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/wip/ - Works In Progress

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

Previous thread: >>958680

List of free resources: https://pastebin.com/cZLVnNtB
/3/ Discord: https://discord.gg/ujt5vtr4DE
>>
This is my first time attempting to sculpt the torso. I have no idea how to make shoulders or biceps. He has no ribcage either, marilyn manson ass mf. I had a lot of fun and I'm eager to learn more. Full disclosure I am a terrible trad artist, I can't draw at all. I know that one of the best ways to improve your sculpting is by learning construction anatomy, but bros i am just so god awful at drawing and I've been trying for 3 years at this point ;-; I have a job making motion graphics but my goal is to transition to 3dcg eventually.
>>
>>960803
ive seen much worse. Here's a $5 word for you >subcutaneous
That's parts of bones which protrude passed your muscle and fat. Think like your elbow, knee caps, etc. Even very fat and very muscular people have them. They should have sharp peaks and valleys.
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>>960791
>3/ Discord: https://discord.gg/gbYCEBPuK2
fix'd
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>>960837
cringe
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Lopunny.
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>>960803
where collarbone
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Making a fat goose for some sub-d modeling practice. Looks kinda terrifying since it doesn't have a beak yet though.
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>>960803
You need reference material while sculpting, a few pics from different angles should be enough
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>>960869
he's using a mirror
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>>960869
I have an action figure I keep on my desk to help with the angles, but I need to actually learn how to construct the shapes first.
>>960817
thank you, I’ll keep that in mind.
>>960866
I didn’t sculpt it bc I forgot and I thought that the head and scruff of my goat guy would cover it but it’s not working :\

I have absolutely no idea how to sculpt water, I’ve tried using caustic alpha stamps and generating oceans in blender but I can’t get the waves to deform the way I want them to.
>>
>>960880
Don't copy other artists anatomy, that is a bad idea there are more who do it wrong than right.

Get yourself the program "human anatomy atlas" it's really good for reference you can check out all the muscles.

https://medicalstudyzone.com/?s=human+anatomy+atlas

The get gud you need to understand the motions of the skeleton the muscles and the tendons. There are good videos online that show all the motion of different parts of the human body. It really helps to understand how the different parts of the body move, if you want to be able to sculpt different poses correctly.
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>>960791
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was away from my pc for a bit over a week so couldn't keep working on anything.
but i now have much respect for riggers.
would creating multiple models for animating with be a good way to avoid having my body clip through the clothes? or should i just bite the bullet and build better rigs/weigh paint in the future?
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>>960867
Now we've got a proper honker.
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>>960937
magnificent
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>>960937
Incredibill
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>>960935
jesus
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>>960860
update:
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Today I textured:
- cigarette;
- cigarette pack (was surprisingly fun designing the label);
- lighter;
- ashtray.
A productive day indeed gentlemen!
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>>960935
mama miba i wanna fugg her in her rebdile pusse
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>>960935
Dude make the head smaller
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>>961000
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I know its super rough right now, but I had to go through so many hoops and errors to get to this stage. I am going to try next
1) solve the fat and muscle simulations together so that they react to each other. Right now the muscle pass is cached and thus cant react to skin pressure.
2) paint materials and tighten up everything so i get back to my arm level of tightness
>>
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>>961043
More textures, on today's menu we got:
- 2 variations of the cig texture I made yesterday (namely a lit and a stub version)
- calculator;
- scissors;
- ruler;
- eraser;
- bulletin pin;
- Rubik's cube.
Next up in my master plan I'll find a coder willing to work with me in Unreal 'cause I sure as shit ain't coding all the game logic for these objects after doing all the modeling and texturing lmao
>>
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Did a coupled sim. Getting tighter but still it looks worse than my arm sim, probably because of the mocap im using and not the to the point keyframe i was using for the arm test. Now since I'm using this mocap there is so much crap i have to wait through every time that I'm not really interested in.

I'm going to try a new method to avoid self collisions (which will basically destroy your sim). Every frame has to be checked for self collisions and simmed over again and again until its gone before I can move on to a "real" fat solve.
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>>961128
Today pen pencil marker
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>>961074
Looking pretty good, but I'm not sure about those eyes. How are you doing them?
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faster than before
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>>961268
It looks really good Anon
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I put in my own animation and had to do a lot of debugging to eliminate all self collisions. Almost all of the preset values break down during fast motion / high speed. What does not collide in slow movement can become a big issue during fast movement. I'll have to account for this next time. I went back to a layered approach instead of a COMBO approach for muscle and fat, the combo was simply far too costly time wise.
>>
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>>961189
Today 4 lockers
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>>961292
Looks good anon, just a suggestion, split normals, that way the edges don't look so soft
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>>961282
going to have to try a totally different approach as it turns out with this system its not possible to natively have dynamics behave appropriately at a slow speed and a fast speed without introducing "non physical" parameters. Found a forum post describing the same problem and pretty much I have to write a maya expression for every muscle that associates a riveted locator's velocity to a parameter i hadn't heard of before. Hopefully, if I go back to the initial "drawing board" and apply this setup my results will be better
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3/5, i'm gonna make it
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>>961332
We are all going to make it brah
I like the progress so far
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Asset production continues, today I textured my pallet rack, took the opportunity to showcase all related props I've done so far. Doing this prop series wasn't a lot of fun, it's not some glamorous props being worked on but more mundane everyday stuff. Still, they'll come in handy when I'll need to populate more "industrial" environments

>>961307
>split normals
What do you mean by that anon-kun? I've heard about hardening normals, sharpening normals but never about splitting 'em
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>>961384
If you are in blender you can mark sharp and put and edge split modifier so sharp corners dont have that extremely soft look to them
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>>961263
ahegao bunny?
>>
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Yaho losers, I made a dinosaur. Is this detailing good enough for a large creature? Should I focus more on individual scales? I tried painting some by hand but it turned out ugly, so this is mostly alpha textures and some hand painted masks. Increase the strength with my alpha textures perhaps?(I tried and the rest of the mesh deformed too much, I'm using the inflate brush is this a mistake) Or will painting it in Substance Painter make the individual scales look better?

