/wip/ - Works In Progress - SOULLESS Edition Mk2You know I'm getting tired of asking for the original hobbit hole pic and not getting it, so I'll keep putting in the OP the SOULLESS version until further notice.Anyway post your work-in-progress projects, recently finished projects, or things you'd like critiqued here.Previous thread: >>960791List of free resources: https://pastebin.com/cZLVnNtB (embed)/3/ Discord: https://discord.gg/gbYCEBPuK2
>>964650For future reference, OP.
>>964654YES! Finally! Thank you anon you a real one
Modeled and UV'd mah hand cannon, will texture it soon
>>964658No problemo, anon. Figured I'd keep it handy.
how the FUCK do people sculpt fur
>>964708I don't sculpt, so my advice is probably worth fuck all, but if I did, I'd probably make a pointy tongue looking displacement brush (it'd look like a clump of fur coming to a point), then just spam that around the sculpt to give it flow. Either that, or just don't sculpt it at all, and let the texture do the work.
>>964650A little jet. What do you think?
Marge backside, thanks for the feedback on hand/foot size
>>964760make feet bigger
>>964721How the FUCK do you make a fur texture?
>>964787Same way you paint fur?Get your texture, and a brush that follows pen direction and paint them in the correct direction/flow. Ideally you'd use a brush that has some fibers to it, so that it creates a bunch of lines at once. I find it easier if you can paint on the model.Barring all that, you can also just use hair cards. Pic related. I guess you could also use something like it for a brush as long as it's stamped and not continuously dragged out.
>>964781>>964760Feet size is ok Anon
>>964803i know it's fine I'm just a cooner
>>964684I love the creativity that goes into these, collage-anon-sama, like the way the models are arranged isn't random at all in fact there's a deliberate approach about it, there's a common theme, a reason behind the clustering together of most of these models. Good shit
>>964848>there's a deliberate approach about it, there's a common theme, a reason behind the clustering together of most of these modelsYeah, I tried to keep to a general "theme" for different areas for each of the collages. Well, as much as a theme/narrative as you can really give a bunch of random images that have nothing to do with each other.It's been awhile, but I think for the OG one (the one in that gif), some more "purposeful" placements, were the succubus lewdly posing and the squid girl looking up at her from below, the characters in the car doing a drive by, the goblin hoarding a bunch of wares in his cave, the trio of busts on the weird flesh-pedestals being a bit of a nod to the singing heads off the Haunted Mansion ride, the stuff in the background with the tanks and stuff being a battle between the left and right side, and the cockroach holding as many weapons as I could manage to give him.They were fun to do, and I'm glad the board liked them, but I ended up spending a lot more time on them than I really should have been and I never really got any actual work done.
>>964855>>964856That's some baller shit nigga, loving the design of the armor + mechs.I only have 2 complaints about the armor:1) the shoes seem a bit too basic, some extra detailing there wouldn't hurt imho but that's just personal preference;2) on his right shoulder the american flag isn't supposed to be oriented that way: on US uniforms, the american flag is oriented in such a way that the part with the stars points forward, never backwards (see pic rel for more info).Other than that, I repeat, great work, especially the helmet plane paint goes hard
>>964882>They were fun to do, and I'm glad the board liked them, but I ended up spending a lot more time on them than I really should have been and I never really got any actual work done.I understand and I greatly appreciated the collages while they lasted, thank you for your service anon
>>964899Thanks anon I appreciate the feedback
>>964915Anytime>>964661Texturing work continues, I'd call it 60% complete.I first envisioned this to be carried by regular dildos but I like the M1911 so much I'll let it be a unique weapon, a pistol that lived through the American Century, from the mud of the french trenches to the frost of the Ardennes, from the jungles of Nam to the sands of the Middle East, and that saw it through to the bitter nuclear end. Even in the apocalypse, the Yankee Fist refuses to die.I should save this snippet as the item's in-game description
>>964900No problemo! Maybe I'll come out of "retirement" one of these days and do one or two collages again. We'll see how things go.
