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Last thread is sinking into the internet >>514290
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This thing
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this guy
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>>516174
but for what purpose??
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>>516177
the teacher made our character sculpure final the people of wallmart armed by the products of wallmart in the apocalypse
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>>516177

His purpose is to stand on the wall so that you and the other Johnny six packs out there can sleep sound in your soft beds with your fluffy pillows never once giving a thought to the hard machines that are out there paying for your soft, complacent, comfortable little world with their sweat, their tears, and their blood.

So show a little god damned appreciation and RESPECT and call him SIR.
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>>516174

His hands.... his hands were small. Like a child's hands. They seemed so delicate. So fragile. But... but when it happened, when it finally happened and the world crumbled like raw clay left in the sun, crumbled into dust and blew away like all the illusions we've lived, believed. When that day came I saw those small hands crush the windpipe of a 300 pound woman in the housewares aisle. Her flesh oozing from between those petite, delicate fingers. And I gazed upon him, silent and awestruck. Not in fear. I looked upon him and knew this man was my savior. This man was our savior.
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>>516181
>>516180
you made me laugh, ill have to tell that shit to my teacher lol
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>>516167
not enough post
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Getting ready to start on recreating this, I'm going to try and make it as simple as possible since I want to try and texture it this time.
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>>516199
Alright fiddling with this while I do something else, would this be considered efficient?

I'm created one pillar, then duplicated it, moved it over and then merged the edges on the top and made one mesh, I plan to do this till I have 8 pillars and then move on from there.

Would this be easy to texture? Going to be my first attempt at texturing in the Maya.
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>>516216
instance them, and don't connect them, then when you UV unwrap one later they will all be the same.

Or just merge now, and when it's time to texture just delete all but one segment, and texture, then duplicate/merge again.
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>>516217
What do you mean instance them? Like just duplicate and slide it over? I thought people made things like this one giant model, not a bunch of little models/meshes

I was shit on hard because I had a model like that before.
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>>516216
Well I'll say learning the merge edge tool was actually very nice to learn.
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>>516218

http://lmgtfy.com/?q=instance+maya
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I'm trying to do characters again. But, it just that all I can produce is garbage. I even understand anatomy better and I produce garbage. Going to be working on a female face for a week.
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was working on this and decided to dump it for whatever reason
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>>516228
>put in more effort then copy paste
Why do people do this? You aren't being clever, it's no different then correcting someone who made a simple grammatical error.
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>>516254
Its far more efficient to inform yourself about concepts that are suggested to you, instead of pressing post again to wait to be spoonfed.

For you, and me.
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>>516250

Look up Scott Spencer (Now Madelaine Spencer) and follow a video tutorial.

There is no secret to getting good, learn from the best and apply yourself. I also recommend Rafael Grassetti.
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>>516258

I'm following Steve Lord tutorial at the moment. I've spent the last two days trying to do something he did in 30 minutes.

I tried to do Rafael Grassetti tutorial but it just went over my head.
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some sculpts i did testing out my new tablet
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>>516257
Its better for me to ask and work on it, because the last few times I've asked for help the person who suggsted things ended up using the wrong tool names which ended up with me googling crap for several hours finding stuff on outdated techniques for a tool I didn't even need.
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ive been slacking a lot lately
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>>516282
It was the first search result.

I'm doing this for you buddy.
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So I'm done with the overpass animation loop.
I completely re-did the city, and it looks better.

Because of the file size, I can't post it here, but here's a link.
http://webmshare.com/play/R57nd
(Hopefully it embeds)

Let me know what you think, but as of now I'm done working with it and nothing is changing.
I'm not meaning to seem rude by not changing it, I'm just done with it. Too much work to re do it all over again.


If anything, it's my first animation, and I can only get better from here. I learned a shit ton of new things in terms of videos and I've got some kind of a pipeline that I can use for future animations.
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>>516346
much much better, but the buildings seem to be coming out of a dark abyss.

maybe some rain or lightning effects would be neat
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>>516346
Looking a lot better, I think adding the aura of light a city gives off at night would make the sky look less barren
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>>516354

Thanks a lot.

> the buildings seem to be coming out of a dark abyss
That's kind of the intention. I really had no idea of what to do with the ground. So I just defaulted to adding a shit ton of fog effects towards the bottom of the buildings in post.
Not the best solution, but it's better than a bunch of floating buildings (webm is what I mean)

I did it all in different layers, so theoretically I could go back and add to it if need be.

>>516357
I think adding the aura could help a bit too. I was fighting with the mountains in the background though. No matter what I did they had a harsh white outline despite my rendering settings. So that's more or less why the sky is like that.


Thanks for the help and comments though. I appreciate it. I'll do some more animations sometime, they'll be better hopefully.
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>>516381
hmm maybe just adding a bunch more buildings so the ground isnt seen would do.
keep up the good work man.
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>>516381
night shots look amazing because of the light scattering. your scene can only look good ift hose building lights create a decent GI
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>>516392
Since the light is coming mostly from the buildings itself and the street lights you can easely fake it without having to use GI.
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I made an animation of a human female trying to get the last portion of barbecue sauce out of it's container.
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>>516396
How would I fake it?
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>>516402
try adding a bit of glare
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>>516401
>mfw when already nutted but she keep sucken
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>>516404
Like more bloom?
I thought I hammered on the bloom too much, shit was looking like Oblivion levels of bloom (to me anyway).

