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File: Work in Progression.jpg (251.04 KB, 1297x752)
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New WIP thread since old one hit bump limit.
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>>498957
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what kind of weapon would this mr lmao use?
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>>498975
I would say a steel walking stick, seeing as he only has one leg. Maybe it doubles as a probe and has fancy futuristic lights.
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>>498977
kek 'an anal dildo probe walking staff
it would be an intimidating weapon
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File: Night 07.png (1.53 MB, 1920x1080)
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I would like to know what you guys think of this?
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day of the same pic,also made with 3dsmax and unity
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>>498976
plz finish
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>>498975

eyy
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>>499009
Same fagging this hard.
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>>499014

spotted it too
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Thoughts on my rig, and thoughts on manually keyframed physics simulation on the gloves? I know gloves aren't that flimsy normally, I just wanted to experiment.
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>>499017
its shit
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>>499018
Thx anon 4 help
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>>499017
What more does it need to be doing?
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>>499020
I just feel like it needs improvement for some reason. I know the thumb needs to be able to be flush with the back of the hand or the palm. Subtle stuff like that.
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>>498957
It looks nice, but something about the skybox feels off.
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>>498976
nice job but shading looks a bit off. also I'd say the mouth is a bit smaller and closer to the nose.
but overall its pretty decent
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>>499023
that picture is just the signature WIP thread picture. not actually something OP is working on
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i maed dis
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>>499031
WHy was it made the sig? Btw, i'm not the guy you replied to
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>>499032
Those knees...
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>>499021
Well your rig is all about getting the joints to move in a certain way thay serves your animation. Beyond gesturing are these hands going to use tools or weapons? You might need a unique rig for every prop the hands use, but your gesture animations look good as they are. I don't know how else the rig itself could be improved without the introduction of more tasks.
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>>499034
I was some persons wip and they kept starting the threads with it. It eventually became the easiest way to find the wip thread.
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>>499032
Use image planes for dem legs brah. They're lookin a bit chickeny
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>>499046
o
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File: aerg.png (558.57 KB, 714x714)
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trying to make my game a bit more edgy

was trying to thing of the worst things to find in the woods
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>>499094
you should try making it look less shitty first.
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>>499096
going for a ps1 early ps2 look
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>>499100
just give up
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>>499100

Then you've failed miserably.

Also it looks like she's hovering. Her weight needs to hang off her neck which is the thing holding her up. Repose her.
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>>499100
Don't go citing ancient consoles to try and lower the bar for yourself. Hundreds of professionals, working for thousands of hours, worked very hard to make their games look as good as possible with their hardware limitations.

As gross as it is, google up some hangings to see how the body lays when being hung. She does look like she's floating, incidentally tethered to a tree.

And I know the dark game is very chic right now, but there's a certain art to lighting darkness beyond the lack of lighting. I tried to find a good resource on the topic for my own game but couldn't find anything good. Just look for scenes from movies that look like how you want your game to look.

And the worse thing to find in the woods is guerilla rapist not a dead body.
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>>498976
cheeks are too small. look at the other disney princesses for reference
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>>499032
Nudes please
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Will you guys help me figure this out? I'm trying to go way low-poly like the cave floor on the right, but when I extract faces into making sure everything can line up (I'm trying to make a cave floor intersection for a top-down shooter game) the second part always ends up more smooth than it needs to be.

I think it has something to do with the normals? I can "fix" the low-poly on the right so it doesn't look as sharp but I want that sharp look.

Will it all look the same in Unity for some reason? What dumb thing am I doing wrong?
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>>499139

For reference all the edges and vertices match up evenly, it's not like the middle is extremely smooth on purpose, it's just different for no reason I can find online.
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>>499140
>>499139
Nevermind, it was exactly what it sounded like in Maya. Sometimes the options behave weirdly instead of what they should do, but not for "Harden Edges"
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>>499014
>>499016
posted 4 hours later
how the fuck do you even spot the samefagging there?
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>>499142
if your normal smmoothing options are doing weird shit in Maya, i find using "unlock normals" usually fixes it.
>>
http://jornaloide.com/cosplay/
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Finally got around to finishing this after being sick as hell for three weeks.
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still dunno how to texture or anything like that yet, but I'm happy with how the model itself is turning out. Before I move on to trying to figure out baking normals, anything I need to change or is glaringly disgusting?
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>>499176
See pic.
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>>499178
many thanks! I forgot that I neglected the bottom of the grip when I started, this better?
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>>499179
Much better.
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I made this as a first attempt with C4D sculpting tools.
Actually been fucking around with the software for a couple years now but never tried sculpting before, just managed to learn something about lighting and textures and shit but i'm stil super beginner. Thinking about making the big jump with learning 3D the right way with courses or such
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>>499145
>implying the time between matters
samefagging this hard
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>>499179
Is this a weapon from a game or original? It's got some really clean, sharp edges. Only issue i have is the end of the blade. The curve isnt as smooth as everywhere else on the model, and on the blunt tip there are two angle changes i think would look cleaner as one angle or just a continuous line ending in a sharper point.
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File: Monado.png (1.67 MB, 897x3878)
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>>499232

