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2023-11: Warosu is now out of extended maintenance.

/3/ - 3DCG


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File: 133 KB, 879x516, wypipo.jpg [View same] [iqdb] [saucenao] [google]
734668 No.734668 [Reply] [Original]

Content-aware scale edition

Previous thread: >>726562

>> No.734670
File: 978 KB, 1200x824, whatAboutTheHoodTho.png [View same] [iqdb] [saucenao] [google]
734670

>>734668
Starting off with my progress on her cloth. The padded coat sits too far behind on her shoulders for now, so I got that to fix.

Which one is better, in your opinion, with the hood, or without it?
>>734506 hooded version

>> No.734672

test

>> No.734687
File: 880 KB, 1600x1080, steam_engine.png [View same] [iqdb] [saucenao] [google]
734687

Steam engine. Still missing everything that can be screwed on, the parts behind the machine and real materials.
I'm kinda suprised that the render time was rather low considering it has 2m verts with modifiers

>> No.734728
File: 656 KB, 2048x2048, body_v05.jpg [View same] [iqdb] [saucenao] [google]
734728

>>734670

>> No.734732
File: 823 KB, 1920x1080, render_carpaint_3.png [View same] [iqdb] [saucenao] [google]
734732

Almost done with the hull.

>> No.734755
File: 63 KB, 1525x720, 64bw5w55z.jpg [View same] [iqdb] [saucenao] [google]
734755

>>734668
this gun.
I still need to model some attachments (scope, laser, light) before starting the unwrapping/texturing process.

>> No.734760

>>734687
Polys are cheap. Lighting and physics simulation is what will take the longest to compute.

>> No.734767

>>734687
Plus, denoising.
The build-in render denoiser is fast, but often ignores pattern created by noise. Also, it tends to turn noise into splotches and swallows edges.
The denoising node requires extra render passes and time to work but gives the best results.
I guess rendering the animation at 126 samples denoised 1080p instead of 256 4k should be fast enough for a 20-second animation

>>734755
This looks really nice, even in this untextured state

>> No.734768
File: 498 KB, 1200x400, denoising.png [View same] [iqdb] [saucenao] [google]
734768

>>734767
forgot image

>> No.734838
File: 908 KB, 1710x879, madeMyMindAboutTheHood.png [View same] [iqdb] [saucenao] [google]
734838

>>734728
About done with the upper clothes. The missing details on the padded coat will be sculpted in later.

>> No.734864
File: 444 KB, 675x450, Annotation 2020-04-07 173739.png [View same] [iqdb] [saucenao] [google]
734864

Part 1, 2, 3..

https://youtu.be/F5edvPHppuI
https://youtu.be/9SJSPfHyQKI
https://youtu.be/0VOSgl0H6UI

>> No.734926

>>734864
I really dig the aesthetic but you have no business uploading that in three different videos my dude

>> No.734938

>>734864
can you please explain what were you trying to do when making these? what was the goal you had in mind?

>> No.734987

>>734926
thanks for mentioning that.... I upload them onto my youtube as an after-thought mostly for archive purpose. Releasing periodically on my instagram (my main platform currently with any sort of audience. its too bad the app shits on the quality) once I have the final two parts complete and released, I will combine all parts (Just Like voltron robot) for youtube
The deluxe viewing experience

>>734938
Want people to realize that putting massive time and energy into a unique idea- a creation from their minds that might be an otherwise passing thought- is one of the most rewarding things you can achieve. Not talking about ideas that we generate (directly) from media or culture, nor through a "lens" of social mind, but instead, the really far down thoughts in the back of your head that can sometimes be hard to translate to others. the waking (or asleep) dreams deserve to be translated in something beyond writing (I don't really enjoy reading written descriptions of these types of thoughts,)

I think these videos are part of my quest to find the best medium for this idea of ideas. So far I like what is achievable with the style

>> No.734993

>>734987
>https://youtu.be/0VOSgl0H6UI
>>734864
Amazing man. What software do you use? Only part 3 has an interesting story. How long do you spend on one of these? They could get really popular if you managed to make one 3-5 min long with a good story.

>> No.734996
File: 1.11 MB, 1080x1080, 3.png [View same] [iqdb] [saucenao] [google]
734996

>>734987
I like your methods. You probably have more fun making your projects than a lot of people do

Here is my sonic fanart

>> No.734997

>>734864
I love these, haven't seen something this unique in a while

>> No.735003

>>734864
Really great man. Really comes off as that "genuine article" type feel, rather than something that's super on the nose "remember the 90s guys?". It definitely nails that charm that's hard to replicate because you just can't copy it. It's gotta come from a certain mindset that most people just don't have nowadays. People think you can just 1:1 copy the look and that's all you have to do, but there's a certain flair of kookiness that emanates from games and visuals of the area that people just don't understand. You do though. Props man.

>>734987
>Releasing periodically on my instagram
Yeah I'mma need that username, dog.

>> No.735009
File: 210 KB, 287x304, 1571681003280.png [View same] [iqdb] [saucenao] [google]
735009

>>734864
looks very interesting anon, keep it up !

>> No.735398
File: 109 KB, 640x480, Fack UVs.jpg [View same] [iqdb] [saucenao] [google]
735398

Working with UVs got me like

>> No.735418

>>735398
yes

>> No.735673
File: 391 KB, 512x512, 1582274022502.webm [View same] [iqdb] [saucenao] [google]
735673

ONCE IN A LIFETIME

>> No.735916
File: 2.30 MB, 960x988, darft.png [View same] [iqdb] [saucenao] [google]
735916

This is my first project using Blender and I am loving it so far. Thoughts?

>> No.735917
File: 2.07 MB, 1335x1373, Screen Shot 2020-04-24 at 8.39.27.png [View same] [iqdb] [saucenao] [google]
735917

>>735916

>> No.736044

>>735916
what's up with all the noise

>> No.736057

>>736044
pretty sure it's a part of the Aesthetic

>> No.736064

>>736057
somehow I don't think so

>> No.736067
File: 570 KB, 1018x602, wip.png [View same] [iqdb] [saucenao] [google]
736067

>> No.736091

>>735003
what the fuck is genuine article?

>> No.736094
File: 319 KB, 2760x1385, 2020-04-24 21_46_16-ZBrush.jpg [View same] [iqdb] [saucenao] [google]
736094

A study for tonight. Following along with Scott Eaton's anatomy course, and so far the legs have been, ok, if not a little challenging.

>> No.736096

>>736091
Like that it came from the era and isn't a soulless regurgitation of tropes from the era without really understanding what the fuck they're doing. Just a "yeah this looks like a cool PS1 game, people will love that.
Seems like the video wasn't using the style as a way to look cool, but as a conscious decision to tell the story that he wanted to tell. If that makes any sense.

>> No.736173

>>736064
don't you have to enable some settings to get that noise? (though what do i know, i installed blender 5 days ago and have so far only taken screencaps and not messed with the camera..)

>> No.736226
File: 59 KB, 591x666, Zbrush_bLhEgi7wos.jpg [View same] [iqdb] [saucenao] [google]
736226

Beginner here, still have to paint and add fur.

>> No.736227

>>736044
That's probably Eevee

>> No.736264

>>735398
post this on /d/, give the world a new fetish

>> No.736301

>>736227
Eevee doesn't really have noise. Not like that anyway. It's all screenspace so you'd only get noise in stuff like SSR.
That looks like raytracing noise, so it's probably Cycles.

>> No.736328
File: 314 KB, 798x768, jugendwindow.jpg [View same] [iqdb] [saucenao] [google]
736328

Art nouveau architecture.

>> No.736347

>>736328
Love this. looks like a psychedelic bank

>> No.736815
File: 1.15 MB, 960x988, 1587735827633.png [View same] [iqdb] [saucenao] [google]
736815

>>735916
i like the grain
I would crush the outside of the pod though. Like make it waaay darker. takes away from the subject a lot.. you will loose the pipes, yeah, but it is a worthy sacrifice

>> No.736841
File: 475 KB, 706x933, 20-04-27-223332-import.png [View same] [iqdb] [saucenao] [google]
736841

I am sculpting, retopoing, rigging, and animating my first character.

>> No.736848

>>736841
So this is the power of Blender.

>> No.736864

>>736841
You're already at a professional skill level clearly, you just need to use a drawing tablet, mouse sculpting is holding back your full power.

>> No.736866
File: 592 KB, 814x1040, 20-04-28-011742-import.png [View same] [iqdb] [saucenao] [google]
736866

The topology was very hard to get right.

>> No.736868

>>736866
>>736841
Dude, this is a SFW board.

>> No.736942

>>736328
looks like a 90s render of an undersea building coming to life

>> No.736947

>>736866
only 6 months in huh? *impressed whistle* you're going to be like one of the pros real soon.

