New WIP threadHell-on-Earth edition
is it just me or do the new doom creatures look a bit weak ?
>>523760I thought this was an environment from the new doom for a minute.
working on my first environment. Starting with some modular pieces, textured in PS, Shot in marmo
>>524198too generic. and whats the function of those circles everywhere ?
>>524202they're speed holes
>>524204Whats a speedhole ?Also avoid using text on generic tiled surfaces. You should add text and logos as decals to specific areas afterwards. Otherwise its gonna write 07 the entire map
>>524206>Whats a speedhole ?a meme
>>524202hole technology, dumbasshttps://www.youtube.com/watch?v=4xu8t5XWYNM
>>524209damn I knew there was a better place to put my claymores.
>>524209such speedso wow
>>524198Those look like eyes and it's making me uneasy.
>>524198Goodshit, I like the color scheme and materials. I agree with the others, I would just have some kind of grip studs. You could make the transparent with an underlay floor with cables or pipes too.
>>524247999999 out of 10
>>524292You have form, but no definition.
Why is everyone doing cats now ? ..
>>524313try modeling eyes instead of painting them on
>>524381its animated and i dont know how to rig eyes
>>524313that is terrifying
>>524386rendering,modeling,texturing.rigging,lightning,animatingis generalist the wrong way?
>>524395pointless / masturbatory
>>524397just like your life
>>524383Can you post the animation?
>>524429skin looks like plastic and those chest scars don't make sense
>>524477what if he got drunk at a garden summer party and fell over the grill oven? tssssssss
>>524482with perfect symmetry? I doubt it
>>524486could use more color and material variety. The fasteners and locks can be silver or brass for example. Cute tho
>>524486not bad what >>524487 said
What color should I paint it?
>>524534make it like a toy
>>524549Kek. Last time I did the SolidWorks mass analysis it weighs fucking seven tons.Not really a practical "toy".
>>524551Why are you modelling it and texturing it to look like a toy if it isn't supposed to be a toy?
>>524491Pretty cool if you can rotate the camera.
>>524585How can you '/thread' a WiP thread? It's almost like a riddle or something.I imagine it involves posting something that causes everyone partaking to commit collective suicide.
Something playable is coming soon. First I wanna make sure to add a transparent male to all the animations.>>524591We could maybe finish all our projects at the same time??
>>524631u are a god brah,those face animations are pretty good.btw love her right tit, its alive.
Working on a bone based face maker for a game project, made many heads in my days but never really tried making a customization system before.figuring things out as I go along. >>524631>We could maybe finish all our projects at the same time??Sounds like a much more pleasing solution. Let's go for that.
>>524633Face sliders based on a bone rig sounds like a nightmare. Is there any reason you're not using blend targets?
>>524239>>524198Is it a walkway? Why is it so complex? Looks like a switchboard.
>>524661start overthe topology looks pretty good tho, jose and nasal bridge aside
>>524697can't re-arrange this from here? maybe ill start overas for the face i can still sculpt it
>>524198Is this a bank of servers inside a super computer space ship? If not, it should be.That would be fucking rad to take that "2001" concept of a gigantic computer with a space ship built around it, and modernize it.
>>524397if hes not modeling guns or aliens hes wasting his time.
Oh look, another gun..I'm tired of modeling these, what are some interesting mechanical or non-organic devices I can model (perhaps even something that could be printed)?I'm going to have a shot at printing a working angle flashlight sometime, program my own bright/low/strobe circuit for it and stick a 3w CREE LED inside it.
>>524766How about a super bike? The newer ones have less fairings and lots of their mechanics exposed. The fairings that are there are stream lined mechanical shapes that is a good stepping stone towards organics and becoming a more complete artist that can model any type of surfaces.
>>524699i'm sorry i just hate the proportions
>>524766if you want a hard surface challenge do a mountain bike.but really, there is no point doing that because those kind of things you pretty much have to get a bicycle near you or you won't get it right
>>524766>no materials>not presenting proper rendersjeb you're a mess
>>524768Holy shit, never thought of doing a bike before, that's a wicked idea.Alternatively, I thought about doing a 1950s car with some fins/curves, the whole space-age look.
Hows my extremely low poly battleship
>>524821Don't use smooth shading on something so low poly
>>524833smooth shading on low poly is fine if you manage smoothing groups properly
>>524833>>524835---Retard question alert---I don't understand smooth shading. In maya at least when I smooth shade my stuff obviously it's smoother and if it's a little more high-poly it usually looks better, but when I export to fbx and put it in Unity or Unreal it's just the base polygons. Also I was told to make the base, non-smoothed model as close as possible to what I want without smoothing.So what's its deal? Is it just for rendering pretty things, not using them in a game?Also tell me what you would do to this model to make it better besides "delete it and kill yourself", yes it's going into a game engine.