>>961384
Very inspiring how much you churn out, looks great

>>960937
Where is the rest of the goose?
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>>961388
Oh that, I got you, thanks for the generous advice but I kinda do like the more soft appearance of this sort of shading, you know? I did however apply that tip you provided on other objects that absolutely demanded it, like this computer screen I did a while back (namely the "crevices" there at the edge of the screen)

>>961401
>Very inspiring how much you churn out, looks great
T-thank you!
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>>961401
>Where is the rest of the goose?
Here. I haven't done much more than the feet and a rough outline of the wings because I'm not sure how I should handle the feathers yet. I'd like to avoid having to do something as tedious as hair cards for them, but I haven't found a better option so far.
Guess I'll just have to buckle down and do it that way.
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>>961405
Yes, only needs to be used in really sharp corners
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I have no idea what I am doing
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New death effect for ghosts and while theyre discorporated they're a floating brain and eyes. I was also thinking of having optical nerves too.
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>>961332
what is your next area of focus?
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>>961437
what engine ?
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>>961439
unity :'(
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>>961438
after make 5 character? learn anatomy and learn how to sculp
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>>961441
why the sad emoji? Unity is a great engine
>>
Made a fire animation and after baking it I can't move it. I can move the emitter or whatever the object is called for smoke animations and the container but the animation just plays in the same place.
I looked it up and a bunch of nerd insist it can't be moved after baking but I find this hard to believe and both big and wildly impractical if true.
I also can't change the emission color for some reason neither. In fact nothing in the shader edit seems to make a difference to it.
I was happy enough to do the old video on a plane technique, but it's too close to the camera and because of the angle trying to give it any kind of "volume" would be too much of a fuck on.

I'd appreciate any help.
>>
>>961443
unity IS good but with their latest payment scandal I'm scared of it now.
>>
>>961444
did you bake it into world space? There fore the emitted particles wouldnt move around with the emitter transform
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>>961446
wait for Unite 2023

>The Unite 2023 Keynote will be on November 16 at the Taets Art and Event Park at 10:00 am local time
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>>961447
Honestly I'm not sure. I don't really bake things or even do any kind of animation. Is it on by default because I don't remember choosing any setting like that.
>>
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and now, something completely different:
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>>961452
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>>961058
she's small, so her head is on the larger side.
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So I'm trying to make these spherical eyes with an eyelid covering the entire thing.
I need to set up shapekeys for the thing to blink and close, etc but I'm wondering if theres an easier way to do this. Just manually adjusting everything to where I need it to be sounds messy
>>
>>961473
I think your "shapekey" is only going to interpolate vertex position linearly meaning your lids will intersect the spherical eyeball instead of wrapping around the thing
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>>961473
if you are doing spherical eyes and eyelids you should use bones instead.
If you use shapekeys the eyelid will probably clip through the eye in the middle of the transition. Shapekeys can only interpolate between two shapes, it cant follow a curve like the surface of the eyeball, it will just take a straight path.
Set the eyelid bones to have their roots in the middle of eyeball and they will rotate around it properly
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>>961499
Yeah while this was a problem I found a way to make it work
Problem is it has to be shapekeys due to the format its going to be packaged in
Got it all working though so its fine
>>
>>961501
anon....
>>
Bruh I posted a thread on /v/ with the OP pic of Master Tigress getting fucked in the ass and I didn't even get banned. Mods are based sometimes, had a fellow furfag watch over me tonight
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Did this tutorial: https://www.youtube.com/watch?v=9g1nW6yRiyM

Got some pretty nice results. I shirked some of the bit at the end. Like, didn't make them independent simulations, so they can't press into each other. And I changed tweaked some of the cloth settings to my liking. But this tutorial really made me happy, because I can finally see the boobs I modeled jiggle.

Does anyone else like the way boobs look while laid back?
>>
>>961544
Yeah they look real good. I'd add a smidge more volume, but that's my taste these look like real natural low hangers
9/10 would slap
>>
I got the technical side of this special animation working and now all i have to do is refine it and the last critical feature will be done!
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>>961074
update with >>961455 installed:
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>>961560
this is exactly what I expect this to be.
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>>961558
Yeah, a bit more volume would be nice. I'll have to tweak it some more later. and clean up the vertex groups, and redo the rest topology. Because this cage method drags the breast down with gravity, I'll need to lift them a little more at rest. Also, I think perhaps stretching out the crease under the boob will get better deformation when physics are applied. I'm not sure. More testing required. But anyway, for now, just learning was pretty fun.

Using this caged method, I one could apply different chunks of jiggle physics to the whole body. Some lumps for glutes. A couple lumps for thighs. Etc. Make the whole body soft and jiggly.
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Fixed the issue of the muscles flying off when in fast motion which was present here >>961282
. Now trying to find the right setting in a coupled solve which should in theory fix the forearm issue
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mimic
messing around with bone constraints. there is a lot id do different if i do this again, and plenty i still need to learn
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>>961574
the bones
there's probably a much better way of doing this
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>>961575
I'd say 1 shapekey for the teeth and deformation or at most 1+a bone would be enough for this, yes it's linear but the transition lasts a fraction of a second.
I like it though, I was going to do a mimic soon also (with less teeth)
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>>961574
it looks good, what are you going to do for the shaders?
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Still doing shape key work on him but he's mostly done
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>>961401
Didnt get any response here but is this looking good? I think the detail of the scales is fine seeing the full animal, but I guess I could do better on the finer detail
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still figuring out the forms but im liking the silhouette
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>>961618
It's too timid and soft.
Even the big shapes lack strong definition.

The body is way to soft and needs to display some shapes that suggest that there are muscles and bones under the skin.
A clear separation line of the horns would help.
The eye needs proper anatomical structure, right now this looks like the eye of a plushy.
The mouth corner is also a big factor that makes this immediately look artificial, imagine how the skin there would actually look when taking proper anatomy into account.
The back legs connecting to the ground also looks artificial.

Get some references for what I mentioned, put in some elbow grease and you will elevate your Dino drastically
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>>961638
I didn't start with the body yet, but fair points for the head. I'll work on it. Thanks!
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https://files.catbox.moe/9kxv32.png
Going to learn a new way of doing hair because Hairnodes barely work.
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playing around with an idea for an npc, struggling on a name but we'll get there
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>>961702
>when u see it
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made a little froggo
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>>961710
neat, textures need a lot of work
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>>961711
any recommendations on how to work on them?
I've never really gotten into it before.
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>>961712
Use industry standard texturing software
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>>961561
Tits
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>>961761
Ass
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turtle
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>>961768
Wires?
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>>961544

