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/wip/ - Works in Progress

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

Previous thread: >>915718

List of free resources: https://pastebin.com/cZLVnNtB
/3/ Discord for those interested: https://discord.gg/ujt5vtr4DE
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>>918686
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Zombie from Mixamo. Hero's courtesy of DAZ from SLC. Decided not to reveal shoulders. Got a short gig to do now but will be back in 6 hours to water the yard and work on this. Going to work on Zombie arms and plasma gas tonight.
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Anatomy sculpt so far, been using sketchfab models for a guide. How did I so far?
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>>918714
were you the guy with the inverted feet?
compared to what you last posted it is much improved, still looks like subpar amateur shit but you're on the right track
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>>918722
Yeah the same guy, using a sketchfab anatomy refrences but I'm still having issues wrapping my head around the leg muscles and proportions.
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>>918726
start with learning the skeleton
then learn all the muscle insertions and muscle shapes

anatomy is about anatomy, not proportions
if you know anatomy you can build an aesthetically pleasing model using any proportions you want
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I had to do this for an assignment but i am thinking of making them nicer
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Got nowhere on plasma.
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working on a scratch world. first time really making one.
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>>918727
Learn to draw. Don’t thank me. Just fucking do it.
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>>918765
That looks really comfy. I want to sit in those bean bags upstairs with a good book.
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>>918714
This guy >>918771 is right. By learning to draw I personally mean make really quick sketches to focus on important stuff (under 10m), stop making up things you never see in real life and work big shapes to small. You can learn to draw in zbrush but its harder than 2d.

From what you have I'd say adding ligaments and bones would be really nice step up. You're missing both those things. Show the difference between hard bone and a soft tissue, even if it's a muscle.
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>>918714
Here's the idea. I've drawn tendons muscles differently. They should be very very distinct from each other on model muscular as this.
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>>918780
>>918770
I'll give drawing a go again. I'm starting my first year at university tomorrow so I'm going to join a few fine art classes.
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>>918686
I made a good Christian girl.
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>>918804
She's so young but already has worn edges
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>>918807
worn edges?
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>>918808
Texturing looks like it's using curvature map to lighten sharp corners, also generally known as "worn edges"
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>>918714
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>>918804
Eyelids are totally wrong and the hair on the scalp looks wacky. Also fix the material, she's too shiny.
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Rough preview. Couple closeups, a shot of air flowing through the fan, a pricetag in some modern font and that should be it.
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>>918831
eevee?
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>>918832
Maya arnold
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Brehs, you are the only people who seem to do shit in this board. /agdg/ fag reporting in. I have a question.

Is it easy to reuse and change the proportions of body members and "glue" them together that are already retopologized (I know high poly meshes can be glued easily with the Zbrush dynamesh option (for example)).

Let's say I make an enemy character, retopologise and all. And then I want to make another buff version of this enemy so taller and with more muscles. Do you think I can sculpt the head (that's gonne be unique) and just take the body (part by part or not depending if it fits or not) and just glue that shit together?
Will the vertices of the retopologised character be enough to make drastic changes in the proportions?

I'm trying to cut work on making a set numbers of human characters as much as I can.
Made a few character in Zbrush already but never retopologisez any to be animation friendly and ngl I'm scared of the process since everyone and their mother seem to hate it.
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>>918838
it can work, but you'll have to make a few attempts before you figure it out. i'm doing a similar thing.
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WIP train
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>>918853
Please continue fucking love trains
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>>918699
holy SOUL
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>>918831
bloom is a little too hard core, try spreading it across a wider area
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>>918838
yes just make sure they all share a skeleton and that the normals of boundary loops are consistent
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>>918809
She is just wet.
Knowing this board, she is probably sitting on a giant demon dick (or worse).
The whole "good Christian girl" theme and the pose is sus.
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im pretty new to blender and this is the first thing i finished.
starting out small because i started a huge project and never finished it and quit on the retop
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>>918837
would benefit from better shading. if you want easy, pre-made materials your can slap on greyscalegorilla's tech something materials. it will have most of this stuff. you'll have to plug the maps in manually tho, cuz they build them for c4d.

as the other guy said, bloom's a bit much.
the framing (starts off too left-framed) + animation (motion too linear ) is a little weird as well if you're going for a flashy advertising style presentation. imo ofc.
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>>918852
Like what based on your experience?
Like the only thing I can think of for the moment (and before even trying) is to make sure that the "connecting" vertices of each part are layed out coherently so we don't disturb the edgle flow of the each parts.
>>918866
> the normals of boundary loops are consistent
What? I honestly didn't get your answer. Also why would they need to share the same skeleton?
Well I was going to ask this in the future but yeah I'd also like to know if there's an easy way to transfer skeletons (and controls) trough characters that have different proportions. Or am I better off using the Maya quick rigging tool or write my own automatic rigging script?
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>>918878
I would never allow demons to touch my girls. She's sitting on a pillow. I cropped out her lower body because I've had trouble rigging the pelvis and knees properly, and I seem utterly incapable of making decent looking hands. Apparently her eyelids are screwed up too, but I don't really see how. Her lower lid might go too low, but I thought it looked cute.
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>>918893
i hope thats a young adult
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>>918881
Use smooth shading and a denoiser.
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>>918883
Their materials look amazing i may just acquire some. I'll plug in some roughness/color maps off the net for now. On the other hand look at the nvidia shit in the newest thread:
>>918920
It looks rather flat and unsofisticated, except for extreme closeups, to my noob eye at least.
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>>918892
https://files.catbox.moe/5d9ea0.webm
you can have a mesh be made out of separate parts, but its important to keep the vertex normals at the joints consistent, otherwise you'll end up with obvious shading seams where the two meshes meet up
by sharing a skeleton, i mean make sure their skeletons are the same (same transforms, same names in the same order, etc.)
in unreal, retargeting animations is easy -- so if that's your engine of choice, you actually only need to preserve bone order and naming, transforms can be changed however you like
im not too sure about unity
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Just made a cast rose gold ring with a blue topaz for my mum's jewelry. The gold casting looks dull cuz the gold hasn't been polished I'll post the finished product once they polish it and mount the stone. ngkgn
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>>918939
Here's the cast piece.
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>>918907
damn doing that made it look more wicked thanks.
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>>913693
Finally managed to get something "done" again...
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Took me long enough, but after doing way too much UV unwrapping, because smart UVs suck ass, i got some textures on most of Mech Suit. The Squid needs a rework and some textures and maybe some decals. At leas the whole thing no longer looks factory new.
Some critique, sticker / patch suggestions
To make it look more space pirate themed.
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>>919063
That is fucking awesome, squidbro. Nothing to add, really.
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>>918831
Looks nice. Keep going!