>>524837are you talking about smooth shading or making the model have more polygons? Maybe when you're exporting the software isn't applying the subdivisions
>>524852smooth shading I guess. It kind of rounds out your polys?I barely know what question I'm asking. In maya pressing 3 by default will give you a smooth shaded preview
>>524837unless the exporter has changed from when indis udk work, when you export your model for unreal, you have to select the option to retain smoothing groups. the confusion comes from the fact that "smoothing groups" are a term that originated with 3ds max. at some point, max employed a computational timesaver that used what was called "smoothing groups" instead of actually implementing vertex normals. usually in a 3d package, the vertex normals control how per vertex shading (like gouraud shading) is calculated. wether a model appears shaded with hard edges or with smoothed out shading depends on the values of the vertex normals. 3ds max at some early point apparently rather than supporting vertex normals instead let you select groups of polys that should be shaded smoothly because this apparently had computational benefit over having true modifiable vertex normal support. thise were called smoothing groups. the term has stuck around in game dev circles to refer to smooth va hard shading in general, which is honestly really confusing. you don't see terms like "smoothing groups" when working in maya because you can modify vertex normals directly, which are what affect how the object is shaded in the first place. as for unreal, from what i recall, the maya unreal 3 exporter by default didn't export vertex normal information. why? hell if i know. to export the vertex normal information on your model, you had to select "export smoothing groups." why did they call it smoothing groups? i'd assume because the term is so often used erroneoualy that they just stuck with it. i could be wrong about that, though. either way, i wouldn't be surprised at all if the current exporter behaves the same way
>>524852smooth shading is per vertex shading. it's used both in modeling packages and in game engines. it's one of the most basic rendering techniques and it's kind if scary how much confusion there is about the topic due to it not being a subject covered by most "get in the action" tutorials or knowledge sources
>>524856>>524857also i may well have some slight inaccuracies in those posts so please correct me if relevant
anybody frequent polycount here? thinking of making a sketchbook but then you guys would know who i am
>>524860not in over a decade. i've considered going back since but it just isn't the same :^/
>>524860Used to. Fuck that place. My tipping point was when one of the mods said they would ban a certain user because he was giving inappropriate critiques in an Assassins Creed unity thread. If you go against the grain there you will be blacklisted. As with the destruction of any community they let too many sjw's in. I used to laugh in the threads where a few of the users would talk about excessive violence in games and how some female characters were dressed too sexy. Like the other user said it was way better in the ps2 and quake skin era.
>>524907>As with the destruction of any community they let too many sjw's inlol keep it to /pol/. that isn't why i said it isn't the same; it just isn't any longer the more personal sort of community i tend to prefer. also, polycount was never any sort of anti-sjw or other sort of political community. i don't know why you'd bring /pol/ or gg sentiments into a discussion about it
>>524907Really??? I've never noticed it t.b.hI'm no libcuck but I couldnt care less about politics at polycount , i just browse for the artwork and critique... There are a few pros like perna who have enough clout in the community to savagely critique you... But its definetly a hugbox - just have to ignore those "Wow keep it up, ur great :D" comments from faggots trying to look friendly to get a job.
>libcuck>SJWGo back to /pol/ already. /3/ isn't supposed to be anyone's political platform.Whenever you start spewing ass like that of course people in the opposite end of the spectrum gotta mark against your bull as to not seem complacent in it.This is a thread for artwork critique not a thread for pushing fringe ideas about society.And yes I am a liberal, I am also black and straight up pound em' in the ass homosexual. But I come here for the 3D, not to push my pic related down your windpipe to control any of your gun ownership.There are plenty of other forums dedicated to people like us bitching about what is wrong with the world according to our personal brand of righteousness.
>>525001You don't get to decide what 'everyone' thinks or feel about any topic anon, and you do no get to make claims to be speaking for everyone here.can't you see that When you fly off into a autistic hissyfit like that spreading your shit goatse-wide you invite people to tell you to gently fuck off?
>>525004Go ask /pol/.
>>525004Lmao why did the post criticizing sjw got deleted, but the pro-sjw post is untouched ?If 4chans moderation decided to change the ideology of 4chan in such a radical way, they should just make it official so people know where they are posting in. If it's not true and this is a politics free zone, that post should have been deleted as well.
super hero base I'm creating. The character's name is The Spectrum. He's retarded. Gonna get the anatomy better, but the form's all there. He'll wear a blue suit with a red A for autism. Blue cape with the same A on it. I'll retopo and then this will be the first character in my game. Just have to learn rigging in Maya and weight painting.
>>525040whats up with the thighs ?
>>525041Been staring at them for the past day. Dunno. I'll get my reference going and redo the form. Do you see anything other than horrid anatomy that's wrong with it? Form wise, besides a few planes that are off, I think it looks fine.
>>525042well the missing anatomy is the problem itself. you should start with a basemesh
>>525044>Is form off>"Use basemesh"form =/= anatomy
>>525045Use a base mesh with correct anatomy or fix the anatomy buttboy.
>>525046My question was never about anatomy. Anatomy is completely irrelevant at this stage. Anyone who just skips being able to create whatever they want from a sphere and have to rely on a base mesh will never succeed. They're quitters. All the pros started on this path I'm on. Nobody worth a shit skipped it. Putting in anything that is above secondary form is retarded, because I'm retopoing. My question was what was wrong with form. Not anatomy which is what you don't get. Form =/= anatomy.
>>525047What the hell are you on?
>>525052yeah hes kind of autistic, but he's right.
>>525036Administration and moderation has been compromised for a long, long time now. Fuck, saying "nigger" used to get you banned on /co/ instantly, and criticizing SJWs could get your thread nuked on /tg/.Don't wrongthink, Anon. It'd be a shame if we had to diversify you.The site is still here, but the spirit of 4chan died years ago.
>>525036>If 4chans moderation decided to change the ideology of 4chan in such a radical wayThe ideology of 4chan has always been to send /b/tards back to /b/, /x/enomophs back to /x/, aspies back to /asp/ and /pol/iticians back to /pol/ anon. If it haven't dawned on you yet /pol/ is a containment board for just the kind of discourse you attempted to bring here.
>>525047>Spectrum is not the hero /3/ needs, but he is the hero /3/ deserves.
>>525073/pol/ is the containment board for SJW's too anon. They just got routed over there and fled since they where no match for it's unconstrained cancer.
>>523760I won't post my work on a board that is heavily infiltrated by /pol/. I can stand the billionth lowpoly weapon, poser shit or even alien zbrush blobmonsters but nazi karma is the last thing I want to be exposed to here.
>>525047>>525045Dude your model is bad and you're diverting real crits. Anatomy refers to the entire physical structure of your organism. Right now, your anatomy sucks which is making your "form" look shit too.
>>524631Amazing work.Are you planning on fixing all that clipping though ?
