[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/3/ - 3DCG


View post   

File: 1.60 MB, 1297x752, 1573368744063.png [View same] [iqdb] [saucenao] [google]
726562 No.726562 [Reply] [Original]

WIP thread, get your WIP thread

>> No.726568
File: 282 KB, 1501x1149, jeans.jpg [View same] [iqdb] [saucenao] [google]
726568

Do these have a men's jeans look. Using Marvelous.

>> No.726569
File: 36 KB, 334x426, tof15.jpg [View same] [iqdb] [saucenao] [google]
726569

>>726568
[ ] straight fit
[ ] tapered fit
[ ] slim fit
[x] homosexual

>> No.726699

>>726569
the fact that you have such a similar pic on your pc is interesting

>> No.726913
File: 2.92 MB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
726913

just bored innit

>> No.726932
File: 121 KB, 766x960, 187389067497564976546.jpg [View same] [iqdb] [saucenao] [google]
726932

Why can't I paint over these areas?
Does this have to do something with the fact that it's two intersecting objects? If so, how would you go about fixing this?
Blender. by the way.

>> No.726938

>>726932
Questions thread is that way >>725693
After you post in the right thread, post an image of your UV map. Odds are your islands are separate instead of connected. That, or your islands are too small compared to your image size.

>> No.726948
File: 1.25 MB, 1902x839, 612ebd13d6bb6b3af9c3b362031a3806.jpg [View same] [iqdb] [saucenao] [google]
726948

Temple environment i'm making

>> No.726969
File: 228 KB, 1920x1325, untitled.131.jpg [View same] [iqdb] [saucenao] [google]
726969

>> No.726970

>>726969
>6969
left to do:
trim tail wing stabilizers
fillet tail wings to fuselage
finish exhaust manifolds on engine and finish modelling the crank
trim landing gear hatches
add landing gear mechanics

>> No.726987

>>726562
Newfriend here, is this picture a meme on this board? Seen it like 5 years ago in a wip thread when i stopped by. Is this merc wip of /3/?

>> No.726993

>>726987
It's a /3/ tradition that's now dying because people are using an unrelated thread to post their wip projects.
It was some anon's project way back when, and it just stuck as the go-to for work in progress threads.
So not really a meme in the "lol so randum" sense, but in the traditional definition of the word it definitely is.

>> No.727046

>>726969
You're still working on your plane? Nice. I dropped mine and switched to an environment project.

>> No.727062
File: 310 KB, 1920x1273, untitled.138.jpg [View same] [iqdb] [saucenao] [google]
727062

>>727046
Yeah I'm about 90% finished the project and It's been keeping me distracted while I receive constant employment rejection emails.

>> No.727065
File: 175 KB, 1920x1273, untitled.136.jpg [View same] [iqdb] [saucenao] [google]
727065

>>727062

>> No.727068
File: 245 KB, 1920x1273, untitled.140.jpg [View same] [iqdb] [saucenao] [google]
727068

>>727065

>> No.727114

>>726948
nice work. i think those sharp edges might benefit from a slight bevel.

>> No.727317
File: 62 KB, 357x904, render1_1.jpg [View same] [iqdb] [saucenao] [google]
727317

Vintage lantern I'm texturing right now. Feedback appreciated, especially since it's been a while I've done a prop. It needs some more dirt, fingerprints etc. IMO, and I'm not finished with the glass part yet.

>> No.727471
File: 1002 KB, 826x1288, arms crossing.png [View same] [iqdb] [saucenao] [google]
727471

finished the texturing

>> No.727473

>>727317
fuck, that material looks amazing
i've got an object in a scene i'm working on that would look 10000x better with that

>> No.727536
File: 1.50 MB, 2000x2000, vintage_lantern.jpg [View same] [iqdb] [saucenao] [google]
727536

>>727473
Thanks! Here's the latest version with multiple HDRIs. The one with the bright background is rendered in Octane. Roughness doesn't seem to match completely so I need to see how to properly set up the material, I'm completely new to that renderer.

>> No.727682

>>727471
Damn anon, that looks good, like game/video ready good. Are you working on a game?; iirc I have seen you post this wip in '18 or mid '19 when i was lurking. Nice to see you progress this good. I am really digging the concept of halo-horn and body-mod. If I had to critique, i'd say her areolas/nips or skin crease/folds look a bit thick. Looks balanced though.
Now I am also working on a character model, i'd really like to know some tips from you. I am complete noob.

>> No.727687

>>727682

Thank you so much anon, yea this model took quite a lot of time. I had to take a break because I just didn’t have the time because uni. A good tip I could give you is to first skulpt your model and then do retopo on it. The thick creases etc are typical for my style, The collar bones especially. I plan to use her for a game but I think she is just to heavy for a game. However I will still try it. I am sure I can also animate her since she’s fully rigged

>> No.727733
File: 1.60 MB, 1920x1077, BloodTemple1.jpg [View same] [iqdb] [saucenao] [google]
727733

>>726948
update

>> No.727965

>>727687
I really want to sculpt but I don't have a tablet, I tried to sculpt with mouse but it is just too tedious and time consuming. So I just moddled it using edges/faces/vertex.

>> No.727988

>>727317
Sometimes metal can benefit from a few long, straight, and shallow scratches. Honestly already very good.

>> No.728051
File: 187 KB, 1800x1350, CharacterRender.jpg [View same] [iqdb] [saucenao] [google]
728051

For anybody that want's it.

https://www.thingiverse.com/thing:4204349

>> No.728075

>>727733
awesome improvement, how much time did it take you to polish that?

>> No.728105
File: 3.05 MB, 1918x1604, learn_feet.png [View same] [iqdb] [saucenao] [google]
728105

>>726562
>>727687
Noob desu. Learning stuff. How are my feet? My aim is to keep things simple.

>> No.728106 [DELETED] 
File: 992 KB, 1238x869, Annotation 2020-03-06 222759.png [View same] [iqdb] [saucenao] [google]
728106

>>728105

>> No.728107
File: 342 KB, 715x495, Annotation 2020-03-06 224158.png [View same] [iqdb] [saucenao] [google]
728107

>>728105

>> No.728111
File: 294 KB, 1918x1604, refeet.jpg [View same] [iqdb] [saucenao] [google]
728111

>>728105

If you wanna capture feet correctly your goal should not be to keep it too simple.

Feet have a very complex shape with curves that changes the silhouette of the foot for the full rotation.
Their geometry is arguably the most difficult to capture on the entire body seeing how they're entirely made up of asymmetric compound curves.

You can't capture them by simply get them right from the top bottom, left, right.
You kinda need to go around them very carefully in at least 45 degree increments to get in the ballpark of the correct shape.

They also look way different depending on the lifestyle and fitness of the specimen.
Your current foot looks like it belongs to a person who doesn't use shoes, have gotten flat and splayed toes,
and for some reason spends a lot of time supporting their bodyweight on their toenails, why they've gone flat.
Missing anatomy and swolleness makes it sorta look like the shape of the foot of someone in the process of recovering from a sprain injury.

But don't be discouraged anon, everyone start out making feet like that.

This paintover suggests some things to look for, can't be assed to fix the alignment and overlap of all them toes but you prob get the idea.

>> No.728114
File: 138 KB, 1376x940, 00542C5D-0720-400F-9742-A353FD0DB606.png [View same] [iqdb] [saucenao] [google]
728114

absolute beginner here, this is my first human head, how am I doing?

>> No.728181

>>728105
Did you follow a tutorial by any chance?
I also wanna make feet so a link would be great if you did.

>> No.728191
File: 140 KB, 625x410, 1579745411248.png [View same] [iqdb] [saucenao] [google]
728191

>> No.728194
File: 763 KB, 839x478, hammer_2020-03-07_12-04-13.png [View same] [iqdb] [saucenao] [google]
728194

>>726562
Mapping for a Source Mod.

>> No.728216 [DELETED] 

>>728111
Damn, I really hadn't given thought to the things you mentioned.
I compared my feet to the model for reference and the paintover makes it clear; it is too curved on the pinky toe side and it looks alienish. I will definitely try to improve the shape.

>>728181
>by any chance?
I mean how am I suppose to learn without following a tutorial. I watched CGCookie's, one MAYA one and looked up some more topologies on pinterest. I think I am starting to understand how positioning a face affects the shape.

>> No.728925

>>726969
I really enjoy modelling aircraft, even though I'm not that great yet. How do you do panel lines on yours? They look stellar.

>> No.728934

>>728105
I have nothing to add to anon's list except that your feet look gender neutral. Are you aware of the differences between male and female feet?

