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

Name
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File
  • Please read the Rules and FAQ before posting.
  • There are 61 posters in this thread.

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


Janitor acceptance emails will be sent out over the coming weeks. Make sure to check your spam box!


[Advertise on 4chan]


File: IMPOSTOR hobbit hole.png (3.11 MB, 1447x951)
3.11 MB
3.11 MB PNG
/wip/ - Works In Progress - SOULLESS Edition
Yes the hobbit hole isn't the original one but I asked for it and no one gave it to me, get fucked.
Anyway!
Post your work-in-progress projects, recently finished projects, or things you'd like critiqued here.

Previous thread: >>936854

List of free resources: https://pastebin.com/cZLVnNtB (embed)
/3/ Discord: https://discord.gg/ujt5vtr4DE
>>
Activity has been slowing down considerably recently. Don't tell me everyone is using the trannycord server
>>
I'll try to upload something this evening
>>
>>958680
bump for new invite link
>>
File: cleanin.png (647 KB, 1373x731)
647 KB
647 KB PNG
Made some general clothes related props for that fabled dR3am G4m3 everyone has
>>
File: 1681706109562395.webm (981 KB, 1000x1000)
981 KB
981 KB WEBM
Working on muscles, did some R&D. This is a shitty cycles rendering. Roughness settings are wack. Hope to start on a new character in the coming days.
>>
>>958686
Do you want an invite to discord?
Only troons there
>>
>>
File: sos.png (526 KB, 948x776)
526 KB
526 KB PNG
>>958687
I always get so unreasonably proud of an object I finish texturing, no matter its simplicity. I end up staring at these completed objects for entire minutes. I'm quite narcissistic.
>>
>>958728
Is this porn?
>>
>>958733
Yeah. Does it have "the look"?
>>
>>958734
Not that anon but she looks like she's gonna suck my cock inside out
>>
File: vintage_kodak.png (2.05 MB, 1920x1080)
2.05 MB
2.05 MB PNG
>>958680
>>
>>958746
how did you do the leather deformation/twisting?
>>
>>958748
made the base in maya, exported to zbrush to deform it a bit, exported back to maya and did retopo. (Take the cube, extrude it, add few loops, scale down every second one, ad few support loops here and there, do one subdivision to get the organic look -> touch it up a bit with sculpting -> retopo)
>>
>>958680
>/3/ Discord: https://discord.gg/gbYCEBPuK2
fix'd.
>>
>>958681
that discord is dead, the new one is above.
>>
>>958686
Here's said invite link: >>958756
>>
>>958710
said the incel who willing to get fucked by White old men.
>>
Gotta finish the bottom half of the model
>>
>>958746
Damn that's awesome, great subject choice and artistic execution, this is gonna look mighty fine in your portfolio
>>
File: picture4video28.webm (3.49 MB, 360x288)
3.49 MB
3.49 MB WEBM
i return to 3 with strange fruit from weird place
>>
>>958799
I hope that shader won't be in the final build.
>>
>>958799
This looks cool, what did you make it in anon? *nity? Godot? Unreal?
>>
>>958731
Nothing wrong with that, they're cool objects, Anon.
>>
>>958808
T-thank you anon kun
>>
File: tempsnip.png (497 KB, 1600x867)
497 KB
497 KB PNG
So I'm getting back into blender after drawing for the last 5 or so years. What I'm trying to do is build 3 main body types and use them modularly. My goal is a more simplified type models is it a good idea to make the model anatomically correct then simplify/stylize it? All the tutorials I see are modeling stylized characters but I really don't like the results. The designs don't translate well imo.
>>
>>958818
Yeah I'm doing basemeshes for my characters too, finished the one for my males. I find it more advisable to only do 1 basemesh per gender but if you're feeling confident you can do 3, I just don't recommend it as I find it unlikely you'll be using all of them, chances are you may use all 3 in the beginning but then end up favouring only one of them. A lot of wasted work if you ask me, I've been there, not only that but if you're gonna make clothes as well you'll have to refit them for each body type! Trust me, just do only one basemesh for your males and only one for your females, Bethesda style, but hey you do you I ain't your boss.
>stylized
To me the issue isn't so much that they're stylized as it's that the proportions are all over the place. I found my older basemeshes were inadequate due to their hands, feet, heads, arm, torso and leg had all unrealistic dimensions. You ("you" in general, not you specifically anon) can do stylized but that shouldn't be an excuse for shitty anatomy, the most important thing is for all the body parts to have realistic proportions
>>
>>958827
I'm thinking of wildly differing body types like small/medium/large I just don't see how one base mesh can be manipulated to all desired proportions. This is for animation not for a game I have no desire try that again, Jesus.
>I found my older basemeshes were inadequate due to their hands, feet, heads, arm, torso and leg had all unrealistic dimensions.
This is what I'm trying to avoid by creating catch all models I can manipulate down the line to fit renditions of original and existing characters without having to go back and remodel from scratch every time.
>>
>>958799
The video is damaged
I accidently left the video
in my bluejeans. I headed down town to get my bluejeans dry cleaned . I had forgotten I had saved the file inside the small coin pocket within the standard pocket on my bluejeans front Leftside

this is a mix up. No voodoo, no bullcrap. Im not into that crap
>>
File: actor9stil90.jpg (340 KB, 960x960)
340 KB
340 KB JPG
>>958807
unity . its great to see the company men going after their fair share, their slice of the pie. About time they all start earning a decent wage. makes me proud to be so close, almost friends with the higher ups ever since istarted to make video game inside the Unity engine.

