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>>523760 bump count
>>
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just bought grassetti's ecorche.

anyone want a download to it?
>>
300 isnt the bump limit you tard.
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>>526054
I'm glad OP is making fun of the autistic argument in the last thread.


Here's a future racer I'm working on
>>
>>526058
that thread was tired we need a new one
>>
>>526058

300 isnt dead thread but its bump count unless they changed it.

300 was always bump count
>>
>>526056

Everyone already has it.
>>
>>526056
gimme dat
>>
>>526065

filedropper/ ecorche-digitalmodel

this link will last like 2 days
>>
>>526059

simple n nice
>>
>>526042
dat topography puts my shit to shame

Also, I have a walkaround book of mig 21f's to 21um's if you're interested, I could take some photos of the shit that's in there.
>>
>>526054
I enjoy this thumbnail
>>
>>526059
Feels very F-Zero
The old F-Zero
The good F-Zero
>>
>>526073

Yea, man. I'd do the topology different, but you realize it.

Good work so far.
>>
>>526082
Don't you mean wipeout?
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>>526073
I'd do topology different but let's not even pretend like mine doesn't hhave problems. I get weird edges on otherwise flat normals.

Looks like you missed the bit on the ruderrion(?) where the top piece merges into the flat wing surface.

I appreciate the walkaround offer, but googling "x walkaround" gives plenty of high res photos thankfully.
>>
>>526073
start over.

topology should be even as possible
>>
>>526109
what
>>
>>526073
Who cares what topology hardsurface static models will have?
Does anybody here have a good reason for good quad topology for hard surface models?
>>
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>>526066
Thank's fampai. I appreciate it.
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This is the last model I completed. I did it for a client that kept wanting revisions but it paid decent. I've kind of been burnt out on sculpting ever since. Need to get back into it soon.
>>
>>526114
You cant use normals to make up for topology when modeling just about anything for simulator games since skinners need to be able to modify or even redo the whole thing using height maps to add rivets and shit.
>>526099
>>526108
>>526109
picrelated is before subd since the other thread died
there's some n-gons in there that I have to get rid of
>>
>>526129
>>526108
also,the f-13 tail section is really fucking wierd, the top piece is as thin as the rudder, so it's hard to get that crease
>>
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Finished the last detail, need to connect everything and start some optimisations before I paint.
It's at 67k tris right now, counts as medpoly I guess
>>
>>526054

Bruv, you dont seem to get this. When you even think about sculpting a human form, you're using your knowledge of anatomy. If you have no knowledge of anatomy, you're going to create a form that doesn't even look close to a human's form. This has been pointed out to you by different posters as well. You're confusing detail with anatomy. I've really tried to help you understand but your unwillingness to get this makes me think that you're comfortable with your own ignorance.
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I'm working on a character for my game. I just have the form down for now, but I'll add anatomy to it later.
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So I started with form and then added anatomy, but now I'm thinking I should have started with anatomy, added form, and then refined my anatomy again.
>>
>>526142
>>526141

mods ban when?
>>
>>526141

the importance of form and gesture is taught in every single medium of sculpting in the first sentence of every book relating to art and sculpture.

There's no shame in not knowing, but how are you going to improve as an artist if you refuse to learn?

Bye bye, kiddo.

Enjoy poly modeling your rockets and taking screen caps of the view port.
>>
>>526142
Your form is great dude. You're right about anatomy though. Maybe you could add more form to compensate?
>>
>>526146
>>526142
>>526141

>still same amount of unique posters.

Mods, when do we ban him?
>>
>>526146
Use a fucking tripcode so we can mute you
>>
>>526142
>>526141

dude denying what form is to sculpting is like telling a scientist the earth is flat.

It is law. Form, gesture, proportion. Maybe just watch an introduction to sculpting on youtuobe?
>>
>>526142
>>526141

just simple ad hominem am i rite?

en.wikipedia //wiki/Ad_hominem
>>
>>526138
Ignore this poster we don't need this argument again
>>
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>>526138

THere is literally only you pretending to be other people trying to say that anatomy comes before form.
>>
>>526101
>Wipeout
That's cute
>>
>>526150
That's the opposite of an ad hominem. I dont know if you heard that word in the previous argument and thought you could use it here, but once again, you're not checking your definitions.

>>526161
I could say the same to you, since you really cant accept reality.
>>
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>>526165

except when other people post trying to unironically say what you're saying, the unique posters say the same.

anyways, are you working on any new space ships?
>>
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>>526166

new angle and material
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>>526066
Thanks
>>
>>526167
2spooky4me
>>
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check out muh anatomy ladies!
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Just slapped a quick texture on this dude. Not really happy with it, i feel like i can do much better but i'm sick of working on him and would rather start on something new.
>>
>>526172
whats going on with his abs and back muscles?
>>
>>526179
no idea, he's very powerfull though
>>
hello yes i am a young aspiring porn man
>>
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>>526172
pretty gross, learn to use photoshop properly
>>
>>526186
>/aco/
>>
>>526177
It's good to have a couple of projects going at the same time so you don't get tired
>>
>>526186

Strange reference choices.
>>
>>526186

that is a fat anime ass desu
>>
>>526193

i swear to god I typed desu not desu
>>
>>526194

why does typing T B H with no caps or spaces change it to desu rofl
>>
>>526195
filter put in place to curb the cancer a little. same with s m h and f a m.