>>525073Tough luck, you'll find Neo-liberal Slacktivists everywhere these days.
>>525097/pol/ infiltrated all of 4chan since it was also infiltrated by Neo-liberaltards. They wanted to get rid of SJWs while maintaining a safe haven for the most toxic ideology know to man for the sake of being edgy.You're safe here, just ignore the Nazi.
>>524993>>525004>>525002>>525005>>525097This is about 3D fucking models and Critique.Go back to /pol/ /lgbt/ and other boards that discuss about identity politics; stop derailing the fucking thread.
>>525105I think the main issue is something else. People with slightly right-leaning views are immediately mislabelled as /pol/ and people with slightly left-leaning views are immediately mislabelled as SJW. And its annoying to be mislabelled just to be shut off from your opinions. Because before we even get to radicals, I've yet to see any strong left or right views on /3/ at all.I think this pol-sjw thing is a trigger-fest over this namecalling and demonizing competition and it's a trend that will fade away sooner or later. Mods should be filtering these triggering words instead of TBQH and F4M which I' have no idea still gets auto-filtered.
>>525102Neither of you are wrong, but you don't get it either. All of you are really retarded. Form comes before anatomy, and all he has to do is make some planes on his thighs to correct it. Hurr durr anatomy is all you need XDDDD. Kill yourself. Learn sculpting.
what kind of hair would a mentally disabled super hero have?
>>525114Most mentally disabled people with care takers will have hair of a length short enough so that they can not chew on it. The ones that lack care takers will have hair that is exactly long enough to reach the mouth of the person if pulled towards it.
>>525114bowl cut 1.0
>>524631You're doing god's work, anon.
>>525118why don't you make the body look good instead of worry about hair?
>>525125ITT people who dont understand what retopoing is or what a low subdivision looks like
>>525128 i assume your character is a construction worker
>>525114I suggest this one
>>525128last changes before retopo. Defined deltoids and chest. inb4 legsAll you fucking need is defined form for a retopo. Then you put in the anatomy, toes, etc with normal maps after you get a retopo'd mesh. Wish me luck boys
>>525134Placeholder hands. Got too lazy to do. Once I retopo, I'll just polymodel them to nothing decent looking desu
>>525133what is this little fella for ?
>>525138He is a retarded super hero named The Spectrum.
>>525109Anatomy is the study of the structure of a living organism. That dude's anatomical model structure sucks. His "Form" sucks because the form is made up of the anatomical structure. Check a definition if you don't believe me.
>>525114This one even better!
>>525141This isn't up for debate. 1. Form 2. Proportion 3. Anatomy Form is the silhouette and has nothing to do with anatomy. This is the most basic of all basics when it comes to sculpting. Seriously, dude. If you're debating this, you are a novice. Anatomy doesn't matter at that stage. If you take away lighting and you only see the outline. That's form. It's the basic shapes that make anything. With no form, you have nothing. With shit form, you have shit. The only example of where form is affected by anatomy is like the lats. If you're a big body builder, then the form will change due to the size of your lats. What teh fuck are you even saying, dude? Anatomical structure? Stop trying to pretend you're a good sculptor.
>>525144You're most likely using words the way they were taught to you by another sculpter. If you check the dictionary like I say, you'd see that anatomy is the study of the entire organism, including it's form. The form is made up of the anatomy of the organism. You dont start with form and add anatomy to it. The whole thing is anatomy as soon as you intend to sculpt an organism. >Anatomical structure? Stop trying to pretend you're a good sculptor.Are those words too big for you or something? Maybe it was too much to ask you to go read a dictionary.
>>525145>You dont start with form and add anatomy to it. >You dont start with form and add anatomy to it. >You dont start with form and add anatomy to it. >You dont start with form and add anatomy to it. >You dont start with form and add anatomy to it. >You dont start with form and add anatomy to it. >You dont start with form and add anatomy to it. >You dont start with form and add anatomy to it. >You dont start with form and add anatomy to it. >You dont start with form and add anatomy to it. >You dont start with form and add anatomy to it. >You dont start with form and add anatomy to it. >You dont start with form and add anatomy to it. >You dont start with form and add anatomy to it. >You dont start with form and add anatomy to it. >You dont start with form and add anatomy to it. >You dont start with form and add anatomy to it. >You dont start with form and add anatomy to it. >You dont start with form and add anatomy to it. >You dont start with form and add anatomy to it. >You dont start with form and add anatomy to it. >You dont start with form and add anatomy to it. >You dont start with form and add anatomy to it. >You dont start with form and add anatomy to it. >You dont start with form and add anatomy to it. >You dont start with form and add anatomy to it. >You dont start with form and add anatomy to it.
>>525145Holy shit. Pls go
>>525146>>525147Holy shit. Its not hard to spot a samefag. You read the dictionary yet?
>>525146>You dont start with form and add anatomy to it.Post some of your sculpts. You obviously know your stuff.
>>525139Are you making a game or a movie ?
Welcome to the internet hate machine
>>525145just got off work. This is just incorrect, brother. Form is the back bone of sculpting. You have form and then you add anatomy.
If you have the intention of sculpting a human body, you're practicing the science of anatomy. It doesnt matter how blobby or shapeless your model is. You're creating the human form based on your understanding of anatomy. I don't understand how this is so hard to accept.
>>525180>if you have the intention of sculpting a human body, you're practicing the science of anatomy.Let me be the asshole to point out that the anatomy we study as artists are very different than the one you find in scientific fields. As artists we are only interested in the skeletomuscular systems geometry, this is not a science it's just a elaborate memorization of the interconnected shapes.
>>525180bruh idk how to even reason with this autism. too many people have explained it. Can you post some of your work? I have a hard time believing you're a sculptor.