>>918939
>>918940
Honestly i don't like the design very much, but i like everything else.
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>>919063
I wish you made cloth with marvelous or kitbashed something. Everything else looks great but cloth just doesnt look real.
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>>918934
Thanks a lot man. Shame that no one ever talks about all the shortcuts you can take and tips on how to take them when making games and 3d models
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>>919066
Its just a shitty viewport render.
I may sawp out the cloth texture.
But im not sure if a different cloth sim would iprove much, at least for me as going much higher in poly count to get some better folds or something will probably lagg my glorified spaceheater to shit.
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>>919068
Nothing to do with viewport or polycount, it's the geometry. I know its hard to see sometimes and it takes time. It will come with more refs, just look at some spacesuits and fabric space stuff sometimes.
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>>919065
It's OK not my design its a rip off of a ring designed by Boucheron for a client.
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fire extinguisher texture.
Any substanceCHADs could give me critique?
Is there any resources to making better textures?
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>>918686
Omi!!!! :DDDD
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Ever spend three days pushing sliders left and right and not really get anywhere? Also you were right, it going from left to right was retarded, this should be better.
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>>919065
love the expression
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>>918971
Do this, then render, come back to show results, or il smack u.
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>>919178
Plastic and hose are too clean, nozzle texturing is a bit off somehow. The main canister and handle look good, nice wear on the label as well.

But anon, how would one remove the nozzle from the plastic? Is the clip part on the backside?
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>>919298
lol, I realized that while I was texturing and made like a plastic loop that indicates some kind of opening with height layer.
It was a big mistake.
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>>919300
Haha well we live and we learn, I think the issue with the nozzle is probable texture size, probably needs more edge wear too. Good stuff though bud.
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>>919302
Thnx mann
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>>918804
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>>919112
where his penis
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>>918686
recent work i did inspired from the Sehnsucht thread on /wg/. kinda sucks that i cant really put psx stuff in my portfolio but making comfy-looking renders is pretty fun. gonna pick up unreal next and finally delve into making environments for games
>>918853
damn i really have to practice adding more details and generally just pick up hard surface modelling. got any tips on how to add detail?
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>>918933
>nvidia shit
the interior shots aren't great, but clients get what they want and if mirror reflections are the order of the day then you serve em up.

use an airange node to make those imperfections very very subtle, especially for close ups. clients asking for product vis want an idealised version of their product, definitely no smudges or scratches.

focus instead on normal detail resulting from machining or powder coating and the light set up/reflections.

also maybe look at the roundcorners node or better bevels on some of your parts.

>>919280
definitely better. watch out for light flicker/pings from small parts though.
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I'm revisioning a male basemesh of mine because I wasn't happy with the hands + arms.
Here's the hands in particular.
I'm pretty happy how it looks, but before retopoing I'd like to ask if you see anything weird with it that's immidiately noticeable? Second opinions and all
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Does anyone here use Physics Dropper? It's really handy, but I have this weird problem where after I drop something and apply it, the timeline keeps zooming on by and I have to manually stop it.
I don't know if I'm just a retard who can't use it properly, if it's something that supposed to happen for reasons I can't understand or if it's some kind of bug.
Can anyone give me a QRD on this if they do use it?
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Simple Barrel
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>>919308
Lol what emotion is he expressing?
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my first houdini project :)
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>>919354
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>>919357
Pretty fucking cool. Up the samples or whatever houdini has and upload somewhere!
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>>919323
Scratch that, I've already begun retopoing
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this is the second project im working on. is this to much lines for a barrel and a iron sight?
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>>919410
Yeh it is
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>>919357
It's so pretty... I love it just the way it is
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>>919410
Yeah there seems to be more edge loops than necessary. Ideally, in my personal experience, you want to put extra edges only when there's a change in the shape of the object, in that case you DO need that extra geo, but otherwise, let's say you've got a quintillion loops only for one single flat surface, personally it seems like a waste of polys. Now it's not all gloom and doom as extra polys usually result in prettier shading, but me I never notice that much of a difference. Also! The extra edges/faces will give your object better shading only if they also have nice topology, and in that regard your object is a bit messy with the topology in the front of the gun, or, if not messy, uneven

But shit son that looks like a cool ass gun. I suggest to finish it first and worry about topology cleanup later
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>>919410
>>919417
yeah everything is mostly done. dunno how to use UV's yet. crease edges are a nice thing i just found out.
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>>919426
much nicer, good work
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Made some changes, body proportions are changed with morphs, still haven't figured out a system for morphing the face.
What's a good workflow for making clothes, I have a workflow, but I don't think it's very efficient.
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>>919426
I want to have SEX with that topology, great work son

>>919436
Would you fuck her? Hell I'd fuck her. Fuck her right in the pussy
Serious talk, great model anon
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>>919410
>>919426
You could just use booleans. Takes 3 minutes to do something like this. Subd-workflow with creases and quads takes all day.
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>>918686
this was supposed to be in unreal but since it was first time trying modular assets, i kinda stayed within blender, still trying to do lookdev since the reference doesn't give any certain style. i wonder if blender has decals like unreal since i was planning on using that to add cracks and shit to the buildings.
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>>919465
le reference is blame! inspired, is there any free addons to make giant ass pipes? would really speed up everything since i take forever to set up catenarys and make pipes
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>>919426
plz fix the 6poles and the ngons
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>>919465
and its soulless, is it the roof tile textures? something seems very off, is it the composition?
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>>919489
I think they're too big, like too wide. Just going off the scale of the door. You do get big wide sort of fabricated roofs like that, but they're usually on huge buildings.
Like think if you were lying on a tiled roof. You could easily fit between those tiles, but regular house tiles are like 10"x6".
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>>919491
anything else I can fix?
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>>919492
I'm not sure desu. I'm not really good enough to tell people how to improve things only things that really stand out to me as being off. Sorry senpai.
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>>919489
I have a few ideas, some of it may be subjective so really just do whatever you feel makes the most sense.
The biggest problem I see is the flat angles, especially on the undersides of the buildings. The silhouette of the image is very stiff, in the source image the undersides of the buildings don't line up, and the pipes under them give the silhouette a very organic tapering. The arches supporting the buildings also have a taper and are slightly curved.
It's also very sparse, the source is dense and crowded, the buildings sorta hang over each other. You could try adding more buildings or bunching them together and moving the camera closer.
Your pipes are zig-zagging too tidily, in the source image the pipes are tied to the structure at specific points, some are higher or lower and they're not evenly spaced. Some of the pipes sag more, especially the bigger ones, that gives them more weight.
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>>919426
barrel edge loop should be 16 (or 8) verts instead of 12 so the whole thing is symmetrical on the X axis
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>>919461
how you do that kind of work with minimum edge loops like that, i dont really understand booleans that much but ill look more into it and yes this took me 3 days to figure out and i still got a lot of problems.
>>919473
idk how to fix or know about 6poles yet ill look into that later on. ngons seem to always creates another one somewhere else on the mesh and its really annoying chasing it.
>>919503
yeah i removed the middle edxg8rxnge loop while cleaning it up earlier today. ill prob work on it tomorrow.