>> No.736960
File: 2.32 MB, 960x540, CubeAnat.webm [View same] [iqdb] [saucenao] [google]
736960

some facial anatomy practice

>> No.736966
File: 1.26 MB, 300x225, 1562588331910.gif [View same] [iqdb] [saucenao] [google]
736966

>>736960

>> No.737083

>>734668
Bump

>> No.737214
File: 1.12 MB, 1920x1040, image(3).png [View same] [iqdb] [saucenao] [google]
737214

Tried my hand at some hard surface modeling today. I'm pretty happy with how it turned out.

>> No.737278

>>737214

Good to see there's at least one blendie on this board that can model something else than donuts, anvils and anime waifus.

>> No.737389
File: 888 KB, 386x404, FACEWIP.webm [View same] [iqdb] [saucenao] [google]
737389

Started Sculpting a head
Still a long way off from being done

>> No.737412
File: 1014 KB, 1000x1387, Post-Apocalypse Character-Turntable.gif [View same] [iqdb] [saucenao] [google]
737412

>>733611
>>733610
Finished painting the printed model from last thread. Left eye being a little lower than the right bugs me.

>> No.737430

>>737412
You did a decent job overall.

>> No.737448

>>737430
Thanks mate. Decent is okay with me.

>> No.737452

>>737278
you do realize that by doing the anvil and dougnut tutorial you a beginner would be better equipped to make something llike pic related which has soft and hard areas, right?

>> No.737454

For anons that make stuff to put in games, does it matter if you have overlapping objects in one mesh?

>> No.737461

>>737454
No. Unless transparency. But no, floaters are common place.

>> No.737478

>>737461
can you give me some examples of older and newer games doing this? just to help me understand the applications?

I also want to do 3d printing and supposedly overlapping geometry like that is a huge nono. So its starting to seem like i need to learn 2 different schools of 3d modeling because of that.

>> No.737494

>>737478
>supposedly overlapping geometry like that is a huge nono
Read up on booleans, they make ass topology but 3d printers don't care iirc and it's an instant way of joining all your floaters into a seamless mesh.

>> No.737520

>>737478
not that anon, but if you want an example then look at Estark's limbs here https://www.youtube.com/watch?v=7wQzFH4gjhg

>> No.737565

>>737278
>>737452
i admit to watching those two tutorials. The anvil didn't really apply since this wasn't a subD workflow.

>> No.737568
File: 402 KB, 865x849, 20-04-30-062120-import.png [View same] [iqdb] [saucenao] [google]
737568

Took a long time to figure out the weight painting. Now it's rigged, uv mapped, and textured.

>> No.737569

>>737568
Dude, this is a SFW board, keep this degeneracy out of here.

>> No.737578

>>737569
Several people have posted nude models already. If the mods don't like mine, they can let me know.

>> No.737585

>>737568
What the fuck is this even supposed to be?

>> No.737591

>>734668
i have a general question about blender and i also have a solution for my problem.

so when animating in blender lets say i have a 60 frame animation of a bone following a circle along the X and Z axis.

i have 5 keyframes 0,15,30,45,60
why is it that frames 15-45 run aroun the circle mostly smoothly but towards the end it slows down and slows at the start. is there anyway to avoid this without doubling the frames and rendering the middle part to avoid the start/end frame slowdown?

by slowdown i mean the bezier curves or whatever seem to find frame 0/60 a resting place for some reason instead of chugging along like frames 15/30/45

>> No.737593

>>737591
well i found a second solution which isnt so bad though still i find this very strange

placing a frame at negative 15 and a frame at 75 make the animtion contiue without slowing down.

>> No.737594

>>737591
probably a spline interpolation on your keyframes. best way to deal with it if you like the spline smoothness is to just duplicate key frame and before and after if you're making a loop. If you don't care about looping, just change the interpolation parameters on those key frames

>> No.737595
File: 75 KB, 1589x650, interpolation.jpg [View same] [iqdb] [saucenao] [google]
737595

>>737591
If you want the bone to follow the circle continuously, you have to change the interpolation (usually to "linear", you can do that in the animation graph editor).

>> No.737650
File: 337 KB, 780x396, FDACEWIP3.webm [View same] [iqdb] [saucenao] [google]
737650

>>737389
update

>> No.737720

>>737578
Joke's on you. There are no real mods or jannies here. We basically self-moderate by complaining when a single question is posted as its own thread and bumps off a 6-month old thread.

>> No.737791
File: 240 KB, 960x540, sneedbeatstheshitoutofmoe 2.webm [View same] [iqdb] [saucenao] [google]
737791

just created some ammo to use against moeposters, use responsibly

>> No.737811
File: 305 KB, 3656x2035, zoom-how-use-online-classes.jpg [View same] [iqdb] [saucenao] [google]
737811

>> No.737813
File: 2.07 MB, 2560x1440, l96 new1.png [View same] [iqdb] [saucenao] [google]
737813

>> No.737816
File: 261 KB, 3491x1862, h8iyix54mkg41.jpg [View same] [iqdb] [saucenao] [google]
737816

>> No.737817
File: 35 KB, 255x290, 1534870014706.jpg [View same] [iqdb] [saucenao] [google]
737817

>>737791
based.

>> No.737829
File: 539 KB, 1920x1040, screwdriver.jpg [View same] [iqdb] [saucenao] [google]
737829

more modeling of random shit on my desk.

>> No.737871

>>737829

Fuck off back to eastern europe untermensch

>> No.738254
File: 176 KB, 3652x2022, m5ebIzj.jpg [View same] [iqdb] [saucenao] [google]
738254

chair meme

>> No.738273

Im doing an animtion for a client and he sent my a model that didnt have any IK set up and all his animations were set up already.

i set up IK and made some new animations he requested but it messes up the old animations.

is there a way i can like bake all the current positions of all the bones and delete the IK for the new animations?

or some other process?

>> No.738274

>>736960
>that pussy

lol you got me

>> No.738275

>>738273
i figured it out thanks to a clever google search.

i decrease the influence of the modifier and then right click add keyframe.

have a good night everyone

>> No.738293

>>737520
seems pretty seamless, i can only really see what i think is a clip in the thigh region, not sure im blind or they hid them really well

>> No.738304
File: 408 KB, 713x770, metaballs.png [View same] [iqdb] [saucenao] [google]
738304

Meatballs

>> No.738328

>>737478
Every game in existence.

>> No.738329

>>737829
How are those squares on the grip made?

>> No.738356

>>734864
Pretty cool senpai

>> No.738397
File: 233 KB, 900x946, View_09.jpg [View same] [iqdb] [saucenao] [google]
738397

Resolution and details are a lot higher, but faggot vietnamese board with 5mb limit

>> No.738398

>>738329
separate object with array of squares, shrink-wrap, solidify, bevel. not autistic enough to incorporate it into the base mesh topo. it baked very nicely onto low poly as a normal map.

>> No.738495

>>738293
good technique to hide that is by having the touching polygons of intersecting part be the same color/sharing the same space on uv map.

Most old games have free floating, overlapping geometry because it takes too many polies to join the pieces, and with shadeless shader it looks exactly the same.


If you were e.g. making a low poly demon head, you would not be joining horns, and ears to the head. Many low poly character's noses are separate too

>> No.738496

>>738398
perfect use of modifiers as part of non destructive workflow

>> No.738497
File: 55 KB, 934x444, IMG_20200503_220752_597.jpg [View same] [iqdb] [saucenao] [google]
738497

Making some printable autism for /tg/
Still a zBrush newfag.

>> No.738500

>>738497
how much does it cost to print figurines like that? I always thought it would be too expensive to bother making your own OCs for a campaign.

>> No.738501
File: 2.25 MB, 855x2030, artflow_202004292236.png [View same] [iqdb] [saucenao] [google]
738501

>>738500
Printers are like 200-300 bucks, resin is like 50 bucks for 1kg/liter, so that will last for quite a while if you only print minis.
If you just want a hand full of minis you're better off ordering from a print service.
Look at the prices on shapeways, you'll pay less than that when ordering your own.
https://www.shapeways.com/marketplace/games/tabletop-wargaming

>> No.738503

>>738501
I was thinking about sending files for someone else to print it
I don't think comparing the shapeways is fair, because they already have all the designs made, which took time.
Your time making your own sculpts is not in the price.

A better comparison would be comparing
buying a printer + resin + time to print your minis
vs
emailing your files and waiting for the minis to be sent back to you
I never bothered to check, I assume the first option only becomes cheaper after many printed minis.

>> No.738506
File: 398 KB, 1036x1646, SmartSelect_20200504-161135_Samsung Internet.jpg [View same] [iqdb] [saucenao] [google]
738506

>>738503
I was just posting the shapeways tabletop section to give you an idea on how much a finished sculpt would cost to order, regardless of how much time you want to invest for your OC minis.
And yeah, printers are only worth it if you print a lot, or if you plan to actually make money with them by doing master prints and recasting them.
Pic related is by a company that just recasts printed masters for prices that make even Games Workshop jealous and people actually buy them, so it's a neat side hustle if you're into this hobby.