Seek Jesus
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Working on an animation involving this.
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>>961781
Get a less homosexual music taste.
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More textures: phones and doorphones (giving and receiving). Our work is never over.
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>>961795
going overboard with the grunge.
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>>961796
Don't worry it's deliberate: this stuff is for a post-apocalyptic setting
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>>961795
Mo' sheit
LIGHTS MOTHAFUKA
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>>961768
Nice stegosaurus bro!
>>961795
Looks good but you need to sharpen some edges man
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>>961761
>>
>>961969
Bigger
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>>961598
i can feel his soul being stripped away by the minute. good job
>>
>>961969
>>961979
Bigger and more, 3 gigantic flappy tits
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I put another project I was working on on hold to work on this because I felt I had a good chance of nailing my favorite softcore model's likeness. I've reused the materials from that project in this so I was able to work quickly. I can't tell if I've been staring at it for too long or if it really does look a tiny bit like her. Does it? Yeah, I know her facial features aren't all super feminine, and I think I made her overly manly to boot in an attempt to exaggerate and mimic the features. Not sure what to change to make it look better.
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finished
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>>962052
they don't even look remotely similar
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[meta] Why the hell does no one post wips anymore?
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>>962047
only mega for now.
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>>962052
You are the anon making Aerie? Your models are really good bro.
This model looks good anon, I can see the resemblance, but your eyelashes, eyebrows and eyes make her look weird, make a better setup and work on the texture, the matcap model looks more like her than the shaded version, you should try to break the symmetry of the face too.
>>962067
Looks good bro, one thing that you should work is the way that the prod attaches to the body, you can even put a stirrup, I know that looks like a light wooden one and maybe a stirrup is not necessary, but it will look cool
>>961634
Nice one anon
>>961570
Much better than before! Keep the good work
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>>962068
Looking at it the next day, you're right. Guess I got big headed. I probably need a lot more experience before I successfuly manage to do something like this. Well, at least it was an attempt out of my comfort zone, thanks for the reality check.
>>962074
Thanks. Yeah, it's me, I reused the same shoddy materials from that project. The guy above is right, I'm far off the mark. And I see what you mean about the upper part of the head in general, I think that aside from the shoddy eyelashes and eyebrows, it also might be a bit too big. Probably because I did nothing but anime before, where generally heads taper down from a gigantic round brain box to the chin, and it's hard to kill that habit. Pic is the last anime model I made where it's clearly visible how it tapers down. Well, poor excuses aside, I'm gonna try to work on the parts you mentioned, thanks again.
>>
>>962069
I don't think anyone really gives feedback anymore so there's no point.
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>>962069
We do, just not as often as before.
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Today I textured my diner couch, namely a standard and a corner piece. First time I textured furniture that has leather or fabric on it so it was good learning
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>>962126
>walkthrough for those interested
To make my couch pieces, first I made a low poly version which I fully unwrapped and textured.
The couches are made of 2 pieces: the wooden platform and the leather cushion seat.
After the low poly version is fully textured, I duplicate it: with this duplicate I proceed to add loopcuts and overall squish and squash the cushion seat, while making sure the wooden platform part remains untouched. There are some editing methods that will ruin your UVs like beveling, so don't do those when you work on the higher poly version. Me I stuck with loop cuts and proportional editing
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>>962097
The body i agree that is really small, but it's a 10 second fix.
I can tell you the things that I noticed without having good front, profile and 3/4 render.
Something that I always do is take the hair and check out the skull, the craneum part seems exaggerated, the ears are slightly up and are really big, the eyes are a little bit more deep set in the reference, check out the eye shape in general, i already commented on the eyebrows, but you can try to fix the shape of the eyebrows you have, specially in the peak and the tail to see if makes any difference, people don't realise how much eyebrow shape changes a persons face.
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My monster WIP, still continues. It's been 2 days. Any feedback on it, and some tips how to detail very high res bodies better?
>>
>want to learn how to sculpt
>have to learn anatomy
>if i want to learn anatomy i have to learn how draw anatomy
>now i have to learn how to draw
i'm seething
>>
>>962172
You don't really need to learn to draw, just sculpt. If anything, sculpting makes it easier to grasp anatomy because you don't need to struggle with perspective and fixed angles and such. You only need to learn to draw, or more specifically - paint, if you want to do manual texture painting for more cartoony textures. But even then you have workarounds. Also there's no reason to aim for "perfect understanding of anatomy" when you're starting out. Even if you intend to somehow make money using 3d, it's not something set in stone as a beginner because whether you'll even make it is a big if, making it a hobby. And hobbies are there to be fun. Anatomy isn't the only skill you'll be working on, so why try to perfect a single aspect in advance when everything else in your first projects will be shitty? Literally just open your sculpting program and sculpt as much as you can, and you'll get better at it. If you want to learn anatomy, then get a book on it and sculpt what you see there.
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>>962177
is it possible to understand antaomy from watching videos, reading a book about anatomy and look at picture?
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>>962178
I'm not sure if you're trying to give a counterpoint or just asking.
You're not trying to become a doctor, the desired end result is that you just need to know what makes up the shape of the human body. So you're just working with shapes. You study shapes by looking at them and trying to replicate them, regardless of medium. If your video or book has illustrations of said shapes, then yes, just look at those and try to sculpt them. If they don't and purely deal with explaning the mechanics behind them then obviously not. The important part is that you try to replicate said shapes, just passively looking won't do you any good. Now obviously there's a layer of difficulty where the shape of a human isn't completely static, parts of it squish and stretch and twist around, and what's visible is based on things like body fat percentage and muscles. But you just study those cases the same way you study the "default" state. It couldn't be any other way anyway, no amount of technical explanation can convey "shape" as purely as a picture can.
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>>962179
i'm just asking, thank you for the insight, i will learn how to sculpt for now
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>>962167
It looks like you put some Doom 3 stuff on a snake / worm body
>>
>>
>>962191
yes it's supposed to be a genetically modified mutant, it will have hardsurface implants on it after i finished it's body
>>
>>962178
>is it possible to understand antaomy from watching videos, reading a book about anatomy and look at picture?

the ONLY way you can understand anatomy is by being able to draw and or sculpt an accurate anatomy chart over a random character in a random pose from memory
>>
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My first sculpture in zbrush. What do you guys think
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>>962052
1> this part should be wider
2> this transition should be softer and you should ad a bit of volume
3> that part should be wider too
4> that part should be more narrower
5> the ears are too big
6> the eyes are too big too
You have these problems because you used only the orthographic view I suppose
>>
>>962074
yea the crossbow is basically nonfunctional, i just made it for portfolio
>>
>>962073
needs massive ones, flappy, gigantic, monster size bazongas
>>
>>962167
needs bigger tits man
>>962192
looks nice
>>962207
in the eye socket you can put tits and it will look cooler, good job btw
>>962209
>You have these problems because you used only the orthographic view I suppose
if the photos are taken from the distance working on perspective is worse
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Fixed the forearm collapsing in >>961570. Discovered a new way to automatically handle self collisions. Still getting some geo collapsing for a few frames during fast action, but I think I can fix them with more substeps.