thanks for feedback guys ill look this up and try to apply it on another project.
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>>919473
theres no point in doing this on flat geometry

>>919461
doing it with booleans usually means you spend the same amount fixing the topology as you would subdivision modeling
booleans pretty much only work when youre exclusively doing it for a render and dont have to care about topo
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>>919436
brainless coomer, get off my blue board
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>>919467
For pipes you can extrude along a path/curve. I don't want to discourage you but maybe try something easier. You have like 5% of the geometry needed, on top of it Nihei's style leaves much to imagination. Couple of shadows here and there looks great in a manga but if you're not a creative person you're going to be sitting there trying to think of decent looking greebles for days, like me.
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>>919510
I'm not even making this for sex though.
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>>919529
No anon you don't understand, She's naked! Such a sinful thing you have created...
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>>919530
She's for a game where you can freely change outfits, but you can dress down to nothing instead of underwear.
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>>919525
Yeah i am purposefully tackling difficult projects because my renders up till now have very simple geometry. My degree finishes next year and i putting all my efforts into getting a job as a environment artist or something along those lines
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>>919489
>and its soulless, is it the roof tile textures? something seems very off, is it the composition?
yes, yes and yes, but why do you ask?
It's painfully obvious...
If you fail to adapt a loose sketch like that of Nihei into an finished piece than I have some bad news for you.....
If you want a job as environment artist then you have to be able stick to reference as close as possible and fill in the blanks - you're showing a significant lack of ability to do either.
I don't want to demotivate you, but the expected skill level for an junior is much higher.
You better be able to turn a sketch like that into a nice image in under 72 hours next year or you will have to consider crunching and training art for another year after getting your degree. The degree is irrelevant, your skill is everything.
It seems like you're lacking fundamentals, which is the worst kind of skill deficit, it puts you in the lowest tier of potential employees.
Don't bite more than you can chew, go back to the basics.
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>>919357
Very nice render and fracture.
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>>919587
yea, I decided to drop the project.
>>919587
>It seems like you're lacking fundamentals, which is the worst kind of skill deficit, it puts you in the lowest tier of potential employees.
what can i do to grasp fundies better?
>>919587
>Don't bite more than you can chew, go back to the basics.
i thought i could try this out and really elevate my portfolio but it ended up just being a big waste of time but found a cool way to make clouds
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>>919601
>really elevate my portfolio
Not that anon, but speaking from experience, stop thinking about retarded meme shit like portfolios. Do things because you enjoy making them, because you enjoy the process of thinking about it, of making it better. It may sound like a faggot cliché, but I think in art, which 3D is, the path is more important than the destination.
Great portfolios are a marginal side result of people loving what they do, not any other way.
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>>919602
idk anon, i really love ian hubert's way of doing things but it definitely won't fit in a industry pipeline. i personally like making comfy ass photographs and psx shit but i want to be a environment artist and time is ticking away and i want to make the most of it.
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>>919603
Then make environment art. In your own pace. Again, whoever first came up with idea that creative work should/could be divorced from enjoyment should have been shot in the back of his faggot head. Creativity is not a race, it is opposite of it. Ignoring that is how you will end up at some corporate draining fagjob, burning out after four years and hating any creative venture for the rest of your life. I am speaking from experience here.

Also your stuff looks better without the grain imo.
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>>919605
are you currently doing freelance? is work regular? is the demand for freelance artist greater than the amount of freelance artists?
>>919605
>Also your stuff looks better without the grain imo.
really? i always thought it looked more comfy with the noise
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>>919605
>Also your stuff looks better without the grain imo.
>>919314
le noise one
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>>919607
>really? i always thought it looked more comfy with the noise
Looks far better without the noise.
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>>919607
>really? i always thought it looked more comfy with the noise
I've added just a little bit of color in Photoshop and bit of smoke. Less than 2 minutes work. I have probably completely mangled your original idea, but I like it better this way. Then again, I may be a tasteless pleb.
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>>919607
Is that render yours, anon? If so, then it is really neat. I really like it. Only little thing is to randomize the grass a bit more.
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>>919601
>what can i do to grasp fundies better?
Don't ask me, I did it the long and hard way...I started to draw with 6 and to photograph with 10 and did that for years, by the time I was 16 I just knew everything through experimentation. That is surely the slowest method, but it goes quite deep.
For a start you could just watch tutorials from the internet or download proper art books about it. Pick a topic and engulf yourself in it for a couple days, follow your passion like the other anon said, you surely learn faster this way - then apply the new information in small and concentrated little exercises.
Here is 17 minutes of fundamentals in regards to composition.
https://www.youtube.com/watch?v=hUmZldt0DTg
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>>919616
What's up with that mark on the pages? It's like it hasn't rendered out properly or something. I'm just curious about how it's happened more than anything else. You can't see it in the OP but I think that's just because it's a noisier pic.
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>>919620
I guess it is other anon's denoiser screwing up.
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>>919615
>>919616
Completely forgot about the smoke, now i am kinda dumbfounded i always assumed adding noise made my renders more comfy because the comfy thread on /wg/ is where all wallpapers come from and place where i found out about sehnsucht and the wabi sabi concept. I guess i will try eliminate the amount of noise in my future renders.
>>919617
Thanks anon, will definitely tweak it since there are a bit too many flowers.
>>919618
Damn kinda wish i started a bit more early in my journey. Thanks for the video tho
>>919620
Photoshop's denoiser or content aware algorithm messing up i suppose. I used to clean/redraw for a scanlation group and these sort of glitches ocassionly popped up.
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>>919597
A few more hours
>>
>>919603
I think >>919602 is right.

