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File: 588 KB, 1500x882, 1596015075810~2.jpg [View same] [iqdb] [saucenao] [google]
763041 No.763041 [Reply] [Original]

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

Previous thread: >>758804

>> No.763046

>>763040
i should probably elaborate
i think its fine cause it's almost never going to be seen in the viewmodel

>> No.763098
File: 333 KB, 1741x797, manual retopo bust.jpg [View same] [iqdb] [saucenao] [google]
763098

3D coat sculpt on the left. Manual retopo in the middle and right. Gonna make this my high poly mesh, then gotta retopo that.

>> No.763131

I want to see this guy making the long faced black woman succeed, because while it looks really fucked up it's somehow better than my attempts

>> No.763144
File: 3.48 MB, 1272x715, test_render.63.png [View same] [iqdb] [saucenao] [google]
763144

Second 3d model. How'd I do?

>> No.763147

>>763144
>tee hee my second model
fuck off.

>> No.763148

>>763144
link to tutorial?

>> No.763149

>>763144
thank you
>>763148
no tutorial followed.

>> No.763150

>>763149
and i quoted myself like a retard. that thank you was meant for >>763147

>> No.763152

>>763149
Your second ever 3d model is a perfectly modelled sports car and you didn't follow a tutorial?
Are you trolling or actually retarded enough to think anybody believes you?

>> No.763156

>>763152
Car models are easy, you just suck dick at modelling.

>> No.763194

>>763156
Car modeling & rendering is its own art form and top-tier stuff acceptable for commercials and print work was and is far from easy.

>> No.763196

>>763144
Why such an ugly car as reference?

>> No.763298
File: 3.92 MB, 2048x2048, MiG-29 blockout.png [View same] [iqdb] [saucenao] [google]
763298

Trying figure out the basic shapes of a MiG-29. I think this block out turned out fairly well, but I still think that the topology for the actual model will be fairly intimidating.

>> No.763302

>>763298
You are not planing to do that as one continuous object, do you?

>> No.763305

>>763302
Mostly. Certainly the entire fuselage. But things like ailerons, cockpit glass, air brake, etc... I'm planning on doing as separate objects. I am, however, more than open to other ideas.

>> No.763314

>>763298
This is what good modelling looks like. Sculptfags in total shock. It doesn't even need more poly, it's near perfect.

>> No.763393

>>763156
You're objectively wrong and if you think modelling cars well is easy it's because you are the shit modeller who can't recognize good from bad.
If you were good enough at it to consider it easy you would be working for a luxury car brand, not shitposting on /3.

>> No.763404

>>763393
If he's saying the truth, then you're the fool.
If he's baiting, you're still the fool, because he still made a cool car and you're just shitting the board.

Kindly go suck ass on another board

>>763144
gj

>> No.763407
File: 64 KB, 645x729, VD09afj.jpg [View same] [iqdb] [saucenao] [google]
763407

>>763404
>If he's baiting

"haha merely pretending, jokes on you xD"

>> No.763409

>>763404
OP here. I don't know why people out here are projecting that I'm baiting or trolling. I got into 3d during this lockdown shit and I love it so far, especially modeling cars because I sort of like cars. My first model was entirely based off of a tutorial that I followed on YouTube but it still turned out to be ass compared to this but that tutorial made me familiar with basic Maya controls used for modeling. Then, I decided that I want to make my own model without following any tutorial or whatever so I chose this Mercedes because I like this car and it took me almost 2 months to make it like this and it's still not perfect at all. My next goal is to make a much more detailed and accurate car model within a month.

>> No.763418
File: 1.23 MB, 2400x2400, screenshot006.png [View same] [iqdb] [saucenao] [google]
763418

real time female base

>> No.763426

>>763418

dasgoostin

>> No.763430

>>763409
>it's easy
>took 2 months
Ok buddy.

>> No.763435

>>763430
Anon who said it's easy isn't anon who made the car, you dunce.
>>763418
Muscles look like implants

>> No.763506

>>763393
Modelling is like 10% of the work. The only hard part is rendering, seriously.

>> No.763538

>>763418
Use subsurface scattering.

>> No.763543

>>763418
Shitty lighting, and that's not even your main concerns.

>> No.763547

Just downloaded 3DSmax 2020 and the interface suck ass. I have no idea why people shit on Blender's interface when it's much more intuitive than this

>> No.763651
File: 720 KB, 1624x2301, 2570C8C5-A6EB-4CEA-BDA6-091C663F0F59.jpg [View same] [iqdb] [saucenao] [google]
763651

Any Frits on this bad boy? I’m new but feel free to bring in the criticism

>> No.763653
File: 39 KB, 800x569, 2kvdsg.jpg [View same] [iqdb] [saucenao] [google]
763653

>>763651

>> No.763689
File: 319 KB, 502x277, eca.png [View same] [iqdb] [saucenao] [google]
763689

>>763651
thumbnail looked like a cool space nebula, but it was a lie

>> No.763694

>>763651
It's not bad at all. The way you've textured the cave walls is a little odd, but honestly, when you have three holy staplers floating in mid air, it's probably okay.

>> No.763696

>>763651
It's artsy alright, some office wench would probably think it's the smartest piece in years.

>> No.763708

>>763651
Comes off as pretentious Instagram trash with a hint of bad Blender rendering, so I'd say you're in the ballpark.
Keep going anon. You'll hit 20k Insta followers within the week.

In all seriousness though, the staplers' glow is a bit harsh I'd tone it back some (or do something to get some more color into the glow), and the cave walls have that "I'm only bump-mapped" look to it. Get some extra displacement in there, and fix your roughness values. Also there's some places where the cave wall's mesh is a bit wonky and you can see the polygons. Notably to the right of the rightmost stapler.
Still, keep going anon. You can do it.

>> No.763723
File: 577 KB, 1706x528, defe7c3147ca6356fe08cfc05c3ba7bd.png [View same] [iqdb] [saucenao] [google]
763723

>> No.763729
File: 345 KB, 1600x900, 2020.08.19-04.52.png [View same] [iqdb] [saucenao] [google]
763729

who is this?

>> No.763730

>>763729
Idris Elba

>> No.763731

>>763730
nope

>> No.763732

>>763723
elf nigger

>> No.763734

>>763729
That one guy from Top Gear.

>> No.763735

>>763734
also nope

>> No.763745

>>763729
Donald, and you are pathetic if that's correct

>> No.763746

>>763745
nope, also donald who?

>> No.763747

>>763746
your fucking dad

>> No.763755
File: 54 KB, 423x167, J7sTDQI[1].png [View same] [iqdb] [saucenao] [google]
763755

Rate my nose pls

>> No.763756
File: 1.71 MB, 1920x1080, fucktest.jpg [View same] [iqdb] [saucenao] [google]
763756

any tips on how do I make hanging cloth that doesn't look like plastic? I'm modelling this as sort of a training and as a bg for another project so detail isn't a big concern.

Also, how do you guys keep motivated? I seriously can't do 3d stuff more than 3 days in a row, then I forget about it and only come back after a week or so. I'm trying to do different stuff every day but even so it only helps a little.