And the nails are weird - yours are exerting too much pressure down. There should be a slight depression from the base where the nail comes but an otherwise seamless transition, and at the sides where the nail meets side toe there should be a pinching and flesh moves out of the way a bit. At the tip of the toenail, generally there's no depression, unless you're modelling a fat fuck.

>>728114
Ears should be tilted forwards a bit in humans.

>> No.729012
File: 2.54 MB, 1232x718, ZBrush Document.png [View same] [iqdb] [saucenao] [google]
729012

>>726562
Holy Moonlight Sword, first model

>> No.729013

>>727471
HOW DARE YOU POST YOUR SMUT ON A BLUE BOARD

>> No.729039

>>729012

Nice.

>> No.729057

>>729039
thanks anon

>> No.729282
File: 1.11 MB, 1597x734, Annotation 2020-03-12 235518.png [View same] [iqdb] [saucenao] [google]
729282

>>728111
I followed your advice anon, it was really helpful. I tried making it like you showed in the manipulated screenshot but it looked alien'ish, like the curled up pinky toe. I think I have a decent shape for now therefore i'll move on to next body parts. I'll tweak 'em again before re topo.

>> No.729285
File: 53 KB, 560x680, file.png [View same] [iqdb] [saucenao] [google]
729285

this is the first time ever making a character model and this a uni project
I'm supposed to later texture, rig and animate this. Is a skirt a bad idea? I've only done some very simple animations in blender so I'm not sure how to make the skirt work

>> No.729286
File: 702 KB, 639x794, Annotation 2020-03-14 231443.png [View same] [iqdb] [saucenao] [google]
729286

>>728111
But I really appreciate your input anon. What you described really helped me in understanding the overall shape.

>>728181
Yes, cgcookie's and a Maya one. Watched them just for topology.

>>728934
What, there are differences in male and female feet. The model I am trying to do is of a teenage boy or Peach by Dmitry. He is a cd but also looks feminine. please look >>729282 Thank you for your input anon, it really helps.

I am going to retopo so please overlook the ngons. Please tell me more about the over all body shape. He is supposed to be a 18-20 year old white boy. I am not going to make it 100% anatomically correct because I intent to keep it stylized a little bit.

>> No.729294

>>726913
H O N K

>> No.729300

>>728925
>They look stellar.
They LOOK like just flat textures anon. So odds are he hasn't done any panel lines, just painted them on.

>> No.729332

>>729294
my nigga

>> No.729336
File: 352 KB, 1481x959, teste2.jpg [View same] [iqdb] [saucenao] [google]
729336

Learning how to make textures, for a college project, other nigga did the model.

>> No.729375

>>729336
nice seams and stretching

>> No.729394

>>729336
Jesus, those UVs. It could have just been unwrapped flat as is.

>> No.729397
File: 1.07 MB, 1880x1080, Screenshot from 2020-03-15 20-06-16.png [View same] [iqdb] [saucenao] [google]
729397

>>729375
>>729394
How do fuck can i improve my seams n stretching? where i can learn the right way to do this?
Yes, im black.

>> No.729398
File: 32 KB, 558x521, Screenshot from 2020-03-15 20-09-18.png [View same] [iqdb] [saucenao] [google]
729398

>>729397
Also: the other nigga did this shit with n-gons, so i did those knives-cut.

>> No.729414

>>728925
I’m actually modelling with Rhino 3D
I split the surfaces with curves and then cut and pasted the lines into a new layer. They’re rendered in key shot with a matte paint. Towards the end of the process I’ll actually cut out the flaps entirely so they have visible gaps between panels.

>> No.729416
File: 485 KB, 2809x1113, Hey Arnold.jpg [View same] [iqdb] [saucenao] [google]
729416

>>729397
>>729398
I don't know what they/you were thinking with your unwrap to be honest, but here's how I would have done it. N-gons or not.
The main structure can be unwrapped straight up without any seams. Just look at it from the front, and project from view. You won't have any seams, or stretching that way. I don't know if there's a back side or not, but in the same case, it's fine to have them overlap if they're going to be the same texture/material or if you won't see it.
The posts or whatever can just be unwrapped like a basic cylinder. Seam around the top face, then one down the side. I'd just unwrap the tops of them separately and have them as they come out (pic related), so they get textures on the inside side faces without any extra work. Blender is a little weird unwrapping cylinders though, so make sure to be in front or side view (in orthographic) before you unwrap it.
Overall it's a super simple shape to unwrap. Even to make. I don't know what's up with that geometry to begin with. Shouldn't need N-gons at all, and even if it did, it wouldn't make much difference when unwrapping. UVs don't care about that. And if it's not gonna deform like a limb, or be subsurfed, n-gons don't really matter. Especially on flat objects.

As far as learning UVs goes, I go through how I conceptualize it here >>728288
Basically, imagine you can cut up the object with magic scissors to make it lay flat on a table. The seams are where you would cut it. If a part can lay flat on its own, don't cut it up. There's a bit more advanced concepts that go along with it, but it's enough to get started on. You'll pick up when and where to cut things with practice and it'll come naturally.
Hope it helps.

>> No.729417

>>729416
>>729397
I should also mention, that the seam around the edge of the big thing doesn't really need to be there. It's just there in the case that you'd want to have a separate UV island for the back. Really though a front project would take care of the whole thing (minus the screw things) no problem.

>> No.729430
File: 1.19 MB, 2560x1440, 1558403810195.png [View same] [iqdb] [saucenao] [google]
729430

>> No.729438

>>729430
looks ok, but it's 2020, even mobile games can display lots of polygons. You can easily double the polycount.

>> No.729440

>>729438
its for a source engine game, its at ~800 polygons right now
theres usually a dozen of them on screen when they appear

>> No.729442

>>729440
if they are moving fast, like rockets do, then it should be good.
Just saying - low polycount isn't that important.
You could probably go down with the texture resolution too.

>> No.729454

>>729430
Could use a little bit more rust or dirtyness around the screwholes and the creases.

>> No.729465
File: 63 KB, 1422x857, call him a nigger.jpg [View same] [iqdb] [saucenao] [google]
729465

Adding a body to an already existing head

>> No.729467

>>729465
I don't like where this is going

>> No.729479
File: 82 KB, 1449x886, just dont call him a faggot.jpg [View same] [iqdb] [saucenao] [google]
729479

>>729465
small, tender, delicate update

>> No.729542
File: 404 KB, 995x1328, space monkey.jpg [View same] [iqdb] [saucenao] [google]
729542

>>726562

>> No.729561

>>728114
dont be scared to go crazy. aka use triangles and 5 sided n-gons to get the angles you need. theres no point in worryin about quads when the subdivision modifier will just make everything into quads anyways.

>> No.729593
File: 1.22 MB, 1280x720, C01test.webm [View same] [iqdb] [saucenao] [google]
729593

trying out the look, those particles look like ass and have a small bug, but they are quick to fix so no big deal.

>> No.729696

>>729286
>boy
What about this is male?

>> No.729697
File: 419 KB, 1920x1080, Screenshot (170).png [View same] [iqdb] [saucenao] [google]
729697

about 5 months into sculpting. it's really vexing trying to get this thing to look right. not sure if I should just start over, or keep messing around with the same model.

>> No.729712

>>729696
It's a sissy anon. Spend more time on /b/ and you'll see this type of thing taking over. That and the other porn boards.

>> No.729713

>>729697
If it's been 5 months learning sculpting, I really wonder what you've learned, because it doesn't look like you've learned shit to be honest. This is someone's day-one attempt at sculpting.

>> No.729723

>>729713
rofl let me see your day one sculpts, I know you won't.

I'd like specific input on how i can improve it.
your vague input wasn't helpful and just makes you look like a snide cunt.

I smoothed out a lot of regions to re-work them. hand and feet are still place holders. still having a hard time with the eyes.

>> No.729724

>>729414
Interesting. Thanks!

>> No.729730

>>729697

Is it a man or a woman. There are no real boney landmarks. Knees look too soft. Pelvis looks too pronounced. No chest muscles. No shoulder muscles. You could try with small projects. Just an arm. Torso etc and use reference. Get the scott eaton tutorials and the anatomy for sculptors book if you don't have them.

>> No.729737
File: 1.37 MB, 1920x1080, Screenshot (175).png [View same] [iqdb] [saucenao] [google]
729737

>>729730
I only have enough time to put in an hour or two of practice after work. I don't have enough time or money to take a whole course.

Still haven't got a digital pad either.

this was one of my first attempts at an anatomy study when I started off on blender.