>>525183It's still anatomy.How can someone can say that shape is unrelated to anatomy anyway? How do you even define your shape without any sense of anatomy? A blob?>>525047You're saying you're gonna retopo and do it correctly? Do you even realize your basic geometry has to be built around the visual anatomical parts of your model?You're talking about "pros" but many pros uses base models to make theirs characters, we're talking about industry here. The romance of the perfect artist trying to get to his ideal is ridiculous in that world, you use base mesh if you need to because it allows for faster production.In any case, if you're trying to improve, saying that you'll make it better during retopo or being lazy about some parts isn't the way to go. Stop talking about "pro" and actually try to improve instead of looking for excuses.
>>525180>>525145>>525188go to thepiratebay and torrent any single anatomy book for artists. google any anatomy tutorial. Listen to any presentation on sculpting. Google Anatomy for Sculptors PDF. You are not a sculptor if you don't understand the concept of primary form. Form is not anatomy you dense fucking retard. They're not interchangeable. How many times do I have to explain this? Anatomy comes after proportion and form. Ask anyone who sculpts. Stop giving advice to people who want to learn sculpting. You are a fucking retard that refuses to admit that you're wrong. Fuck off this board, faggot, or at least don't give advice.
>>525188this is golden. screen capping this for later.
>>525188reply faster. need to see what you say.
Wild night, eh' boys.
>>525189>>525190I don't think you're qualified to be posting anything at all if you don't understand basic English words like "Anatomy".>>525185It doesn't matter if I'm a sculpter or not. I could be a baker. Whats with the pathetic, "show your work" jab in this situation? That's avoiding the point.Hey, I know. Sculpt the form of a human without any knowledge of human anatomy. You have no idea what the human would look like, yet you can somehow get the form, right?
>>525189>>525189nigga theres no way he's not trolling you calm down. about. accept it. >>525194>>525194can you post any of your work there, buddy?
>>525194Is your english that poor from being retarded, or are you just a 3rd worlder? Either one would explain why you're digging a bigger hole you can't get out of it. You are so fucking stupid, I want to castrate myself.
>>525192I think you can use some more polys in the low poly. The silhouette is really jagged. Good tho
>>525194>Hey, I know. Sculpt the form of a human without any knowledge of human anatomy. You have no idea what the human would look like, yet you can somehow get the form, right? wut. dude just stfu already
>show your work intensifies
>>525196>>525198>>525199>>525201>>525204You can stop, dude. We're not dumb.
>>525208he didn't fucking try to justify his retarded opinions! WE DID IT
>>525180>It's still anatomy.But it's not science. Anatomy as understood by someone studying medicine require you to develop a detailed understanding about the operation ofthe body, it's organs, it's nerves, it's circulatory system, it's development.Calling what we study as artists, the shapes of muscles (without understanding anything about their internal structure or operation) and their connection point a 'science' is a joke. >How can someone can say that shape is unrelated to anatomy anyway? You can copy shapes without any sort of comprehension about the working principles of what you depict. You can model a tree or a car without first studying botany or mechanics.The anon you argue with is actually right, an ability to accurately mimic shape comes first and is much bigger use to an artist than having an anatomical map of the body.But anyone who is serious about model humans should still learn their anatomy since it's so much easier to look at a human body when you understand what it is you are seeing.How do you even define your shape without any sense of anatomy? A blob?You define it as a set of ratios, angles, relationships between topographical features. The same way you would go about capturing the shape of any unfamiliar objects.The shape exists without it's internal operating principles. The same way you can paint a landscape without understanding it's geology, you just mimic what you see.
>>525215>Calling what we study as artists, the shapes of muscles (without understanding anything about their internal structure or operation) and their connection point a 'science' is a joke.I never talked about science, I talked about anatomy. I don't see why you're talking about that.Shapes of muscles and connections points? Yes, that's anatomy.Learning about forms is learning about primitives, learning about artistic anatomy is learning about the shapes of the human body and how to depict it with thoses basic primitives. This is basic artistic studies.You may know how to make spheres and cubes, but if you have no notions of anatomy, you won't know where to put those shapes in the first place. It's the same principles than 2D.
>>525215>But it's not science. Anatomy is a branch of science regardless of the degree of study. You cant make your own definitions.Those ratios, angles, and features all come together as your combined knowledge of anatomy. Even if you copy a model, you're still following the anatomy of your reference, assuming it's an animal. When you do that, you're already in the act of refining your anatomical knowledge. I don't know if you know this, but anatomy includes external features. You can study anatomy without talking about internal structures.
>>525215>>525216From http://www.thefreedictionary.com/anatomy also:a·nat·o·my (ə-năt′ə-mē)n. pl. a·nat·o·mies1. The bodily structure of a plant or an animal or of any of its parts.2. The science of the shape and structure of organisms and their parts.3. A treatise on anatomic science.4. Dissection of a plant or animal to study the structure, position, and interrelation of its various parts.5. A skeleton.6. The human body.Nothing about function, all about structure and shape. Your talk about science is irrelevant and false anyway.
>>525219You're just making a fool of yourself now. I think it's time to stop now.
Your workflow is garbage
>>525194Wow. First off, this is wrong on so many levels. I'm a concept artist for a small studio in Austin and have put some tutorials up on Gumroad. polycount/jonathon22 I'm really bafffled on what you're even trying to sell or have any point to what you've been trying to say? Can you explain? You're obviously confused. What are you even trying to say?
>>525215>You can model a tree or a car without first studying botany or mechanics.Good luck inventing your own trees and cars then. They will look retarded if you don't know how they work. Granted if you're content being a monkey that converts a real artists work into 3d then by all means.
>>525222I think what he said is pretty clear, the following comments explains it clearly too.To apply shape and form to something, you must study that thing's shape.Animals have very complex shapes. The shape and form of an animal is called it's anatomy, I have linked the definition in my previous comments.Someone who doesn't know of a particular animal's shape (It's anatomy), can't possibly put it into basic primitive accurately, since that person won't know it's shape in the first place.Hence the study of anatomy is directly responsible for the basic shape of the model.I just want to note that your position, name or whatnot have nothing to do with the facts. If you have something to say, contradiction or not, please say it.
