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>>526054
post count
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Figuring out colors, will start texturing tomorrow
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I don't usually post my work here out of fear of getting cyber bullied till I cry myself to sleep, but oh well.

I'm working on a new project, I do a lot of synthwave/outrun art so that's what the general theme is.
The idea behind this one was me trying to get some sort of Ziggurat to look neat within an outrun setting. I think it works out for the most part so far.
The lighting will change drastically later on, but for now I have an hdri as a placeholder.
The pillars are meant to be clipping into the ground as well, it's more or less sand.

I'm about at the halfway point and it's not really coming together as a whole too well. I'm not really sure what to add to have everything coalesce in a good way. If you have any ideas, I'm down.
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I don't understand what the OP post is trying to say. The dictionary is always right.
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I'm not that happy bout the fur and hair but kinda works
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>>528664
I like it. Try getting a more dramatic angle for the final shot, something that makes it seem more dramatic and massive.

I love those gridlines as well.

Try adding some neon gradients and the laser sun
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sculpted and retopologized in blender, i really need to clean up some folds.
if anyone wanna know, sculpting in blender is a little slow and you should only use modifiers when sculpting, make your shape with subdiv first then apply and add multires modifier

btw this got 666 faces
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>>528635
I tried to learn sculpting from scratch for the past few days

3th face sculpting attempt

I am looking for some advice, also a free/cheap sculpting tool because I used [spoiler]blender[/spoiler]
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>>528735
you cant spoiler in /3/, huh for what purpose?
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>>528735
why is it so lumpy? just pirate Zbrush
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>>528735
git gud
use images too
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>>528737
I tried to use clay strips excessively testing brushes
also just did that, realized I was trying dig a hole with a spoon

>>528739
will do
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I don't know everything I try its impossible.

How do you get the round shape of a face, I can sculpt individual features but can't get roudness of the face.

Looking at constructions of the face from primitives and that doesn't help.

Maybe i should just start with a basemesh and try to modify that.

I brought a bunch of gumroad videos and the artist just seems to magic a face. I don't understand.
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>>528744
https://www.youtube.com/watch?v=mQFzgAUIK5c
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>>528636
Nice
I really like the lighting
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bout an hour into this
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>>528764
that mouth doesnt look good in 3d
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>>528764
You might need to compromise the mouth or use a nice 2D or Toon shader for it.
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>>528768
>>528766
I'll see what I can do. Not finished yet, just posting a progress while I take a break. I'll most likely use a toon shader when finished.
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I'm working on a Stitch model. But for some reason I cant rotate anything outside of edit mode so I cant pose him :c
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Trying to make a gran library. I've made a bunch of assets in other files so I just have to texture everything and put it together.
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trying to concept in 3d instead of photoshop
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>>528675
What'd use to make tje textures?
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>>528779
Is it going to be in maya or is it gonna end up inna engine?
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>>528781
how is it working out for you? isn't it much quicker to sketch in 2d?
>>
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After like a 3 year hiatus from blender, trying to get back into it.

I thought my topology was 100% fucked, but deformations seem to be working fine.
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>>528809
Working on the interior, hoping to have it at around 60-70k tris after optimization and everything. Currently at 40k.
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damn this place is booming lately. what's with the sudden increase of posts?
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>>528825
f it's 40k now for a simple body, expect atleast 100k once you're done.
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>>528828
I'm the one posting all the posts that you're not. Its way worse than you think it is.
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body is about 9k polies rit now. getting 2ndary forms in.

I wanted to ask a question, but I know all of you are terrible.
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>>528781

stick to drawing, because this is terrible
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>>528844
This is a sculpt; the polycount is irrelevant
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>>528844
spoopy
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>>528847

No it's not retard. If you're blocking in forms, the lower the poly count, the more you'll thank yourself when you actually dynamesh with higher polies.
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>>528842
hey I'm the starting the main thread of /3/ since the orignial owner abandoned ship
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>>528844
it's better to ask and find the 1 good answer in a shitpile than not to ask and get shit on anyway
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first time playing around in zbrush
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>>528880

Why so bright.
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>>528881
cause I somehow made the viewport of my zbrush really dark.. so I mashed up the brightness in photoshop cause the sculpt is nearly black.