Pic related. It's a sword from the game Xenoblade.
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>>499247
what a stupid design
>>
^^^^

Seriously, how the fuck is that supposed to cut you?
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>>499251
>>499250

It isn't actually a sword, it gives the wielder foresight and attacks using energy waves.
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>>499253
just another autistic gay design for manchildren than
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>>499256
I agree but why even post this?
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>>499257
Because it is a discussion board ?
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>>499260
>discussion

All you faggots do on this board is talk shit.
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>>499260
Maybe discuss the modeling instead of the design?

I'm sure anon would like some modeling critique over shaming some garbage japanese design
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>>499262
The quality of the design itself is essential to the result, regardless of his modelling skills. If he was modelling an actual piece of shit, like the excrement coming from a dogs bowels, my relevant critique would be "it's shit". Do you get my point ?
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>>499263

There is a huge difference between a poorly made piece of dog feces and one that looks realistic. There's plenty of room for technical discussion as to whether or not the Uv's are done properly and if it looks correct.
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>>499263
That's the problem. You're critiquing a design that's not his so its irrelevant. 100% sure he'd rather you call his modeling work shit instead with the board being slow and all.

Anon should also post wires if he expects to get any decent replies anyway
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>>499266
>>499267

If he made it terrible, I'd say it's shit because it's a shit job. If he made it good, I'd say it's shit because it looks like actual shit. And since I addressed the gay autistic model that it is, that means he probably did a good job by accurately replicating the authenticity of the autism and the homosexuality of the original design itself. It's a strange, shiggy way we communicate in /3/
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>>499275
i bet you would go apeshit if he posted wire
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>>499275
>homosexuality of the original design itself.
You ain't seen nothin yet anon
As far as jrpg/weeb swords the monado's original from is pretty tame
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>>499251
>not knowing how to quote

>how the fuck is that supposed to cut you?

The same way all large blades cut; a lot of weight behind a somewhat-blunted edge which prevents it from chipping.

Even if that weren't the case, you can't see the edge sharpness in any of the images posted. So why the fuck would you ask that question?
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>>499267
The design is not irrelevant because he choose it.
It says something about his taste.
His motivation to do it in the first place should be part of the critique.
So why doing a generic unoriginal gay autistic model when he can do anything else?
As far as i can tell the model looks ok, but the whole thing is still boring.
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File: monado.png (3.26 MB, 3840x3590)
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>>499253
>>499251
>>499283
>>499275
just think of it as a lightsaber, it opens up and a beam comes out, and it cuts with that

>>499267
>>499281
right sorry, forgot. Topo is terrible I know, but hopefully once I got this done I can bake it and do the topo correct on the lower poly one. I just wanted to make this one look really smooth. I know I shouldn't be making excuses and doing it right all of the time, but I'm shit and I'm lazy so I'll do it right when it comes to low poly.
Wires and updated pic taking into account the point smoothness like>>499232 said, hope it's visible, I didn't want to make five separate posts and make the thread reach the image limit too soon. Thanks for the help lads, much appreciated!
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>>499032
hair and legs need a tad bit of work. But material and render is dank sanatra
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>>499106
spoutin' truth.
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File: heli.jpg (136.72 KB, 1395x570)
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I started this today because I saw some other guy working on a helicopter in the other thread, now I dont like it anymore because doing it properly would need too much time and effort and I dont really enjoy doing mechinal stuff so I probably will stop. Maybe adding detail by painting textures in photoshop, dont know if that would look any good.
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>>499285
Good point.

So why aren't you doing anything at all?
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>>499316
looks like a turd
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File: worker man.jpg (50.46 KB, 818x521)
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>>499332

On a second thought, yes it looks pretty ugly.
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OPO
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>>499335
I'd pop 50 cents into a vending machine for one /10
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>>499357
looks nice, get rid of the noise and it'll be a good render, and maybe a little bump/normal maps for the wood, it looks rather flat right now
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>>499372
>>499357
also forgot to mention, render it in a higher resolution
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File: Banjo2.png (535.55 KB, 1058x674)
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First model I have done. Banjo from Banjo Kazooie.

Trying to learn retoplogy at the moment but having some trouble finding a good tutorial/guide for game characters.
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>>499316
could turn out well with proper texturing, thing is i wonder how topology is, im assuming its lowpoly
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>>499357

I like the phone, but I don't like that wood thing. Maybe just make one big wood plane or plain white with a shadow drop. Also adding more reflection to the display would be nice.
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>>499383
Your anatomy is shit
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File: BanjoBanjoTooie2.jpg (575.98 KB, 2052x2496)
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>>499383
>Banjo from Banjo Kazooie.
fuck you fuck you fuck you
get this square shit out of here
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>>499383
better than my first model
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File: 1.png (182.62 KB, 728x726)
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making a character that will shank u in the back and fuck the hole right now.
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>>499394

What exactly is shit about it? Again, I'm learning and brand new.

