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/3/ - 3DCG

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

WIP thread, get your WIP thread

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

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

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

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

>> No.726699

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] [report]

just bored innit

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

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

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] [report]

Temple environment i'm making

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

>> No.726970

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

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

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

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] [report]

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] [report]


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


>> No.727114

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] [report]

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] [report]

finished the texturing

>> No.727473

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] [report]

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

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


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] [report]


>> No.727965

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

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] [report]

For anybody that want's it.


>> No.728075

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] [report]

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] [report]


>> No.728107
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>> No.728111
File: 294 KB, 1918x1604, refeet.jpg [View same] [iqdb] [saucenao] [google] [report]


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] [report]

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

>> No.728181

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] [report]

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

Mapping for a Source Mod.

>> No.728216 [DELETED] 

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.

>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

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

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.

Ears should be tilted forwards a bit in humans.

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

Holy Moonlight Sword, first model

>> No.729013


>> No.729039



>> No.729057

thanks anon

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

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] [report]

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] [report]

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

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

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


>> No.729300

>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

my nigga

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

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

>> No.729375

nice seams and stretching

>> No.729394

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] [report]

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] [report]

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

>> No.729414

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] [report]

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

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] [report]

>> No.729438

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

>> No.729440

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

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

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] [report]

Adding a body to an already existing head

>> No.729467

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] [report]

small, tender, delicate update

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


>> No.729561

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] [report]

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

What about this is male?

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

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

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

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

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

Interesting. Thanks!

>> No.729730


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] [report]

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] [report]

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

>> No.729743

>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

the Y chromosome

>> No.729755

>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] [report]

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.

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


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] [report]

Some of the upper landmarks I had from earlier

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

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

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

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

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] [report]


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

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] [report]

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

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

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] [report]

team fortress classic shotgun

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

other angle

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

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] [report]

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

>> No.730029

do the clothes in md

>> No.730108

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] [report]

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

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

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

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:
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] [report]

1st pass on textures

>> No.730191

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

Lmao, based.

>> No.730196

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] [report]

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] [report]

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

5 months for that shit, lmao

>> No.730246

Use reference bruh.

>> No.730257

good morning starshine

>> No.730263

The Earth says HELLO

>> No.730264


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

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] [report]

layout view

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

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] [report]

>> No.730446

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] [report]

He knows too much.
Keell heem.

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

He knows too much. Keell heem.

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

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

>> No.730458

Fucking kek, nice one

>> No.730494

Looks like the fucking Praetor armor. Nice work anon.

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

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] [report]

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

oh boy, severely based 3D memes

severely based OS

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

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

fucking based

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

making skeleton for gaem

>> No.730604

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] [report]

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

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] [report]

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

>so this is the real blender...

>> No.730697


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] [report]

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] [report]

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

Ass looks fine

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

>> No.730824


>> No.730826

Get in the soup

>> No.730827

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


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

bump.alsocurious to hear answers for this.

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

>> No.730828

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

Scp name?

>> No.730829

anon has left the chat

>> No.730830


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

soup ingredient update

>> No.730848


>> No.730857

Who else could it be?

>> No.730860

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

>> No.730862

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

>> No.730866

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] [report]


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

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] [report]

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

>> No.730949

Wow, great work in progress image.

>> No.730951

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

>> No.730960

impressive, where did you modeled this?

>> No.730987

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

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


>> No.730996 [DELETED] 

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] [report]

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] [report]

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] [report]

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] [report]

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

>> No.731123

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

>> No.731127

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

>> No.731133

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] [report]

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] [report]


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

hopefully this clears things up for you

>> No.731150

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

>> No.731154

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] [report]

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] [report]

AH i see you too are a man of culture

>> No.731166

that has nothing to do with criticism, anon

>> No.731201


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

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

>> No.731279

I wanna make sex with your 3dmodel.

>> No.731286

yes i am
but also lazy - did nothing today.

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