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File: wip 44.png (2.04 MB, 1500x882)
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>>519948 bump reach
>>
>>522058

why anime :)

this is my first fully complete character for a game im making called santa the molester.

it's just a learning experience, and I'm going to redo in the future.

Critic pls
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>>522060
>>
Why is starting from a 4000-something vertex cube to a high res character then back down to a normal mapped low poly so satisfying?
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>>522058
fuck me the op image

you could at least try...
>>
any other box modelers here? how do I get even topology like this?
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>>522068
who is this cutie
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>>522062
>quads
fucking retard, alwayds post polycount in tris
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>>522068

That's not even even topology?
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>>522068

that topology isn't capable of being animated. It's 50% triangles. The face has literally no edge flow following any topology guidelines.

Plus it's fucking triangles.


Maya has good topology tools, but I 100% use 3D coat.

There's like a torrent of 3D coat with maybe 3 seeders. If you want to retopo, get it quick.
>>
>>522086


Render it.
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>>522091
no
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>>522086

Looks like trash why post a view port? rofl
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>>522090
You can still animate it with shape keys.
>>
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Update from last thread
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>>522068
https://m.youtube.com/watch?v=C2SmlcWch2w
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>>522090
that topo is 100% animatable, all the triangles are there for a reason,and you can still see the edge loops clearly
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>>522114


dude if you show this to anyone who knows anything about topology, it will be mocked.

This is trash.

There is zero edge flow in the face.

This isn't a good topo even remotely.
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>>522115
low poly, don't know the needs and restrictions of the model, assuming facial anim would be blinking and basic expressions it is fine, the model has clearly been triangulated and the resolution is too small to see the underlying topology of the face before it was triangulated
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>>522090
all topology is triangles. every polygon mesh you've ever seen animated is triangles being animated. edge loops still exist within a triangulated mesh. the fact that the faces are split into tris means absolutely nothing when it comes to deformation.
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>>522117
wrong
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>>522123
Because reasons amirite?
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>>522123
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>>522125
>saving an image from funnyjunk
>using funnyjunk
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>>522127
mad bro?
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>>522090
yes because you can still animate body parts like that
or its just exported from a game engine
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>>522115
>>522090

As a rigger who has worked on a shit ton of models in my experience, this is more than fine and you're just a retard
You do realise quads are two triangles right? Please tell me you know that literally every quad are triangles at the end of it all, right? Literally all those triangles are to ensure that the quad is calculated properly in heavier rotation and deformation areas (So the quad won't suddenly flip the triangle orientation in certain deformations)
You can clearly see the quad flow throughout the whole mesh, and what seem like odd structures in the mid of common joints (such as between hip and knee, knee and ankle, shoulder to elbow, etc will have 3 joints, starting, mid and end) are points which help when skinning rotation of the limb
Hip topo is for controlling hip volume better since that way it's easier to skin the hips to the U loops on the sides,

Why do idiots who know nothing become so vocal about being a retarded cunt?
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>>522115
>>522115
>>522137
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>>522142

U for real. Some anon memeing on the internet about being a rigger. How is his "opinion" more reputable than the other guy.
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>>522146
U mad???
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sculpting some buns
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>>522156
jesus fuck
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>>522156

He's a fucking burn victim that motherfucker
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>>522156

I know your pain, I tell you whut.
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>>522167
lol I was just about to post something to tumblr. I'm dicking around with the VR integration right now. Performance is shit atm on my 2500k/4.4ghz. Odd because bge is not using all of my GPU or CPU usage.

I'm hoping to make a demo soon though

>>522086
I think it looks cool
>>
>>522168
hah, cool. You can pull that screenshot over to your rift or vr set, zoom in enough, and it looks just like the game
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>>522146
probably because the other guy is objectively wrong.
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>>522168
Jesus fucking christ, why do every faggot on this round planet post these stereo caps fuck up the left/right order so you cant free view em?

Is it just me? Is my left eye in the right socket and my right eye in the left socket? I swear every fucking time, I'm beyond butthurt by this, I am utterly ass-damaged.
>>
>>522168
can you add me on steam pls : Karlos_19983
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>>522180
it's just you, sperg
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>>522180
>free view
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>>522123
Actually he's right and you're wrong. GPUs work with tris, so do cpus. Quads are just easier to use, cause you can subdivide them, you can't do that with triangles. Tris is the only kind of face used for rendering both realtime(games, viewport) and not realtime, except when there aren't any faces at all, like in pointcloud based models, or parametric models(which are rendered with triangles too).
t. programmer
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>>522084
Multiplying by 2 is hard.
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>>522196
Who said it's an all-quad mesh?
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>>522195
Actually, you are wrong. The Sega Saturn did not work with tris at all, and it’s rendering GPU (the VDP2), was not capable of drawing them, or even actual polygons at all. It used affine transformation on sprite vertices to simulate quadrangular polygon meshes- the only way to make an actual triangle on the screen was to draw a sprite, affine transform the vertices, and collapse two of the verts into the same location. This, for example, is why you have texturing issues on the first big boulder you see in the first level of Tomb Raider on the Saturn- the texture is distorted by this process. Incidentally, however, this is also why you don’t see texture warping near the camera in Saturn games, while you do in PS games- the 4 point affine transformation makes the interpolation less likely to calculate with errors, vs the 3 point transformation the PS used. See pic- the left is the PS1 version, right is SS. If you look at the wall on the left side of the screen in both caps, you’ll see on the SS version the pixels have straight edges whereas on the PS1 wall, they have a fairly pronounced ripple. This is due to the lower precision triangular affine transformation.
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>>522199
> was not capable of drawing them, or even actual polygons at all
>even actual polygons
> It used affine transformation on sprite vertices to simulate quadrangular polygon meshes

You aren't describing a triangulated polygon mesh. None of your comment is relevant.

