted diffuse only thing so it probably doesn't matter, but if you find yourself encountering issues with the aforementioned problems, split the UVs up into multiple UV tiles (UDIMs) for a better pack without as much warping.
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I make a house
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>>916208
Ah skechup, fond memories of doing stuff without knowing anything.

But The thing that jumps out immediately: Roofs overextend past the wall so rain does not flow form the roof down the wall cording / staining the wall.
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>>916191
do not try to reason with the mentally insane
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>>915960
finished his textures pretty much
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>>916239
>>
>>916191
You are replying to a pedophile, and people with such disturbed minds tend to be incapable of logical thought.
>>
>>916191
No need. Maybe a extra one for the head, but areas like nails/fingers/lips/ears have been inflated by the UV - also, the map is painted on Zbrush directly, not in a paint program, which would demand that the model conformed to a planar square map.
>>916179
bodypaint stage 1
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>>915751
excellent
>>
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>>916257
skinpaint stage2
>>
Bros... No one told me that modelling airplanes and helicopters was going to be so difficult... Why do fighter jets have to have such complex shapes?
>>
>>916254
Have you no taste? Moooo. Moooo.
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>>916264

lel, getting time-splitters vibes here m8
>>
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>>916283
>time-splitters
made me google, is beautiful
>playstation exclusive
meh
>>916264
The hair. Standard pigtails for her.
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>>916297
Adding a bikini, so now i don´t need to censor anything.
>>
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First try at face sculpt with zrbush. Going for tf2 type style head.
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>>915732
>person of color has multiple non binary / LGBTQ family members.
that's fucked up.. i hope you will do better in next life, my negroid friend
>>
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>>916272
No! I REFUSE to get filtered by airplanes and helicopters. Here's my lowpoly F-16. It won't subdivide well, but I think so far this is my best aircraft. I don't think there are any ngons, but (obviously) there are a few tris.
>>
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>>916239
>>916240
is this supposed to be his belly button?
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>>916348
C-zero-zero-l. Good work. I was blown away to be sitting it a cockpit of the F-18 via Oculus 2 in Digital Combat Simulator. Old enough to remember the first MS Flight Simulator. Also remember trying CG art on those old computers. Well, here we are, 2022. O. M. G. Gag me with a spoon.
>>
>>916114 thanks, just wait for me to mess it up with bad texturing.