I'm trying to make something female with less muscle definition this time. still haven't figured out how to properly delineate the ribcage from the abdominal muscles.

probably took my 2 weeks just to get the fucking proportions right on this model

>> No.729738
File: 344 KB, 1600x1200, Dinobot_02.jpg [View same] [iqdb] [saucenao] [google]
729738

A few tweaks left before I rig it and make the weapons.

>> No.729743

>>729723
>your vague input wasn't helpful and just makes you look like a snide cunt.
And your response just makes you look like a little bitch

>I'd like specific input on how i can improve it.
There's no improving it. Stop working on it and move onto the next sculpt. Polishing a turd won't help you improve. Doing many sculpts will.

>Still haven't got a digital pad either.
Get a fucking pad. They're $60 for the smaller sizes and you dont need a huge one. You're not doing yourself any favors sculpting with a mouse, and you're not going to impress anyone either. Get a pad, and start learning. If you want to take sculpting seriously and improve, start building that muscle memory and coordination now instead of putting it off.

>probably took my 2 weeks just to get the fucking proportions right on this model
Stop wasting time on single models. Do a single sculpt a day. Focus on getting proportions right first. Then when you can knock out proportions in minutes, do the next step of detail. When you get that into muscle memory work on more detail. If it takes you 2 weeks to make a half assed torso, you're doing it wrong. Even if you're doing it in 1hr intervals. Instead of using that time to work on a single shitty sculpt, use that hour each day to do a different shitty sculpt each day. Eventually they'll get less shit. Less shit, way faster than if you had spent 2 weeks on a single shit model. Who knows, after a few months you might git gud. Definitely more likely than spending a few months on 1 or 2 sculpts.

>> No.729746

>>729696
the Y chromosome

>> No.729755

>>729737
>probably took my 2 weeks just to get the fucking proportions right on this model
>nothing in that sculpt is anatomically correct or proportional to anything resembling a human creature

I mean how did you manage it? everything is wrong:
- SCM insertion,
- clavicle shape andarticulation
- pectoral shape
- abdominal muscles
- deltoids
- pelvis

Learn anatomy or else you'll never be able to "figure out how to properly delineate the ribcage".

>> No.729763
File: 1.32 MB, 1920x1080, Screenshot (173).png [View same] [iqdb] [saucenao] [google]
729763

>>729743
K, you go some fair point. I know I can bust out a better looking torso a lot quicker though because of how long I was messing around with this thing.

>>729755
I smoothed them out to rework them. It doesn't matter where or how I place them if the underlying torso isn't shaped correctly. most of them won't even be expressed with the fat% this sculpt is supposed to have anyway.

I've seen plenty of sculpts out there with those land marks on a shitty foundation. it just looks like crap.

Niyazi Selimoglu is the best example of the kind of work I want to produce in the future.

I'm trying to do too much at once I guess. I'll be back in a month, lets see what i can produce on a digital pad by then.

Behold my second month of sculpting.
I'm archiving all of my works, they're master pieces in their own right.

>> No.729770

>Niyazi Selimoglu

ZERO artists out there made it by copying pro-artists.

Get this retarded type of thinking out of your head and replace it with this: DO NOT STUDY ARTISTS. STUDY WHAT THE ARTISTS THEMSELVES STUDIED.

Everything you're doing looks like shit. My first sculpt ever would probably look like pro shit to you. In 2 weeks I was sculpting stuff that would blow your mind. It's all because I had the anatomical foundation beforehand because I know how to draw people.

>> No.729771

>>729737

Ya I know how being time constrained is like. The best thing you can do is have the best reference available that's why I said get that anatomy for sculptors book. It's often posted on IC.

>> No.729780
File: 616 KB, 1920x1080, Screenshot (243).png [View same] [iqdb] [saucenao] [google]
729780

Some of the upper landmarks I had from earlier

>>729770
show us one of your works then. still waiting m8. or do a quick mock up since you're that much of a pro, shouldn't take you that long right?

I didn't say anything about copying him, but that the style I'm going for will probably be somewhat similar to what he produces.

I have zero artistic background, I've been doing this on and off for the past 6 months. I'm not as consistent as I should be.

I'll probably post anatomy study threads once a month for accountability, here or somewhere else. I'm not expecting to beat grassetti in a year though.

>> No.729783

>>726568
Too tight and make sure you set proper thickness and material type as well you model is right size
That is to stretchy for jeans, when put more muscle mass on my legs i had to throw out old jeans, they dont streach for shit. feels like another material entirely

>> No.729784

>>727471
anatomy needs work, while i could give the torson a pass as stilized, those fucking arms look like cancer, and i mean actual shapeless cancer
Also add proper eyelids and eyesocket, feels like the eyes blend staright into the cheeks without a single angle change, also bellybutton!!

>> No.729786

>>729780
Hes right though, its the same advice i give to people who ask me how i do my anatomy. Use real life refs, dont study other artists, study studies. Best thing from other artist you can get is anatomy breakdowns, shit like this, stuff like anatomy and forms breakdowns should be open on your second screen when you sculpt and if you dont have one alt tab and burn it into your mind
https://www.artstation.com/artwork/A9bnA5

Niyazi is extremely good, but even he makes mistakes and sloppy unpolished forms.
His style is realism, he makes fantastic humanoids with very realistic proportions, its hard to match unless you are decent ad anatomy, unless you mean his 3 light setup sss renders?

Also get a proper tablet, and stop doing full body sculpts, that art station has few body parts broken down, find other similar shit and make a nose, an ear, an eye, hand, feet etc. For full body sculpt try making sloppy pose and form studies, limit it to 50k polies so you dont get tempted to do detail.
You will be quickly overwhelmed with an entire body if you lack any fundamental art knowledge

>> No.729809
File: 429 KB, 1600x1200, Dinobot_04.jpg [View same] [iqdb] [saucenao] [google]
729809

>>729738

>> No.729860
File: 1.52 MB, 1920x1080, render_carpaint.png [View same] [iqdb] [saucenao] [google]
729860

My car model is coming along nicely. Still got some wobblyness at the top of the doors and a hole in the hood, but apart from that the shrinkwrap hull is mostly complete.

>> No.729981
File: 575 KB, 960x540, eva1.webm [View same] [iqdb] [saucenao] [google]
729981

>> No.729984
File: 2.85 MB, 1920x1080, ugh01.png [View same] [iqdb] [saucenao] [google]
729984

>> No.729992
File: 1.34 MB, 2483x1636, dc7f4ea76cff516717b44bea4cb34f09.jpg [View same] [iqdb] [saucenao] [google]
729992

Finally gave myself a kick up the ass since i'm quarantined and started working on this guy's beard.

>> No.729995
File: 783 KB, 3840x2160, 1578828804932.png [View same] [iqdb] [saucenao] [google]
729995

team fortress classic shotgun

>> No.729996
File: 2.63 MB, 3840x2160, 1567329325818.png [View same] [iqdb] [saucenao] [google]
729996

>>729995
other angle

>> No.730005
File: 1012 KB, 1452x1526, 1509518a934c11b4540cf500879fceb3 (1).jpg [View same] [iqdb] [saucenao] [google]
730005

>>729992
Goatee with a super quick groom. Time to start tweaking haircards... zzZZ.

>> No.730006
File: 123 KB, 1802x1688, Capturar.jpg [View same] [iqdb] [saucenao] [google]
730006

Now i'm making the rough shape of the clothes. Only after this i'll do the hair. C&C?

>> No.730029

>>730006
do the clothes in md

>> No.730108

>>726969
If the cockpit is so in front where does the engine go? Is it in the rear and theres a shaft going somehow through/under the cockpit to drive the propeller?
I know its an art model/concept but its worth thinking about, it ticks me off looking at it atleast

>> No.730117
File: 1.56 MB, 3089x1637, 0575431ee1883a4d905bc54696a7e636.jpg [View same] [iqdb] [saucenao] [google]
730117

Sideburns base is done. I know the mustache and goatee are too uniform and the shape isn't quite there. I'm just generating the bulk of the haircards for now. Also taking a look at the textures from this screenshot now. His face is a little more yellow, more freckles and he has a paler forehead with a lot of sunburn up there. That's something i'll have to factor in.

>> No.730118

>>730117
Based, how do you did the beard? Alpha mapping?

>> No.730124
File: 2.38 MB, 2869x2266, tut.jpg [View same] [iqdb] [saucenao] [google]
730124

>>730118
I made a little basic tutorial for you. I'm not a professional yet and i'm still following tutorials/learning the workflow for hair since this is my second realistic character. But I can feel myself getting better/quicker with each day.