I still don't know how I feel about it since desu and senpai are just as if not more stupid.

>>526142
I was being funny before but for real what can I do to this rocket? I think it looks pretty good personally
>>
>>526054
desu, I'm baka senpai.
>>
>>526066

if this link goes offline just tell me desu~~
>>
Question for polymodelers.

Say you have dogshit topology for something like a plane.

Would you just start over or would it make sense to retopo over the model in Maya/3D coat?
>>
>>526200
do whatever's best for you.
>>
>>526186
Cave story?
>>
All this chatter about form has got me curious. I always just tried to do anatomy and never actually studied anything about form to my knowledge. If I wanted to know more about sculpting form where would I start?
>>
>>526221

This form meme is getting really funny.
>>
>>526223
Just trying to learn some stuff my dude
>>
>>526221
at your pecs and deltoids, cuz that there is not how they connect.
>>
>>526224
OP's a retard, dont mind him. your form is based on anatomy. Keep practicing your anatomy and your form will improve.
>>
>>526221

imagine you had a side view and you hit V on your keyboard.

It would just be the silhoutte. If you took a fucking pen and outlined the fucking model, that is form.

YOU START WITH THAT CONCEPT AND PUT EVERYTHING ELSE ON TOP OF IT.

This is fucking debatable you fucking autistic retards.

download

any

single

fucking

book that references anything related to art

The first chapter is going to mention gesture and form.

If you're sculpting an arm, you need to have primitive shapes that ARE THE FUCKING FORM.

End of debate.

There is no fucking argument for this you fucking retard.s
>>
>>526221

>I don't know what form is.

Anatomy is bad. Here we have it, folks. I think we have a winner in this form maymay.
>>
>>526230
why dont you do us all a favor and scupt the form of a human arm with no knowledge of human anatomy.

You'd shut everyone up with this simple feat.
>>
>>526226

Mods, if you are reading this. I will give you $400 dollars to permanently ban this person. Half upfront, and half when you deliver.

I'm not joking. I am serious.

Please.

There is a person unironically spewing this shit.

>primitive shapes are based on anatomy xD
>I don't know what form is
>I box model shape ships
>I know what I'm talking about.
>>
>>526232

yes, but the people telling you that you're wrong are sculptors.

You have yet to post anything besides a poly modeled space ship.

blown
the
fuck
out, faggot.
>>
>>526233
Even a stick figure is anatomy just as much as a primitive is. If you want to create a human in either medium, you need a very base level of anatomical understanding. You cant ask an alien to sculpt a human form or draw a stick figure with no anatomy reference or knowledge

>>526235
I didnt post the space ship. I posted the blob above that person. You're shitting on that dude for no reason. What I post is irrelevant though. We're arguing about the meaning of the word "anatomy", not your wips.
>>
>>526236

Last time I'm ever going to say this shit to you. Good luck on your future space ship box modeling.

If you want to sculpt a face, you start with sphere, and a cylinder.
-Primary form.
If you want to take it to the next level, you put it in a little oblong cube 2/3 up the face to get a cheek bone. You would need anatomical understanding of the face to do that, but you what you're preaching isn't that. You LITERALLY said you don't start with form and add anatomy to it.

Every single sculptor that is worth anything is triggered by this statement.

>you don't start with form and add anatomy to you.

This has statement ruins my fucking day, dude.

It is so wrong that it makes me question how fucking stupid people can be, because you haven't even done a moment of research, but you're giving people advice on how to sculpt.

By the way, are you box modeling any new space ships? I'd like to see your work.
>>
>>526237
grammar, but this place is a cesspool. It's anonymous, and there's no good sculptors that visit these threads.
ur gonna encounter people like this person you're arguing with.
there is no one defending him.
stop with this shit
>>
>>526236

and btw, kiddo. I didnt make the thread xD
>>
>>526237
I didn't even write that much and you still chose not to read anything. Its no wonder you dont understand this.

Take five seconds and do this >>526232. You lose as soon as you start using anatomy. Even from step one when you're planning on what primitives to use, you're already using your anatomy skills. Your choice of the sphere and cylinder is based on your basic understanding of human head anatomy. If you get triggered by this, you don't understand the English language.

>>526239
Never said that was the case. Only one talking about samefagging is the anon who wants an easy out from their logical fallacy.
>>
>>526247

ok mr you dont start with form and add anatomy
>>
>>526250
>does he realize he's wrong, or can he do this >>526232 (You)?
>>
>>526251
same amount of unique posters
sure smells like some same
>>
>>526252
You keep saying that to avoid the point. In two threads, this simple thing hasn't been done yet >>526232.
>>
>>526200
try to fix topology or retopo. If you're always going to retopo then try sculpting it
>>
>>526236
>Even a stick figure is anatomy

I refuse to believe anyone is this stupid symbol drawing isn't anatomy

inb4 huur durr arms and legs are anatomy
>>
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hello fellow rocket ship sculptors!

