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/wip/ - Works in Progress - Bring back the WiP Collages edition

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

Previous thread: >>930478

List of free resources: https://pastebin.com/cZLVnNtB
/3/ Discord for those interested: https://discord.gg/ujt5vtr4DE
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Working on a stylized town
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>>932540
Alien Ark interior

Almost there just need to sharpen up the lighting and add in some blood and gore decals/assets
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Please dont roast the body mesh im gonna redo it anyways, same with the materials

im probably gonna make some variation of this the game icon for my game demo on the next /agdg/ demo day
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>>932548
looks good for what its worth
>>
Nice that the anon who did he op image is back and is doing collages of everyone's work. They're always nice to see.

My tank project got done and am thinking of what to do next.
So far , it's either a giant robot tank inspired by the prism tanks from Red Alert, or taking a crack at making some dieselpunk power armor.
>>
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>>931890
I added bra, panties and naughty bits I cannot show here
I tried to fix the face up a bit but I cannot quite get the shape right, I think it will look fine when textured
any other advice?
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>>932548
tits too small
>>
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Made a black and white version as well, that's a neat color scheme. Thanks to the tank guy for the suggestion. Now i'm gonna try either a stylized diorama in maya/painter or some simple concept vehicles i poached off of deviantart.
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>>932574
thank you, i'll post updates when its polished as well

>>932646
im making a first person shooter, not a porn game (I think)
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>>932593
Giant Dieselpunk Power Armor Robot
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>>932655
Am thinking more like one of these guys in pic attached, but bulkier, and wielding a minigun
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>>932659
GO FOR IT
>>
ya'll be usin them AI's to augment your works and inspire?
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>>932662
Nah, i bought a Syd Mead artbook
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>>932663
suit yourself.
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>>932540
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>>932624
It could just be me but I think the neck is a bit long even for anime.
Other than that, good work brotha.
>>
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>>932540

..working on this generator in blender geometry nodes to create random objects, in this case for spaceship hulls, depends on the parts you load, but once somewhat finished, it should be a extremly versatile set of nodes with different tasks that can be chained together to create more complex objects.
>>
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Getting somewhere, she still looks somewhat like a plastic doll though.
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>>932680
Getting AO into her lip gap and a line under her eye is important to avoiding the plastic look I think
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>>932540

redid the head from scratch trying to more or less copy the topology they use for guilty gear characters, it still feels a bit off though
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>>932715
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>>932716
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>>932680
Hue variation creates realism in skin color
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>>932718
Kew
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any resources on how to rig arms so that the armpits and clavicles dont shit themselves the moment you pose them?
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>>932783
just download some model from fighting game, and see how the bones are placed
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Every single shape in my reference is so fucking complicated that I have to use sub-division surface on nearly everything

My blender is starting to crash randomly
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>>932803
You can turn the subdivision off while you aren't using it assuming you haven't applied it. Or you can just hide the stuff you aren't working on. Either should help.
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>>932803
Your current scene doesn't look complicated at all, does blender do something weird with smoothing previews?
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>>932803

...whats the specs of your computer? blender tends to crash when the specs are to low for the task - strg+s, strg+s, let it become a refelx, then you are save when blender crashes and when computer is to slow, buy a new one or live with the limitations.

some tips.
>get an idea how much your machine can handle, verts, boolean cuts, textrues, shaders ... without crashing/gettin to slow to work smoothly with, then assign every item in your scene a fraction of this resources dependend on the importance
>use collections! every item should sit in its own
>use low sub-d levels, keep them active so you can adjust, more/less dependen on importance, enable smooth surface and autosmooth
>dont model the items in cartoon form, make them normal and use mesh deform modifiers for the distortion (rough mesh cage around the item, works like a lattice, but with more individual form) and/or rig them with bones.
>and last, build everything in advance, and place it afterwards
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>>932624
That's a great model anon.
What's the polycount and the plan for shading her?
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>>932688
I think it's the teeth.
The head looks great but the teeth texture looks like it's from a source game asset library
>>
>>932803
>Have to use subdivision
You really don't, unless your unsub'd models topology is shit and subdivision "kind of" unfucks it into proper shape.
>>
I've got some text I want to engrave into something and usually I'd just do it with booleans. If I do it with a normal map instead will I be able to control the illusion of depth and things the same way I could if I used a boolean with actual depth? I don't really know much about maps. I usually just slap other peoples' on and call it a day.
I wanted to use substance for it because I finally got around to getting a copy, but my outdated OS won't let me install it.
>>
>>932659
I have to ask my first "true amateur" question.
How does one go about modeling complex shapes like the chassis and track covers of pic attached?
I 've been doing box modeling / primitive modeling , and I always try and break up my references into understandable shapes.
But when I look at "un-even" topology or curved surfaces my brain can't do it and I get lost.

