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File: 466 KB, 1500x882, 1594512817836~2.jpg [View same] [iqdb] [saucenao] [google]
758804 No.758804 [Reply] [Original]

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

Previous thread: >>755256

>> No.758827
File: 1.16 MB, 1632x1149, gurl.png [View same] [iqdb] [saucenao] [google]
758827

Trying to get a hang of character modeling, this is the first one I finished to this degree. I'm very happy with the result, even though I had to change the lips and there's some disparity in the poly counts of the body and the head. The reference is a random pick from google.
Any comments are welcome, I'm looking to improve.

>> No.758871
File: 565 KB, 1460x826, knob.png [View same] [iqdb] [saucenao] [google]
758871

I modeled this knob and thought it looked nice.

>> No.758876

>>758871
Agreed, that's a nice knob.
>>758827
Skirt seems off around the legs? hard to tell

>> No.758889

Can i post something from the past thread? Didnt get any reviews.

>> No.758890

>>758889
Sure, post it. I'll be happy to comment constructively.

>> No.758891
File: 926 KB, 1363x767, 1596022497098.png [View same] [iqdb] [saucenao] [google]
758891

>>758890

Attempted an E.T. sculpt. Etes are simple placeholder

>> No.758892
File: 1.04 MB, 2560x1536, ET-THE-EXTRA-TERRESTRIAL-014.jpg [View same] [iqdb] [saucenao] [google]
758892

>>758891
I think it looks great so far. You didn't have to tell me that it was E.T. which means you've achieved getting the basic shape and form of the thing. Now that I've got an image of E.T. pulled up, I can tell you that the nose needs to have more shape around the bottom.

I'm not sure the texture around the eyes is quite there yet. It needs to look more like rings, check out the image I'm attaching. I think you might need more volume where the neck meets the head, but it might just be angles.

>> No.758893

>>758827
>>758827
Finger are kinda small, imo. They should represent around half of her hand. Jaw line seen a little weird, but is hard to be sure with only one angle.
So far you have made a pretty good job. With more texture work im sure is gonna get even better.

>> No.758909
File: 212 KB, 1600x900, 2020.07.29-04.49.png [View same] [iqdb] [saucenao] [google]
758909

Chibi hunter

>> No.758910

>>758892
Thanks for the advice. I'll attempt to get more relief but having a laggy pc, 300k verts started to put him on edge.

>> No.758912

>>758910
Yeah, I can see that the detail around the eyes get soft with what look like very fine pores. You could probably just use normal maps for those details, and then use those verts for something better like getting the shapes more distinct.

>> No.758932

>>758909
now that i saw the original gesture, the right arm is fucked

>> No.758939
File: 115 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
758939

>>758932
also the right arm

>> No.759056
File: 122 KB, 894x807, thatbastardcalledmedeadweight.jpg [View same] [iqdb] [saucenao] [google]
759056

>>758804
more tweaking on the guy
>>758827
She needs some shoulders, shorts don't need that bit between her legs.

>> No.759180
File: 1.50 MB, 1334x781, file.png [View same] [iqdb] [saucenao] [google]
759180

he's not a pretty boy but he'll do
maybe some day i'll actually hand paint everything

>> No.759188

>>759180
You could at least keep the texel scale consistent. Also the UV seams on that main tent are unnecessary.

>> No.759204

>>758891
Pro-tip: Add a lot of backlights for the render and MOST OF ALL add a geometry shader and plug it into a colorramp and then use it to darken the creases in his skin, it will look a lot better.

>> No.759205
File: 489 KB, 614x909, pagoda.png [View same] [iqdb] [saucenao] [google]
759205

Making a buddhist pagoda

>> No.759206

>>759204
*pointiness value of the geometry node

>> No.759217

>>759205
nice to see someone doing architecture

>> No.759231
File: 2.78 MB, 3840x2160, rokc.jpg [View same] [iqdb] [saucenao] [google]
759231

Been trying to sculpt various rock formations and stones on and off for a couple of months now but I cant seem to get it right. Any tips on how to improve pic related or if you have any tutorials that could help?

>> No.759233

>>759231
Slight colour variation on the surface, rougher parches and smoother reflective panthers where it's broken recently could help. Overall the though the general shame feels wrong, the shape is too complex for a common rock/bolder that shape literally could happen but the most common shape would just be a rounded box with large imperfections

>> No.759234

>>759233
Mobile trying sorry, *patches

>> No.759235

>>759231
why? This looks good enough for me.

>> No.759236

>>759235
Nobody cares about a beginner's opinion anon.
If this is "good enough", you need to practice more.

>> No.759244

>>759231
To me this reads more like "fossilized poop of dinosaur with tapeworms" than "rock". Those squiggly surface cracks aren't working, overall it's too soft and curvy.

>> No.759245

>>759244
If I was given a dollar every time someone said a 3D rock looked like a poop, I'd be a rich man now. But it's true, seems like an easy trap to fall into. I received that comment myself once as well.

>> No.759294
File: 65 KB, 754x839, dfsdfg.jpg [View same] [iqdb] [saucenao] [google]
759294

>>759231
It's pretty hard to judge a rock without any size reference. You do find rocks in this sort of shape, but usually they're human sized steps that have been chipped away and worn down.

>> No.759303
File: 1.27 MB, 512x1024, gurl.webm [View same] [iqdb] [saucenao] [google]
759303

Thanks for the comments! I fixed most of the things you mentioned and rendered a turntable so you can see the shape better. I don't think I'm going to add any textures or work much further on this, but feel free to point out any other oddities. I'm aware that the shading is kind of wonky in many places, I believe it's just the overly low polycount.
>>758876
Those are shorts, but you're totally right.
>>758893
The fingers were indeed a bit short, I just scaled them a bit. I think the jawline is mainly about the angle and the shading.
>>759056
True -- I didn't weight paint anything originally, just went with the auto-weights and those really squished her shoulders. I think it's better now, even though they aren't shaped exactly like the reference.

>> No.759307

>>759231
Study the way real rocks are formed, if you understand the basics about the geological process that generate these structures
you will look at rocks differently, you'll be able to see the sheer plane and understand what processes are likely responsible for shaping any given rock you encounter.

Currently your rock lacks the structure of realworld minerals exhibiting uniform structure and wear in all directions giving it that synthetic and somewhat cartoonish feel.
Despite locally looking very realistic it currently breaks down as a whole.

>> No.759320
File: 2.18 MB, 1228x1818, shrine.png [View same] [iqdb] [saucenao] [google]
759320

I hope these half-assed roof tiles work out in the final render

>> No.759321

>>759320
You have the same number of tiles on the top as the bottom so you get huge gaps between the tiles

>> No.759323

>>759321
I don't know any other way of doing it, unless I place the tiles by hand

>> No.759333

>>759323
What program?

>> No.759334

>>759333
Blender

>> No.759342

>>759334
Don't use blender, literally the first result when googling https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/array.html

>> No.759345

>>759320
learn. your. software.

>> No.759348

>>759342
Jeez, dude, how dumb do you think I am? Really?

Have you even used that array modifier? If I were to use it, I'd have to use curves, parent that modifier to that curve, and then ANOTHER array modifier parented to another curve for the vertical component. Then repeat for each 4 sides of each roof. Obviously not the best idea and even then the result will be half-assed because it won't account for size.

>> No.759352

Reminder that no one will notices issues like the one in >>759320. How does it feel to be specialized in something that doesn't matter?

>> No.759354
File: 601 KB, 2052x690, toaster house_V2.jpg [View same] [iqdb] [saucenao] [google]
759354

>>759348
that's how i did it
>>759352
except you know, people did

>> No.759355

>>759354
Elitist artists will notice and make a fuss because they don't want anyone who isn't as skilled as them to succeed. No one else will notice.