>> No.738539
File: 413 KB, 1014x624, DemonOrc.png [View same] [iqdb] [saucenao] [google]
738539

>>737650
More progress on this character

>> No.738544
File: 121 KB, 352x240, buckshotd.png [View same] [iqdb] [saucenao] [google]
738544

>>734864
Part 4
https://youtu.be/1J7XnhlUYtA

>> No.738545

>>738544
this is great

>> No.738546

>>738539
where's the dick?

>> No.738549
File: 65 KB, 433x650, 37323140-portrait-of-an-angry-serious-woman-with-folded-arms-isolated-on-a-white-background.jpg [View same] [iqdb] [saucenao] [google]
738549

>>738539
you heard the man >>738546
where's that thick veiny demon dong?

>> No.738555

>>734732
I'd recognize a 350z anywhere, nice!

>> No.738606
File: 917 KB, 1053x841, Screenshot_10.png [View same] [iqdb] [saucenao] [google]
738606

The one on the top is a model I found online after modeling the one on the bottom myself. I'm getting so many brainfarts trying to organize this mesh.

>> No.738634
File: 1.95 MB, 1920x1080, granite_02_render.png [View same] [iqdb] [saucenao] [google]
738634

does /3/ like photogrammetry?

>> No.738638

>>738606
Keep at it desu, every time your brain struggles it grows
You might want to look at a diagram / blueprint (white sheet? whatever they're called) of an exploded gun with all the parts, then you can organize the parts that way since most of the parts on a real gun are actually modular

>> No.738642
File: 113 KB, 500x388, Screenshot from 2020-05-05 03-02-35.png [View same] [iqdb] [saucenao] [google]
738642

I spent my whole evening just drawing eyes in different styles, trying to make it work with the rest of the model. I am out of ideas at this point. I'm going to get some good sleep and try tomorrow

>> No.738772
File: 272 KB, 576x642, maid.png [View same] [iqdb] [saucenao] [google]
738772

>>738304
Meidoballs

>> No.738790
File: 36 KB, 1105x695, IMG_20200505_144605_724.jpg [View same] [iqdb] [saucenao] [google]
738790

hm

>> No.738843
File: 165 KB, 1122x720, dc207aaeabf0cb1902cf90feafb4db94.webm [View same] [iqdb] [saucenao] [google]
738843

Anyone know what's wrong? Here's a webm of my issue, I'm trying to smooth the glasses but the lenses make these huge lines.
>1st change is my topology
>2nd is object mode
>3rd is shade smooth
>4th is Subdivision modifier (viewport on 4. Any more will just make the lines sharper)
Sorry if this is too low quality to see when it posts.

>> No.738844

>>738843
those lenses have way too many polygons, but for the shading problem you should recalculate normals

>> No.738846

>>738844
>too many polygons
Lol ironically I used so many to avoid something like this, but thanks I'll try

>> No.738849

>>738844
Holy shit it works, thank you very much

>> No.738904
File: 121 KB, 1037x820, meia.jpg [View same] [iqdb] [saucenao] [google]
738904

Been a long time

>> No.738906
File: 564 KB, 1200x1423, femalehair.jpg [View same] [iqdb] [saucenao] [google]
738906

>>738904
Your stuff is always kinda blobby, and you're bad at tear ducts, necks, ears, and nostrils. I wish you'd just study from life more because you have potential.

>> No.738914

>>738904
if anne hathaway had a little sister

>> No.738936

>>738906
Photorealism is pointless.

>> No.738943

>>738936
>Photorealism is pointless.
You might not need it in any work related scenario, but achieving it is a perfect representation of your understanding of human anatomy, technical knowledge, dedication and talent.
Retard.

>> No.738945

>>738943
I'm a trained painter. Enjoy your fake looking plastic women, no matter how hard you try. :^)

>> No.738948

>>738945
That's so cool, I happen to need someone to paint my walls, wanna do it?
I'd pay more than what you make doing comissioned furry porn on Deviantart.

>> No.738949

>>738948
I only do classic and renaissance portraits in oil.

>> No.738952
File: 498 KB, 3088x1823, blender_igC6EuprML.jpg [View same] [iqdb] [saucenao] [google]
738952

defo would appreciate some criticism + tips on rigging.

>> No.738954
File: 246 KB, 852x1200, 22140894_3skaNAeUN[1].png [View same] [iqdb] [saucenao] [google]
738954

oh and, for reference, this is what the character is based on

>> No.738998

>>738906
>>738936
>>738943
>>738945
>>738948
>>738949
>hur dur i`m literally retarded and braindead
>yeah me too and i love sucking dick
fuck off nerds

>> No.739003
File: 128 KB, 1252x1252, 3l3MwOLS.jpg [View same] [iqdb] [saucenao] [google]
739003

>>738998
>NERDS
back in your hole, caveman

>> No.739006

>>738936
It's not about photorealism. They're just bad at anatomy.

>> No.739009

>>738952
cute. That shirt/bra combination is obviously retarded (i know its from the concept) - just 'member that no sane person would look at this and not immediately find a dissonance between it being overtly cute but sexy.
That being said, the shoulder strap would obviously clamp down on the body, which would become super apparent in animation or in more dynamic poses. With rigging I don't know what you want us to tell you? Just a simple body rig, IK legs, FK arms, blendshapes for the face.

>> No.739013 [DELETED] 
File: 95 KB, 1453x886, samantha_hollis14.jpg [View same] [iqdb] [saucenao] [google]
739013

>>738904
>>738906
Thanks guys.
>Your stuff is always kinda blobby
I did look at my older stuff like from a week ago and it is awful. Get better but still have that blobby look. Any idea how to overcome it?
>and you're bad at tear ducts, necks, ears, and nostrils
Everyone has different tear ducts as well as ears but I know I am lacking in definition but I believe that exploring different forms will make me know more and get better in general. That neck is this and is is not on a body and I still have to finish a body since I started improving (looooong time). As for noses, we all have different ones but mine SUCK ASS! I totally agree and am starting to get angry at myself. It is like I do everything right anatomically but when I look at the thing it looks like a FUCKING PICASSO. Sorry. I want to be the best and will not stop until I am at least as good as Grasetti or Hosein Diba. I am mighty jealous at those fucks.

>> No.739014
File: 95 KB, 1453x886, samantha_hollis14.jpg [View same] [iqdb] [saucenao] [google]
739014

>>738914
>>738906
Thanks guys.
>Your stuff is always kinda blobby
I did look at my older stuff like from a week ago and it is awful. Get better but still have that blobby look. Any idea how to overcome it?
>and you're bad at tear ducts, necks, ears, and nostrils
Everyone has different tear ducts as well as ears but I know I am lacking in definition but I believe that exploring different forms will make me know more and get better in general. That neck is this and is is not on a body and I still have to finish a body since I started improving (looooong time). As for noses, we all have different ones but mine SUCK ASS! I totally agree and am starting to get angry at myself. It is like I do everything right anatomically but when I look at the thing it looks like a FUCKING PICASSO. Sorry. I want to be the best and will not stop until I am at least as good as Grasetti or Hosein Diba. I am mighty jealous at those fucks.

>> No.739019
File: 1.34 MB, 1919x1040, Screenshot_22.png [View same] [iqdb] [saucenao] [google]
739019

my smooth shading is looking a little weird I think and I'm still struggling with this mesh. This is my first time doing a complex kinda-high-poly gun. Should I go into sculpting? Do I soften the hard edges on Substance or with bevels? I don't know really know my workflow yet. How do yo guys do soldering marks? those two little rails up to are supposed to have so pretty ugly soldering marks, what is the most common approach: high -> low baking with sculpting or just straight up painting normals with Substance?

>> No.739026
File: 298 KB, 1919x1040, try_this1.jpg [View same] [iqdb] [saucenao] [google]
739026

>>739019
It looks good to me but you didn't show wireframe/topo. I could advise you fix this part for some smoothness. Also always think economically and it will make UVing so much simpler.

>> No.739030 [DELETED] 
File: 735 KB, 824x716, Screenshot_24.png [View same] [iqdb] [saucenao] [google]
739030

>>739026
currently it looks like this because of that damn lip at the end.

>> No.739032
File: 907 KB, 844x809, Screenshot_25.png [View same] [iqdb] [saucenao] [google]
739032

>>739026
currently it looks like this because of that damn lip at the end.

>> No.739041
File: 694 KB, 844x809, try_this2.png [View same] [iqdb] [saucenao] [google]
739041

>>739032
Check this out. Near the forefinger on the grip should be a bit smoother. Move the lines up a bit to the front.

>> No.739054

>>739014
Not him but what's your density at? How many sublevels are you using and are you just smoothing everything out in broad strokes? You've got a good chunk of anatomy down but like he said your characters are like 20% blobby. Either you're not high enough in the sublevels or you're purposely smoothing the shit out of your mesh. I don't really know your workflow so I can't say.