What would people here recommend ?
Tutorials on car modeling? Those tend to have a lot of fairly complex shapes?
Sculpting?
>>
>>932852
>>
>>932844
I'm at 24k verts, I plan to just texture her like in this tutorial
https://www.youtube.com/watch?v=myoKSSbv0eY
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>>932819
>whats the specs of your computer

I fell for the gaming laptop meemee
>WHY I CAN MODEL ANYWHERE IN THE WORLD WITH MY GAAAAAAAAYMING LAPTOP
I thought it would be enough desu
>>
>>932858

... the ram is to low, check it out by yourself, just make a simple object can what ever be, what matter is that you add subdivision levels, duplicate it, open the task manager and check how much ram it uses, same goes for the graficscards vram, plus enable statistics in the viewport, there you can see the geometry data - most of the time my machine crashed was on 16gb ram, now have 32 and the only time it crashed was when i accidently added a six level subdivision on 5 subdivision, ram filled up completely, bam ...
>>
>>932852
https://www.youtube.com/watch?v=sFcYDE5wnKc
https://www.youtube.com/watch?v=HfDqRfSFsXc
https://www.youtube.com/watch?v=viwEOzVBqhQ
>>
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Doing some render tests
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>>932861
Does scale matter in terms of slowdown?
This is my first real B I G project and for some reason my big brain decided to scale everything up to infinite sizes
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>>932874

... in the scale of your project, every item should somehow be like any RL object, but once you enter the realm of mega city large scenes, you should think about 1 to 10, 100 ... blender realy doesnt like this kind of scales ...
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>>932870
looks like a collectible figure
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I'll never will do good looking sand
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Trying a new way of doing eyes. Will figure out the eyelashes later.
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>>932624
miku
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>>932868
Thanks.
So this guy has a different approach.
I would be starting from a primitive then think how to setup my topology in such a way to extrude parts of it to match the shape, while he is creating extra shapes and then merges them, then figuring out how to merge the topo.

I might need to try that. Some time to practice welding meshes together and routing edge loops around.
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>>932907

... the foreground isnt even the problem, its the background what fucks up the scene ...

https://www.youtube.com/watch?v=grP5R4oBrxc
https://www.youtube.com/watch?v=4dSuCEQeKL4
https://www.youtube.com/watch?v=wfnNopmj7EE
https://www.youtube.com/watch?v=rx7Lt1YXx5Q
https://www.youtube.com/watch?v=XmwJanKJuDk
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>>932931
chill, it's test background I was just wondering how would makeshift mountains fare compared to hdri.
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>>932882
That's the intention, thank you anon
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>>932935
>...it's test background

...how should i know?
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>>932858
if you're going to do game dev or 3d, then you need >32 gb of RAM and >2tb of SSD. There are workarounds, but it is the most annoying bottleneck that slows you down
>>
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>>932922
I don't think I like it even with toon shading. Oh well.
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Any advice on colouring models so they look more alive? She looks like a mime.
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>>932963
sorry!
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>>932983
the mouth is just a soft depression like someone stuck their fingers in dough. The transition should be sharper, but also I'd strongly suggest some amount of detail showing lips. Even though that's not the style.
>>
>>932989
hue variance
Even though she's furry you should sneak in some very slight skin tone hue variance. Our eyes are expecting so see it. Beyond that a tastefully low key fur texture.
>>
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>>932999
thanks, also how do I go about painting on a fur texture? I havent figured out how to get any brushes for texture painting in blender.
>>
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>>932998
Nah it's pretty sharp, I cut it out with a boolean. It just looks that way because it's empty without teeth and with the placeholder tongue.

>>932989
With that kind of anatomy, lower resolution textures would probably help. Also don't get too worked up about how it looks in the viewport until you've set up some lighting with interesting colors and such, since a lot of life can come from that anyhow.
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>>933001
you can always UV unwrap and do it in 2D
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>>933002
I actually did that Eevee's mouth sharper than the last model I did. Side note, I wish I could find a way to do this outline effect without fucking up my nice wireframe view.
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>>933000

..kek!
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>>932870
>>932952
I check back here just for your Tomoyo posts
Do you have Sketchfab/Artstation?
>>
And finally done, time to move on to the next one

>>933012
Thanks a lot anon, actually it will be my first project on Artstation
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>>932540
Does anyone know how to replicate this small lip where the lapel folds over? I just don't understand how it's done
>>
>>933018
10/10
I absolutely hate the face and nose style, but i can see the hard work(soul) you put into this
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>>933024
Low intensity snake hook?
Or you could always extract a part of the mesh, sculpt it separately, then dynamesh it down
>>
Is there an actual lossless video format? I can only get apng to work and seriously considering giving people a countdown to push play on an audio file while watching the apng in web browser or a straight-up image sequence viewer.
Tried Blender and lots of video codec outputs on lossless (perceptually and actual) and several online compilers but I've only gotten a png to apng compiler to work.
https://apngasm.sourceforge.net/
https://darbyjohnston.github.io/DJV/
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>>933024
probably modeled basic mesh and imported to zbrush. Basic poly modeling, or using patterns in marvelous designer
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Any advice for a n00b would be great
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>>932685
>>932761
Added hair cards, I think it helped along with your advice.
Would subsurface scattering be enough for hue variation or should I also paint different hue textures on the skin?
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>>933026
Thank you anon, sorry about the face. I'll choose a less weird style for the next one, but it was a fun project to do
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Sort of contour simple version of a vehicle. The idea is to color it in photoshop this time like concept art, paint with a tablet. I don't know how to use the tablet yet so i'll most likely rework the mesh and pop it in substance anyway.
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>>933100
In my experience sss on it's own never made convincing skin. Just more convincing plastic.
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>>933104
dont apologize about your artistic choices to random people on the internet, chin up king
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Working on retopology now. I'm happy with how he turned out.
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>>932624
ive been following mmCG's tuts (disclaimer japanese) but i would like to know the resources you used in order to learn how to make models like

so if you do could help me?
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>>933107