>>964917Ah fuck, look at this, I completed the textures, set up all the texture maps for my Material, the Height map is the only one I have left to plug in before my gun is fully complete aaaaaand... I get this shit.What's with all the pixelation? How do I fix this? Some forum posts I looked up said to change interpolation from Linear to Cubic but that didn't do shit for me. Some may suggest to turn down the strength, but even at the lowest level I still see the pixels, and going even lower just disables the map altogether
>>965006Have you tried *not* using a straight up photoshop file as the texture input? There might be something fucky going on if you have layers and shit in the PSD. Maybe there's some weird interpretation of the file that Blender has to handle to read the file properly. Like if somehow you were able to use a PDF or some shit as a texture. Something is obviously going to get fucky in that transition/interpretation, even if the program allows it and "supports" it.Export it to a normal format and see if it still does it.
>>964784printer paper man and cheesepuff dude
>>965006I could be wrong but isn't this where texel density comes in?
>>965007Yep I used a regular PNG and it still had the blocks, but with some extra research I figured out what the problem was: my original image had a 8 bit integer bitmap depth or whatever it's called, whereas for height maps to work properly it appears you require either a 16 bit float or 32 bit float bitmap depth, I went for the latter and it solved the issue (it still has pixels but that's only because my image isn't very high res to begin with, that's acceptable).Finally! My 1911 is finished, my first fully modeled AND textured gun (I modeled a bunch of other boomsticks before but never textured them as well, this is a first).Modeling and texturing guns is a very time consuming process, this will prove challenging for game development. Now I see why many game devs opt for fictional gun designs, so that they can take ample liberties with real life guns rather than having to follow their looks to a T, more liberties = faster output. An important lesson, just don't take it to Bethesda levels where they cram a whole bunch of random shit tgoether with no rhyme or reason lol
>>965017Don't stop here, it looks not really good but it can be fixed. First, why use a heightmap when you can use a normal map?Heightmaps are for displacement, a gun like this doesn't need displacement if modeled correctly. Secondly, The bump is WAY TOO MUCH. Come on now, this looks like metal done in the middle ages with an anvil and a hammer. No actually, it doesn't even look like metal. WTF did you do? Is your metalness map grey or something - it needs to be white, this is metal.Did you even look at references? You wear and tear looks completely random and arbitrary, the wood looks like leather and all those little things come together and make the whole gun look like crap and very amateurish. Find reference photos of old and used colts and actually fucking look at them. Don't wing it, be diligent and observe how it actually looks like then replicate details you see precisely.
>>965031>Is your metalness map grey or something - it needs to be white, this is metal.Speaking of, what uses would there even be for a grey metalness map? If say rubber is 0 metalness and steel is 100 metalness what would even be 50?
>>965017me again>>965031If that is truly your first fully textured model than you did good. I don't want to put you down or demotivate you. My point still stands, don't stop now, you can push this much, much further.Don't be the guy that is satisfied with mediocrity. I know you can do it better because its not that hard - its just time x effort. I think the reference I posted is a pretty good example, try to replicate the discoloration of the metal, the shifts toward brown and areas that are brighter/darker. Your current details are too big, be more subtle with detailing and it will look better. If you continue to push far outside of your current limits, you will learn more and learn faster, and you'll feel deeply satisfied afterwards.
>>965032The only way this makes sense if you have a thin film of a transparent nonmetal substance covering the metal. There are also some half-metallic compounds, some type of alloys where it would make sense.
>>965017Yes anon, using 8 bits for a grayscale map will introduce stepping, since you can literally only store 256 different shades of grey in 8 bit.16bits up that to 65536 if unsigned, half of that if signed. 16bit would've been enough, 32bit floats are far overkill. Not that it matters much in the end, but unless you hate having free space you shouldn't store all your future greyscale maps in full float 32 bit. How tf was no one here able to answer that for you earlier, jfc
>>965035>16bit would've been enough, 32bit floats are far overkill. Not that it matters much in the end, but unless you hate having free space you shouldn't store all your future greyscale maps in full float 32 bitThanks for the advice anon-kun, I'll go for 16 bit next time and see how it goes
How do you rotate a model that's made up of multiple parts that all have different origin points? It's one thing I've never got around to finding out and I usually just reposition the camera because it's easier, but I know that's not really practical for a lot of reasons.Do you have to parent them all to one part or something like that?