>> No.739063
File: 56 KB, 1455x927, Goblin2.jpg [View same] [iqdb] [saucenao] [google]
739063

how's he looking?

>> No.739065

>>734864
Reminds me of when they'd use low-res gameplay assets in fancy-lit pre-rendered cutscenes. Love it

>> No.739066
File: 260 KB, 1280x720, tumblr_nls41mKJ5p1s3nyb0o3_1280.jpg [View same] [iqdb] [saucenao] [google]
739066

>>738539
You've got the anatomy landmarks mostly down, but the volumes are all fucked up. In other words, all the wrong muscles are bulging out

>> No.739076

>>739054
Here's my workflow - https://www.youtube.com/watch?v=QuEYGR9nphI.. Maybe I am smoothing a lot.

>> No.739260

>>738936
how else are you supposed to make celebrity porn

>> No.739261

>>739260
who gives af about "celebrities"

>> No.739262
File: 45 KB, 1077x851, 41636c40-8384-4e39-8f7c-882c7d4b4c74.jpg [View same] [iqdb] [saucenao] [google]
739262

Steam workshop asset

>> No.739278
File: 1.18 MB, 1920x1041, reimu3d.png [View same] [iqdb] [saucenao] [google]
739278

about 7 hours in
going to try to finish this tomorrow, along with texturing and posing

>> No.739363

>>739262
looks really cool anon, whats it for?

>> No.739364

>>739063
Looks really good so far. More detail needed and I think the eyes could me a little more animalistic.

>> No.739366
File: 405 KB, 1280x720, render-white.RGB_color.jpg [View same] [iqdb] [saucenao] [google]
739366

Thoughts? Do I start making the exterior or interior now? I'm honestly clueless

>> No.739368

>>739366

Start learning architecture first nigger

>> No.739371

>>739368
I'm just trying to model and render something that doesn't look half bad dickhead.

>> No.739375

>>739366

Looks pretty good so far. A little too clean.

>Thoughts? Do I start making the exterior or interior now? I'm honestly clueless

Are you going to be rendering the outside or inside?

>> No.739377

>>739375
Thanks,
I was thinking about doing a few shots of the exterior w/ same angle as the pic and one from
inside the bedroom upstairs. then one with the kitchen and inside the living room.

What do you mean by too clean?

>> No.739384

>>739366

I like this. Fuck that other Anon's bullshit. This is very modern. Cut out the rest of your windows and I'd live in a place that looked like that.

What does it look like on the other side? Is that area with the flip windows the garage? Maybe bathroom or utility? I'd put my bed upstairs and make the entire front of my room a window and no windows (like you have it now) on the garage facing wall and none on the opposite wall. But you'd need patio style to go out on the roof (looks like you've already got it marked.) Kitchen is in the middle on the first floor with a double bar setup so you can utilize all 4 long sides of both bars. Support wall is the one coming down from the bedroom in the middle, perpendicular to the front door. This actually works nice as a house because you don't have to change much of anything at all to make it a nice dream home on a hill. The front side needs a driveway.

This is better than "half bad," Anon. Some losers just troll around because that's the only thing they can do or they'd be creating.

>> No.739400

>>739364
thanks anon.
you're right, the eyes definitely need more work

>> No.739470

>>739366
something's fucked with either the geometry or the normals on the concave corners of your house.

>> No.739471

>>739063
reminds me of a blobfish. sorry, I can't unsee it.

>> No.739472
File: 367 KB, 550x550, bulge.png [View same] [iqdb] [saucenao] [google]
739472

>>739261
coomers like me

>> No.739476
File: 1.22 MB, 1920x1041, reimu3d4.png [View same] [iqdb] [saucenao] [google]
739476

modelling/posing done, time to texture

>> No.739498

>>739363
Thank you! Looks like shit ingame for some reason.

Is for this game:
https://store.steampowered.com/app/784150/

>> No.739500

>>738544
>>734864

S O U L but unironically

>> No.739507
File: 378 KB, 500x402, 1581716836645.gif [View same] [iqdb] [saucenao] [google]
739507

>>739278
>>739476
need a closeup of the feet

>> No.739516
File: 1.02 MB, 250x188, bdade68e0e775a939a7f1e96b3e412c5db9249c7r1-250-188_00.gif [View same] [iqdb] [saucenao] [google]
739516

>>739278
>>739476

>> No.739542

>>739516
why do you have that on your drive

>> No.739635

I KEEP GETTING DOUBLES IN BLENDER FUUUUUCK I DONT EVEN DO ANYTHING AND THEN BAM A FUCKING DOUBLE I NEED TO MERGE IN THE MIDDLE OF ABSOLUTELY FUCKING NOWHERE COMPLEX FUCK OFF FUCK OFF FUCK OFF

>> No.739636
File: 2.93 MB, 1920x1080, RIVERROCKRENDER.png [View same] [iqdb] [saucenao] [google]
739636

>> No.739639

>>739635
sculpting?

>> No.739642

>>739639
gun

>> No.739686

>>739635
right clicking does not cancel extrude or inset.

>> No.739699

>>739635
you can get dubs in blender?

>>739366
looks cool to me anon, what software did you make this in? Did you use any tutorials for making buildigs? Or did you just start with shapes and blocks and start extruding random stuff?

>> No.739700

>>738506
what software is best for creating shit to upload to shapeways? Im using lender right now but should i be using something else like fusion 360? or does it not matter?

>> No.739836

>>737568
This looks horrifying. Are you going to animate it?

>> No.739851
File: 1012 KB, 1473x723, bead1359eafc408adac9c06cc7c6c72e.png [View same] [iqdb] [saucenao] [google]
739851

>> No.739858

>>739851
What exactly is holding that pauldron on his right shoulder in place?

>> No.739859

>>739858
nothing for now
Thinking of maybe another sash, or maybe fused with his body somehow.
Still need to change a ton of stuff (note the fact the feet are cropped)

>> No.739875

>>739699
>what software did you make this in?
It's blender. Just look at the noise anon. It's painfully obvious.

>> No.739888

>>739851
you are anatomy need a work
folds to

>> No.739970

>>736094
>asian musclegirl
gonna need the name senpai

>> No.739972

>>736094
I think you need to study butts a bit more this is a manbutt

>> No.740021

>>739888
you are engrish need more work

>> No.740208
File: 596 KB, 1920x1042, faputa.png [View same] [iqdb] [saucenao] [google]
740208

modelling faputa from made in abyss

>> No.740213
File: 101 KB, 1920x1072, b8f7898fca04d8daf5ef362fcd3ff09b.jpg [View same] [iqdb] [saucenao] [google]
740213

>>738952
Longer legs, more relief on them, watch for profile images on stylized female models.
Try to be close to your reference in proportions.

>> No.740218
File: 3.32 MB, 1920x1080, test.png [View same] [iqdb] [saucenao] [google]
740218

I want to add more but I don't know what

>> No.740240
File: 542 KB, 1920x1037, faputa2.png [View same] [iqdb] [saucenao] [google]
740240

>>740208
posing

>> No.740259

>>739851
maybe you should have worked a bit more on anatomy before doing the clothes

>> No.740264

>>740218
>That default VRScans gal material
Absolute cancer

>> No.740281
File: 787 KB, 1920x1042, Capture2.png [View same] [iqdb] [saucenao] [google]
740281

done with this


https://sketchfab.com/3d-models/faputa-made-in-abyss-4b516ace4548492191357d061d824f31

>> No.740359 [DELETED] 
File: 97 KB, 1414x891, neighbour_girl12.jpg [View same] [iqdb] [saucenao] [google]
740359

>>740213
Ermehrgehd! This is some fine piece of sculpting. We got real talent in here. Any tutorials for that developing a cartoony style?

>> No.740361
File: 97 KB, 1414x891, neighbour_girl12.jpg [View same] [iqdb] [saucenao] [google]
740361

>>740213
Ermehrgehd! This is some fine piece of sculpting. We got real talent in here. Any tutorials for that developing a cartoony style?

SORRY FOR HANDS LOOKING LIKE THE THING!

>> No.740394

>>740281
Very nice

>> No.740399
File: 215 KB, 1920x1080, 4075fd58d77296e51176eecd045519c7.jpg [View same] [iqdb] [saucenao] [google]
740399

>>740361
Sorry I posted it for reference from google.
In general you want bigger cranium, eyes, narrow and pointed jaw.

>> No.740400
File: 102 KB, 645x441, 0050_013.jpg [View same] [iqdb] [saucenao] [google]
740400

>>740399
Something like this.

>> No.740404

>>740399
>>740400
Nice. I'll try with basic shapes like in second pic.

>> No.740416
File: 3.14 MB, 1750x1656, Dinousaur.png [View same] [iqdb] [saucenao] [google]
740416

>>734668
Scene done for an ebic animation

>> No.740481
File: 214 KB, 1920x1080, gun08698906.jpg [View same] [iqdb] [saucenao] [google]
740481

Still working on this gun. I have not textured the scope yet and I'll probably model 2 more attachments (light + laser). Also I need to improve the texture of the main body - it's too noisy.