>>916107
Secondary detail is done. Sure there is always more gizmos to add, but i'll call it done, except the upper arms. They still need some more shaping.
But after this its time for texturing.
>>
>>916390
Forgot to mention the scale / need some feed back on it. The human is 1.83m (6'0") and the mech, not counting the antenna 2.6m (6'9").
Should i scale down or keep the size? Eye Height roughly matches with the squid.
>>
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Not sure if this counts but I built this on top of a model already made from Runescape. It's an old project that I abandoned some time ago.
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>>916393
2.06m, i'm retarded, well the freedom units are still correct.
>>
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This "collapsed wave function" thing is all the craze so here's my take. There are interior rooms and hallways. So lots of wall peices and intersection tiles are redundant, but still only the appropriate kind of walls and floors connect to each other.
There's no intelligence about like placing hallways or conditions for rooms at all. It just begins with a first randomly selected tile and then works from there.
>>
>>916407
not much to look at. I wanted some assets that looked interesting but didnt spend as much time as id need to on them.
>>
>>916407
>>
>>916407
>>916408
>>916411
Cool shit. What's this for?
>>
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>>916319
Making the bikini tight around the fat.
That´s a morph i haven´t done before.
>>
>>916387
Thanks anon. Yeah, at-home flight sims have come so far in the modern day. It's very cool.
>>916348
If I want to get better, should I try to model the F-16 again, or move on to another plane and then revisit the F-16 afterwards with newly acquired skills?
>>
>>916348
Keep going Anon it took me 2 years to properly model aircrafts in Blender
>>
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>>916428
good thing to see your quality stayed the same in last 5 years
>>
>>916474
disgusting
>>
>>916474
Its real good. I wouldn't bother posting here. Its all republicans with rotten brains that secretly jerk off to fury and trap porn on /b/
>>
>>916488
fuck off cris
you used to have the decency to stay out of WIP and question threads, but you've single-handedly killed this board
>>
>>916069
Love it :)
>>
>>916474
cant wait for the nude render
>>
>>916474
Cute.
>>
>>916488
We don't talk about RapeApe here on 4channel.
>>
>>916474
looks both good and bad. Paw/fingers are kina weird, biceps look a bit too blocky and big, and the nasal bridge & muzzle could use some work
>>
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Background for the Jackalope.
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>>915718
I've been a lazy fuck throughout this project but I have all my models created and all I need to do is rig shit up and make the trailer then release
https://www.youtube.com/watch?v=RC8oi6qFyhw
>>
>>915728
3 is no longer a factor since there's rules against this, and 2 is limited to far right rhetorics to where most were contained to /b/ and /pol/. The only truth in this post is #1 as Tranny Nigger and Faggot are commonplace.
>>
>>916428
C-clothes.
>>916474
Cute
>>
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Might retopo soon
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>>915741
Why would you want niggers, spics, kikes, gooks, chinks, poos, sandniggers, faggots, troons, and jannies here though?
>>
>>916650
You need to be over 18 to post here, noone's impressed by all the new swear words you learned during recess.
>>
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>>916664
I see improovement from last one, personally I belive the face propotions could be more appealing. but overall good work, keep going!
>>
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hey guys this is my NFT wallpaper, please do not mint on the blockchain, i WILL SUE
>>
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okay guys i made another one, PLEASE DO NOT MINT THIS !!!!
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Another gunt .... PLEASE DO NOT FUCKING MINT !!!
>>
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candy gunt ...
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>>916678
sexy ass mf
>>
>>916674
>>916670
>>916678
>>916668
You will be seeing my lawyers soon...
>>
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The sculpt
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pickachu nft please DO NOT FUCKING MINT THIS !!!!!!!!!! i will get my dad.
>>
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>>916611
Morph targets for facials
>>
>>916458
Thanks for the encouragement anon. I'm going to resume the grind tomorrow. Probably an A-4E or MiG-29
>>
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Took a 4 month break from learning max. Trying to rebuild my skills.
>>
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Might as well use it to learn other things, mash particles and xgen grass. Grass that is going bonkers, i need to bake in the wind somehow. It has 0-1 xyz direction, can't rotate it with the rest of the scene
>>916678
This thing is making me hungry
>>
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>>916745
Super cute. Those long strands in the back are stylized hair or like a leaf/flowe?
>>
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The pain of stylized hair
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>>915718
thoughts?
>>
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how it looks in designer vs unreal
how the hell do I fix this? is unreal using an entirely different color space or something?
>>
>>916684
people don't show nearly that much of their teeth when they talk
though I guess if you fixed that you wouldn't be able to pretend you're just being ironically bad anymore
>>
>>916655
I am 31 ;)
>>
>>916756
What do the shader nodes look like? it looks like your bricks are metallic in the first picture, so it could be an issue with your scene instead of the material.
>>
>>916772
It's kinda sad you act like that on the internet despite being 31 years old.
>>
>>916783
WIP please
>>
>>916773
>What do the shader nodes look like
as basic a setup as it gets + POM
>it looks like your bricks are metallic in the first picture
um, not really no
>so it could be an issue with your scene instead of the material
like what?
>>
>Ran into a single problem
>Couldn't find a way to solve it
>Haven't open Blender in about 2 months

Why am I like this bros and how do I stop being like it? It wasn't even something I was having difficulty modeling, the model was done, it was importing a texture to it which is even more pathetic.
>>
>>916419
a dungeon crawler game
>>
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Sneed mograph ( text will be changed for the final thing )
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>>916240
S2g aspie you're everywhere.

