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File: wip.jpg (649 KB, 1500x882)
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What are you working on, anon?

ALSO;
Does anybody have this unaltered image of the WIP thread?
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I'm recreating Fatal Frame 3 Mansion. So far i'm having fun
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Still learning how to shade
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>>530697
racist
acist
cist
ist
st
t
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>>530698
I'll make him whiter, he's indeed too dark
Just chill, kkkbro
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>>530698
Get outta here you loser.
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>>530705
you're the kkk for making him look like a monkey
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Trying out Arnold since it came with maya 2017
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>>530708
We're all apes, bro.
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>>530709

How do you like it?
Is it better than what you used before?
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>>530711
Far easier to use than mental ray, not exactly a whole lot faster though.
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>>530713
>mental ray is too hard for him
oh hahahaha
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>>530698
/pol/
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>>530698
Really faggot?
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>>530698
>>>/b/
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>>530697
don't let anyone here bully you anon
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>>530697
this looks objectively shitty though
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my new elf waifu wip
sculpted in blender
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>>530743
Let's see your work
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>>>/n/986283

Moar here. Still trying to model the arazy-ass valve gear.
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>>530753
WAKE ME UP
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>>530695
>Does anybody have this unaltered image of the WIP thread?
I literally google image searched "3d 4chan wip image" and that picture was in the first page, try harder.
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>>530725
>australian intelectuals
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>>530756

Too dark, apply yourself.
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Fuck i haven't made anything new in ages. I recycled some space station thing i posted here a few months ago into something more appealing.
I've been meaning to learn substance painter but haven't got around to it. Would it be hard to create a material library with substance and apply it to something like this? Most of the pieces on this are merged into large segments; i don't know if that would make it difficult.

Also, is marmoset still (one of) the best real time renderers? Maya viewport still has shit point lights that can't cast shadows, and can't do post effects like glow.
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>>530756
It's coming along nicely

Here's a screengrab of my HujinMkVII from dededede destruction, just gotta finish legs then figure out how that main power source and cover are gonna fit together better.
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One more for today.
I actually do think he's too black.

>>530741
It's okay anon, don't worry,
I love /3/ because there's no restraint.
If anon thinks that a minor detail is subpar, they'll ruthlessly go at it like wolves to a lamb.

Sure, they could make more constructive critiques, but at the very least, they're honest. Too bad it has been only racebaiting so far.

>>530713
Are you getting simlar results?
I mean, it's obviously a great engine wich gives fast results, and it's pretty impressive what the VFX artists were able to do with it in Gravity, but I wonder how much of it was fixed in post vs. how much was actually rendered.

>>530743
Would you mind being more specific, anon?
I'm not even being sarcastic, I really would like to know how I can make it better, objetively.

>>530753
Hey bro, Would you mind if I give you a tip?
Try blocking main volumes first. Check out how Bammes did his stuff, it's pretty straightforward and great to sculpting.
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>>530784
Could you possibly make it more offensive ?
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>>530787
It's extremely common for black people to have black, curly hair, brown skin, large noses, and large lips. So what part of this character offends your delicate sensibilities?
Or is it that a black person is using a blue lightsaber that is upsetting you?
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>>530790
> exaggerating the black guy stereotype
>>>/pol/
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>>530784
I think your character looks nice and cute.
The only thing i somehow dislike is the choice of proportion. Too short limbs imho (or too small head?). I would either increase the size of the head so that it resembles japanese chibi style more, or make him taller. But thats just my taste.
Skin material looks good, leather jacket is ok maybe too glossy, pant material is too dull and boring, shoe material is just wrong, the sole looks like half metal and the shoe like plastic/styrofoam.
Shirt and pants could be more lighter and have more color saturation and variation.
Sculpt him some cloth creases, maybe change the collar of the jacket (looks too stiff).
Give him some fingernails, hands look strange without it.
With the exception of 3 little details, everything is symmetrical, you might want to put more asymmetrical details in there. Could be mostly texture variations.
I don't know how much you want to keep a cleaner more stylized Pixar look or if you want to get more realistic.
I would make him look more dirty/scratched/scruffy even bloody, like he is coming straight from a Stormtrooper massacre.
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>>530784
I think what he >>530743
meant to say is that the shading and color of the jacket in this image >>530697
objectively looks like fecal matter.
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patreon when
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>>530795
shit forgot censor
spare me mods
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>>530796
>>530795
S-SEX
SEX IN A 4NHAC BLUEBOARD
HELP MODS MOOT
HEEEEEELPPP
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>>530798
blue board means porn approved board ;^)
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yo bros rate my newest art work
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>>530809

btw i call it 'Man in the State of Poo'
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>>530758
BEFORE YOU GO GO
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>>530695
S&W 357 snubnose thing. Im new to this pls no h8
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>>530878
Can you take off all those awful materials so we can really see whats going on? Also post wireframe
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>>530880
ok
bullets are too small but whatever
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>>530781
Update 1/2
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>>530883
2/2