DAE form = anatomy???

am i rite XD

post ur rocket ships
>>
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>>526262

darkened it a bit. still learning compositing.
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>>526263
lowered specularity a bit
>>
>>526262
>>526263
>>526264
I don't know how you can be so autistic as to keep shit posting and then expect people to talk about your shitty skull
>>
>>526265

sound like ur insecure about ur rocket ship sculpting skills

maybe post some of ur rocket ships and I will critique ur anatomy??

does any body else anatomy before form?
>>
>>526255

Then you're an idiot. A stick figure is the most basic form of human anatomy. Its the study of the structure of an animal, no matter how simplistic the representation.

>>526266
Nice, but that's not me. I'm still waiting on your human model with no anatomy.
>>
>>526267

I'm still waiting on anything besides a rocket ship.
>>
>>526267
imagine if someone completely new to sculpting wanted to pretend he knew what he was talking about.
>>
Holy shit, this is still going on..
Still people with no argumentation other than "You're wrong"

And about those vids about sculpting, since nobody seemed to have looked on it.
https://youtu.be/2uhOEFNSMW8?t=29m30s

"What gives the form is the skull". @30:35

He pretty much explains that anatomy gives the proportions, measurement, form.. of the sculpt.

"Glauco Longhi, a Character Artist at Naughty Dog, explores how traditional sculpting foundations can set you in good stead for better digital models, and how to apply your skills from one medium to another."


Also, some guy made a thread on polycount apparently: http://polycount.com/discussion/171756/can-anyone-shed-light-on-this-discussion-on-3-form-vs-anatomy
Cherry picked comment :
"Form is a 2d shape represented in 3D.
A circles 3d form is a sphere, square is a cube, etc.
As far as anatomy is concerned, most parts can be broken down into simple forms for easier understanding/learning.
Thats really about it, there's no real "VS"."

Another one : "'Forms' and 'shapes' are just the visual simplification of anatomy."

Form is primitives, anatomy is application of those primitive to make your sculpt. If your anatomy is wrong, your overall form is most likely wrong since the form is based on your knowledge of what you're depicting (literrally the anatomy). This is same as 2D, except it's shape in 2D and form in 3D.

Stop getting butthurt and try to learn from your mistakes.
>>
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>>526283
>http://polycount.com/discussion/171756/can-anyone-shed-light-on-this-discussion-on-3-form-vs-anatomy

holy shit that fucking thread I made took off.

I kept wanting to go through my anatomy books and screen cap the the introductory chapters, but was too lazy.

Ty for this m8
>>
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>>526267

tfw this retard finally shut up.
>>
>>526266
nice try kid I didnt post the ship
>>
>>526267
>A stick figure is the most basic form of human anatomy

alright you said it your self, a stick figure is form.

I fail to see what part of my physical anatomy is the stick
>>
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>>526138
are you literally retarded? you need some vilppu in your life
>>
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>>526059
Ok I have low poly plus normal plus AO.

Hopefully we can get this thread back on track
>>
>>526413
normal has minor defects that are easy to fix btw
>>
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Something for Arma 3 (in engine, forgive the shitty AA settings)
>>
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>>526417
You aren't capturing the gaunt cheeks and high, pronounced cheekbones, or the tense, stretched jaw. Go watch the actual video for a better reference.
>>
>>526415
love it, but you should've posted wireframe, it looks very dense
>>
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Retopo. Need to figure out a good flow around the nose
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>>526459

Polycount of the whole scope and edge density on the main tube is fairly consistent with the first person model of existing assets in the game.

Plus, it'll have plenty of LODs, so perf shouldn't be too much of an issue.
>>
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>>526415
>>526480
Very nice
I like how you transitioned the high poly cylinder to the lower one.
>>
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Rigging this biootch
>>
>>526637
very neat, but have you considered a better/less stylized skin texture? The shirt and pants have obvious material to them and it looks good, and then you get to the shiny, hotdogs-fresh-out-of-the-package skin.
>>
>>526637
you forgot his belt, very unfashionable
>>
>>526480
When you decided to reduce the number of edges on the tube, did you realize that it would make it more difficult to smooth? I think even Maya's edge creases might have trouble with that, if the edge wasn't 100% creased.
>>
>>526655
I'm sure that's no the version he smoothed. I would model this with proper low poly topology first then duplicate it. Smooth the one with nice topology then optimize the other. then bake normals
>>
>>526186
Pretty clean.
>>
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>>526655
That's the ingame low poly that I've baked to.

The tube's unsmoothed medium poly that I generated the high poly from, looks like this

As you can see, the edgeflow is more consistent
>>
>>526638
This. It doesn't look bad, but there is too much contrast between the "huge" amount of detail of the clothes, and the plain, smooth material of the hair and skin.

This doesn't mean that you should add lots of detail on the skin and hair though, but at least try to balance it a little more.
>>
/3/ : edgelords with their skulls. skinnyfats with their muscleman action figures. autistwizards with their anatomy and form.

never change.
>>
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>>526732
loser with no real value trying to make himself feel better.
>>
>>526637
It's the Beast from X-Men (the newer ones).
>>
>>526172
too much anatomy
>>
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>>526476
Progress
>>
Im new to /3/

Im having trouble unwrapping this hilt without having massive amounts of stretching. I dont need a step by step or anything, just point me in the right direction
>>
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>>526837
dur
>>
>>526839
do you know how to unwrap a cylinder?

then you can unwrap this. just google it
>>
>>526841
The truth of the matter is no I havent.