man id shoot myself if I had to moderate the unity forums for 1 god dam day and these men having been fighting in those trenches for years.. after the company makes one of the most well-calculated business decisions I've ever been so close to witness in my life, I'm struck with this overwhelming pride, in my position as an active user of unity techlogy, Im really getting to know these guys. my test to earn there respect was becoming a kick ass , all around crazy good game developer. and its like, im close friends with those guys at this point, we're in the same pond me and those guys
>>
>>958842
your video looks obscene, in a bad way, though?
>>
File: FOV-CameraG_10.gif (482 KB, 200x178)
482 KB
482 KB GIF
>>958845
unplug your router for a second and it will be so much better after . some kind of a glitch on the mac mini over seas
>>
>>958846
like, no offense my man but i think you should focus on getting a better technical result (since that is what we are going for here) in unreal engine than making low effort stuff in unity engine
>>
>>958842
What the fuck are you talking about
Is this AI text
>>
>>958847
man I cant do this anymore... here., listen its about time I just come clean. I owe it to the community
i tried to be a rockstar with my video- all of my lies about being best friends with the guys inside Unity headquarters . none of that was true...

the truth is that im not kick ass , all around crazy good game developer that I said I was. I lied about all of that. im not even on the map. You weren't having connection issues earlier , the site is fine... that was a lie .

what the hell im doing man
i got owned, face plant. done- humiliated within just 30 posts of the brand new W.I.P. thread on live TV
im ruined
square one. along the straight and narrow this time, no more lies

if you need me, I'll be in the cris general
>>
>>958795
thanks anon :)
>>
File: oni.jpg (337 KB, 1440x767)
337 KB
337 KB JPG
Need to model clothes next
>>
File: 1690169820725241.png (454 KB, 895x896)
454 KB
454 KB PNG
Am I gonna make it /3/ros?
>>
>>958864
the muscles look really unnatural
>>
>>958864
yea, its a good start, but you still have much more to learn.
>>
File: sar.png (693 KB, 1600x958)
693 KB
693 KB PNG
>>958864
think of the serratus like a hand print that tucks under the lats. It hits 9 ribs but you can only see 4 and a half. Everything originates from under the shoulder blade and wraps around to the front into the the obliques.
>>
>>958850
you're great, don't let anyone tell you otherwise
post more animation stuff, I love to see it
>>
>>958864
Too early to tell, put in more work then we'll tell you
>>
>>958878
Thanks
>>
>>958867
Thanks to you too. I'll keep at it.
>>
>>958878
you only see the serratus on people that incredibly thin and or cut
>>
>>958759
Shh troon, you are never going to be a woman
>>
File: marble.png (2.47 MB, 1920x1080)
2.47 MB
2.47 MB PNG
not really a wip, but I wanted to see how well caustics and energy conservation works in Blender 4
>>
>>958894
That isn't entirely true. Someone with and average build can have a visible serratus but you won't be able to see the lacing of the obliques while the eye will be drawn to the isolated more pronounced hand print formation.
>>
>>958898
the grass looks fake.
>>
>>958900
It is
>>
File: 1668934004097765.png (524 KB, 980x845)
524 KB
524 KB PNG
>>958680
gave up making environments because the game's industry is so shit. guess i am going back to product based shit again
>>
File: 1689845351648949.png (2.51 MB, 1920x1080)
2.51 MB
2.51 MB PNG
>>958746
recently got into modelling vintage cameras. yours looks mighty fucking fine but how did you get that dirt texture around the leather part of the camera?
>>
Changed the grip on the carrier and added some stamps/proofmarks (that you can't see) as well as some other things a kind anon suggested. I went fucking mental with that eraser to make the NFPA diamond look battered. I've never been good at picking the render settings so they always come out like shit.
I just wanted to try SP really. There's also parts that look worse because of my garbage unwrapping. Got filtered by the gauge so I ended up leaving it too.
>>
>>958902
It looks fake mate. Stop it with the sarcasm or you will never improve past 90s renders.
>>
>>958895
And you'll never get laid,
nor be in a military,
nor in office,
nor rich,
nor powerful,
you'll always be impotent for all eternity.
>>
>>958799
>>958842
>>958846
based schizomaxxer
i remember when people were mistaking you for world4jack
>>
>>958900
it has to be fake. there isno way to send real grass on the tv screen yet

>>958934
this time is real the other guy was a crisis actor
i am the real jack
>>
>>958941
haha i love this little guy
>>
>>958910
combinations of grunge textures and dirt + edge wear generators with masks (concrete crack alphas for the edges) and tree bark alpha masks to give it that worn leather wear
>>
>>958941
>it has to be fake. there isno way to send real grass on the tv screen yet
mate...it _looks_ fake. It doesn't look even photoreal. You did a bad job with the grass.
>>
>>958960
to add on to this, you want photoreal looking grass? Look at the op pic.