>> No.763758

>>763756
lower stiffness, minimize bend stiffness before touching stretch

>> No.763764
File: 72 KB, 750x896, 1597607111101.jpg [View same] [iqdb] [saucenao] [google]
763764

>>763755

>> No.763801

>>763729
Why do people make these interfaces. Just make a right click menu and go fullscreen.

>> No.763803

>>763755
No structure and no boney landmarks. Inb4 it's cartilage.

>> No.763919
File: 1.14 MB, 368x228, nigmedusa.gif [View same] [iqdb] [saucenao] [google]
763919

>>763723

>> No.763921
File: 616 KB, 1559x560, adccb4d75316eac0c861dedd16524e7a.png [View same] [iqdb] [saucenao] [google]
763921

>>763919

>> No.763931
File: 101 KB, 1186x749, Naledi.jpg [View same] [iqdb] [saucenao] [google]
763931

>>763919
>>763921
Dude that is awful.

>> No.763954

>>763756
Honestly, I'd leave it as is. Just throw on some kind of wavey bump map to look like wrinkles. What you have now is good in terms of "these are cloth". There's no actual clothes in there, so it looks like a shit ton of towels and blankets, but it's enough of a visual landmark to be fine, depending on how far back it is.

Honestly, they might even be too hi-poly. Not to mention, since they're all in the same orientation on the same poles, you could only use a few of them and repeat them (as linked duplicates in Blender or the similar feature in your program). I think you're doing that for a few, but that might just be because they simmed exactly the same way, so it's hard to tell.

>> No.763974
File: 232 KB, 450x253, 450_1000.png [View same] [iqdb] [saucenao] [google]
763974

>>763756
>how do you guys keep motivated?
I listen to synthwave, house and electronic music with a nice and steady beat, preferably without lyrics so it's easier to concentrate, it keeps my mind from straying and helps me to stay focused and motivated.

>> No.763987
File: 298 KB, 658x723, Screenshot_17.png [View same] [iqdb] [saucenao] [google]
763987

very much in progress, but was wondering if anyone has any strong feeling towards it the way it is now. any criticism is appreciated

>> No.763988

>>763756
No cloth hangs sideways.

>> No.763989

>>763931
deformed craneum

>> No.763994

>>763756
looks pretty cool anone

>>763921
cute elf

>> No.764000
File: 1.92 MB, 1920x1080, final stale.png [View same] [iqdb] [saucenao] [google]
764000

>>763694
>>763708
>>763689
Thanks y'all had a really good laugh reading these, here is another one, couldn't let my stapler model go to waste after only one pretentious render

>> No.764018
File: 632 KB, 615x1189, Screenshot_20.png [View same] [iqdb] [saucenao] [google]
764018

>>763987
think i'm done with it lol

>> No.764019

>>764000
o dang this one is oozing with pretension. But seriously, if you enjoy what you're making, don't worry about people calling it pretentious.

>> No.764021

>>764018
It took me a while to realize what the green pixels were, but other than that, it looks really nice, anon. You might consider using a dark shade of brown or tan (maybe even with a slight change in hue) to help differentiate the supports on the porch from the rest of the house. They really blend into the siding.

>> No.764028

>>764021
ah yeah I can see that. I was trying to stick to a color palette but I guess in this case it just doesn't work, specially if I'm using an unlit shader. this was a 128x128 px texture, I might use a higher res the next time since I couldn't make details on the larger trunks like I wanted, maybe I could have made more detailed leaves too. thanks, I don't think I will redo the texture yet, but I will at least change the colors as you suggested

>> No.764030

>>764018
Not sure I understand that style, why not go full "pixel" look? The very thin planes, and most edges just feel off to me. Just a solidify modifier might help.

>> No.764035
File: 20 KB, 398x291, Nooks_cranny.jpg [View same] [iqdb] [saucenao] [google]
764035

>>764030
I wanted to make something that could be in a DS game but I might have overdone the low poly count. I tried beveling but it just messed the texture, now I'm trying to figure out how the solidify modifier works since I've never used it before

>> No.764038

>>764000
Honestly I like this one better.
It's a bit more "thought out" than the last one. You're at least going for a style with this one.
Keep it coming stapler-anon.

>> No.764065
File: 292 KB, 538x824, b227ac5b6c9f0b0a7f61875e47ba2f1b.png [View same] [iqdb] [saucenao] [google]
764065

>>763919
>>763921

>> No.764066

>>764000
why the staples?
Are you a Senjougahara fanboy?

>> No.764069
File: 873 KB, 1074x831, Capture.png [View same] [iqdb] [saucenao] [google]
764069

>> No.764071

>>764069
good job
fuck you though

>> No.764072

>>764065
can u show me what it would look like if the head (besides the face plane) had a bit less mass? like if the whole head besides from the chin to the eyebrows were just a tad smaller. cute model, anon

>> No.764073
File: 2 KB, 106x125, 1564610886171s.jpg [View same] [iqdb] [saucenao] [google]
764073

>>764072

>> No.764075
File: 287 KB, 807x812, b75c1fb3e681ca321ff525bb12a64699.png [View same] [iqdb] [saucenao] [google]
764075

>>764072

>> No.764076

>>764075
I think I like that version better, but to each their own. good job anon, you're progressing rapidly

>> No.764079

>>764076
yea, i agree.
Thanks anon, i started taking some anatomy classes and have been more dedicated to learning.

>> No.764096
File: 2.23 MB, 1920x1080, D0DED7C3-E3FA-4826-AAEC-19D92B8DAE30.png [View same] [iqdb] [saucenao] [google]
764096

>>764066
A what?

>> No.764098
File: 373 KB, 726x986, 2991dce08167a5ff16efb9ed5c91d1df.png [View same] [iqdb] [saucenao] [google]
764098

>>764096
character from bakemonogatari
she carries tons of staplers and staples people that bother her
kinda like a crab

>> No.764101
File: 357 KB, 1895x701, a1e3df855540dd573f3c4ead934efdd7.jpg [View same] [iqdb] [saucenao] [google]
764101

>>764075

>> No.764112
File: 309 KB, 1600x900, 2020.08.20-06.52.png [View same] [iqdb] [saucenao] [google]
764112

>>763729
lets see if someone now gets it, its an updated model

>> No.764115

>>764112
Billie Eilish

>> No.764117

>>764112
buzz lightyear

>> No.764118

>>764112
your dad during chemo

>> No.764120

>>764112
Looks like Bruce Willis with autism.

>> No.764158

>>764112
alec baldwin?

>> No.764159

>>764112
are you sure it's not drumpf?