I'm a pro as you can tell.
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>>528880
i like it, looks cool
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>>528779

It's going to be part of an animation that's rendered in renderman. I'll probably post it when I have everything modeled, then again when I have everything textured. Trying not to overwork the scene as alot of it won't be scene, so i'll be using alot of duplicate objects and such.

Going to be alooottttt of books though :(
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>>528783
Zbrush photoshop and Ddo
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>>528664
>>528706
Went back in and did some more work on it.

Still wip, but I got a better angle out of it that seems more imposing.

I'm still working with the color palette so that'll probably change in a bit.

I think I'll try to add a moon or something into the scene towards the left side to help balance it out. A laser sun doesn't really seem like it'd fit too well.
>>
Finally got the time away from my ‘real job’ to finish the texturing on this exterior, time to move on to the interiors now.
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Learning anatomy limb by limb.

So far, the hands have been the hardest part. Bit apprehensive about making face.
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>>528925
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>>528925

Traps are bigger than obliques. The upper body is literally a rib cage with muscle on top of it. Study not just surface anatomy, and correct the mistakes
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>>528919

nigger
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>>528933

Sorry I don't quite catch the phrasing.

>Traps are bigger than obliques
On the model or should they be ?
Same thing for the second comment, sorry.
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>>528925
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>>528938
Cool, I get it now. Thanks for the sharp eye anon.
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>>528939
ur too nice for this place mate.
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>>528926

sry english is not first language
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Going through Gresseti video on face.

This is really hard, but I guess I am getting the basic shape even if it really planar.
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>>528941

Thanks anon, bookmarked for when I'll make a 2nd pass.
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>>528943
* I mean saved.
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>>528919
Wow that looks great, can we see the texture map?
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>>528947
Sure, there are two, here is the main exterior
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>>528948
And here are the trims. The non painted parts are the interiors of the windows and doorways, will finish them when I am done doing the interior room textures
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8K tris so far, help with pants pls
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>>528953
hats off. best model I've seen ever polymodeled. Props to you mate.

What's this baby for?
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>>528953

SHOW PENIS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Hair still need work sadly.
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>>529009
> no eyelids
> potato face
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>>528949
I'm surprised you seem to have every part of the model with its own space and aren't reusing various bits and bobs, is there a technical reason for that or is it personal preference?
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>>529010
I can't decide what type of face shape this character should have.

I did the eyelids but they are unfinished and too small to see.
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>>529011
It's an aesthetic choice- I'm sacrificing higher texel resolution (by using tiling textures) for unique detail on every pixel.
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Still working on this night goblin, Taking way longer than i expected!
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tried to improvise this with no planned out designs. Tried to sculpt a body but i think i prefer box modelling bodies. Sculpting faces is much easier though.
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>>529027
dont get frustrated and call it done before it's done. It's looking great already.
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WIP
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>>529036
are the jaggies along the seam on the grip and but caused by aliasing or loss of texture resolution?
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>>528764
use more references
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>>529038
They were caused by loss of texture resolution and a metal edge wear generator
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>>529096

That's a loss of points. Why the loss in resolution?
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Have been designing this gun. If you google search for it you will not find it so dont even try.
>>take it its all yours, my friend
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>>528675

What is your little character for ? a game ?
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>>528810

Get Zbrush mate. Makes character modelling fun.
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>>529108
I'm calling it done.
I honestly have no idea why its so low res, its 2048x2048.
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>>529145
If it was for first person you might get away with 4k
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>>529145
I'm new to 3D modelling, but interested in gamedev.

Your model looks great, however i'm curious.

If I make a topographical game, where the view is abit above, how do you implement that model? Do you just drasticly remove polygons with a feature?
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I think I got the hair to acceptable standards.
Now I gotta work on the skin shaders and textures
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>>529210
That's really impressive. Don't think I've ever seen kinked style hair rendered so close to the real thing.
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>>529210
more racism ?
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>>529175
There is no feature to remove polygons. You have to optimize it yourself.

This model is already as low poly as can be, although you could decrease the poly's on the scope since it wouldn't be as close to the camera in your case. (As opposed to using it for a first person shooter.)