>>958680
>>
>>958962
That's a photograph though
>>
>>958968
mate that _is_ real grass. I said this :

>the grass looks fake.
it looks like fake grass. Know the difference and stop posting low quality crap you made in 2 minutes in blendur like its the next hot shit
>>
>>958918
Don't forget to dilate that hole
>>
File: IMG_0678.jpg (1.98 MB, 1605x1441)
1.98 MB
1.98 MB JPG
Trying to make a bat gargoyle but I hate the face
>>
File: moosic.png (375 KB, 687x767)
375 KB
375 KB PNG
>>958680
What music does /wip/ listen to to fuel their creative sessions?
For me it's russian orthodox death metal, song is Batushka - Litourgiya:
https://www.youtube.com/watch?v=xgfa5UlZAL8

If you're gonna share music I highly suggest to not put just a link but to specify at least genre, artist and song name; whenever people share just a link in other boards' treads I just gloss over them because the chances of clicking a link for nothing are amplified, at least if the poster says beforehand what their link is about one can more easily engage with it or ignore it altogether instead of clicking only to find out it's shit to them
>>
>>958993
Might as well post just the headphones too. They're more heavy than I liked at 700 faces, a bit too much but going lower that just makes it look shit so I won't. Besides, headphones are not seen very often so they're not a high use prop, thanks to their rarity they can afford to be a bit geometrically heavier
>>
File: headphones.png (422 KB, 680x739)
422 KB
422 KB PNG
>>958994
Fuck forgot pic
>>
>>958799
jack, meds now! keep it up tho, dont listen to the haters
>>
>>958959
>tree bark alpha masks to give it that worn leather wear
Neat. Nice job thinking outside of the box like that.
>>
File: marble.png (2.97 MB, 1920x1080)
2.97 MB
2.97 MB PNG
>>958969
There you go fuckhead.
Also my last post was >>958902 the other ones were by somebody making fun of you being a retard
Show me how you would do it
>>
>>959000
>Show me how you would do it
Not that anon but this is where the line is drawn between genuine criticism and a crab. Let's see which that guy is
>>
File: uohbarb4.jpg (324 KB, 1916x1029)
324 KB
324 KB JPG
almost done with my uohbarb.blend, been learning this sw for 2 years and the 1st jap tutorial was the one with i made the most progress until now
>>
>>959000
it looks better (honestly anything would look better than the first one), but it still looks like astroturf.
>>
File: 1692722839579051.webm (1021 KB, 1000x1000)
1021 KB
1021 KB WEBM
more definition in the shoulders and the forearm doesn't feel as loose. Getting less noise in the skin. Got the desired look of lower bodyfat and denser and harder.
>>
File: Kobold4.png (1.11 MB, 1137x1446)
1.11 MB
1.11 MB PNG
worked on the texture and shader a bit
ill probably add a bit more detail to the clothes, but i want to get a better idea of how shaders work for now
>>
File: water.png (1.14 MB, 1175x831)
1.14 MB
1.14 MB PNG
Redpill me on Blender's Alpha modes anon kun.
I'm trying to make some very simple game-ready water, so just a scrolling texture with transparency. This setup in pic rel does what I need it to but I heard my computer working quite a lot just to render like 3-4 water planes. Am I doing something wrong? My Material settings are:
- Blend Mode = Alpha Blend
- Shadow Mode = None.
I'm just surprised to hear my computer struggling over what seem like such light settings, there aren't even shadows involved for crying out loud
>>
>>959084
This isnt blender general. Delete your post
>>
File: Suck mah balls doc.png (456 KB, 667x713)
456 KB
456 KB PNG
>>959089
Suck mah balls dock
https://www.youtube.com/watch?v=d4DI0gcCCkA
>>
>>959084
I'm pretty sure the game approach would be just to have a single plane (or more detailed water mesh) with a shader on it scrolling and distorting a normal map
>>
File: Untitled.png (2.44 MB, 2352x1542)
2.44 MB
2.44 MB PNG
I don't know much or anything about sculpting and I'll redo the hands from scratch. Does anyone know or have any tips about modeling cotton, drapey clothes, and hair as in the pic referenced?
>>
>>959128
I've gotten this far and might just switch to learning about uv maps.
>>
>too retard for UV mapping
>can't handpainted texture
how do i cope
>>
>>959039
Looks rubbery, you need to make it crease.
>>
File: file.png (320 KB, 1920x1040)
320 KB
320 KB PNG
>>959150
how the fuck am I supposed to pelt this but keeping texture continuity?
are my seems to simple for the job?

also it take forever for peel mode & I have 3080ti, starting to suspect peeling doesnt support gpu
>>
can't believe i need 30 minutes to make crescent moon, i really need to learn a lot of tool
>>
>>959048
Very cool! How did you create the outline?
>>
>>958734
I wouldn't say so. If it had "the look", it would have looked more feminine, had way more detail and way more glossy/shiny.
>>
File: 021 - Fritz The Cat.png (3.07 MB, 1080x1920)
3.07 MB
3.07 MB PNG
>>958680
We're not rated x for nothing baby!
>>
File: Blitz011.png (1.48 MB, 1920x1080)
1.48 MB
1.48 MB PNG
>>958680
Yes, I am aware of how messed up the proportions are.
>>
File: 1676734348244455.webm (975 KB, 1920x1080)
975 KB
975 KB WEBM
>>959178
trying to lower the bodyfat, but if i go too high on the pressure the bones stick through the skin.

tried again to make the forearm skin less loose
>>
>>959204
* the muscles stick through the skin
>>
>>959192
I finally found someone who uses 3ds Max.
Lately I only see Blender users in this piece of shit!
>>
File: paper doll.png (985 KB, 1262x580)
985 KB
985 KB PNG
>>959192
The basic theory of UV unwrapping is that you have to view it like cutting a paper doll with scissors: the paper doll is your model while the scissors are the UV seams.