Proportions are wonky as hell thanks to all my reference being manga pages, probably going to make up a lot of the small details.
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>>530882
post wires in edit mode I cant see anything here
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>>530903
Fix THE FucCKING NORmALS REEEE
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This whole /3/ board is so fucking immature, this thread alone made me decide against posting my stuff here.
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Still cleaning up this model I've been working on forever.
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>>530921
/3/ is overrun by degenerate weebs from /agdg/

come to the discord

https://discord.gg/R4xxd
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>>530795

Looks like she's enjoying herself.
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I kinda modeled first character ever, basic mesh is taken from fuse, but I changed all textures and modifies ad added some geometry, javket is made by me 100%, then exported to mudbox and worked on some textures and normal maps etc... then back to maya I rigged it and "finished texturing, etc with V ray, I'm c4d fag and I hope who created maya-UI shit instead of blood also yesterday was the first day that I touched VRay so texturing sucks and I was just trying to render fast not with highbqiality. I'll continue doing this shit non stop in near future !! PS: I was just trying to vreate generic Female not something original
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>>530938
Which face is that ? are there new stuff in fuse ?
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>>530795
>>530796
>polycount
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Tips?
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>>530938

nice man, looks real retro newwave
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>>530943

add some lighting to it
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>>530947
Increased the spotlights strength and added a point light
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>>530948
Are you mentally disabled?
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>>530949
I-I hope not
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>>530948
>>530943
cant see shit
10/10
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>>530949
>>530952
>>530943
How about now
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>>530953
pants look dumb and weird
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>>530928

go on discord

check reference

they're all videos of making breast rigs

looks like those degenerates from /agdg/ has caught up with you
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>>530953

what are you trying to achieve here ? is this a standalone piece of artwork ? or are you just trying to show us your model here ?
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>>530784
Cont.

>>530793
Hey, thank you so much for those suggestions, anon! I still haven't found a workflow to work on. I always seem to be remaking some stuff during the process, let's see how it ends.
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>>530953
why are you doing renders?
just show the viewport model
its clearly nowhere near the satate of a beauty render
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>>530957
Is this supposed to be a Disney Infinity version, or just chibi? Either way, digging the shirt, give some more love to that saber though
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>>530960
yeah man, that saber is lacking.
I'm just doing some fanart, trying to go for a more Big Hero 6 / Disney / Pixar feel.
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>>530954
Will fix

>>530956
It's just a spessman. Once I finish it (texture and shit) i'll rig it and pose in some space scenes i'll prepare later
>>530958
>>
>>530967

the body seems a bit too stretched, check out these proportions
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>>530957
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>>530996
lol thanks bro, I'm trying my best

>>530967
Just like >>530973 said, the proportions are somewhat off, anon.
Try selecting the look around his waist like, enable some sort of Soft Selection and raise it up. The head might be small, too.
Are you using any reference?
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>>530997
are there SSS on the eyes ? can you post a closeup on eyes pls ?
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>>531003
Sure thing dude.
What I've done is use aBlend material with a bitmap of an iris in a Standard Vray Material, and use it as Coat to an SSS material of the same Iris with Gaussian Blur. The added a sphere on top of the eye with a glass like material for reflections
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>>531006
wot...I thought you used blender for this
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>>530997
>>
>>530997 Really cool work man.
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>>531003
Just uploaded the textures for you, anon
You can grab them on this wetransfer link;
B4PMmBSCpQ

(4chan doesn't allow me to post the full link)

>>531007
Nah, 3DS Max and Vray.
I'm pretty sure Blender and Cycles can to precisely the same thing, but by pushing different buttons.

>>531008
>>531009
Thanks dudes
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>>531010
nice, thx :^)
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>>530939
like I said I reshaped base mesh and addes some geometry, so I "made the face@
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Slowly getting the hang of Zbrush, doing a bruce lee likeness, i think im close but still obv need practice
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>>531013
I mean which one of the faces you used as basemesh ? default mixamo faces dont look that pretty, maybe except for the cartoonish one.
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>>531017
I used Fit A, I made her pretty in maya/mudbox. added pollys here and there and moved some verts and sculpted very very slightly, etc.. etc.. IDK i thiught "reshape" meant that my english sucks and sometimes I struggle to explain what I mean ))
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>>531020
ah ok. Fit A is what I was looking for :^)
post more of her ?
>>
I'm working on a lot of stuff but I'm always afraid to show it to people
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>>531050
You should be more scared that your fear of being judged will prevent you from getting anywhere in life.