>>965140You can parent them all to one part and that works yeah, you can also switch the pivot point to active element
>>965141Thanks a lot bro. If I do it the pivot point way is it just a case of selecting all of the parts and then changing pivot point to active element?
>>965142Once you select the option any objects you rotate will be rotated using the last selected object's origin
>>965143Ah gotcha. Thanks dude.
Making a decently known one for once. My days of staring at 200px wide black and white photos from the 1920s are over.
>>965189I don't know how the hell you can do 7 million trains
heres a test render of a wip. feedback pls thank u
crusty lil low poly umbreon im working ontrying to go for 3dmm style
>>965189That looks pretty rad anon, I did some metro trains but they're low poly, nowhere near as detailed as yours.I really have a problem figuring out how large train wheels should be, 80cm in diameter i.e. 2.62 ft should be fine, especially if my trains ain't realistic and are just simple fictional low poly designs, unlike yours. You could sell that shit at a premium nigga
>>965232Oh I'm a retard I forgot pic
Have been learning a lot working on this Sonic model I made. You don't really notice these in this animation I did but>eyes have parallax effects>limbs and quills have bendy bones>mouth slides from side to side (though not as smoothly as in https://www.youtube.com/watch?v=jwcai0-Dh7Y because the angle is too steep on my muzzle)Made some mistakes with the rig, namely putting rotation on the bones by accident which screwed up the mirroring during posing. I sort of fixed it but there's still issues.Topology also isn't the best since I wasn't sure how far I'd go with it when I started. And I'm not bothering with UVs or textures.Might go for lighting next since I have trouble with that still.But I'm happy with how it turned out so far.
>>965244From the side, since I was copying from game sprites.
>>965246Looks nice, though very granny. Have you tried using a denoiser?
>>965247oh its the point, the edges wont be as defined, figures are kinda loose and ambiguous. i tried evoking monet. thanks tho!
>>965189Fucking shit 10/10 I do love me some trains. Great work anon.
>>965189Calling it here for today. Got most of the undercarriage done, feels pretty good.>>965238Neat. I dig the general shape. I bet some stylized PSXish textures would look pretty cool on that.>>965272Oh, hey, its you! :D
>>965246i love this, do you have the wireframe posted anywhere? i'd really like to see what it looks like.>>964962if i get the time i'm gonna try making a 3DMM background styled render of it>>964784i love primitives based models. have you heard of the game Ecstatica? It's an early 3d dos game that got around polygon limitations by making an entirely ellipsoid rendering engine. it's got such a funky look to it.>>964760good>>964917it reminds me of the one in new vegas, which is appropriate given ur description>>964661the classic>>964708i always do curve hair. it gives very clean results, albiet npr.>>965274looks good anon
>>965275>>965276thank you guys! heres the breakdown + wireshttps://imgur.com/a/JYFa1cg
>>965280I think I remember you posting a scene a while back of some boats and things on the water. Honestly at first I thought it was like an old grainy photo and thought you had posted on here by mistake.It's nice stuff.
>>965282you mean this? and thanks a lot my heart melts
>>965225Looks good anon, if I was you I would make the head slightly bigger
>>965284Yeah that's the one. Looks real cool.
>>965311whats more touching is that you recognized me from another post. thanks again anon
my wip of the week is a 2d ref so next week i can 3d
Trying out a more buff character. Anatomy isn't very accurate, but I'm quite proud since it's my first attempt at this muscular style!
>>965246This is awesome!!
>>965520Good first attempt. Try to think about the silhouette of body first before sculpting the muscles tho
>>965520(cont) use a flat black Shader (press v in zbrush) to check the overal shape of what you're sculpting. Try to make another body today!
A rough Blockout form some drawing references.Time for Sculpting, and its going to be all downhill form here. Trying to stay on the cartoony side of the uncanny valley.
>>965533westoid cartoon coal
>>965534Thank you for the advice!
>>965553Looks like it was done by someone with good anatomy knowledge.Maybe lacks appeal in certain respects, but honestly looks like it was done by a pro to me
>>965533Top tier work
Bros are any of you able to help with this first greentext? >>965537
test render of a gate of a piece im working on, heavily inspired by samarqand. hows the texture and the feel so far bros?