1. generate hair strands in maya (xgen). You can find information on how to do that in Johan Lithvall's CGMA hair creation course. Or elsewhere on youtube. The process works for both hair and beards. Gen guides in xgen and tweak>export geom to zbrush to taper and cap holes>create hair ID groups in choice of software>export for bake

2. Bake in xgen. Baked out alpha map, a couple of height maps to best match the different densities of hairs, a colour ID map and a couple of alpha ramp maps. Combine alpha and ramp maps in Photoshop so the roots and tips are more transparent. Combine height maps for best results. Combine colour ID and Height map then colour for temporary albedo/diffuse. Tweak levels ecs to get best result.

3. Generate hair cards in zbrush (for beard only) using resources and method from this tutorial:
youtu.be/8c7QYYr9KFc
Don't forget to set the polycount per strip you want.
(I know my hair meshes are dense, i'll sort this out later. I'm just looking for a rough base to work from)
Pro tip: Make sure you are working from your full head model. Trying to work with just the area you want to generate your cards on will result in tiny hair cards.

4. Groom hair card guides using brushes from previous tut.

5. Confirm geo>unwrap in ZBrush using fiber mesh unwrap>Export to Max/Maya and pick a hair card texture you'd like to use. You can quickly add some simple variation using a random element selection script. Then tweak by hand. A LOT. Tweaking and polishing will take up A LOT of time.

6. Export to Substance to work on textures then to engine to see what it will look like and go back and forth with all the other steps to get the result you want.

PRO TIP. Make your character bald. Hair sucks.

>> No.730187
File: 1.35 MB, 3840x2160, 1558533565579.png [View same] [iqdb] [saucenao] [google]
730187

>>729996
>>729995
1st pass on textures

>> No.730191

>>730187
nice. although the texture on the barrel looks stretched. Not sure if your unwrap is squished or the texture your applying needs squishing.

>> No.730192

>>729981
Lmao, based.

>> No.730196

>>730191
oh yeah looks i forgot to tri-planar project the texture, ty for pointing it out

>> No.730241
File: 141 KB, 998x636, Trabant.png [View same] [iqdb] [saucenao] [google]
730241

Ive been working on a couple low poly, very simple models of old soviet cars.
Some of them I consider finished on the modelling side, but Im really not sure on how to go about texturing them.
I dont like flat shading and I would want something simple but with character. Im not that into pixelart either.

If some of you have a tip, suggestion or something I can reference or emulate that you think could look good on it, it would help out a lot.

>> No.730243
File: 121 KB, 991x743, Tram.png [View same] [iqdb] [saucenao] [google]
730243

>>730241
I made this tram as well, couple of things that need to be done on this one still.
And then there are 2 other ones not finished. A Wartburg look-like and a Polski Fiat, though Im not happy with how those turned out.

Im used to texturing realistic looking stuff in Substance, so again, tips on how to approach a more cartoon style are welcome.

>> No.730245

>>729697
5 months for that shit, lmao

>> No.730246

>>729697
Use reference bruh.

>> No.730257

>>729697
good morning starshine

>> No.730263

>>730257
The Earth says HELLO

>> No.730264

>>730124
Based

>> No.730382
File: 1.08 MB, 1078x837, m4render.png [View same] [iqdb] [saucenao] [google]
730382

whippin up some lowpolys

question less on modeling and more on creating assets for mobile games: so this model is approx. 3000 tris right now. I still need to add some more definition if possible but also clean it up a bit so im expecting anywhere from 2500-3500 total when finished. would this be too much for mobile platforms? most advice i see on the internet talks about keeping models 1000-2000, but that all from forum posts like 4+ years old. a lot of mobile games i see now use assets that probably have even more detail modeled in, comparatively WoT blitz look like they use some pretty high def stuff almost on par with the PC version + large maps with tons of scenery and buildings + 12 tanks in play

>> No.730383
File: 516 KB, 999x670, m4.png [View same] [iqdb] [saucenao] [google]
730383

>>730382
layout view

>> No.730384
File: 1.02 MB, 1532x1537, 87985656c4a7e0c2ba5795b920a35ae3.jpg [View same] [iqdb] [saucenao] [google]
730384

Getting somewhere. I'm not 100% happy with the cheek fuzz but it will do. The mustache is looking a little layered/feathery. I'm going to have to spend some time on that. But we keep moving forward.

>> No.730440
File: 250 KB, 428x624, bogged4.png [View same] [iqdb] [saucenao] [google]
730440

>> No.730446

>>730440
Admit it, you fucked up the sculpt and then went "fuck it, I'll just go full bogdanoff"

>> No.730453 [DELETED] 
File: 378 KB, 652x732, bogged5.png [View same] [iqdb] [saucenao] [google]
730453

>>730446
He knows too much.
Keell heem.

>> No.730454
File: 400 KB, 632x816, bogged5.png [View same] [iqdb] [saucenao] [google]
730454

>>730446
He knows too much. Keell heem.

>> No.730456
File: 1.33 MB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
730456

my first time modelling anatomy using proportional grab tool and loop subdivide

>> No.730458

>>730454
Fucking kek, nice one

>> No.730494

>>730456
Looks like the fucking Praetor armor. Nice work anon.

>> No.730537
File: 239 KB, 1920x1080, Blue.jpg [View same] [iqdb] [saucenao] [google]
730537

Well I got no feedback so Im just throwing shit together for the textures.
Looks like shit so far, but I feel I may be getting somewhere. I need to figure out a process

>> No.730543
File: 837 KB, 1426x1466, 084e48c16bf18819bb66c6e8b3c0cada.jpg [View same] [iqdb] [saucenao] [google]
730543

Delaying on the eyebrows but i'm trying to make the hair not look like hot garbage. I made the hair chunk textures too dense and its super obvious. So I'm improvising and using the hair ID texture to just mask out some of the alpha map so give the hair strands some room to breathe. Getting some better results but I need to paint in a hair texture on the head of the character so you don't see right down to the bald scalp. :/

>> No.730555

>>730440
>>730454
oh boy, severely based 3D memes

>>730456
severely based OS

>> No.730576
File: 403 KB, 1000x859, GottaGitGudAtSculpt.png [View same] [iqdb] [saucenao] [google]
730576

Currently practising anatomy, with a focus on the planes of the face. My latest work on here got blasted for the anatomy, so I'm gonna try and work towards that in this next one.

>> No.730595

>>729981
fucking based

>> No.730603
File: 164 KB, 720x540, ballasss.png [View same] [iqdb] [saucenao] [google]
730603

making skeleton for gaem

>> No.730604

>>730576
Which gender is that supposed to be? You have mixed markers. In any case, the nose is not wide enough, eyelids need some thickness and there is a weird fold between eyebrow and eyelid at the outside of your eyes. Also, the top eyelid goes over the bottom eyelid, they don't meet and vanish like in your sculpt. Ears could be a bit higher, but that varies a lot from person to person so it doesn't matter.

>> No.730610
File: 355 KB, 1500x1500, dazzle.jpg [View same] [iqdb] [saucenao] [google]
730610

Hey cunts, haven't done high poly shit for years.

Ive got tonns of big photogrammty scans

Best way to retopo and project textres? need some automated shit.

>> No.730634

>>730440
>>730454
wanna see a version of starfox where this bog model replaces andross

>> No.730663
File: 405 KB, 897x823, 36223332.png [View same] [iqdb] [saucenao] [google]
730663

>>730604
Got it, thanks anon. I'll keep tweaking stuff until I'm satisfied. Lemme know if there's anything else I should be aware of, though.

>> No.730691

>>729763
>so this is the real blender...

>> No.730697

>>730663

Get one of those free skull models in put it inside your head mesh for reference.

>> No.730732
File: 3.35 MB, 831x1056, GS_Fe.png [View same] [iqdb] [saucenao] [google]
730732

All the projects I have started, and I have yet to see a single model through to completion.
Cry. Time to isekai myself.

>> No.730763
File: 646 KB, 1360x1468, Practice 3-27-20.png [View same] [iqdb] [saucenao] [google]
730763

Decided to drop sculpting and now i'm gonna get into modeling waifus, wish me luck.
I still don't know about the ass tho.

>> No.730779

>>730763
Ass looks fine

>> No.730814
File: 81 KB, 1479x924, Bat_step01.jpg [View same] [iqdb] [saucenao] [google]
730814

>> No.730824

>>730691
lold

>> No.730826

>>730814
Get in the soup

>> No.730827

>>730603
i like this a lot. What sort of game is it?

>>730454

can you uv map this with some weird stuff for us?

>>730382
bump.alsocurious to hear answers for this.

i dont consider 3k low poly at all but i guess its relative.