You post shit, you get feedback, and you fix it while ignoring the shitposts. And all of the really decent modellers on /3/ are actually nice people giving constructive criticism.
>>
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>>530997
Made it bulkier

Yeah, but it's not a single reference. I searched for "space helmet" to make the helmet, "space suit" to make the suit, "space backpack" for the backpack, etc
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>>530697
Making the new Boys of Valor?
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>>531051
Well, this is a little earl WIP I'm working on when I can..

It's meant to be a dark elf.
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>>531056
Looks really good actually, nice work anon.
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>>531056
nice work. im assuming you did not use a base mesh
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Anyone got any tips before I proceed to rigging?
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>>531088
Fix your proportions like everyone else said.
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>>531090
I legitimately want to make it better, but I don't understand whats wrong with the anatomy. Please elaborate
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>>531088
Put a lowpoly basemesh of a male in there and fix the disproportional parts.
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>>531094

yeah this is a good idea, it's always best to model clothing around a character.

If you just start making clothes it's hard to figure out the proper proportions.
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>>531093
When a person has their arms down and relaxed, the fingertips should be a little above the knees. The arms on this should be longer, or the legs should be shorter.

This guy also has an 8/1 body to head ratio, so he's going to look really tall. That's fine if you want that, but just try to get things proportioned right.
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Why does its eyes stare into my soul? Need help please i`m scared
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>>531119
no eyelids, bleak face makes eyes pop up more
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>>531120
something still looks off
i need help
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>>531133
eye look a little too close together if you ask me
>>
Designing a prop here, mostly just combining other people's models so far.
>>
>>531120
>>531135
i`m bailing this is too hard
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>>531142
Looks like something a suicide bomber would use.
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>>531142
looks like something between a hammer and studio lights
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>>531157
>>531158
fug mein i didnt design it.
https://www.google.com/search?q=atoms+judgment&source=lnms&tbm=isch

It's 4 fusion cores and a rocket on a sledgehammer.
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This was the weekend's progress overall
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>>531161
You're very slow at it
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>>531162
Spending effort for details usually take time.
>>
>>531161

How many pirated software packages do you have ?
>>
>>531161
Is he balding? Cause it looks like he's got some type of disease that's making his hair fall out.
>>
>>531161
>>531164
Time well spent. Looks good.
Saber is still WIP i guess. Scratches look unnatural. (too thick, too deep)
I think you should model some more details on that saber.
Do you use something like Substance/Quixel or 3D Coat for texturing?
>>
>>531161
Good progress!

The shader on the shoe upper looks too obviously procedural. It needs logical scuffing and wear.
The lightsaber's scratches seem half assed. Like why would there be those little scratches in the area where he'd hold the saber? Spend some more time thinking about that.
Stylized toy-looking sculpts like this tend to benefit with pushed SSS so try increasing it in areas like the nose and eyelids.
Lips feel like they could do with slightly more sharpness in the specularity/bump. Since they're a similar shade to his skin it could make them pop better.
You should work on the way the eyebrow hairs flow and taper off, it's somewhat unnatural and very obvious where the cg hair roots are.
His hair density needs to have more variation in the hairline, especially on the sides, as this will allow the transition to feel more natural.
Jacket and t shirt are looking good, but the tee looks a bit washed out.
>>
In addition to what he >>531169 said.

I am not a pro when it comes to such subtle details on characters, but couldn't he put some details on the skin texture right below the brows to make it blend together better?

Same with the Hair - darken the skin below the hair to simulate hairshadow and make it look more dense?
>>
>>531142
is it fallout 4 super hammer and you attached fusion cores to hitting part?
>>
>>531161
>>531161
the only criticism I have is that he does not look like that SW(forgot his name) guy as caricature goes, besides of that he's black, his jacket and saber.. he looks more to boondocks kid 3d model. but maan, textures and overall look is amazing !!! i hope I'll get to your level in the future
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>>531161
das raysis
>>
>>531056
Care to share that base mesh anon?
>>
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I'm working on assets for a game with a low poly/pixel art style.
On some of the more complicated models, most a lot of the faces share the same area of the texture file, for example all the spindles on the stair have the same texture on all 4 sides.
Is there some quick way to select all those faces and just assign them to one 'island' in the UV editor in blender?
>>
>>531161

why does a jedi knight wear a stormtrooper t-shirt ? ever think about that ?
>>
>>531170
That's what I said on the last wip thread when everyone was praising the hair.
It looked way too wrong to me.
>>
>>531194
Because he's not a jedi knight.
Or even a jedi.
He is/was a stormtrooper.

Did you even see the movie?
>>
>>531162
>>531164

Doing my best to finish him while I study, senpai.