It's easy to become an environment artist and fit some industry standards if you have an access to entry level job and can grow there naturally. If not, the only way is force yourself to follow "modular environment in ue4" kind of tutorials. But it is really, really hard if you don't already in love with it.

So the main goal should be finding what is easy and fun for you. Then find people who already went down that road and see where they started, where they are now, how long it took them and how far are you, personally. Use them as a compass. Take a closer look at pro artstation portfolios, realize that even most motivated artists spent 5-7 years to be where they are. Its gonna be hundreds and hundreds of hours. You should be ready to spend as much. Only way you gonna do so is if you really like it.

Comfy ass photograps, if you can improve on each one, bring them to photorealism eventually and can convey mood with a great vividness, are a great skill to have and a very scalable thing. Don't dismiss it like it's worth less than environment art. Just take time to bring it to commercial level.
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R8 pls.
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>>919646
gr8. How many tris?
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Retopologized with unfinished rigging
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I can't to fuck this up tomorrow when I try to give her hair.

I guess she needs shoes, too, even though I'd like to lick her feet. Oh well, at least her armpits are still accessible.
>>
>>919646
That's great.
>>
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>>918853
Finished the modelling. Time to finish up the UVs.
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>>919712
Pretty impressive.
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>>919712
damn that looks sick anon. cant wait to see the final product
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>>919656 >>919706

Thx.
>How many tris?
Pic. But I didnt try to lower polycount.
>>
>>919630
>Then find people who already went down that road and see where they started, where they are now, how long it took them and how far are you, personally.
damn how do i find people like that?
>>
>>919601
>yea, I decided to drop the project.
don't do this.
people like to pretend like skill progression is some smooth upwards slope and you just need to find the magical next thing that levels you up while not feeling overwhelming.
it doesn't work that way a lot of the time.
you hit a wall and you just have to work out how to climb over it. it fucking sucks, but those are the projects you usually learn the most from early on.
>>
>>919737
>you hit a wall and you just have to work out how to climb over it
And even before that dopamine high from overcoming that obstacle even dies away fully, there is even bigger wall. There is always another wall to scale, people should not live without it. Embrace the suck, it will reward you greatly long-term.
>>
>>919734
Many of top tier guys on artstation have very old works posted, dating a decade back. Take your time and dig through. Go through pinterest for pics. It`s actually a part of a job. You'll get familiar with meta and it will help with self-identity a lot.
>>
>>919738
i'd say it gets less overwhelming over time.
there's always blockers, but seniority is just about having seen most of those blockers in the past and knowing ways around them.
>>
>>919705
nude render WHEN
>>
>>919737
>>919738
>>919740
thank you anons, I will give it a shot again, i have other ideas to fall back to and even if i drop this project. i will definitely come back to this because i really fucking love blame! and nihei's works
>>919739
thanks anon, i will check it out
>>
>>919712
I like trains
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Just finished, guys.

https://www.artstation.com/artwork/4X4wqW
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>>919765
>>
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>>919629
>>
>>919765
>>919767
If i want to make something transparent but with painted overlays. How do I go about making it? Does substance painter have an option like that ?
>>
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Just got into 3d modeling
>inb4 smooth
>Inb4 symmetry
>inb4 shit
I probably won't much with it now aside from making poses. Using gravity sketch because I got a VR for free
Anyone familiar with gravity sketch?
>>
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feels good
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>>919783
It has alpha test, yes.
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>>919712
>Time to finish up the UVs.

Good Luck
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>>919712
Excellent!
>>
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>>918686
worked on it a bit more, le thoughts?
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>>919819
Why not just write Python script instead? A mess like that is practically unreadable.
>>
>>919857
Much better. You could try adding some volumes as well.
>>
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>>919712
Got a section decently textured. Maybe I cot a bit carried away with the weathering though... oh well.
>>
>>919883
Due to my lighting setup of hdri and a sun lamp makes the volume looks like absolute shit. Anywhere else i can improve upon?
>>
>>919889
It should be fine if you keep it really subtle and give it a noise texture so it's not even everywhere. Maybe even restrict it to the lower third of your composition or make it look like it's coming from those vents.
I think what you also need is a mist pass to better separate your different layers.
>>
>>919888
Pretty sweet, better than anything i could make. Although wouldn't a loco like that have it's body plates welded, instead of rivets?
>>
>>919892
This actually is a prototype GG-1. It was riveted instead of welded like later ones. It was kinda what drew me to make a model of it.
>>
>>919888
This is perfect. Carry on ! Fuck do I love trains. Beautiful.
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crab
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>>919890
>I think what you also need is a mist pass to better separate your different layers.
wait so i am kinda confused, is the mist pass a different way to add fog/volume?
>>
>>919911
Yes, the mist pass is just a depth pass that you can use in compositing, it doesn't calculate any lighting or anything, it just colors pixels based on their distance from the camera.
>>
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Almost there, maybe 2-3 more hours for polish and final checks.

>>919782
Look at the ref — all the buildings are different. Some are merged, some patched, look at the variety of windows, they spread very uneven. Pipes are cut with progressive decrease in length, some detailed and some are flat. This is the most important things for design and composition. If you make everything even and repetative it kills the vibe.

Try start with matching the diversity of the sihlouettes(roof and pipes) and countersforms (windows in this case).

And one of the Nihei's features is a lot of small details. Those details add a sense of scale and grandiosity to his drawings. And of course use clouds and atmospheric perspective.
>>
>>919857
Sorry prevoius post was meant for this guy

>>919906
Nice. Wish crab had fallen from something catchy like evil black goo or ugly parasite.
>>
>>919916
>This is the most important things for design and composition. If you make everything even and repetative it kills the vibe.
>>Try start with matching the diversity of the sihlouettes(roof and pipes) and countersforms (windows in this case).
do you have any resources I can read or watch to better understand design and composition? this project was supposed to switch to unreal and use modular assets. hence the buildings look very repetitive
>>
>>919919
Not really, not sure there's one good source. Maybe Jama's "Narrative concept art" could be a good start. Generally it's called "dynamic compositon".
>>
I've made a scene with lots of shit on it, but didn't do things to scale to start with so now everything is fucked up and I'm doing it by eye.
Is there an easy way to have everything at one scale or will I have to do them individually? Like for example