Keep in mind pic related is triangulated
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>>529274
had similiar problems
i think 4k and scale down is the way to go.
maybe 2x4
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>>529285
Changing it to 4k didn't make much of a difference, turns out photoshop compressed the hell out of the normal map
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>>529287
upscaling don't do anything. you need to redo it
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>>529287
Don't you use lossless files anon?
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>>528918

greebles
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>>528925

Worked on the feet and face, will come back to tweak the body on the second pass.
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I finished the Ziggurat wallpaper.
Like I said before, I do Outrun styled artwork, so that's kind of why it's a bit over the top 80s stylization.
I ended up liking 2 angles in particular, so I rendered out 2 versions.

Crit is welcome, but I've already posted it on various outlets, so I won't really be able to change it comfortably without updating like 10 different sites.
I know it's not really the typical stuff on /3/, but hopefully you guys find some redeeming qualities about it.

1/2
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>>529323
2/2
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>>529323
The building needed some kind of detail it's boring to look at as is
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>>529323
>>529324
it feels as if the image has varying levels of crispness in a bad way, ziggurat is sharp, grid is kinda blurred, the big lights in the ziggurat are very blurred
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>>529339
I think that's the bloom.
Guess I haven't quite gotten a handle on it yet.
I tried to control varying levels of it on the different areas of the image.
Maybe I should have left the grid and detail lines on the ziggurat alone.
It's an easy fix.

>>529338
I agree about the detail work. In hindsight I could have probably added some variation to the way it was constructed. Maybe some medieval ramparts like a castle would have worked. I think that's present in middle east architecture.
I couldn't really go too detailed, I wanted the lines to suggest most of the form, similar to some of the vehicles and such in the older Tron movies.
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>>529027

that's not what a forearm's form looks like and those eyelids are bad
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>>529340
I think you just need some simple greebles
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>>529342
That too.
By the time I saw this post (>>529303)
It was already too late.

I'm not really sure how'd you go about greebling something like this though. Just random square variations all over?
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>>529210
awesome
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>>529343
basically, better than nothing
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>>529295
>Don't you use lossless files anon?
Jpg with 100 quality gave the same result as a tiff with no compression.. or I have no idea what i'm talking about
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>>529368
for weapons always start with high resolution png and try to scale down from there.
if it don't work properly then don't scale down. its not a big deal

i seen plenty of optimized rifles in the 20k tris area with several textures
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>>529349
You're right.
I'll keep it in mind next time I do something like this.

Thanks for the help anon.
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>>528735
scooby?
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>>529368
If you tell people you use jpg in a professional setting you will get laughed out of town. Besides its not the 90's hard drives are cheap and plentiful
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>>529368
If you really need to compress the files at least go DTX or STC, then at least you are using the formats a GPU will use for real time work.
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>>529368

Hey anon, i'll probably say something you already know, but it may be helpfull to someone.

Jpeg actually compresses the info of your image, making it crappy. Even if it seems OK at first glance, if you notice something later on and try to do some post-production on it, you'll find a lot of artifacts and shit stuff.

That's because Jpeg is a 8 bit image, making it store only 256 values of information.
A .Tiff or .exr can hold 16 or 32 bit info, making your life easier on those post production stuff.
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>>529036
Nifty. Can I 3D print that?


main: I am open to suggestions on how to spruce up this render. It's NURBS'd. I'm using C4D.
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>>529417
Sure, I'm guessing you don't need the textures?
I recommend using ambient occlusion, it's in the cinema 4d render options
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>>529322
Not an expert but from what I can tell his feet/hands are too big in comparison to his body, arms are a bit too long and legs are too short. Also body seems really flat
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>>529027
Done minor changes to the face
added teeth
Rope with mushrooms and bones under right arm
Made a patch on the poncho and also added a tear to stop it from looking to plain.

>>529030
thanks, i will do my best!

>>529341
does it look better now?
>>
Plasma Rifle from the game Xenonaughts
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I made a thing
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>>529598

goodjob, brother.
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>>529417
>TACTICAL VISOR ACTIVATED
>>
I need rigging tips. Not at home so I cant post a picture of my model, but the bind skin thing is atrocious, so I'll have to do skin weighting by hand.