Daily shortstack>>965601Thanks for the compliment, still have a lot of studying to do before going pro
>>965635Got some good anatomy course recs? Or did you just study from books/images
>>965641The holy trinity of anatomy stuff is:Rafael Grassetti - ZBrush Anatomy & Design Package(Uldis Zarins) Anatomy for Sculptors - Understanding the Human FigureFaraut, Philippe - Figure Sculpting Volume 1 and 2.(bonus) e-hentai.org/g/2367763/1b25ad2999/I also have a huge pureref file open all the time with reference / my favorite tutorials for each part of the body
Is her head too big?
>>965690if you are going for a "realistic" proportions yes, the head should be 1/8 of the body and you have there 1/5 or so
>>965687Great stuff anon, thank youToo bad the Faraut Philippe books aren't on libgen and all the physical copies are crazy expensive
>>965691Started out with that reference but it looked disgusting. Trying to get some kinda action figure look, but I can't tell if it's working or not.
>>965690I find that the proportions of the neck influence my perception of head sizes a lot more than the actual head size does.That said, 1/5 is probably too large regardless. The face should be smaller than the hand is, so you can probably get a decent look by shrinking the head until it's 1/6, and then thinning the neck a bit.
>>965694it is heroic scale basically, yes it works but the mouth, the eyes are too small and the eyes look like this < . > and the chin is too big
>>965690looks perfect for a cartoon character desu, would shrink the neck by 50% in width tho
>>964650Marry Christmas everyone.
>>965699>>965701Thanks dudes! I guess it looks a bit better now, but I'll have to adjust it a bit more.
>>965711S0VL vs soulless
>>965711>>965712If you like the thicker neck more then add some bulk to the arms and legs.
Trying to make a cute guitar. Way harder than I thought it was going to be, but at least I learned some new stuff and it's a lot better than my first attempt. I'll probably post that too because I'm pleased with the progress from then.The anon who made the guitar in the old thread has my respect.
>>965718I love this so much! Keep going 3dguy
>>965718God is not real, but this is no excuse to take off this frog´s underwear. I promise i´ll never do that.
>>965719i made this one months ago, its a pain to model all these little parts, it helped that i have one irl
>>965624it looks cool, the light is pretty blown out, but thats how deserts are
>>965733>>965737Neat! I'm finding the strings to be the hardest part. I can't seem to keep them straight and I'm not sure if it's because the tuning pegs are askew or because the neck isn't wide enough or what.I think I'm just going to put the strings on, move the tuning pegs closer to the edges of the headstock, and redo the nut. I've tried nothing and I'm all out of ideas.
>>965740i did it with curves and turned them into a mesh
>>965741That's what I did too, but despite my efforts everything has still fucked up. I think my headstock is too narrow and that's made the top of the neck too narrow. I tried to find just how much more narrow the top of the neck was compared to the bottom (on average) because it's hard to judge on photos, but couldn't find out so I just winged it.The least fuck on/easiest way to fix it will be to do the strings first and then resize the headstock/top of neck and brute force it. Or that's what I'm thinking at least.
>>965726Awesome! keep going
>>965711It has it's charms but I would make it more feminine. Thinner upper torso/narrower shoulders. Rounder face/less jaw. And a less bowl kind of hair style.
>>965726imagine the smell
>>965790she looks like she's finally ready to settle down
>>965789This looks good! I like the painterly style.
>>965789Very cool>>965790still very thick neck / shoulders / waist unless you're going for that
>>965806>>965809just finished it! thank you guys!
>>965815Out of curiosity, did you do all the models yourself? I'd also love to hear more about how you got it looking like that.
>>965816assets are from BMS Medieval Collection and Bazaar :oi already gave up on modelling i just wanna focus on the vibes and storytelling
>>965822That's fair enough, thanks for responding. The composition is good!
>>965815Damn, Ubisoft finally getting back to its roots for AC, eh?
>>965815>>965789Looks great, can you share how you get the painting effect?
>>965824thank you!!>>965839AC and crusader kings 3 loading screens were huge references for me and yeah i hope they go back to their roots instead of just "emulating it">>965841Foreground:add me on discord so i can send you my camera raw filter preset! my discord is archaicangel_ and thank you too!