>>525221This is directed at everyone in particular.
>>525225>To apply shape and form to something, you must study that thing's shape. That's what sculptors call form. >Animals have very complex shapes. The shape and form of an animal is called it's anatomy, I have linked the definition in my previous comments. Again this is form. >Someone who doesn't know of a particular animal's shape (It's anatomy), can't possibly put it into basic primitive accurately, since that person won't know it's shape in the first place.Anatomy barely influences the shape. The bulk of a "shape" is the "form". Not the anatomy, which is the intricacies of muscle and bone. Anatomy barely makes a dent on the shape. >I just want to note that your position, name or whatnot have nothing to do with the facts. If you have something to say, contradiction or not, please say it. It does because I work in the industry. Also you are just wrong about anatomy. No sculptor that has training outside of art school, or self taught denies what the primary forms of a bust is. You're confusing what anatomy and form are. You come off as an obtuse noob to be honest with you. There's nothing you said that is true.
>>525227>Anatomy barely influences the shape.You must be shit posting
>>525227>That's what sculptors call form. Please refer to prior posts.It is litteraly the definition of anatomy."The science of the shape and structure of organisms and their parts"http://www.thefreedictionary.com/anatomy"Form" is nothing by itself, it is supposed to apply to something. The form of an animal is called anatomy.>Anatomy barely influences the shape."The science of the shape and structure of organisms and their parts"Anatomy IS shape.>It does because I work in the industry.This is called an appeal to authority. A regular logical fallacy.https://yourlogicalfallacyis.com/appeal-to-authority
>>525229Forgot to add:You've been mistaking details and anatomy. You think that anatomy is just the detail we make after the shape is constructed. This is simply wrong. Any art class, art book, art instructor, dictionnary, establishment or academy will tell you that anatomy in arts is the study of the shape of animals. It can even go broader and be applied to object as a figure of speech. "Anatomy of a machine"
>>525228In comparison to form, it'S almost nothing of the bulk of the silhouette. For example, the deltoids. The bulk of it is a circle (the form). The more intricate fibers and anatomy is barely present in comparison to form. This is where people who are good sculptors and ones that aren't show. If you're able to differentiate between form, and anatomy, but you guys are just mind baffling. This isn't an argument. This is just fact. I don't understand what y'all don't get. >>525229This has gotten me genuinely upset. I almost guarantee that you don't sculpt, because you haven't posted anything or are a really good troll. Either put up or shut up. Upload just a print screen of something you've worked on.
>>525230I believe so as well. I just hope that people won't jump to conclusion seeing that post and paint the artist in a bad light.
>>525227>>525227Dude, he just defined 'anatomy' for you. He even gave you a screenshot. Did you read through the definition at all? Are you still going to pretend that your definitions overwrite what Merriam's dictionary tells you?And how stupid could you be to post your work on this argument? Your work adds nothing to a debate on the real meaning of this word. All I can do at this point is assume that you're linking to Jonathan's account to somehow add credibility. Or at least I very much hope so because that is a very desperate move.
>>525231>>525230>>525229This makes me want to bash my fucking brains in. Making a polycount thread for this right now.
>>525233replied to that>>525234I made a doodoo
>>525232>The bulk of it is a circle (the form).Which is based of the deltoids, the human body, the anatomy. By definition.>I almost guarantee that you don't sculpt, because you haven't posted anything or are a really good troll. >Either put up or shut up. Upload just a print screen of something you've worked on.https://yourlogicalfallacyis.com/ad-hominem
>>525237you have to be trolling me man. I'm done rofl. you're just a kid who polymodels in blender and thinks he knows what's he's talking about.
>>525237before I go to bed, what do you call this?
Here is a learning process from /ic/.I like it, since it makes quite some sense in the order of steps. It should be useful to make you understand:1. You get good at drawing lines to get to 22. Get good at perspective to get to 3.3 Get good at understanding shapes. Primitives. To get to 4.4 Get good at anatomy using knowledge of thoses shapes. Apply those shapes accordingly to anatomy.5. Stylization base on all previous knowledge.Remove 1,2,3 and you get the work of a sculptor.
>>525239Why not ask polycount? Maybe they can put it in simple terms for you.
>>525241confirmed a summer kid who plays around in blender. Good night, shit stain. Keep projecting your understanding of sculpting, and maybe some day you'll be brave enough to post.
>>525232anatomy isn't only intricate fibers, the deltoids themselves are anatomy. You can talk about the form of a deltoid and thats fine but I have no idea how you can do anything if you don't know where deltoids go of what they do or where they're attached.
>>525242You should quit the tough act. It doesn't work quite well on here. Calm down a bit and sleep well, I think you need that.
>>525242I dont understand your fascination with other peoples work on this subject. That always seems to be the goto post for people who feel backed into a corner on this forum.
ah yea a nice old flame war.
>>525245This person has been giving advice that is just bullshit. It started off with people telling him he's wrong, but he refuses to accept it. Spewing XD ANATOMY with nothing but refusal to understand anything else.
>mfw everyone who disagreed with the guy who is an actual concept artist are the ones who didn't post their folios stay shitty /3/
>>525245Simple ad hominem. When you're cornered and know you're wrong, you try to attack the person rather than the argument. He would have just said any work was shit if it was from someone who disagreed. No matter the work.
>>525250every time you were told you were wrong, time and time again, you just posted a link to a definition of anatomy. You are not a sculptor. you're a whiny child that refuses to learn. You've had multiple people try to correct you, and you've done nothing but say anatomy XD. If you wanted your argument to sound convincing, you'd post your viewport of your polymodeled blender human. maybe you'll be able to convey your opinion a bit better.