Banjo isn't suppose to have human, and I'm making the banjo from Nuts and Bolts. So things are kinda squarish and proportional.
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>>499419
People who are fans of Banjo Kazooie generally see Nuts and Bolts in a very negative light so calling the design of the Nuts and Bolts Banjo as from Banjo Kazooie is pretty insulting
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File: mgs5.jpg (191.02 KB, 1275x951)
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Trying to recreate that MGS5 trailer thing in Blender.
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>>499419
Wtf is wrong with you? Why would you use nuts and bolts for anything ever??
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when do you nerds feel satisfied and stop with your sculpt? when is it enuf i can't stop and it always change it too much
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>>499419
>I'm making the banjo from Nuts and Bolts
Yeah we know. Fuck you.
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>>499414
How's he gonna shank anyone with no arms or legs?
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Oh look, another gun...

Actually I'm hoping to use this ornate Kentucky flintlock as a chance to try and make something with lots of fancy engravings and detail etc in the bumpmap.
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Wireframe shots.
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Ancient Walther P-38 I did that still needs texturing also need to make normalmapped grooves for the grips.
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Whenever I try applying a turbosmooth modifier to an object, the edges do not round out.

I've double checked for broken edges/verts but even building a mesh from new causes it to do the same thing. I've also made sure smooth by "smoothing groups" is turned off.
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>>499581
looks to me like only the normals getting smoothed here not the geo itself which only gets subdivided, didnt you turn off subdivision smooting somehwo ?
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>>499583
Not as far as I know. I haven't modeled this piece any different from the rest of the geometry, and the rest seems to work fine when smoothed.
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File: wip.png (736.74 KB, 1582x1441)
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thats what im working on right now.
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>>499589
* Its the café from animal crossing new leaf
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>>499434
>>499495
>>499497

listen to these guys
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>>499481

Also this.
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did the wall :3
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>>499616
ids shid
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>>499617
:(
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>>499635
>>499616
>>499589
Just give up
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>>499637
nah, never
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>>499637
lol what a salty fag
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>>499596
pls continue
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>>499640
At the moment I would need to properly instrumentalize this MIDI file (http://www.midialternative.com/neworder/midi/lowlife/elegia.mid) to make it sound as close as the original one and add to my video.
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>>499653

And as far as I tried it sounded pretty shitty since I dont have much experience with music.
>>
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>>499575
nice one
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>>499672
pls give up
>>
a few hours into school work
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>>499675
i like this meme
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>>499677
you got far to go with the anatomy and proportions
you mean its a school project?
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>>499694
yeah
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>>499695
you should stop going into the details and go back into the main forms

use anatomy refs mate
since especially your side view looks bad as hell
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>>499697
the proportions are all squashed and stylized, do i stray from the reference given by the artist
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>>499695
>>499677
Lmao, you've been talking like a big shot here recently, but you're actually just a student with very mediocre work and poor sense of anatomy/muscle formation. I tip my fedora to you sir.
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>>499697
but yes, i am already using reference. im still blocking everything out. i just worked on the head for an hour for fun
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>>499698
You don't need to stray much. You simply need to have your muscle groups flow in a more appealing way that more closely matches general bipedal anatomy. Right now your muscles look like malformed blobs with nose sense of flow, underlying bone structure and attachment to the body.
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>>499699
almost like i have been talking about technical things and not fine art things. show me where i am talking big about my anatomy.

also, im sorry my quick blockout isnt good enough for you
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>>499700
>i just worked on the head for an hour for fun
You had to bump up the dynamesh resolution to have that fun, which is something you should never do when you're still "blocking out" your forms. That's the perfect recipe for "blob monster". You should only be bumping up resolution once your forms and silhouette look good.
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>>499702
>almost like i have been talking about technical things and not fine art things.
Things you think you know a lot about because you're in school now but in reality you'll realize you didn't until years later.
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>>499703
chop off head, work on lower res body. re attach with dynamesh.
>wow so hard to overcome that problem
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>>499705
Wow, it's almost like that's a stupid thing to do when you're still in the blocking out phase and have lots of work to do on the neck and face as well, changes that will take a lot more time to get smoothing properly after-wards if you had them separated, especially since the head's dynamesh density is so high. Again, recipe for blob-monster. Learn to do things in the right order and you'll become a better artist for it. Getting lost in detail on one part is bad behavior you need to work to kick early on.
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>>499706
ive just been using the super smooth brush and its working fine. but yeah it wasnt the greatest of ideas. but its there now
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>>499698
>>499699
as much as you might want to believe otherwise its rare a 2d concept makes perfect sense in 3d space, 2d artists cheat way too much fake perspective fake forms, ignore other forms and make mistakes