>Have X modeled at 3m when it should be 2cm irl
>Change it to 2cm
>Now have Y that is 1m but should be 5cm irl
>And Z is 10m but should be 3cm irl

Is there some kind of wizardry where I can just scale X to the correct size and have the others sort of magic themselves to a similar sort of irl scale by using X as some kind of source?
It's pathetic I don't know things like this considering how long I've been doing it.
>>
>>919919
Ok i found a few good links to begin with
https://www.linodriegheart.com/design-principles-in-concept-art-and-design/

https://www.autodestruct.com/thumbwar.htm
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>>919750
God damn it
>>
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Denoiser sucks in motion, or i'm doing something wrong. Don't get those fireflies with it disabled. But then the image is, well, noisy and it already takes 15 minutes to render a frame.
>>
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Naked Snake bust, sculpted on zbrush. Available for sale, btw.
>>
>>919999
https://www.artstation.com/artwork/kl9qZA
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>>919993
1. too dark
2. use redshift and save yourself a few hours of render time
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Completed a revamp of my old male basemesh.
Body alone (including the head) is 7400+ faces total
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>>919765
Кpacивo.
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>>919888
Upper hull finished for the most part. Gonna need to fix the normals on the window later because I got lazy when modelling.
>>
>>920041
Top work dude. Nice shit. Yeah that window looks odd but overall 10/10.
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Working on a vintage camera and lenses for it to use as doll accessories for 3D printing.
>>
Nice to see good stuff across the entire thread again, it has been a while.
>>
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>>920041
The leaks are a bit to much, I would show them in less areas, overall great work.

Making progress too, still enough to do but I feel like I am on a good track
>>
>>920053
Looks great, you're using megascans for the rocks or?
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>>920054
jeah, only minimum self modelled, my main goal with this is to learn all the new UE5 features
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>>920010
Damn. For comparison, just converted shaders to redshift and placed the same HDRI. Same-ish quaity sample wise i guess. 2:45min a frame, with cleaner depth of field vs 15 minutes.
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I'm learnding.

idk. I'm absolute beg tier.
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>>920078
Looks clean, better than my first model. A lot of the areas are just solid color, you could safe tons of UV Space here. Every Color could be just 1 Pixel on the grid where you map all related UV shells too. Go ahead and make a hole series of these LP characters with only 1 Texture, that would be cool
>>
>>920066
still too dark.
a bit chunk of your image is just solid black.
the darker your scene the longer it takes to clean up noise as well.

>cleaner depth of field
arnold DOF is very slow.
consider doing it in comp with zdepth if you want to continue using arnold.
if you're rendering on cpu for arnold and can use plugins / you're using a farm, see if they have this:
https://www.lentil.xyz/

better DOF + faster DOF. maybe the best in-camera DOF for any renderer.
>>
>>920066
Always use some good picture as a reference, compared them side by side, use photoshop if you need to and check levels, histogram etc.

For reflective objects you want some light and environment around it so it can bounce from the surface, you can try using an HDRI. Otherwise if there's a black voide around it, this will happen, the surfaces will just be pure black.

Also check out pbr charts and make sure you have a correct albedo value for everything.
>>
>>920080
As an absolute beg, i have to deciefer what you mean.
Youre saying since a lot of the UVs are the same color, i can place UVs on top of each other that have that same color. To save space.
Thats a cool idea, but how do i add the shading that im painting on individual pieces? Like the breastplate and knee braces?
Either or, ill be doing a lot of these Final Fantasy LP characters. Up tp the rigging process so i can learn how to topologize when movement is involved.
>>
>>920088
Everything thats unique needs its own space of course, but you get the idea.
>>
>>919857
much better. keep going.
rake some light across the the suspended section. consider using a cloud gobo for dappled light.
and maybe rotate the hdri / env map a bit because it's unpleasant looking at an image where there's huge bright blob in the middle of it that you're not supposed to be looking at.

tone down your bump values across the board as well.. consider proper displacements for foreground elements instead of this vidya stuff.
>>
>>919857
The scale of the tiles on roofs look inconsistent, they look too big overall on a horizontal row of buildings.The normal intensity on the facade on the right is too strong. Also those random diagonal leaks don't make sense t b h. Some atmosphere / fog in the background will help with a separation, the building in the bg could fade out a bit. Window frames could use some wear, they seem like perfectly clean white windows everywhere, while the facades are old and worn down.
>>
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>>920041
Finished the model for the time being. Still not quite sure what I'm going to use it for, but I'm sure I'll figure something out.
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>>919916
That's all folks

>>920078
Duplicate your mesh, mirror it, and move all UVs on duplicates +1 tile on any direction. This way you'll have symmetry to see the result and will be able to paint and bake everything inside Painter without awkward overlap artifacts.

>>920142
Nice, looks like a solid $60+ stock model. Missing decals and some variety in wear and leaking, maybe some repainted, replaced or cleaned up parts.
>>
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How do I fix the wobbliness? (see red arrows). I can never get a sharp edge or line in sculpting? What brushes will help? Am I at too high or low a resolution?
>>
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>>919924
drawing and value study is pretty hard but thanks for the links. value is 100x more harder than drawing
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>>920161
Nice. You're going straight down the Charles Bargue drawing course. Check it out.

>>920157
Separate hair clumps, remesh them to lowest possible polycount, then subdivide again and add detail. Or increase resolution and straighten everything out by hand. Right now your mesh resolution is somewhere inbetween.
>>
>>920157
the smudged clay look is unavoidable if you try to fix it with small brushes or move tool.
in my experience the cleanest option for stylised hair is to work very low resolution with liberal use of creasing.
otherwise (can't name a specific tool since I'm a zbrush user) try to make an angled plane scrape tool with "string drag" "lazy mouse" or whatever blender calls it. sweep along the hair and avoid retouching afterwards.
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>>920139
cloud gobo? toned down all the bump to 0.5. using procedural textures for the pipes and shit so no displacement textures. moved the hdri a bit but still kept in on the left side so i can get me some bloom.
>>920140
changed the roof texture, fixed the building streaks a bit and added some wear to the windows. was trying to work on mist pass but it just dosent work properly, the render in my image is scaled in so i cant see the full picture.
>>920164
>Nice. You're going straight down the Charles Bargue drawing course. Check it out.
is that a good thing? i have only read keys to drawing and it actually helped a lot. can i make stylized 2d textures after i get the hang of values?
>>
>>920164
>Check it out.
https://archive.org/details/C.BargueDrawingCourse/page/n27/mode/2up
is this the book? or is there a better/modern version?
>>
>>920166
I see some bounced light on the bottom of the bg building which is nice, you could enhance that kind of light gradients to separate shapes - dark, light, dark, light etc. layer by layer.