'Anatomy' is a broad term that has an established and specific meaning within the art and sculpting community as jargon. The term overlaps with a term used in the general lexicon, but it is used in a specific way within a specific community. Understand, nobody is arguing that a general understanding of the structure and function of things is irrelevant to the replication of a thing in a sculpt or work. Nobody is arguing that a sense of "anatomy," in the broadest definition, is irrelevant to knowing the "form" of an object.But, also understand that sculptors have divided the process of sculpting into many individual parts. In the scultor's dialect, anatomy specifically refers a later step in the sculpting process where material details like flesh, muscle tone, and bone are added to a sculpt. However, there are other steps that take place before the "anatomy" stage.Consider this; you have been told to sculpt a quadrupedal object. You don't actually know what you're being told to create, so you start by producing a basic "form" -- a blob with four blobs attached at the sides. From here, you can go almost anywhere; that same form could be refined into a dog, a rat, a bear, a human that is crawling, or even a boat with four oars.Except, you are told to sculpt a cat. You don't know what sort of cat it is yet, so you construct the most generic form of a cat -- a tail and triangular ears. Then you are told it is a Persian. Then you are told it is malnourished. By the way, the cat is missing its front right paw.>still only 51 unique posters>sure is same in here
>>525249Concept art is not 3D. This was quite a mistake.He doesn't seem to refer himself as such either https://www.artstation.com/artist/jphillips22Concept art is rarely 3D. It's 2D drawings, then passed to 3D artists. Some people use 3D for concept art, but it's intended for 2D concept anyway.
>>525253somebody really new is showing how new they are.
>>525252>so you construct the most generic form of a cat -- a tail and triangular earsYou turn a "blob" into an animal, using your knowledge of the anatomy of the animal.Now consider this, you are told to sculpt an animal you have never heard about and have no knowledge of anatomy about.What do you do with your blob then?>'Anatomy' is a broad term that has an established and specific meaning within the art and sculpting community as jargon.I have given artistic definitions as well and have provided sources. I would appreciate if you could point me with acurate source to what you are talking about. I have seen this called as refining, but never using the term "anatomy stage" or anything alike.>Understand, nobody is arguing that a general understanding of the structure and function of things is irrelevant to the replication of a thing in a sculpt or work>>525227>Anatomy barely influences the shape.
See here : https://youtu.be/2uhOEFNSMW8?t=29m30sThis sculptor defines anatomy as the structure of the human body, muscles and bones, and use that knowledge at the very start by getting she proportions and size of his shapes. "What gives the form is the skull". @30:35A Gnomon vid by a character artist at Naughty Dog. That guy talking about his concept art should be happy right?
Been lurking for a few months, first post. This is my first attempt at box modeling a head in Maya. Been using it to practice / play around in Zbrush.
Just learning zbrush, practice sculpt going to move onto something else.
>>525269I know people think its a meme but I really recommend sculpting that. Check your proportions see ear position, alighnment of the edge of the nose to the eye, vertical proportion and neck proportion. Overall the shape of everything is wrong you need much more practice
>>525269Also, references, my dear!
>>525270the heels look strange. She is not heavy enouth to develope such elephant heels. The foot tips are too flat, looks like duck feet. The left knee is too pointy, me thinks. Hair should flow when she's jumping. sweater needs more folds. Tail too symmetrical, should wave in horizontal direction.
>>525277>>525285Thanks! will give pure sculpting a try and come back with results.
>I have to UV thisShould I take the coward's way out, auto-UV this shit and just paint it in Mudbox on a ridiculously high texture resolution Or should I man the fuck up and do it properly like a real WORKING MANThings to note: I am 100% lazyI am also 100% desperate to make something for my portfolio so I can get a job to buy weeb trash and not starve to death
>>525299This is just the dude's head though, I haven't even sculpted the body and hands and shit, so I'll probably procrastinate and leave the UV business for future me to deal withOrganic shit is easy to UV for me, but fuck hard-surface shit, all these control line, bevels, holes and extrusions and shit are fucking bananas to mePls no bully on the subdiv-ed teeth, i-it's situational I swear
>>525302just generate auto uvs in zbrush. Fuck it.
>>525302You only need the UVs for lowpoly anyway. PTEX it :^)
>>524854that's not smooth shading, that's previewing what your model would look like if you smoothed your mesh by subdivision twice (as in, mesh > smooth). you're not actually doing anything to the mesh when hit 3, so of course if you export it it will be at its normal unsmoothed poly count
>>525269Box modeling is old hat shit people like me had to suffer through. You should go straight into a sculpting package now. This way you will be able to put the detail you want where you want in a quick time and not be bothered with topology or closing holes and weird shading errors. By the looks of it you have the right idea already it's now just a matter of using the power of sculpting for quick ideation.
>>525309what was it like back then?
>>525323Very limited tools, I started with editable mesh. Programs were slow and would crash often. Good quality reference was non existent, no tutorials etc. No projection painting of any kind you had to manually find seams and remove them. Uv tools were crap, anyone remember how great the chugnuts plugin was lol. Still people used to create great work at the time that still looks good like Steven Stahlberg and Jin Woo Lee.
>>525352the texturing seems a little bit lazy. cool otherwise, though.
>>525351>>525323UV tools where indeed crap back then. As for the rest this anon is just a bit of a whiner.I too started with the editable and so called 'box modelling 'the first few months in favor of the same type of poly edge sub-D modelling I still do today for many surfaces.Stahlberg was so far ahead of the pack back then. But Stephen somehow everyone just zipped by him. Last I bothered to look up his work he still did the same kind of stuff he did back in the 90's.Only it looks worse today since things have progressed so much since then. Guess that's what happens when you grow comfortable where you are and stop pushing yourself.
>>525356Remember posting pic related to /3/ last time Stahlberg where mentioned. To help explain why the man is a bit of a phenomena to people getting into 3D in the 90's.