Still some minor stretching but youre reply is probably all Im gonna get.
>>
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>>526843
mark seams along here and unwrap

i don't use max/maya but i think this is good for every program
>>
>>526839
for maya it's crazy easy, go to the UV tab of options and select cylinder. Unless you're modelling like a madman it's going to perfectly line up with what you've got. Then you can adjust the cylinder by moving its manipulator boxes around or you can click on the little right hand angle and that'll let you rotate on the y axis if you need to for some reason.

Just google a video or mess around with it, that'll be a lot easier than me trying to explain it.
>>
>>526829
people's heads are not that long
>>
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I'll rig it someday...
yeah... someday...
>>
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I think its ok so far but then again I don't have even half a year experience on this so
>>
>>526885

Very nice indeed.
>>
>>526913
sculpt don't poly model
>>
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>>526913
that's not an excuse, you are ok tho, keep working on it

>>526918
he's a beginer so it's actually ok to poly model instead of sculpting, of course that's only if you want to understand the topology behind that shit
>>
>>526921
I disagree when it comes to human form. His topo is already wrong and it will just distract him from the art of creating the human figure.

trust me pulling verts and polygons for human figure is so frustrating and a waste of time
>>
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unfortunately, i cant kill myself yet
>>
>>526928
>not knowing what store fronts look like
>>
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>>526918
I tried but it was too hard for me and I ended up following nip guides into making animu faces

I'm kind of stubborn so if the model turns out to be shit then I'll do the sculpting method

>>526921
thanks
>>
>>526955
i can't stress this enough - there is no point in making anime in 3D

ask yourself how many animes nowdays are in 3D? that's right. all the complex shading and lightning of making a real time model look like anime is not worth the time, money or effort

just leave it alone
>>
>>526958
no my anime will be the next rwby and be super popular :^)

[spoiler]but I see what you're coming from, I'll drop it after I play around with it to see how shit/difficult it is[/spoiler]
[spoiler]my goal isn't really anime too[/spoiler]
>>
>>526955
Look up facial topology first.
>>
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>>526885
Kawaii as fuck, rig it before P5
>>
>Drawing without art
>basketball without sport
>chemicals without chemistry
>HUMAN FORM WITHOUT ANATOMY
>>
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>>526973
our new BANNER
>>
>>526196
WTF DESU SENPAI
>>
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>>526264
>>526930
>>526480
>>526413
>>526186
>>526177
cool
>>
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hair and fur practice
>>
>>527035
what's with the ears?
>>
>>526955
first, what are you trying to do? if you want to do a real human that's not the correct topology
if you want to make animu I think you are ok
>>
>>527080
vagina ears
>>
>>527035
Why is tyler the creator eating a man?
>>
>>527035
>>527080
ears compensate for no eyes
>>527088
lol, fucking can't un see
>>
>>527097
>>
>>527098
wrong one oops, also made in blender
>>
>>527097
i get that, but are they supposed to look deformed? the rest of the head is fairly realistic but the ears have that cartoon blob look
>>
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>>526829
This is turning out to be one hell of a clusterfuck
>>
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>>526958
>no point in making anime 3d
https://youtu.be/IkAfYOKk2sE
https://youtu.be/-GXUQgrIIFg


anon pls
>>
>>526054
Blender faggot here why should i switch to a new program?
>>
>>527126
iirc it says in the sticky, something about how the other software is usually more specialized, having more tools and options for specific roles
Also something how you're more likely to get a job being more versatile
>>
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Never been much of a modelling guy, always focused towards simulation stuff.Got the Vaghaun Ling modo course and all am quite happy with the result
>>
>>526958
>ask yourself how many animes nowdays are in 3D?

90% of the top quality anime studios use at least partial 3D.
>>
>>527129

Ya it's a good tutorial. Nice one.
>>
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No unwrapping yet

Learned about smoothing groups and stuff and figured I should start there.

Might as well share.
>>
>>527155
I think some losers who obsess over sword practicality and function would like a word with you, but am I crazy or is the pommel turned to the side more than the rest of the sword? Looks like somebody only screwed it in 90% or something.

Besides that, neat
>>
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rip topology
I honestly didnt know any other way I could do this other than knife project and boolean. I guess I should just subdivide and bake normals.
>>
>>527155
is that a fucked up kriegsmesser?
>>
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Rate my bush/small tree.
>>
>>527181
needs to stop moving around so fucking fast/10
>>
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Still very rough, what do y'all think so far?
>>
>>527202
You should define the underlying bone structures better before adding more detail. The jaw bone should be smooth and straight. Skin taught over the cheek ridge. Make the chin/beak/nose thing smooth. Give it well defined edges and shape. Same for the forehead.
>>
>>527202

Looks like any other general alien/cyborg/robot nowadays.
>>
>>527180
If I recall Messer's is the evolution of the Falchion.

The Falchion from DaS was my favourite weapon so I felt like starting there. The other thing is I plan to chuck it into a TES game to use for my next playthrough as I only use two handed weapons or punch people.