Also is it better to texture first or rig first? I'm a beginner still, cheers
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>>529730
If you texture first, you can see how your right is going to stretch those textures when you animate the model. That being said, you could simply UV the model and texture it with a repeating checkerboard like image attached, and accomplish the same thing without having to do a full on texture.
>>
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Trying some flat pixely style but it looks too glossy
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>>529736
Add anti-aliasing and contour/line shading
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>>529737
I dissabled anti- aliasing on purpose.

Actually I'm looking for a way to make shadows sharp too.
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New project
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>>529737
>>529738
I want to reach this eventually
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>>529740
Pretty sure those shadows are textures.
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>>529741
Yeah I think you are right
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>>529740

That wasn't obtained with anti-aliasing. Its just a low-res render that was sharply upscaled so that 1 pixel equates to 4, 16 or 32 pixels etc.
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>>529743
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>>529746

Something like that. but even lower res. In your example, the character is quite small.
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>>529746
bad loop / 10
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>>529417
Did you steal this guys model?

https://www.youtube.com/watch?v=tEixVr6elpw
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>>529693

Nice but pixely.
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>>529210
how did you do the hair?
looks professional f.a.m
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>>529210
I think the hair looks good, but it looks pretty weird where it reaches the edges.
Especially where it's a bit thin, like on the side.
Maybe cheating and having the area under the hair darker to appear more full would help out. Or making the hair nearest the edges a bit straighter.

I don't really know. It just seems out of place for some reason. Then again, I guess I don't really pay super close attention to how the hairlines of black people work. Or any people really.
>>
>>529323
Nicely executed composition. Simple, but you can tell the creator knew exactly what he wanted going into the.
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>>529746
>>529749
Yes, straighten the animation curve or whatever it's called
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>>529752
It's a gun a character from Overwatch uses
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>>529537

Brought correction to the proportions you mentionned
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Because who is going to stop me
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Modeling a human for the first time. This is what I managed today.
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>>529855
armpits are low
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...
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Added the ears today.

I hope at some point I'll get faster. Took me the better part of the day to do one part again.
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>>529858
*clap clap* is this some DayZ thing?
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>>529853
Would tap/10
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Working on a mecha for a VR game.

Modelled in Blender and textured in Substance Painter.
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>>529868
As someone that has a terrible time with sculpting faces (or anything, for that matter), it's really cool to see something like this. I'm assuming you're the same guy from >>528942 ?

I have a bunch of WIPs, but I guess I can post the one that I believe to be the furthest along would be MGS3 Big Boss. Took reference pics (front, side, back) of the MGS5 model and started box modeling. I'll add more folds in during the sculpting process after I'm done with all the buckles.
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>>529942

Some of the paint wear areas don't make sense.
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>>529961
The weathering and edge wear they teach these days generally makes no sense. Everyone that comes out of schools nowadays makes it more or less exactly like this too and it's particularly irritating. No idea why nor when people decided this was a good idea.
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>>529969
haha it's cause people edge wear based on occlusion way too much rather than doing more interesting/logical breakup and thinking about what is actually causing the wear
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>>529942
It looks like it's made of cardboard.
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Please help.
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>>529974
Yes.
First, MAKE YOUR OWN MODEL.
Then, ask for help.
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>>529971
Yeah it's just the default Substance metal texture. I'll tweak it to make the weathering more realistic.
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298 triangles. :3
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>>529971
They call it 'curvature based' edge wear, and I'll show you what it's based on.

It's one of the more bizarre and stupid practices that have become industry standard because some stupid metal lamp post in England covered in cheap Chinese paint got slightly chipped when some drunkard bumped into it. But people now go WAY overboard with what should have been just minor entropic touches and removed all semblances of "reality" that they were trying to add in the first place.
>>
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>>529977
Along with the other parts of the game,
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>>529944
I'm not, but I do am following the same tutorial.

I never sculpted a face before, that tutorial is great if you take your time at each step.
>>
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>>529978
And this is the desired effect. Ignoring just how far off 100% of schools teach how to achieve this effect are, the notion alone that every single painted metal object should look like this (or the I Have A Diploma™ version of it, rather) is just as stupid.
>>
>>529981
If it makes a complete amateur like me seem like I have an art school diploma, it can't be that bad.
>>
>>529823
>>529858
>>529897
more or less love the shity looking indie games and the old ps1 early ps2 games
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>>529983
There are more amateurs with diplomas than actual amateurs.
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>>529985
So how do you suggest I do the weathering on a giant mech? It's not like there are any reference images of real mecha.
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>>529986
>It's not like there are any reference images of real mecha.