I'm still not sure about leaks, the long horizontal lines mean there was something there the leaks were coming from, and in your case they are just appearing randomly in the middle of the empty flat facade, and some are still angled. How could it leak at an angle? And if for some magical reason there was a splash of some liquid there, then it probably wouldn't create a clean straight line where leaks stars. I know you're trying to add some unique details there, but you may consider replacing this with something else that may be interesting. Leaks could be right under the windows or maybe at the top, but not scattered randomly. And if they are under the window, they would be shorter, from one edge of the window to another.

Also the normal detail on the metal pipe in the foreground is pretty crunchy and also low res, same for the facade. You can use megascans btw if you don't have high res textures. it may also be an improperly set up shader.

Keep in mind I'm assuming you're going for a realism and not trying to stylize certain elements. You may also try using fog cards, simple planes with some gradient mask that you can control better and place it by hand around the scene. Getting some gradient in the bg vertically could be nice too.

Can't believe I'm posting feedback on /wip/ again, it has been a while since good stuff has been posted. Keep going everyone.
>>
>>920166
Thats not a bad thing for sure. Your proportions and form simplification would benefit a lot.

>>920167
Yes. Just keep it as clost to the original drawing as possible, same line width, angles and contrast.
>>
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>>920174
>You may also try using fog cards, simple planes with some gradient mask that you can control better and place it by hand around the scene. Getting some gradient in the bg vertically could be nice too.
Can you explain this and the fog card thing? Fixed a few of the issues you mentioned and decided to wrap this up. Gonna take a break from nihei's stuff and come back to it later after i understand his style more.
Also thanks to all the anons who encouraged me to keep working on this project instead of dropping it in the middle.
>>
>>920261
>Also thanks to all the anons who encouraged me to keep working on this project instead of dropping it in the middle.
i'm that person

>decided to wrap this up
anon, this isn't even half finished.
>>
>>920261
Just search on youtube fog cards and you'll get a couple of videos in unreal. But the same thing applies anywhere - basically it's just a plane and you put some sort of a transparent material on it where the mask alpha drives the opacity so there are more and less opaque parts. For example if the alpha is brighter at the bottom than you'd have a plane that is more opaque on the bottom and more transparent on top. Depending on how good the mask is, you could achieve some nice natural haze / fog effect with it. Just place the planes around the scene because that way you can achieve a local fog and have more control where you put it, which helps with the composition.

Ok, here's an example:

https://www.youtube.com/watch?v=cvb0j6ND_bY&t=23s
>>
>>920157
i don't know exactly myself but i find
a. clay brush with auto smooth on is really useful for keeping things straight
b. a mixture of
-flatten brush
-scrape
-multiplane scrape
-draw sharp in invert mode (additive)
-pinch obviously
-nudge
c. upping the res normally, but in this case i don't think its the solution.

disclaimer: i'm a beginner
>>
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I'm sculpting more 40k dwarfs again, this time with an scan as reference, this should be finished this weekend, I think I'll change the base maybe....
>>
>>920278
>anon, this isn't even half finished.
fuck, is it that bad?
>>920280
thanks anon
>>
>>920297
>is it that bad?
it's just not done imo.
you said you wanted to be an environment artist.
environments for what? modern vidya? film?
look at your work and compare it with the work that you admire and do an honest assessment.
is it up to standards set by the best in your field? it probably won't be, but does it even get most of the way there? or even do a half-way decent impression?

you've got low res textures, super shiny, but corroded pipes attached to weird featureless boxes etc, no neat little details or areas on interest that make me want to look around the image.

be harder on yourself, nigga.
>>
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Made this a few weeks ago but I dread going deeper and adding finer detail. Also suck at texturing. Is Substance painter any good for organic materials?
>>
>>920304
>>920304
>you've got low res textures, super shiny, but corroded pipes attached to weird featureless boxes etc, no neat little details or areas on interest that make me want to look around the image.
yeah you're right anon, i am gonna be harder on myself more. also regarding textures what sites can i use? textures.com only gives 1k and sometimes 2k textures for free
>>
>>920313
as the other anon suggested, use megascans.
you can make an epic account and use the megascans bridge to download anything now.
technically you should only be using it in unreal, but it's just personal portfolio stuff so no one cares.
>>
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This one maybe not polished enough for render but i think it was on the wrong track from the beginning so that's it for the girl. Will take another look in a month or so.
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>>920330
>>920336
quite cool. eyelids on the dude are a little wobbly + would benefit from a sharper transition + more planar on what's marked as tarsal plate on pic-related
>>
>>920344
Thanks. You're right, maybe I should remesh him and boost crispness a bit. Was too lasy and left him a dynomesh. I remember tarsal plates from Scott Eaton course!
>>
>>920152
looks like she has down syndrome
>>
>>920313
You can also use substance source if you're not pirating it. There are some other libraries like polyhaven etc. but I don't think they're really that good. Megascans and Substance Source are the best IMO.
>>
>>920345
>Scott Eaton course
maybe one day you'll be lucky enough to be in the gallery abominate, anon.
on second inspection, maybe add a pupil and spec highlight for the lady sculpt, unless you're planning on texturing.
>>
>>920359
You probably mean fetal alcohol syndrome? Have no idea how to fix it, sorry.

>>920362
I probably will not, but I wish I could get that good and popular.