>> No.740549

>>740416
Dude WEED bro I love that KUSH I feel so PRODUCTIVE when I SMOKE

>> No.740550

>>740416

That's one square bedroom man.

>> No.740578
File: 2.96 MB, 1920x1013, testsmall.png [View same] [iqdb] [saucenao] [google]
740578

>he doesnt have RTX nvlink sli

>> No.740590
File: 2.41 MB, 1562x942, 025 florasora.png [View same] [iqdb] [saucenao] [google]
740590

>>734996
>>734864
>>736960
Niice glad i visited this board.
Might as well contribute with something 11 months old now.

>> No.740592

>>740578
I'm getting really turned on

>> No.740609

>>739635
ur probably doing something wrong bruv i've never had this issue

>> No.740619
File: 42 KB, 465x700, 1562752183616.jpg [View same] [iqdb] [saucenao] [google]
740619

>>740213
That is actually really good anon, the bulge on the guys wrist is probably a bit too pronounced though, even for stylized work. Keep it up

>> No.740640

>>740590
>that eyeball casually clipping through the face geometry
classic blender/10

>> No.740725

>>736094
I want those dick-feet in my ass

>> No.740802
File: 995 KB, 800x738, no neck.png [View same] [iqdb] [saucenao] [google]
740802

>>734668
One day some kind paladin will release me from my awootism.

Till then, I will continue not knowing what I am doing. (In this case retopo.)

>> No.740806

>>740802
Is that Pablo Vazquez?

>> No.740818
File: 85 KB, 757x537, 1560520303058.jpg [View same] [iqdb] [saucenao] [google]
740818

>>740578
Nice photo anon

>> No.740841

>>740218
bevel everything
replace the walk light with real modeled LEDs behind glass

get better graffiti. this should be a tag done with a marker at the correct scale, ~8", not a blackbook piece with clean digital lines

>> No.740845
File: 2.88 MB, 1920x1080, wood.png [View same] [iqdb] [saucenao] [google]
740845

I'm self conscious about my wood

>> No.740884

>>740806
Dunno who that is.

>> No.740917
File: 133 KB, 835x546, 1290788222911.jpg [View same] [iqdb] [saucenao] [google]
740917

>>738606
looks pretty solid but you got a lot of unnecessary edge loops going on that do not serve a purpose of giving it shape

>> No.740935

>>738952
>>739009
>>740213
Don't listen to these niggers.

I have no clue about 3D whatsoever, but that model is legit the best and cutest I've seen here in a long time.

The proportions are just right and she looks plump but healthy, exactly what you want for a sexy cute character like that.

>> No.740963

>>740845
I think you have nice wood.

>> No.741059
File: 266 KB, 1680x851, F0700A2F-1563-4DD2-980D-80B9524CCEB8.png [View same] [iqdb] [saucenao] [google]
741059

Shit tier sketchup fag here

>> No.741107

>>738843
The lenses should be a separate (loose) mesh from the frames. Also, the lenses look like they were extruded inward from the set of verts around the frame. You could just make them a regular grid of quads instead of that spider's web.

>> No.741108
File: 237 KB, 540x960, Tempura_Shrimp_02.png [View same] [iqdb] [saucenao] [google]
741108

>> No.741114

>>741059
Did you make it from imagination or did you follow an image/tutorial?

>> No.741352
File: 299 KB, 1596x1160, GER-Y14.png [View same] [iqdb] [saucenao] [google]
741352

In the middle of modelling a locomotive, always a battle of figuring out which micro details to focus in on at any given time after getting the main body parts done. Mostly working front to back putting in detail now.

>> No.741567
File: 2.99 MB, 1920x1080, bolts2.png [View same] [iqdb] [saucenao] [google]
741567

>>741352
would your train run on my tracks? (nothing sexual)

>> No.741597
File: 646 KB, 1068x825, boots.png [View same] [iqdb] [saucenao] [google]
741597

Need to sculpt out some better wrinkles -- would anyone have a good wrinkle brush link?

other stuff i need to do: I could redo the laces, make them flat and thicker instead of strings. Texturing is definitely my weakest point. I think I'll try some node texturing this time. Also, the bottom of the boots are so bad, gotta completely redo that part.

>> No.741618
File: 663 KB, 1701x1028, FF1_TB3.png [View same] [iqdb] [saucenao] [google]
741618

update on the last thing i worked on before i went pseudo-normie a couple years ago. Trying to get back into art again because nothing else makes me happy.
Need ideas for designs to use as glowing tattoos. The current pattern is just random photoshop scribble.
My hope is to find the motivation to rig this then learn how to get it into UE4. Wish me luck anons

>> No.741623

>>741618
yeahhh
I want to fuck that

>> No.741624

>>741618
Hey I think I remember this.
Did you do another model like this that had orange glowy arms and legs a few years back? I remember it being a fox-girl or something similar too. But the whole arms/legs glowed and faded out towards the hips and shoulders.

>> No.741627
File: 888 KB, 1920x1200, t1280JW.png [View same] [iqdb] [saucenao] [google]
741627

>>741624
Yeah it's the same base model / project. Thinking of adding in the gradient glow again after seeing the UE5 demo where the girl has glowing arm/ tats at the end.

>> No.741673
File: 677 KB, 805x683, blender_OlP8KhPqyr.png [View same] [iqdb] [saucenao] [google]
741673

Give me encouragement my brethren. the colors are trash bc its vertex painted btw, just for reference for later.

>> No.741693

>>741673
Arms are too short, legs are too long, leg shape is too sausage-y and the knees are too high. The way the arms are attaching to the body looks a bit jank.
Other than that it looks pretty solid. GL with the head.

>> No.741694
File: 500 KB, 535x822, blender_KB5uKaVIf8.png [View same] [iqdb] [saucenao] [google]
741694

>>741693
thanks for that! the arms aren't connected atm bc this is the "hi-res" version and i'm subdv modelling. once i pulled down the legs, they look a little less sausagy. I've been desperately avoiding doing the head and the hands, as they truly are the fucking bane of my existence

>> No.741699
File: 1.01 MB, 1782x603, mspaint_npnmDrKnxh.png [View same] [iqdb] [saucenao] [google]
741699

HOLY SHIT GIVE ME YOUR LUCK MORE OFTEN>>741693 ITS ACTIALLY KINDA OK

>> No.741712

>>741618
dang where can i get that model ?

>> No.741773
File: 75 KB, 1600x900, untitled.701.jpg [View same] [iqdb] [saucenao] [google]
741773

>> No.741775
File: 99 KB, 1600x900, untitled.704.jpg [View same] [iqdb] [saucenao] [google]
741775

>>741773

>> No.741776
File: 79 KB, 1600x900, untitled.703.jpg [View same] [iqdb] [saucenao] [google]
741776

>>741775

>> No.741781
File: 913 KB, 1534x1838, Tattoo Patterns.jpg [View same] [iqdb] [saucenao] [google]
741781

>>741627
That's the one!
I always really liked the look of the glowing limbs. That and the material made the whole thing look really soft.

As for tattoo ideas, maybe try taking a look at Maori/Polynesian patterns and tats (bottom) for inspo, or Cambodian patterns (top). Less about a direct copy of the style, but more about a similar lines and flow with your own motif that you want for the character.

>> No.741785

>>741781
Maori's know what they are doing, their patterns look like straight out of a shroom trip, only in B/W.

>> No.741788

>>741567
Guess it depends on whether those tracks are standard gauge or not.
Plus those materials / material are way more detailed than what'll be applied to the locomotive. weathering all around isn't something the project this is for can really afford from a time standpoint, so they'll have to stay practically pristine.

>> No.741791
File: 957 KB, 1440x1580, Screenshot_20200515-173440_Twitter.jpg [View same] [iqdb] [saucenao] [google]
741791

>>740802

>> No.741921

>>734996
Change it from Sonic and make something original as a V2.

>> No.741922

>>736328
Vnice

>> No.741923

>>738952
It's pretty good, but I don't think the cutesyy facial aesthetics match the more sexualised body.

>> No.741936

Sorry for missing these.
>>739009 #
Thanks man, dope advice. How do you do fk though? Also what are blendshapes? Are they tasty? I can do rigify and shit but honestly my rigging skills are my biggest weakness
>>740213 #
Honestly I'm surprised it's the legs you dislike when the depth of the face is so fucking trash hahaha. You're right though, she's a little thiccer than the ref. As for the face it was the only thing I could pull off, copying the face didn't work too well, trust me.
>>740935 #
Thanks man, I felt really weird about that model, nice to know someone likes it haha
>>741923 #
Agreed, I've edited the face a little since, but copying the face meant that it looked even worse from even slightly off the front view so it ended up like that haha. Glad you think it's cute though :D

>> No.741937

>>734864
I just love how the "exit"sign is back to front hahahaha

>> No.741938

>>741776
Clean renders, man nice hard surface modeling.