>>531165
I got my packages in check, actually

>>531166
Kek, CG hair is difficult, I'll try to make the transition less JUST

>>531168
Thank you very much for the tips on the scratches.
Yeah, but I ran out of time. Can't keep dragging projects like this, I have to put an end to this one so I can begin another.
Right now I'll only get diminishing returns if I don't go to something new.
I learned Mari for texturing this.

>>531169
Thanks for the suggestions and critiques, anon! Really appreaciate them. I'll try to make bootleg corrections asap but I don't expect to work on this project tomorrow

>>531170
I'll do that, thanks anon

>>531180
Yeah, it's pretty hard to make "cute" caricatures... but to be honest, i'm satisfied with this.

>>531194
Makes logical sense but wouldn't be as cool, and everybody knows that style > substance AM I RIGHT BOYOS
>>
>>531200

No I didn't. I'm just testing to see if you did.
>>
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>>531109
>>531094
I shortened his arms a bit. I guess it's fine now?
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>>531221
Yeah at a certain point you definitely should move on, but I think putting a last 5% into this piece will make it more impressive. I would prioritize the hair and the lightsaber.
>>
>>530948
>>530953
>>530967
The kind of creases and folds you see in a space suit are best added in a bump map.
Only put the major ones on the mesh.
>>
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Im getting tired of this model. But it has helped me learn a lot I guess

Any tips on preventing the belt from going through her leg?
>>
>>531273
looks like felicia day, butt ugly
>>
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A simple bust to practice my facial sculpting in ZBrush. ~3 hours of sculpting/refining. Not using any particular photo reference or likeness; just sculpting freely.

The eyes, nose, and mouth are all giving me a hard time. But that's what practice is for.
>>
>>531273
-9000 for using Chromatic abomination.
Ignore the belt, fix the goddamn face first.
>>
>>530697
Pretty decent work anon!
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>>531277
Why aren't you using any reference? Seems like a wierd thing to do.
>>
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>>531283
It's just an exercise in knowing the planes of the head and face, along with some simple underlying anatomy to make sure the base forms are accurate. No need for a specific likeness in this exercise, necessarily.
>>
>>531277
>>531290
>3 hours

wasted, its shit
>>
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Any feedback? Looking for critique.
>>
>>531327
edges don't look sharp enough, i'd also add some color variation to the stones
>>
>>531327
>>531336
Yea, those are pretty smooth for rocks with that type of shading on them and color variation would help make it look less "copy and paste".
And I feel like that blue core should be emitting some sort of light
>>
>>531327
looks sick anon
>>
>>531327

I like it. Maybe some moss and scratches to give more diversity?
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>>531358
>Your rock golems aren't diverse enough! Granite golem lives matter!
>>
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>>531327
pretty self explanatory
>>
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Used some reference pics of a character to make a base mesh. Biceps are huge as fuck, but I blame the reference in that.

Gave him some boots, but didn't add any edge creasing so it looks like garbage at the moment. Using OpenSubDiv.

Have a bit of pinching near his ass. Will fix that.

Reference images were of Captain Falcon. Yeah, I could just grab his model from Smash4, but it feels better to make my own stuff.

Will start detaching as clone and making accessories soon. Anything off? The forearms have been bothering me, but I'm not sure what to do.

Boots need straight up editing, need to look at some soles and see where I fucked up during extrusions
>>
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>>531370
Snapshot of how part of the feet look, just to show them off along with the top view of the arms and shitty neck hole.
>>
>>531368
Golems don't need no fingers.
Just big rock club hand things.

Thicker legs would be a good addition though.
>>
First time visiting /3/. I've been playing around in Blender for the past 5 months. Made this portrait today. If there are any other beginners on sketchfab lets add eachother.
https://sketchfab.com/models/f96b8f1c9a6345c7a1327c148d1a5391
>>
>>531372
true the fingers were more of a personal thing but maybe making the stubs bigger would help
>>
>>531377
thats actually pretty decent
>>
>>531377
join the discord
>>
>>531377
>>531384
https://discord.gg/0Y4utWZT6cw7HUcE
>>
>>530695
posing a skeleton i made a few days ago so i can decide what pose i want to sculpt. and all the proportions are already there for me
>>
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>>530903
>>530908
what do you think
>>
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Dumb little speedsculpts in zBrush for fun, because....
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... retopo is gonna give me fucking cancer reeee
>>
>>531386
Dat pubis
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>>531327
If you're not doing fingers you could try thinner arms and bulkier fists. It's fine as is though.

Is the blue thing a face or an eye? Would it work rounder? Can you make it glow?

The rocks look very organic. I don't think you would get that sort of edge in real life. I don't mind it though. It looks a bit like coral.