>>965843oops i forgot to delete the "foreground" i was gonna list my settings but it was too long xd
>>965845Should be able to upload it and link it via catbox. I can't see it being more than a few hundred kb.
Hey, /wip/. Shoulder guy here: >>939151I figure since my thread is on its last legs, I would bring my work here. Especially since my pursuit of good shoulder deformation has taken a huge detour into geometry node craziness.Well, I've made some progress. I couldn't figure out the ray hit detection thing(I think I was getting pretty close) so I went back to the previous idea of manipulating empties inside of the mesh in order to create a kind of mass. Well I made some big headway there.Basically, I created about 24 empties, and scattered them underneath the mesh. Arranging them near the to where certain anatomical groups would be. Like shoulder, bicep, forearm, breast, abs, back, hips, etc. And then using geometry node magic, I sampled the mesh's position to the nearest empty. Essentially parenting the mesh to an empty. Then, I did some math to figure out the average of every mesh group. Because the true center of mass is actually slightly different from the empties I placed. I then store the difference between the mesh groups and their respective mass centers.Then, using a copy of the empties that are parented to the bones, I move the mesh any way I like, and then once again get the difference between the mesh groups and their respective mass centers. Since the mesh moved, some vertices might be farther from their center mass, other vertices might be closer to their center mass. And some are neither closer nor farther. But what I did here, is focus on the vertices that got close to center of their mass after the move. Using some math, I figured out the exact difference between resting distance and posed distance. And then scaled the the vertices that are close, back out, using the center of mass as the point to scale out from.The result? A form of volume preservation. Volume preservation that acts as if the mesh it bulging out from a center mass. Right now, it's still ugly. Because the bulging mass is not interacting with its neighbors.
>>965859Another angle showing some of the ugliness. There's still much work ahead.Ideally, the bulge would be better distributed. Both within each respective group, and smoothly with neighboring groups. Sharing the "pressure" so to speak. But even now in its ugly form, you can see how it's automatically filling in the area where the upper inner thigh meets the groin. I haven't been able to figure out how to make a decent skeleton to keep volume preserved there. I suppose normally people would so a bunch of manual weight painting, followed by some shape key stuff. But here with my nodes, the area knows it's losing volume, and it's automatically compensating for it. Filling the area. Once the bulge is smoothed, and there's self collision, then it will look extra nice with no effort.I also made progress in another way. I figured out how to take edges, and create points that share the same index. This was important, because I couldn't just allow a single point to cover large areas. Like the thighs for example. It requires at least 2 points to cover the whole of the thigh. Before, they were two divided points. But now they're two connected points... mostly. I didn't fully complete this connected functionality. But it's close enough for now that it's already making a difference. Making the thigh act as an almost single unit. So far, I only set up two limbs like this. The thigh and shin. But now that I know I can turn edges into lengthy zones, I should be able to sort of get the "length" of a muscle anywhere. Perhaps I could create 3 separate edges to get 3 muscle groups for the shoulder. That would probably make it bulge a lot more realistically. Rather than just the single point that's there now.
>>965859>>965860If you want to do this correctly you need to do machine learning like side demonstrated in houdini 20 muscle with onnx or ziva implemented the same ml with ziva realtime into maya / unity / unreal / any custom engine with their apiI think your approach is just wasting your time now. Look into what i just mentioned
>>965874>>965875Looks really unnatural
im makin this space girl for a lethal company mod im gonna make where you can play as her and swap out the hair for different chars until someone makes better modding tools
>>965520is this the back or the front lmao, everything above the "abs" reads more like the back
>>965869Machine learning? Why would I need machine learning? My system will not need to guess where vertices should be based on learned behavior. It will know where vertices should be, because the math will be accurate. It's not predictive, it's deterministic. You get out exactly what you put in.In fact, I've looked at ziva before. Only a small glimpse admittedly. And hearing how it uses AI is one of the things that annoyed me enough to start my own journey to find my own solution. Because I'm convinced that all the tech nerds are overlooking a more foundational solution to deformation, and instead chasing fancy bell&whistle gimmick solutions.When(or if) my way is developed, then the user will only have to plot a few points, and draw some lines between the points, and voila, they have a semblance of "muscle" working under their mesh. And it will work in tandem with existing bones. They won't have to create a whole muscle structure either. If they feel only 1 particular area is giving them difficulty, then a single point might do the trick.I'm getting heated just thinking about how underdeveloped this idea is. It pisses me off. It feels like some egghead should have thought to implement it into basic 3D works back in the 90s. Anyway, check out this image. Using the viewer node on one of the distance nodes, it makes this cool looking visual effect on the body. You can see the zones of influence the empties create.I just noticed one of my empties were misplaced. Oops, a pelvic empty somehow ended up down near the foot. Fixed that. And oh shit, I just realized that I undid all the parenting of the pose bones, so my previous 2 webms aren't even accurate.(I was really tired) But oh well, it was still accurate enough. The fixed version still looks more or less the same.>>965874>>965875Looks really sexy.