>> No.741942

>>737568
I T L I V E S
HE DID NOT ASK WHY.
HE JUST DID IT.
WE ARE LEFT TO ASK WHY HE PUNISHED US SO. WHY?
my God though reading though this made my cry laughing. Even if you're actually only capable of making that and are just beginning (which honestly that's a fantastic way to learn) I still think that's the funniest thing I've seen on this board. Even funnier than the guy who wants to model a game in unity and run it in blender.

>> No.741946

>>740802
Looks like Brendan Schaub's Fursona

>> No.742046

>>741785
Yeah no kidding. It's a real shame that tribal tats are an offshoot of them and look like hot trash from the early 2000's.
Also kind of a shame you can't just get a Maori tat and look like either a douche, or get accused of cultural appropriation.
They're some great designs to be sure.

>> No.742061
File: 990 KB, 1368x1000, building.jpg [View same] [iqdb] [saucenao] [google]
742061

How would you texture something like this? I'm not even sure how I would do it if it was a distant object (1 unique), let alone if it had to maintain resolution from close up. Borders around these "modular" blocks on every floor, and the slight color variation on each one of them seems pretty painful to do. And this picture is one of the simpler examples. Some are significantly more ruined and there's tons of details.

I'm seriously stuck here, to the point where I might have to drop my whole project because I can't figure out how to do these types of buildings properly.

>> No.742062
File: 167 KB, 720x1080, e5a07fdf91a2139407c2debadbb04129.jpg [View same] [iqdb] [saucenao] [google]
742062

>>742061
More complex example

>> No.742063

>>742061
Consider a modular approach. Breaking that down into smaller blocks could help.

>> No.742064

>>742063
ps sry didn't read your post

>> No.742065

>>742064
Haha yeah, modeling this is easy, texturing it however is a different story

>> No.742066

>>742065
To what level does it have to hold up? Like closeups of individual apartments?

>> No.742069
File: 128 KB, 1545x863, shots.jpg [View same] [iqdb] [saucenao] [google]
742069

>>742066
I guess I'm lucky in a way because this is for an animation and not games, + I'm not planning to render with a very high resolution either, so texel density should be fine. When they are not close, I'm planning on having just one unique on a low poly building, and I may also use photo textures for some really far away. But I did plan some shots where you would see it from about this far away as in these pics.

Actually, here are the planned shots from my ref board. You can also see the bottom right one which is a simple test render with a photo texture. The only way I could get all those details, but the problem is that it's hard to find the right photo textures for it.

>> No.742079
File: 357 KB, 1397x855, wtf.jpg [View same] [iqdb] [saucenao] [google]
742079

Found a good example from Metro Exodus, but the guy doesn't want to talk about the technique. I'm trying to figure out if these borders around windows are decals, and if they are, how do they look like and how big are they. And what about those fades between darker and lighter spots, is this done with a normal map or what. This is a non-colored view, so idk why else would those parts be darker at some spots.

I can't spot repeating pattern anywhere, could it be all of this is unique, and those details may even be sculpted? These seem to be background buildings after all. I can't imagine how this shit would work if it was a hero building.

>> No.742090

>>742061
>>742079
You mean for a game or what?
Offline i would just instance the floors and windows with some variations, then just slap photos as textures or if i want it to hold up make few concrate textures and detail it by hand

For a game modular is only way to go
Also keep in mind games like metro support material blending now, so i assume those are blender together materials with some alphas
In fact you can tell those squares are just floating in the air, its one plane in front of another
Overall your example seems extreamly simple, look closly you can tell that its just a big floating plane in front of the main mesh with some parts made transparent.

>> No.742092

>>742090
For a short film, not for a game, explained it here: >>742069

I know I could always go with multiple tileable textures, vertex painting and decals, but still seems like a ton of work.

You think those seams in between slabs are a single gigantic texture over the whole building, with transparent holes for each modular piece? What resolution would it need to have in that case, though? Guess I'd need to do it in designer then. I actually also thought about doing a smaller grid of these as a texture in a designer, then just cut holes and add windows.

>> No.742094

>>742046
As a kiwi just gotta say you're right that Maori tats are dope as, but it's really the Maori themselves that aren't to keen on randos getting them (esp. the moko). They're meant to represent achievements and things that are culturally significant, and they kinda see it as trivialising when randos get one. Not to say they're not being too "secular" about it (for lack of a better word) but at least it's not some stupid Karen screaming at the top of her lungs. Honestly you'd probably get away with an arm band or a koru tat, but past that it wouldn't impress.

>> No.742095 [DELETED] 
File: 274 KB, 1397x855, CBA6C2D7-198A-4D9C-8E64-669786996EE1.jpg [View same] [iqdb] [saucenao] [google]
742095

>>742079
>I can't spot repeating pattern anywhere
Are you actually retarded or what? Here I highlighted them for you.

Orange = mirrored. Cyan = duplicates. Violet = duplicates with different centre panes.

>> No.742098
File: 274 KB, 1397x855, D5CB1B22-FE4D-42DC-9A0E-D58CBF777BF9.jpg [View same] [iqdb] [saucenao] [google]
742098

>>742079
>I can't spot repeating pattern anywhere
Are you actually retarded or what? Here I highlighted them for you.

Orange = mirrored. Cyan = duplicates. Violet = duplicates with different centre panes.

>> No.742100

>>742098
I wasn't talking about windows...

>> No.742116
File: 324 KB, 1622x1163, 0791A485-B356-4CA7-BC07-33A49D29D2EF.jpg [View same] [iqdb] [saucenao] [google]
742116

>>742100
Okay, here you go. The destroyed “wall” is a separate plane. That’s why you can see some of the bricks(?) floating in your reference pic. Hopefully this clears some things up for you. Good luck with your project.

>> No.742118

>>742100
>>742116
The destruction are just manually done, localised to some corners. Anyway, I think my pic is clear enough.

>> No.742120
File: 536 KB, 2348x818, 1589669142258 (1).jpg [View same] [iqdb] [saucenao] [google]
742120

>>742092
>You think those seams in between slabs are a single gigantic texture over the whole building, w
Nah man, its just two uv sets
One uv set per whole building for material blending to make those holes and since it takes normal height channel into account it auto sharpens the edges by blending based on mix of alpha + material height, and second uv set is per modular piece
you can even see each piece repeating

Also its really not that much work. I texture shit like this in one or two days in substance on regural basis, you just gotta decide on a aproach.

>> No.742130
File: 92 KB, 452x574, halpu.jpg [View same] [iqdb] [saucenao] [google]
742130

>>742120
Thanks for doing all these drawings, I just don't want to waste too much time of you all, maybe I just need to git gud. It's just that I realized I never textured anything of this size and am getting confused, maybe even for no reason at all.

But the point was that it's just not clear to me how would I make textures for this.

I guess these seams are confusing me too much for some reason, because of how naturally they change colors, they're just so detailed that I thought I'd have to use something like this and spread it across the building:

https://www.textures.com/download/decalsdamagefloor0023/123902?q=decal

But it doesn't look right at all when I try it, and it doesn't blend well. Now, if those seams didn't exist, I wouldn't have trouble with the rest at all, just vertex paint and I guess decals for bigger dirty areas like circled in green. But I can't vertex paint these seams, and decals don't blend well and don't look natural at all. So I'd need to figure out a method how to even texture those seams.

I feel like it would be the easiest to just texture a whole chunk like I would texture floor tiles, then I could have plenty of control of the edges of those slabs in designer.

I legit feel like a retard now, this can't be that hard.

>> No.742178

>>742130
Dude you're pissing me off. I'm just checking in on the WIP and you're obsessing over such a stupid thing. Quick and easy will come after you slave it out with a slower, potentially "less efficient" method- which you are capable of. Time efficiency comes successfully AFTER mulling through the weeds. Learn the fucking craft, Then start maximizing your workflow

>> No.742196
File: 445 KB, 834x694, mspaint_L1dOOojAsg.png [View same] [iqdb] [saucenao] [google]
742196

i'm kinda fucked here guys. I really like the way tht because the head and the nose are the same color, they blend into each other (twas intentional). sadly though, it goes to dogshit when you use proper rendering on it (the shadows make it really fuckin obvious that the nose is a seperate object. any suggestions?

>> No.742200
File: 462 KB, 942x541, blender_X6WsKRKvpJ.png [View same] [iqdb] [saucenao] [google]
742200

>>dogshit

>> No.742207

>>742196
Just soften the normals on the edge loop that joins the nose to the head.

>> No.742210
File: 589 KB, 901x989, blender_mpVqNPp5KL.png [View same] [iqdb] [saucenao] [google]
742210

>>742207
slight problem with that......

>> No.742221

>>742196
>Tumblr nose
Please cease breathing.