Or do you mean like lens glare?
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>>516406
hmm an ungodly amount of bloom might be good
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>>516401
>origin
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>>516401
A futa female on her first time jerking off her own meat.
That's what i see from my screen.
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>>516381
The city doesn't rotate fast enough.
Also, floating geometry buildings.
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>>516401
what's with the horse face?
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I'm just making televisions go for a stroll
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>>516408
Its not my fault. I have a bf4 addiction

>>516485
He's pretty cute. I'd try to make him run faster and at some point of the cylcle have all 4 legs off the ground. It'll make it look liek he's skipping along merrily. Oh and jiggly antennae!
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>>516504
So you're thinking "gallop like a horse" rather than "scuttle like a crab"?

Good thought on the jiggly antennae though, I'll give them some bones.
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>>516401
whats up with her fingers ? also that smile is really creepy. the shoulders seem fucked with the pointy edges instead of a smooth drop down.
fix the manface as well
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>>516514
>fix the manface as well
aka make it like every other face
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Iray render out of SP2.
M2 and M1919 Browning are next.
After that i am done with Weapons and start doing some more vehicles.
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>>516558
The wood bits are way more detailed compared to the metal bits
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>>516558
You seriously need edge wear on these guns before you can call them 'done'.
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>>516558
there is something wrong with the normals
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>>516558
You're wasting a lot of polys and the edgeloops on tommys stock cause some issues with normals.
Show the wireframe.

Also if it is what I suspect, you have the front grip flat with the groove painted in. This is very dumb. What's the poly limit as well?
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These guns are not meant for closeups. In the final animation they will be much smaller, and i will decrease the texture resolution.
>>516561
I hope some of the details in the wood are then still visible.
>>516566
I will probably make some texture variations of the weapons with different states of wear.
>>516578
Was a problem in painter.
>>516585
I am probably wasting some polys but this isn't planned for realtime. I still try to keep weapons under 1K, Characters under 3K, because i will have a lot of them.
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I figured out how to import basic models into my opengl android app and render them with shaders.
I realize now how hard it will be to get my app running 60fps on relatively slow phones/tablets.
This is gingerbread man blender tutorial.
I'm still learning how to model and make shaders for materials/lighting...
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>>516606
what do you working on?
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>>516250

Did some more work. I think it looks more human now.

What I learnt is the head is five eye width in width, the eyeline is in the middle of the face. 1.5 eye width from eyeline to bottom of nose. 2 eye width from bottom of nose to eye.

That you should measure using the zbrush move tool
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>>516635
I plan to do some short WW2 battlescenes with vehicles and exploding stuff and lots of ragdoll animation and destruction.
Letting the inner Michael Bay out, you know?
Its something i always wanted to do. Ragdolls and physics with fluid simulations and cloth, volumetric smoke and fire and godrays with millions of particles all in slomotion. Yeah!
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>>516283
don't post 5 mins of work if it amounted to nothing. nobody cares whether you've been slacking. nobody cares about your shitty bridge made up of a bunch of simple primitives. come back when you have something actually worth showing.
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I can't really tell what I'm missing, something feels off though
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>>516661
Maybe those TOTALLY RANDOM scratches and blotches
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>>516662
Was trying to recreate being worn down heavily with sand build up
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>>516661
maybe so edge wear, handle looks way off imo.
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>>516661
the fact that it looks like a museum prop?
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>>516662
I tried to push them more towards the edges now
>>516669
Yeah I was trying to get around having some big obvious blobs on it and I think I got around it
>>516670
Honestly don't know what you mean by this but it definitely couldn't fire in this condition so thanks

better, worse, the same?
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>>516671
grip got better metal got worse maybe some less blob stuff in this area
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Im currently recreating the rabbit from Nintendos Badge Arcade game. I want to animate him too
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here is a better quality image
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(Last render so I don't clog up the thread)

Thanks for taking a look, I'll continue tweaking in the morning, maybe restart the damage on the levers

>>516672
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>>516675
wow, it looks like a rip from the game itself, good job.
>I've never seen his legs either
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>>516677
That grip is shit, so is the design. But damn that old worn out metal look is very good. I'm glad it doesnt look like a fresh out-of-factory metal piece. Even though you used a cheap image from bumpmap to make that effect.
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>>516661
Your missing a side, front, top and bottom shots.