>>916755
Think about the delts, connection is off. A little lumpy in the hair but you're on the right track anon, solid face but seems more like OW Mercy instead of Jinx. But why paint before you connect the meshes?
>>
>>916809
Love you sneed bro
Keep up the good work
>>
>>916809
Awesome
>>
>>916814
>solid face but seems more like OW Mercy instead of Jinx
ill take that, thanks

>But why paint before you connect the meshes?
its really just to see the volumes better, going to merge & repaint after the final pass
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>>915738
Cute wip, anon
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Mushy I've been working on.
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>>916678
send nodes?
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>>916917
he looks like a fun guy
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>>916917
I love his cheeky grin
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>>916670
>>916674
>>916678
Too much noise.
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Continuing to study anime figures, this time trying to make a cute girl
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jiggle physics
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>>917010
ToT
>>
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I plan on taking this through to a full textured and rigged model. I don't know the best way to do anime hair and am using half shape flat curves that I will convert later, hopefully without problems uv editing.
i also have the alive animation course and hope that is goes into good topology and the like.
>>
>>915721
>being this new
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Ninjato I did for a project I started and should've finished 2 years ago
>>
Am I wasting my time?
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>>917129
Are you having fun?
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>>917139
Yeah, fair

Is it cute at least?
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>>917142
It really is (not in a pedo way)
>>
What's the best way to turn a crudely drawn fantasy map like pic related (this is just some random image from google) into a 3d sculpt?

My first idea was just subdividing a huge square and sculpting it to match the coasts, valleys and mountains, while leaving another huge square just there to represent the sea, all of this while tracing the original image. it's doesnt feel very practical.

Maybe adding single vertices along the coast and then turning them into a huge face and subdividing it?
>>
>>916854
Haha used to do the same thing till I could see beyond the textures to just the mesh. Best of luck anon.

>>917153
I would just color in the land and find a way to map it to height that way. Seems like the least work.
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>>917156
this is why i don't go into poolrooms
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>>916319
Please go back to cartoon ducks.
>>
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I'm trying to make a model for a vtuber friend, I made a sculpt as a proof of concept but I'm worried it will look uncanny as fuck and his audience won't like it.
He wants it with a guilty gear type of shader. Yup.
>>
>>917274
It looks alright. When in doubt try to give your model an expressive face and a quick pose, it will immediately look better.
>>
>>917274
Maybe not uncanny, but the facial expression doesn't look like I can empathize with him. You may just have to ask your friend and his audience how they feel about it, and ask them to be honest so that you can actually improve it if they think there's a problem.
>>
>>917274
It's really hard to gauge other peoples fetishes.
>>
>>917274
Right now the character looks extremely stiff- In its proportions and style- I think the gut/abdomen is too large (takes up too much focus- also reminds me of an out of shape karate instructor or something)-- The arms and hands look solid- But the legs feel so restrained- so plain. I know you can do something with them, whether that be with the pants themselves- the amount of loose fabric- taking some of it away- making the legs longer- I know you have to work in the framework of a Vr avatar rig or whatever, but there is lots you could work into the form going forward.

I think the Feet should be way larger- Like 2x as big (!) Frog feet are huge. Okay so my lasting thought would be: Shrink the torso, shrink the head- Elongate the legs, double the feet. The arms just need to link back to the shoulders and then your proportions could be looking great and I bet it will look great
>>
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i'l Post 2 crazy 3d frogs of mine
>>
>>
>>917290
honestly sick, love how much you pushed it
>>
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really need to learn how to use sculpt
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This is where I start tonight. Will share with the class when I retire for the night.
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>>917325
>caesarian scar topology
now that is attention to detail
>>
>>917330
nips really like that kind of topology
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I made a shenron ages back and that really gave me a sense of false skill because all it was was just curves and arrays. I'm trying to get some modeling going on without going into sculpting right away. Too scared of being shit so I keep starting over because I don't wanna be Cris. I think the legs and arms turned out okay enough though but not sure how to tackle the head which was my issue with Shenron as well.
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Fixed the contour on the front half of the lower hull. Will have to delete the vertices on the back, cut it off at the edge loop and go again but alas it is late, busy day tomorrow. I'll get there, feel like the form is almost wrapped up. Then shaders, decals, details, we know the drill. A good week has gone into this, but you can't have a Starfleet comic without a ship. That's why this is important. Giving this model some love. Okay, see you all back on Twit and Red Blender threads, right, whatever. We can't make it there. Besides, the volume on those threads is high but you hardly ever see anything real. Nothing jumps out at you. Fuck off.
>>
>>917290
>>917291
very nice bro
>>
>>917280
>>917281
I might try that the next time I show a prototype to a client, I'm always anxious with showing unfinished stuff