..looks cool! ...why dont you render the colors/etc. too?
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>>933100
Need to paint in more diffuse, cause SSS kills a lot of surface detail and softens stuff out. You basically have to emphasize the face planes more, like makeup. If you squint at a face, the darkest points are the upper eyelid, nostrils and mouth line but yours are getting a bit lost cause of all the SSS, so you need to compensate with diffuse or knock down the strength at those bits
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>>933152
Nice but she looks like she was made with American appropriation.
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>>932624
two words: carrying angle
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>>933100
soul

>>933152
soulless
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>>933107
This looks great.
The one headlight mounted on the extruded part in the front is a great touch of asymmetry.
Am curious how the end result will look.
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>>933139
I haven't been following any particular tutorial I've made an ideaboard with some pictures from pinterest and used generic tutorial for making hair from curves, also I was looking up 3d models on sketchfab
I made some sketches but they were only used to set the basic proportions, the final result differs from them a lot
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>>933289
nice maybe your approach is better since its more direct and depends more on what skills you already have. i will stick with the tuts and afterwards ill try yours when i find something new to make.
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Tried to make it look a bit worn, but I think I went overboard and it looks a bit too plastic on top of that.
Got filtered by some things like the grip/ridges on the slide so I had to exclude it and some shapes on the slide stop and firemode and stuff. I think little details like the manufacturing stamp would have added some authenticity, but I can't install substance on my OS and it's too much of a fuck on doing it in Blender so I need to wait for things like that.
Hope that anon isn't around who kept bullying me into beveling because it was beveled at the time, and beveled since, but I couldn't get it to look right ;_;
All in all, I think if I stopped being so lazy and started putting more effort in I could improve quite a bit.
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finished up my sword, intended to be a pretty low-ranking weapon for the grunts. this one's in rough shape but it does the job
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>>933366
ywnbaw
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>>933367
no need for that
its for a game and the main character is lesbo, i put stickers that would make sense for her to put on her sword
or maybe the sword is gay. you can't know anon
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She's done for now, I just need to give her expressions and rig her. The dress looks a bit shit but whatever.
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How can I improve him?
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>>933460
>>
>>933460
>>933461
found this tut for sculpting organic fleshy looking stuff
https://www.artstation.com/learning/courses/qYK/blockout-and-sculpting/chapters/1QxE/intro
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>>933024
Model basic structure first, subdiv and solidify as needed, then sculpt in details. It'd be as easy as extruding an edge
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>>933457
cute
maybe vectorized textures so the eye lashes have crisp smooth edges
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>>933278
I don't know yet to be honest. I want to do something like the so called concept artists, where they render the blockout and digitally paint over it, and it looks almost hand made on paper.
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>>932541
looks great so far
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>>933557
Beautiful colors. Reminds me of Moebius.
>>
>>933557
looks very cool, search for Mr Fear by Siames, might give you some design ideas
>>
>>933366
>>933375
you have a cute stomach and chest but just live your life as a femboy, stop trying to be something youre not
>>
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Been working on this character. need to refine the skin weights then do some animations
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A random sculpt I did today. Was meant to be black but ended up half latina half mongrel.
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>>933707
Jesus christ go read a book on facial construction this is horrible... great job on the material tho.
>>
>>933707
Honestly it's not super ugly. I looks like a Disney-esque design, but the eye bags, crease on the side of the head, and wobbly lips ruin the appeal for me. The eyelashes, eyebrows, and nose could be better too.
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>>933708
>>933711
Few small changes, looks better I think.
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>>933685
Those hand painted textures look so good
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>>933716
eyes look flat, is that the style?
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>>932648
I love the design choices on this, what influenced you?
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Fucking around with some lighting, accidentally stumbled upon a setup I like. For some reason I get some horrible artifacts in Cycles, but even without them I still think I'd like the Eeevee render more, it feels more suited to it due to the character being low poly and I like how it lits him in some areas, like those accents on the eyes, whereas in Cycles it doesn't. Overall lit portions are more defined in Eevee, you could say unrealistically abrupt, I don't like how the light "bleeds" in Cycles.

>tl;dr
Eevee chads rise up
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I was having trouble setting up a double-layer cloth simulation for two layers of clothing, looking around it seems like most people are madmen who put colliders on both cloth objects and simulate them one by one over the course of a decade. It took a lot of tinkering with the collider and cloth settings, but I managed to get away with putting a collider only on the inner cloth, baking it first, and then baking the second cloth around that existing collider for much faster computation (~3 minutes total for 280 frames on one thread with just under 4 GHz). Not to mention this is my best torso model yet.
>>
>>933755
Nihei, Aposimz has a lot of blocky automatons with outer shells, that suggests a crab or a spider design. Looking at extruded parts like pic related helps coming up with details. "Gloves" are Trauma Team, eye assembly is star wars binoculars.
The big plate legs i think i've seen in some mecha tank design, i really like them, it implies armored, heavy duty equipment. Don't recommend rigging them though, not enough range of movement.
>>
I hate weight painting so much.
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>>933828
I've learnt to accept it. I used to hate it specially shoulder rigging. That model looks really cute tho
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>>933685
Great work over all but you need to develop a paw fetish to help you get those feet looking as good as the rest of her.