A very warped perspective is hard to tell if you've model it correctly.
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An early block-out of this kitty warrior
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>>516663
Wear and tear doesn't work like that. Have you looked at any photos?
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>>516681
Thanks, that's how the grip is though, every review on the gun complains about it as well

>>516683
Not looking for model critique, this thing needs to be done by tonight so it's far too late for fixing any of that

>>516685
Not really, just been talking to some guy who was in the military and had to deal with desert conditions.
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Been trying to texture this model i made of young Alethrion.
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>>516684
Looks clean, post wires?
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>>516675
That's spot on, good job.
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AWP
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Frog Thor
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>>516862
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>>516863
why?
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>>516869
I need reasons??? I wanted something to test in substance painter. He was the first thing I came across.
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>>516872
you dont. i justed wanted to know why you would make frog thor
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>>516647

You're going for detail too soon.

When sculpting, always start with large forms, then work towards small once the large forms are !PERFECT!

Autism is a major plus, here.
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>>516872
Don't worry, I think it's cute
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working on a shiba for a game. Not sure how to make the mouth
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>>516758
Sure
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>>516873
Educate yourself.

>http://marvel.wikia.com/wiki/Simon_Walterson_(Earth-616)
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>>516900
Oh yeah, that's nice
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Finally starting to look like what I want!

>>516401
Holy shit! It's great to see you back here, mang.
>>516752
Hah that's so cool. I guess the Tales of Alethrion style lends itself really well to low poly cause he looks great.
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>>516908
A sword of pure taffy
>the weapon to surpass metal gear
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>>516863
Posing him up now. Going to go in and do some substance painter
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>>516908
sex :o
feet needs work though
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>>516903
oh my god that's wonderful. i have never really been interested in comics.
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>>516661
Have you looked at photos of a revolver? The bulletbarrel is usually over the trigger. Your gun looks way off becuase of this imo. You need to add a "cock" at the back aswell.
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>>516909
>not knowing that rapier bend
autism
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>>516908
thanks man! Lookin hawt!
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>>516935
>implying that blade isnt stupidly thick as fuck and doesnt look like taffy.
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Updating shader, new vs old
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>>516970
This spec gloss? Metal Rough? or shader shenanigans
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>>516972
It's Unlit so the specular effect is fed straight into emissive, we aren't using the standard gloss/roughness stuff. It's a basic Phong highlight with a strength map, capped opacity and put through a ramp, plus a very mild cubemap adding to the look on the darker bits. It's also lit by a single point fixed to the camera, part of the shader material so that we can bypass UE4's lighting.
So shader shenanigans, I guess?
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>>516970
>>516973
Very nice shader you got there m8.
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>>516974
Thanks man!
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>>516970
So is the outline looking rim shadow due to the camera locked point light?
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>>516931
lol
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first attempt at modeling. just go ahead and rip me a new asshole, guys.
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>>516985 it almost looks real
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>>516760
updated

>>516996
not bad,keep going
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>>517003
Thanks, I also like yours by the way, what are you making it for? Do you have any tips for extremely low poly stuff like this?
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>>517005
just for myself, im using blender and substance painter, its not color only like most lowpoly

if you wanna invest in lowpoly keep modeling 10% and texturing 90%. i just haven't got there yet. it takes lots of time to get good at doing it
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>>517001
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>>517009
this gun is odd, what rounds does it fire?
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>>517010
.38 special
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Happy Easter Anon!
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I made new hair and such


Happy easter
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>>517016
shes got a bit of a moonface issue going on. also the why the low energy tits ?
is it your OC or someone famous ?
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>>516863
>>516919
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>>517021
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Just got into 3D and I'll try turning this thing into a Chibi Ornstein
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>>516970
does she have gangrene?
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>>517018
The model is awesome, but the textures look quite plain at the moment.
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>>516970
How's the project going so far, anon ?
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>>517023
You are the cancer of 3D.
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>>517016
something funky going on with those teeth.

>>517014
you finally finished this Alioto. It's a shame about the face, and the pose, and the censoring.
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>>516935
>Thinking the rapier blends that much
This is stupid.
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>>517056
I've posted one without the stars on /ic/
yeah I don't like the face and the pose either but it is all considered training anyway.
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>>517061
looks like she skinned a dead animal and tried to make a wig with its fur
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>>516981
It's standard UE4 fresnel, doesn't use a light source like the shadow and it's just masked based on normals to only be on the left side of the mesh.
>>517026
Yes. She's sensitive about it so please be respectful.
>>517049
Pretty good, little slow right now. Doing a lot of cleanup to make things nice and smooth going forward since our scope kinda grew. All the blueprint is being converted to C++ and I'm remaking my shitty babby's first rig to learn how to rig/animate properly.
Once all that's out of the way we can just keep on trucking.
>>
>>517062
Blender has a nice particle hair making tool-set, but it requires many hours of exercise. Also it is not perfect. For example I still can't find out how to use curves as hair-guides. There is one tutorial on youtube but it is rather rediculous.
>>
>>516199
this looks like the training hall in the secret world.
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>>517056
The teeth have emit set on them and the back teeth are showing in that screen. Disabled emit and fixed it.