All you've done is refute the statement that
>GPUs work with tris, so do cpus.
with a fringe case of technology that is not longer used.
And still that statement ^ is true. GPUs work with tris. So do CPUs.

>>522068
This mesh still has edge flow. It still deforms as intended. The triangles still don't mean shit.

>>522090
and this guy is still an idiot.
>>
>>522180

Ever put a view master reel in backwards? It's still 3D.
>>
>>522199
>The sega saturn.
Yeah, we're totally talking about the fucking sega saturn, you dumb assshit. Also, you're talking about rasterizing. Learn the terms.
Also, the way you constructed your sentence makes no sense, cause it sounds ambiguous. First, gpus, well except for vector based monitors, were never capable of drawing polygons.
Second,
>affine transformation on sprite vertices to simulate quadrangular polygon meshes
this sentence makes no sense, what you probably meant is:
>affine transformaton on sprite "vertices", in order to simulate triangles with quads
A fast google check confirms that's what you meant.
In the end, you tried to sound smart, but came in like a stupid namefag with your retarded ambiguous sentences that make no sense. You shouldn't try to act smart, if you don't know what the shit you're talking about and if you know, at least learn your terms. You could've just said.
>While you're right that tris is and always was the main type of polygon that gpus worked with, there was a time where a quad based gpus existed and even a major console that used them.
And then, you could've just said.
>A fun fact is, in sega saturn they had to make a quad with one of the edges length 0, in order to simulate a triangle.
Also, educate yourself on what rasterizing is and how gpus never draw polygons at all.
>>
>>522193
crossing your eyes to see what a stereoscopic image look like in 3D is autistic now?
Think it's about time everyone embrace autism, being a normie a lot seems worse at this point.
>>
>>522180
he's right though. >>522168 <this one is wrong
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>>522207

When you can easily make a fuckibg stereoscopic out of some fuckibg toilet paper tube and a bit of cardboard. Yeah it is.
>>
>>522180
>>522209
That's what the game looks like through a vr headset. It's got distortion to correct vr lenses as well as some CA. You're not really supposed to cross your eyes for those. It hurts my eyes to try.
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>>522224
see : >>522187
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feedback appreciated
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>>522242
woah nice asset for a horror game
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>>522244
kinda shitty feedback
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>>522242
Her proportions ARE horrible. Sorry dude, but just imagine your sister would look like this.
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>>522256
This is my reference.
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Starwars pistol
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>>522260
ur a sick son of a bitch m8
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>>522260

You're using an image that has a wonky low angle perspective and a shit load of foreshortening as a reference, it's no wonder your proportions are all fucked to hell.
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rate me /3/
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>>522271
Nice edgeflow. Looks like a big ass bug.
>>
.
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>>522242
looks nice. Is it a game asset?

>>522271
A fly? I'm interested what it looks like with wings.
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>>522274
Oh wow. This is just too much.
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>>522274
Yeah, I'm putting wings and legs on it, I'll put it on when I'm done
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>>522274

You're asking for all manner of headaches when you rig it with the arms and legs in that position.
>>
>>522274
>>522260
>>522242
God, you didn't look at this and think
>"Maybe I should have used a different reference?"
before posting?
>>
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P-40 Warhawk, the happiest little plane that ever lived.
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>>522300
All of my plane buddies so far. all ~2000 tris.
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>>522300
>>522306
good stuff man
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>>522271
ey lamo
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Spent forever on the hair and it still looks like shit, how the hell do people model hair in clumps like this and make it look so good? I may never know.
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>>522375
I think the hair is the least of your concerns.
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working on the interior of my newsstand now
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>>522375

zbrush
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>>522381
tbc
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>>522381
>>522405
>>
>>522406

So whatcha making this for?
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>>522375

The hair won't look so bad once you texture it. Toon hair tends to always look like crap when it's untextured.
>>
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How do I get good at hand painted textures this truck will never look nice
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>>522420
become a 2D artist
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>>522421
Good resources where?
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I feel like im not making the progress I want to be. How many of you went to school for 3D? I feel like im not learning at the pace I want to.
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>>522424
Took me a couple years to get where I am. No school. Then again, I was never really avidly modeling, and what I'm doing now is fairly basic.

Then again, I'm sure some people pick it up and make good shit within weeks. Everyone moves at their own pace.