Cooming motivates greatness.
>>
>>933828
Cute model anon

As for weight painting, this tutorial pretty much auto-weight paints everything, but I didn't try it myself yet. Give it a try if you wanna, curious to know if it's actually effective
https://www.youtube.com/watch?v=GGstqds9rxE
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>>933828
Clipping on the booba. Does Blender have something Skin Wrap?
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>>933918
shrinkwrap modifier yea
it's really sketchy sometimes though, working with thin clothing i usually get shift some verts around in edit mode or go to weight paint mode as a last resort
>>
>>933737
thanks, took a while to get a style I liked
>>933854
anything in particular on the paws that you can point out?
>>
progress from last week, slightly touched the lighting just so i can see what im working on
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video kinda sucks but I got dynamic bones to work
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>>933972
wut a qt
>>
I did this without any 3D skill(Cubes are not hard) I did the boobs and it looks kindad good, I have no idea how to do the rest of the body
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>>933979
did you play those roblox sex games a kid?
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>>933980
no i'm just bored and have nothing better to do with my life, i also like to psychologically unsettle people
>>
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>>933972
got some texture swapping for blinking done
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>>933981
I like it. The way she looks reminds me of how indie games like Braid and Aquaria had hand drawn graphics before everyone just did pixel art.
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>>933943
Well i'm hooked. That probably took a lot of work. Does blender or whatever you're using have some sort of light linking? I would't want any purple highlights in the foreground, it brilliantly sets the ominous house apart.
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First sculpt/project in zbrush, learning as I go. Fibermesh is cool but kind of a pain in the ass,
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>>934001
Im using unreal. I don't understand what u mean by light linking sorry
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>>933982
SO DOES IT HAVE A PENIS?
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>>934042
Just a way to tell the light to not affect certain obejcts in the scene, like the car roof in your pic. Instead of playing with fallof or blocking light in some manner.
>>
>>934068
I see i figured that was something related to it, but no there isn't anything, it's just playing with the falloff of each light. In unreal u can use light channel which does exactly what you describe, but i didn't use it on my scene
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>>934045
penises are gay.
>>
>>934085
let the coom take the wheel and think about all the possibilities here.
>>
>>934088
What are the possibilities, anon
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>>934045
anon, she's just a normal female character. no funny business
>>934085
true
>>
>>934092
they include (but are not limited too):
a show of beautiful form
an elegant contour and arc
a female borne of female gender just with a penis
a female who carries the pole for humanity in other words a humanists dream
an elegant finicky hubris of such a catlike silhouette
a woman, a really hot woman just with fur and big feet and claws, i travel to paris on a ship and release her from the designer clothes store, i release the parisian economy, and she's so fast she outruns the jewish bean counters and then i do the same for the snails too, they aren't so fast but i still free them.
and then we sail, she shows me where x marks the spot, her name shall be Lisa and she shows me were it is, the trove of treasure, she says to me, throw a dagger into the sky and close your eyes, where it lands be where the treasure is located, i throw and to my hearts content it lands on my heart, the treasure was located in my heart, and my hearts content intermingle with the map on the table and i love her.
>>
I want all the furry characters ITT to get together and hug and kiss eachother.
>>
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>>934096
meds, NOW
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>>934082
UE probably uses layers to achieve light linking. You can get good results without it. So just imagine what you could do if you did use it.
>>
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animation is still a little stiff, any critiques would be appreciated, no coomer suggestions
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>>934133
here's one with less spinning
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>>934135
tail doesn't lok right when it moves. it looks like a balloon tail.
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>>934133
you can loosen up an animation loop by having more activety one different periods. Like you've got the pelvis dropping and the arms coming down in perfect synchronous. Give the arms a little sideways swing which is on a different frequency to the up dan down bobbing.
You could have the bobbing coming down on frame 12 and then back up on frame 24. To make a 1 second loop. If you had 48 frames of animation you could have a lateral arm swing which went all left on frame 24 and then all right at frame 48. So now you 1 second loop is a 2 second loop with more going on that doesnt line up perfectly. Makes it chaotic so it's harder to see it for what it is.
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>>934133
I'm also working on a few short animation loops.
The chest and hard are moving back and forth in synchronous, but a put little knee wobbles in kind of arbitrarily.
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>>934139
are you saying it looks too stiff?
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>>934143
I animate at 45 frame per second
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>>934147
Congratulations. Do you understand what I explained?
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>>934146
its a mixture of being too stiff and too weightless looking. i don't know, just my impression as you were asking for critique, its not a major problem just something that could be improved i guess.
>>
>>934143
ok I see what you're saying those are some good ideas
>>934153
I'll play with dynamic settings and see what happens
>>934145
cool I think that would look nice
>>934147
btw this wasn't me
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>>934155