The overall colour of the rock is quite consistent. Would you be able to add some large-scale variety, like making it's legs and body gradually get darker downwards or something?
>>
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So this is my first project for character animation.
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>>531273

nice work mate. I guess what I'd do is add some weight paint to that belt and parent it to the leg bone so that it moves up with the leg.

you're gonna have to play around with the weight paint to get it right though.
>>
http://i.imgur.com/y6RZQ21.png
http://i.imgur.com/NIE0wRw.png
Have worked on some designs.
Second one is taser.
I have no Idea how I will model them
>>
>>531448
that looks like a retarded mess
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>>531434
Lol, that's so cute
>>
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Made my first sculpt ever in ZBrush today. So far I've been using the Standard, clay, clay build, clay tubes, move, and dam standard brushes. How can I improve faster in the program? What kind of practices can I implement to get really good?
>>
>>531386
Is he little mac? His femur or whatever is a little on the short side, but then again Im just used to drawing models and super hero type proportions maybe Im seeing things.
>>
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My first non-tutorial work. I'm doing it extremely slowly, but some progress is happening at least. Just some simple wolf model.
>>
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>>530753
increased the HAWTNESS
update
>>
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>>531475
Doge from another angle with a slight bit of progress. It's looking like some strange abomination now, but I''m holding out for a good end result.
>>
>>531448
No clue what the first one is, second is pretty big to be a taser, unless it kills it's victim or something.
Anyways, there's tons of weapon tutorials due to the fact that they're the easiest things to model for the most part.
>>531476
what, what, in the butt/10

For pic related, I tried to keep my topo clean as possible to make optimizing easier.
>>
>>531472
Might be you, it was from a skeleton reference sheet
>>
>>531480
Why bother posting? There is no progress here. It doesn't even remotely fit the shape of a dog.
>>
>>531484
One day it'll be a dog, this I will prove to you.
>>
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>>531485
Not the guy you replied to, but not with that shape, you're not.
>>
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>>531484
The legs are proceeding in quite a doglike manner.

>>531486
The general body is a bit boxy, but I do think that with some fiddling it can be fixed.
>>
>>531487
triangles are a no no my friend. Also treat it like a pair of pants. The woven threads are always in line with each other. Here at the heel you change the direction from horizontal to vertical. The lines should stay mostly horizontal
>>
>>531488
Ahh, right. I did miss that tri. As well, I did intend to keep it all going in one direction, but that became an issue with trying to round off the heel. I ought to take another crack at it, I know how much that'll mess with the completed model.
>>
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>>531487
>in b4 we polycount now
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>>531492
Reconstruction is underway.
>>
>>531486
Anyway, I decided to restart because the body shape was fucked, random posting aside. Now, I have a good idea of the body from the side, but a big issue, as you saw from the front view, I don't have an adequate reference from a wolf from the front. I've had bad lucking finding one, maybe if I wing it again it won't be so much trouble.
>>
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Working on my first proper rigged model. Currently on my third pass on the rig and halfway through a second rework on the model, just got the wings left. Rigging turned out to be harder than it looked
>>
>>531500
That looks adorable anon. really good!
>>
>>531273
I love the model man!! ignore fuckers who say she's ugly, she has characrery face that's what is the most important in a character to have things slightly different from everyone, people think that daz/poser models are good lol
>>
>>531515
>trying this hard
>>
>>530973
More of the little boy please.
>>
>>531494
Keep searching
>>
>>531517
Sounds more like someone who's never been on /3/ and accidentally clicked themselves here.
>>
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Sup guys, here's my Korean TIE fighter.

I can't into 2D for shit, so I just got the base colors down and then overlayed some metal panels and rust images for the texture. Would this be acceptable for a mobile game? assuming its going be viewed from a distance for the most part.

Also, are spec and normal maps worth it for mobile?
>>
>>531564
https://images-1.discordapp.net/.eJwNxUEOgyAQAMC_cC9QpAp-hqywQawKgTUpbfr3di7zYVfd2cxWotJmIUJqPtfAG-UKEXnMOe4IJTXu8yGACPx64ElNWGvUYKV5KDtO6m6VUFLbSSsjpdR6NNMwCqr9DHBgRUf4out_qdlja27pri_5qv2ZTrgFgPTeN76VyL4_8FMzoA.fjk866Q-tnHjmlUTLRgRIMs9IPY.jpg?width=635&height=2000
>>
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>>531565
is that text for ants
>>
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i made a cup and a spoon as my first thing in blender. (cup is from tutorial, spoon is not, my spoon is shit so I hid most of it)
>>
>>531567
I can still some weird bending where the handle of the spoon meets the bowl. You may as well post the whole thing so we can give you advice.
>>
>>531273
Give her bandeau bra more shape because it looks like a censor bar right now.
>>
>>530697
Omg this racist shit still going on
>>
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Trying to make some anime eyes.

how can I make them work?
I tried making an emitting material behind but it looks like shit unless I tweak it for different lighting levels.
>>
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Is it just me or is symmetry painting with normals in the 3DO window broken?