Going to try and get the actual hands and feet back and replace the face next by creating a skin cluster mesh and wrapping my sim to it and then painting out areas
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>>962234
It's ok anon, but fixing those things would make it a great portfolio piece
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>>962272
she may have those if she's available for Download, but not now.
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i'm making an animation
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>>961598
Holy shit dude, l love this style. Fucking beautifull man. If only we had you working on art direction in video games, games would look so much cooler.
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Making an HDRI for my next bout of dicking around in Unreal. Might recognize it from a book. Wondering if I need to do something to make it look "larger" even though the apparent scale should be totally dependant on the models in the scene. Thing is, I did a render when it was actually 30 kilometers wide instead of 1, and after adjusting the lighting back, for some reason it looked larger.
>>
>>962435
Cute. Really has that old music video vibe.
I like how you found a use for that weird mapping on the shirt, feels trippy.
>>
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>>962443
that's almost exactly what i'm doing
I just need to get 2 more characters done and make some music for it.
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>>962395
just about finished
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>>962459
comparisons
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>>962524
Almost perfect needs bigger tits
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You should never gift me plants, or this will happen to them
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>>962615
Noooo what happened to this poor precious plant.t...
>>
>>962615
s0ul
>>
>>960791
Bros my scene is fucked, I'm getting 100% of my 32GB of RAM used and nothing responds anymore.
Does Blender have a memory leak issue?
Yea I already batchresized my textures to be sub-4K.
What do.
Also having statistics completely tanks my fps even more
>>
>>962652
Buy 128gb ram
>>
>>962652
32 of ram is not that much it you make really heavy scenes
>>
>>962615
You pee on the poor plant?
>>
>>962660
It's a scene with a 500k-1 mil tris. It should be fine, no?
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>>962664
So you're getting 100% of 32gb ram used when you hit render?
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>>962666
Not even render, hitting 100% in texture preview. Idk what went wrong.
>>
>>962667
If only you had the ability to view an ascii, human readable text representation of your file in notepad++ like real production software (maya)

Use toy software, get burned. Simple as.
>>
>>962668
True, I never did claim that Blender was better than anything else. It's just free with a lot of resources to learn the concepts.
I figured it out btw, I had to clip the texture quality by 50% for the viewfinder in preferences.
>>
>>962668
yawn zzzz
>>
>>962127
whats your texture process look like? they look great, like something that should be in FEAR or any classic from that era
>>
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>>960791
W.I.P Red Tape Lady. (Basically the same idea as the mimi sentry but with the Red Tape Recorder) What do you think?
>>
>>962524
Do I remember you from years ago or are there just a lot of people making furry coomer shit of this particular pokemon on this board?
>>
>>962615
You should have watered the thirsty little flower.
>>
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>>962697
Thanks man, that's very flattering to hear, finally some fucking recognition!

>FEAR
Close, my main source of modeling and texturing inspiration is Fallout 3, which only came out one year after FEAR. I'm a huge Fallout 3 fanboy, I also love New Vegas, but 3 has a special place in my heart.

My process is as follows:

1) make the model

2) UV unwrap my model in such a way that it makes it easy to make textures for them within Photoshop. That's right I don't use Substance but I use Photoshop Elements 10 instead, using my own library of textures I've either taken from the internet or made myself by taking pictures of irl stuff and making the necessary adjustments to make them suitable for 3D work.
I make sure my UV islands are nice and flat. Once the UV layout is set up, I export it as a 2048x2048 resolution PNG file. I use texture atlases for my objects depending on their field of use, so multiple objects use the same texture image (example: all my electronics objects use the "PSD_PropsElectronics" texture atlas that I have made specifically for them)

3) Now in Photoshop I make a 2048x2048 PSD file. I import our UV layout inside this new PSD file, occupying its own separate layer. Make absolutely sure the UV layout is perfectly aligned in your PSD file, or there will be a disconnect between the texture as you see it within Photoshop and how it's applied in Blender.

[cont.]
>>
>>962740
4) Now in Blender, we define Photoshop (or any other image editing software of our choosing) as our image editing software of choice. For more instructions on that look up "blender external image editing software", I'd tell you myself but I don't remember how to do it.

5) In Blender, I create a Material for the object I wanna texture. In Shading Mode, plug our PSD file in this Material.
You should now see whatever your PSD file currently looks like since you last saved it projected onto your model(s) using this Material.
NOTE: when you work on the PSD file in Photoshop, the changes you make to it will not show up in Blender in real time; instead you will need to save your image first in Photoshop (use shortcut "Ctrl + S" to quickly save your PSD file everytime you need to) , then in Blender go to UV Editing Mode, hover your cursor over where the UV islands are, then press Alt + R to refresh your image texture.

6) now that everything is set up, we can get to the actual texturing phase.
Fundamentally, a texture consists of the following elements which I'm now going to explain. I suggest to stack these elements in your PSD file Layer hierarchy from bottom to top, with 0 being the bottom:
0. the PSD file's background color. I use a light grey color myself;
1. a base, flat color;
2. the texture material, not to be confused with Blender's Materials, these are materials in the true sense of the word, so wood, metal, rubber etc.
I adjust the base color and the texture material until I get the look I want.
You can play around with the Layer blend modes of your texture material to get some pretty interesting results, sometimes it feels like you're an alchemist brewing potions when doing that;