same anon again, i thikn looking at again the tail needs more of a 'whipping" feel to it. i don't know if that helps, it needs to react more like a softened whip or something.
not to suggest that isn't what's already there but that imo you should accentuate.
>>
>>934157
yeah rn the tail looks like only the base is moving and the rest of the tail is just a limp tentacle. Tails are alive all the way to the tip.
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I don't think I'm ever going to get the hang of 2D face parts.
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>>934193
It's ok a studio with cash and a team of artists can't even do it right. The only advice I can give is look up techniques people use for 2D anime mouths on 3D models, there's some clever techniques out there you can likely borrow from
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>>934197
There are a lot of tricks you can do for animation, I specifically wanted to do this to make a VRC model though, so it would be up to some Unity shader work. There's potentially a thing I could do where I put three mouths on and cull the ones that the camera is at too steep an angle for but I haven't tried it yet. It's workable anyhow, I just don't really like the overall look, I think my usual process relies too much on sculpting around the eyes for whatever style I have to translate.
>>
>>934193
Not a bad job, honestly. You've got the style down, at least.
>>
>>932858
No laptop in the world is gonna be great for 3d work, it shouldn't be your main work station unless you cannot afford an actual pc
>>
>>934179
>>934157
I 'll see what I can do with my current rig. right now I just move the base and dynamics take care of the rest
>>
>>934198
Im >>933828 and Im trying to make her into an avatar for vrchat. I am currently having a stroke trying to make her clothes not clip into each other or her when she is sitting. Can you use extra bones/or shapekeys with drivers, or am I stuck with just the bones I have?
>>
>>934266
As I understand it VRchat has a lot of restrictions on your model. Unity it completely capable of importing shapes and you could script them to work like corrective shapes if you had enough control, but idk what vrc lets you do.
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How do I avoid these wobbly lines while sculpting, like on the brow ridge for example?
It happens to my sculpts a lot, am I going too high res before getting my shapes right or is it something I shouldn't worry about until retopology?
Any time I see other's WIP sculpts they never seem to have this issue and have nice even lines everywhere.
>>
>>934279
zbrush has some way to draw an euler line over a surface to draw a brush path that's perfect.
IDK how to do it though, but I want to know too.
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I was about the nuke it but I figured it would be better to just finish it and then read a bunch of tuts on my fuck ups.
>>934193
I think there was some concept art floating around on how to animate Jenny. It detailed on how to draw Jenny as well as how to pose her etc.
>>
>>934197
>a studio with cash and a team of artists
I'm not sure if I would refer to the NASB team as a studio "with cash"
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>>934282
here it is. You can find more on google.
I dont know if it'll help, but if you're doing the 2d cel-shaded animation style, I'm sure you can "cheat" in some camera shots.
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>>934193
They use camera tricks to bring 3d depth to 2d designs:
https://www.youtube.com/watch?v=9Jj7rYxENoY
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>>934389
More Nicktoons example: https://www.youtube.com/watch?v=szcPRpMfiHI
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what do you think?
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don't ask
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>>934394
You can't tell me what to do. Why would you choose the worst possible dog breed?
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>>934193
>>934266
I don't know if it is possible to do in VRChat but in one of the design docs it was stated that the "Tails" should always form a shape that would make a perfect circle if you copied them around the head. So pivoting them to the center of the head, making that center face the camera at all times on restricted few axes, and making the tails face the camera at all times too would work great i think.
Also the head in >>934198 must be more circular. It should form a circle from the front and would form a circle and a quarter slice of a different circle at an angle. Right now yours looks too squished and wrong.
>>934197
Honestly NASB model looks way better and more true to style (Even though it breaks quite a few rules of it) than other 3D versions of her i've seen made.
>>
>>934394
tits look good at least.
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>>934394
Suddenly i remember Daft Punk's "Da Funk"
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Getting pretty far into my cartoon
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>>934198
>I specifically wanted to do this to make a VRC model though,
Unless you can manage to pull an Epic Mickey on the Ingame Engine, I don't think you can create an perfect on model 3d interpretation of the character.
>>
>>934414
love it, whats it about?
>>
>>934430
Amazon warehouse in space
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>>934339
naicu tomboy tummy. Also the clothes and its details look awesome.
>>934393
I can't tell if the perspective or the model is making his eyes far apart. Show us the ortho view
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>>933457
is this the best blendlets can do?
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>>934463
yea pretty much. I could do alot better, but since I want to import her into unity I cant use as many polygons as I want, nor can I use shape keys and drivers to fix bending at the hip. what would you do differently?
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>>934466
show topology
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I'll probably throw away volumetric, deal with weird noise and call it a day
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>>934484
look great, you have some scale issues here, the pipe looked like its about waist high on a human until I noticed what looks like a minature hold-out thing in the center of the image lol.
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>>934485
I suck at everything but yeah scale is shit but it's nothing new with me, thanks.
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>>934493
Look at photos of real life mountainscapes. Either scale up the smurf village or scale down the textures of DA PIPE and rocks.
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>>934484