>>522421
kek
>>
>>522422
udemy,lynda,youtube etc
watch videos about texture painting in blender
>good resources
anything that have alot of views
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>>522424
>How many of you went to school for 3D?

don't do this. classes in digital 3d stuff are in a lot of ways a waste of money aside from networking or getting instruction and insight from a serious industry vet if they're teaching the course (not as likely as you'd hope). some hardcore industry vets do move to education and most competent schools will have a few on hand but it's a crapshoot.

i'd instead recommend taking courses to learn foundation art skills. 2d design, drawing, painting, sculpture, that sort of thing. most community colleges offer foundation art courses and programs and they're a great resource. it may sound like a waste of time but having a wider tool set of general artistic understanding and ability will help you a lot in any 3dcg efforts you pursue.
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>>522187
>>522234
He doesn't add people on Steam ?
>>
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>>522424
I did and I went to a good school and worked my ass off.

It certanly does help and you'll get proper feedback as opposed to 4chans
>bad 3d
"lmao its shit kill urself lol ur never be gud"
>avarage 3d
"lmao suck a dick faglord git gud" or crits by people who don't know what they are talking about
>good 3d
>salty shitposting by jealous kiddies
>>
>>522453
>someone from /3/ gives me critique
>tells me i need to to change this and that
>ok understandable
>decide to completely scrap the whole thing
>download a model from the internet to practice on
>this model got like million views
>show him my work on the model
>"hey you should fix this and that"

and whats funny is that most of these make meme renders that amount to shit but give critiques on almost anything
>>
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Working on an 80s Catgirl outfit now.
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>>522438
that's pretty good advice. I just finished a degree with with a school that had industry vets in both foundation and full time courses and I felt there would be no way I'd be where I am if it wasn't for their help and advice.

It's still funny to see how most people manage to fuck even that up, like 90% of our class dropped out because they were lazy and 60% of the people who are left won't ever work in the industry because they either never turned up and ignored critisism or just coasted.

Then again I know some people in the industry who went to a real shitty school but still ended up being successful.
TL;DR: it's not what course it is, its how hard you work, and even if you work hard a shitty course is worth more than autodidact
>>
>>522410
Im making an FPS game in unity. Right now im working on populating the level with assets
>>
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7.62
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>>522523

That brings back memories.
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>>522459
>child porn

Gross
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>>522537

Tits and hips say you're wrong.
>>
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>>522523
edited the textures
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>>522565
Have you (seen children today) been outside lately?
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>>522575

Bass casing might be polished, but it wouldn't be lacquered.
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>>522576

I don't look at children's breasts you fucking pedo.
>>
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Can I ask some questions too?

1. How do I get the shadows/edges harder on this armor? I've tried lots of edge hardening and normal averaging and shit and this is as distinguished as I can get it. Do I need different colors/materials to make it stand out or should it be able to be as obvious as it should be just with basic lambert boloney?

2. Why do quads or tris only matter? I was told to keep it all one or the other but never the reason why. This guy is wholly quads and correct edge numbers and that's how I model, but I don't know why.

3. Mixamo gave all their animations away a while ago and I got all the ones I could ever think about using, but I'm not sure how to take what I have and rig it so it works with what they have. I can animate in maya but I've never rigged so I don't know if I need to exactly match what mixamo does or if it would be easier to rig and animate it on my own. How hard is rigging and applying animations?

4. Is it possible to apply different UV maps to the same object? I'd like to get a lot of detail going but I don't think that's possible without cutting corners if I do it all in one UV. Could I make one for the shoulder armor, then one for the chest, then one for the helmet, etc?

5. Thanks for any answers you can give me, I'm very much self-taught and I was never told the real do's and do-not's.
>>
>>522606

I posted this in the questions thread too

>>522610
>>
>>522593

Dude, we can't critique what we can't see. Just show us it with neutral lighting then you can get all moody with it.
>>
>>522606

Show us your wires.
>>
>>522606
1 select edges to harden -> mesh display -> harden edge
2 quads are optimal because they can be smoothed by splitting into 4 smaller quads. mesh -> smooth your model and see how it looks. Undo it. Now use multicut and make a few random quads into two tris. smooth it again see what happens. Usually game engines will convert your models to tris because they're mathematically easier to work with and it's not like it's going to be smoothed in game.
3 depends on the quality of animations you do. If you already have animations, look into humanIK and you can transfer animations to your model.
4 yes. Open UV - UV editor -> UV sets. More UV sets will allow you to have a higher resolution, but this is obviously more expensive. You have to decide the balance.
>>
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working on a paper craft style animal genocide animation.
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>>522662
it mixes
po,pol,an,and 3
with a hint of trash
>>
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How do I turn off a material in Zbrush? If I just want to see the diffuse/polypaint, what key do I press?
>>
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>>522672
>symbol drawing
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>>522672

Render flat.
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>>522671

God dammit. Why do you faggots keep hiding your meshes with shitty lighting. We can't help you if we can't see it.
>>
>>522682

R8 me M8
>>
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>>522682
Coincidentally, i'm the same from here >>522593

I just like low light
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>>522689

Do you like to hide mistakes, or potential negativity?
>>
>>522691
Literally all of my renders are like that. I like low light, thats it

Also, you can perfectly see all the faces edges and vertices that matter in that pic, and you can see them well
>>
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>>522523
>>522575
Copper looks fine but the brass looks like gold.