you need to adjust your concept for how it should work in 3d space and fix the mistakes that were made in concepting phase

use your design as a guis eon which you should transfer the knowledge of anatomy you have or if you dont have it the anatomy reference materials you should have gathered

also advise for you, unless your called grasetti or selwy its safe to assume every time someone says your made anatomy mistakes they will be right and you should take another more critical look at your model
>>
>>499705
>chop off head, work on lower res body. re attach with dynamesh.
as simple as this advise is people wont do it,
being afraid to be destructive is one of the biggest sins of beginners, they will try avoid big changes to their mesh at all cost being afraid of destroying what they think they worked so hard to create

hell, im guilty of this way too much
>>499706
thsi guys is right
zbrush an every other sculpting software is still extremely archaic and fucking retarded in most of its design, it gives you little enough control over the forms as it is so going to fast too early only stack more problems for you to overcome
>>
>>499709
but i posted that

the head is already loped off
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>>499705

Just like you can draw a face really detailed, then sketch out the body, cut the face out and plop it on top of another sketch with no additional work?

You're employing bad work practices, stopping it right now is easier than stopping it years down the line.

But whatever, it's your life and your free time that you're sacrificing.
>>
>>499714
its already off, i still have to get so much more detail in the face anyway. an extra 15 minutes reattaching it when the body get to that point wont be a big problem.
i was doing the blockout last night and was having a bunch of fun working on the face.
>>
>>499698
>>499697
>>499677
other that me being shitty at anatomy.
does anybody know where i can find muscle reference on how to attach the tail muscle-wise
>>
>>499718
>1
>>
>>499718
> reference on how to attach the tail muscle-wise

but thanks for the regular muscle reference, i add it to my ref page
>>
>>499722
there is a tail bone in humans, while underdeveloped we still have it
just look where it is and it will be logical how to extend it

but for a short version is just above your butthole between your buttcheeks, its an extension of your spine starts where your spine ends
>>
>>499723
>>499722
forgot image
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>>499723
>>499724
well shit. i had no idea
>>
>>499721
10/10 for anatomical accuracy
except for the /d/ which needs to be 500% bigger
>>
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Just university work, transferring everything into Zbrush to retopologise soon.
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>>499767
pls drop out
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a cat.
>>
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>>499774
Top kek, I'm glad you managed to rub enough braincells together to come up with such an insightful comment.
>>
>>499778
find another hobby
>>
why is this one guy just shitposting on everybody's stuff
>>
>>499794
Because hate is easy, confrontation is hard.
>>
>>499794
pls discontinue practice
>>
>>499797
pls halt all posting
>>
>>499794
probably that 12 year old who won't leave despite being told repeatedly that 4chan is an 18+ site
>>
>>499802
I bet all of his remeshes have terrible facial geometry and he uses ZBrush to model parents that actually love him
>>
>>499804
he cant figure out how to use zbrush so he has to use Zmodeler instead
>>
>>499805
>>499804
pls quit
>>
>>499804
now thats sad.
Do you think he knows he's not being the person Mr. Rogers knew he could be?
>>
File: Roedun Preview..png (457.66 KB, 904x932)
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Looking for critiques and comments. Still a w.i.p. of course.
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>>499809
is there a concept or are you just doing it all willy-nilly
>>
>>499810
I drew the concept art but it just had the essentials of the character (my drawing skills are subpar). Once I got the basics of the model down I went into willy-nilly road.
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>>499811
can we see it
>>
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>>499809
A bit too heavy on the detail distribution. the little extrusions on the chest plate and shoulder pads is fine, but remove them from the straps and bicep. That should help it read better.
I'd also make the top of his nose/face... thing, protrude outwards.
>pic related
>>
>>499812
I'm away from my main workstation at the moment, that's where the drawings are. I might post them tomorrow when I get a chance. They're nothing special though.
>>
>>499813
Thanks for your input, I'll take your suggestions into consideration. I also think that giving the face some more protrusion would help. Can you elaborate a little further on the straps/bicep suggestion? Are you talking about the little extruded outlines on them?
>>
>>499809
How does this character talk? Being in some form of armed unit, communication would be important.
>>
>>499818
This character was inspired by the Protoss race from starcraft(mainly the zealot), so it would be similar to how they talked since they have somewhat similar facial features. I was thinking about cutting slits on the sides of the lower face to provide a place for the sound to come out.
>>
>>499809
your hard surface stuff looks nice, but all of the cloth needs work.
i looks like you sculpted the shit and scarf without the other pieces ontop, which would make it almost imposible to make wrinkles that look like they are interacting with the other objects.

i just grabbed some reference off of google really quick

theres like compression folds where you shove the cloth together ( like the elbows ) then stress fold where your chestplate if connected, and a pinch where the armpit is.
>BUT
dont use symmetry, it will look so much better if you dont do that when sculpting cloth..

then how thick is the scarf on his neck? it feels like a canvas type deal.