..i am this >>932931 >>932963 guy. ...nice to see that you managed to level up the picture!
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>>934555
Don't worry, I'll work a bit on smurf village and call it a day.
>>934559
canyons tutorial was very helpful, thanks.
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How do I achieve this in Blender?
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>>934579
You can only do that quickly by remeshing (google "blender voxel remesh"), but that destroys topology and vertex data if you have any, so it's only useful for sculpting. Otherwise you'll have to manually delete the polygons and weld the vertices together. You can leave it as it is in some cases, going autistic about intersecting meshes and watertight-ness is bad practice unless you're working on a model for 3d printing.
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>>934579
The way I would do it is turn on vertex snapping, snap the vertices together, and then merge by distance.
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Did some modeling today. Stuff looks straight out of Cry Of Fear. I don't mind that

>>934579
Select your vertices > M > Merge at Center
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>>934579

...geometrynodes -> add a union boolean between intput and output geometry -> apply the modifier : its a self union!
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>>934405
The ass is good too, Im going to update tomorrow with another head
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fucking around make goofy fish
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>>933366
got some basic combat working plus some new animations, lot of issues to iron out though like that one attack that just misses. hit detection is trickier than i expected
>>933588
wddddwwdsdasdafadsawfdfewfgfvhdasvcfhc
>>934135
love this! i gotta figure out fur like that, looks great
and yeah the texture work is lovely
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>>934193
I came back to it tonight and slapped an outline effect on and I actually kind of like it, a little more at least. I might do another attempt some other time.
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>>934672
Although my spirits were a bit crushed when I found out that I was absolutely mogged by this guy a few years ago anyhow. I'll probably try to reference his if I go again.

https://www.youtube.com/watch?v=Rt7KhP-r9DE
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>>934666
Very nice anon. But she's floating on top of the ground no?
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ok, it's over, thanks for help everyone!
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>>934720
>its over
https://www.youtube.com/watch?v=cFXO-82Eodo

watch this.
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>>934673
dont worry about it too much, the damn show is 20 years old
if you think you are the first to model her reevaluate life, just enjoy the process
>>
more progress from this week, still haven't touched the lighting, still trying to fix my assets
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>>934673
IMO you should go the other way and make a jenny that takes advantage of 3D and looks cool on its own without trying to replicate the show's look
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>>934734
ok a bit better here
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>>932540
Assignment i couldnt finish in time, still working on it
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>>934734
>>934750

..cool stuff you doing! keep on ...
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>>934734
>>934750
very cool
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>>934750
You can define your planes a bit more anon, I think for this sort of shot the lighting will do more than asset quality. That random tree off to the left is a bit distracting with the spotlight
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>>934829
yea the lighting will have a huge role but I havent really started it yet.

for the trees on the left, assuming you mean the one really in front of the camera I just put it there to remind myself of it, I'll try to have it only show as a slightly blurry silhouette (or removing it if it looks like shit)

also my assets placement is wrong compared to the original artwork, i think the fact that the floor on the manor part is pretty visible at the bottom (where in the original one it kinda melt into the blue light) contribute to the planes not being defined, but yea it was also the comments some other anon made last time i posted it (maybe u ?) I think ill work on it during the lighting phase

im trying to find reference images for the lighting of foggy forest but i have trouble finding exactly what I (kinda) have in my head)
>>
>>934829
also i hope the guy who made the original artwork is cool with me posting a 3D render of his, i'll ask him ofc but always scared lol
>>
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Note to self, grease pencil and mist is a not a good idea.
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>>934897
To me it gives an impression of being elongated, but the shapes are pleasing
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>>934897
gotta agree with >>934943 looks loooong
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>>934897
i like a woman with a long spine, it means she's full of spinal fluid.