Also tarnished brass doesn't corrode, it just dulls.

Also those bullets aren't seated in far enough; they shouldn't stick out so far. That looks more like a 6.5 Creedmoor.
>>
>>522674

ty
>>
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What should I name it?

Also, anyone know how to design a set of Walschaerts valve gear?

https://en.wikipedia.org/wiki/Walschaerts_valve_gear
>>
>>522685
Looks like a small boss of a batman game
>>
>>522707
If you just want a pretty animation, then it's pretty simple. Just follow the wikipedia pic

If you want it to work realistically, then damn dude I got no idea
>>
>>522699

So all your renders look like shit then. And you like that. You like that all your renders look like shit.
>>
>>522727

Actually, I just wanted the basics of the geometry of the valve gear (e.g the angle of the crank relative to the drive rod at any given time).

Shit's confusing.
>>
>>522707
get some technical drawings of the parts, trace them, assemble them according to references.
>>
>>522777
>tracing
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help
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>>522782
show from front, side and a 45 degree angle, disable perspective for now
>>
>>522728
I know you are just baiting but ok

There are now 15 lamps plus a fucking hemisphere in this render

There is literally nothing in the scene that you cannot see. The other side of the truck is identical to this one.

NOW RATE
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>>522784

Why no perspective? It looks more bulbous
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>>522785
Do you happen to be the pussy who made this trash?
>>
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>>522785
Oh
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>>522787
I'm not a meme poster
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>>522789
is that a yes or a no? Are you that fag? I'm about to hide.
>>
>>522788

Wonky A pillars. Grill messed up to hell and back. Too much garbage geometry around the fenders.
>>
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>>522786
fixed some sutff
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>>522662
i will add a machine gun and crusade armor and see how it looks.
>>
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Rate my geometry, 3956 poly's
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>>522807
just counting the triangles you dont even have close to 3956
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>>522808
It looks like a lot less, i know
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>>522809
you have about 100 tris in that shot mate. Whats going on?
>>
>>522810
I started deleting parts of the mesh to see the difference, seems like all polygons are distributed pretty evenly. 4k isn't that much for a first person weapon right? Highpoly is 90k
>>
>>522810
are you retarded or something?
>>
>>522812
I have a high IQ, so "no".
>>
doing a flintlock pistol of sorts for a game
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>>522813
this guy "lol"
>>
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How do I make models like this?
I get that all the clothes wrinkles are just shading on textures but how do I do everything else?
>>
>>522900
semi-hijacking this post

Been working on some characters in the style of Persona Q, still debating whether or not a tie could break silhouette in a meaningful way
>>
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>>522902
You'd probably have an easier time critiquing me with a picture attached
>>
>>522903
How did you learn to do this?
Its basicly a chibi-er version of what I want to do?
>>
>>522904
do some mirror modeling. im sure there are tutorials on this
the hair id extrude edges from a plane, you can also start differently, the idea is simple
>>
>>522904
Yeah I think that's pretty accurate,as for how I did it having never played Persona Q: Started with a 6 sided cylinder for the head and just built straight down adding edge loops and cutting faces where I thought it needed them

If anyone has got ideas for making hair look better I'd love to know, I'm extruding out edge by edge right now and it's tedious as hell
>>
>>522110
Draw the rest of the fucking owl
>>
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>>522873
Nice, but the grip is way too curved. Are you using reference?
>>
>>522707

Fuck yeah, SolidWorks.
>>
>>522873

As somebody pointed out your handle is too curved. There's also a leaf spring at the side of the pistol that holds the hammer in the half and full cocked positions, it's missing on yours as well as the ram rod.

The pan needs to be horizontal. A pan that's angled like that would end up dumping the primer powder when you pressed the trigger causing a misfire.

That's one of the things they get wrong a lot in movies. They'll show people holding flintlocks straight up over their head and pulling the trigger to fire it because it looks dramatic. Do it in real life and you'll end up with a spark and a lot of black powder dumped on your head.
>>
>>522942

no wait the leaf spring holds the strike plate open of closed, the hammer is held by an internal mechanism. The strike plate needs to be closed to fire.