[cont.]
>>
>>962741
3. highlights which I shorten to just "highs" in my Layer stack. In this "highs" Layer I draw both highlights and edge wear:
- highlights are the parts on your object where light shines the brightest;
- edge wear is the parts of your object that are worn out the most, and typically the parts of an object that are the most damaged are its edges which are the most exposed for example to people bumping into them, rubbing their hands over them etc.
For my highs, I draw lines using a single full opacity color. To pick this color, I use the color picker over my previous Layers; I make sure my color is of a light tonality.
VERY USEFUL: to make straight lines in Photoshop, hold Shift + draw a stroke either with your mouse or pen. You can also draw one dot with your mouse, release the mouse button, then relocate the mouse cursor to another point on your canvas, hold Shift + click the left mouse button again: this will draw a line between your first dot and the other.
Both extremely handy things when doing this stuff.
4. darks, hard. These are shadowy areas on your objects, light doesn't reach these parts which are usually tiny crevices or other such tiny imperfections. You can see these hard darks for example between the keys on your keyboard.
To make hard darks, I use a small fully black brush. Opacity varies depending on circumstance, but tends to be never lower than 60%.
5. Darks, soft. These are shadowy areas that have a wider area but reduced opacity, lower hardness. You can see an example of this on the legs of a table: it's as if there's a soft dark gradient running the length of the table's leg, which gets darker the lower you get to the floor.
Soft darks can also "soften" previously drawn hard darks: if you draw a soft dark line over a hard dark line, the hard dark line becomes less strong which sometimes it's what you want.
Before wrapping things up, play around with the opacity of all Layers involved to finetune the look of it all.
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7) when everything is said and done and you're finished making your texture, save it, admire the work you've done, and cum to it
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>>962742
Oh shit yeah I almost forgot, the true step 7) is, if your object demands it, the details: this is stuff like screws, stickers, vents and other shit that can't be just boiled down to just "color, highlights and darks"
>>
>>962740
Are those soft multi-sample shadows? Was that a thing back when people weren't allowed to harden their normals for perf reasons and were texturing everything with a jpeg?
>>
>>962737
I think it's just his style is very evocative of CumminHamm's Lopunny (which is on smutba.se)
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>>962745
Lighting was often baked
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learning nla
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also this
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>>962745
>multi-sample shadows
I'm sorry I don't even know what those are anon-kun, all I know is that I'm using Blender's default rendering settings
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>>962746
Ironically, that's what inspired the creation of this model, along with others on that very site. while I do appreciate the texture work of CummingHamm's, I not too fond of the eyebrows on that model. Plus, most of them suffer from black sclera syndrome.
>>
>>962736
Looks super cool anon. I love the design a lot. Are you working off concept art or did you just put this together on the fly? If it's the latter, I'm impressed.
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>>962664
Yes 500k with how many 4k textures?
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>>962746
Why the name lopunny sounds so dirty? Or it's just me?
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>>962524
>>
>>962740
>>962741
>>962742
>>962743
>>962744
thanks for writeup. i didnt want to kiss too much ass but your textures really are great, you dont see photoshop workflows much anymore. indies resort to either 4k pbr or played out psx graphics, so this mid 2000s style is really comfy.
>>962749
cute
>>
How do you get better at texturing? Is it just a case of practicing and studying references until it clicks?
>>
>>962847
Get the latest version of Adobe Substance 3d Painter
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>>962849
I have and I'm still shit at it. I'm not sure if part of it is that I'm exporting the textures with the wrong settings. You know where it's like PBR metallic etc? If I'm choosing the right one of those.
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>>962814
Hey nothing wrong with kissing my ass, I love getting my ass kissed! Just kidding, but seriously there's really nothing wrong with complimenting someone if you think they did a decent job, don't let this site's often overly negative attitude warp the sense of worth you assign to things
>psx graphics
Yeah PSX graphics are a bit too low fidelity for my tastes, I think graphics peaked with the PS3 era, anything beyond that is just diminishing returns. PS3 graphics is what I aim for as to me they strike the perfect balance between visual quality, performance and ease + time of creation. If I want PBR maps for the textures I made, I just run them through Materialize and call it a day, without having to do all that fucking sculpting and baking shit, it's just such a tedious workflow that really does not seem like a viable way to make game meshes to me, it simply takes way too long: by the time I sculpted + retopoed + baked a single mesh I could've already modeled and textured a whole bunch of other meshes. Color + height + roughness maps is all I need, normal maps are overrated, impressive maybe but not worth the effort to create. Maybe using Substance would make my life easier but I've already spent so much energy learning Blender, I really don't wanna learn yet another software so I'm sticking with what I already do know, i.e. Photoshop. It's so nice because it's such a simple straightforward way of making textures, I recommend it to everyone who wants to get started with texturing. It doesn't even have to be Photoshop: GIMP, Krita, probably SAI too, they all work just fine in conjunction with Blender

>>962847
See >>962741, point 6), but yes references are everything, if your references aren't good your models and textures will be shit. Reference gathering is 50% of the work
>>
>>962858
>See >>962741, point 6), but yes references are everything, if your references aren't good your models and textures will be shit. Reference gathering is 50% of the work

Thanks lad I'll do that. I already know I don't get enough references so I'll get more and keep at it.
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>>962858
Did you make this barrel? wagon? whatever its called.
Really has that half life 2 feel, well done if so
Your workflow really does produce something that's very similar to that era of gaming, something about it really feels more soulful than 4k pbr slop from most modern unreal engine games
>>
https://youtu.be/-dq7E3XCmdE
jack has returned, /3/ is saved
>>
>>962858
Do you use a stylus and tablet or anything like that for painting the textures or is it all keyboard and mouse?
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>>962872
nice
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>>962867
>Did you make this barrel? wagon? whatever its called
Propane tank and dolly cart, yep, I made 'em.
Thank you, Half Life 2 also has props of a visual style I find appealing and therefore inspirational.
If by looking at my stuff you think of that game, it's probably because with 99% likelihood games of that era also used Photoshop to create textures. Substance Painter came out in like 2014 and might be the reason why many games look samey now: many if not most game studios have adopted it as their texture making standard, and for good reason because it's a powerful convenient software, however I don't like using it myself because props end up looking TOO perfect when using it, sterile. I know it'll sound like cope to some, but if the prop looks a bit imperfect, it gives it that bit of charm. It's also nice to know when looking at an item that an actual human being made it, I hate all this fucking automation that's all the rage these days.
Finally, the last reason why I assume Substance makes props from different games look alike is that the artists using it employ the default texture library that comes with the software, so you have all these different games using "wood_texture_1" for objects made of wood, and so forth. Personally, I either picked and downloaded textures from the internet for my personal texture library or have taken irl photos and made my own

>>962877
Yep, I use a Wacom Pen CTL-480S, cost me 60 euros. I mostly use my pen, but sometimes I use the mouse for example when I wanna draw a full opacity line with the "point to point" method, so the one I explained earlier where you:
- click LMB (left mouse button) on any point on your canvas
- release LMB
- hover your cursor elsewhere on your canvas
- hold Shift + click LMB again; this will result in a line being drawn between those two points (I strongly suggest using a hard round brush for this).
I suggest using a bit of both (mouse + pen) depending on circumstance
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>>962924
>however I don't like using it myself because props end up looking TOO perfect when using it, sterile. I know it'll sound like cope to some, but if the prop looks a bit imperfect, it gives it that bit of charm.
No Anon that's not cope, that's literally the #1 rule of good art, it has to have flaws / variation, else like you say it just doesn't feel real
I would say that more than just textures, a lot of 3d artists think that high fidelity / high quality textures alone will carry their work, completely disregarding actual work on materials / artistic presentation
>Finally, the last reason why I assume Substance makes props from different games look alike is that the artists using it employ the default texture library that comes with the software
That's probably also correct, though I think they're just hacks. A lot of game studios outsource this to pajeet / chinese / russian sweatshops where the name of the game is cheap and fast, rather than artistic
Why shit like WC3 reforged looks like generic slop vs the original which at 10% of the polygon and texture resolution had massively more artistic value
>>
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Finished sculpting this troll. Going to do my first retopology next. any advice or good tutorials ? should i include the loincloth and accessories in the base mesh or do them as seperate objects ?
>>
>>962975
I like it. Kind of looks like the arms are incredibly long
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kind of a noob here
been trying to learn how to do vol clouds, I think I got it down now (clouds made in houdini and scene arranged in blender)
what do you think
>>
>>962924
what do you think of directly texturing in blender the way ian hubert does it? https://youtu.be/Plw03MczF5s?si=_CIB9n8aaCmQ5byO
https://youtu.be/t_c58ryJ-Sw?si=hASgV6dfTM1zck6s
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>>962784
Update
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>>963038
>>
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Today I textured:
- wooden chair
- wooden table
- wooden round table
- stool
- wastebasket
- matress
- lobby bell