>> No.742223
File: 568 KB, 2707x1776, IMG_7538.jpg [View same] [iqdb] [saucenao] [google]
742223

>>742210
Here, anon, follow these edge loops to get a clean typology on your character's face.

>> No.742224
File: 571 KB, 2593x1753, IMG_7524.jpg [View same] [iqdb] [saucenao] [google]
742224

>>742210
Profile view

>> No.742226
File: 580 KB, 2554x1794, IMG_7534.jpg [View same] [iqdb] [saucenao] [google]
742226

3/4 view

I hope this helps :-)

>> No.742230

>>742226
damn, i was avoiding face topo (textured detail instead haha) purely bc i can't pull off a face like that that doesn't look like a fucking alien.but if i were to apply that, the answer comes to adding more verts to shove the face in there? fk, i was proud of getting my model under 2.3k verts hahaha

>> No.742232

>>742221
has mommy made your pop tarts yet?

>> No.742233

>>742094
>the Maori themselves that aren't to keen on randos getting them. They're meant to represent achievements and things that are culturally significant
Well that's kind of what I mean about the cultural appropriation and douche thing. They're cool as all hell, but without the proper context it seems pretty shallow to just get one as a regular dude. "Because it looked cool" is kind of a shitty excuse to get one imo.
I'm sure if someone designed their own in the style that's significant to themselves it'd be less douchey and a little more thought out. At the very least, the iconographical context of the Maori symbols and stuff wouldn't be there so no one should have any fault with it.

>> No.742234
File: 314 KB, 1797x1797, IMG_7561.jpg [View same] [iqdb] [saucenao] [google]
742234

Here's the smooth shade version.

Keep in mind that with the correct typology, any facial expression is possible.

>> No.742235

>>742230
Oh, if your character's face is never gonna deform, then nevermind. You can pretty much keep it as is.

:-)

>> No.742240

>>742232
I'm not an amerifat, so no. Nice try tho, faggot devoid of any artistic vision.

>> No.742243

>>742233
ahh i getchu. i totally agree with you. it's sad that there's a few legitimate cases where it *would* be appropriation to do something, but it gets overshadowed by karens going "you ate CHINESE takeaway? ". but havinga maori insprired design is imho really respectful, since it says i like this thing, and i get why i can't get it exactly but this is a thing i lke

>> No.742244

>>742240
good to know its being amerifat that you're afraid of, not being a childish cunt that can't let people enjoy things you don't personally find appealing.

>> No.742245

>>742221
haha you would have fuckin hated the original nose. it was like some fuckin goofy movie shit

>> No.742247

>>742244
Lmoa, you must be fun at parties xD Come join us over at reddit.com You will love it.
>>742245
I don't know what goofy movie shit is, but I doubt that's true.

>> No.742249
File: 1.28 MB, 1621x719, mspaint_R5VJaAEPpB.png [View same] [iqdb] [saucenao] [google]
742249

>>742247
like the good ol' disney films hahahahahah i fucking hate it

>> No.742262

>>742249
That looks better than the first one you posted. If you added a bit more shape to it i reckon that would work fine. Then your eyes and mouth can be decals. Saves spending hours trying to model a face that isn't shit if you want to move on to texturing and rigging.

>> No.742280
File: 803 KB, 1268x762, mspaint_ZrRp6j7i2P.png [View same] [iqdb] [saucenao] [google]
742280

>>742262
that then?
and yeah that was the plan, transparent duplicate 0.0001m above the face

>> No.742290

>>742249
SOUL
>>742210
>>742200
>>742280
SOULLESS

>> No.742291

>>742290
So you're saying that you prefer the nose being it's own separate thing and only representing the very point? I can respect that, it's just that I like the better shillouette of making it have a little bit of the bridge too. Is there any way I could keep a bit of the bridge without losing "soul"?

>> No.742299

>>742280
the transition from skin tone to red looks shit. and the shape looks like a squidward nose. It should curve out to a rounded point. If you want a nose ridge you need to model it out of the face and add the red blush when texturing rather than vertex coloring.

>> No.742306
File: 53 KB, 842x884, bap.jpg [View same] [iqdb] [saucenao] [google]
742306

Street sign. Probably the first "serious" model I'm making, before that I made some weapon models as skins for games with really outdated engines, so it was all kinda shit quality.

Where should I look for textures? I know poliigon (haha donet man) but I want to expand my library

>> No.742309
File: 403 KB, 820x813, walkerspitter.png [View same] [iqdb] [saucenao] [google]
742309

New enemy in the making for muh game

>> No.742313

>>742306

Looking for decent texture online sucks, it's best to make them yourself in SD.

https://cc0textures.com/
https://texturehaven.com/

>> No.742318
File: 1.52 MB, 2877x1083, q1.jpg [View same] [iqdb] [saucenao] [google]
742318

Guys how do I tell blender to treat the full black areas of my texture as having full black alpha ? I need to paint a transparent crest on the black plane sticking out there.

I'm sure there's a way to do that, right?

>> No.742322
File: 651 KB, 891x822, 1561056406729.png [View same] [iqdb] [saucenao] [google]
742322

>>742196
you could just do a data tranfer with normal data on the edges of the nose to get it to blend smoothly
https://youtu.be/luFz5gzvM9s

>> No.742358

>>742318
Masks my man

>> No.742375
File: 184 KB, 1600x900, untitled.720.jpg [View same] [iqdb] [saucenao] [google]
742375

>>741938
I'll get the engine and drivetrain finished one of these days and get some cutaways going

>> No.742382
File: 88 KB, 1365x768, 4wvtefstr.jpg [View same] [iqdb] [saucenao] [google]
742382

Close to the finishing line.

>> No.742383
File: 116 KB, 1600x900, untitled.718.jpg [View same] [iqdb] [saucenao] [google]
742383

>>742375

>> No.742386
File: 46 KB, 265x208, 1559258061748.jpg [View same] [iqdb] [saucenao] [google]
742386

>>742322

>> No.742390

>>742386
ur welcome anon

>> No.742392

>>742313
>>742306
Agreed, textures.com is also a good place to start, but you should really just be making them in SD or Photoshop.
Get a high quality image, make it seamless, then layer it with a whole bunch of other stuff in SD or SP

>> No.742393
File: 96 KB, 834x694, Untitled-1.jpg [View same] [iqdb] [saucenao] [google]
742393

>>742196
I know you didn't ask. Sorry if this is unwelcome.

>> No.742396

>>742291
the bridge looks bad from all angles stylistically.
If you're gonna have a pink nose like that you are 200% better off with the button nose

>> No.742445
File: 121 KB, 1600x900, untitled.750.jpg [View same] [iqdb] [saucenao] [google]
742445

>>742383

>> No.742459
File: 83 KB, 834x694, face.jpg [View same] [iqdb] [saucenao] [google]
742459

>>742393
the curve from the bottom of the nose to the upper lip really needs to be concave, and extrude away from the face, not inwards, or it looks rat-like.

>> No.742464

>>742322
oh my. oh me oh my. that looks worth learning.

>>742393
I see this style a lot, and a lot of people seem to like it, it's just not my thing personally. it does however have a perfect silhouette from the side, which is what i'm trying to do, i just want it to have something visible from the front. not unwelcome though, thanks!
>>742459
you're not wrong, but when you put detail in like that, you have to animate it, which i suck at . I'm cheating and using animated textures, so i kinda need a flat surface. The whole reason i'm going through this texture nonsense is because i literally cannot model face detail like that without it looking aids; hell i can try to find one of my old models but truss me it bad. i agree though that it looks better (though i have my own preference about the nose like with the previous comment). If you have any tips on how to make it not aids, i'm all ears.

>> No.742465
File: 1.16 MB, 1692x546, mspaint_pRXwZonaMC.png [View same] [iqdb] [saucenao] [google]
742465

am I getting closer yet?

>> No.742466
File: 1.76 MB, 1468x1168, blender_PphUAHBfTM.png [View same] [iqdb] [saucenao] [google]
742466

also nose aside, how do you guys feel about how i textured the rest of the character?

>> No.742472
File: 241 KB, 1468x1600, face.jpg [View same] [iqdb] [saucenao] [google]
742472

>>742466
I made 2 variations of the nose that i think fit the cartoony style much better but still imply the nose has a bridge.

As for the textures / rest of the model, firstly you should bump up the polycount to better define the silhouette, which is a vital aspect of translating 2D to 3D. The charm of the concept art largely comes from the shapes, which you lose without enough edge loops to properly define.

Most importantly i think is extruding / modelling separate faces for the cloth pieces marked in green. They help define the silhouette and give the model depth. You can also, for example, bake an ambient occlusion map and apply that to the texture to make the separate shapes of the mesh stand out more.
This is especially important for the leggings, because the change from fabric to skin has a sharp contrast, and if that is defined by a low res texture the contrast is lost.