I also noticed when I exported this model as an FBX from blender I wouldn't see my masking strokes appear in 3DO or be able to apply them either. This Obj seems to work well though and has proper smoothing information. DDO hasn't given me nearly as many problems when I've fooled around with it.

Model is for a game I'm working on in Unreal by the way.
>>
>>531623
your model might be none-uniform.

did you model it with mirror?
>>
>>531564
Look at pictures of Zeros and trace out the panel lines. Learn where the oil/exhaust fumes would accumulate PR streak and emulate that on your skin. Add a bit of noise, wear and tear (paint chipping) and you're pretty much good to go.
>>
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>>531564
Also, planes don't rust unless its been out on the open for decades. In that case, the paint would be washed out.
>>
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the zero plane was also one of the first models i made
>>
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Hey guys, how's my face doing? First time doing a somewhat realistic face.
>>
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>>531641
side view
>>
>>531636
>>531637
>>531638
Thanks. Is drawing the panels really as sinply as just tracing a black line? Will that look decent once the noise and shut is thrown on top of it?
>>
>>531641
>>531642
Eye texture needs a LOT of work. And ears looks absolutely fucked.

Looks uncanny because you haven't really decided on how old the person is. The face generally looks rather young, except for around the eyes. The throat has the general shape of an old man but the skin seems too tight to be all that old.

Then again, it might just be my bias since that's how all the people around me age, you might have different references.

Just my two cents
>>
>>531648
Those eyes are actually placeholders until I work on them.

What about the ears is fucked?
>>
>>531629
At different times in the process I used mirror, I applied the modifier when it came time to rig but used mirror again when I had to tweak some of the geometry.

The NDO symmetry weirdness in particular seems to be with brush rotation (which is a problem with irregular shaped decal type brushes) and when using the shift key to try and make straight lines. Free hand lines with circle brushes always seem fine... which is too bad I'm not good at doing those straight by hand otherwise panel lines would be easy.
>>
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>>531643
It will look decent for a phone game. For a simulator or something else, you'll need to go in depth. Panels should be about 1px and not completely opaque, I would do a dark brown color for the fuselage and wings with and completely black for the engine cowling, and set the opacity to about 50%.
Add soot, oil streaks, exhaust stains, paint chipping etc. Remember that these planes were mass produced and not exactly perfect like today's jet fighters. Vibrations caused oil and fuel to leak a little, and the paint wasn't exactly high grade.
Look at Simmer's Paint Shop. Although they've died out a bit, they still have some useful tutorials still on the site.
>>
>>531670
Thanks man, that website is perfect
>>
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>>531675
Forgot to mention im making flareon but it wants to be a dog
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Does Z Brush have some sort of color palette? Or an eye dropper? Or even like layers?
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any thoughts on what to add or remove would be good. still trying to feel it all out.
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>>531683
>>
>>531189
Looks really cool
>>
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>>531471
I started using it doing a Raichu, I found pokemons to be simple and easy to practice, not experienced enough to being giving tips but I find inflat brush usefull sometimes, working with hiding polygroups makes it easier to focus on specific parts without the whole model showing up and the layers system is something you should totally check, same with zspheres
>>
>>531500
This is adorable, but arent there waaay too many polygons for the art style? you could probably have a fraction as many, which would make everything else easier too
>>
>>531688
That looks fucking awesome anon I really like the inflate brush too. Its funny you say that because I've been doing just that, working on pokemon is easy but also enough of a challenge for me.

How long have you been using it? I'm trying to study about 6 hours a day, my job gives me crazy good down time I want to make something like that in a month or two!
>>
>>531619

Use texture. Paint the eye in photoshop.
>>
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>>530927

Started working on babys' hair today.

Learned a lot of new techniques from youtube. Although ... easier said than done.
>>
>>531713
arms too long
too much space between nose and lips
>>
>>531714

Hmmm ... okay.

Thanks, I'll test out your suggestions and see how it turns out.
>>
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>>531716
like so
>>
>>531717

I see you made the mouth bigger too. I always seem to make my mouths too small.

I'm not convinced about the nose though. Your version looks more like a cheerleader than mine (that nose bridge will have to come out though) so I guess it could be a good change.

Thanks for the suggestions I'll play around with it a bit and see how it turns out.
>>
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Slightly confused how I should approach the scarf, but I'm satisfied with how the rest is going. Still lost as to how I can use opensubdiv and edge creasing to make the heel of the boot have a hard edge, though. Is it even worth using OpenSubDiv as opposed to Turbosmooth and smoothing groups?