>> No.764167

>>764079
understanding of anatomy is a must for 3d modeling and sculpting. I haven't tried sculpting myself but from what I can gather from this general, the first three or so attempts at sculpting aren't usually the best, but after that their models get increasingly more convincing. I think it's because we tend to develop these biases and myths of how the human anatomy works, and it takes some practice to break these perceptions. could be a load of bull though, as I said I haven't tried sculpting before but I kinda want to pirate Zbrush and tackle it

>> No.764174

>>764115
>>764117
>>764118
>>764120
>>764158
>>764159
all wrong

>> No.764175

>>764174
OK, It's Saul Goodman, but I only guessed because of the filename

>> No.764177

>>764175
hehe

>> No.764179

>>764175
nice catch tho

>> No.764181

>>764112
kevin costner

>> No.764184

>>764181
based

>> No.764192 [DELETED] 

>>764175
>Goodman
Surely that nose is too small, can we have a profile?

>> No.764194
File: 123 KB, 630x1200, bob.jpg [View same] [iqdb] [saucenao] [google]
764194

>>764112
It doesn't look like Bob Odenkirk, or maybe it does

>> No.764199

>>764194
yes, thats the one

>> No.764201

>>763098
Looks like the bugs from kenshi

>> No.764269
File: 1.58 MB, 2160x3840, CONSOOM.jpg [View same] [iqdb] [saucenao] [google]
764269

heh

>> No.764281
File: 562 KB, 1600x881, jpeg.png [View same] [iqdb] [saucenao] [google]
764281

>> No.764282

>>763144
fuck you bitch

>> No.764333 [DELETED] 

>>764030
just wanted to thank you again because after reading your comment I noticed even the artists I look up to (pic rel) use a much higher poly count and texture size than I used to think

>> No.764334

>>764269
ngl your model is pretty good but I think I like the bald ver better. looks more cyberpunky

>> No.764335
File: 403 KB, 1280x448, tumblr_n23612TZIQ1svbgupo2_1280.png [View same] [iqdb] [saucenao] [google]
764335

>>764030
just wanted to thank you again because after reading your comment I noticed even the artists I look up to (pic rel) use a much higher poly count and texture size than I used to think

>> No.764374
File: 2.25 MB, 2048x2048, MiG-29 topo planning 1.png [View same] [iqdb] [saucenao] [google]
764374

>>763298
started planning the topo today. So far, it's just a bunch of floating edges and faces. Hopefully it will all line up.

>> No.764378
File: 535 KB, 1662x437, 2be5ddc24ea5c46153afc973ad3c2aae.png [View same] [iqdb] [saucenao] [google]
764378

>>764101

>> No.764379
File: 433 KB, 842x476, 1595370592712.png [View same] [iqdb] [saucenao] [google]
764379

>>764378
Nice job anon, she has a human skull now ^^

Are you the anon that first made pic related?

>> No.764422
File: 2.05 MB, 2160x3840, brainiacRender_v013.jpg [View same] [iqdb] [saucenao] [google]
764422

>>764334
Agreed, but I gotta show this groom off now that it's finished, right?

>> No.764433

Cranking up the exposure to the point of burning the highlights a bit makes everything more realistic. Prove me wrong on that one. I keep realizing it over and over again. Now, why that is, I'm not exactly sure.

>> No.764443

>>764422
Did you do that in blender?

>> No.764445

>>764443
Nah, Maya, Zbrush and Marvelous Designer

>> No.764469

>>764422
This bump on skin is too strong imo. Also, that garbage on her jaw looks copypasted, but I assume that's the intention

>> No.764483

>>764422
For how long have you been doing 3D?

>> No.764484

>>764422
I'll be installing Maya student ver. Next week, as i get a new PC. It looks based.
But I don't want to become one of the guys that shit all over Blender and other free software "beceuse free".

> p.s. Am I a traitor if i crack ZBrush beacuse broke? At least it's not Nuke...

>> No.764486

>>764484
>Am I a traitor if i crack ZBrush beacuse broke?

A traitor to who/what? No other software offers the same sculpting capabilities that zBrush does.

>At least it's not Nuke
Nuke isn't for sculpting; how does it have anything to do with what you said prior to this?

>> No.764489

Baking 8k normals for a lot of small objects that are close to each other, so you have to bake everything piece by piece to prevent normals leaking on the other pieces is the absolutely most tedious and frustrating task.

>> No.764498

>>764486
>Nuke isn't for sculpting; how does it have anything to do with what you said prior to this?
Actually no, the only link between the 2 being piracy. I heard pirating nuke can land you in severe legal trouble. Is it true? Apparently they have an IP-grabber like program inside it.

>> No.764529

>>764282
Fuck you too, you lazy talentless snob.

>> No.764532

>>764489
There is a function in Substance painter to use naming conventions so things bake in isolation.

>> No.764540
File: 207 KB, 1077x480, mig-29 wip2.png [View same] [iqdb] [saucenao] [google]
764540

>>764374
made some progress. Redid the cockpit so it has more detailed topo. Added vertical and horizontal stabilizers as separate objects. I hope that by making the vertical stabilizers separate, it will help keep the topo a little more simple.

>> No.764543

>>764469
It is the intention, indeed. I meant to make it look like the body parts are "modular" and poor people can't necessarily afford the nice ones. There'll be an advertisement in mandarin behind her for high quality replacement parts.

>>764483
Been at it for 4-5 years. Haven't modelled a whole lot after graduating, I worked two years as a lighter/compositer then as a CFX artist. I think this is my 4th character modelled to completion.

>>764484
Maya student version doesn't exist anymore, unless you're *actually* a student. I renewed my license a week before they stopped recognizing the school of life as a legitimate educational establishement.

Maya is based for animation, rigging and rendering indeed. Keep in mind software wars are only a thing on /3/ and meme pages on Facebook and Reddit. There'll always be a blenderfag blowing you out of the competition, and vice-versa

>> No.764544

>>764489
not in marmoset it's not

>> No.764568
File: 3.18 MB, 1920x1080, CyberPunkArchive_WIP.png [View same] [iqdb] [saucenao] [google]
764568

>>764543
I attempted a cyberpunk room. It's still WIP don't worry. Thanks Cycles, EEVEE can't handle translucent materials.

>> No.764572

>>764543
>Maya is based for animation, rigging and rendering indeed.
Then what is actually so bad about Maya modeling ?

>> No.764575

>>764572
I don't know, I've never quite modeled outside of Maya, except in Houdini for projects that were more procedural-oriented. I'm simply commenting on what I have knowledge of. I did hear that Blender had better modeling tools, but I've never done much more than assign shaders and launch renders in that software. I might try it out after this project is finished.

>>764568
I don't think ceiling tiles can get stuck like that. Might be better to make them slide over the other ones, leaving an open space for your light to fall out?

>> No.764582

>>764568
In what way is this cyberpunk?
Right now it just looks like poor muslim-punk.