also i like how fleshy this looks.
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just finished blocking out stuff, hope the details will go alright
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Finally back to doing what I like after a bout of depression. Made koromon yesterday
>>
>>
>>934673
once again, this was made with animation in mind, not for interactive games like VR Chat. They most likely used the same techniques as this guy: >>934389
>>934390
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>>934394
still working on the base mesh, next to do are the arms
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>>934897
>>
>>935046
yeah i noticed that too, the collar bone is too flat
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>>935048
But overall is really good, are u using references or just from memory?
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>>934897
i love a good elongated female torso, don't change it.
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>>935049
I use references to get the general blockout and then go from memory because I'm too retarded to bother looking for good reference that aren't porn.
It's also why it takes me a couple of hours of work to actually get to this stage, it's a constant trial and error of what looks correct to my coomer brain.
I'd love to get to a point where I can blockout the body based on muscles alone, it would save me so much time.
I also get very filtered by shoulders and limbs including hands and feet very often. I haven't sculpted a single decent looking hand or foot.
>>
>>934981
Looks great, I'd give her some hip bones that pop out to bridge the stylized and realistic look a bit more.
>>935045
You're getting there. Be sure to post the finished product.
>>934998
Cute.
>>934999
I like the vibe and composition, some actual textures and wear and tear would elevate it tons.
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Facial expressions and better fingers are still in the works. As for the rest, it is in the polishing phase.
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>>935071
NTA but i love what you've done with the waist and hips area. its rare to see it so aesthetically appealing with such an artistic tilt to it.
not to sound gay but i really like it.
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>>934897
That ribcage doesn't look like a bunch of bones, but rather a pair of large muscles covering her torso. That, the weird collar bones, and the other various anatomy mistakes make me think that torso elongation was done on accident, and that you generally. don't know what you're doing. You should scrap that sculpt and study anatomy before you try to make something stylized like that. You need to learn the rules before you're allowed to break them.
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>>932540
not new to 3D about 2-3 years in but i have neglected sub d modelling that this is the shit i can make. all newbies practice sub d modelling or poly modelling a lot. i have been doing a lot of psx shit and mainly focused on environments that involved a lot of buildings and shit which are super basic to model but can be made into phororeal shit with the help of textures which do most of the power pulling. i am gonna be a bomb ass modeler by the end of the year.
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>>935153
and collect better reference pictures and not pixelated bullshit like i did.
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>>935153
nice model, the wheels are looking good, but try to model the rim all together also the tires too
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>>935159
thanks anon but i am going to repurpose this model and make a broken scooter. gonna collect better references and start it from scratch because a lot of the topology is wonky messed up because of my shitty ass understanding of hard surface shit
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>>934750
This reminds me of those full page ads you used to see in gaming magazines. The kind that sort of looked like movie posters where it would be the text at the top, the game case on it somewhere, and then some blurry screenshots of the game where you couldn't see how shit the graphics were and they used to convince you that the high quality ad was what the graphics would be like.
Not sure if I explained that well, but I think it's great.
>>
>>935147
Thank you, that's really nice to hear.
>>935149
You would be correct in saying I'm clueless, because I am. I really do need to study anatomy.
As I said, I'm still fairly new to sculpting and it's just a trial and error of my coomer brain going ah this looks alright along with figuring out sculpting tools.
Also figuring out the subtlety of where muscle or bone is more prevalent is obviously something I have to work on but that'll come with anatomical knowledge.
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anyone know how to fix mmd/pmx files in blender in 2023 this keeps happening with every model I import very frustrating
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Trying to get Midna's helm in FFXIV
The free STL I found had something like 300k triangles and XIV rightly freaked out, so I'm working out how best to reduce it

Picrel is a few decimates, unfortunately too much detail lost, gotta find another way
>>
>>935205
BAKE THE DETAILS INTO A NORMAL MAP YOU FOOL
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>>935209
That seems to be what I'm gonna have to do
but my ability is sorely lacking, so I guess I'm gonna go learn how I go about that
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>>935211
I just had to downgrade blender to get the results I wanted that's a whole night wasted...
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>>935160
Just ask if you need, I would glad to help
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With vertex snapping is it possible to do it at an angle?
With my pic it's like the orange dot is the vert I'm moving and the black dot is the vert it's snapping to. So snapping on the X is the first one, snapping to Z is the second, but how could you achieve the third where you would be snapping at an angle? Can you even do it?
>>
>>935220
I've no idea about other software but in blender you can create a custom orientation and use that for determining where xyz point to. The easiest way would be to create a face at the angle you want, then just select the face, press the orientation menu (global is the default so the field that usually says "global"), press the little plus sign, optionally name it and then actually select it. That way when you try to snap along a single axis or a plane, you'll use those directions.
I also remember a plugin which let you create orientations by snapping the 3d cursor on geometry, you can try to look for it if you want a faster way I guess.
>>
>>935223
Thanks a lot chief. I'll give that a shot and if I can't get it to work right I'll see if I can find that plugin you mention.
>>
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>>935227
you wouldn't understand
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first time I ever did something in blender after fumbling about and watching shitty YT videos for half a year
advanced shroomposting
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>>935237
I like it looks like it came from an early ps2 game
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>>935241
kinda what I was aiming for
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>>935213
Thanks anon, i would like some resources on how to maintain proper curves when it comes hard surfaces models heard a bit about nurbs modelling but couldn't really find any good tutorials? Then stuff like if i should start using booleans and maybe install some add-ons/plugins or just stick with vanilla blender
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>>935250
Also been thinking about switching to 3ds max from blender since it's the industry standard and i am mainly using unreal for rendering now
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>>935237
fuck donuts
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>>932540
draft1, how can i make the ocean look like the ref? still working on texturing the scooter, anything else i can do to make it photorealistic ?
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>>935295
le ref
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>>935167
thanks anon
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>>935295
it's not really about the ocean shader it's more like the horizon is a straight line whereas in the ref it the atmosphere kinda blur it into the distance. Obviously the front is also a big part of it but if you hide it with your hand and just look at the ocean it's kinda alright.
Play more with your normal map, the real ocean has much more disturbance going on, and is darker
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Working on a Yagr-3B model to improve my modeling skills. I hate using booleans but I needed them to make the cockpit cutouts.
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>>935301
anything else i can improve on? it still looks very fake
>>
>>935246
That’s a pic I can hear. And by that I mean the invasive combat music, not the super comfy beach dungeon one.
I miss old school Level-5 like you wouldn’t believe.
>>
Opinions on the base model?
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>>935393
spread the legs legs and show side
>>
>>935252
no need to use nurbs, you are doing good but you need more practice and knowledge about how to make the shapes
a good site you can learn from
polycount(>.<)com/discussion/56014/how-the-f-do-i-model-this-reply-for-help-with-specific-shapes-post-attempt-before-asking