Will start on adding the outer flap of the jacket, the end of the scarf hanging out, and the shoulder pad.
>>
>>531722
DO AS I SAY BITCH >:O
>>
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my first post on /3/
any world making faggots here?
this is a WIP island i'm making in worlmachine, it's gonna be a part of an archipelago map
Thoughts on the overall shape and detail?
I think it may be too busy with the cliffs everywhere but i'm not sure
>>
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>>531748
another angle
haven't yet figured out how to make nice pictures or what software to use for that
>>
>>531748

Sure looks intricate. Did you have to sculpt out the whole thing by hand ?

What is it for ?
>>
>>531749

you can use blender, if there is some way to export the models, it can render pretty decent if you use cycles. It is pretty hard to learn though.
maybe get luxrender it's much easier to use.
>>
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>>531750
well not by hand literally, many things are automated in world machine, like erosion, which is the primary factor in making things look noice
that said, it's still a process to get things looking the way you want to
>What is it for
it's part of a collection of maps for a [spoiler]minecraft server[/spoiler] but i plan on using them to make nice landscape renders for my portfolio too
>>
>>531752
>tfw spoilers don't work
>>531751
thanks for the suggestion i'll try it out since i already have blender installed
>>
>>531753

sure. luxrender can also work with blender. I like cycles though, even if most of /3/ hates it.
>>
>>531752

and since you seem to enjoy node editors cycles will be right up your alley.
>>
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>>531756
i've been fiddling with terragen a bit (pic related)
this might be the software i need
if i manage to learn how to add foliage and colours that is
>>
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>>531698
I did that one on almost month and a half, finished it about 3 weeks but now I feel like I could do it faster, you can do it anon, you're dedicating it good time, here's a pic from before posing it with the zspheres
>>
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>>
>>531776
what the fuck is that shit you stupid nigger
>>
>>530784
>WE WUZ 3D ANIMATIONZ 'N SHEIT
>>
>>531777
trips have spoken
>>
>>531273
>>531232
>>531402
>>531476
>>531481
>>531675
>>531776

what the fuck you fucking nigger
>>
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>>531786
thats not a very good resume .
>>
>>531680

press c to sample color. You cant make palettes in it and the layer support is terrible in that they are not real layers and they dont blend properly.
>>
>>531786
>not even extruded
you can be the cleaner guy if you want but thats all youll get
>>
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Right now I'm working on my blank page syndrome or whatever the fuck you would call it, sorry for the lame post but I just wanted to see if by doing this I would do something or not, you know?

I'm frustrated
>>
>>531803

Writer's block.
>>
>>531803

Watch a movie, go for a run, etc.
>>
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The Invisible Girl
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>>531820
>>
>>531820
cute style. u gotta fix the hands though. and the no-boob chest. and add a nose.
>>
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>>531762
had some progress with the colours
disregard the clouds desu

anyone know of a place where i can find some good tree/vegetation/rock objects?
i did get some after a google search, but i figure you guys might know better
>>
>>531825
Looks almost like a photo bro. good job. I like the road like lines on the ground, also the green edges where the coast meets the sea is a nice touch.
The waves are too big for scale though, in an island scale shot you would only see dense ridges rather than big waves. So I'd make them smaller. The clouds need some work as well but I think you are aware of it.
>can find some good tree/vegetation/rock objects
What are you making this scene in and what do you use to render ?
>>
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>>531822
Anon, she does have a nose and boobs (although not detailed, as I'm going for a very simple style). I just rendered everything flat.

The texture is preliminary too. I'll keep the flat colors, but add some details here and there.
>>
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>>531826
thanks senpai, i appreciate the critique

the heightfield itself was done in World Machine, the render and colouring part is done in Terragen
i'm still learning the program as is probably obvious from the pics

Terragen accepts .obj files i think
>>
>>531822
What do you suggest for the hands?
>>
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Adding a new piece of stone to this every day.

Going to sell it as a pack eventually
>>
>>531851
Lol as a pack of what? Shit? Fucking tard. Adding a new stone every day? Seriously end your lief
>>
>>531825
Look into VUE xstream. proper vegetation would go a long way to the realism in this i think. Also you need a better water shader and renderer.
>>
>>530709
Turn the fucking sampling up, nigger!
>>
>>531619
>anime
>PBR
Choose one
>>
>>531751
Cycles is not hard to learn. I fucking started CG altogether on Cycles.
>>
>>531825
If you're doing this for a video game, use speedtree.
>>
>>531857
Someone is triggered.
>>
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I have seen someone doing a cup, decided to do one too.
>i knwo blender since 2 years, only new thing I learned are the shaders here
>>
>>531898
why everyone here have such crap renders?
i know rendering is a subject of its own, but you can learn cycles in just about 2 weeks if you put in work
>>
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I have a habit of using subdivisions for everything I make and it usually fucks everything up. I feel like if I dont use it, my model wont be as smooth, but when I do, the topo gets completely fucked. How do I break out of this habit?
>>
>>531901
model it very lowpoly, apply modifier and keep going on doing the details. dont use boolean til the end if you use it
>>
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Not sure if this fits in this thread, but I made another portrait today. A very nice pastime.
https://sketchfab.com/models/38e1ddbf31a14bdfb47a17f1e44930d1