>>527156
It totally does look as you said and it's possible it might have been skewed when I rotated it for the render. I checked to make sure and my last save is fine.

Just a question but would anyone have an archive of stock textures uploaded somewhere I can pull from instead of scouring google? Seems handy to have something like that on my HDD.
>>
>>527204
Anything looks like any other general alien/cyborg/robot nowadays.
>>
>>527202
looks like some shitty ben mauro sculpt
>>
>>527184
This, hard to see in move in wind like this.
Looks cool though
>>
any tutorials on how to paint skin on a texture WITHOUT projection painting? Or should I just do projection painting first and edit the texture from there?
>>
>>527257
get a material based software like substance painter

or get a skin texture and use clone stamp tool
>>
>>527203
Cool, thanks for the input

>>527204
good, bad, or meh?

>>527249
Never heard of this dude before and damn does my sculpt share similarities. Nice catch
>>
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First attempt at making a full human head. Where to improve?
>>
>>527281
use texture planes for hair, put some effort into the eyes (decent iris texture, cornea mesh) and this will look 10x better. add lighting and use a normal map and enable shadows. smooth preview or mesh smooth so it isn't jagged as fuck.
>>
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>>526415
>>526480
Did I complain about the rail not being 1913 standard before? Or is that supposed to be a SIMRAD mount?
>>
>>527288
Yup it's the old USMC SIMRAD dovetail.

AFAIK it's not used any more, but I liked the look better than the plain Badger six-nut ring cap.

My mate's been and done a pretty nice texturing job on the thing now. I'll see about adding a pic when I know he's happy with it
>>
>>527281
this is like max payne/saints row all over again, i love it
>>
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Spacepod for a game,
>>just an environmental Asset
What to change ? , what to texture it like ?
>>
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working on a Night goblin,
>>
>>527334

Don't change a goddamned thing.
Texture it like a smash robot.
>>
>>527338
fucck. I really didt try to make it look like this. Using it anyways because its good for the eye in the end, also fuck off
>>
>>527281
U FOOKING WOT M8!?
I'LL SHANK YOU BRUV I SWEAR ON ME MAMS LIFE!
>>
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Finished that mig. Had a chance to show it to some industry people. They liked it.

Got in unwrapped in about 4 hours as well. Will texture once I finish the hangar.

>>527334
polydensity could use some changes, I see you have 20 sided cylinder for a small detail yet the big cylinders which could use more sides don't get any. Try and keep the polydensity consistent, hide lowpoly shit where it's harder to see.

Also soften dem edges unless that's your plan.
I'd love to see the textured one, it's qt I suggest texture it like a bird/penguin cause it looks lik eone
>>
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>>527342
Some more underside detail.
1.2 months to finish this, its environment, another high poly vehicle of my own design and enviro for that plus some paintings and a comic.
All that with a carpal. Gon be fun.
>>
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>>527343
final engine shot to give full coverage of the most interesting bits of the damned thing.

It was a good practise but furstrating and not as fun as hipoly bdrm2
>>
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>>527344
and a quick prop from the hangar to round up the spam
>>
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>>527335

Gotta fix the hand, and then pimp him out with random shit (sword, bags, mushrooms, rings etc)

and he should be ready for retopo
>>
>>527099
What is this for? Where can I follow along?
>>
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>>527344
Love the engine famalamadingdong.
Miata Italia (noticed the back cover curves when it's supposed to be a bit straighter)
>>
>>527350
thanks and yours looks great too, keep it up
>>
>>527172
Recommend downloading DCS and taking a look at their models.
>>
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>>
Someone give me a workflow tip for making aircraft.

Currently i'm modeling the base mesh afterwards i'll subdivide it and i plan to subdivide it a bit, then cut in all the panels and separate it into smaller separate pieces.

Is this a smart way of going about it?
>>
>>527365
id start first with subdivide, because you are still using the low res wire on preview so it doesn't matter

are you talking about interior? im pretty sure you can blockout a plane in one piece
>>
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Dis is my Sonic.
Did I go wrong on the form, or anatomy? :/
>>
>>527381
fuck off
>>
Jesus, you fucking suck ass. wat r 10?
Anyhow, I'm pretty sure the anatomy is where you went wrong.
>>
no.. i a m anatomy years old .__.
>>
Mahh nigguh, Im form years old though.
Too damn form to take yo lil ass seriously.
>>
No, but seriously, form comes first to imitate basic anatomy, and only more form comes to imitate more complex anatomy. Though anatomy comes to mind first, but you technically start with form or else all you're playing with is empty space.