No, no texturing for this one. They only deserve a remesh to fix wobbliness and a geo highlight.
>>
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I think I am almost done with this one, any comments before I call it finished?
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>>920383
If I had to complain about something, the crab does not convince me and the contrast in general in the scene
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>>918686
>>
>>920383
I would say that the crab is probably too lit, and there's something weird going on with these
>>
>>919465
>>919467
>>919489
based blame! fan
add a black and white filter, some fog and post it here again
>>
>>920261
it's looking much better. good thing you didn't give up. now add a manga filter for the fun of it.
Also were there birds inside the megastructure? Unless those are the stingrays.
>>
last thing i’ve actually finished, such a bad habit of never finishing
>>
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>>920427
>>920428
tried out some ai manga filter thing, unironically soul.
>>
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>>920435
>>
>>920434
Thats very good anon. Reminds me of Florent Lebrun. Maybe missing some mountain backdrop to push the scene, but overall its porfessional and has a great vibe.
>>
>>920435
i'm sure you can design it with a better filter(something like obra dinn), but looks great
what will you do next anon?
i saw something about unreal being used, any reason on why unreal over unity?
>>
>>920435
Congrats u can now make manga backgrounds that u can sell to some mangaka.
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>>920439
>i'm sure you can design it with a better filter(something like obra dinn), but looks great
i really need to finish obra dinn but it did make my eyes after playing a bit
>what will you do next anon?
>i saw something about unreal being used, any reason on why unreal over unity?
i have some assets from a older project that i am going to retexture in quixel and basically learn the blender-quixel-unreal workflow. most of the game companies i looked at has UE5 listed instead of unity and real time rendering looks very sweet. might work on another psx render to take my mind of photorealism then go back in with a fresh mind. no more half assed projects, gonna be harder on myself.
>>920442
is that an actual thing?
>>
>>920453
>is that an actual thing?
no
>UE5 listed instead of unity
is that the case in India?
>>
>>920454
>is that the case in India?
yup and uae
>>
>>920456
oho, they have airtel in uae?
>>
>>
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I have a bit of a weird problem if anyone wants to help me out.

>Modeling a dagger (or trying to)
>Added some subdiv surface on the handle (it's just just more or less a cylinder) and have these sort of rings wrapped around it (10 of them) like a grip
>As soon as I have the subdiv modifiers active Blender starts running like complete shit
>Turn them off and it's okay again

Pic included for some kind of comparison because I thought I might have too much stuff going on. The one on the left is the dagger that makes things run like shit. The one on the right is a full scene that runs completely fine. Which makes me think it wasn't what I thought it was.
I just don't get it. Where am I being retarded?
>>
>>920546
Apply modifiers => problem fixed?
>>
God you guys suck so bad. NGMI.
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>>918686
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>>918686
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>>920551
No WIP? Kick rocks.
>>
>>920551
Is someone taking out their frustrations because they lost a battle in another thread?
>>
I ripped a vertex into two vertex but whenever I move them seperately now they still act like they're joined and they move together, any help?
I don't have proportional editing on.
>>
>>920560
>>920564
Nope I'm just amazed how embarrassing these works are, they're almost as bad as my classmates. It's not my fault you're salty because of your inability to produce actual professional work.
>>
>>920567
might be x-mirror tool setting
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>>920573
>no actual feedback
>no wips posted
Post ignored
>>
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>>920434
>>
>>920573
What you're doing is kinda weird considering that most people who know anatomy don't run around the internet bragging and being an asshole about it. It's almost as if it's not a huge deal as long as you're not a retard who takes 2 years to learn it. A lot of the people on this board are still learning, and some of them are almost there after a few months. No one is born knowing anatomy, and what you're doing is like ridiculing a baby due to it not knowing how to walk because you're an insecure little bitch.
>>
>>920573
Hope you wiped with DNEG job offer and kissed yourself in the ass after, self-esteem not gonna hold on shitting on amateurs alone. Oh, wait, you dont have a porfolio.

>>920555
Nice, very clean and great silk. Missing ornaments and trims to trame the face better, bare strips just not doing it for me.
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>>920596
Thanks anon! It's planned for when I get to texturing the whole thing, just a high poly mesh for now
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>>920585
Wow you're mad, you must suck so much.

Cope moar.
>>
t. comes here to boost his self worth by clowning on people who are still learning
Please don't reply to him anons, you're only feeding him
>>
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>>920552
Not much progress has been made in the past few hours, but I do like the tweaked proportions.
>>
>>920603
I'm currently studying too, I'm being truthful here most of ya'll are NGMI. I don't even study or practice like one of them chinks, design is an innate talent to me. I pick up stuff quick and i know how to make shit look good. You deserve to be treated like the trash that you are, if you're unable to produce good work.
>>
>he is still trying to get attention
>>
>>920612
>he is still feeding me attention

how about you go practice more or perhaps just fucking cope.
>>
>he is still trying to get attention
>>
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>>920615
>he is still feeding me attention
>>
>>920602
t. your no portfolio, no works, no self-esteem, toxic classmate who will beat his wife in his 30s to proof his strength to someone

But from my experience he seeks any attention, even if it is derogatory, because he cant get over his mom being dismissive and dad not loving him
>>
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>>920621
oh my how did you know?!

i think might just go back to self-harming just to gain more attention from mommy and daddy.
>>
>he is still trying to get attention
>>
>>920633
You should do some vertical cuts next time, silly.
>>
>>920609
nice tweaks on the face.
chest is actually worse.
hips and thighs are a bit much unless you're catering to some weird fetish.
>>
>>920635
No way, I know my self worth. I'm not that worthless and incompetent like the lot of you. Imagine being so useless that you're worse than stinking pajeets. With third-rate artists you larpers call yourself, AI will definitely take over one day.
>>
>>920639
Im making 35 an hour outside US and use Stable Diffusion trained on my own dataset every day. Imagine thinking AI is a bad thing, not a tool to get ahead of everyone else.
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>>920551
>>920573
>>920602
>>920611
>>920614
>>920620
>>920627
>>920633
>>920639
Wow, buddy, you're really going full retard on this, huh? Here are your (You) for effort
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>>920647
Nah it's me who's piggybacking AI at this point.
>>
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how to improve head? It looks weird but I'm not quite sure how to fix it.
>>
>>920656
Eyes too close together and too big for one.
>>
>>920637
Nah. Just went into the silhouette and tweaked it to be more cartoony -- but the last cartoons I saw was Dexter's Lab and Samurai Jack, so... yeah... Those proportions kinda wormed their way in.
>>
>>920550
Thanks that works. It's just weird that there's the same and more modifiers on the second scene that aren't applied but it doesn't run like shit.
>>
>>920664
yw
subdivision modifiers are intensive and can cause weird issues when they're unapplied
the short explanation (probably slightly wrong) is that when the base mesh is modified the subdivided mesh gets regenerated, sometimes this can happen every frame even when you're not modifying the mesh, couldn't say why
>>
>>920656
what the other anon said + slope from the bridge of the nose to the cheek should be more gradual, ear should be further forward I think
looking good though
>>
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My take on Carter Goodrich. It's a mile off for now but i'll fix it tomorrow. Hard concept to follow.