>> No.759358

>>759355
Alright bud, next time you post something make sure to let people know you don't want any feedback, i'll make sure to ignore it

>> No.759359

>>759320
Are the roofs really solid like that on the bottom?
It looks really weird.

>> No.759361
File: 316 KB, 1300x1065, temple-roof-double-view-05130.jpg [View same] [iqdb] [saucenao] [google]
759361

>>759359
they are made up of boards, usually without a filler so you can see straight to the underside of the roof

>> No.759364

Did you use individual arrays for each row?

I might do that if I can't find any other way, but the problem is that my roof is curved horizontally and vertically at the edges

Also >>759355 isn't me

>>759359
No, they're made of boards, like >>759361 showed. I'll add them soon, it's still WIP

>> No.759365

>>759364
Meant to reply to >>759354

>> No.759368
File: 478 KB, 1437x510, toaster house_V3_wireframe.jpg [View same] [iqdb] [saucenao] [google]
759368

>>759364
yeah no mine only has two axis curves, red are curved green are straight lines i used to array the tiles

>> No.759426
File: 3.40 MB, 1228x1818, shrine8-03.png [View same] [iqdb] [saucenao] [google]
759426

I feel like I always overdo the shadows

>> No.759428

>>759426
Looks good. Just some minor criticisms, but the color of the ball thingy at the bottom of the spire blends in with the background and makes it look like the spire is floating. Also, I don't really like the DOF, but I generally don't like DOF as a rule so I might be in the minority on that one.

You should apply to FromSoft to work on Sekiro 2.

>> No.759434

>>759428
I forgot to add a material to the top thing lol. I'll fix it in the next render and I think I'll remove DOF too, I think it'll look a lot better.

>You should apply to FromSoft to work on Sekiro 2.

If FromSoftware saw the mess my geometry is they'd take away my 3D license

>> No.759447

>>759428
This isn't even close to being the same level as Ashina castle

>> No.759449

>>759426
The composition is lacking in visual interest but also isn't deliberately "bland", it's in a middle area
the tree in front is distracting and draws the eye away from what is presumably meant to be the focal point (the tower), the shot looks like an aerial drone would have had to have taken it and consequently much of the grandness or scale of the structure is lost
the thing on top looks very CGI due to its uniformity, also is its construction correct (it's a series of rings, not a spiral or something?)

Would probably be good if it was like an album cover and there were big block letters in red that were like "From the hit band that brought you WEEB comes the new sensation that breaks the genre even as it redefines it,
W E A B O O "

All things you can easily change

>> No.759518
File: 88 KB, 867x766, kjiygfg.jpg [View same] [iqdb] [saucenao] [google]
759518

>>759294

>> No.759546

>>759518
>nose ring
dropped

>> No.759579
File: 804 KB, 1228x1818, shrine.jpg [View same] [iqdb] [saucenao] [google]
759579

>>759449
This is the angle I used for the render, I felt like without the trees it would look waay too bland.

I think I'll change the rings on the top like you said. They don't match the rest of the picture

>> No.759581

>>759579
That filter is ugly as hell man, what where you thinking?

>> No.759584

>>759581
lol that's my reference image, there was a light leak in the photographer's camera

>> No.759585
File: 318 KB, 614x908, cycles30001-0250.webm [View same] [iqdb] [saucenao] [google]
759585

Made a short animation for my ig

Think Howl's Moving Castle theme song in the background

>> No.759586

>>759584
Fair enough, there no way that's natural though, was the floor pure orange? It's definitely a shitty Instagram filter

>> No.759587

>>759585
Tree looks super off, birds are good though. Shame about the compression

>> No.759590

>>759587
>Shame about the compression
>318kb

Yeah, maybe aim a little closer to the 3mb (I think) upload limit. It doesn't need to look that bad, a least not here.

>> No.759598
File: 174 KB, 1068x738, hh 003B.png [View same] [iqdb] [saucenao] [google]
759598

Creating a sci-fi helmet/bust inspired by a hammerhead shark.

1/2

>> No.759599
File: 191 KB, 1042x715, hh 004B.png [View same] [iqdb] [saucenao] [google]
759599

>>759598
2/2

Initial sculpting in 3dCoat, then it's off to modo for retopo.

>> No.759623
File: 176 KB, 1366x768, Head_Sculpt_Progress.png [View same] [iqdb] [saucenao] [google]
759623

First attempt of a stylised facial sculpt for portfolio
Eyes and ears are infuriating for me to get right

>> No.759625

>>759599
ooh a powerfully contrarian workflow, I like it.

>> No.759626

>>759599
>Initial sculpting in 3dCoat, then it's off to modo for retopo.

How did you get this masochistic.

>> No.759634

>>759625
explain?
3Dcoat has retopotools, but I can get much more precise with modo, and then do the general high poly modeling there.

>> No.759635

>>759626
3DC >>>>>> Modo for sculpting.
I don't have/know zbrush that well.

>> No.759642
File: 265 KB, 1215x789, hh 005b.png [View same] [iqdb] [saucenao] [google]
759642

Done for tonight.

>> No.759655
File: 501 KB, 463x788, 09a24b0d40e53b3ef8058c64007d0d5b.png [View same] [iqdb] [saucenao] [google]
759655

does anyone know of or have any tutorials for creating real time feathers for plumage like on a knight helmet? any tips would be great thanks

>> No.759700

>>759655
make em in xgen then bake em to cards.

It's the exact same as hair cards.

>> No.759708

>>759655
I would just model them. Cards would look too thin. Is that your model.

>> No.759753

>>758827
Way better than my first try at character modelling, for a first try, I think you did a pretty good job, torso and neck proportions look a tad bit retarded tho

>> No.759763
File: 104 KB, 878x837, hkgfgfgghj.jpg [View same] [iqdb] [saucenao] [google]
759763

>>759518
10/10 shoe modeling
>>759585
I'd take away the swaying from the trees, it's killing the compression. The birds are probably enough movement by themselves.

>> No.759777

>>759708
It's Mordhau

>> No.759792
File: 168 KB, 514x703, c22d330eb98c03c67536ec34ef7c9369.png [View same] [iqdb] [saucenao] [google]
759792

attempting female modeling

>> No.759793

>>759792
not a horrible start. be sure to see some references though

>> No.759794
File: 868 KB, 878x740, 205e77a86feefc99887bf9019982d65e.png [View same] [iqdb] [saucenao] [google]
759794

>>759793
main ones im using, any help is appreciated, i am huge brainlet

>> No.759796

>>759794
wouldn't hurt to get one from the side as well. your nose is a bit wide (or round, especially towards the top) and the chin is a bit tall

>> No.759797

>>759792
looks like an ape

>> No.759799

>>759763
cute! reminds me a lot of a weeb girl I know. how are the eyes done?

>> No.759803

>>759797
she's black, duh

>> No.759810
File: 1.07 MB, 3000x1440, rocks 1.jpg [View same] [iqdb] [saucenao] [google]
759810

>> No.759811
File: 779 KB, 3500x952, rocks 2.jpg [View same] [iqdb] [saucenao] [google]
759811

>> No.759819
File: 333 KB, 640x480, 4.png [View same] [iqdb] [saucenao] [google]
759819

>> No.759823

>>759819

SOUL

>> No.759826

>>759810
>>759811

You did well this time.

>> No.759829
File: 1.61 MB, 1920x1080, rocks textured.jpg [View same] [iqdb] [saucenao] [google]
759829

don't map with low res texture

YIKES

>> No.759834

>>759829
Looks fine

>> No.759835
File: 55 KB, 769x752, Zbrush_KSvFi5PsoG.jpg [View same] [iqdb] [saucenao] [google]
759835

My first study on making an anatomically correct base mesh.

>> No.759841

>>759835
Corpus hands typed this post

>> No.759862
File: 163 KB, 720x747, 1520737757656.jpg [View same] [iqdb] [saucenao] [google]
759862

>>759810
>>759811
looks really good anon, well done !