>>517017

Jennifer conilly, jenna fischer, and that hot maid from american horror story season 1

>>517064
I'm really upset by the blender hair particle system these days. It's pretty awful and broken. I seem to recall that we had the ability to add interpolated children hair particles. This made hair management a lot easier. You could use way less hair particles with better results. Maybe it works again now but I went back to poly hair and am pretty happy with it. At least with that I can export to other software without too much hassle.
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>>516401
nigger what the fuck. please tell me this isnt a self insert.
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finished this marketing image that we're using for PAX
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>>517068
>I seem to recall that we had the ability to add interpolated children hair particles

we still have that ability, but their set-up appears to be a deep mysterious mystery (means endless-slider-tweaking-pure-hit-and-miss)
You're pulling out your own hair while you try to put hair on your model.
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>>517054
What do you mean?
Is it the low poly that annoys you or the chibi thing?
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>>516854
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>>517085
simplistic scenes with simple models with the DOF turned to eleven. people eat it up
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>>517018
yeah spend some time on the clothes, and look into composition.
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>>517044
>>517114
Messing about now inside marmoset with the maps and stuff. Kinda wrote myself into a corner with his pose as it only looks decent from that angle haha. Ignore the crazy look of the forked lightning, 1 min in photoshop cleaning up a google image.

It is a bit over the top, but I like the cartoony aspect of it.
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>>517115
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>>516996
updated, hows it lookin m8ies
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First basic figure I'm somewhat happy with. Still trying to get the fundamentals down before moving on. Any tips/guides/suggestions?

And yes, the waist is super thin, but that's because of the reference used.
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>>517116
>>517115
>>517114
How does this look?
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>>517133
Hammer looks like a plastic toy, no variation in roughness or anything
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>>517133
He lacks 'character'
He needs muscles, and some face expression that would make him an intelligent personality not just a normal frog pulled out of the nearby lake and pushed into clothes and pose.
Is he good or is he evil? You can't say because his face is expressionless. The clothes say that he is a sort of knight and his pose says that he's trying to catch his hammer that he had just lost, but his body and face say that he is just a simple stupid frog. If someone would make a snapshot of you trying to catch a hammer in flight, believe me you would make a face like if there would be a cactus in your butt, but this frogs face is just like 'I have a frog brain so I don't give a single shit'

Also the materials need some sort of structure. Just plug the diffuse textures into the bump channel, that would be enough. And why is there light coming out of his mouth? Just turn on the fucking shadows man
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>>516167
First project, made for Skyrim.
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>>517132

Polymodelling, not downloading zbrush and learning sculpting.

Get with the times grandpa.
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>>517148
uh
that blade texture is going the wrong way anon
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>>516729
>Not really, just been talking to some guy who was in the military and had to deal with desert conditions.
That's just dumb.
Tales don't get you the right looking results, always look at photos. Always. Even when doing the most arbitary/obvious shit
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>>517129
There are better ways to do a crotch, pic related.
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>>517158

Been looking for something like this for ages. Thanks.
>>
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Character art seems impossible. So I'm trying to break it down so I can learn it without being burnout.

I'm going to try and sculpt single features on a cube. Starting with Vipplu Face plane model on newmasteracademy.

I hope to get good through it seems impossible. I also cannot afford to quit my job and get atelier training in sculpting.

This should make sense. If I try and sculpt the whole face it would take too long and I couldn't correct mistakes, but if I spend a month or three months just getting specific features down to perfection I should be able to do the same when I attempt a whole face.
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>>517171
sounds like a solid plan

that nose is shit though
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>>517171

It's a good strategy. I find when you go to make an entire face its more about how all the features fit together, like can I make beautiful features uniformly across the face.
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>>517172
Eh. I dunno. That nose may not fit most faces but it's not the worst thing I'm sure it could fit something fine.
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>>517158
Thanks, yeah still obviously not done with a lot of areas. Any pics like this for armpits/knees/elbows??
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>>517171
>i dont know man. I just cant really separate one feature from the rest. every feature bleeds and blends into the next.

Besides its not like every nose you do is going to be the exact same one.

I find it much more helpful to get a load of reference images and sculpt many MANY different faces from real people.
Doing those separate studies help you understand the underlining topology but it is only when faced when the incredible variety in real life that you realize the books and separate studies were just holding you back. Instead you now have a huge library of features in your head.
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>>517133
>>517116
>>517115
Make that skin more bumpy and shiny dude.
Also, Mjolnir should be made of metal,right? I don't know if it was your chice to make it look like stone, but it's too smooth, put some more engravings in there and darken the crevices.
>>
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>>517185
forgot pic
>>
>>517176
>That nose may not fit most faces
you are kiddin me right?
>>
>>517136
Did you even read any of the posts leading up to that?

It's Frog Thor.
Like nearly all that work you just typed trying to figure out the character was for nothing. Had you just scrolled up.

The point about the muscles and face expression is good, as well as some of the texture advice, but fuck man. Pay attention next time.
>>
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Working on this thing; don't know what I'd use it for.
Using smoothing groups and might sculpt, but dunno.
Might use him as an enemy in a small game proof of concept at work but probably just add to portfolio.
>>
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>>517129
So, with something low-poly like this, is it a viable option to just quickly make some edits to get a female look?