>it's not like there are any reference images of giant machines
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>>529987
Except that a giant truss doesn't weather like large flat surfaces of armor?
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>>529989
Mobile armor is not a new nor fantasy concept. A "mech" is just a silly Japanese reimagining of things that already exist. Here is something I pulled from googling 'modern tanks'.
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>>529989
>learn how weathering happens
>think about how your mecha will move
>determine where weathering is most likely
It's not that hard.
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>>529989
>>529990
And a Comanche for further referencing
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Sculpting is hard, how does one even
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Is this an improvement? I hand-painted scratches where the armor pieces would rub together, plus oil stains and rust.
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working on a dieselpunk superfast racing truck of my own design
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>>530013
Why not give the wheels more polys you dolt?
>>
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My first model. Don't hate pls
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>>530011
its definitely an improvement! keep pushing it and compare it to ref / better cg work.
>>
>>530014
i did post render. Double.
>>
>>530013
your whole design doesn't really fit dieselpunk, it look like some proto car from the 1910's. Dieselpunk is about 1950-60's aesthetics.

The design is still nice, its just not what you claim it it
>>
>>530019
that looks alright, texture it now
>>
>>530005
>get Zbrush, no blender
>practice
>>
>>529974

Who is this?
>>
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>>530038
It's a 'weeb thinks anime are actual people' episode
>>
>>528636
The glare seems a little too harsh for a work environment, especially an engineering environment
>>
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>>530019
I tried my hand at a higher pol tree. Not nearly as wonderful.. Anyone have any good tutorial sets for blender? There are thousands so I don't really know where to start.
>>
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>>528635
Made this shit
>>
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Getting my ass handed to me 2.0 Electric Boogaloo Edition
I have absolutly no idea what i'm doing

Where can I learn more about skin shading?
Where Can I learn more about rendering in general? Everybody says something about linear workflow, I think I get it, and then on practice it doesn't make any sense.

All my imported textures are already gamma corrected.
Max and Vray know this. Why do my renders look different in the Frame Buffer and Photoshop?
>>
>>530066
Why did you decided to make him monkeyface ?
>>
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>>530066
>>
>>530040

>Autism caused anon to think I didn't mean the name of the character.
>>
File: Kerosene Lantern 4.png (1.16 MB, 1080x1080)
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Effect of a month of learning. Critique needed
>>
>>530084
Praise: Very nice modeling and styling

Critique: Materials have a steep learning curve in comparison to inorganic modeling. It's easy to just slap something onto the meshes but you definitely want to start learning those because they make all the difference. Making the glass part transparent/translucent so you can see the wick and mechanism would add a lot to the image, as would making the lantern's body something more realistic than brass or gold plate.
>>
>>530084
Model is fine, I really like it. Materials need work, brass doesn't reflect that way normally, it's got too much diffused specular.

Overall though really nice job, just put some work into the materials and you'll get a much better looking result, try using prefab materials if you're lost and modify them.
>>
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ayy
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>>530084
Well done, but the Materials look to "clean". Every Material should have at least 6 layers of stuff on it, for example a little bit of dirt, grime, dust, kerosene specks/drops, fingerprints, possible metal behaviour to heat, some scratches on the metal and glas etc. It doesn't even need to be much, even if you go for a cleaner commercial like look, always imagine an Item being used and what might happen to it, to give it a more natural look.
>>
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Feels like I'm getting closer to what I want.
Fuck, shading is tense.
>>
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>>530028
it looks 1940's to me
>>
>>530028
>>530013
Looks absolutely fine to me dude, like something you'd see in a rural area, or a farm in a dieslepunk world.
>>
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>>530108
>>
>>530113
Sorry anon,
I'm not sure what you mean

Is it too bad?
>>
>>530108
Are you the same guy who made the "The Incredibles" wife character?
>>
>>530112
I didn't say it was bad

It's too blocky to be from the 40's. Advancments in areodynamics made designers opt for sleeker vehicles. The tires were also way too thin and are reminiscent of very old cars like the ford model T.