Black powder weapons are a lot of fun. I actually find them more fun to fire than modern weapons. You can get working modern reproductions for under $2000. I've always wanted to try hunting with one. I imagine it would be a challenge to hunt birds in flight because you can't aim up as high with a flintlock musket as you can with a modern cartridge firearm.
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>>522927

Actually there were some pistols with that kind of grip. I can't image they'd be that comfortable to fire.
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>>522944
But they where excellent when you flipped em over to use as a club or hooking device when scaling a ship.
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>>522948

Not to mention they'd probably be less likely to slide out of your belt.
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>>522950
And much simpler to fast draw in a tight spot than >>522927

For me the hook design is the more familiar one for flintlocks. But I'm not very educated about the armament of that period.
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>>522927
Yes of course, here's the reference
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>>522953

Okay it looks like the pan isn't actually tilted but has one side with a higher edge, probably a weather guard to keep the wind from blowing away your powder before it could ignite as well as catching falling sparks and channeling them into the pan.
>>
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So I made the high poly, then the low poly, after that I spent hours unwrapping the bitch and finally baked maps. Painting next, skinning, animating.
Why is this shit so much work /3/?
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>>522794
progress
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Made Doe some cloth
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>>522980
I find doing low poly ---> unwrap ---> high poly makes the process go much smoother and faster.
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>>522987
It's true that removing all the support loops is tedious work, but I can't really get the lowpoly to look good without the high
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>>522983
Please, leave

You are disgusting
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>>523002
Good luck with that anon, our Alioto have been here working on that very abomination for at least 6 or 7 years now..
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>>522983
Nice so far.
>>
>>522983
It pains me to admit this but them panties have succeeded in bringing your particular brand of crazy into the realm of distant fapability.
>>
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not this guy >>522873 but I saw it and i remembered I made a flintlock pistol not long ago and I wanted to share it with u guys.
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>>523008
>An elegant weapon for a less civilized age.

Can you imagine if you could challenge your troll to a duel with one of these just to have him actually show up to participate?
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>>523002
You may not like his subject matter, but you can’t argue with his technique, his modeling is pretty damn good.

>>523005
>Good luck with that anon

What this guy said.
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lil thing I'm working on. fun little project. Thoughts? Just basic shit atm gona tweak the camera stuff now
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>>523025
it looks really unoriginal, like you used a bunch of built in presets and copied some legos
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>>523029
Disagree completely. Anthropomorphic shotgun shell and pistol round having a DM with shotgun and revolver? Pretty fucking original.

>>523025

Cool idea, nice execution, way to go.
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>>522873

The end of the flint held in the jaws should either be wrapped in leather or encased in lead to help hold it more securely.
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>>523031
>Disagree completely. Anthropomorphic shotgun shell and pistol round having a DM with shotgun and revolver? Pretty fucking original.
>>
>>523029
>>523031

Pretty sure it's from Enter the Gungeon.

>>523025
The characters / enemies in the game are appealing, this isn't.
Looks too "standard 3D", like all the dirt and the wear patterns and stuff just look so standard and commonplace without looking authentic at all.
>>
>>523035
>Pretty sure it's from Enter the Gungeon.
what does that have to do with anything? I could copy some asset from some unknown thing, doesnt mean shit. Just like my tattoo artist could tattoo some crap on me that looks horrible and claim its from some other shit
>>
>>523029
Presets? as in Primitive shapes?

>>523031
I appreciate that man, it was just a quick project.

>>523035
Yeah it's from enter the gungeon. They are pretty simple concepts so I wanted to keep the design aesthetic simple also.
Modelled them up in Maya from mostly primitives and then Textured in Substance Painter using many of the stock materials there.
>>
>>523044
>Presets?
as in material presets. Which you just admitted to. You have no skill kid
>>
>>523046
You do understand how Substance Painter works right?
Why do I need skill to justify anything? Did I make a claim about it/ how skilled I am?

I don't want to spend a long time on this small project hense why I used Materials that come with Substance Painter... A program where you use Materials to paint things, I could spend hours creating materials in designer just for this but it isn't on the cards, I've got a job and other things to work on.
Why am I justifying myself haha.
>>
>>523048
At least spend some time to throw some smart materials and blends on there so its not so obvious you did 3 clicks in painter and called it a day. I've seen other people take on these guys and even a base or something for them to stan on would go a long way
>>
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done in blender anyone know how i could make those teeth better?
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>>523070
First, the material is terrible. Second, look at reference of actual fangs, they aren’t just cones. Even just that will make a huge difference.
>>
>>523070
>lightning.jpeg in the background
kek
>>
>>523071
ty
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Updated choo-choo with water tanks and front plate.

I can't really decide what color I want to paint it.

Any suggestions?
>>
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>>522606
>>522610

I think it's turning out quite well, although for some reason these screenshots turned out a little jaggier/worse than how it looks in-game for some reason.

What do you guys think? I'm not much of a texturer :/
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>>523133
>>
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>>523134
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>>523134
Looks like its made from space-age materials. Maybe pirate substance designer and watch some tutorials on metals.
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>>523189
thicc
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Thoughts? Obviously WIP
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>>523199
The anatomy of that skull is off Get lots of references and fix it
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>>523133
I think you should work on your form before you work on textures.
Make a more detailed model. In fact, why don't you just pirate ZBrush and sculpt a sheet of cloth out of individual fibers? Apply the normal map of that cloth to a single quad in a regular 3D modeling program and then go to town on it with photoshop.
Maybe then you will get inspired.
>>
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>>523213
i like this
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>>523199
beyond redemption. Learn from this and start from scratch.
>>
>>523239
by squishing the doughnut between two hot buns
>>
>>523239
your creases are going too far, in your reference they barely go out to the middle of the asshole but you have them going all the way to the outer edge. Focus on making them puffier I guess
>>
>>523189
your back anatomy is weird, especially the upper back. i dont have time to point out it all but look closely at some ref images and how the muscles flow there. from the side view the flow from the neck down to the midsection doesnt feel quite right, like look at ref and see how the shoulderblades should affect the curve. the front looks like a better start, although your topology is kind of questionable in some places. i think you should look at more ref for the front as well cause some of the indentations and flows dont feel quite right.