>>917289
Thanks man, really good feedback. I'll do some of those tweaks and get started retopologizing
I think there's a way to rig it with bent legs as default, that would make it froggier.
>>
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Fuckit.
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>>916348
New approach. I think this is a massive improvement so far. I think individual panels make a massive difference.
>>
>>917290
>>917291
I want to buy stickers of these.
>>
>>917291
>>917290
SOVL
>>
>>917364
>>917366
circle jerk in progress
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>>917334
goodness gracious
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>>917372
I was dropped on my head as a kid.
>>
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I'm trying to replicate this
https://www.youtube.com/watch?v=13Ig42pvrX0
but i think there's more to it than just particles with some turbulence converted to poly. Might be fluid converted to nparticles then to poly.
>>
>>917413
You just need two wires.
https://youtu.be/9fWFR3qK1IY
>>
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>>917415
Hmmmmm
>>
>>917373
not often enough
>>
I realized I suck at drawing so I’m trying to get into 3D. Here’s my first donut, I’ll add some sprinkles when I learn how to not have to do them individually.
>>
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Haven't done anything in about 6 weeks so I thought I should get back in the saddle. I'm trying to do something for Halloween.
Not happy with the cloth, I might try a different one. It looks like a shiny carpet. Not sure if it needs more subdivisions or if I just need to take the displacement down and increase the roughness. I think a "bump" in it would make it seem more realistic.
I really wish I had done the measurements to scale in the first place too because I'm having to eyeball everything.
Can anyone give me some advice on the candy corn btw? We don't get it across here so I'm not sure how it should really look as far as the colour and subsurface scattering go.
There's other things to add, that's why there's all that wasted space on the left.
I think it's coming along okay though. But I always think that then someone with a much better eye points out all of the glaring errors I've made.
>>
>>917142
>>917129
i want to see it in motion
>>
>>917435
Unless the cloth is wet it should have 1 roughness.
>>
>>917435
rule #1 - dont steal IP and put it in your render. Make everything unique.
>>
>>917442
I'll do that. It has a roughness map with it but all my roughness maps seem to be like that (too shiny). You seem to get better results by doing your own.

>>917443
What do you mean? The only thing I stole instead of making is the red cloth texture. I suppose you could say the pattern on the back of the cards and the ouija board design too, but that would be a stretch. The card pattern is just a generic pattern and the ouija board is a classic design that there's no point in recreating when it already exists.
Unless you mean make a totally unique design, but for what I'm doing this for it wouldn't be worth the effort. And it's always hard as fuck for me to do anything other than fonts because I'm using a kb+m.
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Any recommended zbrush head sculpting tutorials? Free or paid.
>>
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First time I'm sculpting this much cloth.
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Helping a friend with his man cave design.

This is before...
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This is what I sketched
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this is what we settled on.
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>>917450
>>
>>917446
https://www.youtube.com/c/Proko3D/videos
Different medium, same information.
>>
>>917450
>>
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>>917447
I thought about doing a real complex retopo but I think I'll just do a lazy symmetrical mesh and bake.
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downloaded the Adobe Substance 3D Modeler beta
my only real sculpting experience before this was Dreams on the PS4 which is very easy to use, and this seems to follow a lot of the same design ideas, such as not getting too bogged down by technical things as you might in Blender
anyone else tried it? just shat out pic related, absolute beginner just playing around on my own at the moment, haven't watched the tutorials yet but seems promising
>>
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Slow board tonight. Let's try a relation to this picture.
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Here's my alien dude.
Is the only way to get better to keep making character models over and over? because I restarted this guy like 4 times.
>>
>>917543
>Is the only way to get better to keep making character models over and over?
Basically, yes. This video describes a good technique: https://www.youtube.com/watch?v=5rtc6iYp6Qk
>>
>>917543
>Is the only way to get better to keep making character models over and over
This applies to every single thing in life, anon.
>>
>>917543
>Is the only way to get better to keep making character models over and over?
It's a way that works, but there are less effort-demanding ways of improving. Everyone has the ability to tell whether or not an artistic depiction of a person looks wrong, but a well-trained artist also has the ability to know what looks right. Part of being an artist is about training that natural intuition to be stronger.
Tank autists (people who play tank games and obsess over tanks, me being one of them) spend a lot of time looking at tanks, and so they develop a better intuitive sense for what a tank should look like than your average person would. They develop this sense without ever designing a tank, and in my experience, this same thing applies to the human body. Sometimes it helps to look at your subject until you understand it intuitively.
>>
>>917434
Has anyone ever used Nomad? I was messing around with it when I realized there’s a huge chunk of the glaze inside the donut which I’d like to delete but don’t know how. I tried to Voxel Merge, it works but that also fucks up both the model and the paint.
>>
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Been using shape blocking for anatomy Practice, how did I do so far?
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>>917440
I'd upload it but I'm afraid of someone taking it, even if it's ass. Let me see if I can make a semi-decent webm
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>>917584
Looking good, nice planes.