When it comes to texturing, what 3D software does is flattening your model so that it may PROJECT an image texture onto your 3D model, and it will do it regardless of how well you cut your paper doll: if you cut the paper doll making it so it can be spread nicely and flatly on your table, then the image will look not distorted; but if you didn't cut your paper properly, then the software will do the equivalent of squashing and bending your 3D model and flattening it that way in order to project the image texture, needless to say this way the projected image texture will look distorted as hell.

As for your model, personally I almost never use the Subdivision Surface modifier, but I'm pretty sure it affects UV unwrapping in its own way. Look up on Google what common issues UV unwrapping a model with Subdivision Surface there are and how to fix them, I'd help you myself but I'm very inexperienced with Subdivision Surface. Maybe another anon can help you there.
What I can say is that you definitely need to add more cuts to your model, I'll show you how I'd do it with a screenshot
>>
File: Screenshot_2.png (89 KB, 442x664)
89 KB
89 KB PNG
>>959208
UV continuity is overrated if you ask me. Your number 1 priority in UV unwrapping is making those islands nice and flat, number 2 priority is hiding seams. As a beginner you can 100% afford to make a shitload of cuts to flatten those islands, you'll get better with practice but first you gotta wrap (heh) your head around this stuff on a purely conceptual level
>>
>>959208
ye I know the basics I guess

>>959211
no idea how texture continuity is impossible for semi complex objects to this day
>>
File: Screenshot_3.png (318 KB, 1520x910)
318 KB
318 KB PNG
>>959212
You know what let me jump into Blender real quick and show you how I did it personally
>no idea how texture continuity is impossible for semi complex objects to this day
Don't worry about it man it's not important, it's one of those things you'll get better at over time
>>
>>959214
Also you'd want texture continuity only for things that warrant it, chairs aren't really among them because they are made up of multiple pieces, they are NOT one single object, there are exceptions like those single-piece plastic chairs but most chairs are not like that. What kind of chair are you trying to make? Are you using a reference? Can I see it?
>>
File: file.png (1.13 MB, 1920x1080)
1.13 MB
1.13 MB PNG
>>959216
it's referencing anything, just out of memory
problems start when you add subdiv for UVW unwrapping
>>
>>959218
>out of memory
Bad idea, always use references bro, good referencing is half the work when doing models, without a good reference most models will look like ass
>>
>>959220
ye I know, I just came back from a year hiatus & usually I do lowpoly stuff & was wondering how it's higher poly
>>
>>959207
I was a 3ds max user too, back when they added the ribbon ui and iray. Had some great features I'd love to see in blender, but overall I've become full blendlet. Sorry bruh
>>
>>959222
I know the quality of Blender and the ease of modeling, but currently I use 3ds max because of the corona render and some job openings that always ask for 3ds max as a base.
I'm trying to live in 3D, so I opted for 3ds to try to fit in better with everything.
>>
>>959218
how do I make the leather conform to the wooden seat by the way?
tried cloth but it doesnt conform if it's already geometries already overlap

is ProBoolean the only way? cuz I really dont wanna use that
>>
File: IMG_0690.jpg (3.36 MB, 2388x1668)
3.36 MB
3.36 MB JPG
>>958985
I seem to have run in to the same issue ai had previously. The mouth looks wrong, and the ears are placed weirdly, I don’t know why I keep doing this. Pls give advice ;-;
>>
>>959225
get some references of bats and gargoyles
>>
>>959225
What's the matter? I see nothing wrong about this, in fact it's a pretty cool model, bats and gargoyles are cool and you did those things justice
>>
Can anyone tell me to how use stencils in substance, but to color them? I don't mean like when you do stickers and things I mean more like if you have a text that you want be, for instance, blue. I know you could do it the same sort of way as you do stickers and things, but what if you want to change that blue to a red to see how it looks? There must be an easy way to do it without having to make a new stencil every time.
>>
File: marble4k.jpg (448 KB, 3840x2160)
448 KB
448 KB JPG
>>959223
ye no worries m8, you do you
I'm just a programmer who does 3d for fun and to see the tech evolve. Probably 3DS max reminds me of my very bad first projects too much
>>
>>958985
>>959225
it looks cool
you obviously dont have a texture yet so maybe try using a material thats close to the colour of his skin?
>>
polished up my metallic shader a bit
>>959196
I'm just using the solidify modifier technique for that
>>
>>959264
I wish there was a more efficient way. If I may ask, what's the poly count?
>>
>>959264
Try taking specularity and reflections off your eyelash texture. Make it matt black
>>
ad libbed some expressions I could think of.
>>
>>959321
and experimented with just sliding the hue on the texture to make different ghosts. This is easy enough to repaint though.
>>
>>959321
Very expressive and impressive! Could you please show us the wire frame of the model?
>>
>>959323
>>
>>959332
Thanks!
>>
>>959332
the topology is horrible
>>
>>959342
Yeah it's just what zremesher pooped out. Given the character's design I don't think it's going to cause problems. I don't like how the mouth came out especially even though I used control painting it ignorned it and just did w/e
>>
>>959342
It could be better, but its perfectly fine for what its used for.
>>
File: Kobold6.png (1.11 MB, 1662x1777)
1.11 MB
1.11 MB PNG
>>959273
I've seen a few other ways to do it, but solidify tends to be less brain damage and "just werks"
>>959312
yea you're right. i forgot about that.
>>
File: 1690247905630563.webm (1.01 MB, 640x480)
1.01 MB
1.01 MB WEBM
Painted some maps to further tighten up and suck in areas of the skin. Changed renderers. Getting some high frequency noise in the mesh even with a relatively high amount of substeps (3)...hmmm......
>>
File: Capture.png (1.96 MB, 2754x1552)
1.96 MB
1.96 MB PNG
Anyone have any blender add-ons they like? I've been looking at a few like riggify, Bpainter, retopoflow. I'm more worried about rigging and uvmaps/texturepainting as that's always where I had hangups.
>>959357
Isn't shape keys better for this type of thing?
>>
>>959359
>Isn't shape keys better for this type of thing?
I'm trying to do build and sim believable muscle rigs, like Avatar.