>>523125
i say red

>>523070
basically what other guy said. also your material needs bump/normal work so as to break up the specularity. it looks like a plastic toy. give more overall color variation to the base as well, even subtle gradients can help. this also applies to the ship, all the wood looks exactly the same. if its just a still image you can do some work in post. also the base color seems kinda noisy, usually you want to avoid/localize that and keep the high contrast for the other maps. the flag looks good. the bg is kinda vague, where is this exactly? i can see you put in good effort though so keep going

>>523008
its old so i wont critique it but its pretty cool.
>>
>>522983
i cant believe you're still here. you've gotten better though. but work on that skin material it looks like plastic.

>>522980
nice, skinning and animating what?

>>522784
curious why disable perspective? I'm not a modeler so im wondering.

>>522459
the ass feels like it pokes out and lacks natural roundness. from the left view, the wrinkles on the boots look kinda bad

>>522448
cool
>>
>>523239
Looks like a bad case of haemorrhoids
>>
>>523260
>>523239

Anyone wondering why /3/ still wants to be a blue board should remember this day when furry-anon decided to post progress on his centaur vagina/anus fan art.
>>
>>523260
Why do you keep sculpting a gaping hole when the reference is clearly puckered, more akin to a nipple?

>>523261
Also this. Furries are disgusting. That anus looks disgusting.
>>
>>523260
its not thta your model is bad. its that your reference looks like a disease
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>>523261
Holy shit, it got taken down w/3/ actually have a new janitor now?
>>
>>523246
>your back anatomy is weird, especially the upper back. i dont have time to point out it all but look closely at some ref images and how the muscles flow there. from the side view the flow from the neck down to the midsection doesnt feel quite right, like look at ref and see how the shoulderblades should affect the curve. the front looks like a better start, although your topology is kind of questionable in some places. i think you should look at more ref for the front as well cause some of the indentations and flows dont feel quite right.

Thanks, anon. Any suggestions on how to consistently get a good topology flow when working, or do you know of any tutorials or works that are good examples?
>>
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:^)
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>>523282
I think when I first learned how to polymodel a body I used that joan of arc 3d tutorial, if you google it you'll find it. but honestly it's pretty annoying to try to think about topology while modeling. I would pick up sculpting, it will allow you to focus on the form more and then worry about edge flow later.

>>523295
the render looks good but you can work on the shader/texture. the fade/gradient doesn't feel quite realistic to me. and maybe if every cup wasn't exactly the same it would make it better.
>>
>>523303
sorry, i realize that the pattern is different. still, i would play around more with changing up the top gradient a bit to see if it improves it
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>>523303
>sculpting

That's a thing, yes. The few tutorials I've seen always had the workflow of "boxmodel ->subsurface modifier -> sculpt -> fix topology".

Thanks again, anon!
>>
>>522987
I like doing the highpoly first, because the most shapes are piss easy to derive from a highpoly compared to having to "unwind" the triangle-heavy lowpoly into a proper subdivision cage again.
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>>522982
why is it reflecting what is under the armor on the other side of the armor?
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>>523309
wrong pic
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>>523247
>nice, skinning and animating what?
The weapon ofcourse
>>
IS WIP the beginner topic of /3/? I'm thinking of starting a beginner's general on this board but I want to know if this place already has one.
>>
>>523317
yeah, pretty much
>>
>>523317
This place is slow as hell so just use this thread.
>>
>>523036
Enter the Gungeon is very well know in the indie scene. Also it does "mean shit" if someone working for me called this their original concept I would fire them.

That being said I think he did a good job anyway
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>>523199
anatomy is bad, sculpt don't poly model things like this
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How is this looking? Ignore the materials, I still have to work on them
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>>523334
>Enter the Gungeon is very well know in the indie scene.
>the indie scene.
the what
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>>523348
The Indie scene. Are you retarded?
>>
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Retopo of DVA all quads no pesky triangles
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>>523316
sorry, I don't do any games work, do you still have to use bones even if it's a non-deforming object for it to work in engine?
>>
>>523365
neat
some of that topo is atrocious, though
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>>523373
Yes, even when it doesn't deform you need to use bones to be able to paint weight.
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>>523365
I dont think eye loops are supposed to look like that
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>>523389
you dont have to paint weights for some things. You can just parent meshes to bone with no weights
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>>523373
Animation of solid objects that do not deform may or may not use any bones depending on how you set it up.
For instance if you have a robotic arm or something you can use the transform pivots of the objects themselves linked together to make up the animation system.