>> No.759867

>>759835
>anatomically correct

>> No.759870

>>759835
the only anatomically correct thing is that you seem to have observed that a human body is made up of multiple muscle groups

>> No.759874

>>759835
Going good, looks like a typical jew golem.

>> No.759943

>>759204
Thanks for the tip!

>> No.759945

>>759835
Needs to be shorter. The head should look like more of a gay alien head, too. Also, where's the penis?

>> No.759948

>>759945
>Also, where's the penis?
who said anything about it being male, you absolute cis scum

>> No.759953
File: 444 KB, 746x777, poop.png [View same] [iqdb] [saucenao] [google]
759953

doing a thing

>> No.759957

>>759953
Needs more crease tool, please.

>> No.759961
File: 427 KB, 795x756, poop2.png [View same] [iqdb] [saucenao] [google]
759961

>>759957
i was wondering how to do that, thanks

>> No.759962

>>759961
it's always a good practice to make a different mesh for each separate object in the face. Teeth, eyes and tongue should be different geometries.

>> No.759964 [DELETED] 

>>759867
>>759870
Thanks, that doesn't help at all.

>> No.759965
File: 8 KB, 396x104, cgqyK6W4cOtU9XBDq8gks0gEK6cHGPyQdheUp9h3kPM.jpg [View same] [iqdb] [saucenao] [google]
759965

>>759964
The head, shoulders and hands are way too big. Please don't try to correct that character, though. Start over. Over and over again. That's how you'll eventually make something attractive.

>> No.759968
File: 421 KB, 715x732, poop3.png [View same] [iqdb] [saucenao] [google]
759968

>>759962
huge thanks

>> No.759981

>>759810
>>759811
How? Always wondered how people sculpt those chipped edges so nice and sharp.
Did you just use brush alphas with rock textures?

>> No.759988

>>759981
you start with a procedurally generated base mesh that has hard edges and then do sculpting, retopo, baking, etc.

>> No.759993

>>759965
It's alright, I don't mind grinding.
But thanks.

>> No.760029
File: 696 KB, 1811x837, Blockout.png [View same] [iqdb] [saucenao] [google]
760029

I have never sculpted before. Is this more or less okay as a base mesh?

>> No.760036
File: 228 KB, 599x828, c8b33d66364b00af45d73c341ccbea61.png [View same] [iqdb] [saucenao] [google]
760036

>>759792
update

>> No.760046
File: 1.90 MB, 1920x1080, Primer render personaje terminado, creo (contraste alto).png [View same] [iqdb] [saucenao] [google]
760046

So this is my first proper project after doing a few tutorials and I think it came out pretty good. Planning on animating this dude along with a pacman model I made.

>> No.760099

>>759988
Why do you answer if you don't actually know the answer?

>> No.760101

>>759981
trim brush homie

>> No.760107

>>760099
ask stupid questions...

>> No.760114

>>760101
>>760107
Fucking imbeciles, both of you.
You don't get nice and crisp stone chips that way.
I suspect rock alphas, but I'd love to hear if there are other ways to do it too.

>> No.760115

>>760114
It's already been answered. The base mesh has a lot of hard edges to facilitate that sort of thing, and then you use whatever your software's version of the crease tool happens to be. Now fuck off.

>> No.760116

>>760036
ooga booga

>> No.760147
File: 545 KB, 1600x881, jpg.png [View same] [iqdb] [saucenao] [google]
760147

>> No.760151

>>760147
what's the bevel modifier for

>> No.760154

>>760151
borders of lips and eyes

>> No.760155
File: 116 KB, 1280x720, IMG_8323.jpg [View same] [iqdb] [saucenao] [google]
760155

>>760147
Looks good, but it's missing the orbital rim

>> No.760156

>>760154
interesting ty

>> No.760165

>>760147
Looks good, but like >>760155 said it's missing the orbital rim. If you're going for a monolid nibba, we should still see it, although less intense.

Are those eyes spheres? It's hard to tell with the wireframe.

>> No.760199

>>759993
fyi, a human body is roughly seven heads tall, eight if you're going for a heroic figure. The hands should roughly be the size of the face. Shoulder muscles shouldn't be longer or bigger than the pectorals. Just keep looking at references and you'll make it king

>> No.760214
File: 193 KB, 520x784, 0e2a872a1d775dfb792c9a9bab2f675b.png [View same] [iqdb] [saucenao] [google]
760214

>>760036

>> No.760215

>>760214
a big step forward

>> No.760227
File: 304 KB, 512x512, poop4.png [View same] [iqdb] [saucenao] [google]
760227

>>759968

>> No.760249

>>760199
>seven heads tall, eight if you're going for a heroic figure
including the head itself and the legs?

>> No.760257

>>760249
yup

>> No.760259

>>760227
hypothetically speaking, if someone was to pull out that orb from his forehead, would they be able to stick their dick in the hole ?

>> No.760261

>>760259
hypothetically speaking, yes
but only hypothetically speaking

>> No.760262

>>760214
ooga booga

>> No.760287
File: 48 KB, 514x500, The-Male-Human-Body-Proportions-How-To-Get-Them-Right-Using-the-heads-count-method-Featured.jpg [View same] [iqdb] [saucenao] [google]
760287

>>760249
Yes. Looking at a good old google result, it is quite obvious. Look for references yourself, don't simply heed what people tell you on here. We're only telling you 10% of what's wrong with your model, but it's the most important 10% for now. Once you fix it, you can jump on to the next. But you need to be able to fetch your references yourself.

>> No.760299

>>759835
fable3.png

>> No.760322

>>760259
it would be very painful

>> No.760338

>>760322
for you

>> No.760449
File: 390 KB, 881x1280, 1575077720125.jpg [View same] [iqdb] [saucenao] [google]
760449

Blender or C4D for complete beginner? Today ive installed both, very hard to choose. Could someone give me some pros and cons?

>> No.760460

>>760449
>>760445

>> No.760495

>>759835
lord farquaad?

>> No.760528
File: 727 KB, 540x540, intento 3(1).webm [View same] [iqdb] [saucenao] [google]
760528

>>760046
Animation attempt

>> No.760536

>>760528
Keep going anon. I like it.

>> No.760655

>>760449
it's better than blender in nearly everything out of the box besides rigging tools

>> No.760660
File: 563 KB, 1919x655, Screenshot (68).png [View same] [iqdb] [saucenao] [google]
760660

Tried to sculpt a kid, ended up looking like a old lady or something
Sculpting with too many polys?
I'll try to retopologize this more cleanly and see if that helps.

>> No.760661

>>760660
go reset your eyes. doesn't look like a kid or an old woman at all, what are you smoking anon. i think it looks like a woman in her early twenties.

>> No.760662

>>760660
you need it rounder, probs a bigger forehead. and a way wider nose

>> No.760671

>>760660
ayy lmao

>> No.760673

>>760660
Is it supposed to be stylized. Eyes too big ears too low if not.

>> No.760711

>>760660
Next time use someone else's concept art then you don't have to try to make it up on the fly, and even then "making it up on the fly" means "dynamically selecting from forms in your memory bank that you've assimilated over time"

>> No.760712

>>760536
Thanks man

>> No.760771
File: 519 KB, 1600x881, jpg.png [View same] [iqdb] [saucenao] [google]
760771

>> No.760778

>>760528
cute

>> No.760780
File: 94 KB, 658x727, ZBrush Document.png [View same] [iqdb] [saucenao] [google]
760780

fluted knight set from demons souls, for practicing hard surface and also to show bluepoint how its done

>> No.760782

>>760780
neato
also didn't know that demon's souls was a game and that dark souls was based on it, just learned that

>> No.760828
File: 115 KB, 826x839, scr007.jpg [View same] [iqdb] [saucenao] [google]
760828

Well, it came out better than the previous try.
i'm pretty depressed about ngmi so I'll allow myself to steal someone's hair for now.