>>917583
Nomad is best for making really basic sketches, if I felt like I was having to debug something in it I'd move to another program or start the model over.
>>
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Work: I talked about revealing the shoulders with a mature adult woman friend and showed her this, she said that I should go ahead with it. I trust her, she has good judgement. So if I were to continue the dress mesh must be accurate. I could definitely position it enough for one angle camera shot but this is 3D- it's in the contract that we do 3D. It would be more valuable if we could turn table it. Alright: the easiest method would be to sculpt it.
>>
>>917620
That is one broken shoulder. Is that what happens when you mode in T-Pose?
>>
>>917647
It's what happens when someone is a delusional and self-important faggot who doesn't know anything about character modeling because he plays around with DAZ models that look like little girls, but thinks he has the authority to talk shit.
>>
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>>917657
harsh
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>>917083
I posted a jackhammer in one of these threads many moons ago, and now it is done.
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>>917647
Got it. Thanks.

>>917657
Horrible. Judgement lacking WIP. F minus.

>>917660
It's.. beautiful. The pull string gear should extrude out a bit. Looks like the starter coil is competing for space inside. Texturing is spot on.
>>
>>917660
This looks really cool anon
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>>917658
>I know a lot of rude shit gets said here, but insulting a talentless nonce? Bro that's too far.

>>917661
And that project you're working on definitely deserves an F minus.
>>
>>917543
>Is the only way to get better to keep making character models over and over? because I restarted this guy like 4 times.
learn to make humans before aliens
>>
>>915728
fuck off faggot jew or i'll post your home adress
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>>917693
You learn anatomy through guided repetition though.
>>
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>>917010
Working on the hair a little, now to the clothes
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>>917661
>>917681
thank you anons, <333 may your projects come to fruition
>>
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Update on my anatomy piece
>>917584
>>
>>917741
Here's a list of every wrong muscle insertions: all of them