>> No.730828

>>729809
what program did you make this in? it looks
authentic to memory of the show. What was the process like?

>>729763
Scp name?

>> No.730829

>>726699
anon has left the chat

>> No.730830

>>727471
blog?

>> No.730843
File: 96 KB, 1265x846, Bat_step02.jpg [View same] [iqdb] [saucenao] [google]
730843

>>730814
soup ingredient update

>> No.730848

>>730843
3Dguy?

>> No.730857

>>730848
Who else could it be?

>> No.730860

>>730857
He's usually tripfagging, though. Got me bamboozled.

>> No.730862

>>730860
If every joint looks like a 70 year old's bony, arthritis-ridden knuckle, it's a safe bet it's 3dguy.

>> No.730866

>>730862
True dat. My go-to to spot them is soft curvature maps in diffuse.

>> No.730876
File: 450 KB, 856x480, Bat_step03.webm [View same] [iqdb] [saucenao] [google]
730876

>>730843

>> No.730878
File: 107 KB, 1000x1000, Shop-Image3-1000x1000.jpg [View same] [iqdb] [saucenao] [google]
730878

what the fuck happened to blender weight painting? im trying to subtract weight from one bone and its adding it to another bone automatically HELP?

>> No.730881
File: 3.81 MB, 5376x3024, compressed.png [View same] [iqdb] [saucenao] [google]
730881

nother pass on textures, forgot to fix the stretching on the barrel

>> No.730949

>>730878
Wow, great work in progress image.

>> No.730951

>>729593
this looks really awesome, nocap. Do you know Dali ?

>> No.730960

>>730878
impressive, where did you modeled this?

>> No.730987

>>730878
Damn, those are some top tier models, perfect anatomy.

>> No.730988
File: 410 KB, 717x828, 3622312332.png [View same] [iqdb] [saucenao] [google]
730988

update

>> No.730996 [DELETED] 

>>730988
Me trying to see what she'll look like once she grows hair like a human.

>> No.730998
File: 416 KB, 579x768, 36223123232.png [View same] [iqdb] [saucenao] [google]
730998

>>730988
What she might look like once she gets human features like eyes and hair.

>> No.731003
File: 2.43 MB, 1440x810, texas plants small.png [View same] [iqdb] [saucenao] [google]
731003

need to fix the big plants cause they're trash and fix the river bank

>> No.731117
File: 56 KB, 1280x720, 64bw5w54z.jpg [View same] [iqdb] [saucenao] [google]
731117

Assault rifle based on the design of the MP-7.
I am nearly finished modeling, needs sights and a foregrip.

>> No.731119
File: 86 KB, 1960x1260, basic.jpg [View same] [iqdb] [saucenao] [google]
731119

Just give it to me straight.
It's for my video game.

>> No.731123

>>731117
The suppressor could use some tightening up imo. Seems really mushy looking compared to the rest of the gun.

>> No.731127

>>731123
Thanks for the feedback, you are right. I'll see what i can do about it.

>> No.731133

>>731119
Looks nice, not sure how i feel about the handle texture but it depends on the style of the game.

Did you model and texture paint this in blender?

>> No.731139
File: 217 KB, 800x533, bugatti-100P.jpg [View same] [iqdb] [saucenao] [google]
731139

>>730108
It's not a concept but a real aircraft. The Bugatti 100P was designed by Louis deMonge in 1939 and is powered by twin 4.9L I8 Bugatti engines mounted offset behind the cockpit.

>> No.731140
File: 24 KB, 760x428, NC_bugatticrash0808_1920x1080.focal-760x428.jpg [View same] [iqdb] [saucenao] [google]
731140

>>730108

>> No.731141
File: 120 KB, 1100x704, 0c2fd4160952f4d40e0a6d684b8dbf27.jpg [View same] [iqdb] [saucenao] [google]
731141

>>730108
hopefully this clears things up for you

>> No.731150

>>731141
There's a reason that design quirk went out of favor

>> No.731154

>>730117
your nose looks much softer than the reference, you should make the edges more defined.

>> No.731157
File: 350 KB, 1362x1462, Practice 3-29-20.png [View same] [iqdb] [saucenao] [google]
731157

>>730779
thanks, will try to tweak further tho.
how's this one looking?

>> No.731161
File: 599 KB, 1368x424, UZI BASTARD shitpost.png [View same] [iqdb] [saucenao] [google]
731161

>>731117
AH i see you too are a man of culture

>> No.731166

>>731150
that has nothing to do with criticism, anon

>> No.731201

>>731133
Yes

>> No.731270
File: 652 KB, 1376x1728, Practice 3-30-20.png [View same] [iqdb] [saucenao] [google]
731270

>>731157
What do you guys think about the topology around the arms? should I A pose or T pose?

>> No.731279

>>731270
I wanna make sex with your 3dmodel.

>> No.731286

>>731161
yes i am
but also lazy - did nothing today.

>> No.731417

>>731279
anon she doesn't even have an ass, should I give her one?

>> No.731439

>>731270
Is it going to be Roll?

>> No.731442

>>731270
Oh no, absolutely not. Shoulders topology shouldn't flow into the arms like that, look up any topology reference ever.

>> No.731451
File: 871 KB, 1920x1080, ST_Pose.jpg [View same] [iqdb] [saucenao] [google]
731451

Finishan a new render today. Converting materials to your renderer is such a pain.

>> No.731476

>>731451
poses are a little too stiff but i dont think a lot of people would notice. looks really cool though.

>> No.731668
File: 344 KB, 1600x1200, Dinobot_09.jpg [View same] [iqdb] [saucenao] [google]
731668

>>730828
Made in 3DS Max, using tons of screencap reference. Mostly pretty straightforward, the hardest shapes were the chin and the 'bone' armor. Had to relearn skinning because I haven't made anything organic looking in years.

>> No.731714

Anyone else watching this?
Youtube.com/watch?feature=youtu.be&v=-3m3Y_WyNn0

>> No.731715

>>731439
yeah probably
>>731442
thanks anon I will look into it.

>> No.731822
File: 378 KB, 540x960, ILANE_Beta_011.png [View same] [iqdb] [saucenao] [google]
731822

>> No.731938
File: 76 KB, 1080x1920, received_224595931989679.jpg [View same] [iqdb] [saucenao] [google]
731938

>>730576
Bullying begets improvement. Never going back to poly modelling for my characters.

>> No.732050

>>731140
>bugatticrash8080.jpg

>> No.732053
File: 60 KB, 664x456, IW_Caproni_Stipa_01.jpg [View same] [iqdb] [saucenao] [google]
732053

>>730108
People have forgotten how chaotic and absurd prewar aviation development really was

>> No.732081
File: 149 KB, 1366x768, Practice 4-3-20.png [View same] [iqdb] [saucenao] [google]
732081

>>731715
is this any better?

>> No.732088
File: 2.75 MB, 3840x2160, 1561101945729.png [View same] [iqdb] [saucenao] [google]
732088

RENDER COMPLETE

>> No.732155

>>731442
>look up any topology reference ever.
troll post
give us a fucking red line or stfu.

>> No.732156
File: 39 KB, 416x442, RedLineTemp.png [View same] [iqdb] [saucenao] [google]
732156

>>732081
Make it something like this

>> No.732157

>>732156
>>732081
Also, for style like that, T-poses are the default; A poses are for more detailed models with Muscle features.

>> No.732172
File: 198 KB, 1366x768, Untitled.png [View same] [iqdb] [saucenao] [google]
732172

>>732157
yes that's what I noticed from models I've used for reference from the pokemon and other switch games, but they're triangulated and it's really difficult to use them as reference.

I wish I could find some non triangulated low poly or semi low poly models.

>> No.732193

>>732172
You know about quadify right?

>> No.732194

>>732193
Link: https://knowledge.autodesk.com/support/maya-lt/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/MayaLT/files/Polygon-selection-and-creation-Convert-polygon-faces-to-triangles-or-quadrangles-htm.html

>> No.732212
File: 176 KB, 692x692, ass20_mesh.jpg [View same] [iqdb] [saucenao] [google]
732212

rate the ass of my girl

>> No.732423
File: 320 KB, 1571x999, Ms7.jpg [View same] [iqdb] [saucenao] [google]
732423

Not really in progress anymore as I just finished it.

>> No.732463

>>730763
What is the front reference picture from? Can you upload it?

>> No.732465

>>732212
scoliosis/10

>> No.732470
File: 81 KB, 1492x720, Sem Título2.png [View same] [iqdb] [saucenao] [google]
732470

Here's my first attempt at modelling a character.
Any thoughts?