>>965996have you thought about how many additional empties you need to make it look correct, especially for more defined meshes?Thinking about the layers of muscles around the shoulders makes me wonder if your approach is reasonable.Also to really match a simulated muscle system you need to mimic the jiggle and hardening of muscles.Interesting stuff anon, keep it up.
>>965996>Machine learning? Why would I need machine learning? ML skinning is already a viable alternative to regular skinning and is used by _multiple_ huge players including the included onnx framework and examples in Houdini 11 by Side FX. You just generate your ground truth poses, train for a bit, and you move on. You've been at this for what? Months now? And you're already thinking that ML and SideFX examples are useless??
>>965999>and examples in Houdini 11 by Side FX. You just generate your ground truth poses, train for a bit, and you move on.link, I wanna see this.
>>965998>have you thought about how many additional empties you need to make it look correctThe thought crossed my mind. I haven't made a real estimate. But I suppose to get a decent volume preserving musculature, perhaps 100-200 points. Of course, empties aren't really necessary btw. I started with empties, because my noob-ass thought it was the only way. And besides, they're easy to think about conceptually, since they only exist to be manipulated in space. But now that I know how to get the points I want out of a mesh, I can create edges and single verts to make up the mass centers. And then weight paint the mesh to the bones to parent them to the skeleton. I dunno if I'll actually do that. But the point is that there are different ways to represent these center masses. I might just end up using a series of curves. Dunno yet.>Thinking about the layers of muscles around the shoulders makes me wonder if your approach is reasonable.Right now, it's not reasonable. But when I'm done, it will be a perfectly reasonable solution. You won't need to include every strand of muscle. Just the major groups should do. Here, I added more points and edges to give you an idea. Look at the area of influence each point has. It's starting to resemble an anatomy chart.>>965999>And you're already thinking that ML and SideFX examples are useless??Not useless no. It's just kind of fakery. Useful fakery, but still fakery. I seek a solution that is real because the math is solved properly. There is no reason why we shouldn't have volume control over the mesh. Or "volume skinning" if you want to think of it in those terms. I'm not sure how much "skinning" applies when we're discussing volume. Not only the surface. But we should have some volume equivalent of deformation.
>>965998>Also to really match a simulated muscle system you need to mimic the jiggle and hardening of muscles.I'm not so ambitious that I believe I can make a whole muscle system. However, jiggle and hardening will be handled in simulation. I'm sure of it now. There really is no way of creating jiggle without the passage of time. And to pass time, there needs to be simulation.I suppose I will measure the two farthest points of a zone, and then when the distance of those points are closer from 1 frame to another, it will detect as a contraction. Upon detecting the contraction, the zone will increase in "pressure" or something like that. I don't know. I'll have to give it more thought. But I do plan on giving every zone a value that represents density.Well first, I need to figure out how to make every zone "see" their neighboring zones. That's hard enough as it is. I think it has something to do with the angles of perpendicularity and distance. Like PointA can only see PointC, if the angle of PointA and B's crossproduct is at a certain angle, and if PointB is also beyond a certain length. Because if PointB is too close, then the angle is bad. But if PointB is far enough, then the angle is good.Anyway, after I figure that part out, then I can tell the zones how much they're allowed to effect neighboring zone. One zone pushes another zone, which pushes another zone. And they're all displaced by their respectively assigned levels of density.
>>966000It gets about 10 minutes dedicated segment in the houdini 20 keynote and the graph is a free tutorial download from their scene files
Yes, I did this.