Pic related standard car from the 40's
>>
>>530115
it's a meme
>>
>>530115
I don't "mean" anything by it. It's fantastic. I just liked the original cartoony look.
>>
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>>530030
Why no blender? I think it works perfectly fine for the unbeatable price of $0
But why do I know, Im just a noob.

Anyways working my way through my first sculpt is quite fun
>>
>>530124
If you want stay with blender for a little just to get good, I used to use it too.

Once you get Zbrush you'll find the tools and interface of Blender severely lacking. It's like unscrewing something with a screwdriver versus a power drill.

Besides all software is free
>>
>>530124
the problem with blender that it lags when u need to add small details and subdivides over 4 million polys
in comparison to zbrush it lags alot, also zbrush have unique tools like dynamesh which dynatopo is not comparable too.
i use sculpting in blender to give hard surface objects some detail, never went for a full character but i might try soon
>>
>>530131
>>530134

Maybe I'll try sculptris later, my stupid morals tell me not to pirate stuff.

If I ever git gud maybe I'll buy zbrush
>>
>>530135
Don't worry about pirating stuff especially if you just want to learn. I want to work in the industry but I can't afford thousands of dollars in software.
The only way for me to compete with anyone else is to pirate software. Besides these companies make their money by from big studios not Joe Blow
>>
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I'm not sure where I was going with this.
>>
>>529799
No! I like it like that. The quirkiness gives it character.
>>
>>530116
probabaly, looks like the same basemesh, dat nose
>>
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>>530124
Its starting to look decent, maybe this sculpting thing is worth the time
>>
>>530153
What do you have against lift noses ?
>>
>>530102
looks nice, working on a scene?
>>
>>530052
Just go check out Speedtree for Unity. Look at the models and try to copy it.

Don't even know why people insist on being handheld with tutorials every step of the way... Tutorials are just supposed to be to learn the software, not one for every single model. Learn the basics of modeling yourself and then apply that same knowledge to every other model you make.
>>
>>530102
Too much bevel for my taste, everything looks way too smooth at the edges, but I guess a lot of games and shit does this nowdays, so yea...

Looks good. Though I fail to understand how they operate that shelf, do they have a ladder they bring out everytime they need something from the top shelf?
>>
>>529986
I always build a backstory for every object I create.

For example, where in it's history is this object right now? Just off the assembly line, or has it been stored in a shed for 30 years? This would determine approximatly how faded the color would be.

Then if it has ever been in combat that might give it a battlescar from being hit, that would cause major wear right there. Or did it fall down on it's back? Then there might be scratches on the edges and or surfaces that hit the ground. Possibly on the hands and arms as well as it used those to rise up again. On the other hand if it never saw any type of testing or combat it shouldn't have the slightest wear.

Anyway, building backstories can be quite fun and I do it for everything, way more indepth than that. You should start doing it as well, and use your brain to determine where there logically should or shouldn't be wear or weathering.
>>
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Trying to make the image on the left. This is my first time making something with a clear idea of how it should look, as opposed to just fucking around on Blender. How should i mimic that texture on the right?
>>
>>530188

on the right side of the left image*
>>
>>530188
>>530189
sculpt
>>
>>530188
You have several options. You can just design a displacement map in Cycles and apply it to the hallway. You could do the same for bump mapping. Or you can do what >>530190 suggested and just physically carve the hallway.
>>
>>530154
How can I make facial hair?

should I sculpt the eyebrows or add a separate mesh for them?
>>
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haven't posted here in a while, something i've been tinkering with
>>
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what does /3/ think of rhinoceros? im working on a sculpture right now for laser cutting.
>>
>>530224
I think that sculpture does not look like a rhino at all
>>
>>530224

I don't get it.
>>
>>530216
what did you use for textures?
>>
>>530224
>>530228
>>530225

Rhino 3D is the name of the program hes using. AKA Rhinoceros.
>>
>>530229
substance painter
>>
>>530190

That figure is the most complex thing I've ever sculpted but fuck it trial by fire.
>>
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did this npr on blender, freestyle with shadeless material

idk if im gonna texture it
>>
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>>530236
another
>>
You guys are incredibly talented, and i hope to someday be as good as most of you.
>>
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>>530066
>>530069

Continuing with his clothing.
I gotta learn about Multi sub materiall or something like that, idk. Eveyrthing is in Leather shading atm.