I have to find out why I'm getting this noise on the mesh and why my edges keep showing up hardened in the render.
>>
>>959322
you could have a monochrome mask for the "highlights" and then color both individually
>>959360
>why I'm getting this noise
maybe some weights fight each other or something like that? I don't know how your sim works
>>
>>959360
Will you be using it for animations or some sort of simulation? I want to know the payoff more so to learn use cases more than any sort of critique.
>>
>>959362
animation.
>>
File: file.png (153 KB, 318x727)
153 KB
153 KB PNG
a 3-head proportion chibi basemesh (trying to make it less baby as possible).
>>
>>959369
have a reference for what your end goal is? Unless you NEED it you could make it less baby by making it more top heavy. Bigg chest, broad shoulder, narrow hips and thinner thighs. Like a muscular man but tiny.
>>
>>959370
I have a sketch, but making her cute yet adult is the hard part; I was thinking somewhere in the 3-head portion while going on the vein of Viewtiful Joe/ Wonderful 101.
>>
>>959371
maybe like this then?
>>
>>959373
yeah, like that.
>>
Spitballed hair and changed their static facial expression to see how much personality i can get out of what ive made so far. I can make some surprising faces from mixing what I did.
Each ghost should have their own face for wandering, chasing, and fleeing. Then they make a face when they see you, either to begin chasing you or running away. Those could be unique too.
>>
>>959379
I have to be honest and you may hate me for this but Please listen. I am not getting ghost vibes from these. You cant even see through them. They appear to be moving ontop of a ball instead of flying.
>>
>>959384
Yeah they're gonna be moving on top of some balls if you know what I mean
>>
>>959321
They have cunt and asses on them, do they?
>>
>>959384
Ok i dont mean that theyre the manifested spirits of the dead. I mean their function as the bad guys from pacman. I wanted to make characters that look like this and i have contrived an excuse for them to be that way.
>>
File: 1695534934983.jpg (379 KB, 1249x898)
379 KB
379 KB JPG
i don't know how to UV map, so it's finished i guess
>>
>>959356
Thank you very much. I suppose you're right. It's much more reliable and versatile than using the grease pencil or freestyle. It just works. Also, I really like your model!
>>
>>959389
That doesn't mean you can't give the model materials.
>>
File: Blitz013.png (1.45 MB, 1920x1080)
1.45 MB
1.45 MB PNG
>>959201
I added more details and tweaked the proportions. What do you think?
>>
File: 1695557068060.jpg (486 KB, 1171x906)
486 KB
486 KB JPG
>>959396
no bully
>>
>>959402
I had no intention to bully. I am sorry if it came off that way. I really like your model.
>>
>>959403
thank you
>>
>>959342
>>959344
honestly I think the topo is fine. I've spent a lot of time on perfecting topology, and I really think that it could have been better spent on improving my sculpting and texturing, as nobody actually sees the wireframe in the end.

>>959379
I think they're looking great! - though I get what >>959384 means, I'd definitely try adding a scrolling displacement texture or two, on a second UVmap so it can be controlled manually, it could get some subtle waves and wobbles to affect the silhouette and bottom skirt(?)
>>
>>959409
You're welcome. I really like the color scheme.
>>
>>959411
https://www.youtube.com/watch?v=XIFD5BJHwWE
watch pretty cure
>>
>>959410
>as nobody actually sees the wireframe in the end.

Mate... I am cringing. Topology only becomes less relevant for static, non animated objects, NOT faces of all things.
>>
>>959412
Now that I see the source material, your render looks washed out. Have you tried changing the Color Management settings?
>>
>>959416
>Have you tried changing the Color Management settings?
how? i only know how to model
>>
>>959413
there's no need for that, I actually agree with you, but that anon's ghost model has perfectly serviceable topo for facial animation. See >>959321 it sounds like you thought I meant topology isn't important at all.
Sure you could spend hours remaking the whole thing for immaculate deformation, but the end result will look exactly the same to the average player.
I just don't think the time and effort required is worth it for such a borderline unnoticeable improvement.
If you're making a game all by yourself it's so easy to get trapped with using your time on things with the least importance.
I speak from experience...
>>
>>959418
please, no more slop. Do not promote slop
>>
>>959420
please, tell me what you mean by that.
Do you think I'm encouraging fucking garten of banban-tier quality?
It's obvious anon's making something out of passion, and understands that "good enough" doesn't equate to a raw sculpt with 8million tris
>>
File: 0pspJ.png (40 KB, 332x679)
40 KB
40 KB PNG
>>959417
You can find that setting along with other useful settings in the render properties tab (small camera icon) on the right side of your screen, bellow the scene collection tab.
>>
>>959421
Stop promoting zremesher for facial topology. You are making a fool out of yourself.
>>
File: 1695563725674.jpg (392 KB, 916x874)
392 KB
392 KB JPG
>>959422
cool, the color look better now, thank you
>>
>>959424
You're welcome.
>>
>>959400
good stuff, though I kinda like the bigger shoulders even if it wasn't what you were going for. you plan to rig that?