http://cgvilla.com/wp-content/uploads/2014/09/Cloth-Fold-Sculpting.jpg

https://s-media-cache-ak0.pinimg.com/736x/9b/6f/a7/9b6fa701a2cbdb3177868eef7ec55762.jpg

https://s-media-cache-ak0.pinimg.com/736x/c1/50/7e/c1507e74569114ba7a457b874ca4e4fe.jpg

http://g03.a.alicdn.com/kf/HTB1YaPZHVXXXXbgXFXXq6xXFXXXI/Elite-font-b-Army-b-font-ACU-Tactical-font-b-Combat-b-font-Set-Kit-font.jpg

http://sphotos-a.ak.fbcdn.net/hphotos-ak-frc1/884317_445009525573575_1778426468_o.jpg

https://i.imgur.com/d7qQiEz.jpg
>>
>>499820
Thanks for spending the time to help me out! Yea the cloth needs a lot of work, I'm saving that for last. It's just there to represent clothing for now. I'm just working on the hard surface first, that way I can sculpt the clothing around the final version of the armor. Also those are some handy references, thanks for those.
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>>499821
Oh and i forgot to answer your question, that is the face, not a mask. I do plan on making a mask for the higher tiered units later on though. Also I will sculpt asymmetrically at the end. I just sculpt symmetrically now to save time. I find it easier to sculpt symmetrically, then go in afterwards to mess up the symmetry.
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>>499822
yeah, i was just talking about not doing symmetry it with cloth wrinkles.
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>>499809
dude, is that a robot or a guy?
whats up with that thick neck and stick arms

if its a robot remove some clothing and show some insides
if a guy, then dude, put at lest a basic blocked out body in there so you arms dont become sticks again
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My first sculpt
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>>499767
>your average university student
no, but for some serious critique, please look at references - more than a comic. you want it to look realistic, i assume? anatomical studies. look at them.
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>>499218
i'm not actually the dude who you were talking about who was samefagging
i wasn't samefagging.
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>>499830
Do the arms really look that bad to you? Could it be because of the close up view? There is a base mesh under there and it is not a robot.
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>>499839
He's not human though, is he? so sloctards crit is useless.
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>>499841
Yes, not a human. Basic concept was an alien race that saw humans as the race that has perfected war, so they bit off their tactics and designs.
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>>499842

Then make him less human. Maybe even simply combine two fingers. He looks so human that he looks like a bad human instead of looking alien.
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>>499831
he was good boy
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>>499834
It's not supposed to be realistic. I'm modelling Disney's Tarzan, so I'm trying to make it as accurate to the model sheet as possible. If I wanted it realistic I wouldn't have flattened his ribcage so much, and his face wouldn't be as exaggerated.
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>>499839
it has the arms of an anorexic girl, legs are even worse, which completely dont fit the thick neck and torso

he looks like weird human not an alien

if you want to go for that long limbed look then make him taller elongate the fingers, take off the mask and show the face, etc
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>>499862

But it's not accurate. You don't see those shapes when he moves around in the cartoon. You've projected what you believe to be his shape based on a single angle.
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>>499869
What exactly isn't accurate about it? Any specifics would be great.
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>>499767
no triceps, biceps wrong shape
no cheekbone
im not sure whats going on around his pelvis

but overall you need to keep your style consistent, you have this harsh lien on his chest and nowhere else
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>>499871
I see what you mean about the arms. I'm dealing with those now. I think with his pelvis I probably need to add a bit more definition to it maybe?
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>>499872
Also, i've given him cheekbones.
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>>499870

Well for one you have a massive fucking cavity around his belly button area/abs and what I believe you've interpreted as obliques are jutting the fuck out there.

You need to listen to the other peoples advice of learning anatomy before you can stylize it, because you don't comprehend it well enough yet.
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>>499876
Hey, practice makes perfect. I wouldn't post my work on here if I didn't want the harsh yet helpful criticism that is /3/.
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>>499872
first google result for stilized male
you need to realize the pelvis is narrower than obliques
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>>499881
I see what you mean. Looking at his model sheet I can see it now. It was just really difficult to make out because none of the actual poses they gave him have clear shots of his pelvis. Or anything for that matter.
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>>499886
I've been taking advice onboard and i've resculpted his abdominal area and pelvis.
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>>499890
im not sure you did ;f
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>>499892
Why are you comparing it to a real persons body? Shouldn't you be comparing it to an actual picture of the character I'm modelling? I would have given him defined abdominals if he actually had them.
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>>499893
since stylization is about simplification of human form
but you still want to hit the most recognizable body landmark

so on a muscular person like tarzan it will be defined obliques wide chest narrow waist narrow hips big forearms

on a woman narrow chest narrow waist and wide hips and no obliques

you need to be smart about what body features you ignore and what you dont so your models dont start looking like something out of pixars up movie
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>>499894
I've implemented some of the stuff from your last picture, and smoothed out his hips so they start lower down. I'll have a look at bringing down his chest a little bit, but from what i'm looking at on the model sheet here he does have quite a long abdomen. With regards to actual abdominals, i've sculpted a little bit of definition but i'm still not sure how far I want to take it. Film stills i've been looking at occasionally just draw a line down the centre.
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>>499880

Then stop saying retarded shit like

>It's not supposed to be realistic. I'm modelling Disney's Tarzan, so I'm trying to make it as accurate to the model sheet as possible. If I wanted it realistic I wouldn't have flattened his ribcage so much, and his face wouldn't be as exaggerated.