Bones are really just pivots without any geometry attached to them. The objects featured in programs like max and maya named 'bones' are just convenient to use as such objects included.
>>
>>523392
Can you put spline controls on something like that? Animators will not even touch something with no controls
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>>523391
But what if I need a bone for the weapon and one for the ammo for example? They are both the same mesh
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>>523395
you should not have made them the same mesh. What if in the game you want to have spent magazines on the floor? if its the same mesh you cant do that
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Trying to get in to character modeling with this mutant/alien type guy. I think its coming out alright there is still plenty of work to do. Any crits will be helpful
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>>523399
Start with a human. That way you can easily tell where you've fucked up, and you have a goal to work towards. As it is that terrible anatomy can be justified with "it's an alien."
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doing body later on
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>>523246

>red

Really? I was thinking either a navy blue or a deep lilac. Generally something that goes good with the brass trim.

But I guess red would be nice. Might look too much like Iron Man though.

Also, I've officially decided that Walschaerts valve gear is way out of my league.
>>
>>523365
breh. can I get a close up on the nose on the side view?
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>>522062

Where is his penis ?
>>
>>523400
can you tell me whats terrible instead of just saying that it is?
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Thoughts?
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>>523444

what is it supposed to be ? abstract art ?
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>>523445
It's still WIP. I'm messing with the materials
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>>523446
bad ass logo tho
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>>522110
looks like dragonsaga, actually (dragonica in the EU). but it's not chibi enough to be dragonsaga. Is this a common way a warrior looks? like exactly the same colors etc...?
>>
>>522260
yes let me use a NON-REAL Reference of a horrbly angled and animated/drawn shot
7/5 stop while you still can
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>>522685
we would if we could see what you got there
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yah eye topo kinda sux, but I want to complete this version first and make a few other models that are low and high poly
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>>523456
Thats not bad at all but why don't you use the ingame model ? Theyre doing SFM porn of it already
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>>523457

that was a thought, probably do something like that guy with the Helen/unity
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>>523458
Oh I see. You got a nice start there. Can you add me if you have steam : Karlos_19983
>>
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Browning M1919 lowpoly.
C4d, Substance Painter.
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>>523413
i can imagine his voice from just this screenshot. sort of like a dutch version of the swedish chef. "myerrp myerrp myerrp"
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Added a new aluminium material, and finished the skull
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>>523471
looks gud /s
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>>523471
poorly rendered low poly rubbish
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>>523475
It's glossy low-res. Rendered each pixel 500 times, which took me 20 minutes. Even if I rendered it 1000 times or more, it'd still be grainy due to the glossiness.

Also, I do it low poly because my PC is a toaster.
>>
>>523476
>>523471

Why don't you focus on finishing the model before you go attempting to render it (badly)?
>>
>>523476
>Also, I do it low poly because my PC is a toaster.

You may do it low poly but that is not why. Even a 10 year old PC that could play the games of the mid 00's is usable for making the graphics for contemporary games.

Basically if you can't do it on a computer like that, you can't do it on a faster computer either.
>>
>>523499
Anon, I don't think you really understand anything about computers. I have a 2007 computer, and if I subdivide an UV sphere, FPS falls to 10 or less
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>>523525
>I have a 2007 computer, and if I subdivide an UV sphere, FPS falls to 10 or less

Interesting. As a point of reference I went back in my archives and fetched a render of what I was apparently working on back in 2006 on what must then have been my 2001 computer.

If you can't subdivide a sphere without your system choking your computer is probably from the very early 90's anon.
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>>523529
My specs: Intel Core 2 duo, 4GB RAM, 2.5GHz, on-board video card (the offboard one burned a few weeks ago, a Geforce 9400GT).

Again, I don't think you understand much about computers, anon.
>>
>>523555
>on-board video card (the offboard one burned a few weeks ago, a Geforce 9400GT)

That’s your problem, right there. You’re forcing your shitty onboard GPU to do the work, and/or offloading what it cannot do to the CPU. Do you have $16? Because that is what it will cost you to get a slightly better replacement on eBay, a 9800GT/512MB:

http://www.ebay.com/itm/5189-4534-nVidia-GeForce-9800GT-512-MB-DDR3-PCI-Express-Video-Card-/252395855485?hash=item3ac3f71e7d:g:IOMAAOSwKadXPgdp
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>>523556
I do have 15$, but I live in Brazil. The shipping costs $47 dollars, or R$169,60 , and I can't afford this. I might buy another 9400GT though
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>>523414

>Walschaerts valve gear is way out of my league.

Then try Stephensons valve gear
>>
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>>522058
hmmm
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>>523577
looks more like a dwarf
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>>523577
the last swing speeds up weirdly at the end
>>
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made this
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>>523581

Weapons are entry tier, but it's decent. Nothing special.
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>>523581
I'm practicing normal map baking and texturing that's why I'm doing simple stuff
>>
>>523577
this is pretty good so far but you should push the feeling of force in the swings, and especially make the head feel more affected by the force. it almost feels like he's being mind controlled if you know what I mean. nice camera animation btw.

>>523581
watch for those really thick scratches on the metal they make it feel doughy
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So this is what it looks like rendered. How do I make the metal (not the brass, that turned out nicely) surface not look as rough? What finish should I use to make it look like polished steel?