>>963035
>directly texturing in blender
No offence but he doesn't do that in those videos: he does go over UV editing but not the creation of the images themselves that he is using to project onto his objects. Still good tips in that regard nonetheless, i.e. UV editing, I watched his videos too and learned some cool tricks, Project From View especially comes in really handy in some instances where "standard" UV unwrapping gives unwanted deformations
>>
>>963067
your textures are good
your normals look shit
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>>963074
hes clearly going for a certain look and could add normals if he wanted to
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>>963039
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Trying out hard surface modelling, made a robot thingie.
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Got nomad on my tablet and decided to try and actually learn sculpting. Eventually I intend to shove this into blender for the materials and such, felt and fur
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>>960791
what else can i add?
>>
>>961043
>>961128
where are you getting the textures from?
>>
>>963110
A dude smoking on the balcony
Graffiti on the wall
Plants
Dust
Birds / rodents / insects
>>
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>>963113
i suck at characters, whenever i try to add them it completely breaks the immersion if there is any. do you think the pic related is vastly too different from the other one?
>>
>>963074
>your normals look shit
lol I get that all the time, I don't blame you. For now I'm laser focused on texturing itself, I'll look into normals on a later date, I got your same criticism from so many anons at this point that I promise I will. Eventually...

>>963110
Looking good nigga. I suggest adding some lamps or other light sources, also maybe a bit of trash on the ground

>>963103
Good shit

>>963111
>tl;dr i get my textures via Google Images, by touching up pictures via Photoshop, by making my own pictures, by browsing certain texture sites

I get my textures from a bit all over the internet, when I first did texture gathering I spent a bunch of afternoons just googling "wood texture" and such, sifting through a shitload of textures to select the ones I liked.

I create my own textures too by touching up pictures I find online with Photoshop. Like here >>961043 for example, the cigarette textures are a touched up version of the image found in the Wikipedia article "Cigarette" https://en.wikipedia.org/wiki/Cigarette

I also take my own irl photos (when it's cloudy outside, if it's sunny you can't do that because the sun will "color" your textures and give them harsh shadows, which you could theoretically remove via Photoshop but that's a pain in the ass so fuck that) and touch up those as well in Photoshop

Lastly, there are some good free texture sites online, such as:
- http://texturelib.com/ (which God damn it often goes offline, it being based in Ukraine, which is a shame because it has plenty of good textures for architecture items)
- https://www.sketchuptextureclub.com/ (requires you to make an account).
These sites are free but require premium if you want higher resolution texture, i.e. above 1024x1024 pixels, but for the textures you've seen that's the resolution I used. Up to you, 1024x1024 is fine by me but then again I am a stingy fuck
>>
>>963119
>i.e. above 1024x1024 pixels, but for the textures you've seen that's the resolution I used
I should specify: the file resolution of my own personalized textures is 2048x2048, but the resolution of the images I've taken from those sites is 1024x1024
>>
>>963119
>Looking good nigga. I suggest adding some lamps or other light sources, also maybe a bit of trash on the ground
thanks g, i completely forgot about light sources during the night.
>>961128
the eraser/rubber texture kinda off, maybe a cardboard brand cover could help?
>>963119
>if it's sunny you can't do that because the sun will "color" your textures and give them harsh shadows
i mean for your ps2-esque style having a diffuse map is not that bad since a lot of ps2 textures had lighting baked into the texture and it won't look out of place since its a pbr workflow. also why unreal? why not go for godot since the code is similar to python and easy? and for normal maps you can make it in photoshop pretty easily.

https://photoshoptrainingchannel.com/photoshop-3d-depth-maps-bump-normals/#h-normal-maps-in-photoshop-3d
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>>963124
forgot to add pic, anyone knows how i can make the cigarette be lit and burning?
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>>963124
>the eraser/rubber texture kinda off, maybe a cardboard brand cover could help?
Eh, I'd rather not, it's a minor prop anyway, for some items I'm content with "good enough"
>why not go for godot
I'm looking into it, I began learning some coding just so I could get into it, the course I'm following goes over Python too. For now what engine I'm gonna use is still up in the air: Unreal has BluePrints which are ideal for a codelet like me, but it's also very feature rich, overwhelmingly so for a simple indie dev, I don't really need all that stuff. On the other hand to use Godot I will need to know how to actually code. Decisions decisions decisions... We shall see.
Do you use Godot?
>>
>>963125
>cigarette be lit and burning
You'll need an emissive map for that, for the burning bit on the cigarette itself. As for animated smoke I don't know, sorry; since yours is a still image, a transparent image with smoke on it should do
>>
>>963134
>Do you use Godot?
not really, i just set up a basic movement system with head bob to test if i can do a blame! inspired psx game but then it has been like 2 months now. i do use unreal to setup envrionments tho.
>>963135
>You'll need an emissive map for that, for the burning bit on the cigarette itself.
oh yeah that would work, guess i will look into smoke sims as well but might just keep an unlit cigarette
>>
>>963125
weren't you working on this like 2 years ago? What happened?
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>>963141
nah just 6 months or so, i just completely forgot about this project and remembered about it 2 days back and saw it was close to being completed
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>>963164
It looks a bit flat, you need more differently sized props and maybe some more elements in the foreground to create more scene depth. Shit like bottles / different kinds of boxes on your platform might help with that.
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>>962760
I designed it as I was modeling. It's quite liberating a experience after working with concept art for my past few renders. This design went through multiple iterations. Attached is the earliest iteration.
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>>960791
Final Red Tape Lady. What do you think?
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i really don't want to model an eames lounge chair just for the background of fetish art don't make me do it why are there no good free ones
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Today I textured business coffee machine. Only things left to refinish are the handles and knobs thingies
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>>963125
>>963141
here we are, what are yer thoughts
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>>963169
oh yeah bottles are a good idea but thinking of trash bags as well
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>>963316
Moths add realism to anything :^)
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>>963316
look at pictures of trashy cities, shit like napkins (even just decals/textures of napkins flat) and cans and bottles and milk crates n shit
look at half life 2 lol
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>>963083
>>
>>960791
the segmented doll was meant for easy posing and tracing reference for me and who-ever else is a hack like me. the entire thing can be custom fit to most anime proportions. Honestly it was good practice, posting wireframe in a moment
>>
>>963361
wireframe
>>
>>963067
ian doesnt go over the image creation because he just goes outside and whenever he sees an interesting detail he takes a pic of it
>>
>>963319
but its day time
>>963326
i really should have established the rules of world before i made it now its just me making shit as we go along
>>
>>963372
>ian doesnt go over the image creation because he just goes outside and whenever he sees an interesting detail he takes a pic of it
no he gets his images from textures.com mainly, he goes outside to photoscan models
>>963067
i wish blender directly exported to unreal, really hate setting up mats in unreal for each and every object, wish i was smart enough to do trimsheets
>>
>>963373
What if they're day moths?
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Today I only textured two objects, I spent most of my time setting up UVs for other shit I'll be texturing tomorrow.
For today we got:
- wall letter box;
- trash can.
The trash can was trouble: the simpler the geometry is the more effort you gotta put into texturing to make up for the low poly count, otherwise it just ends up looking too basic

>>963372
True, and also based as well as red pilled on his part, being able to download textures online is convenient but it's also cool to see personalized materials, instead of everyone using the same resources

>>963374
>i wish blender directly exported to unreal, really hate setting up mats in unreal for each and every object
Really? I fiddled with Unreal myself some weeks ago and the materials came straight with the import without me having to do anything. I used the FBX format
>>
>>963416
>Really? I fiddled with Unreal myself some weeks ago and the materials came straight with the import without me having to do anything. I used the FBX format
the normal map imported right? my workflow is blender - substance then unreal so i end up making master materials and instances materials
>>
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For todays' menu we have:
- tripod turnstile;
- fire extinguisher holder;
- fire extinguisher.