>> No.760830
File: 74 KB, 542x642, scr008.jpg [View same] [iqdb] [saucenao] [google]
760830

>>760828
Yeah holy shit
Why even try when hair imported from porn games is better than mine kek

>> No.760852
File: 316 KB, 1200x628, pmain.jpg [View same] [iqdb] [saucenao] [google]
760852

>>760830
Why does she have pringle skin?

>> No.760863

>>760852
Because I slapped bump and roughness straight from the diffuse. I tried to follow skin painting tutorials in substance painter and couldn't follow, because the author already had normal texture before painting. It is very frustrating. Well, at least less frustrating than painting skin in blender with stencil so I might come back to it later again.

>> No.760935
File: 2.03 MB, 3840x2160, 1580417941427.jpg [View same] [iqdb] [saucenao] [google]
760935

turok flare gun

>> No.760945

>>760780
>hardsurface sculpting
why?

>> No.760948

>>760863
This fucker right here got some nice results out of Blender alone
https://www.youtube.com/watch?v=KoiYMx2xXGA

>> No.760953

>>760935
kicking rad

>> No.760956

>>760945
You model em elsewhere and bring em in generally

>> No.760961

>>760956
Yeah, but those look sculpted. And I sometimes see "high level" people do it. Why.

>> No.760976

>>760948
Thanks i'm a retard for not realizing one can clone stamp from reference image instead of stenciling.
Now all I have to do is:
>sculpt multires while constantly waiting for the brush to unfreeze for a few seconds after each stroke
>increase texture from 4096x4096 to probably 16k, so the whole body fits, since the guy is using 4k for the face alone
>finish that subsurface trickery from the series in a month, realize it doesn't work in EEVEE
>delete blender and cry myself to sleep

>> No.761013
File: 1.15 MB, 3840x2160, 1594372843369.jpg [View same] [iqdb] [saucenao] [google]
761013

>>760953
got matcap with normals working

>> No.761015

>>761013
>>760935
took you a while to make this desu

>> No.761016

>>761015
yeah i slept and came back lol
had to make my own method since a lot of google results didnt work/didn't mention normal maps

>> No.761052
File: 317 KB, 746x917, 295787c68af8691a6a1bd575ad123dc5.png [View same] [iqdb] [saucenao] [google]
761052

>>760214

>> No.761053

>>761052
ooga booga

>> No.761054

>>761052
the front is starting to look good but the profile is quite wonky. the top of the nose comes further back towards the eyes and the base of the skull is way higher, pretty much on level with the ear. and the neck should attach more to the front of the bottom of the head. in short: get some profile references.

>> No.761059

>>760976
blender supports both cross udim and cross material painting (so long as its the same object) so you dont need to make one large map

>> No.761068

>>761052
overlay an image of a skull on the profile shot.
You'll see where you're severely off at. Like what >>761054 said, use a profile reference.
next time, or on this project, you should try sculpting the ear as a separate mesh. You can dynamesh it later and it should easily get rid of the ear helix to head fusion you have going on

>> No.761078
File: 486 KB, 1406x717, a7406906820230c6f379a51bae64368b.png [View same] [iqdb] [saucenao] [google]
761078

>>761052

>> No.761107
File: 34 KB, 659x449, Untitled design.jpg [View same] [iqdb] [saucenao] [google]
761107

Done with rough sculpt.
Time to retopo in modo.

>> No.761132

>>761078
Are you trying to model a human head? If so, use a fucking reference.

>>761107
neat, looks like a Warframe design.

>> No.761158
File: 547 KB, 2079x880, rot demon concept.jpg [View same] [iqdb] [saucenao] [google]
761158

started working on a sort of rot demon guy, kind of based of the nurgle stuff from warhammer or dark souls. pic on the left is current model, pic on the right is my rough concept of what i'm adding.

also if anyones got a good workflow for doing actual geo chainmail in irregular patterns, that would be awesome. i know a couple ways to do it, but none that arent a pain in the ass, micromesh conversion would have a hard time getting the torn and damaged segments, so i could maybe do it that way and then delete parts till it looks fucked up, or i could just try to string chain curves together. dunno, open to suggestions.

just blocking things in, the big mass in the middle is gonna be a bunch of curve brushes for a hanging trail of guts, its just a placeholder. not gonna try to carve the guts out of a solid piece of geo

>> No.761255

>>761132
>looks like a Warframe design.
I get that a lot.
I've never played warframe.

>> No.761259

>>761132
It's an ape

>> No.761271

>>761078
it looks like the iris is raised
sculpters typically have it cave inwards
and let me tell you, you're not skilled enough to reinvent how something like that works, not yet anyways
do what the pros do
i believe in you, but just apply yourself a little more
good work so far

>> No.761277
File: 107 KB, 305x509, Screenshot_8.png [View same] [iqdb] [saucenao] [google]
761277

made this today. figured id share it here. its been a while since ive last touched blender. now i kinda want to learn to animate the face

>> No.761279

>>761052
give up

>> No.761280

>>761277
looks pretty rad bro
love the yellow eyes on the black fur
the patched sweater is cute af
low poly is always a winner
would look amazing in a Halloween scene with jack o' lanterns and witches and all kinds of crazy shit

>> No.761281

t

>> No.761282
File: 113 KB, 1300x916, Ec7oqgbU4AA5bSt.jpg [View same] [iqdb] [saucenao] [google]
761282

>>761280
this was a practice for my game, which will have all sorts of spooky themed stuff just as you said. my endgame is to have an entire assets pack that resembles Halloween Town from Nightmare before Christmas by the end of the year, so it's why I'm going very low poly and using not-so-detailed textures. the concept is by some Japanese artist, so this one can't go into my game, but it was a nice practice anyways and I think I learned a bit from it (even though it's a simple model and all).

thanks man! it really warms my heart to hear that.

>> No.761283

>>761277
Animal crossing?

>> No.761284

>>761283
...yeah. kinda. a really low-budget clone. I like this style because it's sweet and easy to make charismatic/cutesy stuff with. do you think it's a red flag for a game?

>> No.761298

>>761284
Nah I like the style but it is very very similar, I would try to deviate slightly in some way but even if you don't it's probably fine.

>> No.761301
File: 15 KB, 258x479, 41vy2dJLvQL._AC_.jpg [View same] [iqdb] [saucenao] [google]
761301

>>761298

>> No.761318

>>761298
that's very useful feedback, thank you very much! I'll try my best to experiment since I don't have much done already

>>761301
gotta love that smug smile

>> No.761323

>>761277
https://twitter.com/ButtonCity/status/1287100842806476801

another option for fast texture/colours that isn't the pixel thing you might want to look into.

>> No.761370

>>759799
looks like its just a flat iris texture

>> No.761425

>>759819
based PS2 vibes

>> No.761429
File: 2.62 MB, 1920x1080, SB banner 5.2 full.png [View same] [iqdb] [saucenao] [google]
761429

Update on this thing. Added proper moonlight, added a thin atmosphere around meteors to simulate glow, polished up a number of other small things and I'm pretty sure I'm gonna call it done.
I'm aware that the sky is overall too busy and almost takes the focus away from the banner itself, but to fix that I'd either have to flatten it out, making it blend together too much, or just straight up rip certain things out, which I'm reluctant to do considering how much time I put into some of those volumes. So I'll just have to live with it.
Overall I'm more or less satisfied considering it was my first time working with textures, volumes and compositing.
Thanks to everyone who gave feedback and suggestions.