The cyan shape is a motif that you translated well from 2D to 3D for the shoes, in that the cuffs are an extruded / separate face, and they're behind 'tied' together with a bow. on your model however, the top has the collar / cuff (as marked in green) as part of the shirt, and it bridges across the chest, losing the nice form that the concept art shows.
The dark blue outline is marking shapes that would benefit greatly if you increased the edge loops.Because they're large parts of the model they heavily define the overall 'form' of the model. The same applies to the hair, but that's more complicated and probably something to work on later.

>> No.742475
File: 372 KB, 686x410, blender_mnwS5cf1nf.png [View same] [iqdb] [saucenao] [google]
742475

>>742472
hot damn that second option works well. I've implemented it, and not only does it hold up well in both silhouettes and not look like a goofy movie nose, it looks better when shaded, too.
I'll try to apply your other points, and i'll get back to you then.

>> No.742476
File: 283 KB, 842x442, colt44.png [View same] [iqdb] [saucenao] [google]
742476

Well?

>> No.742479
File: 898 KB, 1141x1016, file.png [View same] [iqdb] [saucenao] [google]
742479

>>742476
it's not good. for one, think about the edge topology of the flat part of the cylinder. try to keep everything quads, less is more. details should be added in after the general shape is achieved so you can work up to what you want with minimal effort. As you can tell, I am a master of the craft.

>> No.742487
File: 897 KB, 925x852, mspaint_vbd9UcVnN8.png [View same] [iqdb] [saucenao] [google]
742487

>>742472
ok, i've tried moving things around and adding a few more verts to the identified areas. I think i'm gonna have to re-UV and hence retex this, but i agree that the vert count was a little starved. I was trying to see how low i could reasonably go, but the few extra hundred verts i put in seem to help. I've only remodeled the right side, and i put it in AO to highlight the differences better.
any better?
>>742476
what you've got there is a good shape. if you just put it in flat shading and look at the shape of it, it's really clean and accurate. However, while edge flow and topo for hard surface isn't as important, you've got a lot of places where the verts are inefficiently placed, and you've got a lot of faces that will end up rendering weird (like the revolving mag, put the metallic reflective matcap on it, and you'll see what i mean). what you should do now is make a new model around your existing one, with better topology. it will be easier than it sounds, since you have a perfect reference to work off.

>> No.742513

>>742487
Was a baked map I used there, which ironically makes the difference in the shirt and the shoes harder to see. I'll redo that tomorrow.

>> No.742538

>>742476
Try using more than just a side reference. The handle needs some more grip on the sides, its too flat as is.

>> No.742564
File: 495 KB, 1920x1080, berettagun.jpg [View same] [iqdb] [saucenao] [google]
742564

Lazily modeled gun we'll only see for a second in a scene.

>> No.742810
File: 21 KB, 1000x400, motivation.jpg [View same] [iqdb] [saucenao] [google]
742810

Anyone else with a motivation like this? For me it's a perfect sinusoid which changes direction every day. Today it's going upwards again. Can't wait for tomorrow and when depression kicks in, together with a feeling that there's no way I'll ever finish this project.

>> No.742815

>>742810
Mine is always above zero and I switch around between programming, modeling, and animation if I don't feel like doing the task I've planned to do.

>> No.742816

>>742810
Can't speak for depression, but if you're a hardcore coomer like most people here, your brain will have a hard time focusing on long-term projects with its need for instant gratification every 30 minutes.

>> No.742819

>>742816
That's why I make porn. I edge all the time while working, then take a short break to cum after I've finished a significant step and continue relaxed and happy after that break. I'm simple-minded.

>> No.742825

>>742816
It's not a lack of focus, it's more that I don't believe in myself and my skills to pull off what I aimed for.

>> No.742827
File: 134 KB, 684x564, hun1.jpg [View same] [iqdb] [saucenao] [google]
742827

Made a low poly gun

>> No.742832
File: 194 KB, 758x754, ooo1.jpg [View same] [iqdb] [saucenao] [google]
742832

>>742827

And textured it!

>> No.742844

>>742832
just a few questions one could ask regarding the texture:
>how did the blood get onto it from the sides and back?
maybe it fits the situation but seems unusual

>also the rust(?) seems to be placed without rhyme or reason.

>> No.742853

>>742844

It is. None of it makes any sense. But I couldn't manage to make it look nice otherwise. And the game I'm making is gory and retro so it kind of does fit the big picture.

>> No.742864
File: 766 KB, 1460x836, familiarShape.png [View same] [iqdb] [saucenao] [google]
742864

Next one

>> No.742942
File: 364 KB, 900x580, familiarShape2.png [View same] [iqdb] [saucenao] [google]
742942

>>742864

dun

>> No.742975
File: 1.20 MB, 1920x1080, untit2led (Large).png [View same] [iqdb] [saucenao] [google]
742975

this is my first render unironically, pretty fun. i am a blendlet for now but will perhaps try maya later

>> No.743009
File: 1020 KB, 1920x1040, floppy.png [View same] [iqdb] [saucenao] [google]
743009

can ngons be aesthetic

>> No.743257

>>742827
>>742832
>>742864
>>742942
your topology and "stylization" is horrendous and painful to look at but the textures seem okay

>> No.743261

>>743009
This makes me kinda uncomfortable.
And the uncertainty of how it's made up tingles my worry senses.
But I got used to things like that on the internet.

Exporting this without triangulating it first or something like that for use in other applications will probably completely break it.

>> No.743263 [DELETED] 
File: 484 KB, 784x579, Screenshot 2020-05-20 at 22.45.29.png [View same] [iqdb] [saucenao] [google]
743263

Can someone please help me with Node Wrangler? It doesn't work on my MacBook.

Lazy connect - Neither Command () + right click nor Control () + right click works.

But holding down Alt () makes the bottom status bar update and show "Lazy Connect" with the right mouse click icon. However, trying Alt () + right click doesn't work either!

I've even tried changing my trackpad settings, instead of two-finger click = right click, I've switched it to one-finger bottom right trackpad click = right click. Still doesn't work. I haven't tried using a mouse as I don't currently have one and I've been managing fine without it (pic related).

Please help me.

>> No.743266 [DELETED] 
File: 11 KB, 718x76, Screenshot 2020-05-20 at 23.01.07.png [View same] [iqdb] [saucenao] [google]
743266

>>743263
Wtf, the ASCII characters in the parentheses aren't showing up?

>> No.743312

>>743261
it's a perfectly valid Bmesh. I bet the non-convex ngons are what weird you out though. They weird me out too.

>> No.743323

>>742975
It's worth it to try other software so you can see how they do stuff; you can often approximate functionality present in another software or workflow (that is to say, a method of doing things) in blender by digging into the extra options and features
There are lots of blender users that get stuck into a mindset of only using the default tools, the default brushes, the default lighting, the default everything without realizing there's an assload of customization (even before you get into things like scripting)

>> No.743377
File: 37 KB, 564x845, 1587270150336.jpg [View same] [iqdb] [saucenao] [google]
743377

>>734864
>>738544
please... how did you achieve the ps1 look
what software did you use

>> No.743481
File: 32 KB, 960x960, sexy_orc_05.jpg [View same] [iqdb] [saucenao] [google]
743481

r8, how is it looking?

>> No.743493

>>743481
Bad. I'm sorry anon.

>> No.743813
File: 24 KB, 960x960, sxyorcfullbody.jpg [View same] [iqdb] [saucenao] [google]
743813

>>743493
:<

>> No.743823
File: 162 KB, 612x840, Polycount 1.jpg [View same] [iqdb] [saucenao] [google]
743823

Hello everyone. I havent done 3D modelling for like 6 years, wanted to get back into it

. I'm really hoping for some feedback on what to change. I'm also wondering if anyone has any helpful resources for hard surface modelling and how to render Zbrush models with high poly counts> I don't want to retopo if i dont need to!

We should start a drawover thread where we all help advise eachother, that would be cool

>> No.743826

>>742393
I've been thinking about this for days. I expected the guy to ignore you or sperg, but this is still funny.

>>742466
You say you're not into the anime style, but this concept art looks more like anime than the bean nose you're trying to go for. It's not even about the nose as much as the whole shape of the head. Besides what the anon who gave you the good critique about silhouette said, the rest of the model and texturing looks quite good. You should really go through and thoroughly readjust the entire thing, closely looking at the relative proportions of every piece on the concept art, because each individual piece looks good but the way they all tie together lacks compared to what you're basing it on.

>> No.743830

>>743823
The hands are too short. I had the same problem. Believe me go longer

>> No.743831

>>743830
Do you mean extend the length of the fingers, the length of the hand, or make the hands bigger altogether?

>> No.743895

>>743481
the spacing of the facial features is off
hairline needs better transition
the pose of the screen left arm is fucked, swing the elbow out akimbo

>>743813
contour of the waist is too concave, contours of a figure are a series of convex curves
that lump at the apex of the hips is unnecessary, just make one continuous curve from the waist to the knee

>> No.744257

>>740578
that's real good

>> No.745300

b ump