You disregarded good advice and made excuses for your poor work.
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>>499896
Hey, fuck you man. I can take advice on board if I want to. I was merely replying to someone who asked if I was going for realism, which I wasn't. There's nothing wrong with implementing suggestions when you get good advice, that's what learning is. Instead of coming here and claiming i'm making excuses, how about you fuck off and go talk shit somewhere else, instead of trying to get involved in a discussion where you have nothing valuable to contribute.
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>>499897

Now you're making excuses about making excuses. You are unbearable to talk to. I'm just itching to give you further advice (and I did give you advice that you followed).

Oh wait, I'm not. Fuck you, you're on your own.
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>>499895
dont limit yourself by the sheet, 2d artists tend to ignore some forms to not make a sketch too busy from one particular angle

i mean look at this 3d model i just stumbled upon
see how much freedom within the constraints of anatomy this guy gets
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>>499898
I'm making excuses about making excuses? Even though I INCORPORATED THE ADVICE PEOPLE GAVE ME. The only unbearable person around here is you, you judgemental freak. And to be frank I wouldn't want the advice from someone who thinks pure aggression is the way to get a point across, when all discussion before this point has been reasonable. Your "advice" from the previous post was about as useful as a brain tumour. You can't claim i'm making up excuses when I have been having proper discussion with people who aren't completely autistic idiots like you, and have been implementing advice they gave me. Frankly, I don't think any advice you gave anyone would benefit them, and I think the best option for you at this current point would be to shut your fucking mouth, you aggressive, ignorant piece of trash.
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>>499899
looks fucking awful
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>>499899
Ah right! Thank you. That does show off a lot that I couldn't see on the model sheet. I'll probably make his brow a bit more subtle and work on the hands again as next goal.
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>>499900

Stop whining.
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>>499900
>waaaaaah waaaaaaah

you have some serious issues if thats all it takes to push your buttons
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>>499900
>coming to /3/ and not being able to take a little shitposting

You might want to find a better hugbox.
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Third sculpt i've ever made.

Need some feedback and pointers on what to do next.
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Character I'm texturing, left is skin-texture, right is fur diffuse. Still fiddling around with colours and patterns on the little bastard.
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>>499917
It's
SHIT
H
I
T
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>>499868
Thanks for your input I'll work on it some more. I'm not going for a completely alien look that you see a lot, just slightly different from a human. Also there's no mask, only face.
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>>499918
Ok, what of it?
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>>499917
they don't look like beasts
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>>499920
All of it. It looks like a badly molded clay rather than an animal. ears are wierd. noses of cats and dogs connect with the Y shape the ties the mouth, yours doesn't. hands and arms are just bad. the top of the head is just too wonky.

I suggest you should use a reference or atleast draw whats on your mind before sculpting.
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>>499926
Your critique is I still valid, but I actually modeled it in maya.
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>>499916

/3/ is a slow board. Just be happy with the feedback you got in the other thread.
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>>499919
> Also there's no mask, only face.

Then make that much clearer, we obviously can't tell.
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>>499932
will try
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>>499916
Give it huge tits and quad nipples
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>>499931
Didn't get any feedback on it there, thats why i'm asking here. I don't think it matters at all since the board is so slow.
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>>499831
Some progress
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>>499943
looks great
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Cool pic bruh.
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>>498957
Looking pretty nice, except I feel like the perspective on the upper hole is a bit screwed.
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>>499985
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>>498975
>>499013
is this for the mars exploration game?
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>>500065

Oh god no, we have standards.
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>>500066
did you actually contribute something to the game or are you just saying "we" because you wrote a comment in the thread
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>>500067

If I said I did, would you believe me? Identity continuity is irrelevant on 4chan, my friend.
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Another new animation. Need to add a non-empty mag reload, but you get the idea.
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>>500067
We didn't want the typical grey alien type ayylmaos. It was more spooky crab type things.
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>>500095
awful
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>>500095
>>500097
don't listen to that pleb

looks good but too much recoil.
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>>500095
Are YOU even trying?
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>>500097
>>500102
So what's wrong with it?
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>>499698
decided to give this a spin myself so made a quick blockout
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>>500108
> legs
> kneecaps
> neck
> hip crease
> the nose

its all wrong bro
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>>500109
I think it's pretty decent but in some areas is too well defined such as the spine and the calf.
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>>500109
yeah im playing with something more bat like for the nose, dunno, i might redo it
>> hip crease
you mean his pelvis?
>> neck
what about?