Also, shame on me for posting this at 4:00AM.
>>
>>523471
position of the skull is completely off, which in turn has made everything else wrong, look at your reference
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>>522900
rip models from games and FUCKING LOOK AT THEM
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I made this slut
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>>523773

Good shit. With a porcelain material it would look dank.
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>>523775
like this? the texture still looks like asshole
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>>523789
better
>>
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can't be bothered with retopo on this thing so i did remesh
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>>523577
I like the animation, has weight to it.
>>
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>>523033
Nigga you're the same faggot in that other thread.
>>
>>523789
I like it, it reminds me of something I would sell at my restaurant
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>>523773
me too
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>>523809
aliotto pls
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>>523413
UV mapping
>>
>>523825
speaking form experience, i would delete history on that before something fucks up and corrupts the mesh, or something like a UV smooth operation crashes Maya.
There's no reason to keep that kind of history and it just slows everything down.
Btw when it comes to unwrapping faces, you may want to scale the face region up to fill more of your UV space and ignore compression on the top / back of the head because it likely won't be visible. Also if you cut holes where the inside of the nostrils are, and cut a seem outwards from the holes in a place that isn't too visible, you will be able to relax the outside of the nostrils a lot more easily.
You'll also want to make the UVs symmetrical and add asymmetry to the vertex position.
>>
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working on low poly, first time doing handpainted characters
>>
Any experienced in 3ds max? Is there any modifer or automated way to turn a square into an even cylinder? As in consistent radius around the circle?
>>
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>>523577
fixed him up abit, also, he knows kung fu now
>>
>>523577
>>523880
This is mocap, right? Looks awesome.
>>
>>523915
yep. its from mixamo
>>
>>522242
How do you make the points curvey like that?
>>
I prefer not to use pirated software and don't like buying things.

I already have substance, but it doesn't seem that good at diffuse painting for stylized textures.

Should I use blenders built in texture painting system for that or should I suck it up and buy 3D coat?

Feature wise I literally just need layers and circle brushes, nothing fancy beyond that. Honestly, I think photoshop has the capability so if anybody has any experience with that let me know if it's viable or if it's crash prone trash.
>>
>>523880
If you actually want to use this in a game I suggest you fix the timing. Right now it's too evenly spaced, needs to be edited for more impact for the hits.
>>
>>523930
How hard was it to take the mixamo animation and apply it to your guy? I'm unfamiliar with animation but I got all the free mix ones from a couple weeks ago and now I want to use them.
>>
>>523951
it is pretty easy, just stick your model in the autorigger and there you go.
>>
>>523942
not that guy, but wouldn't it be better to edit the animation of the enemy being hit? rather than the player hitting?
>>
>>523941

A lot of blizzard people use 3d coat so it's pretty viable. The steam edition runs like ass so don't get it there.
>>
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Electric whistle..ignore the noise.
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Does this look about right for a water tube array?

This was an absolute BITCH to dimension.
>>
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>>523959
Holy shit dude I didn't know they had an autorigger, I thought it was some involved process. My guy looks great with these animations, especially free ones!

Thanks for the heads up senpai, you just saved me forever rigging my own shit. Obviously it could be better, but I'll take a free, instantaneous 95% than a painstaking 100%
>>
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>>524021
>senpai
>>
>>524026
Oh I see the filter is on, I said the short form for family, and I use it ironically, which makes me slightly less of a faggot.
>>
>>524021
What tool is that? looks neat
>>
>>524028
You're still a massive faggot nonetheless.
>>
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>>524040
Throw an fbx of a mostly t-posed character of yours into mixamo's (website) autorigger and all you have to do is put where the elbows, wrists, chin, groin, and knees are, and it rigs the rest with surprisingly good results.

Then when you're previewing some of the animations you bought (I think they're still all free, or I was able to get the zombie ones today still free at least), you select your character and you can watch your guy doing all that shit right in the browser.

It's really neat
>>
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Polished steel looks so much better.
>>
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What's a good way to get some detail on this gun? Should I just pick a random gun image and copy its side?

I can model it, I just don't know what to model.
>>
>>524165
>I can model
no
no you cant
>>
>>524196
wow thanks for the constructive criticism, I didn't know I was on the pros only board. Care to share what you're working on?

this took me literally 5 minutes, I just need any gun for my game but I don't want to just copy/paste the side of an M4 or whatever, and was wondering if any of you knew a good way to model guns details besides straight up copying from reference
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File: smghighpoly3.png (2.16 MB, 1920x1080)
2.16 MB
2.16 MB PNG
>>524203
sure kiddo
took me at least 30 seconds
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>>523577
very good quality animation, but he looks drunk. I'm no expert in fighting techniques but he seems to have a little too much follow through, or maybe a better way of saying this would be that his attacks aren't very precise? Of course, if you wanted to make him look drunk then 10/10, if not then 9/10, still good work.
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>>524103

That finish looks more like acrylic than steel.
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>>523365
did you model that, or did you just retopo an existing model?
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>>522317
Thought this was Kabuterimon from the thumbnail.



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