Just whipped this up real quick, I'll refine it a little more, but basically does it look ok in comparison to the male?
>>
>>517192
It's not a generic nose, it wouldn't look right on evey face or the majority of faces but I'm sure there's a face it would look fine on. Calm your tits dude
>>
>>517252
>It's not a generic nose
you are seriously yanking my chain right now right?
>>
>>516909
Yeah! You get it ;)
>>516922
God damn feet! Ugh I should just have her wear boots all the time cause I can't get the feet right.
>>516939
Thanks! And your woman looks like she just entered nightmare mode!
>>516935
Sorry but taffy man is right. It's a warp sword that bends and stretches. Thought I'd give her a more interesting weapon.
>>
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>>517171
Every part of the nose looks like too definitive, like waaaay too definitive which is bad imo. If you're looking for critique there goes my part.
Also try to collect some references from any possible angle before you proceed to hone your skill, couldn't rely on brain power alone.
>>
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Working on this absolute meme machine :^)
>>
>>517070
pretty good m8
>>
why
>>
Trying to break out of my newbie shell and take on more challenging projects other than single objects.

I'm going to try and re-create this scene. The stuctures/tree trunks will be simple, but how are leaves and bushes usually approached?
>>
>>517308
http://wiki.polycount.com/wiki/Foliage
>>
Working on the porch details today, think I am going to call it a night.
>>
>>517113
not the op but why is that a bad thing? I doubt people prefer obscure abstract barely visible porygons with zero audience? Simple is great. I wish everything was simplified.
>>
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>>516863
I know this comic
>>
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>>516167
A nice manbat
>>
>>517067
Haven't played so they might have just jacked the design from them.
>>
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building environment, with matcap and AO
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>>517344
SLOWLY chipping away at a bdrm2
>>
>>517295
metal gear?
>>
>>517349

Ghost in the pocket
>>
>>517349
You knew?
>>
>>517334
DOF is a photographic effect. Why would you (over)use it when you are not doing something photorealistic?
Typical Beginner Error. Why not drop some lensflare, chromatic aberation, vignette and lens distortion on top?
Learn the basics!
Learn the basics of photography, compositing, lighting etc. THEN you can think about using this stuff.
>simple is great. I wish everything was simplified.
Is that because you can't do complex things?
If you don't know why to use an effect, then maybe you shouldn't use it.
>>
>>517357
man you got some big black cock up your ass don't you.
>>
>>517359
I don't know how to interpret that.
Do you admire people who have big black cocks in their ass?
Or are you a racist homophobe?
Also, if you ask a question, why not use a question mark?
>>
>>517360
lol this guy.
whats it like being a virgin fedora tipper rofl.
>>
>>517368
I tipped a fedora at least once, so i am not a virgin in that regard.
>>
Made a highpoly sword today.
How bad do the textures look?
>>
>>517376
Textures look good.
I see no high poly anywhere tho.
>>
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nailed it
>>
first real attempt at sculting a head/bust. i never had much luck modeling heads or humans in general in a modeling program but i've been trying out sculpting w/ sculptgl and i'm having so much more fun than i've had with anything 3d related in years. i need to figure out a way to retopo before i can keep going
>>
>>517387
needs a dragon dildo reflecting on it imo
>>
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>>517399

Mediocre.
>>
>>517412
someone could probably make some $ on a resturaunt that has dishes that are comedically half-assed but actually still taste good
>>
>>517397

You need to study anatomy. Why you putting in so much detail when the basic anatomy is all wrong
>>
>>517413
Brilliant
>>
>>517417
thanks
>>
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My first attempt making anything in blender.
>>
>>517435
What even are proportions?
>>
>>517435
Those legs are the 3D equivalent of single pixel legs.
>>
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New movie coming out soon yes. :#
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>>517448
That was the plan. I wanted to go for a sword and sworcery style but in 3d.

>>517446
I just went with it. I want a stylized look.
>>
>>517466
>style
>stylized
>>
>>517467
>words
>greentext
>>
>>517467
style

stʌJl/

noun

1.

a particular procedure by which something is done; a manner or way.

"different styles of management"

synonyms:manner,way,technique,method,methodology,approach,system,mode,form,practice.

2.

a distinctive appearance, typically determined by the principles according to which something is designed.

"the pillars are no exception to the general style"
>>
>>517468
>>517470
rofl
you are shit, not stylized.
>>
>>517435
would be usable as an rts character with pre-rendered sprites
>>
>>517488
I'm aiming for something along those lines.
>>517482
I am shit. Its the first time I've done this. I bet you're shit at open heart surgery.
>>
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>>517496
>>
>>517501
You are an asshat.
>>
>>517417
Disregard this Asshole you seem to have the important muscles in place, I'd bulk up the jaw muscle right in front Of the ear A little and bring the area around the Nose back A little.
>>
>>517621
i'll take that into account! thanks for the genuine input; it's annoying to me when people think "learn anatomy your everything is wrong" is appropriate or useful critique. i'm working on retopologizing the sculpt in lower detail so changes should be easier to make.

i'm really wishing i'd more seriously tried sculpting soon because i'm actually having a lot of fun with the process and learning a lot of new things that were harder to approach through poly manipulation exclusively
>>
>>516181
You are a poet and a scholar.
>>
>>517337
Why does this remind me of the 90s.
>>
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>>517263

I made some changes. I think I was making too many manual measurements and not looking correctly. I'm using a 3D model of an abstraction of planes of face.