I guess even cavemen can doodle.
>>
>>527388
>>527391
>>527381

why everyone on /3/ is talking like niggers
>>
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The real mystery is why you're slower than the typical nigger.
>>
>>527397
fuck off with ur dindu language
this board is intellectuals
>>
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[This board is for intellectuals]
Don't even try anon, not after the form vs anatomy arguments.
>>
>>527399
>nigger
>dindu language
>intellectual
>>
>>527403
>implying
>>
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>>527403
this board is getting better everyday
people parrot anatomy and form all the time when there is clearly no such thing as perfect anatomy in a model, the best we can do is scan stuff and study it and hope for the best possible results.
if your model looks like shit work until it resembles a creature/human.
>>
>>527365
Aircraft panels are incredibly small, I'd add them in the way skinners do it. After modeling everything, unwrapping on a 4k texture file and draw the panels in with a black 1px brush on a 50% gray canvas. That's basically your height map. Use a plugin in Photoshop or GIMP to convert it into a normal map and use that. If you already baked normals on it, just overlay the panel lines normals onto your bake.
>>527362
I'll check it out, fampie. Still new to modeling and I have really shit topology atm.
>>
>>527363
too lowpoly to be anything
>>
>>527348
lol just a university project for now, I might make a google app l8r
>>
>>527099
that's pretty creative and neat. GJ. Textures could be better tho.
>>
>>526186
nice job mate. I really like the look of that.
>>
>>527366
I want both the interior and exterior, but i'm currently blocking out the exterior and getting some of the main shapes of the fuselage in.
>>527410
Yeah, i'm not that new to modeling, i'm just doing my first aircraft, and i haven't modeled in a long time since not enough time.
I have thought of drawing the panel lines in, but i'd like to see how a normal map comes out when the panels are 3d especially since some panels go on top of other ones and such.

>I'll check it out, fampie. Still new to modeling and I have really shit topology atm.

The game has a model viewer but currently looking at the wireframe in it seems to be glitchy, i'd recommend ripping them with ninjaripper, even though with DCS the model will come out completely messed up with the pilots head being 1000s of kilometers big, while the plane is tiny in comparison, with a bit of selecting you can easily have the main shapes and take a look at each part.
>>
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>>527450
I found a tutorial on it, pic related is wires of their results.
http://polycount.com/discussion/comment/2242928/#Comment_2242928
I think I should be able to do it, I just need to figure our if blender has a "shrinkwrap" type modifier that forms a flat shape onto anything angled.
>>
>>527281
Welcome back to 2004, where HL2 was good looking.
>>
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Here's my contribution.

I've updated the model since this render. Currently in the animating stages.
>>
>>527466
>I've posed this premade poser model and shifted some morph sliders after i made this viewport screenshot.
>>
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>>527115
Texturing and shading
>>
>>527491
got a tutorial on skin painting or are you doing projection painting with a photograph?
>>
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>>527491
Projected photographs for the face and used a procedural cloud for the body
>>
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>>527479
If you're saying it looks like something decent someone else made, then that would be a compliment and I thank you because I made everything from myself from scratch. If you visit /h/, you would have seen that I've been posting my progress for the last couple of months over there.

This was my first attempt at her face. Needless to say, it was scrapped.
>>
>>527491
something tells me that ear is not in the right place
>>
>>527504
you should give the front of the face way more UV space. Look at all those pixels you're wasting on the neck.
>>
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>>527504
>>
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Beginner here. What do you think /3/?
>>
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Working on some in-game low poly assets, here's a boat crane, it's not finished yet, missing some cranks, gears and levers.
>>
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>>527574
what would be an acceptable tri count for such a prop as this? going into UE4 engine, this isn't for anything in particular but for a proof of concept and practice with optimization.
>>
>>527564
the fuller is overdone look at some refs. Otherwise good
>>
>>527588
If its low poly then it almost doesn't matter. Devs now use as much as 100,000 tris on just one character for AAA games
>>
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Had some time this morning and finished the unwrap.

Onto texturing.
>>
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>>526054
I've learned a lot since making the OP image scene, but I'm still struggling to make decent ground foliage. I want to make damn near photo realistic assets without photo sourcing everything.
>>
>>527588
>what would be an acceptable tri count for such a prop as this
Absolutely hate these questions... There literally is no real answer. It's like asking "how long is a piece of string?".

If you are a programmer, then you know how many polygons are acceptable, if you are not a programmer, TALK TO YOUR PROGRAMMER.

If you are just doing it for practice don't even worry about the polycount, just make it look good. Polycount can be scaled down easily, so rather use more than less.

Such a dumb question and yet it comes up every other day it seems.
>>
>>527596

No don't touch it. Keep it like this.
>>
>>527600
>If you are just doing it for practice don't even worry about the polycount, just make it look good. Polycount can be scaled down easily, so rather use more than less.

I'm sure you mean well, but that is the worst advice you could possibly give him. For any real time art, less is best. You should always aim to use as few triangles and verts as possible. Most new 3d artists make the mistake of adding more loops and rings than they need instead of focusing on silhouettes and topology.

Its actually very easy to scale up if you make the base correctly, and very hard to scale down if you don't plan accordingly.
>>
>>527574
>>527588
a model like this can be up to 1k tris, are you working on a phone game? im pretty phones can handle it
>>
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>>526054
A little thing I've been working on. Modeled and rendered in Cinema 4D.

Any CC?
>>
>>527363
Could work as an LOD for a church far off in the distance, but as >>527420 said, too low poly to be useful in any other case.
>>
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https://www.gametextures.com/newpricing/

Is this place a rip? I'm desperate for good 'nuff textures to slap onto my shit for games but I'm having trouble finding good free sources. If I got this for two or three months I'd be set for a long time.
>>
>>527610
>too lowpoly
you only use more poly when you need them, which in this case i didnt
don't know what made you think this is for first person
>>
>>527420
fuck off adroid
>>
>>527609
not really, move on to something harder
>>
>>527609
pretty good
>>
>>527617
Wow. That's pretty pathetic.
>>
>>527609
I think the ear piece materials look good but should be darker, and this might just be me but I think it all looks just a titch too shiny. That tape looks like it just got nice and oiled up with the headphones and plastic screen.