also whats up with this weird use of meme arrows
>>500111
those are just brush strokes i didnt smooth out yet
yeah i guess some parts are a bit too msucular
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>>500108
>that nose

Are YOU even trying?
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>>499943
Almost done
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>>500127
shiiieeett
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>>500127
looks like PEANUT hahahahaha
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>>500095
Too slow. You can speed up the animation to see how it would look faster.
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>>500127

he dindu nuffin
>>
Just a shading test, still need to do this section of road and the wood separator under the rails that cross it.
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>>500140
Looks good.
You obviously haven't finished the road and the tracks crossing the road look strange as a result of this .. I look forward to seeing a further render!
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>>499638

Woah, this ended up really nice!

People seem to get jealous easily when they can't even make a basic cube in blender.
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>>500189
shamefag
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>>500140
Is this for a game or is it just a fan made render from silent hill. Looks good either way.
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>>500140
im confused arent those the game assets
whats custom and whats not?
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would u let him fuck u?

i'd let him ride my ass all day
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>>500108
update
hope to add all accessories tomorrow if i have time
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>>500268
gaayyyy
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>>500232
It's the cheecky railroad barrier
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>>500270

Way to make the other guy feel like shit, Slocik. Go fuck yourself.
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>>500270
polygon count ?
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>>500273
way to comment for someone else
>>500275
1mln body
2mln for everything
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>>500276
your sculpt has been added to my ref page for mine.
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Just a quick 1hr random sculpt of a ball gagged girl I felt like doing. I always have trouble sculpting in the lacrimal punctum I think it might be because I make the eyes too big when I insert sphere. Should I not use an insert sphere for the eye and just clay it up? I think I'm gonna do some sculpts of eyes and just necks in isolation tomorrow to examine them more closely but whenever I do that I always feel like I have a hard time putting what I've learned into practice in relation with other things.
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>>500301
eyes arnt spheres, they have shape and a bump over the pupil
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>>500302
>completely worthless comment that is irrelevant to the context you're replying to

Good work anon.
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WIP sculpt spoopy edition
I'm making one of the new designs announced for Persona 5 in Zbrush, almost ready for texturing.
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>>500311
i like the design but everything looks lumpy and bumpy
you want too far with those folds
its better to have few strategically placed ones than plenty of them thrown at random
also dont half ass them so much like the one behind the knees, you just stopped mid stroke and didnt fallow it all around
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>>500232
The only thing I didndon't make was th character model, which I ripped from SH2 for scale purposes.

>>500205
It's from a game I am working on.
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>>500270
for now last on body, i will only go in and add skin detail later
working on cloths folds now
>>500300
hah, thanks
>>500327
you should have said it in the original post ;f
yeah i like the railroad thingie what ever its called
but man does that foliage seem scarse
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>>500328
looks like absolute shit. Again with this "long arm, ,huge forearm" meme. ENOUGH
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>>500329
he dosnt have long arms, just short legs
hes a manlet... like you
kek
>>
>>500330
I'm over 6'
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>>500328

You really need to turn off symmetry on your veins. It really murders the piece. Also the rib transition into the ribs looks weird as shit from an anatomical standpoint.
>>
>>500336
... Into the abs. Not into the ribs.
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>>500328
I've been posting work for this for like 2 years now, so I figured most people would know. The foliage is a placeholder in Maya, I'll be doing final terrains and grass in Unity.
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>>500338
is there a current build of the game, or is it still a blockout?
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why does everything i do always look like shit??
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>>500349
It doesn't. But it doesn't look that realistic either. I'm assuming this is for ingame.
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>>500311
give him poop mustache
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>>500349

you did not finish it yet. grass and other green shit must have bump. not just be flat green on the floor. the steel consturctions are to fragile. always pay attention that rusting metal gain in volume. especially when the paint bumps by the rust under it. paint on metal also is always thick shit. which makes parts look thicker.
(3 times painted steel surface gains almost 025 mm thicknes.) you pipes and metal constructions should look more thicker and such fragile. also come the fucking on. you have a fucking plant growing trough massive steel concrete in a fucking front. its way to unrealistic.
>>
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Picked up this guy to use anatomy
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>>500360
getting this statue is helping me out, being able to feel the transitions is making it easier to understand

>>499695
>>500328
>>
>>500349
Is there any way to make the leaves transluscent? They look a little bit too plasticy in that picture.
>>
>>500360

no you bought it as a body pillow substitute
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My wip, had to resculpt an Asian face, painting it now, then rigging it to the body
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>>500373