>> No.764592

>>764582
It's WIPunk

>> No.764602
File: 2.84 MB, 1920x1080, untitled1.png [View same] [iqdb] [saucenao] [google]
764602

still need working on lighting and station "wings"

>> No.764603

>>764602
Might as well be an advertisement for Jsplacement

>> No.764628
File: 743 KB, 768x432, destruction0003-0240.webm [View same] [iqdb] [saucenao] [google]
764628

TyFlow is a lot of fun. Shame 3DSMax interface suck ass

>> No.764635
File: 97 KB, 243x345, Captain_Keyes.png [View same] [iqdb] [saucenao] [google]
764635

>>764602
They call it, Halo 2

>> No.764639

>>764602
dang that looks cool. good job anone

>> No.764640
File: 210 KB, 1094x698, t1.jpg [View same] [iqdb] [saucenao] [google]
764640

got time to do a bit more work on this lad. really hate the axe so thats going for sure.might try a big ol sword instead. still a lot in the block in stage atm, but i think i'm liking the pose for the most part

it is going to be for print. so there is no rig/animation involved, and no texture

>> No.764644

>>764628
I love it. Working with it since 1996.

>> No.764646 [DELETED] 
File: 3.00 MB, 720x1080, WIP_v006f.webm [View same] [iqdb] [saucenao] [google]
764646

I found this character as a free asset and used it to experiment with some body jiggle physics. I'm not super happy with the animation or her shoulder deformation, but it's good enough as a proof of concept :p

>> No.764649

>>764602
I don't know how much more you could have made the texture seem slapped on. Jfc.

>> No.764650

>>764644
Idk man. When I learned about how powerful TyFlow and other 3DSMax-exclusive plugins were, I really considered dropping Blender for good, but I feel like you can't get the same modeling speed on it.

The hotkeys are a lot more clumpy than blender's, most of them aren't even there by default. In Blender you don't even need to use the gizmos, the hotkeys take care of it. You can move/rotate/scale stuff along the normal/local/global without even touching the mouse, while in 3DSMax you have to have a thousand menus open. The menus are also a lot less dynamic. When you scroll along the menus you might accidentally scroll over a dropdown menu and change the settings without meaning to do so.

>> No.764651

>>764649
the texture looks pretty greyscale. wonder what it would look like if you applied it to displacement too or did a displacement based geometry generating modifier to it. get some of that star wars micro-panel vibe

>> No.764652

>>764651
Doesn't change the fact that it looks slapped on with no regard to anything. There's no flow, there's no structure, it's just random lines going in every direction. You could make the argument that someone could make random lines in every direction look good, but this doesn't.
It looks straight up like a flat texture wrapped and repeated around the object. It's trashy as fuck.

>> No.764655

>>764592
PUN level 100

>> No.764659

>>764652
not them but do you think setting the rims of the rings as seams would help? and maybe a bit more detail work on the texture

>> No.764684
File: 175 KB, 1600x1000, untitled.1377.jpg [View same] [iqdb] [saucenao] [google]
764684

finally got the time to model exhaust manifolds for the bugatti engine

>> No.764686
File: 206 KB, 1600x1000, untitled.1379.jpg [View same] [iqdb] [saucenao] [google]
764686

>>764684

>> No.764687
File: 126 KB, 1600x1000, untitled.1378.jpg [View same] [iqdb] [saucenao] [google]
764687

>>764686

>> No.764688
File: 546 KB, 1600x881, bmp.png [View same] [iqdb] [saucenao] [google]
764688

>> No.764691

How do I approach real time skin shader?

>> No.764693
File: 153 KB, 1600x1000, untitled.1381.jpg [View same] [iqdb] [saucenao] [google]
764693

>>764687

>> No.764694

>>764693
cylinder blocks in parallel ? does it have 2 crankshafts?

>> No.764699
File: 342 KB, 1600x1135, MellVillage_Marve.png [View same] [iqdb] [saucenao] [google]
764699

Doing a village dress for my character. Hated Marvelous at first but I'm starting to find it fun.

>> No.764741

>>764652
thanks for reminding me im blind idiot, i will work with textures.

>> No.764753
File: 506 KB, 1492x2136, 21608E9E-0675-41B9-864F-1E754E575ACD.jpg [View same] [iqdb] [saucenao] [google]
764753

>>764694
The absolute mad lad bolted 2 inline 8 cyl engines together in a U configuration

>> No.764754
File: 19 KB, 300x230, 808253E9-F491-4CAB-BE56-6F00AA3D0975.jpg [View same] [iqdb] [saucenao] [google]
764754

>>764753

>> No.764755

>>764753
>>764754
Seems kind of wasteful. Why not V or boxer?

>> No.764758

>>763756
Just make things that you are going to be sure are gonna be finished in 3-4 days

>> No.764782
File: 400 KB, 1355x754, mig-29 wip3.png [View same] [iqdb] [saucenao] [google]
764782

>>764540
Made lots of progress in the rear. Finally getting something that resembles an actual 3D model.

>> No.764785
File: 788 KB, 1278x721, The Great Dilemma.png [View same] [iqdb] [saucenao] [google]
764785

>>764568
Here's the texture of the poster. Try it out if you dare.

>> No.764786

>>764782
Nice modeling Anon. I'm taking a hard surface course rn.

>> No.764791

>>764786
Thank you! What hard surface course are you taking? So far, hs has been my favorite part of modelling.

>> No.764794

>>764791
I'm looking for the Basics of Hard Surface Modeling by CGCookie. But I don't know what to think about Blender.
/3/ keeps on saying "Maya is BASED, Blender is hell". Maybe i'm getting swiftly brainwashed by trolls and self-proclaimed Z-Chads, but idk really.

P.S. I attempt an anthro dragon character. Should I post it or will I get banned? Seriously, i'm NOT planning to do ANY /b/tier content (p**n, gore, etc..) with my character. He is pure.

>> No.764796

>>764794
>/3/ keeps on saying "Maya is BASED, Blender is hell".
The tool is less important than the artist. Generally, as long as you know what you are doing, it's not super important.
>Should I post it or will I get banned?
I really doubt that you will get banned. People might make fun of you, but I don't think you'll get banned.

>> No.764799

>>764794
Blender is better for HS than Maya. And Max is best.

>> No.764805
File: 133 KB, 505x680, Dragon.png [View same] [iqdb] [saucenao] [google]
764805

>>764796
Here it is. 20K faces, but i'll try to make better details.

>> No.764806

>>764805
you again...

>> No.764812

>>764805
Keep at it! You're better at anatomy than I am!

>> No.764815

>>764805
what's wrong with your leeeeeegs

>> No.764816
File: 3.84 MB, 1259x1287, Melvillage_Textured.png [View same] [iqdb] [saucenao] [google]
764816

>>764699
And it's textured.

>> No.764821

>>764805
godspeed you magnificent bastard

>> No.764822

>>764806
I, Giorno Giovanna, make shit models...

>> No.764823

>>764812
Actually, the model I sent is 5K faces.

>>764815
Which problems do you see? I'm a total newfag in anatomy.

>> No.764825

>>764659
Maybe a bit, but it looks like the texture itself has a lot of different details, like it's a trim sheet or something.

I think a proper UV unwrap taking those details into account could work rather nicely.

>>764741
No problemo.
Right now the textures are the biggest thing fucking up the scale. Fix that and the whole scene will look hyuuuge like it should.

>> No.764832

>>764816
The dirt is looking very generic. The skirt ends abruptly, try putting a seam there.