>>525356Not a whiner you didn't refute anything I said. Are you saying modern day pipelines are not way easier than back in the day?What makes you think I disagree about Stahlberg, that's why I said at the time. This Is why I tell everyone now to get straight to sculpting and be artistic rather than fighting with 3d programs nowadays. You sound knowledgeable but ignorant. Try and see things from others perspectives before you start throwing shit around.
>>525357>that hair modeling in 1998
Been working on hand-painting this wooden texture for the past few hours. It's my first time so it's not great but next time will be better!
>>525398reminds me of the old 90s PC games that I used to play, I like it
>>525392>Are you saying modern day pipelines are not way easier than back in the day?Not easier necessarily, rather more capable. I wouldn't feel crippled working with late 90's tools in any area except sculpting and UV mapping.
>>525414And everything related to rendering ofcourse
>>525413Pretty nice but the extruded parts are very apparent, makes it look like its made of goo
>>524696>>524202>see one small piece without any context at all>decides to judge functionality rather than aesthetically
>>524633why using bones instead of blendshapes, morph targets or whatever it's called in the software of your choice?
>you can't see nor enlarge some tabs in substance designer on 1280 * 1024>no money for a new screenwhat do
>>525298the proportions of the upper part are interesting but the jaw part doesn't make any sense. first of all i don't get the idea but more importantly it doesn't make any sense visually. a jaw like that, even a mech jaw, will have musculature (or something like hydraulics or nanomesh tendons or w/e theme you want) raises, lowers, and moves the jaw.actually i think i just realized maybe this is just intended to be a weapon a character holds? if that's the case then the jaw thing adds honestly nothing to your piece. get rid of it because it would be way stronger of a piece without it
>>525298>>525452the other thing is those chambers on the revolver cylinder? what are you even doing those are so horrifically small for the cylinder size. the gun and the cylinder wouldn't be anywhere near that large with chambers that small. i get that you aren't going for realism, but is never going to look like anything besides "i don't know what the hell a gun is." i mean, even the barrel part at front is significantly wider than the cylinder chambers so the cylinger chambers should at least match that
>>525423yeah there is another version i probably posted the old one
>>525439get a job
>>525452>>525453Thanks for the critique, they're valid and definitely something I agree with.However, I'm actually going on model to a character from a manga called No Guns Life, and your critique actually is on the design itself, which I can't really changeThe jaw just werksDon't ask me, it's some cyberpunk future logic there or maybe internal mechanisms, who knows, there's only 8 chapters of the manga outThe illustrations of him aren't exactly consistent, so I already have plenty of problems from the proportions of the head to match his design's look, the cylinder scaling and the bullet holes' negative space in 3/4 view mostlyI think you're right however, I will definitely try to make the holes bigger, I'm just wary of the silhouette of the hole on the top left and right being too cut-off by the barrel, which does not happen in the illustrations; thus why it's small now
>>524768Bike, you say?
Is there anything wrong with this? What do you guys think?
>>525562I saw you posted it on reddit.It's awesome, the only thing that feels kind of odd is the material of the blade.
>>525563Wanted to create a texture for it, damascus pattern, '+vlfbert+ insignia and such. but no matter what I did the specularity looks so smooth, like the blade was coated or something. So I dropped it for a generic metal shader
>>525562The sword metal looks like galvanized aluminum.
>>525562The edge of the scabbard makes it look paper thin.
mfw nobody here besides one or two are even decent sculptors. This place is a legitimate trash can. >ANATOMY IS FORM!!!! Holy fuck. I have never been this triggered in my life.
>>525670welcome to /3/
>>525670I cringed at this postKeep up the good work.
>>524648>>525438To get the same range of customization and expression from blend targets you would need way too many blend targets. It would be too high a workload to create that many morphs and the extra vertex data would be very wasteful performance wise.This is a realtime model.
>>524395what the fuck is this
Working on a molotov launcher for fallout 4.It's the first time i use blender and have ton to read about making a weapon for a game.
>>525744> blenderp fag> takes a pic of his screens and uploads it to his computeroh boy...
>>525745ThanksShould i use 3ds instead?
>>525746You should quit using electronics all together.
>>525744dude. there 3 different screenshot tool as usual in the OS. you dont do fotos anymore. try to use fucking snipping tool at least.
Making for a game/practice not going for photorealism, but hows it look so faralso didn't decide on clothes and hair design yet hence baldness
>>525746Really? Taking a picture of your screen instead of using the "PRT SC" key?
>>525743architecture you philistine
>>525767post proper front and side view plox
>>525803woman's eyebrows are more arched the one you have are masculine looking. Define the shapes inside the ear more it looks smoothed over and bloby. The proportions are a little bit off. The eyes are too far apart. The edge of the nose is supposed to line up with the corner of the eye. I know you said you're not going for realism but it doesn't look very stylized either so you should go with realistic proportionsdecent job overall
>>525803the eyelids need to have more overlapping lines
M4 M4A1 Firefly Panther Tiger TigerIIChurchill VII Matilda IS-2 KV-2 Ha-Go Chi-Ha Chi-Ha(New Turret)Karl Pershing Chaffee T28Long way to go
>>525824Those are cute, what are they for?
>>525872They kill people and break stuff.Just like pretty much all military hardware.
Learning vrayPart of a larger scene im working on
>>525875Those concrete bricks look a bit too glossy. Same with the unpainted angle iron - it'd either have paint or a solid layer of rust (that'd actually be a good material for old tool steel that gets a splotchy black patina instead of red rust).Otherwise, not bad. Not sure why you want to draw the viewer's eye to the little white box, but if that's your goal, you've accomplished it.