>> No.761430

>>761370
oh my bad, I meant the lashes. though they're probably just small planes or tubes, they just appear pretty natural and hand drawn

>> No.761432
File: 513 KB, 959x683, 8a3fb917fb5e879a4fa78184035f9ec2.png [View same] [iqdb] [saucenao] [google]
761432

>> No.761467

>>761429
>I'm aware that the sky is overall too busy and almost takes the focus away from the banner itself
Light the banner better and you won't have that problem. Right now the meteors are the brightest things, so they take the most attention from the viewer. Lighting up the banner better will make it have a higher priority as a focal point because 1. it's lit up, and 2. it's right in the center.

Never settle for "good enough".

>> No.761469
File: 240 KB, 953x743, gaussAmmo.jpg [View same] [iqdb] [saucenao] [google]
761469

Made some railgun ammo

>> No.761492

>>761469
>You will never have an immortal gf
end me

>> No.761498
File: 231 KB, 1442x773, GL_05.jpg [View same] [iqdb] [saucenao] [google]
761498

>> No.761499
File: 225 KB, 1442x773, GL_06.jpg [View same] [iqdb] [saucenao] [google]
761499

>>761498

>> No.761511
File: 315 KB, 640x480, traincar.png [View same] [iqdb] [saucenao] [google]
761511

posted in the pixely general, but I redid the seats, still need to make em less blocky. Blender doesn't seem to support vertex lighting, so I'm stuck with this really out of place dot lamp. The models are also too low-poly for vertex coloring to do much? It didn't seem to really work.

>> No.761530
File: 266 KB, 1278x1752, GL.jpg [View same] [iqdb] [saucenao] [google]
761530

>>761498
>>761499
Fuck that brings me back. I remember back in 2014 or some shit when I was getting back into 3d, I tried modelling that shit myself. I didn't get very far before I gave up trying to do it at the skill-level I was at back then.

Nice work anon. Make sure to texture it!

>> No.761532
File: 296 KB, 481x761, 9b7338691dd3476fa0462779a5282413.png [View same] [iqdb] [saucenao] [google]
761532

>>761078

>> No.761535

>>761532
are you working from a reference?

>> No.761536
File: 16 KB, 340x346, 340-1.jpg [View same] [iqdb] [saucenao] [google]
761536

>>761532

>> No.761540
File: 446 KB, 1671x664, a214745cfe1731c7985f8a18dd2f2dca.jpg [View same] [iqdb] [saucenao] [google]
761540

>>761535

>> No.761545

>>761540
mind posting front and profile views of your model in its current state?

then we could do a side by side comparison and see what specific areas you could use some improvement on and where you arent that far off

as close to the camera angles of the references as possible if you can

>> No.761554

>>761540
I think you're overdoing the cutesy face. try deviating from those references just a tad, or make it more... generic? maybe give stronger jaw and ease the head. I'm guessing you're not completely one with the ear since it's missing a few cartilages. I like your model anon, keep it up

>> No.761558
File: 685 KB, 1080x1920, brainiacRender_v09.jpg [View same] [iqdb] [saucenao] [google]
761558

>> No.761559
File: 1020 KB, 1710x779, 63c10914145cac61bc7dd4632e5a411d.png [View same] [iqdb] [saucenao] [google]
761559

>>761540

>> No.761560
File: 291 KB, 1442x773, GL_04.jpg [View same] [iqdb] [saucenao] [google]
761560

>>761530
I wish, but I've got no talent for textures or even unwrapping for that matter.

>> No.761562
File: 1.30 MB, 2611x1443, feedback.jpg [View same] [iqdb] [saucenao] [google]
761562

>>761559
here's a preliminary writeup. really advise following point number 9. find a model who has photos from multiple angles, these ladies all have variations in their facial structure that are gonna make it difficult to distill a single accurate look

probably the other biggest point would be to look at the overall underlying facial structure as far as proportions go. distance between eyes, distance from chin to nose to eyebrow ridge, distance from eyes to the ear and how the eye sits relatively level with the ear

>> No.761566
File: 471 KB, 2313x2130, 1584624661219.jpg [View same] [iqdb] [saucenao] [google]
761566

my noob donut is coming along nicely

>> No.761567

>>761558
How many polygons are there per each single hair of her?

>> No.761593
File: 2.61 MB, 800x446, antimatterCannon.gif [View same] [iqdb] [saucenao] [google]
761593

Made a bigass weapon.

>> No.761599

>>761432
Floppy disk looks kinda flat to me

>> No.761632

>>761593
Is it a lego?

>> No.761667
File: 122 KB, 473x684, WomanWIP.png [View same] [iqdb] [saucenao] [google]
761667

Fuck this is harder than I thought haha

>> No.761680

>>761562
damn those are some on-point tips. you're clearly experienced, but also really good at advising

>> No.761683
File: 1.15 MB, 2048x2048, sand.jpg [View same] [iqdb] [saucenao] [google]
761683

Man microscopic sand is hard to get right.

>bvh packing: 15min
>rendering: 1min

>> No.761802

holy shit bros ngons and hardsurface are so liberating
i can just fuckin MAKE things and not worry about edge flow and all that gay shit
fuck those fags who say ngons dont belong anywhere period

>> No.761805
File: 873 KB, 1920x1080, 1586826351046.png [View same] [iqdb] [saucenao] [google]
761805

Blocking out a ks-23

>> No.761808
File: 530 KB, 1343x579, 64efc40053b441e0cbeb21d619b65e58.png [View same] [iqdb] [saucenao] [google]
761808

>>761559
>>761562
Thanks for this write-up anon, tried making changes based off of your excelent help.
Still need to do more work on the profile and and ears, but i like the way it is looking.

>> No.761837

>>761808
getting much better. still needs a lot of work but i can see you are taking the advice to heart.

take a look at the overall proportions of the height of the face. from a glance, it looks like the browridge to chin area is a bit too vertically cramped, and the forehead is a bit too long. make small changes though when trying this out, not drastic ones.

the nose, and specifically nostrils still need work too. the nose has an overall triangular shape on your model when in reality a nose is a more complex shape, with the bulk of the nose structure being an angled cylinder, the tip of the nose being somewhat spherical, with 2 half spheres for the nostrils on the sides. the shapes on yours lack the creases and volume you would see from such shapes. too much flat plane transitions between the nostrils and nose bridge, so i would look at that area too.

the chin could use a bit more rounding, take another look at that on the profile angle, and the neck is still pretty thin in the profile angle.

also consider adding in some eyebrows as a separate subtool, even if its only temporary. i think that will help you ground the brow ridge much better. dont know what software you are using, but in zbrush a quick way to do that would be to mask out the shape of the eyebrows on the face and then perform an extract. eyelashes would also help, even just basic block in geo to represent them.

and it might help with the ear when you are still figuring it out to work on it as a separate piece and merge it in later if you are having trouble with the transition.

if you want an example of how the hear and the front of the face relate, the ridge of bone that travels from the cheek to the ear should be roughly flat horizontally and end in the middle of the ear vertically. yours goes up at a roughly 30 degree angle from the cheek to the ear and ends on the top of the ear, not the middle. moving the whole face structure up a bit might help with this, but that ridge might need fixd

>> No.761886

>>761683
And it still looks like shit....holy fuck

>> No.761908

>>761683
You can't do sand, but apparently you're pretty good at making soil, anon.

>> No.761911

>>761683
https://www.fxguide.com/fxfeatured/the-tech-of-pixar-part-1-piper-daring-to-be-different/

>> No.761923
File: 1.08 MB, 1168x658, what u workin on 3-bros.png [View same] [iqdb] [saucenao] [google]
761923

>>758804
I'm making a snow globe with comfy aethsetic

>> No.761931
File: 340 KB, 1080x447, snek.png [View same] [iqdb] [saucenao] [google]
761931

Hi /3/. Sculpted this huge snake for vfx. I don't know where to start the retopo.
Tried using instant meshes but ended up with instant garbage. Where should I start placing the faces to start?