>> No.764834
File: 797 KB, 591x890, cuirass.png [View same] [iqdb] [saucenao] [google]
764834

an armor for a waifu

>> No.764838

>>764834
Really imbreastive... impressive I mean. What does it look like in perspective?

>> No.764844

>>764823
if you can't see it, there is no hope

>> No.764856
File: 316 KB, 1138x461, 1fc9e5c22075ee01bca0426bbcd97a4f.png [View same] [iqdb] [saucenao] [google]
764856

>>764379
yes, the same one
>>764378

>> No.764859
File: 49 KB, 611x692, curiousgoerge.jpg [View same] [iqdb] [saucenao] [google]
764859

It's coming along great

>> No.764860

>>764834
You'll have to fix the mirror hinges. On side needs straps, unless it ties in the back somehow.

>> No.764870
File: 28 KB, 497x608, Capture.png [View same] [iqdb] [saucenao] [google]
764870

Not good at this. Trying to make a torso not look like garbage.

Don't think I am successful.

>> No.764877
File: 224 KB, 1341x408, MiG-29 wip4.png [View same] [iqdb] [saucenao] [google]
764877

>>764782
It's really getting exciting now. I think the underside and engines will be a pain, so that's probably where I will focus my attention next.

>> No.764878

>>764870
Anatomy is very difficult to box model. That's not to say it can't be done, though. Are you modelling over a reference?

>> No.764879

>>764870
It's a start, very low poly too

>> No.764881

>>764878
I am not. I really should grab a reference to really get into it but kind of just looking at art and trying to get basic shapes.

My problem is I always get lost in details before I get the basic shape looking decent. The breasts and butt areas throw me off constantly do to topology.

>> No.764893
File: 433 KB, 3171x1826, Maka.jpg [View same] [iqdb] [saucenao] [google]
764893

Making Maka

>> No.764896

>>764881
>My problem is I always get lost in details before I get the basic shape looking decent.
Well, you aren't the first, so don't worry about it. I myself hate sculpting, but I really do think it will give you the best results. I don't know if Maya does sculpting, but you might want to check out blender (inb4 REEEEEE). No, it doesn't have everything other major sculpting packages have, but it's a great place to start because it's free. All the fundamentals and anatomical knowledge will transfer to any other sculpting package. The advantage with sculpting is that you just don't need to worry about topo at all. You can just focus on the shapes, like you said in your post. I think a graphics tablet is essential, but even a cheap one will do. It will give you so much more control over your sculpting. I noticed my sculpting was substantially better with one.

>> No.764897

>>764893
Wow, that's great anon, although the sleeves look a little stiff where they connect to the shoulder.

>> No.764898

>>764896
I do need to really get into blender. Maya sadly isnt much for sculpting so sitting down and really getting into blender would be a great idea. Thank you.

>> No.764900

>>764877
I really like the shape. Do you create it using subdivision or nurbs?

>> No.764902
File: 427 KB, 1271x1024, condensation.png [View same] [iqdb] [saucenao] [google]
764902

I might be addicted to tyflow

Simulated the condensation and drops in TyFlow and then exported to Blender.

Now to learn how to properly export the animation without ruining things...

>> No.764907
File: 251 KB, 922x781, MiG-29 wip5-nosub.png [View same] [iqdb] [saucenao] [google]
764907

>>764898
Happy to help. As a tip: any time you see a hotkey, write it down. A pen and paper will do a lot to help you remember it, and you'll quickly build a very useful reference for yourself. Blender, at least for box/poly modelling, basically requires hotkeys to be efficient. Plus if you can go fast, you'll have more fun!
>>764900
Thanks. It's done with subdivisions. Pic related is the unsubdivided geometry. I try to work on it just a little bit every day.
>>764902
Wow! That looks awesome. It'll be cool to see the finished version. Looks gorgeous.

>> No.764908

>>764900
>Do you create it using subdivision or nurbs?
It's obvious that it's subdiv.
Dude is doing it polygon by polygon for some reason too.
Instead of making a rough shape and refining it.

Seems like a lot of work to begin with that gets thrown away. Like here >>763298 and here >>764374
Neither of these actually contribute to the model, they're just completely separate to use as reference. When you could accomplish the same thing drawing a blockout/wireframe on a photo if you really needed to.

I mean the end result is nice and the topo is really clean, but it's a really roundabout way that doesn't seem very efficient.

>> No.764910

>>764893
>character has no lips to speak of
>lemme give it gigantic lips
A N I M E

>> No.764925
File: 62 KB, 253x281, NpYV2zI.png [View same] [iqdb] [saucenao] [google]
764925

Lots of anime has the side view with a lip profile but the front view it's single line. Hard to convey both at the same time in 3d when just doing a line.

anime

>> No.764938
File: 2.13 MB, 1920x1080, TheyVibin2.png [View same] [iqdb] [saucenao] [google]
764938

Pirate asset pack, should be done in 2-3 days.

>> No.764939

>>764938
Cool, but where's the parrot?

>> No.764944
File: 2.26 MB, 1920x1080, WholeCrew3.png [View same] [iqdb] [saucenao] [google]
764944

>>764939
I was literally just thinking that I needed a parrot.

>> No.764947

https://gofile.io/d/ClkAqu
Would any kind anon be able to assist a retard like me in bending the left arm 90 degrees so that it's in a firing position?
I've been learning but my blender-fu is inferior.

>> No.764957
File: 336 KB, 1600x900, 2020.08.24-05.22.png [View same] [iqdb] [saucenao] [google]
764957

>>764112
did it improve?

>> No.764959

>>764856
give up

>> No.764961

>>764856
don't give up

>> No.764963

>>764957
saul
>>764856
soul

>> No.764964

>>764860
According to my research the pins are removable, and you just fasten the whole thing that way, not really pivot on those hinges. I simplified it a bit and put those balls on both sides on the implied pin, since I'm not going for super high realism, and it's just a minor detail on the whole character.

>> No.764966

>>764944
a parrot and an eyepatch are essential here

>> No.764978

>>764893
I don't understand why people bother making anime characters, they're all the same.

>> No.764979
File: 657 KB, 2226x543, face.png [View same] [iqdb] [saucenao] [google]
764979

2 days

>> No.764981

>>764978
same reason people make sonic OC

>> No.764982

>>764844
I know, but you could give hope
>mfw expecting hope on 4 c h a n
>got my save file deleted
>thanks laptop
>R33333333333

>> No.764983

>>764978
the answer is always autism

>> No.765004

>>764908
I agree with much of what you say in your post, but I have reasons for doing things the way I am.
>Seems like a lot of work to begin with that gets thrown away.
The majority of verts, edges, and faces in >>764374 are still present in one form or another in >>764907. To say >>763298
does not contribute to the model is technically true, but I found making the basic block out tremendously helpful in understanding the form of the MiG-29.
>When you could accomplish the same thing drawing a blockout/wireframe on a photo if you really needed to.
Who's to say I haven't done that as well? Before increasing the complexity of parts of the topo, I will draw it out on a photo, or test ideas on a separate mesh.
>I mean the end result is nice and the topo is really clean, but it's a really roundabout way that doesn't seem very efficient.
I've attempted fighter jets by making rough shapes and refining it, and I'm rarely completely satisfied with the topo. Often times, I find it difficult to manage. I'm taking a different approach this time, and I'm much happier with the results. Is it completely efficient? No, probably not, but I also don't have a deadline to meet, so I'm not sure if care about how efficient it is. What matters is that it's getting the job done more satisfactorily than any of my previous attempts on similar models. This is not how I normally model; I usually use a more conventional method. But given the complex shapes of a fighter jet, I'm happy to take it slowly and get it right. I'm sure I'll make changes to how I work with the next jet.