>>963477
I don't use normal maps myself but since the others did import (diffuse + height + roughness) I see no reason why normal maps wouldn't import as well
>>
>>963502
>I don't use normal maps
forced soul
>>
>>963502
i have the doubt because blender reads a different channel compared to unreal for the normal map which is green iirc
>>963503
ps1 and ps2 barely used bump mapping
>>
>>963506
>ps1 and ps2 barely used bump mapping
you are forcing soul sir
>>
>>963506
Don't you have to change to openGL for normal maps if you're opening them in blender otherwise they get inverted? I'm not sure how it works for unreal.
>>
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>look up textures online for a black plastic trash bag
>"hey this looks pretty nice"
>it costs 9 fucking eurodollars
What the fuck how the hell are these people still in business, no one is gonna buy one single photo of a literal trash bag for 9 fucking euros lmao fuck outta here nigga

>>963503
>>963507
I'm the original poster of this >>963502, I'm curious what do you mean by "forced soul"? Saw this expression being used on /v/ too
>>
>>963509
>What the fuck how the hell are these people still in business, no one is gonna buy one single photo of a literal trash bag for 9 fucking euros lmao fuck outta here nigga
It's probably for big companies for whom $9 is less than the money they can make in the 5 minutes it takes to take a photo on their phone and tile it in photoshop
>>
>>963509
>I'm the original poster of this >>963502, I'm curious what do you mean by "forced soul"? Saw this expression being used on /v/ too
its when your soul doesnt come naturally, but you try to force it by artificial means (artificial restrictions / themes)
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>>963507
i will come and shit in your living room sir unless pyw
>>963511
basically style over substance, stupid ass buzzword.
>>
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>>963512
piss
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>>963509
i got these trash bags from quixel for free and i have used it in so many renders. you can just download it and just repurpose the textures.
>>
>>963514
soul
>>
>>963515
unironically I was so proud of this because unreal always scared me and there was so much confusing shit like lightmaps and baking but not production baking and then making sure the lightmaps correlate. Then after a few days i realized that everything is real time with lumen and people barely use baked lighting anymore.
>>
>>963511
>its when your soul doesnt come naturally, but you try to force it by artificial means (artificial restrictions / themes)
Really? Hahaha that's hilarious, anyway thanks for the intel anon-kun
>>
>>963516
lumen only works on non deforming objects. Its practically useless
>>
>>963513
I've walked in the desert for the last 3 days I'm thirsty please piss in my mouth I'm gonna die
>>
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hello again /3/, long time no see. i hope you are all doing wonderfully. i am once again making another arctic foxxo
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>>963578
>>
>>963578
>>963579
Dayum son wonderful work, he's cute. This doesn't look like Blender, are you using Cinema 4D or something?
>>
Alright which one of you degenerate freaks did this?
>>
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i made the lil critter from the japanese 9/11 anime. subdiv modeled, kinda unhappy with the weird pinch points but its fun to make something like this without sculpting
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>>963669
also here r the wires. i started out making penguin as like a ps2 model for a penguindrum game that never existed but then i wanted to 3d print it so i tacked on detail.
>>
>>963669
>>963670
Is that a resin print or FDM? Also what's the process like when exporting subd models for printing? Do you just crank the subdiv levels to eliminate the facets?
Also I think your normals are flipped on the feet.
>>
>>963673
fdm, creality cr10.

it was fairly painless exporting, I just run the 3d print builtin tool blender has and then slice in Cura. i also boolean unioned disconnected parts of the model (the feet) but based on other stuff i've printed that isn't actually necessary, the modern slicers are pretty smart.

yes, just crank up subdiv to like 300k~1mil polys and it's good.

and yea the feet normals probably are, they are the least effort part since they're rendered inconsistently in the anime anyways.
>>
Do any of you know how to accurately resize a reference image? Don't care if I have to use an add on for it. Scaling the whole thing at once is not an option.
>>
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>>963667
Spent the whole day setting up UVs, Materials and textures for a whole bunch of public toilet related shit, already fully textured a few. Will properly texture the others tomorrow.

Also goddamn son some simple ass pipes add more character to your props but also really shoot up the polycount, even basic 8 face cylinders make the object geometrically much heavier. See that shitter? It has 400ish faces, all because of the pipes. The cylinders I previously used were 12-faced before I reduced it to 8 faces it and almost halved the polycount, but it's still a lot and you can't really go any lower than that before the pipes start looking dog shit. Ah well, it's not like public toilets are populated by a lot of clutter anyway, so since in such scenes there aren't many objects to begin with it's acceptable, not optimal, but acceptable
>>
>>963739
What are you talking about? What do you need this for exactly?
>>
>>963743
What I usually do to keep scale when I'm blocking out is extrude a single vert to the dimensions first and then fit the reference image to it. That way the scale is already set and I don't need to worry about it.
This time I couldn't do that because of the image I was using not really being uniform so I had to fit it individually on the X and Y. To get around that I ended up using images as planes for the ref, but, like a retard, I forgot you can only see that with material preview on and it makes it much more difficult for everything after that while using that mode.
Basically I need to scale a reference image along the X and Y individually and there doesn't seem to be any simple way to do that.
>>
>>963597
I use anim8or for the mesh and Hairfarm for the fur, render in blender internal
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>>963513
Here, take this piss-anon-kun, you'll need it
>>
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no textures yet cause I dont know shit about UV unwrapping
>>
>>963876
SOVL
and also godlike taste, bulls are the ultimate race
>>
>>963877
Oh wait shit it's a goat, 't was right in the filename, I'm retarded. They're cool too
>>
>>963876
Nice ! It's a crocodile?
>>
>>963924
>>963876

Yes it looks like a crocodile, but I don't understand the horns???
>>
>>963894
I thought it was a bull tbf, but I think it's the way the horns are pointing because on cute goats they curl backwards.
>>
>>963934
I thought it was a crocodile, some species of crocs have small horns
>>
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70s gas guzzling yank tank or however the fries are dipped in ketchup
>>
>>963964
Kill yourself obsessed faggot!!!
>>
>>963957
Loomis
>>
>>963876
Reminds me of warcraft 3 models
>>963957
Very cute anon