>>530116
Nope, I haven't been in /3/ for awhile, so I've missed the Ms. Incredible thing.
>>
>>530236
did you do that to hide bad topology?
>>
>>530286
well no, its because its hard to finish, its not the colt version.
either way i don't want to be asked about topology because there is always something to fix and i didn't even optimized the gun yet
>>
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>>530272
>>
>>530291
still racist man
>>
>>530291
i feel like you should pose it/beauty shot it already. but before that i would suggest to work on the bottom part more
>>
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>>530293
Thanks for the reply, man.
I still haven't touched his pants belt or shoes, but I'll do that today.
Hopefully, he'll be posed in a cenario by monday, when i get to work on my pinup again.
>>
>>530291
people already told you to fix the nose and lips. wtf is wrong with you ? I didn't know poltards were invading /3/ as well.
>>
>>530295
>>
>>530296
are you gonna add a watermelon as well since its not racist enough ?
>>
>>530298
I'm black, technically i'm unable to be racist
>>
>>530301
so am I and I find that racist.
>>
>>530302

post timestamp to prove it or I'll report you to the authoritis
>>
>>530302
>>530298

So you find our own body features racist. Guess you have internalized guilt. Fuck off retard.
>>
>>530309
>>530310
back to >>>/pol/
>>
>>530298
how is the way this man was born racist? I'm tired of your shit bait
>>
>>530312
go back to your safe space faggot
>>
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>>530323
fuck off this is now a race bait thread
>>
>>530323
Oh, you just happened to make that dogshaped thing yellow? Stop implying every asian eats dogs you privileged shitlord!
>>
>>529974
thats pretty good actually. assuming you're gonna use it for pr0n ;)
>>
>>530331
Its a screenshot from an anime, senpai.
>>
>>530332
FUCK >:O
>>
>>529974
>>530332
I want anons to make their own version of this model. I'm willing to pay with [spoiler]lolis[/spoiler].
>>
>>530372

I could really really really use the money...
>>
>>529210
The skin pore bump map looks weird on the nose, it makes it look like a dog's nose.
>>
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totally noob at modelling, what do you think
>>
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>>530395
side
>>
>>530395

Not bad, now press F4.
>>
>>529977
>>529979
One word
>Cute
>>
>>530395
show me that wireframe boi
>>
>>530287
in other words the model looks like shit and you're too much of a pussy to get any criticism on it.
>>
>>530396
shit
>>
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Weekend's progress
>>
>>530395

Thats a strange looking dildo.
>>
>>530423
r
a
c
i
s
t
>>
>>530423

The shoes look like they're made of basketballs lmao fucking racist ass cracker smdh senpai
>>
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>>528635
>>
>>530430
>shutterstock
Filthy pleb incapable of modeling anything detected.
>>
>>530435
mate, you gotta clean up those sculpts
also study how cheeks look when you sile
>>
>>530423
looking good man! Keep on posting progress, would love to see the end result!
>>
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>>530429
>>530295
>>529239
>>
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>>530295
What's the problem? Do you want to whitewash him? Or make it more exaggerated?

>>530301
>I'm black, technically i'm unable to be racist
?
>>
>>530455
he should stay black without the ridiculing exaggerated facial features.
>>
>>528919
I've seen this house like a million times by now, I can't be the only one?
>>
>>530407
Ill ask someone with credibility. But thanks for looking out
>>
>>530457
I think you went full autist on the face. Which are stylized correctly in my opinion. Or anything that involves nigger auto trigger you
>>
>>530462
enjoy being a racist then
>>
File: ehhhh.png (400 KB, 1404x720)
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not sure if I like the pants or shirt texture on this, its rigged but Im okay with making any major changes
>>
>>530475
Hot.
>>
>>530475
You're right. They do look "off" in comparison to the rest of the model.
>>
>>530475
i think its because of the clash of styles, the body has very little detail to it and is more flatshaded while the tshirt and pants have lots of small details hand painted on them. Either decrease the contrast on the shirt and pants or increase the contrast and hard shadows on the skin.
>>
>>530459
Actually it’s a different one, you may be thinking of the schoolhouse, which i also did.
>>
>>530475
looks like he skipped chest day
>>
>>530438
any tips?
>>
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>>530507
Nice, too bad zed is for faggots
>>
>>530508
1v1 me m8, i fokin rek u
>>
Just a quick question. Does /3/ have it's own Discord like a few art communites on other boards here?
>>
>>530506
>>530435
if you have roblems with smoothing out the bumps and shit due to bad topology or the mesh being too dense, ether drop te resolution, you might want to remesh and reproject to give yourself more sub levels
or use the flatten brushesh that are not topology based, hpolish and trimdynamic are amazing for that fallowed then by teh smooth brush
you want to remove as much noise from the sculpt as possible, sice you are not going for that clay looking sculpt the occasional imperfection is very distracting