>> No.765006

>>764978
racist

>> No.765025
File: 695 KB, 1792x517, 6298b1a7003055608db7ab3fa4e531a8.png [View same] [iqdb] [saucenao] [google]
765025

>>764856

>> No.765026
File: 1.91 MB, 1368x921, unknown.png [View same] [iqdb] [saucenao] [google]
765026

>>764979
pretty good progress, i think you could lower the cheekbones, and maybe make the mouth a bit wider

>> No.765027

Imagine going through and collecting so much references while you're working on a scene that you get desensitized and bored of it all. Like, I immersed myself in it to the point where the whole idea doesn't seem interesting or worth doing anymore.

That can only happen to me, I swear... Now I'm trying to find that spark again and remember what motivated me to pick that setting in the first place.

>> No.765029

>>765027
Happens to every project i guess.
Find the most interesting aspect of your scene and work on it.
Try to find the fun bits of your project, is there a cool center-piece? interesting composition?

>> No.765033

>>765025
good, very convincing. the forehead is still a bit too protruded though

>> No.765038

>>765025
btw I like how you seem to experiment with non-conformist countenances, because in reality the "average" in this case is actually the minority, probably just Europeans look like what modelers tend to strive for with their style. it's not an easy route though, too easy to make stuff that just look off (>>764856 is an example, I can't really see someone that would look like that irl).

>> No.765048
File: 1.80 MB, 768x1024, droplets0000-0200.webm [View same] [iqdb] [saucenao] [google]
765048

A little buggy but at least it works

>> No.765051
File: 698 KB, 2958x1840, Skull_render.jpg [View same] [iqdb] [saucenao] [google]
765051

just finished up this guy, Done in Zbrush, Refined the render and made the eyes "glowing" in Photoshop.

>> No.765053

>>765051
oh, and i made the hood quickly in Marvelous

>> No.765058

>>765051
>>765053
It's great anon! Top tier work!

>> No.765060

>>765048
pretty cool

>> No.765069

>>765048
residue on the bottle doesn't look great, also your drops don't merge like they should

>> No.765072
File: 1.63 MB, 1368x921, 1598282264434.png [View same] [iqdb] [saucenao] [google]
765072

>>765026

>> No.765094

>>764982
>le epic xd greentext reeeeee
Lurk for a year and get back to me, ok?

>> No.765101

>>765026
I will try that. That pic is useful too, thanks Anon.

>> No.765109
File: 1.99 MB, 2048x2048, MiG-29 wip6-render-compressed.jpg [View same] [iqdb] [saucenao] [google]
765109

>>764907
Made a lot of progress on the front end of the plane today. Got so excited I had to make some materials and do a render. Panel lines are not intended to be accurate. Just to get the point across. UV are awful at the moment. Will the model be the most amazing thing ever? Probably not, but it sure is fun. Can't wait to start on the next one once I finish this one.

>> No.765128

>>765048
Why are the droplets carving into the bottle?

>> No.765137
File: 643 KB, 1254x1263, MelVillage3.png [View same] [iqdb] [saucenao] [google]
765137

>>764816
Made a few tweaks, I think I'm happy.
Next is new boots, legs and hair

>> No.765138

>>765137
Really good texture work

>> No.765145

>>765137
god tier boots

>> No.765164
File: 1.41 MB, 960x540, Blacked Nadeko.webm [View same] [iqdb] [saucenao] [google]
765164

>>765025

>> No.765165

>>765137
nice textures

>> No.765177
File: 1.68 MB, 1152x1536, droplets4100-290.webm [View same] [iqdb] [saucenao] [google]
765177

>>765128
It's condensation.

Still playing around trying to get it right

>> No.765178
File: 253 KB, 582x650, rorschach.png [View same] [iqdb] [saucenao] [google]
765178

working on a likeness

>> No.765186

>>765164
really good!

>> No.765187

>>765177
how do you do stuff like that? is it a script?

>> No.765192

>>765187
This one was made using TyFlow, a free plugin for 3DSMax. It's a simple particle simulation

>> No.765204

>>765178
I wish the new vampire masquerade game would look that good, but I know that'd be asking too much

>> No.765223
File: 267 KB, 1600x900, 2020.08.25-05.34.png [View same] [iqdb] [saucenao] [google]
765223

>>764957
any good sculpting hair tutorials?

>> No.765225

>>765178
open the eyes nigger

>> No.765231

>>764925
3dcg lacks robust line rendering, other than pencil+
this is why so much 3d anime just uses physically-based lighting rather than even attempting cel shading let alone linework

>> No.765269
File: 2.84 MB, 2160x3840, brainiacRender_v014.jpg [View same] [iqdb] [saucenao] [google]
765269

>>765137
Love the textures on this, nice work

>>765223
Do you really wanna sculpt the hair? I don't know why, but I've never really been able to sculpt hair efficiently, especially when it's really long hair. I just model tubes and generate curves with that.

>> No.765270

>>764755
The 1930s were the Wild West of engineering

>> No.765274
File: 29 KB, 504x418, coat.jpg [View same] [iqdb] [saucenao] [google]
765274

>> No.765276

>>765269
wide pupil is wide. unless that's the goal here. amazing job either way, you said you went to college (which i'm assuming is an art school) and i wonder if even without higher education i'll get to do sth any bit close to being= that good

>> No.765297

>>765269
i want to sculpt it because its gonna be a 3d print ready model

>> No.765318
File: 881 KB, 328x328, therewasanattempt.gif [View same] [iqdb] [saucenao] [google]
765318

posting it here just in case i dont get feedback on the other thread. first attempt at animation. any opinions are appreciated!

>> No.765319

>>765318
oh very very nice

>> No.765322

>>765319
thanks! i'd made the model a few days ago but only now i figured i would finally tackle animation. it's fairly boring to learn the tools, but once you get the gist of it starts being fun. the model wasn't made with animation in mind though so i had to throw all sorts of weird edge loops and bad topo for it to """""work""""""

>> No.765331
File: 183 KB, 1600x1000, untitled.1386.jpg [View same] [iqdb] [saucenao] [google]
765331

>>764693
it's going in my Bugatti 100p model

>> No.765336
File: 176 KB, 834x2168, japan.jpg [View same] [iqdb] [saucenao] [google]
765336

I figured I haven't posted progress anywhere yet, so here's an early blockout. This project actually advanced further than what I'm showing here, but I'm currently stuck with the whole concept and I just know the feeling I'm trying to convey here, but it's not happening yet. Not sure if I should push it towards more of an urban area vs small (abandoned) town in the forest, on top of the mountain. There are elements of both settings I love.