You even have him an extra pair of abs, and inverted his feet lol

learn some anatomy pls
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Shit, looks like we're going to have to pay the light bill and keep this place lit for a minute or two.
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>>917761
Only the abs and feet are wrong everything else is shape locked into place. Easy fix just to make on toe bigger than the other and smooth out the muscles.
>>
>>917769
Nice man. Looks awesome
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>>917769
You came here to laugh at us?
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>>917543
made a skull and worked on the shoulders/back.
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>>917761
No he needs to learn how to draw.
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I'll try making a product presentation reel, like in those stupid commercials. Object blowing up, showing all the neat parts, depth of field, slow motion closeups.
>>
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I'm feeling kinda bummed and cant really get to practice
Do you guys have any motivation tips on how to keep making art in this AI clown world
>>
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>>918110
>>
>>915758
Your first models will be shit and take longer to make. Nobody gets into 3D and makes anything decent for a good while. Keep modeling and you'll see each model is a improvement from the last.
>>
>>918110
>>918111
Remember Satan?
>>
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This is a base character for a game that I've been working on for a while, this is like the 6th iteration of the character, but iterations 1-4 were scrapped entirely, mainly because I'm constantly learning new things, the character is stylized so things like the eyes and hands are disproportionately large.
The character has a lot of features, there's body morphs for customizations and plans for head morphs too, as well as a rig to generate facial animations, and it has a full IK/FK rig, and they are fully modelled, and there's a male counterpart, but they are being modified thanks to changes made to the female body.
I think the censor effect is nice, it was fun figuring out how to make it, definitely can't wait for Viewport compositor in Blender.
>>
>>918143
>censor effect is nice
Why not just add it in photoshop? Takes under a minute.
>>
>>918144
Firstly because I thought it would be fun to figure out how to do it and secondly it's more efficient to generate it at any angle or if I wanted to render an animation and it's pixel perfect every time, you can see the outline of her nipples, male is funnier because you can see the outline of his dong.
>>
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>>918143
Old version of my work.
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>>918143
Neat, but the wird knees gotta go, man
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>>918118
what about him?
and how do i get rid of it
(am jewish so i dont think jesus 'ell help)
>>
>>917450
looks like the nuclear apocalypse outside. What's going on, man?
>>
>>918143
I like it but the forearm insertions are weird and the silhouette of the thighs/knee area can use some work. Also I don't know if you're putting this character in shoes or not but you should fix the rest position of the toes so that they sit together/overlapping, and adjust their scales so they look right in that pose.
>>
>>917450
Ah, these must be Neo Armstrong Cyclone Jet Armstrong Cannons.
>>
>>917290
Legit nice and unique.
>>
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Found a nice design and decided to turn it into 3d
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>>915751
cool!
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>>918143
get off my sfw blue board, coomer
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>>918204
I censored it, and it's not even for a coomer game, it's for an adventure game, I just personally have a distaste for soldered on underwear in video games, and the character being fully modeled is because the game has mod support, I've even considered just sealing off that part, the labia minora and anal cavity are on separate textures, I can just remove them completely if I wanted to.
>>
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>>917010
>>917734
>>
>>918143
bring the forehead forward so it makes her brow look less prominent and trannyish. women have vertical forehead's that are rounder.
>>
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cool worm
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>>918026
worked on the thighs and knees and blocked out the feet/hands a little more.
Do most people sculpt the hands separately and glue them on or just do them in place?
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>>918257
Personally I start the hands separately starting from a little below the wrist and remesh them together after i have some detail.
>>
>>917144
>>917142
>>917129
it’s not cute (at all). it reads as an ugly baby. make the eyes bigger or something
>>
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>>918290
LOAD THE SCUD
Ehuehueheheeh
>>
>>917741
google ecorches and look at anatomy models on sketchfab, most of this is wrong as >>917761 said
>>918143
smooth the bony areas, she’s a healthy weight but the bones stick out like someone underweight
>>918193
nice
>>918257
use a basemesh for the hands desu it saves a lot of time. 99% of hands look similar, i don’t know anyone who makes them from scratch
>>915758
stop poly modeling. start drawing irl and sculpting
>>916239
nice! proportions seem a little off but textures are great
>>916390
very nice don’t add any more details, the conservation of detail is perfect as it is. as for its height it depends on the context of the character. is it intelligent? does it think it’s superior to humans? is it a brainless squid?
>>916474
you have a unique style that isn’t present in anthro art. smoothing the details of the face wil make her more attractive though. it’s a bit too anatomical to be sexable
>>916643
bulbous cheeks look retarded and red tones too strong on skin but otherwise great
>>916670
legendary gunt…..
>>916681
no idea what gender it’s supposed to be
>>916745
>>916746
this shit is the best ITT but no one will say so b cause it’s furry. >>916746 is genuinely incredible
>>916755
change your shader to skinshade1 haha, looking good though
>>917290
>>917291
soul
>>917327
baste star trek fan, im not sure if you’re recreating an early trek look but add some areas of smaller detail if you’re going for a modernised early look
>>917333
this seems like you’re too cautious. be brave. make hundreds of shit models until you get a good one
>>917446
read art books. draw until you can ‘feel the form’. it directly translates to sculpting ability

pic is a random asset from a game im helping with
>>
>>918146
looks like hitman
>>
>>916643
was looking at this again, smooth the nasolabial folds and other harsh details of the face and let the texture do the talking
>>
>>918207
>modeling genetials for a real game
absolutely based
>>
>>917709
>You learn anatomy through guided repetition though.
doing the wrong thing over and over wont make it right, alien features are exaggrated features of the human body which is what you're going for, if you're just learning anatomy u should learn the correct one first
>>
>>917450
oh no no no no
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>>918207
Based FULLY MODELED anon.
>>
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>>917796
thanks
>>917889
i came here to treat you to some chardines
>>
Question is >>918143 considered good and employment worthy, because I can make this shit with a hand tied behind my back.
>>
>>918361
Depends on whether you want to be employed for over or under $1000 a month.
>>
>>918361
are you indian?
>>
>>918361
It's multiple grades below employment worthy, you should consider showing your own work to ask whether you are ready for employment or not.
Just based off of that picture alone I can say with great confidence that the person who created that gets paid by the hour.
>>
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>>918370
>you should consider showing your own work to ask whether you are ready for employment or not.