as for the smile, the smile, one of the most important part are the smile lines
you are making a young female character, and those especially in Disney form have lot of babyfat cheeks, plump and round to make them look cuter, like a baby
so while you maybe dont want to have the smile lines crisp and sharp you do want to have that roundness of cheeks moved back to indicate the displacemnt of facial features
here s a great example, the smirk on the left side clearly creates a very smooth and round smile line, but its there, a smooth convex shape fallowed by very smooth rounded cheeks
you need to avoid that duckface look
>>
>>528764
https://www.youtube.com/user/churchbull

Check this dude out.
>>
>>530435

is there a reason this seems to have chromatic abberation errywhere?
>>
>>530294
always wanted to see this finished
>>
>>530521
This tech-savvy gent has taken a photo of his monitor.
>>
>>530523

i really should have noticed that. thanks
>>
>>530513
ye
>>
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>>529598
i have some questions on what the follow up on this guy is:

What is the correct pipeline from high poly to low poly (20-40k quads) in zbrush? I don't have a base mesh and i used mostly dynamesh to create alle the different objects.


Do people retopo every subtool individually? If someone could guide me with a step by step of what to do i would be very thankful.

(I have these programs available to me: zbrush, 3dsmax and 3dcoat)
>>
File: file.png (424 KB, 754x960)
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Working on Doom Guy
>>
>>530542
Looks great! Keep up the good work!
>>
>>530516
Thanks a lot, I'm trying it
>>
>>530544
We polycount now?
>>
>>530542
I like the crease shading
>>
>>530225
Kek
>>
>>530084
Gorgeous but needs more subtle grime
>>
>>530540
split the mesh into a few parts so that its easier to retopo and take them into 3d coat to retopo. for example split the head and the arms from the body
>>
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some viewport pr0n
>>
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>>530631
don´t, anon. Sex is too erotic.
>>
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I tried a lil Ruto based on the Hyrule warrior Older Ruto.
>>
>>530631
Nice.
Can you do me a favor and show me the wires of the head? I am doing Chibi characters and need some inspiration cause i suck at low poly topology.
>>
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>>530689 mines pretty shit but at least it works i guess
>>
>>530301
>I'm black, technically i'm unable to be racist
I hate all the /pol/ shit on 4chan but I find this attitude equally reprehensible.
>>
>>530475
Show glutes
>>
>>528918
This looks fucking sick im using this idea mothrfucker you just got jacked at knife point nigguh
>>
>>529210
Great more of this kind of stufff
>>
>>529323
Looks fucking good angle the pic though want to see that ziggurat
>>
>>529862
Did you have to model the actual cunt in, this is sexism! Pink haired side shaved bitches in the industry would have you sacked for that, how many times you cummed to it though?
>>
>>530164
Shut the fuck up! Why are you telling these lot industry secrets you fucking absolute pleb, they cant even model and youre giving them information like this. I seriously hope you die of cancer, fucking cunt!
>>
>>530296
That top lip has got to be photoshopped
>>
>>530301
>im black i cant be racist meme

Literally fucked a girl up in my class about this, i said it dont make sense specially me being black too, she told me that I of all people should understand told her to shut the fuck up and never speak to me again! Fucking never understood that bullshit comment yes im triggered, blacks can be racist!
>>
>>530423
Looks nothing umbongeya, you can material kind of but you can model for shit



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