. . .the "Z-Chads" are blessed with ZRemesher...

>> No.761940

>>761802
It depends. Will you animate the Ngon or use it still? If you're animating the quads are the only way to do it properly

>> No.761942

>>761802
Sorry, I didn't see hardsurface. One more reason to keep my username.

>> No.761946
File: 370 KB, 1080x892, retopobasics.jpg [View same] [iqdb] [saucenao] [google]
761946

>>761931
build borders around edges you want to preserve and then fill in the gaps

pardon the sloppy drawings. you would want the edges to flow nicely on the model, take your time and try to have loops flowing around details you want to preserve, and anywhere that is going to deform should have more loops as a rule of thumb

>> No.761957
File: 239 KB, 698x487, Rock.png [View same] [iqdb] [saucenao] [google]
761957

>>761946
Thanks for the advice. However, how can I make sure that the parts of the retopo will all connect together and I don't end with a quad connection hell? Should I make a loop for each spike?

And here is another creature WIP

>> No.761958

>>761946
Thanks for having taken the time to draw all of this geometry, must have taken you a while. Your drawings aren't sloppy at all ;)

>> No.761959

>>761957
why sculpt instead of just poly modeling a shape like this?

>> No.761963

>>761957
it's something you get a feel for over time with practice doing manual retopology, but basically you want to sort of roughly count the number of polys on a border area and try to make sure that the area across the model that you want to connect it to has a similar number of polys in that spot.

so like in the top drawing. look at the loop around the horn on his nose, and then look at the top of the loops that go around his lips. you want to try to eyeball it so that the edges you have coming from directly below the horn have a similar number of edges they can flow into on the horn.

also you will want to learn how to use kits to expand and narrow geometry where its needed. look at the geometry in the 2nd pic on the lips between the teeth. see the triangle looking geo every so often? its actually a quad called a kite that lets you split incoming loops, in this case from the top of the head, into additional loops where more geo is needed, like between the teeth.

similar things are used when modeling a head for example, where a lot of geometry is needed for the face, but you need to reduce the outgoing edgeloops over the top of the head and down the neck.

>> No.761966

>>761959
I wanted to maje it look like old stone with engravings on it, but then I'll poly model it and use a normal map.

>> No.761967

>>761963
Thanks. I'll try it right now. That "kite" principle confuses me a lot at the time.

I try to poly model an anthro lizard (hence my name, as some1 called me an idiot/degenerate for doing this) without any sculpt and I can never imagine a situation where the kite comes in place correctly, especially for the hands. I tried an human bmesh this afteroon and It looked so N64... awful.

>> No.761969
File: 2.05 MB, 960x540, render.png [View same] [iqdb] [saucenao] [google]
761969

>>761923
what do you guys think? (updated but unfinished)

>> No.761979

>>761969
Nice glass shader overall, but I'm waiting for the final version. It could be awesome if you fill it with the right objects in the right way ! ;)

>> No.762004

>>761911
Thanks anon, that was a great read

>> No.762041
File: 701 KB, 1213x777, scene_house.png [View same] [iqdb] [saucenao] [google]
762041

my first ever scene, im a modeling newb. What should I do about the oak tree canopy/leaves? I feel like the lod is mismatched, but I dont want to do a generic icosphere or low poly box like you see everywhere else


>>758804
wish I could do some stuff like this... I love how the geometry is stylized yet the textures have an element of realism

>>761558
amazing level of detail but the facial proportions are off imo. generally the upper lip is noticeably smaller (or thinner) than the bottom lip, and I think her chin is a bit too forward, giving her a rather masculine jawline. I would make upper lip a bit smaller, and move bottom lip and chin just a hair back, giving her a tiny bit of an overbite look. this would give it a more feminine look

>> No.762043
File: 245 KB, 1229x757, scene_house_wireframe.png [View same] [iqdb] [saucenao] [google]
762043

wireframe version

>> No.762071

>>762041
>amazing level of detail but the facial proportions are off imo.
Welcome to /3/.
We've already been over all that with that anon. Several threads worth of it. It's largely past the point where he's going to do anything about those things, or can without a bunch of work. It's probably best to just finish the project and move on.

>> No.762084
File: 1.44 MB, 1920x1080, 1584107556852.png [View same] [iqdb] [saucenao] [google]
762084

>>761805
more blocking out

>> No.762088
File: 163 KB, 1137x843, crit001.png [View same] [iqdb] [saucenao] [google]
762088

Critique my retopology.
This will be subdivided to be the HP geo that will then be baked to LP.
Mesh will be static. No rigging/animation/deformation.

1/2

>> No.762089
File: 302 KB, 1341x925, crit002.png [View same] [iqdb] [saucenao] [google]
762089

>>762088

2/2

>> No.762097
File: 62 KB, 706x729, faceUwu.jpg [View same] [iqdb] [saucenao] [google]
762097

>>762071
This anon is all over the threads because he's working veeeery slowly. Fixing those facial features are as simple as moving 4 vertices, so I simply didn't do it then.
>>762041
other anon is right, some other person mentionned those as well. Does look better though.

>> No.762106

>>762088
V bad, if I saw this on a model I would completely remake it, there is no flow, polys are all different sizes, you have easily avoidable tris. Honestly, just try again from 0.

>> No.762110
File: 23 KB, 600x497, f57.jpg [View same] [iqdb] [saucenao] [google]
762110

>>762106
>there is no flow, polys are all different sizes

Is there some theory or somewhere i can read up on this kinda stuff?

>> No.762187
File: 1.24 MB, 1280x720, VID-20200813-WA0013.webm [View same] [iqdb] [saucenao] [google]
762187

Made in 15min testing blender for first time

>> No.762188

>>762088
If you are sculpting on this then the triangles will pinch bad when you subdivide. Is that square grid by the front for gills? If not you could reduce that area as it isn't adding much to the silhouette. The pointy bits will collapse without a supporting edge going down the middle of them. Hope that helps.

>> No.762191

>>762187
It's total shit and you should kill yourself for posting a video made with your phone

>> No.762208
File: 18 KB, 236x340, a866c41c436f8b7b93e7c758010dddd9.jpg [View same] [iqdb] [saucenao] [google]
762208

>>762188
No, rough base shape/forms have already been sculpted.
See >>759599
I retopologize it to (mostly) quads then subdivide to make my high poly base mesh. Then I retopo (again) to make a the low poly UV'd mesh for baking.

3d coat uses voxels/triangles to sculpt. I know fantastic base meshes/ all quad sculpts can be made in zbrush, which then only need the low poly retopo (pic related) , but I'm no where near that good.

>> No.762209

>>762187
What were you using to sculpt before? Zbrush? 3dcoat? How does it compare?

>> No.762214
File: 1.88 MB, 960x540, render2.png [View same] [iqdb] [saucenao] [google]
762214

>>761979
updated, now I'm going to add trees or something

>> No.762215

>>762209
I was using zbrush, at the moment I only used the dynamesh options of blender and a couple of brushes. Started from a cube then subdivided 2 times and swiched to sculpt.
Except for the keyboard-shorcuts, Its like the same at the moment

>> No.762216

>>762214
Can you add a fake room for skybox?
Its should look better with more reflected objects on the glass

>> No.762255

>>762208
did you model this? It's awesome.

>> No.762294
File: 2.80 MB, 960x540, render4.png [View same] [iqdb] [saucenao] [google]
762294

>>762216
updated with HDRI lighting
now I need to fill it with clutter and do some texture work.
I'm new to texturing, do you recommend normal maps and displacement maps?

>> No.762305

>>762294
Looking good
Yeah why not add some textures to the table and the base of the glass dome.
Look for online free textures pages
Normal and difuse should be fine

>> No.762341
File: 447 KB, 2200x1325, frederic-daoust-legs-close-ups.jpg [View same] [iqdb] [saucenao] [google]
762341

>>762255
No, that's just an example of how a high poly sculpt can be made entirely in zbrush (pic related), then only the low poly will have to be created.