Looks really good
>>
>>527597
>I want to make damn near photo realistic assets without photo sourcing everything.

it's possible but not always and it's almost never easy. nobody will think any less of you if you just take your own photos and start from there
>>
>>527609

Sweet. It's very noisy though.

>>527612

I think so. You should really learn to make pbr materials yourself. Get quixel or substance painter.
>>
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Babby's sculpt on Sculptris out of funzies
>>
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Car model that I plan to use in a game.
Should I
-Make polycount high (70-80k tris) and not have to worry about mapping or baking normals
or
-Low-ish poly (50-60k), subdivide till i get desired smoothness and bake normals
?
>>
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>>527677
It all started as a sphere my leff
>>
>>527678

I notice games like Gran turismo and Forza go nuts with the polycount modeling every little detail but assetto corsa looks just as good with lean topology.
>>
>>527684
That topology gave me a hardon, it's perfect <3
>>
>>527684
Good lord that is sexy
>>
>>527684
>>527695
I am not happy about some of those triangles.
>>
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>>527712
Pretty hard not to use triangles on vehicles
As for pic related, I tried making a low poly (this is actually after 1 subdivision) model of a Miata 2016. I'll subdivide up to 4 views and bake normals onto that.
>>
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just doing this for fun
>>
>>526199
its offline
>>
>>527819
dat fur and moustache does not fit in with the rest of the model. while everything else is stylized that just looks way to complicated.
>>
>>527819
>Front is chiseled edges
>Back is smooth blur edges
Assuming back is unfinished
>>
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been modelling for awhile now but this is the first time i had to balls to actually finish a head.
obviously a few things wrong with it like how its boring to look at from the front but the profile seems okay to me.
crits, redlines, hows the topo all that jazz.
>>
>>527847
lips are not shaped that way look in a mirror
>>
>>527847
Mouth needs a philtrum
>>
>>527847

Congrats on finishing the head. I think you should sculpt heads instead because it looks like you are thinking about topology rather than anatomy. It's prominent in the middle area above the eyes and the way the ear connects to the side of the head. The nose has no nostrils, the ear helix is too small and the jawline is non existent.
>>
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>>527491
I hate this by now. It's uncanny. Should I keep working on it or move on to something else?
>>
>>527906
you have to put WAY more effort into it, espacially when you plan to make it realistic. Making it fast easy and quick without caring about the neccessary details and extras will end up in unsadisfactory results regardless of your hopes.
>>
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first attempt at modelling anything seriously, but i started making this with the intention of modelling, rigging and texturing to learn the process. it looks more gaunt than i wanted and i've probably added more geometry than i need.
>>
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~turbosmoothed~
>>
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blowjob_queen.obj
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>>527934
https://www.youtube.com/watch?v=OSrBA6Ko1S4

Get Zbrush, sculpt.
>>
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Does anyone know how to straighten verts relative to two verts in 3ds Max? Like if you have a diagonal edge and you want to align all of the verts on the edge along the end points of the line (i.e. along the slope of the line).

Pic kinda related. I want to straighten the edges on the side of the chest. I could do it manually by calculating the points but that would take forever if I have to do it dozens of times.
>>
>>527948
i work in maya but it probably works the same way

select your three verts and switch to scale. scale them along whichever axis you want the straight line on; ie, grab the red block and swipe towards the verts for a vertical line.
>>
>>527950
I don't want the endpoints to change. I want the vertex in the between the endpoints to align to the line that exists between the two endpoints.
>>
>>527952
unless you've been modeling to a grid i don't know if you could snap it.

if you wanted to ask me, making it exact would be a waste of time. you can eyeball it enough to where any difference on the y-axis would be hundredths of a decimal. it would take awhile no matter what you do, but consider that trying to get all of the y values precisely uniform with one another isn't really working smart.

leaving verts within x.x0 to x.x9 on an axis is still a straight line without a magnifying glass. it would look essentially the same and not involve all of the unnecessary work.
>>
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>>527597
The pursuit continues with tree leaves.
>>
>>527597
>>527960
Ingame photorealism is impossible.
>>
>>527677
>>527679
the W in WIP stands for work
>>
>>527961
He said "near"
>>
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>>527964
>>
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>>527970

woops wrong poster..
>>
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>>527970
>>527971

https://www.youtube.com/watch?v=AdabPy6xQ8A

and pic related is the geral scene in editor
>>
>>527947
it was more of an exercise in learning 3ds rather than sculpting, but in terms of workflow is character modelling always done in Zbrush? am i just wasting time by putting off learning Zbrush until i feel comfortable with 3ds/maya?
>>
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original character do not steal
>>
>>527971

Surely...bottom left is photoshoped in, right?

>>527972 Makes sense, looks like a satellite image as a texture. Interesting.