>>959423
and you are being an ass who keeps spouting claims without any kind of explanation, nobody will take your opinions seriously if you're not going to elaborate.
Or just keep parroting things you heard from elsewhere it's up to you mate
>>
File: Blitz014.png (1.43 MB, 1920x1080)
1.43 MB
1.43 MB PNG
>>959428
I am planning on rigging it after I model the other two alternate faces. Although the bigger shoulders do fit the character, I am trying to stay as close as I can to the animation model.
>>
>>959430
This is one of my references.
>>
File: file.png (466 KB, 800x1216)
466 KB
466 KB PNG
>>959377
Update
>>
>>958948
>>959424
which youtube tutorial did you do?
>>
>>959489
https://www.youtube.com/@mmcganimetic/videos
it's a timelapse, i watch it with 0.25x speed
>>
>>959490
thanks nibba, i hope i'm gmi like you
>>
>>959492
good luck
>>
File: Capture.png (2.93 MB, 3039x1849)
2.93 MB
2.93 MB PNG
Seriously, no one uses plugins here? I'm about to start retopo and I'm debating whether or not I should get an add-on.
>>959470
>>959430
>>959424
Nice job
>>
I made a bunch of matcaps and this one is by far the best.
My matcap is objectively superior to any matcap you are currently using.
If you are not working with a matcap like this you are handicapping yourself.
>>
i don't know how to draw, i didn't learn anatomy, but i can make character with poly modeling, what are the chance i can make a good character sculpt?
>>
>>959499
Your chances are high and your future is bright. Do your best, anon!
>>
File: 1695626551333.jpg (653 KB, 1470x869)
653 KB
653 KB JPG
>Learn how to make pic related last year without tutorial video
>can't remember how i did it
god damn it
>>
File: Kobold7.webm (776 KB, 1280x720)
776 KB
776 KB WEBM
started the rigging process.
>>959391
Thanks!
>>959424
neat! i like the dress design.
>>959495
using a shrinkwrap modifier works just fine. but you could try retopoflow, or if you have an ipad, cozy blanket is an option. I've never tried the latter personally though, and i found retopoflow's performance to be lacking.
>>
>>959000
How big is this marble/how microscopic is this grass
>>
File: blender_8Vt3uMR5lL.png (243 KB, 475x657)
243 KB
243 KB PNG
>>959498
matcap-sama...
I kneel

>>959503
start from scratch
cement the learning in your brain
every time I come back from a 6 month break I find it easier to regain the lost knowledge
it's obviously better to just keep practicing and improving constantly but that shit can be exhausting
>>
File: untitled.png (242 KB, 300x900)
242 KB
242 KB PNG
>>
>>959423
Can you point out some specific issues with the facial topology of >>959332 instead of just saying "it's bad"?
>>
>>959541
I really love this design. Belly looks great, legs go all the way down. My only nitpick is that the place where the lioncloth connects to the belt looks strange. The contour with the belly is great though - maybe if the belt went all the way around with the white coming from underneath, or if the white cloth somehow looked to be draped over the belt?
>>
File: Blitz017.png (1.34 MB, 1920x1080)
1.34 MB
1.34 MB PNG
>>958680
I finished the other two alternate faces. What do you think?
>>
File: Blitz019.png (1.35 MB, 1920x1080)
1.35 MB
1.35 MB PNG
>>959549
The other alternate face. What do you think?
>>
>>959357
you've improved a lot with this, but something about >>958694 really creeps me out. I'd love to see this technique used on a horror game monster, like an amorphous but vaguely humanoid creature - it would be great at amplifying the fear of the unknown, it would be difficult to pin down what it actually looks like since it has no definite form
just imagine that thing pursuing you in the dark using procedural animations to push against walls, grasp around corners and move around in horrific ways

I've not looked into baking simulations for use in engines, but I'd assume it ruins the effect if you're coupling them with procedural animation

>>959359
the addons I use mostly are:
textools for a couple of Quick UV features
bone manager and game rig tools for rigging
and a few that come with blender like looptools, extra objects, bsurfaces and node wrangler

rigify is too overwhelming for me, maybe I'll give it another go once I understand every nuance of its inner workings
retopoflow feels way too intrusive, I like some of the tools, but it really shits itself when you're already using one of its hotkeys, and the fact that it demands a whole mode really pisses me off, I use industry standard keymap and camera controls (alt+ mouse buttons) and retopoflow didn't take kindly to that for some reason, maybe it's different now but I've since learned to retop pretty quickly without its help
>bpainter
global brush and texture presets
why am I only just learning about this
I hate how blender works with brush presets, are there any addons that aren't 6 years old that just has that feature? I can't seem to find any other than bpainter
>>
File: f.jpg (150 KB, 982x749)
150 KB
150 KB JPG
>>
>>959332
How is that bad topology? Explain or you're a salty crab
>>
>>958728
damn i wanna see them feet
>>
>>958768
>Chainsawhead
>>
>>959048
Top notch mate. This shader is pure sex.
>>
>>959510
Thank you for saving me 80 bucks I have an android tablet I'll look to see if cozy is compatible.
>>959552
I kinda figured bp was a must, I really appreciate your list.
>rigify is too overwhelming for me
There was a few more rigging plugins I'll do more research into those. I just really want the rigging to be as painless as possible.