>> No.732515
File: 1.18 MB, 2117x894, 2020-04-06 17_50_32-Window.png [View same] [iqdb] [saucenao] [google]
732515

>>726562
The Modelling Process is done. Now I just have to UV it

>> No.732545

>>732470
Maybe learn about anatomy first. Those legs are fucking huge.

>> No.732546
File: 2.04 MB, 1920x1080, untitled.png [View same] [iqdb] [saucenao] [google]
732546

It's my first IBM compatible in its original state. Bought it in spring 1994. 80MHz, 4 Megs of RAM, no optical drive. Playing TIE Fighter will never be the same.

>> No.732548

>>732545
Found a leglet

>> No.732551

>>732515
What workflow did you use here? Booleans?

>> No.732570

>>732551
Yes, and I also use Boxcutter and Hardops plugins

>> No.732601

>>732548
bitch looks like a fucking ostrich. those legs are like 1.5x too long. Not to mention one thigh is as thick around as her waist. I'm all for stylization but for fuck's sake learn where to stylize.

>> No.732615

>>732212
it's a space station

>> No.732665
File: 1.38 MB, 1920x1080, render1.png [View same] [iqdb] [saucenao] [google]
732665

Made pyukumuku, wan't to model it's hand with some bones so I can poste it.

>> No.732682
File: 2.48 MB, 1920x2160, Coyoacan_Livingroom.jpg [View same] [iqdb] [saucenao] [google]
732682

Took me 3 days

>> No.732689
File: 56 KB, 960x647, 960x0.jpg [View same] [iqdb] [saucenao] [google]
732689

>>732682
would love to shoot down colombian coke dealers in that room.

>> No.732700

>>732470
The topology's neet so far.

>> No.732716
File: 360 KB, 960x540, ILANE_Beta_026.png [View same] [iqdb] [saucenao] [google]
732716

>> No.732721
File: 2.75 MB, 960x960, 1564189490530.webm [View same] [iqdb] [saucenao] [google]
732721

Anyone have any advice on titty physics in Blender 2.8? This is a cloth sim, which, with better settings, would probably work well -- but I can't seem to get good settings, and taking around 5+ minutes to test each setup is a bit draining. It also collapses in on itself quite often. Ideally an approach that would also work on a rigged character would be nice.

>> No.732764

>>732682
What did?
Did you model and uv and make all the textures yourself etc?

>> No.732767
File: 1010 KB, 1045x775, 36223123232.png [View same] [iqdb] [saucenao] [google]
732767

Fuck zbrush's retopo tool.

Can't seem to get rid of this bullshit right there.

>>732716
The eye texture looks like it's just a green-tinted TV noise

>> No.732775

>>732546
crisp

>> No.732777

>>732193
>>732194
oh yeah for some reason it doesn't work, and pretty sure the original model probably has a lot of triangles, so it's difficult to know what the original non triangulated model looked like.
>>732463
I speak some japanese so I was looking for tutorials in japanese and found one from autodesk area japan, I'll share the link when I have the chance.
>>732767
good god no, don't just use the zremesher as is, it creates a lot of spirals and weird shit, I actually think topogun is still a pretty good option for retopology.

>> No.732789

>>732767
You're using polygroups, they will always give you weird topology. Use the Topology brush and detect edges for cleaner topology. But if you're expecting pro level topology from it, then your lazy ass needs to learn that there are no shortcuts.

>> No.732790
File: 447 KB, 1168x699, topov01.png [View same] [iqdb] [saucenao] [google]
732790

>>732777
>>732789

I've managed to shit out something workable.

I'm aware it's a huge shortcut I am taking, but this is meant for a picture, so I don't mind sculpting all the way through. As long as I can make clean UVs, I'm good!

I'd never used zremesher before, as I always redid the topology by hand.

>> No.732870

>>732764
Yes, I've been modeling since 2008 using autocad , 3ds max and photoshop. I model simple objects in autocad... like tables, walls, and non organic stuff. on 3ds max a model the rest of the furniture like sofas, chairs, etc. And i use photoshop to create materials, perhaps some are designers and i download the texture and just uv on the object. Some props i download them.

>> No.732890

>>732463
here:
https://area.autodesk.jp/column/tutorial/maya-lowpoly/01-model-design/

>> No.732891

>>732682
Looks good but add a bump and spec map to that table
if its marble its gonna have thos characteristic cavities and cracks, if plastic then molding grain, if paint then than tiny bumps
not to mention use scratches and dirt

>> No.732893

>>732423
What you textured it in?
Anyway the left blood looks weird, like sponge pattern rather than splatter with leaks going down
As for the can itself, the etail just dosnt make that much sense, like the noise is too strong and the sign i imagine would be ether a sticker or a concave inprint pressed into it, same goes for white strip, im not sure how it would be manufactured.

>> No.732948
File: 180 KB, 1366x768, Practice 4-8-20.png [View same] [iqdb] [saucenao] [google]
732948

>>732081
moving onto sculpting the hands and retopo because I kinda suck at modeling.
>>732463
>>732890
oh yeah that's it.

>> No.732962
File: 839 KB, 1920x1080, gwass.jpg [View same] [iqdb] [saucenao] [google]
732962

messing around with a glass material for a spaceship. I kinda want it to appear from nothing so im wondering what a good transition would be

>> No.732982
File: 1.03 MB, 1047x881, 3622312332.png [View same] [iqdb] [saucenao] [google]
732982

>>732962
That material looks amazing anon. Did you want to take a shader approach to how it appears from nothing, or could you use particles/effects/volumes?

>> No.732998

>>732982
Thanks! probably gonna do both and masks and layers

>> No.733001
File: 1.05 MB, 2048x2048, FaceALMOSTDONE.jpg [View same] [iqdb] [saucenao] [google]
733001

>>732982
Calling it done for the night. How her upper lid thins out as it reaches its end bothers me, and I'll have to fix the forehead's shitty texture, but I'm almost done with the head.

>> No.733003

>>732962
Amazing look.
For your transition, what happens if you set the IOR to 1? It should become completely invisible. Maybe you could animate it? Make it gradually appear. Or use it as a starting base and combine it with something else to make the transition less uniform

>> No.733018

>>733001
What is that neck?

>> No.733044

>>733018
A placeholder, dummy. It's a WIP thread.

>> No.733060
File: 1.03 MB, 1080x1920, ILANE_Beta_030.png [View same] [iqdb] [saucenao] [google]
733060

>>732767
the iris texture is procedural.

>> No.733066

>>733001
For a moment I thought that was chromatic aberration.

>> No.733069
File: 243 KB, 921x377, capture2.png [View same] [iqdb] [saucenao] [google]
733069

>>733060
Yeah I know, but so is this. Point is there's a direction to the strands in the iris, and your procedural noise should reflect that.

If there's an ''Implode'' variable in your noise, try tweaking that, or anything that works similarly.

>> No.733072

>>733001
go back to your foundations man, that neck is the least of your problems.

>> No.733073
File: 204 KB, 1200x1031, ad1383f0-b1fb-0131-f830-0aefbbf174ce.jpg [View same] [iqdb] [saucenao] [google]
733073

>>733072
Her complexion is very healthy, anon. No foundation needed

>> No.733080

>>733073
I meant artistic foundations, and by that I also meant anatomy.

>> No.733081
File: 319 KB, 1356x1415, Practice 4-9-20.png [View same] [iqdb] [saucenao] [google]
733081

Thoughts on this? I intend to use this mesh as a base for several characters, so I decided to take the original mesh from maya to zbrush and then maya again for retopo (because fuck modeling hands from scratch). The mesh on the right is not mine I'm using it as reference.

>> No.733086

>>733081
Practice some more.

>> No.733101

>>733081

Depends on what you are doing. Is it supposed to be stylized.

>> No.733112
File: 1.11 MB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
733112

Doing a bit of practice, I don't use ZBrush much. Any critique?

>> No.733114
File: 551 KB, 1920x1080, VideoCall1.jpg [View same] [iqdb] [saucenao] [google]
733114

Runoff anon here.
Starting up a new project with the same kind of mood.
Ain't much just yet as it's just the rough initial blockout, but hopefully it'd be neat to see how it all comes together from this until the final version.
Only posting this now so they can be compared. Won't post again until some actual progress has been made.

>> No.733115

>>733114
Hey there runoff anon, spacelady anon here. I've started working on a cyberpunk scene of some sort as well.

I feel like your light has zero mood at all in that render. Do you do actual lighting later? The way I work is basically light a final layout before working on assets, so I'm just curious.