>>920609
It's actually nice, focusing on overall shape and not the detail is great. Please do the toes and fingers, now it breaks the character too much. Also you have a strange pecs, delats and armpits, but it's easy to fix.
>>
>>920682
Ah I see thanks.
I know Blender can be a bit weird at times. Like I've had the issue I've got now before, but a simple restart has fixed it. Then sometimes, like now, it's fucked until it's applied or if it's inactive.
>>
>>920583
What causes this? I'm having the same problem when rendering in cycles. Why does his yellow jacket flicker like an old cartoon? Any help?
>>
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>>920294
I have to add a couple details here and there and to do the base, but it is done.
>>
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>>920696
It's the denoise algorithm. I can live with it because I don't want to tie my computer up for hours on a reaction render.
>>
>>920611
You are bad anon, worse than your classmates but they just don't have the heart to tell you.
>>
>>918686
https://www.gematrix.org/?word=readthefollowinglink+httpswwwgooglecomampswwwcbccaamp13553550+themeasuredlightemittingfromtheeggwhenthespermentersprovesthatsoulsarereal+andnotaformoftechnologyicallthisprocesssamsaraofheavenlylight&save=+Add+It+

Read the following link:

https://www.google.com/amp/s/www.cbc.ca/amp/1.3553550

Scientific proof that souls exist.
>>
>>920488
nope as far as i know, do you work in the 3D field as well anon?
>>
>>920698
is this a sculpt or subdiv modelling? looks fucking great mate
>>
>>919675
Left fingers of that non-binary person are lame but right are greatly tied in fist
>>
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>>920763
I'm glad you liked it, yes it is mostly basic modeling, solidify and booleans with a bit of sculpting to adjust.
The head, the hands, the .... foxes? and the tassels are sculpted from spheres.
>>
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>>920686
Almost there
>>
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Figuring out retopology.
It's not as easy as it would seem.
I'm not 100% sure where I need face loops and stuff, but I think what I have currently is okay. Watching many tutorials, but they're all slightly different.
>>
>>920762
i wish
>>
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i know this isn't the thread to ask but how do you achieve the look of the lingerie here (and hair/shoes) it looks way better than normal and actually caused me to think it was a real picture at first until i saw the face.
>>
>>920904
You were bamboozled twice, dear anon. That IS a real photo, but the woman is not woman but a sex doll.
What a time to be alive, isn't it.
>>
>>920906
god damn it that's kinda funny to be honest.
>>
>>920907
Quite so, quite so. Gave me chuckle actually. Especially since it might have been me who originally posted that pic on a different board few months ago.

On the other hand, we are not far away from a moment when people will start suffering from mass depersonalization-derealization-disassociation combo, along with other issues stemming from constant inability to recognize what is real and what is not.
>>
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>>920816

>>920722
I wanna see the final already!
>>
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Do any of you know why I'm getting this weird shading when I have a subdivision surface modifier on? I know things can get fucked up if you aren't working with quads but it is a quad. Tried shade smooth and auto smooth too, but it's still weird. Normals are all correct too.
>>
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I don't know how to render...
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>>920928
things i do to trouble shoot are check the modifier stack and make sure subdiv is 2nd most of the time under mirror, apply scale and rotation then shade smooth and turn on auto smooth. then lastly normals. considering you have done most of these steps can you share your edit view?
>>
>>920944
is that you, mr brazillian
>>
>>920965
I just opened it to do that and now it seems like it's fine. Not sure what was wrong or how it fixed itself but I'm happy it has.
Thanks for your reply anyway.
>>
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Trying to work out how to pose this thing more efficiently. Scaling the chain length up and down is a pain in the ass the way I'm doing it now, but at least it swings.
>>
>>921014
Should probably go faster. Slow like this, it makes me feel like it is fucking giant.
>>
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>>921015
The problem is that the way I'm doing it is by animating a cloth strip and deforming onto it. Because Blender's a bit shit, I can't set vertex weights by group as far as I know, so it doesn't know that the bottom part with the watch is heavier than the chain part. I haven't played with the cloth settings much to hide that but I think I'll be able to figure something out, even if it means just extruding a bunch of dense useless vertices out of the bottom.
>>
>>920944
I am looking forward to the smut
>>
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it's all fucking wrinkly and ugly
what am I doing wrong
>>
>>921022
Cars can be upwards of 300k polys in games.
>>
>>921023
I mean is there a way to make the normals smooth and nice?
Averaging them just fucks em up more
and softening them just makes it all lumpy
>>
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Trying a dagger because I've never really tried weapons before. It's based on one that really exists, but I realised that I wouldn't be able to do it like for like so I had to put my own spin (read: cope) on it.
I do still have that weird shading issue thing going on on the blade that I thought had gone. Fortunately I worked out what it is I think. Unfortunately I'm too retarded to fix it.
>>
Anyone got any advice on how to model feet? Specifically the part where the toes and the foot connect.
>>
>>921036
sir this is the wip thread you at least have to pretend to try and show a model first
>>
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>>921037
I was told that I sucked at making feet. I have no idea what I'm doing.
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>>921014
why not just animate it by hand with an FK chain of bones? or try one of the physics/dynamic bones addons, just pick whatever's most recently updated
>>
>>921041
Have you tried sculpting feet?
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>>921047
I was box model feet so I could try and practice topology
>>
>>921048
box modelling*
I should sleep
>>
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My lighting setup is making her cry. And this is the last time I ever rig a face with multires, holy fuck.

>>921043
That looks fine until you do something like drop it. Or bounce it. Anyhow, it turns out that the chain was just too long for Blender's solver, this method looks pretty natural with a short chain.
>>
>>
>>918686
https://www.gematrix.org/?word=zacharzmoniszacharythomasrozmanofweathersfieldconnecticutthefrontforthemarkalankingantisemiticdespotwebsiteandscribeforahuwazeusblogafrontfororganizedcrimepaidoffbyobamatostealfromandlietogodhimself&save=+Add+It+
>>
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>>918686
>>
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>>918686
I "designed" a gun (more like ripped off the aesthetics/visual style of several CZ models and mashed them together).
I got free arms from the web, I rigged all that stuff up and I am now attempting to do some FPS reloading and firing animations while having no real experience with animating humans/humanoids, creatures or anything organic and more complex than non deforming hard-surface models and environmental effects.
Despite my lack of experience, I will knock this out of the park with the first (or maybe second) try and deliver a great result for an beginner.
Bold but true precognition or Dunning Krueger speaking?
....we'll see.



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