Again thank you to you both. It's a big help.
>>
>>959379
First person PacMan?
>>
File: 1695689057862.jpg (319 KB, 908x804)
319 KB
319 KB JPG
>>959533
that's a lot of knife tool involved
>>
4th ghost concept. got last minute inspiration on a different facial expression though
>>959583
3rd person
>>959570
not feet. they float
>>959565
the lips brow, and no edge loops around the mouth. I SHOULD have redone it by hand but i chose not to. dont be like me
>>
File: f.jpg (118 KB, 940x749)
118 KB
118 KB JPG
material+vertexpaint
>>
File: marbles_better grass.png (2.8 MB, 1920x1080)
2.8 MB
2.8 MB PNG
>>959531
what about this?
I agree it looked wrong, but the point was testing caustics which is difficult with realisticly large grass
>>
>>959595
you really need proper roughness maps
>>
>>959597
this looks much much worse
>>
>>959599
i need a map to your heart
>>
>>959595
Silky smooth
>>
https://www.youtube.com/@fusako3d/videos cute japanese girl teach you how to make stuff, mostly anime girl
>>
>>959178
This. It reminds me of stretch Armstrong and it might have to do with the compression of the forearm and elbow joint
>>
>>959357
Looks good from the front but the side still needs some work
>>
>>958941
prove you are jack NOW
>>
>>959614
prove you are NOT Jack Now
>>
how you motivate yourself to make another 3D model after finish previous model?
>>
File: Screenshot.png (262 KB, 565x762)
262 KB
262 KB PNG
what do you think of this base for a space marine? Its just the common basic shapes all space marines have, now I want to refine it further but theres infinite variations in design to choose from
>>
>>959638
If I'm really stuck I like to make a little story up in my head. Doesn't matter if it's a scene set in a room, outside of a building, a whole street, or just things someone would carry. My little story isn't complete until I make all the models for it and bring that scene from the story to life.
A lot of the time I'll think "that might be cool to model" and then I think it would be better with more things around it. A bit like how fish and chips are nice, but salt and vinegar makes them better. For instance, one of the first things I ever modeled properly was a gold bar, but then it went
>A gold bar is cool
>But a lot of gold bars are better
>Gold bars in crates are even cooler than that
>But who keeps crates of gold bars?
>I know, Nazis
>But where would they keep gold bars?
>In a spooky cellar hidden away from the Allies
>Maybe those crates have been hidden away until after the war and weren't found until later
And that was the first thing I ever posted on /wip/. It wasn't very good because it was the first thing I'd made that wasn't low poly, but the point is that I made a scene based on what started out as basically a rectangle. Thinking of that scene motivated me to model more things rather than just leaving it as a single gold bar.
I don't know if that helps, but that's the way my autism does it.
>>
hi
>>
File: 1681346969693910.webm (1.16 MB, 1156x688)
1.16 MB
1.16 MB WEBM
turns out that none of my automatic muscle relaxing and contracting was working...had to rebuild all my curves. This was why the bicep was not contracting. Now the issue is the tricep contraction is reversed.

also found out that i had to do a "unsmooth" and then resmooth operation from the new maya 2024 commands to get rid of the hard edged banding from r3ds....

Now I have to deal with the high frequency noise....basically from what i have read they say that there is a setting that controls this and if you reduce it the noise goes down but the stability of the sim drastically goes down as well
>>
File: ar.jpg (447 KB, 2000x700)
447 KB
447 KB JPG
Damn I really wanted to nail this character but I guess my powerlevel is too low to succeed. I got around to partially retopoing this >>956054 and did a zillion tweaks afterwards but it's still not right. Might have to scrap it and try again in a year or so.
What really annoys me is how I have zero idea how a sculpt will look with eyelashes, eyebrows, hair and a material with sss. When I first retopo'd it, it looked absolutely retarded (I mean it still does, but much more so) so I had to do the annoying process of adjusting the sculpt, then adjusting the retopo mesh to fit the changes to see it if looked better, then again and again until I got this. Do you think this is salvageable or should I really get more experience before hoping to nail a likeness?
>>
>>959657
This is interesting work, looks like a lot of fun.
What project are you actually going to use this for? Or are you going to try selling it as an asset?
>>
>>959667
i'm trying to learn the system which I think is really fascinating. Once I have a stable sim I want to try to add further sim on top with clothes made with Marvelous.

The arm was originally part of the human base mesh included with the package from 2017 but to be able to use it you have to be a subscribing member and do a ton of modifications and use all sorts of scripts and read a lot of documentation... There are a lot of parameters in FEM
>>
>>958731
Why not use premade assets?
>>
File: smol (1).jpg (260 KB, 2560x1440)
260 KB
260 KB JPG
>>959600
elaborate?
>>
>>959662
Looks similar but more waxy. I think the main problem is the skin textures and the whole hair tho. Keep working on the skin and redo the hair.
>>
>>959594
meant to post this
>>
>>959696
I can’t even fap to this
>>
>>959662
You problem is the source image.
That face is a mess
one eye is straight the other slanted and there is too much space between the eyes and the mouth making the nose strangely elongated.

Staying close to this reference will always result in a wonky 3D model.