Unfinished/Half Abandoned sculpt, made with a mouse. No tablet, have it retopologised somewhere but don't remember where.
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>>918379
>>
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>>918380
Can't post stuff that I intend to finish but I mostly do hard surface and can do soft/sculpts.
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>>918379
>not retopologized
>not textured
>not rigged
You're miles off, and your work quality isn't even good, what the fuck is with the fingers rest position, did you just sculpt over someone elses work? lazy/10, work harder, get more skills and practice significantly more and maybe you will get somewhere, why did you detail the character with veins when the underlying detail isn't even complete, it's really mush too like you sculpted the whole thing at the highest level of detail or something.
>>
>>918383
>did you just sculpt over someone elses work?
The hands/fingers are mine. I have 1 pair of hands for male sculpts and 1 pair for women.

>not retopologized
>not textured
>not rigged

Irrelevant things, have it retopologised somewhere, no rig since this was a mousesculpt test. I don't really do organic shit.

>practice significantly more and maybe you will get somewhere
Show your work, boy.
>>
>>918381
>Can't post stuff that I intend to finish
You will only get a job if you can actually finish your work, saying you will do it someday is not good enough.
>Irrelevant things, have it retopologised somewhere
Yes of course it is.
>Show your work, boy.
We are talking about your work, you want a job, you just failed the interview.
>>
>>918386
Yes, I'll surely get a job on fucking 4chan.

>Yes of course it is.
I can retopo dude, it's the most basic shit. I'm paranoid that the way I do things might dox me. Wouldn't be a problem but don't want to be associated with 4chan more than the minimum possible.

>We are talking about your work, you want a job, you just failed the interview.
Of course, because I'll obviously go to an interview with a gray sculpt, lulz.

What I'm sensing here is that you're a noob that can't spot things, actual people with 10+ years in the industry can tell me if I'm on the right path or not, you're not one of those people, salty beg.
>>
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Does anyone have any learning resources I can use to make better buildings? I have gotten my modeling skills to the point where I can make these pretty easily, but they just seem boring to me and I don't know what's wrong with them.
>>
>>918391
>Yes, I'll surely get a job on fucking 4chan.
Hypothetical, you think anyone looking to hire you will accept any of this shit? so why act like that's the case>
>I can retopo dude, it's the most basic shit. I'm paranoid that the way I do things might dox me. Wouldn't be a problem but don't want to be associated with 4chan more than the minimum possible.
>Of course, because I'll obviously go to an interview with a gray sculpt, lulz.
Excuses don't get you a job, practice and improvement does.
Absolutely fucking retarded, you will remain a little bitch until you learn the most basic things. I'm done talking to a person who's only pro is in procrastination.
>>
>>918381
>>918380
You need to work on a lower subdivision level and concentrate on your primary forms so they don't come out mushy, wait at least two years before adding veins again.
And check out Raf Grassetti's tutorial, it will help you.
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>>918290
Love it. Are you making a Half-Life mod or something?
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>>918394
LOOOOL.

About 10% of what's in this thread is comparable to my sculpt, the rest are Chris tier.

>you will remain a little bitch until you learn the most basic things

What basic things?. A baked texture from this high-ish poly and a shader node?. My boy, the easy thing is the shading/texturing/retopo/random rig (debatable, I'm not implying I'm a rigger).

To be fair, I dont know how to do UDIMed unwraps, I can unwrap but can't master it Punjab pajeet style.

>I'm done talking

Good. Shut up.
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>>918395
>wait at least two years before adding veins again.

Some info on this? I've had vains that were mushy IRL and I've seen vains with insane separation from the muscle, like vines on a wall. The veins were smoothed because those are the only vains I know.
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>>918379
>leading with excuses
Not ready for employment.