I'm having a ton of trouble with the mouth. Everything I do seems to end up garbage.

The nose has definite landmarks, but the lips don't and they curve.
>>
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>>517621
>>517679

All his measurements are wrong.

Reminds me of 2D artist who draw in symbols.
>>
>>517831
Nose looks good.

You need the cupids bow of the mouth and need to give the lower lip more volume. Also work on a curved foundation not a flat one.
>>
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>>517836
>>
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Makin' clothes and shit for the chibi figure I made the other week.
>>
>>517836
>>517901
You can point out issues with peoples' work without being insulting
>>
>>517960
>>
>>517397

Ears are too small, especially for his gaunt, English Butler face. That's it.
>>
>>517956
This is cringe as fuck. That face is 12-year-old-deviant-art-tier weeb. Blob body of a 10 year old, wearing a slutty outfit. polka dot detached rave pants?
>>
>>517966
dont forget the hair
>>517901
also is that the real ash?
>>
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>>517966

10 year old? Aw c'mon man. It's gotta be at least 14.
>>
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Og mega man boi
>>
>>516381
Light streaks don't work like that. The car isn't moving in relation to the camera.

What you've rendered there would suggest that some substance is physically spraying out of the back of the car.
>>
>>517454
Looks like it's being spearheaded by the Theiser guy.
>>
>>518004
Sculpting a human or animal in a "pose" is generally a bad idea. Sculpt him in a T-pose or just standing naturally, then rig and pose him.
>>
>>518004

What a faggy window color. Also anyone know if I need patch 3 of 4r7 what's it fix.
>>
>>518015
Yeah I Usually do but I wanted to really forced the fucked up proportions in the Original
>>
>>518015
It's not if you don't need it animated or in different poses, by sculpting it like that you can even get more accurate anatomy.
>>
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update
>>518016
the color goes well with my vaporwave wallpaper
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>>518012
I know how light streaks work. I do photography as well.
I'm not going for realism. I do Synthwave inspired art/wallpapers, so I'm going for an exaggerated neon style look.
The light trails are a reoccurring aspect of the work I do, and I like to incorporate it in my designs (pic related).
Although the whole product isn't very reminiscent of what I usually do in terms of how the whole thing looks. I'm still working on it off and on (more off than on).

>What you've rendered there would suggest that some substance is physically spraying out of the back of the car.
The idea actually was for the neon to spray out the back of the car though, I had animated a cloud texture to vary the intensity to make it look like a sort of plasma, but it's not very noticeable at that resolution.
>>
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Working on this city for a robot fighting game.

Here's the concept as well https://dl.dropboxusercontent.com/u/3225495/BladeBallet/bitsburgh_static_3.jpg
>>
>>518037
not bad but is the blue circles and rectangle water?
>>
>>518037
see : >>518052
>>
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>>518055
Yeah its supposed to be water. Have a crit?
Concept attatched, I posted a link to a 3D render in the previous post.
>>
>>518080
ponds don't flow like rivers, so I thought it was a plasma thing or something.
>>
>>518086
yeah, i guess ill make a new shader
>>
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Question, how would you put in those ridge bumps? Ive tried several times and I get pinching everywhere and the whole curved shape gets ruined. I tried beveling out some bumps but whenever I try to clean up the topology it gets worse.
>>
>>518094
Subdivide it a couple times so that the the sides have the width you want, then just extrude them.
>>
>>518094
some bump maps
>>
>>518094

Keep that turbosmoothed mesh on the right, and subdivide your low poly mesh one more time so it has 16 sides.

Add the necessary geometry on 8 of the lines to get the ridge bumps, and then adjust the cage so it matches the turbosmoothed mesh you saved earlier.

Also remove those really tiny support loops and use smoothing groups. You can add then back later on, but all those will do is make editing the cage a nightmare.
>>
>>517956
While scrolling up I liked what I saw, then I got to the face
>>
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>>518141

You're free to draw a better one if you want.
>>
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been working on this cheeky colossus chap
>>
>>516900
mewtastic
>>
>>517133
Really curious about your texture workflow anon, it looks great. I want to be able to make work like yours I love it.
>>
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Colors are a bit all over the place and I think the ground is too bright but other than that I like how it ended up.