>>935252
stick to the program you know better and learn there, later you can switch to whatever software you want,
>>
>>935393
Fingers are a little long
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>>935078
This looks awesome, how are you doing the face? Can we see the topology, or are the expressions drawn on?
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>>935396
buy me a drink first, chud
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>>934981
i like it, just curious how much time have you been modeling?
>>
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>>935423
There u go anon you got it right, kinda.
it's still 3d but it is supposed to emulate 2d.
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T-pose vs A-pose?
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>>935519
T-pose for video games, general animation.
A-Pose for porn.
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And so it begins...

taught myself prompting and now dont have to hire concept artists anymore thanks to stable...

more coming soon...
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exploratory use of bloom...

now back to modelling...
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>>935548
>>935555
You're gonna go far, kid. The very best of us.
>>
>>935519
There is no meaningful difference as far as modeling is concerned. T-pose only exists to sync up a model with an actor doing motion capture before and after the act. In practice, nothing is stopping you from using either to make your character. It just comes down to whether you want easier access to the armpits or a character on a slightly more relaxed-looking pose.
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get stuck making down syndrome sculpts. any tips? this is a month old, i literally only care about perfecting human face sculping. maybe this is the wrong thread if so I apologise.
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I still have some shit to fix but it looks nice, at least for me
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>>935272
based, enjoy hobby, I think
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>>935566
Whatever the thing on the right is sticking out like a sore thumb
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Did some tweaks, I'm content for now.
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First sculpt, Im following a zbrush course.
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>>934981
Made a first pass on the hair, did some folds and refined a thing or two, also added >>935072 hip bones because it turned out nicely, thanks for the tip anon.
>>935449
My first try at blender was something like 8 years ago when i was around 12, there's been a few phases where I was in and then out but i've been taking 3d seriously as future job perspective for about 3 years now but only 1 year of actual tryhard sculpting watching every bilibili zbrush video and taking notes on most of artstation's asiaposting
>>935519
T-pose messes up the deltoid and moves the scapula and trapezius so it really isn't as neutral as the A-pose, where every muscle groups are a lot more relaxed, so trying to scuplt a neutral body in T-Pose is just wrong on an anatomical standpoint, although T-pose could be easier to rig. So I'd say A-pose good, T-pose for shitposting
>>
>>935667
Very nice anon. Is it going to be for 3D printing?
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>>935671
Nope, i'm gonna try to make it look as a cinematic character model (the hair will be turned into xgen curves), mainly for portfolio purposes. Idk how to make printable models but I might try to get to it if I have some spare time left when I'm finished
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new wip, going to go further...
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>>935745
shodan
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>>935667
>20
Fuck I wish I was that good at that age.
I've always always worked with tpose. I'll check how a pose works.
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>>935657
I like this. Which course are you following? It's a bomb from final fantasy right?
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>>935772
>Which course are you following?
Its a ZBrush course from Udemy, but its in spanish.
https://www.udemy.com/course/esculpido-organico-digital-con-zbrush/

>It's a bomb from final fantasy right?
Damn right. Heres the finished sculpt.
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>>935779
>having to follow a course for this
cringe
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Finished the modelling...skipping the uving and texturing...on to unknown waters - rigging and animation in maya / slowdini....thank jebus for renderman xpu
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It's not original, but I'm trying to do a NES.
I made a cute Lego man too, but I couldn't steal any textures or anything for it so I just left it. If anyone knows where I can get someone else's hard work from to finish it, I'd appreciate it.
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>>935784
I like the combination of hard angular surfaces and organic shapes. What is it anyway, a helmet, an alien squidboy?
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>>935825
Robo alien squid, vfx testbed.... Working on simming realistic animation motion on the tentacles and getting vfx going
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>>932540
There is still some things left to do
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>>935823
Dude learn how to google.
https://github.com/rioforce/LEGO-Textures
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Here we are
everything's done except some weight painting.
see you in (insert multiplayer game here)
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>>935779
Damn. I'm not an Ñ so I won't be able to follow it. I am a blender drone but I'm thinking about learning zbrush for sculpting since blender keeps giving me issues
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>>933003
remember what they (autodesk) took from you
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>>935836
Bro thats cool but post on polycount instead. Lots of reach from recruiters even you end up doing this as a hobby. This place is only for ngmi blenderfags.
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>>935953
polycount is a terrible place just like all non-anon forums are and you dont want to do be doing this for recruitment
>>
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blocking in an avian demon waifu wings next and im afraid, C&C appreciated
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>>935984
thinking either a rapier or a saber for her, along with the bow and arrows main weapon, which would you like?
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>>935839
Thanks. I always forget to check github. Plus I was searching for the wrong thing so that didn't help.
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Finally worked up the balls to try my hand on a steam locomotive. Really starting to wonder why I didn't pick a simpler switcher or something goddammit.
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>>936012
I can relate. I didn't finish my mi24 I've been working on a year or so. I coped with it 4 years later by assembling a model. Now I can finally stop giving hecks about it
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>>936012
dope train bro, just finish it pls!

doing some wings, send help
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new character I've been working on, textures need some more shading to differentiate parts of the model.
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>>936052
rigging was a pain but now I can do some cool animations
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>>936053
whoops, forgot file
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>>936054
swaggy



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