I started worrying that this Nakasendo architecture might be a bit samey and uninteresting, but this might also be just because I got overdozed with references and grew a bit bored of it. I have a version with overgrown roof and walls as well, thought about going in that direction as well. Adding damages, ivy and other plants everywhere could break it up. And those materials in real life are pretty much dark brown wood with a bit of white details.

>> No.765341
File: 120 KB, 634x722, wip.jpg [View same] [iqdb] [saucenao] [google]
765341

>>765274

>> No.765342

>>765341
Wow anon, that's really fucking good. What are you going to use it for?

>> No.765343 [DELETED] 

>>765342
idk this was just a "modelling"/"scavenging/"frankensteining" challenge. It's far from over but i'm tired of working on it.

>> No.765344

>>765342
idk saw the game trailer this morning and decided to give it a shot.
This was a "model & texture"/"scavenging/"frankensteining" challenge. It's far from over but i'm tired of working on it.

>> No.765357

>>765344
What game trailer?

>> No.765359

>>765357
not them but https://www.youtube.com/watch?v=xoxCboik0Is

>> No.765360

>>765359
This is so Kojima... it has to be.

>> No.765366

>>765360
I thought that at first too. I mean, how could it not be? But nah, just Square.

>> No.765371

>>765366
isn't it Capcom?

>> No.765373

>>765359
Damn, I can't believe I'm so out of touch with these things

It does look exactly like something Kojima would make tho. Just as gimmicky and confusing

>> No.765374
File: 203 KB, 1600x1000, untitled.1389.jpg [View same] [iqdb] [saucenao] [google]
765374

Pretty satisfied with the surfacing on this one

>> No.765381

>>765371
Fuck, you're right. Don't know where I got SE from.
It's been a while since I saw the trailer. All I remember was thinking "Damn, Kojima hit that rebound real quick after DS", and then feeling a bit slighted when it wasn't.
Still, if they can nail the Kojima look, maybe they can match the same level of pretentiousness and autism that he likes to put in his games. One can hope.

>> No.765382

>>765374
How are you still not done with this?
It's been like 4 months.

>> No.765383
File: 828 KB, 711x1054, rorschach0.png [View same] [iqdb] [saucenao] [google]
765383

>>765178
Worked on him a little bit more today, didn't spend enough time though.
Not very confident with clothing and I'm not sure how to really work with it from start to finish without being destructive. I don't think any good workflow really exists for it though.
>>765204
I appreciate the compliment but there are a lot of places I can still fuck it up. I don't think the games models really look bad, they actually look like they're from scans but the textures and shaders look simplistic and the characters themselves aren't terribly attractive.
>>765225
Once I'm more confident in the face I'll start on that; I don't like to open the eyes too early as it feels more like I'm fighting with the normals and geo than actually sculpting.

>>765223
if you look up "hair sculpting zbrush" you'll find good ones, timelapses are probably the best though.These are my favorites:
https://www.youtube.com/watch?v=xbcFmK5ih6Y
https://www.youtube.com/watch?v=GLvLN6YkCJ8

>> No.765385

>>765382
I stopped working on it for a while. Other things came up that were more important.

>> No.765386
File: 655 KB, 1134x992, MelFeet.png [View same] [iqdb] [saucenao] [google]
765386

>>765137
Added feet, the boots are for a different costume.

>>765138
>>765145
>>765165
>>765269
Thanks for the kind words anons.

>>765341
What did you use for the hair? Did you do it in another software, or used that sweet plugin for hair in blender, or something else?

>> No.765388
File: 31 KB, 240x285, 11111.jpg [View same] [iqdb] [saucenao] [google]
765388

>>765386
I used a witcher3 model, Tomira, which I shaped and modded to my liking. Everything on here is refurbuished/modifed existing assets.

>> No.765389
File: 206 KB, 2000x1143, ad.jpg [View same] [iqdb] [saucenao] [google]
765389

The coat is this, heavily modded

>> No.765391

>>765318
It would be easier to see the animation if it wasn't spinning, if that's what you want feed back on. Model is really nice

>> No.765393

>>765336
There is a lot of nice detail here but currently your camera don't really take advantage of that. Your somewhere between a close up and a wide angle and I think it would really help to try out a few more camera extremes. As for the architecture being samey, you can take advantage of that, many amazing architectural photos have strong repeating shapes and muted pallets. Wear and overgrown can look really good, but it's also incredibly difficult just in 3D, you'll need to do a lot of post and matte painting which for obvious reasons can't be animated if you want to later.

>> No.765401

>>765388
>>765389
That's pretty funny but it's turning out good.

>> No.765414

>>765391
fair enough. I could've made a transition face instead of rotating it I guess. I might actually try that. thanks a bunch!

>> No.765416

>>765401
funny is spending time on things that have already been modeled for you

>> No.765424

>>765393
Great, thanks for the feedback, just what I needed. That's why I usually always share wips because I feel like I can get a tunnel vision easily.

This will be an animation, so yeah, can't do a lot of post for that stuff. Maybe I won't go with overgrown after all, less work for me as well.

Speaking about shots, I'm still working on a list, but most of them will actually be close-ups. So I'm unsure of the wider ones. The shot in the middle was the one I planned to use at a point where I show the town for a first time (before a set of close-ups), and then I want to do one wide angle to showcase the street with houses on both sides, looking towards the mountains in the distance, which would be similar to the bottom one. All of them are 50mm I believe.

>> No.765430

>>765383
It's looking really good anon. For stuff like clothing I usually have multiple save files so I don't lose my previous work, so just save it every time you're about to do something destructive

Also don't be afraid to go all out with the folds. It's too contained right now

>> No.765436
File: 20 KB, 236x314, a5219316f274516a5d9d2e9ae65fd329--black-white-stripes-black-and-white.jpg [View same] [iqdb] [saucenao] [google]
765436

>>765424
50mm is a great base, as for wide angle it's really up to you you can go for a crazy 80+mm cam like pic related or a more natural 40-60 while just giving the view more context; sky, terrain eh. Don't be afraid to use 2/3 of your screen for sky or something it can make an image really powerful. 1 point perfective wide cames can look really nice too, just straight flat on a facade of a building at eye hight.
Middle shot is nice but feels a little too low and would be nice to see more on the right.

>> No.765441
File: 86 KB, 582x690, pnk.jpg [View same] [iqdb] [saucenao] [google]
765441

>> No.765442
File: 30 KB, 523x506, mj.jpg [View same] [iqdb] [saucenao] [google]
765442

>>765441

>> No.765453
File: 3.54 MB, 2160x3840, brainiacRender_v015.jpg [View same] [iqdb] [saucenao] [google]
765453

only need to model a couple wires and a pole with the bus schedule and I'm done.

>> No.765454

>>765453
strange fucking scene, but well done

>> No.765455

>>765453
There should be motor oil and a dildo in that bag. Not auburn hair color and Kraft Mac n' Cheese.