>>525874I think he was asking what the models are for not what tanks are for in general
>>525824The KV-2 chassis looks pretty wrong to me: https://upload.wikimedia.org/wikipedia/commons/d/d7/%D0%9A%D0%B2-2_3.jpg
>>525880It looks like he used the chassis of a BT tank
>>525872From the colors I assume something to do with GuP.>>525880It's a BT-42.
I needed a page-flip transition for a VN I've been hired to make, so I made a quick little animation in Blender. Only problem is that when it renders, the one page seems out of focus. Looks totally fine in the editor though, which is the odd part. Anyone know what could be causing this?
>>525824You making some GuP headcanon anon?
>>525239Its a septum
Ayy first time posting.I haven't for over 3 years and coming back I'm having to get used to cycles render.I am at an impasse on setting a realistic skin shader.
>>525885its just filtering the sharp edge of the checker pattern. try useing an actual image to test it
>>525903It is an actual image. Both planes are using different sides of the same one. I used the checkered bit because it illustrates the difference best.
>>525880Praise the 152mm
>>525901No.A septum is the thing separating your nostrils.
Still a heavy work in progress, Scope isn't mine and is just a place holder atm, as is the grip. I have no idea what i'm doing.
>>525909Are you the guy on WTL that's making that Finnish captured BT5?>>525914Move the bolt up and make the hanguard longer, or make a modular handguard or something
Big school project. It's a typewriter from 1908.
>>525909Are you willing to release this stuff for free?
>>525824Make Metal Slug.
making a plennormals fuck up with booleans a lot even if I manually make a hole. Really annoying. 4 days to finish
>>525942Hey anon, I'm making the same plane!Mind posting a wireframe pic of the tail cause I'm having a bit of trouble with it.
>>525899This is the best thing I've ever seen. EVER.
I'm trying to fake boob physics on 3ds max using the flex modifier, but when I use deflectors to simulate grabbing fingers, it jitters, what can I do?
>>525981Don't use something as crude as the flex modifier for stuff like that, it's not a softbody solution,
>>525981I wish there was a way to simulate boob-touchy physics in Unity.
>>526003Nothing stopping you from reading up on the subject and implement it, or inventing something. The 'Mesh' class allows for vertex manipulation through scripting.
>>526006Well I'd go for readymade assets but even in the asset store there is no 'touchy' manipulations. There are lots of bending, stretching, path deforming but nothing that can simulate the interaction as if its a meaty surface.
>>526007I'm sure you're just using the wrong keywords.Hell, I see plugins with fluid dynamics solvers.
>>526011https://www.assetstore.unity3d.com/en/#!/content/53378https://www.assetstore.unity3d.com/en/#!/content/15685https://www.assetstore.unity3d.com/en/#!/content/50767https://www.assetstore.unity3d.com/en/#!/content/56666All the relevant ones I could find.
Did anyone see that thread on polycount? Apparently /3/ is the worst , hellish place on the internet.... worried about posting my wips here now, if my work gets noticed those ignorant people will think i'm a bigoted 4channer. Wtf.
>>526028post it both here and there fgt
>>526028KEK. I frequent /pol/ and have been on polycount for around 4 years. I only come here to shitpost.If you want a job in the industry you have to pretend to be an SJW. I don't really have any strong convictions so it doesn't bother me.
>>526032> you have to pretend to be an SJWThats the easiest way to lose a job. Nobody wants to be around an obnoxious disturbing self-righteous maniac who constantly accuses people with racism, sexism, bigotry, patriarchy and memes alike.Best way to get a job is to be centrist and apolitical as much as you can. Which means, you shouldn't be a freakshow like the SJW
>>526028Post the link, I wont even visit there now.
>>526038http://polycount.com/discussion/171756/can-anyone-shed-light-on-this-discussion-on-3-form-vs-anatomyOk went there out of curiosity and low and behold this faggot. This cunt is one of the reasons I wont post there anymore. Constantly going on about violence in games and sexism. Nice to see some people sticking up for here. Do you see the people saying don't go to other forums what a complete circlejerk. Complaining about anonymity like not having a name and an avatar makes you less skilled.>Also you might want to avoid using 4chan lingo like "samefagging" outside of 4chan, you probably don't want a potential employer seeing that when looking through your work on Polycount.See bunch of sjw's.
>>525960Neat, a lot of people model mig21I have some issues as well but heres the wirofromo
>>526033I think he means 4chan's definition of SJW - i.e. anyone who doesn't have 1940s-era attitudes towards social issues (i.e. most people).It's so funny to me that to be "edgy" the kids on here act like my grandfather.
>>526054>>526054>>526054>>526054300 post bump count new T H R E A D
>>526050Well don't tell anyone to act like the social rejected illiterate SJWtards if you wanna help them out. Unless you're trolling them ofcourse.
>>526055we're still bumping 'til 500 with 300 for images; that's the limit for /3/.
>>526062Anyone who would act like the stereotypical tumblr user at the workplace isn't ready for the workplace anyway. If you don't have common sense, work at McDonald's.
>>526042Puts mine's (picrelated) to shame, probably cause subdivide is only good for cars and shit with literally no triangles.I also have a walkaround book of early MiG 21 models (F - UM) if you're interested I could post some pictures.
>>526072>posts same shit in another thread cause im an impatient fuck
>>526072It looks like you applied a subdivision modifier. You should make sure there are no squiggly lines before you do that. It will be easier to work with
>>526077I'll keep working on it, this is before subd'.>just noticed the n-gons
>>526085god I wish somewhere in the foreseeable future 3d programs would make usage of the mating from cad software
>>526041You're being as stupid. You're taking one post from one person for a depiction of an entire website and community. Just as bad.
>>524168I always thought that.They're just boring.
Does anyone have 3Ds Max 2013?I've recently found out that max has a lot of trouble importing max files from different versions and that the 2013 version is nearly impossible to find.So I would like to kindly ask anyone who has the 2013 version to possibly convert it for me into an obj so I can import it.