Curious as to how you guys go about texturing, Im still learning and I like Sub painter but I feel like I'm not really getting any learning out of it by simply using premade textures.
>>
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how does it it look?
>>
>>518236
not/bad
>>
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Loooots of stuff left on this. Still not done with the fur on the pig. Need to model lots of more stuff. Everything needs textures, and the monkey-creature will have fur and clothes on aswell. And later I will ad some more dramatic lightning. But it's a start!
>>
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>>518249
Just a Zbrush screen, easier to see the details
>>
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Trying to achieve overall likeness before moving on, any tips?
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>>518236
Like it's looking at some shit off screen that's really bothering it.
>>
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>>518236

I... I'll give you a ride Senpai... but just because you look tired not because I like you or anything... BAKA!
>>
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update

>>518206
i like it senpai
>>518236
good but body should shine abit more
>>
>>518304
hahaha, not a subaru btw

>>518305
it's for a game so i will let that for the game engine
>>
>>517836
you don't know his subject matter, not every face is golden ratio perfect, cuntnugget
>>
>>518277
good but make sure you subdivide enough before trying to add fine detail
>>
>>518304
>subaru

FUCK outta here that pos isn't a subaru
>>
>>518400
>>518236
btw i didn't mean any disrespect to your model your model is very cute and nice to look at. only thing that looks kind of off to me are the indents on the bumper where the circular things are; they look like you use the smooth tool on the body then never refined the edges of those parts or fixed the shapes. the looks sort of melted
>>
>>518401
apologies for the typos. i just had a bowl of spicy instant ramen and suffice to say i'm wildin at the moment. gonna go out and beast some hills on my bike. cheers
>>
>>518400

Thought it was an Impreza at first glance.
>>
>>518094
normal maps
>>
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Not all my work but made the tank.
>>
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Well, this is depressing. Every way I sculpt the mouth it just wrong. I think I just don't have the spark. Here is my 4th attempt this week, if I can just chip away at the sides I could get the planes correct for the mouth.
>>
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WIP progress of the World of Warcraft Tier 2 Judgement Armor I'm making for Skyrim. Rendered in Skyrim (using ENBSeries)
>>
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I finally got a sort of mouth shape.

Does any have a list of suggested head planes that I can study. Stuff like Asaro Head.

I think it makes sense to do head plane studies before tackling a full head that is smooth.
>>
>>518586
the cloth normals looks like the veins on a horsecock. aside from that it looks k
>>
>>518586
Didn't realise Judgement was made of latex.
>>
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I'm trying to make a mob for a game I'm working on. I'm texturing it now and usually this is as far as I get with texturing. I want to learn how to add details that make a character more interesting.

Can I get some feedback on what I have so far and tips on how I can make better textures or a link to a good tutorial?

Also, what size texture should I be using here? atm I have 1024x1024 on a model with 1.9k tris which feels pretty limiting but I'm not sure if I could work that out with less detail and better uv mapping or if I absolutely need a higher res texture.
>>
>>518648

Look up Andrew Loomis Drawing the Head and Hands.

https://gumroad.com/grassetti#

This guy has a great tutorial. Best tutorial on how to do a head I have seen.
>>
>>518654

Okay, I will try to follow Grassetti again. It just seems that it for advance people.
>>
>>518649
>>518651
Textures aren't done, it was basically a test. It's going to be a leather of sorts though.
>>
>>518654
>shilling paid tuts
begone
>>
>>518652

Is that Metabee?
>>
>>518667
He never implied to buy it, just pointed out a good tut. How to get it is up to you.
>>
>>518667

Actually you know it's one of the few I actually bought, after viewing it of course. Don't mind paying for a good product.
>>
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Sculpting this.
>>
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Super Etendard I'm working on for a game.
I'm relatively new to modeling, is there any way I can get rid of those ugly edges? (see wing root and canopy crease)
>>
>>518673
>Metabee
huh so that's what he's called. Yeah I was basing him off a random image I found online. Didn't know he was a cartoon character. I'm amazed you recognise him, I thought I made him look pretty different =/
>>
>>518687
Not him, but I can tell from the eyes and the guns on the hands.
But at least it's not yellow.
>>
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Just finished my first ever mesh after picking up Blender a couple days ago. Hoping to learn how to do some texturing and finish this up into something respectable. Wish me luck.
>>
>>517001

Mateba Autorevolver.

Shitty handgun but it is real.
>>
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something for my portfolio and also 2 competitions w0w
>>
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>>518652
Added some details and an emission texture. You can see him ingame here. Now I just need to make the lil man move.
>>
>>518716
oh were you the guy that had trouble with the lighting on the moving wall?
it was in a thread on /v/
>>
>>518683
lower the polycount dude. that's too much to be manipulating by hand. if that's a subd, then forget what i said. as for your question, can you post the wireframe and maybe an arrow or two pointing to where you're talking about? i'm not specifically sure which are you're referring to
>>
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>>518692
Reminds me a lot of the Steel Claymores in Morrowind.
>>
>>518586
you'll have to add a layer that covers the entire texture map in shit for it to look like it belongs in skyrim.
>>
>>518721
yep, I usually do that last
>>
>>518692
Might wanna use a reference; that guard is way too large.
>>
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Oh look, another gun.