>> No.765457

>>765453
how long to render sth like that?

>> No.765459

>>765457
Looks like viewport, desu

>> No.765460

>>765459
dang. good for them, my PC would implode if I ever tried to open a scene that looks like that in the viewport

>> No.765462

>>765454
ty anon

>>765457
>>765459
It's Arnold, took like 40 mins to render.

>>765455
Good idea anon, I might switch the textures..

>> No.765463
File: 121 KB, 1920x1080, fuckFUCK.jpg [View same] [iqdb] [saucenao] [google]
765463

update on >>763756
started working on the foreground
by now some of you guys may recognize what I'm doing.
Looking for tips on how to do "layered paint" textures like fire hydrants, when you can see they've been painted multiple times.

Also, for animation, any chance of using max or I need to switch to maya/blender for something actually good?

>> No.765479

>>765463
Max is absolutely fine for animation. It's got all the basics unless you need to go real deep. Layers paint depends on your render engine but use a layer mat and noise or gunge as layer masks

>> No.765480

>>765463
is the sky a texture?

>> No.765483
File: 1.26 MB, 1920x1080, Blender1.png [View same] [iqdb] [saucenao] [google]
765483

My first ever non-tutorial render lads.

>> No.765485

>>765483
2/10 troll

>> No.765486

>>765485
Fuck you I worked hard on it.

>> No.765487

>>765486
A minute well spent.

>> No.765491

>>765483
would be cooler if the hair curls were a rougher, more defined surface imo. cute, keep at it

>> No.765492
File: 160 KB, 1600x1000, untitled.1391.jpg [View same] [iqdb] [saucenao] [google]
765492

>>765382

>> No.765502

>>765491
This is a couple spheres and 20 ish inflates, pretty pathetic.

>> No.765504

>>765502
>Never produced anything
Okay lmao

>> No.765507 [DELETED] 

>>765504
cope, you talentless nigger

>> No.765544

>>765164

>> No.765545
File: 441 KB, 1913x680, bNad.jpg [View same] [iqdb] [saucenao] [google]
765545

>>765164
update

>> No.765548

>>765545
I think the red braid is too stiff. it's also not entirely connected to the body, it's floating around in some parts. imo either tight it closer to the body on the same height so the stiffness is justified or loose it a bit and make it follow the curves of the body so it looks more "relaxed"

>> No.765566

>>765548
take this w a grain of salt as I've never modeled clothing before myself. this is a layman's opinion

>> No.765582
File: 201 KB, 537x944, Annotation 2020-08-26 211705.png [View same] [iqdb] [saucenao] [google]
765582

So I tried Blender's sculpting tools.

>> No.765587

>>765582
real nice. do you plan on adding more details?

>> No.765588

>>765587
It's a base for female modular characters for a game, so I don't think I will sculpt any more body details, just retopo and rig it. I will add hair and clothes, though.

>> No.765592

>>765588
I c. I really like it!

>> No.765615

>>765453
Really nice, I remember your old posts. What did you use for hair ? xgen ? look pretty, I like that blue lighting on the right side

>> No.765618

>>765582
with a sculpt like this, do you smooth out those bumps with a smooth brush before baking maps, or do you only use it to build a mesh around it and don't bake any maps from it?

>> No.765665
File: 2.09 MB, 1920x1080, Chair Tutorial.png [View same] [iqdb] [saucenao] [google]
765665

I'm a newfag coming from a video background but basically hit the wall in motion graphics/editing and dont really care to continue that career path after 10 years. Been learning Blender the last week or so, just a tutorial by donut guru, but enjoying it so far. Thinking of doing this next tutorial series, unless someone has a better suggestion?
https://www.youtube.com/watch?v=KyjSnak3Yjo&t=1708s

>> No.765721

>>765618
I will just use it to built mesh around it. The character will use stylized materials.

>> No.765725

>>763041
gross dirty eyesore learn some color theory probably

>>763098
makes no sense visually

>>763144
>omg im new guys so if you think im good tell me how EXTRA good I am because I am new =3 oh yeah and if you have any critiques for me they dont apply because im new! :3
heres a tip before you type something online fucking read it in your head first to see if your acting like a retard, have a question? ask it. want critique? ask for it. don't fucking "OMG GUIZE!!" like a moron not going to give you any feedback because you pissed me off

>>763298
Wings fucked up

>>763418
Read an anatomy book

>>763651
NEW BTW!!!! NEW GUY HERE!!!

>>763723
N

>>763755
Stop sculpting wide african noses as a cop out because the shapes are easier


wow this thread is a total train wreck im giving up theres literally nothing here of value

>> No.765733

>>765453
looks good, looks like you also have some noise in your render on the neon signs top edge and some ridge just above it, as well as in what appears to be a light shaft to the left of the character.

dont know if it's supposed to be a deliberate effect, but it looks like render noise

>> No.765735

>>765725
Lamo bad bait or new friend, either way retarded

>> No.765740

>>765721
Polymodeling something that simple would be quicker

>> No.765743

>>765725
don't come back retard

>> No.765747

>>764640
Really fucking cool dude!

>> No.765749
File: 387 KB, 1612x562, 4ab5de4a9df872a9ecf141b05d46a37d.jpg [View same] [iqdb] [saucenao] [google]
765749

>>765545

>> No.765762

>>765749
good job!

>> No.765782
File: 115 KB, 1280x720, explosion_WIP_v001a.webm [View same] [iqdb] [saucenao] [google]
765782

>> No.765802

>>765782
>all that empty space for a tiny ass explosion

>> No.765809
File: 604 KB, 1780x955, f771d41f38080df4195f941a5383d578.jpg [View same] [iqdb] [saucenao] [google]
765809

>>765749
First attempt at the braided snake hair(no snake heads yet)

>> No.765838
File: 355 KB, 1280x720, explosion_WIP_v002a.webm [View same] [iqdb] [saucenao] [google]
765838

>>765802
I know I know I put the camera closer :p

>> No.765978
File: 158 KB, 692x842, retopo.jpg [View same] [iqdb] [saucenao] [google]
765978

first time sculpting and first time trying to retopo a sculpt. pray for me

>> No.766105
File: 2.20 MB, 2556x1860, MelVillage4_big.png [View same] [iqdb] [saucenao] [google]
766105

>>765386
And shes done. The hair is kinda meh but I just wanted to be done with it, other than that it has been pretty fun to come back to stylized.

>> No.767161

>>764568
turn the SSS off of the ceiling tiles bro.
>>764628
that does look fun, I need to try out some simulations.
>>764640
looks good

>> No.767717
File: 2.95 MB, 1920x1080, dyson.png [View same] [iqdb] [saucenao] [google]
767717

Finally i had time to work on my project, there is much to improve but honestly im a little tired of this project, i will work on new project.

>> No.768354
File: 323 KB, 720x540, gummi3.png [View same] [iqdb] [saucenao] [google]
768354

so ive been making a 3d model of the gummibar
i used the model from the gummibar mobile "game" as a base