Use the face more as an loose inspiration.
And most importantly don't make the face so long.
>>
>>959696
true cockmongler energy
>>
>>959662
What are you talking about this is excellent anon, it does actually look like the reference image, the reason why you feel it doesn't it's because it's lacking all that stuff on the hair (those laces and jewelry there), the hair is much more bushy too, as it stands your model has too few and thin hair strands. The hair strands are also too perfect: if you look at the reference image you'll see that it isn't all neat and orderly but there are also some hairs out of place, he does have that kind of "bed hair" style in places. Keep up the good work, don't worry about your model not looking 100% exactly like the reference image, it doesn't have to

>>959710
>And most importantly don't make the face so long.
Don't tell me, you're one of those anime style faces modeler aren't you? The one with those ridiculously miniscule babyfaces? Only someone with such a warped sense of proportions could give such misleading "criticism"
>>
>>959662
ignore chris >>959730

proportionality is key when you don't want a face to look misshapen
>>
>>959732
Thank you for posting an image that proves my point, it's funny when people give credit to your thesis without them even realizing
>>
File: animooo.png (493 KB, 610x622)
493 KB
493 KB PNG
>>959662
>>
>>959737
This isn't bad anon, it just looks like the son (daughter? Can never tell with the gender with these fuckin' elves) of OP's model. OP's model looks like an adult, this looks like a child
>>
>>958733
>>958734
>>958736
Genuinely curious why this reads as porn to you guys. Looks like some random pink ghost eneny to me
>>
>>959741
I'm the 3rd anon you quoted, I was just shitposting when I said that. I just look at porn too much and make jokes about it like everything I see is secretly about porn / someone's poorly hidden fetish, is all
>>
File: gr8 g8.png (1.54 MB, 1362x827)
1.54 MB
1.54 MB PNG
I modeled and rigged this seemingly simple metal gate so that I can open and close it.
Maybe it was simple to model, but it was tedious as fuck to rig, this motherfucker has like 60 fucking bones if not more to move all those little fucking rods and lattices in tandem. I'm glad it's working, but never again lmao
>>
>>959747
You could have done this extremely easily and quickly in houdini or with geometry nodes
>>
>>959753
Is that so? How exactly? Does Houdini take care of rigging as well?
>>
>>959756
educate yourself in proceduralism young padawan
>>
>>959638
Completing a model should be motivation enough to proceed to the next, otherwise perhaps reflect on why it hasn't? Could be the subject matter, complexity, workflow chosen.
>>
File: 1681565367950983.webm (2.1 MB, 1112x708)
2.1 MB
2.1 MB WEBM
Got the tricep contracting correctly with a rest shape and a cv curve length node. Reduced some of the noise in the solve.
>>
>>959741
Im the second quote and i am the creator.
I was answering the question
>is this porn?
Yeah
>follow up question
Does it have "that look"?
>>
File: ar2.jpg (698 KB, 2500x781)
698 KB
698 KB JPG
>>959694
Thanks! I reduced the sss somewhat so it should be less waxy and added some voronoi noise to the skin. I largely have no idea what I'm doing with materials so it's still shitty. Working on the hair now too.
>>959710
Yeah I guess the reference is kinda weird. BG2 portraits are known to be just heavily photoshopped photos. But this is a pickle cause I really wanted the model to actually BE her rather than an interpretation. But looking at the matcap view the face is pretty long, like some TES altmer or something. Not really sure what to do since making the face less long will make it more human, but at the same time lose a defining feature. I wish a had the skill to pull off a human-proportioned "caricature" of her likeness, but I'm not skilled enough, which is why I'm frustrated.
>>959730
Thanks, I guess I'll work on it a bit more to see if it clicks then. I started adding those hairbands and stuff. I may have messed up the face though.
>>959737
I've unfurrowed her brows somewhat so she should look less angry now, thanks.
>>
>>959774
I can totally read her as aerie, it looks good anon, it's just the shaders and lights that make her look shitty the primary shapes are there focus on the tertiary shapes, put a roughness/specular map for the skin and paintings on her face and test a scene with good illumination. You will see the changes.
>>
im jumping back into doing programming stuff so not a 3dcg wip per se, but i made a visualizer for the ghost's hunting strategy that looks visually interesting.

The big pink circle is the center of their chosen hunting ground, which they pick based on rules unique to each one. The little dot that bounces around is a spot within range the ghost might go to. Once it's close it picks a spot and goes there, when it gets there it picks a new spot. after a certain amount of time they'll pick a new central location based on rule and start over.
>>
>>959806
What pathfinding are you runing anon? A* and reverse floodfill is prob how most would solve such routing, or a vector 'flow field' and just move towards a random adjacent waypoint and then traverse a random distance along the field.

I like flow fields personally because of how easily they allow you to move entire crowds thru areas without getting stuck.
>>
>>959808
I am using unity's built in navmesh system. The primary hunting points were hand created and the sub points are vectors with random x and z coordinates with a range matching the hunting radius. That part isn't at all complicated. What was was figuring out their personalities. The pink one checks each hand made point to see which on is closest to the player and sets it. The Red one (with the new dreamworks face) tries to mach your latitude to catch you in the next area you might visit. Green picks a spot in average of all the collectibles (she hides in the center till the end of the game then roams around pellets you missed). blue just picks one at random.
It would be easy to make a new maze and have different/more points.
>>
File: 1681789882842533.webm (380 KB, 1112x708)
380 KB
380 KB WEBM
Turns out that my previous rest shape was taken from the solver real start frame and not after all the tissue pressure and sucking in during the runup had been applied, meaning the extracted corrective would not correctly hit the target.

Reduced the bicep auto flex by half.

Its funny how this sim is so involved yet so delicate - setting one parameter incorrectly can ruin the look of everything



[Advertise on 4chan]

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

[Enable Mobile View / Use Mobile Site]

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