Looks like mike myers mask in halloween.
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>>500328
first attempt at clothing, dunno
i need to get better refs, maybe i need to get a belt and try making my own refs
>>
>>500349
looks good to me
>>500360
always wanted to get one of those, but somehow never did
>>500365
some imbprovements but soem things like the thick biceps look worse
try focusing one body part at a time, just disable symmetry, go ztrls shift and select hand up to the elbow, and stay on it untill you are happy, use your own hand for reference, google arm anatomy, and when you done just mirror the chnages
>>500373
looks like the Halloween guy
>>
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Working on a Camel F-1, hopping a good render in "forgotten" hangar style
>>
>>500406
Whats the original of this character? I see him everywhere
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>>500421
he's from a fantasy themed gay porn animation thats famous for its shit and piss scenes. This character is just from the background though.
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>>500421
links
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>>500423
>salty
>>
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>>500406
this one is a mixture of simulated and sculpted
dunno
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>>500421
some furry gay scat porn
>>
>>500439
>>500423

its from here
http://christopheronciu.deviantart.com/art/enemy-creature-design-405875803
>>
>>500345
A block out. There are about 50 buildings and another 40 outbuildings (shed/garage/outhouse). I'm replicating an actual town.
>>
>>500301
maybe needs a little more chin. Looks like the ball negated her mandible rather than her mandible moving out of the way of the ball.
>>
>>500095
perhaps make everything more snappy. The cocker (don't know the actual term?) could probably be back and forth a little quicker making the hands have a quicker movement in reaction to the cocker, as opposed to slowly moving with the cocker.
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>>499576

>triangles

nah brah
>>
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>>500439
wip on clothing, again half sculpted half farted out by an algorithm after blowing up in my face and freezing my system twice

>>500443
yeah i know, i was joking
googled the image and noticed its just an original concept
>>500455
your town?
>>
>>500481

>being immediately afraid of triangles

You sure got to learn a thing or two instead of relying on /3/ memes.
>>
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Sculpting The Flash in zbrush. What do you guys think of those proportions? Havent really done a stylized character like this before.
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>>500481

Feel free to hightlight any triangles you believe will affect shading in any way. Because as far as I can see there are none and it's clearly not a mesh that is intended for subdivision so that is irrelevant.
>>
>>500490

It looks horrible. The worst being the calves, ankles, thighs and hips.

You want the S curve to go throughout the limb, not localized below the knee.
>>
>>500492

Sorry do you mean an s curve as seen from the front of the leg or the side?

So the back calves should be higher and flowing into s curve?
>>
>>500443
thats fanart of a gay furry porno bro
>>
>>500498

Both.

You should see a slight s curve in the entire limb from the front AND the side.

You need to actually understand anatomy before you can stylize it.
>>
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>>500498
>>
>>500507
>You need to actually understand anatomy before you can stylize it.

Fair point.
>>
>>500508

Great ref, thanks.
>>
>>499596
>>499481

Incase anyone is interested

https://youtu.be/--7RH2g7W7Q
>>
>>499102
yeah it looks like shes just floating there even the feet arnt dangling like look at reference pics there your best friend
>>
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is this good face topology?
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>>499247
i wouldn't get a critique from 4chan its always "its shit" with no reason added. if you really want ligit help go to some cg discussion boards like cgtalk 4chan is just... poison. always projection self deprecation and negativity throughout this indian shit hole. if you want real criticism from adults and not man babies i'd go somewhere else
>>
>>500594
No, unless you are going for that one face that looks like that in a video game. Then its stylized, so its all opinions at that point
>>
>>500600
so why are you here?
>>
>>500600
what to change?
>>
>>500603
meant to quote
>>500601
>>
>>500594
It's basically all worthless.

Use topology reference next time.
>>
>>500607
all the reference images I find are like >300 quads
trying to do lower poly
actual critique would help...
>>
>>500611
eat shit
>>
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betta?
>>
>>500614

The mouth is all wrong. You don't understand what you're trying to do.
>>
>>500614
what are you modelling ? do you have a reference ?
>>
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Just snagged a model and decided to give my hand at rigging.

Just as hard as I thought it would be, I figured I should at least learn the basics behind rigging if I want to work animation.
>>
>>500680
What are you having trouble with? Rigging can be really technical, but once you understand how to do all the little things it's not that difficult.
>>
>>500614
There really isnt enough face there for you to have proper topology on.

You've got the domino mask loops which is good but not the loops for the eyelids. you've got loops like a surgical mask but no loops around the mouth, and no loops around the lobule of the nose.

It would help if the face were on a head so you could see the border of the face where the topology must be particular to aid in deformation, and where it must be static.
>>
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I made my first model. I had a lot of trouble with making appendages and I ended up just modeling the legs and tongue separate and throwing them in there. I know the entire model is kinda fucked but its the best I think I could do without scrapping given my experience.
>>
>>500793
the place where the eyes should be should not be so flat, and having actual eyes as a separate mesh that you just throw in there is normal and you should probably do that as well.
>>
NEW THREAD

>>500868
>>
>>499000
hey, aren't you that dude working on that game? path of shadows or something like that? if not sorry, the artstyle looks similar
>>
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>>500127

I also made one a while ago.
Yours looks closer to the original than mine.



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