The problem with my workflow is my sculpt is only used for form finding, them I retopo it in modo to create the high poly base mesh, then have to retopo again to create the low poly.

>> No.762343
File: 1.64 MB, 7680x4320, 1580114080667.jpg [View same] [iqdb] [saucenao] [google]
762343

>>762084
hi poly done

>> No.762347

>>761158

Reminds Stitches from WoW... or Pestilence from Battlerite, but yours looks good and has its own identity. Great job so far... anywhere to follow your progress?

>> No.762349
File: 309 KB, 1836x673, 305d732fbbdbaf141fb39503c0c53548.jpg [View same] [iqdb] [saucenao] [google]
762349

>>761837
>>761808

>> No.762352
File: 1.35 MB, 1024x1024, spider4.png [View same] [iqdb] [saucenao] [google]
762352

Spoidah

>> No.762353

>>762352
hes cute

>> No.762356
File: 56 KB, 1291x647, long.jpg [View same] [iqdb] [saucenao] [google]
762356

>>762349
jesus fucking christ just use a reference already.

>> No.762362

>>762352
spooky spoder spooped me good

>> No.762364

>>762356
kek

>> No.762390

>>762356
he IS using reference lol
>>761540
he just has single-digit visual iq i guess

>> No.762394

>>762349
kek

>> No.762397
File: 1.85 MB, 2960x700, kouya.png [View same] [iqdb] [saucenao] [google]
762397

Sculpted pic from Kouya ni Kemono, really love his design.
Still need to work on the mouth area, the teeth position is still a bit off and I don't like the brow region...

Also I ended up going up to 2.8M verts (5.7M tris) to sculpt details like the eyelids. Is this normal? Or am I going too detailed too fast?

>> No.762481
File: 2.81 MB, 2048x2048, sand6-01.jpg [View same] [iqdb] [saucenao] [google]
762481

Now to litter the scene

>> No.762518

>>761536
Fucking kek

>> No.762532
File: 961 KB, 2688x668, kouya2 - Copy.png [View same] [iqdb] [saucenao] [google]
762532

>>762397
90% done with this
desu I'm not too happy with how the shoulder/neck area turned out

>> No.762533
File: 1.14 MB, 2683x1131, kouya2.jpg [View same] [iqdb] [saucenao] [google]
762533

>>762532
refs used

>> No.762541
File: 1.51 MB, 2478x1390, kouya2_tips.jpg [View same] [iqdb] [saucenao] [google]
762541

>>762532
dont know how close you intend to get to the reference, but here's a few tips

>> No.762551
File: 88 KB, 550x563, 1591622120068.gif [View same] [iqdb] [saucenao] [google]
762551

>>761562
>>762356
The forhead is way too far forward. This gif I thought was funny because of how politically incorrect it is actually turns out to be real.

>> No.762554
File: 423 KB, 1193x502, 91f487b73d10816c017b54526ed62b54.png [View same] [iqdb] [saucenao] [google]
762554

>>762349

>> No.762555

>>762551
Yeah when i started learning anatomy it was really funny seeing the african vs caucasian skulls

>> No.762563

>>762551
Phrenology is pseudoscience, my dude. The comparison would have to be about the brain, and not just its size, in order to be of significance.

>> No.762574
File: 463 KB, 1095x500, b6ad4c049555b16d769ac78e4392b53d.png [View same] [iqdb] [saucenao] [google]
762574

>>762554

>> No.762588

>>762563
>Phrenology is pseudoscience, my dude
Who the fuck talked about Phrenology?
Skull shape is basic biology and brain size is basic neuroscience.
Different races have a completely different skull shape, while leftists nutjobs want to rebrand basic human biology as social science fact is that you can tell the race, age and sex of the person at a glance of his bones.

Africans do have 10% smaller brain than Europeans or Asians, and while brain size isnt connected to intelligence, synapse and neuron count is, what matters, the gif is true.

>> No.762601

>>762588
>Who the fuck talked about Phrenology?
The gif is talking about cognitive functions after highlighting a skeletal feature. That's basically the way Phrenology worked.

Here is a better image about the difference in brain mass between peoples of European and African descent. No mention of neuronal topology and density, though, which is what matters for cognition.

>> No.762602
File: 46 KB, 618x272, 1587255773882.png [View same] [iqdb] [saucenao] [google]
762602

>>762601
Oh shoot, the image. And sorry, it's about volume, not mass as I wrote.

>> No.762624
File: 2.46 MB, 2048x2048, sand10-02.jpg [View same] [iqdb] [saucenao] [google]
762624

I think I've finally finished it. Critique appreciated

>> No.762631

>>762601
>That's basically the way Phrenology worked

No it wasn't.
Do you honestly want me to believe that people who never managed to invent the wheel are just as intelligent as people who developed rocket science? Don't tell me you're one of those retards who says "evolution is real" and then follows it up with "except for humans because there's only one race and that's the human race" because it definitely sounds like it.

>> No.762633

>>762624
really good. at least from my perspective as an amateur

>> No.762635

>>762624
Cute, though the little mouth hand things and their lack of fur kind of make me a bit squeamish. Though I guess that really just depends on what species they are in terms of how much fur they have on those. Fur could maybe use a bit more grooming if I had to be nit-picky, especially around the face.

Still, nice work. Great job on the sand.
How'd you figure it out? You were this dude right >>761683 ?
Just spammed more sand particles or what?

>> No.762651

>>762601
>The gif is talking about cognitive functions after highlighting a skeletal feature. That's basically the way Phrenology worked.
No, Phrenology was the first attempts to understand the structure and inner workings of the human brain, and while by today standards their theories seems primitive and stupid they rightfully connected different parts of brains to different functions.
Calling it a pseudoscience is more of modern propaganda to discredit people of old by applying modern morality on people long dead, the theory itself was heavily criticized as early as mid 19 century and would eventually get replaced by better more modern theories. Mind you even today we dont know most of the inner working of human brain and how exactly is information in the brain processed, the glorious "real science" recommended lobotomy few decades ago to cure depression, and in US to this day chemical lobotomy is still a thing in form of drugs that will turn you into a brain dead vegetable in months.
Just saw what a year of taking anti depressants did to Jordan Peterson, guy is a wreck.

You graph backs up what we were talking about. And while there is no scientific consensus on relation of brain size to intelligence, its hard to hide that Africans have the lowest iq on this planet and at the same time have the smallest brains, Asians with largest brains have highest iq.

In the end 4 of the 5 basis of Phrenology turned out to be true, the failure of this field was lack of knowledge on how bone grows
-The Brain is the organ of the mind
-The brain is not a homogenous unity, but an aggregate of mental organs with specific functions
-The cerebral organs are topographically localized
-The relative size of any particular mental organ is indicative of the power or strength of that organ
-Since the skull ossifies over the brain during infant development, external craniological means could be used to diagnose the internal states of the mental characters

>> No.762677

>>762651
> its hard to hide that Africans have the lowest iq on this planet and at the same time have the smallest brains, Asians with largest brains have highest iq
This is so retarded it hurts. Sure, it's 'hard to deny' that. You haven't demonstrated causation, merely correlation, of which brain size is likely the least important factor, if not irrelevant, in comparison to social development, learning opportunities, and diet.

>The relative size of any particular mental organ is indicative of the power or strength of that organ
Now you're just pulling pulling trash out of the ass. The term 'mental organ' doesn't refer to physical brain matter; it's a philosophical construct used to explain the link between neuro-chemistry and the idea of the 'mind'. It has absolutely nothing to do with brain size and 'power and strength' of an organ. If that were even remotely relevant then mammals with larger brains would be vastly more intelligent than humans.
Go back to /pol you degenerate moron. Your desperation to argue the relevance of racial intelligence only demonstrates how fucking stupid you are.