>>527970 That is the most realistic grass I've seen in a game engine, if it IS ingame. There's no way this scene would be playable realtime I'm guessing?
>>
>>527986

Alioto/10
>>
>>527972
Fuck me that looks good
>>
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>>527347
this guy is turning out to be a pain in the ass!
>>
>>526186
Fuck that's really cute
I'm gonna need wires on that
>>
>>528010
Looks pretty good, nice concept.

Thumb looks fucked though, and belt looks like clay.
>>
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Playing Doom a lot lately and was inspired to make my own version of the Doom Knight. Combined it with a turtle.
>>
>>528031
fingers are still very much a work in progress.

Do you know how i can improve the belt? Im trying to make it look like shit worn out leather, i have a feeling it will help once i get a texture on it.
>>
>>528081
ey thats pretty good
>>
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Doing some Lookdev on this model I've forgotten about.

I fucking suck at surfacing, how the fuck do i git gud at it

Also
>>Hairs in 3D
PHUCKING HELL it pretty much random controls and praying they work
>>
>>528166
is this blender ?
the eyes look great. the nose and mouth part is a bit too racist tho.
>>
>>528168

Thanks senpai.
I'm testing some displacement there. It's my first time trying to make fine detailing and shading, desu

My textures look like shit
>>
>>528169
blender ?
>>
>>528168
Yes because lets white wash all Blacks in 3D right? He got the lips perfect and the nose is stylized. Fuck off retard.
>>
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>>528171
>>528168
plus it's exactly how a cartoon him would look
>>
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forgot pic.

>>528170
3Ds Max and Vray, but I'm pretty sure Blender can do the same stuff.

>>528172
I'm trying, senpai
>>
>>528171
>>528172
> big nose big mouth monkey looking black man
Thats a very offensive way to stereotype a black person and borderline racist. You need to go back to /pol/
>>
>>528174
(You)
>>
>>528174
He has a big nose and lips stop being a faggot. He didn't exaggerate it in a racist way that's just what he looks like. There is nothing wrong with having those features stop ignoring reality.

I dare you to tell me that he doesn't have those features in real life, go ahead
>>
>>528176
If you exaggerate those features to such levels, then you're dumbing down a black person to the stereotypical black guy look. Is that really all your ass sees when you look at a black guy ? I'm honestly offended that every black cartoonish character is portrayed this way.
>>
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>>528177
but the actor looks like this I don't understand what you want him to do. Should he make him not look like himself?

>offended

Never post on 4chan again
>>
>>528179
I want you to stop being a fucking racist and stop portraying black people in such a ridiculing stereotype. Is that so hard to comprehend ?
>>
>>528179
stop taking the bait

>>528180
and dont you have better things to do?
>>
>>528180
alright that fine but this particular black person has DNA that dictates his facial features. His lips are thicker than average and his nose is wider than average. There is nothing wrong with having these features you are in fact the racist if you thing this mans natural looks are racist.

Look at finn's actor. Look at him. Look
>>
>>528173
I think he may be just a bit too light.
Not a joke or anything, it just seems like the actor has a darker skin shade than what you have now.
>>
>>528173
this came out pretty good, you got more stuff?
>>
>>528180
Youre seeing his stylized representation as similar to a monkey. No one has made that connection. No one but you is the racist here.
>>
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>that feel when u puttin in anatomy before form
>>
image bump new thread when REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
>>
>>528208
Whoever did it intentionally emphasized the nose and mouth features in a ridiculing way just like how racists used to depict black people to make them look like monkeys. I'm not the one who modelled it I just want him to remove the racist element out of it.
>>
>>528227
You're the only one being racist here by projecting your own views on how a person SHOULD look as opposed to how they actually do.
>>>/pol/
>>
>>528214

Doing that will bite you in the ass later.
>>
ill reupload ecorche when i get hom
>>
>>528191
Thanks, anon.
I'm still working on this one.

I'm using this to study stuff.
As stated before, I'm still learning shading and texturing, so i'l trying out the development of maps in Mari and the creation of shaders in vray.

I'll show my progress in the next thread, thanks for the encouragement
>>
>>527934
those lips have no corners
>>
>>528214
That's illogical
>>
>>528217
I don't have the WIP image, people would complain if you dont use that
>>
>>528242
>>528322

None of you sculpt
>>
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>>527466
Here's an update.
>>
>>528351
neat

I don't know what your workflow is but maybe take a break and make the models more detailed before animating more? The guys pure grey shoes are a bit distracting haha
>>
>>528374
They're meant to be socks and I have them cause I'm too lazy to model toes.
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>>527613
Well, I was just pointing out what use this detail has, but the simplicity of the mesh clashes with the detail of textures.

How about specifying what it's gonna be used for next time? It might represent different things to different people, and since I pay lots of attention to LOD in video games, that's what I thought of first.
>>
File: Capture7.png (2.56 MB, 1919x985)
2.56 MB
2.56 MB PNG
figuring out color scheme now
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>>527491
I like the clay render alot more
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>>527491
Nicki Minaj
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>>528166
bruuuuuhh can you explain how did you do the iris? Looks fantastic
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File: Things.jpg (174 KB, 1120x840)
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174 KB JPG
Just having fun in zbrush with no general direction.



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