Specifically, a Derringer with internal parts modeled in. Still need to fix the sharp spots on the grips, as well as set up the springs.
>>
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S&W Model 10 with "bull-barrel". Same deal as derringer above, will soon have all its internal organs and whatnot.
>>
>>518730
>>518731
get some mats on those asap it's really disappointing to look at them without them
>>
working on pokemon
>>
>>518734
whoops here is the online model, but i still have some color fixing to do
>>
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>>518718
Didnt apply subsurf yet,I'm referring to the dark faces on the mesh, it seems to screw with my smoothing when I apply it
>>
>>518746
select all and click ctrl+N to recalculate the normals
>>
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My abdomen looks wrong. It's always either a pancake or absurdly taunt looking. Advice? I'd rather not just thrown on loops.
>>
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>>518748
thanks, anon.
looks a lot more bearable now
>>
Think I am done with the front, time to wrap up the rest and the exterior will be complete.
>>
>>518813
Bite the bullet and add another inner edge loop to the stomach so you can pull it outwards and give it some form. You simply don't have enough detail there to create any real shape.
Also those breasts looks stupidly large compared to the size of the torso. it's all about the shape man, not the size. Reduce size, focus on creating a more appealing shape. Also the hips/thighs look too thin.
>>
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>>518830
Made two different upper body topologies, one where the breasts are larger and sorta hang, another where they're smaller and have the delt/pec band running into them instead of around the bottom. Wiggled the abdomen around and actually got something that looks okay; I'm now considering removing the middlemost loop to merge those middle blue bands. Might shrink it down a little upon doing so.

Also note that the "ribs" aren't really intended to mimic riblines or anything, I sort of had breathing in mind.

> those breasts
I kinda considered them placeholders at the time.
>>
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Working on another new outfit.
>>
>>518838
fug wrong board
>>
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>>518839
i don't like where this is going

the skirt looks great though
>>
>>518839
is the skirt a mesh?
>>
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>>518855

It's all meshes, all the way down.
>>
>>518898
I think the silhouette of the loafers are all wrong.
>>
>>518944

It's a conforming prop fit to flat feet. You adjust the feet with a pose and then the sole looks proper.
>>
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gave up on 3dsmax. been using blender for the first time earlier this week. messing around what it can do. first time vertex modelling other than box modelling
>>
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Well, I'm doing some Loomis studies. It just I have two problems.

1. How you create sharp planes? hPolish and trimdynamic won't give me a sharp edge.
2. How do I trim down the unmask cape bit in the picture?

Going to move onto a torso sculpt soon.
>>
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>>516167
Babby's first simulation and render in Blender
>>
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I picked up a book on the history of design and I plan on doing an object from it per week. First up is a Dresser Kettle. I should have gotten farther but I didn't. Threw in an older model and rendered it up because i wanted to see it all prettified and I needed a new wallpaper. Next up is a Swiss Army knife, pray for me.
>>
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>>519128
Babby's first fur in Blender

>>519152
>>519003
>>519040
Nice, keep it up
>>
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cyka blyat
>>
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Starting to learn how to make clothes in Marvelous Designer 5 so I can make good clothes for simulating on for my character sculpts in ZBrush.

So far it's pretty intuitive
>>
>>519256

If you want to get the best results from Marvelous Designer then look for some actual pattern making and sewing tutorials on YouTube. Marvelous designer builds clothes best if you make them the way you'd actually stitch together clothes in the real world.

This is why people with no modelling experience but a lot of real world sewing experience tend to create the best clothes on Marvelous Designer because they're working from their real world experience and 3D modellers end up fighting against the way things are traditionally modeled.
>>
Any critique on this? Be as harsh as possible trying to improve in any way I can, fairly new to this
>>
>>519324
rear
>>
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I just need to fix some shit before I can finally work on the hair
>>
>>518813
humans have hips.. the stomach area looks wrong because there are no hips, it looks like her leg/ass go directly into her stomach
>>
>>519324
to be honest, there is so much wrong with the anatomy it's hard to give any critique. on the plus the basic proportions are somewhat correct, the muscle anatomy is just insane tho, the back makes virtually no sense.
>>
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Thread is ded.
>>
>>519497
are you modelling in photoshop?
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>>516647

You're working with like 20k polies. Use what you have right now to make basic forms. Form.

The most important is form. Nothing matters besides form.

Second is proportion.

Third is anatomy.


Get your form done, subdivide, and define those forms.

You have a shit form.
>>
>>518837
The breast on the top seems more natural then the bottom.
>>
>>517061
>>517014

I still don't understand why Alioto ? Is this some fetish of yours ?
>>
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>>517022

Brilliant !

My favourite short animation. While animation shorts usually bore to death trying to be overly sentimental or "deep", this film strikes closer to the truth and does so in a way that is both funny and entertaining.

10/10 A must see !
>>
>>516970

What are your plans for distributing the game anon ? Are you going to sell it ?
>>
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Learning displacement maps while working on this chest piece thing.

Is the only way to make the render look less blocky to give the low-poly more geometry for a smoother base? Or is there a certain setting?
>>
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>>518692
I made a Scottish claymore as well, mines lower poly though
>>
>>519825
Art is like a magic trick. If you explain it, the magic will vanish.



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