>> No.762683

>>762631
>"except for humans because there's only one race and that's the human race"
Humans have a relatively complex family tree, as there are apparentely more difference between several etnicithies of nigs than between a nord and a med for instance.
Still the whole there is only one race is borderline retarded though.
>>762624
Amazing, I thought you were posting reference pics for a moment. The sand is top shit.

>> No.762713

>>762677
>. You haven't demonstrated causation, merely correlation,
And why would i? Im not here to make some scientific discoveries here, its a basic observation. Even if its all just related to availability of food, then who cares, they are still low iq with small brains.
>Now you're just pulling pulling trash out of the ass. The term 'mental organ' doesn't refer to physical brain matter; it's a philosophical construct used to explain the link between neuro-chemistry and the idea of the 'mind'. It has absolutely nothing to do with brain size and 'power and strength' of an organ. If that were even remotely relevant then mammals with larger brains would be vastly more intelligent than humans.
Again using modern science to explain theory from over 200 years ago... Sure their division of the brain was completely wrong, mostly since they didnt even know what they brain does and how complex the nervous system really is yet alone about the chemical interactions of neurons, but all neurological sicknesses that lead to underdevelopment of any part of a brain prove that how their size is needed for its to perform its function, people are born blind or deaf or with basic motor problems all the time.
Again i agree the theory was wrong, but it was not a pseudo science, it was all based on scientific thinking and medical understanding of the late 1700ties, and it was a good start for modern medical fields, it was popular for only 20 years!!!! By the end of 19 century it was long forgot and replaced by basis of modern neuroscience.

> If that were even remotely relevant then mammals with larger brains would be vastly more intelligent than humans.
One has to wonder ... What if they are more inteligent? Ever seen an elephant in person interacting with people? Doubt you did.
>Your desperation to argue the relevance of racial intelligence ...
Funny how discussing uncomfortable truths makes clowns like you lose their shit, we are all the same right?...

>> No.762714

>>762624
nie render but im not sure about the anatomy of that head, his body obscures its own eyes.
What species is that, shouldnt its face be a bit lifted up?

>> No.762716

>>762563
>>762588
>>762601
>>762631
>>762651
>>762677
>>762683
>>762713
Can you please take your discussion elsewhere.
This is the WIP thread.
Post art or shut the fuck up.

>> No.762722

>>762633
>>762683
Thank you.

>>762635
>Fur could maybe use a bit more grooming if I had to be nit-picky, especially around the face
Yeah, I kinda exaggerated with the fur. The smaller eyes get every obscured.

>Great job on the sand. How'd you figure it out?
It's very simple really. The grains are simple randomized spheres with almost every value randomized, while keeping the color as homogeneous as possible. It's not very true to life, though. Real life sand has a lot of crystals and other stuff which would be too hard to make.

>>762714
It's a generic jumping spider. The anatomy is very off like you pointed out. Jumping spiders usually have square faces with the eyes on top, their vision is almost 360 degrees. I rounded it up to get a more cutey feel

>> No.762723

>>762716
You left out this post: >>762551

>> No.762726
File: 2.29 MB, 2160x3840, brainiacComp_v01-min.png [View same] [iqdb] [saucenao] [google]
762726

Finally done with the shading.

>> No.762736
File: 1.60 MB, 3840x2160, 1570670773037.jpg [View same] [iqdb] [saucenao] [google]
762736

>>762343
textures done

>> No.762769

>>762726
Pants look a little off.
What's with the waist area with the button? It's like there's a belt there, but its the same material as the pants.
I mean, I'm not super familiar with chick pants, but that's not a real thing is it?

>> No.762799

>>762769
It's just the top strip that all jeans have sown at the belt area, but I made it way too thich and I didn't paint seams on it. Pants won't be seen too much on the final image, so I didn't pay much attention to them.

>> No.762808

>>762563
faggot looses his dialator, because bone-hard facts trigger him too hard.

>> No.762812

>>762808
Feeling attacked, sweaty?

>> No.762839
File: 113 KB, 358x1110, anime_head.jpg [View same] [iqdb] [saucenao] [google]
762839

im trying to make a semi realistic version of my waifu but all I ended up with is this bug eyed alien. wat do?

>> No.762843

>>762839
start working on a bug lady instead! ^^

>> No.762860
File: 1.08 MB, 500x301, 1584538052203.gif [View same] [iqdb] [saucenao] [google]
762860

>>762541
that's a huge help anon, thanks a bunch
I won't be able to work on it this week, but I'll try to get it done by the end of the weekend

>> No.762876
File: 506 KB, 1432x771, Cityscape.jpg [View same] [iqdb] [saucenao] [google]
762876

Putting together a random cityscape material to use when I need a quick and dirty city for a project. Ideally I'd just 1-click a city into a scene.
Things aren't going too bad. Though I need to figure out how to get images into the windows for rooms, and make the buildings' materials a bit different (like concrete instead of all glass). For something quick I guess the different materials don't matter too much, but still.

I'd use image textures instead of making my own material, but I can't find good city images for shit. Especially ones that tile without looking terrible.

>> No.762883

>>762876
https://cc0textures.com/list?category=&q=Facade&method=&type=&sort=Latest

>> No.762888

>>762883
>Especially ones that tile without looking terrible.
I'm aware of those, thanks for stating the obvious. They only work at certain scales though and if you go beyond it you get really easy to see patterns.
Especially on the ones that only have a few windows. A few windows repeating at the scale of a skyscraper (or bigger) is gonna make a ton of obvious patterns. It'd be usable if it were daytime, but lights make it way easier to see.

>> No.762913
File: 60 KB, 800x532, spas.jpg [View same] [iqdb] [saucenao] [google]
762913

>>762736
the ergos of this are shit

this would be a nightmare to shoot. dont curve the grip like that... make it angular. This is not a .38 revolver you keep in your purse, its a fucking killing machine, make a grip that will stabilize the gun. the spas 12 has a grip much like that of a glock, where the backstrap of the grip curves outwards to rest on top of where your thumb meets your palm. its called a palm swell. also, the pump grip is too angular... too boxy. your hand is gonna go there.

when you're doing functional hard surface models like a firearm, you gotta consider what it would be like to shoot it. shotguns can wreck your body, and if one tiny little thing is off, it will be hell to shoot with it.

>> No.762948
File: 270 KB, 1200x781, 1572722216884.jpg [View same] [iqdb] [saucenao] [google]
762948

>>762913
it's not a spas lol

>> No.762978

>>762948
his point still stands, you modelled the grip way curvier than on your reference.

>> No.763039

>>762888
So then get substance, make a 25x25 tile and add verification, failing that do the same thing in PS. Use scholastic tiling with offsets, make a top, middle and bottom section and you're set. Don't blame your tools, improve them.

>> No.763040

>>762978
eh whatever its fine

>> No.763042

>>763041

>> No.763050

>>762574
Profile is wayyyy too long

>> No.763100

>>762624
"spiders scare me" / 10
You did good anon

>> No.763118

>>763039
>Don't blame your tools, improve them.
What?
That's literally what I've been doing. The whole point was that I was dissatisfied with other materials, so I'm making my own.

>> No.763145
File: 162 KB, 1280x824, rfdsc.png [View same] [iqdb] [saucenao] [google]
763145

>>758804
Mking the first model of the main villain of a future project, any opinions?

>> No.763339
File: 3.75 MB, 1920x1080, Render.1Colosseum.png [View same] [iqdb] [saucenao] [google]
763339

>>758804
This is just the "outside"
I need to adjust the array separation on the upper part.
The Brick normal map and a black cilindre inside were added for the purpouse of this render

>> No.763514 [DELETED] 

>>762563
Did you not get the prefontal cortex part?