>> No.733116

>>733112
you are anatomy no good

>> No.733117
File: 304 KB, 960x540, unknown.png [View same] [iqdb] [saucenao] [google]
733117

I'm working on a low poly human but I'm having trouble getting facial proportions that don't immediately hit the uncanny valley

>> No.733119

>>733116
Maybe, but something I've been wondering is what's the difference between bad anatomy and just ugly people?

>> No.733122

>>733119
Usually making ugly people is easier because the hardest part of anatomy isn't making a nose, for example, but rather making a well balanced nose with proper scale all over. In the case of your character, your skull shape, cheekbones, nose and laugh lines look okay, but the eyes, mouth and ears aren't 'ugly people' eyes, mouth and ears, but just barely register as said organs.

That being said, if this is your first sculpt, it looks pretty good. Just keep it up anon

>> No.733123

>>733086
yes I will
>>733101
no, it's supposed to be stylized, my intention is to make some characters bravely default style and some others megaman style.

>> No.733130

>>733117
A big part of the issue here is that he doesn't have any eyelids.

>> No.733133

>>733119
beauty is pure subjective abstraction
anatomy is a set of concrete physical rules on how living creatures are structured, they are always true

people we usually call ugly are perfectly fine in terms of anatomy, its just their characteristics and proportions dont match the current ideas of beauty
those who cant tell the difference just lack artistic and anatomical knowledge

>> No.733134
File: 284 KB, 960x540, unknown.png [View same] [iqdb] [saucenao] [google]
733134

>>733130
Is this a bit better? I've mostly just messed with props and nonhumanoids before

>> No.733135

>>733117
>>733134
Try taking a look at old games like Morrowind and Deus Ex to get some ideas.

>> No.733136
File: 346 KB, 884x575, unknown.png [View same] [iqdb] [saucenao] [google]
733136

>>733135
I'll check em out, but honestly in engine its already looking /way/ better

>> No.733137

>>733115
Yeah I don't start lighting until a little bit in. So yeah, no light just yet. Mostly it's just blocking out the environment and getting a sense of how things are laid out and composition stuff for now. So yeah it's pretty shitty right now.

>> No.733138

>>733134
definitely makes him look less psychotic.

>> No.733139

>>733136
Your aesthetic is Wind Waker running on PSX graphics.

That being said, I love it.

>> No.733141
File: 111 KB, 640x480, +_3b09acc99a39b43160d8e8be4aea25e1.jpg [View same] [iqdb] [saucenao] [google]
733141

>>733139

>> No.733146

>>732721
these look too rubbery, kinda like a sexdoll or something.
Probably make them less elastic, they seem too quick to return to their original position

>> No.733147

>>733136
This actually looks appealing as fuck dude
Would play/10. that being said, I like the right one's proportions more

>> No.733148

>>733003
Thanks! yeah ill probably do something like that

>> No.733149
File: 1.16 MB, 3031x2114, capture.png [View same] [iqdb] [saucenao] [google]
733149

>>733147
Thanks man, if I ever find a programmer I wouldn't mind making something dope as hell with it, have a render with the out of date head as a what-if

>> No.733152

>>733146
Yeah, I had an earlier file with much better settings but I didn't save like a retard and Blender crashed while I was baking the physics.

>> No.733178

>>733136
confused what im looking at, are those shading lines on the forehead and nose bridge something rendered in your engine? or are they painted onto the texture? Looks cool though.

>> No.733179

>>733134
i think the forehead may be too bulbous on the side and the cheekbones are a little flat.

>> No.733181

>>732962
a turd outside on a slab of concrete sidewalk starts to vibrate in place as a high pitched sound starts increasing in volume, the turd starts to crystalize slowly like being frozen outside and then grows into the shape of your ship.


ez.

>> No.733182

>>732682
looks like a photo, amazing work anon. With this level of skill how do you utilize it? Peron al projects? Working for a studio? This is genuinely impressive.

>> No.733199

>>733178
The shading lines are part of the shader I'm using, yeah

>>733179
I'll tweak them a bit, thanks

>> No.733240

>>733182
I work in a studio, we have make interior design. We use a lot of designer stuff, and sell expensive designer furniture, so I make this archviz to our customers to approve the design then we sell all the furniture.

>> No.733256
File: 776 KB, 995x965, 1242352352.png [View same] [iqdb] [saucenao] [google]
733256

>>733001
Started working out the body

>> No.733258

>>733256
oh also I just started the hands, they're not meant to look like 3DGuy's joints

>> No.733259

>>733256
you are tits to high
neck still make no sense

>> No.733265

>>733256
trust me, go back and do some figure drawing. it'll help a lot.

>> No.733292

>>733265
oh don't worry, I'm already doing figure drawings, might as well have fun with zbrush at the same time!

If there's anything you could point out more specifically however, be my guest

>>733259
I'll fix em tonite, thanks anon

>> No.733311
File: 36 KB, 600x600, duckduckpoo.jpg [View same] [iqdb] [saucenao] [google]
733311

>>733256
Look at your hand size along with the pectoral , it makes the person look male. I'm assuming this is a female (female) so you might want to fix that.

>> No.733324
File: 387 KB, 841x660, robot.png [View same] [iqdb] [saucenao] [google]
733324

How do I take a circular hole out of something?

>> No.733327

>>733324
What your looking for is called a boolen operation, how exactly you go about it will depend on what program your using

>> No.733331
File: 422 KB, 1261x802, asd.png [View same] [iqdb] [saucenao] [google]
733331

Fuck this shit hard dude

>> No.733332
File: 217 KB, 430x767, height.png [View same] [iqdb] [saucenao] [google]
733332

>>733331
No no no anon, don't sculpt by pulling shapes like that. Your characters' fingers and limbs will be forever retarded if you don't start out from shapes.

>> No.733345
File: 703 KB, 2048x2048, body_v03.jpg [View same] [iqdb] [saucenao] [google]
733345

>>733311
That's right, and she is indeed a female(female).

After getting the body worked on a bit more, I feel like her face is a bit too... forward.

Thanks for the tips so far, anons.

>> No.733369
File: 363 KB, 1920x1080, 92912977_227290395180874_1308858306697101312_n.jpg [View same] [iqdb] [saucenao] [google]
733369

I guess this is the right place, my dad is too self conscious to post this himself to I am because I don't have any understanding of this shit so I'd love some comments to tell him how to improve. Here is his first

>> No.733370
File: 414 KB, 2048x1534, 93129935_254983059020443_8550717799671005184_n.jpg [View same] [iqdb] [saucenao] [google]
733370

and what he just sent me after a year ;ater

>> No.733386

>>733370
it still has a bit of the cg look to it but really only on the tires, if you squint a bit it looks like a photo which is impressive for one year, thats awesome. did he model the entire thing himself?

>> No.733418

>>733386
Yeah, all modeled in Blender

>> No.733441

>>733345
Twas looking for some 3d hentai ty

>> No.733447
File: 255 KB, 1292x2000, sign4.jpg [View same] [iqdb] [saucenao] [google]
733447

Trying my luck with hand-painted stuff.

>> No.733489

>>733447
not a bad start, are you making some other textures for roughness and normals?

>> No.733513
File: 240 KB, 409x712, body_v04.png [View same] [iqdb] [saucenao] [google]
733513

>>733441
my pleasure

>> No.733527
File: 563 KB, 994x629, Untitled.png [View same] [iqdb] [saucenao] [google]
733527

took me awhile...
but whatever happens...

>> No.733543

>>733513
you a need to focus on main shapes, your tits are still tooo high and your entire pelvis region lacks definition
neck is too thin towards top, laughing lines are too defines, cheeks are too big compared to the eyebrows and hands look akward as hell
what ress you sculping at? it looks too dense
>>733527
bretty nice,

>> No.733591

>>733543
I don't sculpt at the resolution it's rendered. The whole body is at about 100k when I sculpt.

Still, thanks a lot for the in-depth comment anon.

>> No.733610
File: 664 KB, 2592x1944, Post Apoc Character Painting WIP.jpg [View same] [iqdb] [saucenao] [google]
733610

>>728051
Working on getting the modified print file painted up. Looks a bit chubby in the face, but I'm not too bothered.

>> No.733611
File: 221 KB, 493x848, Post Apoc Character Render 1 Front.jpg [View same] [iqdb] [saucenao] [google]
733611

>>733610
Textured the original model a bit for reference too.

>> No.733688
File: 1006 KB, 1920x1080, VideoCall4.jpg [View same] [iqdb] [saucenao] [google]
733688

>>733114
Alright some actual progress and a bit more re-worked than the initial concept. Now it's using a proper real-world scale (where I can).
Added the first lighting pass, and I'm still messing around with it, but I like the concept of having the traffic lights being large LED panels that bathe the scene in light.