>>964650Does anybody have the twitter of that japanese guy that was making hot babes? Some of the streams were posted here.
furry butt wip, not sure if I should add fur to the whole body or just specific parts
>>966158Just specific parts. All fur never looks good.
>>966161I keep reading your name wrong, I always read it like a member of the LGBTQ+ that likes apple products too much Good job btw
>>966163honestly there's a reason why I've been using AppleHeck instead but I can't change my twitter username. "applefat.gov" was a dumb in-joke between friends and I'm tired of it leading to confusion (people kept thinking I was a fat fetish brony for years and it was THE WORST.)
>oh yeah i'm doing it i'm the god of modeling woo hoo!!!>oh god this shit is terrible i am shitNobody said it would be easy. NEVER give up bros, no matter how dark the night gets dawn always comes
Fur turned out a little too messy but good learning experience>>966164really nice pose
>>966164>poses her like that>doesn't give her dickCome on, man. You can't leave me this close.
>>966164Appleheck sounds much better than applefaggot I like the character, is for a game/animation Or is a portfolio piece?
working on a severely disfigured mutant
>>965520Sculpted and retopod!>>965959It's the front, anon!
>>965761Jesus Christ get him a FUCKING SHOWER
>>966257eventually planning on doing an animation pilot. I'm already good at 2D animation, but if I'm gonna make this happen 3D is the way to go. and since I already know plenty about pixel art and 3D as a whole, making something like this will be trivial compared to other methods I could use. Here's a test animation I was making yesterday. it's not done, but it's getting there.
>>966244make it yourself, I'm not!
>>966356Looks awesome man, I really like the concept of the character and your animation looks really clean.>>966308Nice! are you going to make him a miniature?>>966034You should work on the proportions a bit anon
>>966353>>966354i mean shit, its better than lethal company
>>966394Not sure whether I should take that as a compliment or an insult, anon...
>>966363>You should work on the proportions a bit anonBetter? I think I'll not touch the face more and I'll try to find a hair reference that looks cool to do it with curves next.
>>966363no it's for a game
>>966158>>966234what matcap are you using?
>>966429Looks much better, I still would make the forehead slightly lower and change the neck angle to a more relaxed pose>>966435I can see something mid poly PS2 like working perfectly with the style
>>966447He does have an ass tho D: >>966353 he does NOT have DGS...
finally finished my friday the 13th piece ^^assets from bigmediumsmall medieval collection
>>964661*Crack*Yep...*Sip*Now that's a real man's gun. None of that Austrian Tupperware. Don't make 'em like that no more.
>>966481God I love this board. I wish it wasn't dead.
Please indulge me because these days with all this 3D nonsense I rarely get a chance to play with GIMP which used to be my passion at some point.
>>966470I want to be a photorealistic artist in unreal 5, it's difficult but i'm sculpting everyday
>>966439its PolySkin set to grey. not sure if that comes standard with zbrush tho
>>966501thx, character looks good anyways, is this referenced off another character which looks like it?
>>966499I make realism, not because I like it, because they pay me , but I really like more simplified 3d models like the PS2 era.To be good at realism, what you need to do is focusing on primary shapes, then secondary shapes and then tertiary. Don't start detailing before having the musculature and the proportions ready.Anatomy is a must for realism. Try using as many references as possible, remember that references are not cheating
>>966492get him another arm on the side
>>966522thanks for the insight. are the three forms you mentioned available as an image explanation? i'm always using references, have pureref installed and open while using zbrush. what im making is remaking a character from a 2004 game in a more modern form.my workflow consists of making the base form using zspheres to build a skeleton, roughly sculpt the muscles and going up in dynamesh resolution as i add more detail universally.
>>966502its Elora from Spyro!
I'm new to the path of the 3d coomer, that shit is harder than dunning-kruger told me
>>965790Nope, Although face looks better. The original you made has charm because looks normy, like a 35-40 year old homely nurse. Kind of cute. Maybe change it like in pic related. Narrow shoulders and waist, face a bit lower, different hair.
>>965790This is what I had in mind for the original when I suggested the changes.
>>965711>>965790Making a narrative based horror-mystery set in a spooky town, are ya?
>>966573project zomboid ass bitch