>>963988
What are you even trying to say?
>>
>>963989
Loomis means good job or masturbation in Australia, depends on the context
>>
>>963964
I do love a 70s/80s square car. 9/10
>>
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>>963971
>
>>
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Textured these objects for today, spent most of it UV unwrapping some other stuff though. Texturing takes so much time and energy it leaves me with barely any left to learn coding, I should really give it some love
>>
>>963989
>What are you even trying to say?
That retarded nigger is implying your artistic abilities are shit. Needless to say, he's a seething crab, probably uses AI too like the talentless nigger he is. Not you though, good job on that robutt, positively reminds of that one anime where kids had robot-Pokemons or some shit? That was pretty cool. Not accusing you of plagiarism or anything, just that it'd fit quite well
>>
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>>963578
>>
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Aaaaaaand done.
>>
>>964094
I'm no expert, but I think you should try making the eyes follow the camera to better emulate the 2d perspective.
>>
>>964117
Not that anon but I disagree: if, of all the things in the diorama, only the eyes moved it would just look weird
>>
>>964094
pretty cute, anon
>>
>>964124
I was just thinking about maintaining the 2d image illousion if you were to pause it at any frame.
>>
>>964127
Thanks!
>>964117
That's fair, though I did want it to have that diorama feel so it wouldn't have worked imo.
>>
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>>964058
For today we got:
- TV
- TV remote
- wall mounted TV stand
- wall analog clock
>>
>>964167
Read loomis my dude
>>
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>>964167
Today we got, just a CCTV cam. I got my eye on you.
>>
>>964292
If you keep chugging along at this pace you will actually end up creating something of value, be careful.
>>
>>964294
After all these hours and effort it better! Haha, thanks man, I appreciate the kind words
>>
Just started 3d modelling- this is my first model ever bought to rendering
Thoughts?
>>
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>>964301
>my first model ever
Uh-huh
Good model when it comes to proportions, clothes seem alright if a bit basic, but that face... She's not ugly, nothing about this makes me go "this looks wrong", but she's quite punchable. That and the Starbucks in her hand makes me feel like she's a 50k dollar tuition university goer ready to give me a lecture about class struggle any minute

>>964292
I textured one more prop to wrap things up for today: a fire axe.
I tested how well the textures I made in Photoshop translated into Materialize, and the results are very promising. Of course I'll have to finetune the intensity of the maps, they're too strong, (I won't do it today, I'm tired) but this gives me optimism. God bless the people who made Materialize, it's criminal that it's free!
>>
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>>964311
>>
>Try and model something complex for my ability so I can improve by challenging myself
>Happy enough with it when it's done
>Model something that's fairly simple and definitely not as complex as the "challenge"
>Get completely filtered

Does this happen to anyone else or am I just a brainlet?
>>
>>964327
It can be tough to get proportions & shapes of simple objects right because you implicitly 'know' what they look like, but so does everyone else. Which makes mistakes all the more obvious.
Shit like door knob / fork / dinner bowl / keyboard can be deceptively tough to get 'just right', especially without reference.
>>
>>964327
Welcome to my 20 years of 3d modelling.
>>
>>964338
Yeah that's definitely true. I remember when I was getting a bit more proficient and found it a lot more difficult than I was expecting to model a basic spoon.
The embarrassing part here is that I'm actually using references and I'm still struggling. I have managed to overcome the main hump so I'm hoping it's plain sailing from here.

>>964358
At least I know I'm not alone. I'm just hoping I haven't peaked ;_;
>>
>>964327
I feel your pain brother, some props are deceptively simple and you'll lose your mental sanity over them. Toilet bowls and sinks really fucked me for example
>>
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2000 faces for a game ready gun model is too much innit? It WILL have to be right up in the player's face so it's reasonable to go higher on the poly count there, but what is the standard really for FPS gun models?

>do a little research
Results were inconsistent, various users claim vastly different numbers when it comes to reasonable poly counts for vidya guns.
However, I stumbled upon an interesting thread on Polycount going over some polycounts of some older games, listed in alphabetical order:
https://polycount.com/discussion/126662/triangle-counts-for-assets-from-various-videogames
Half Life 2's pistol model including the arms has 2000 polygons, whether those polys being referred to are triangles or quads unfortunately isn't specified.
I also saw another comment someplace else claiming Arma 2 used 8k polys for guns, 10k for characters and 20k for vehicles; seeing the visual fidelity of Arma 2 this time I'll assume those polys are quads
>>
>>964380
>whether those polys being referred to are triangles or quads unfortunately isn't specified
Whoops I'm retarded, it says right in the thread title those are triangles
>>
>>964382
Always is triangles, because you can have an ngon which is one face, but when triangulated is thousands of tris
>>
>>964406
>because you can have an ngon which is one face, but when triangulated is thousands of tris
True
>>
>>964380
For a 'hero' gun model that's right in the player's face I think you could easily go up to 20k and it wouldn't really matter.
Of course that would be overkill, but GPUs can handle millions of triangles. I'd be a bit surprised if you could even measure a performance impact of 20k vs 1k triangles for the weapon
>>
>>964440
>I'd be a bit surprised if you could even measure a performance impact of 20k vs 1k triangles for the weapon
For Anons like you we end up having videogames like Forespoken
>15fps drops, that so weird... I wonder what is causing it?
>>
>>964445
Keep in mind that there will only ever be one of these guns drawn in the scene. I'm not saying to throw polys at every random prop.
Half of those 20k polys will be culled with back-face culling. The whole gun model will probably be rendered with one or two draw calls.
I've rendered voxel scenes with millions of triangles at 120 fps on a trash AMD card from five years ago, but yeah, I'm sure that using 20k polys for a gun that takes up >5% of the screen is going to cause frame drops on a modern system...
>>
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not sure if I'm creating a monstrosity or masterpiece
>>
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>>964489
>>
>>964489
>>964490
but why tho?
>>
>>964489
I Don't like how her feet and hands are so big. Really ruins it.
>>
>>964489
Why not both?
>>
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Topology practice
>>
>>964499
>Topology
Why don't you use Maya so you don't need to use topology?
>>
>>964504
this meme again
>>
>>964498
3dguy style
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>>964489
You could probably sculpt this out of marble and send it back in time.
>>
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We reached bump limit lads. Give me the original hobbit hole pic and I'll make a new thread, I only have modified versions of it, alas
>>
>>964504
What do you mean?
>>
>>964554
its a forced meme
>>
>>964489
>>964490
margerald
>>
>>964497
>>964489
fuck off i want those feet BIGGER
>>
New thread homos >>960791
>>
>>964651
No wait that's not it, here >>964650



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