>>918381
>that thigh anatomy
Definitely not ready.
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>>918405
>that thigh anatomy
I agree, its unfinished, literally a placeholder and the region where I didn't give too much thought. Even the vains were an afterthought.

>leading with excuses
I need input from people that know their shit, so I can improve, not some retard implying that I'm Chris tier. I'm clearly somewhere between a noob and a god, someone that knows where I'm at should tell me.
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File: dwarf_body.png (3.38 MB, 2048x2048)
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Going to make a Dwarf, because I hate the way that Dwarf Fortress looks now, going to try Blenders new sculpt painting tools too, sounds fun, maybe finish rigging it tomorrow.

>>918257
Lots of easy mistakes here, I think your arms are too short and your legs too long, you've put way too much into the muscles at the back/sides of the neck, the collar bone goes way too high or maybe starts way too low or a combination of both, you tend to carve in the areas around muscles more than pushing the muscles to jut out, I also think that you need to redo the stomach muscles
Here's a sculpt I was doing for a dwarf body, notice the silhouette at the edge of the pecs on the left, you probably want a shape more like that for your pecs, that said there are loads of errors in my work, some intentional but also lots of unintentional ones I can see myself, so don't just follow that. Always use reference, and remember to look at your character from many angles constantly, even when sculpting a single a single thing, you are working in 3d.
Consider splitting your work into separate pieces and focusing those down.
Don't be afraid to destroy a part of your work and start again.
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>>918406
>more excuses
You only want attention.
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>>916755
>>916814
>>918292
He didn't make this, its a showcase from a blender tutorial channel, baka.
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File: s3ZykdI[1].png (330 KB, 807x841)
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Little enemy for a game I'm working on. Still need to figure out the texturing though, I suck at that. Is 12k faces too much for a little gremlin like this? There are going to potentially be lots of them on the screen at once, not sure what a good target polycount is.
>>
i have a somewhat decent render i want to get torn apart by /3/, its too big for the board though so how can i get is on without breaking anon? kinda the main allure of 4chan ngl.
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>>918457
by somewhat decent I meant absolutely horrible, but good by my standards.
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>>918392
It's a nice start, but you will get almost nowhere with poly modeling. Its very outdated, limiting and dull, unless its a blockout or a cookie cutter medieval building. Check out Ali Eser and Quentin Mabille, they have videos and assets you can download and play with. Try to copy something simple from them to get a grip on a new tool.

Im working on a KILL HER JERRY lady btw
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>>915728
>1) you use racial and sexual slurs and putdowns
Faggot
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>>918392
Actually the building on the left is pretty cool, has a distinct shape to it. Only issues I personally got with it (and keep in mind this is just personal preference) is:
1) simply not enough details, personally I'd put some more extrusions on those windows for example and put a base underneath, some stairs too perhaps, maybe some foliage crawling up the walls
2) materials/textures are too basic, too clean; I'd personally put some damage here and there especially around the edges, maybe some exposed bricks, some cracks.
But your building is a really good starting point, definitely lots of potential.
Look a lot at buildings you like and possibly that have a similar aesthetic: by the looks of it, sumerian, moroccan and aztec architecture might be good candidates
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>>918442
you mean the jinx sculpt?
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>>918467
not the same guy, but couldn't find them on yt?
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>>918477
Go to their artstation, there are links to gumroad, you can buy or download from torrents.

Here's a demo from youtube: https://www.youtube.com/watch?v=XP1LEN1-NB8&
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>>918397
a C&C Zero Hour Shockwave fanpatch

https://www.moddb.com/members/sibilantscream
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>>918467
Im really tired but happy with the result. Will finish it later.
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File: Screenshot_24.png (102 KB, 1453x550)
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I wanted to do the outline with a shader but the one I usually use doesn't pick up the details I want to show, like the collar of the kimono
I might have to use an inverted hull, I'll have to dissolve some edge loops to stay under 70k poly so I can tell my dude that it's VR Chat friendly
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>>918535
I strongly approve of the goose.
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>>915718
New
>>918686

>>918686

>>918686
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>>915732
>knows 10+ programming languages
lmao holy shit u are retarded



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