Most of the scene is still pretty basic and I haven't textured anything. Mainly been working on the elevated train for the most part. I think it's at a good place for right now, but gonna do some more detail passes after everything else is caught up; so up next will be modelling the videophone booths.

>> No.733697
File: 248 KB, 1000x1250, photo-1523277195894-65bdf36c4c6d.jpg [View same] [iqdb] [saucenao] [google]
733697

>>733688
Just in case you're thinking about keeping that texture for the asphalt: asphalt roads are generally made to be higher in the middle so water trickles down to the sides. Water shouldn't puddle around like that.

>> No.733703

>>733697
Oh I know that roads are slightly humped so that the water doesn't sit. The texture is really just there to get a sense of the mood for right now (it's literally just an append of the road material from the Runoff project). I'm not using it for the final. Though in the final it will be raining.
But yeah, just hadn't gotten to detailing the roads and stuff just yet. Road detail and sidewalks will be after I do the Vidphones. So sewers, gutter drains, puddles, potholes, chips and stuff in the curbs, the works.

>> No.733728

>>733697
>he doesn't know about American roads

>> No.733928
File: 2.61 MB, 2048x2048, body_v04.png [View same] [iqdb] [saucenao] [google]
733928

>>733513

>> No.733962

>>730440
>>730454
a fucking legend
>>730446
kek'd

>> No.733984
File: 29 KB, 369x691, BulkyAnatomy.jpg [View same] [iqdb] [saucenao] [google]
733984

trying to learn anatomy
Have not touched the hands and feet yet

>> No.734033

>>733527
Pretty decent except for the michael jackson nose, you should make it bit wider.

>> No.734072
File: 1.08 MB, 512x512, 1583456742447.webm [View same] [iqdb] [saucenao] [google]
734072

i've got jiggle physics almost down pat

>>733611
very nice model

>> No.734077
File: 1.83 MB, 1245x870, face.png [View same] [iqdb] [saucenao] [google]
734077

Have started using Blender two days ago thanks to a friend who taught me how to use it

Started sculpting today (also little bit yesterday) and my anatomy knowledge came in quite handy, still needs a lot of polish but I would like some honest reviews of what I did so far

>> No.734078
File: 1.40 MB, 1185x829, face2.png [View same] [iqdb] [saucenao] [google]
734078

>>734077
Another angle

>> No.734082

>>733928
Her rib cage looks too long and too forward in front.

>> No.734098

>>734072
Awesome

>> No.734104
File: 36 KB, 600x403, ayy_lmao.jpg [View same] [iqdb] [saucenao] [google]
734104

>>734072
the tits center of gravity seems wrong and should be more towards the nips u dungus

>> No.734108

>>734033
tfw i've been getting michael jackson critiques.
thank you.

>> No.734111

>>734104
unfortnately theres no way of setting weights for individual verticies, you can only set the weight for all verticies

>> No.734158
File: 30 KB, 607x203, Untitled-2.jpg [View same] [iqdb] [saucenao] [google]
734158

>>734072
>very nice model
Thanks, I didn't do the heavy lifting though.

>> No.734161

>>734111
Wow, blender is a REALLY advanced tool

>> No.734165
File: 2.88 MB, 3840x2160, Battle.png [View same] [iqdb] [saucenao] [google]
734165

>> No.734166

>>734111
>>734161
This is bullshit. You can change the vertex weights in the vertex menu. Whenever you add an armature each bone gets a vertex group where you can set it.

>> No.734193

>>733984
Did you touch other parts?
Other than general idea of main muscles there seems to be no care for volumes or propotions which make anatomy, not defining individual muscles nobody even knows where are exactly.

>> No.734194

>>734077
i hate dynamic topo, you already making mistake in shapes, for now put in eyes and try to get the eye and lip region right, overall head proportions are easiest to change and fix

>> No.734203

>>734166
I mean physical weight you dork

>> No.734225

>>734203
>I mean physical weight you dork
Right, because in 3d, physical weight is the go-to definition when talking about weight and vertexes.
If you're using a cloth sim, the reason you can't is because it's for cloth, not boobies or volumes. Fabrics don't suddenly change weight halfway through. Can't even do that shit with MD.
You can try using softbodies.
>but it just collapses in on itself
Use an icosphere as the driving object, and extrude all the faces inside the object to give it structure.
Check out this video for a good starting point. The physics aren't quite there yet, but it should be a better way to get softbodies working which is closer to what you should be using over cloth. In either case, they're just bruteforcing something that's not really supported for some reason (why Blender doesn't have jiggle/wiggle bones is beyond me).
https://www.youtube.com/watch?v=-nkhXESF0jI

>> No.734228

>>734225
actually useful tips
sorry for the dork, i'll try this and see where it gets me compared to cloth

>> No.734232

>>734228
For what it's worth, it might not lead you anywhere useful. This is something that's been notoriously "hard" to do properly in Blender since forever, and why there isn't a solution for it is baffling.
Jiggle physics are used for more than just boobies. Like it'd be awesome to have some kind of jiggle bone or something to control something like the suspension of a car; instead of the ass-backwards way of parenting each wheel to a separate bone that's driven by hooked verts running a cloth sim. It's so fucking retarded it's no wonder why Blender is the butt end of so many jokes in the 3d world. It's always 3 steps behind in terms of tech.

>> No.734235

>>734232
i think the biggest mistake people make about blender is that it's not a commercial product and so most of the actual development is driven by the community
for example, take a look at pablo dobarro and the insane stuff he's putting out
all it takes is a person like that to really focus in on a feature
it'd look a lot less hacky if you could just run a cloth/soft body/rigid body sim on an armature directly

>> No.734280
File: 11 KB, 300x228, Building-Smoke-and-Dust-300x228.jpg [View same] [iqdb] [saucenao] [google]
734280

>>731451

Poses are stiff, and the stormtrooper's armor is way too clean. The scene would also benefit from way more contrast the dust looks more like a mist than actual dust particles that cast harsher shadows and such.

>> No.734323

>>731451
Armor looks like plastic, is way too clean and they dont really fit in with the environment

>> No.734378
File: 1.28 MB, 1540x2040, Practice 4-17-20.png [View same] [iqdb] [saucenao] [google]
734378

I have like 2 hours on painter so don't bash me please
I also got kinda tired of anatomy so I made this.

>> No.734435
File: 2.49 MB, 3840x2160, screenshot003.png [View same] [iqdb] [saucenao] [google]
734435

Struggling to find a nice lighting setup in engine. The actual character isn't 100% ready for it yet. Textures still have more tweaking. I'd just like to see it under better lighting conditions. Any suggestions on nice lighting setups?

>> No.734438

>>734435
looks like you just have an hdri/ambient lighting set up so far
try a basic 3 point lighting set up in addition to the ambient

>> No.734441
File: 332 KB, 1785x1162, be79167e7d8186887abbe47a73cc2545.png [View same] [iqdb] [saucenao] [google]
734441

>>734438
I do actually have a few lights in the scene at the minute. I think i'm going to go back and start the lighting from scratch. Really think about where I want the character to be in the world.

>> No.734451

>>734441
yeah, you should decide whether you want grounded lighting that invokes a setting or more abstract lighting that serves to show the asset off
i reccomend starting off with very high and hard contrast lighting to get the striking elements of the lighting down
might be obvious but marmoset's posts on lighting are actually very helpful and make good starting points
https://marmoset.co/posts/painting-a-character-with-lighting-in-toolbag/
https://marmoset.co/posts/lighting-and-rendering-guns-in-toolbag/

>> No.734506
File: 550 KB, 684x881, 3622312332.png [View same] [iqdb] [saucenao] [google]
734506

>>733928
Started working on the cloth. She'll eventually have a bra and a shirt to hide those sinful nips.

>> No.734547

Ayyo someone should start up a new /wip/ thread yo.

>> No.734569

>>734506
crack head vibes

>> No.734621

>>734506
Good job.
The mid section could be less stretched/ thicker but otherwise the cloth really seems to have a weight to it.

>> No.734630

>>729860
Nice work, is this an Infiniti G35 coupe?

>> No.734643

>>734569
More like innsmouth vibes.

>> No.734669

>>734668

New thread

>> No.735107
File: 194 KB, 725x840, Evalyne.png [View same] [iqdb] [saucenao] [google]
735107

I made a lady

>> No.735113
File: 673 KB, 800x800, 1573453205602.png [View same] [iqdb] [saucenao] [google]
735113

>>735107