>>531901
For me it's the opposite, I am very sparing
>>
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Beginner here. This is my second model made out of multiple objects. Here's the first one:
>>530084
Critique needed.
>>
Is there a paint bucket feature for just dumping an alpha texture on a surface rather than painting the whole dang thing? zbrush by the way
>>
>>531932

surface noise.
>>
>>531934
I'll check it out, I have a leaf pattern I want to dump brush on to the object but I'll figure it out thanks.
>>
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>>531905
my mistake there
I cut out some parts before using the modifier and now I'm having a shit time optimizing
>>
>>530695
how?
>>
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Made a Bulbasaur had fun with the poly painting.
>>
>>531476
looks like a harlequin baby
>>
>>531785
as two of my beautiful models are in here
>>531402
>>531476
id like to say thanks for the kind comment
>>
I started to learn 3 hours ago. Making the To Be Continued Arrow.

I figured out how to make the arrow, now I need to learn how to make textures.
>>
>>531899
not everyone is gonna render their shit to post a WIP dude thats why its in progress
>>
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Made the jacket flap, fold, scarf, and some hands. Not worried about it being extremely anatomically correct as it'll never be seen terribly up-close. I'll probably re-model the glove flaps when I take a look at some artwork of the guy.

Biggest things left are the right shoulder pad, shoulder pad spikes, kneepad spikes, helmet, and head.

Then it's off to ZBrush.
>>
>>
>>531936
>>531901
Like you break out of every stupid habit....
Stop thinking about it, and DON'T FUCKING DO IT.

Use your brain. You don't know shit thats why you produce shit. Whats the solution?

Instead of wastig time, learn how to do it right.
Its not THAT difficult.
Here, go through that list and learn and understand:
http://wiki.polycount.com/wiki/Subdivision_Surface_Modeling
>>
>>530696
does it have spoopy ghosts?
>>
>>530795
animation looks kinda chopy but good... dat face tho, you should censor it too
>>
>>531016
smooth that nose and brows a bit
looking gud
>>
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>>531500
>>
>>531697
No there aren't. Fuck off you low poly cancer.
>>
>>531899
>crap renders
>wip thread
k
>>
>>531930
Make sure the knobs can be rendered with a metal look, if you're going to texture it.
>>
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Anyone know any simple computational-fluid-dynamics / areodynamics simulation software?

Very very new to modeling, just picked up Wings3D, love the simplicity, just need to arrange new hotkeys thats all! First UV map job too.
>>
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>>530695
just started modeling.
>>
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It is my first ever sculpt.
I feel like I have talent for this,
it is basically done but can someone give me advice on the eyes or something else you see
>>
>>532084
do the eyes separately
or if you don't care just use bubble/inflate brush to create eyes.
when finalizing the sculpt you might want to give it fake hair via some light strokes using the clay strip brush
i never liked dynamic topology i always use base meshes for sculpting
>>
>>532085
thanks for the help. what do you mean with maek the eyes seperately ?
When use sculpt in blender you usally mirror it by default
>>
>>532086
no i mean only if your model is for animation.
if its just a sculpt you can sculpt the eyes ontop of the head.
nah i don't mirror it at first, i usually start with a mirrored object or a sphere and then i enable/keep symmetry on.
its not crucial to keep symmetry on certain objects. a tree for example would need individual strokes because the branches pull out to many different sides so symmetry is not needed
>>
>>531825
>>531861
No stay away from VUE. Its shit, it has a terrible UI, it is buggy and unstable also a memory hog and renders as fast as a glacier moves.
Use Speedtree for Vegetation and Worldmachine for Landscape, Arnold for rendering. Or if you feel adventurous take a look at Isotropix Clarisse (for rendering).
>>
>>532087
makes sense, the eyeballs are seperated, tho
I am going to upload it on turbosquid as my first thing
>>
trying to make an autobot head, think im doing alright guys
>>
>>532117
why not sculpt, and retopo it ?
>>
>>532119
ice onbly just started 3D modelling from my tutorials and lessons I thought retopo comes at the end?

Im using maya and just blocking out the forms right now
>>
>>532119
This is what im trying to do

thought it would be best to start on something easy for my own project without help, otherwise might get too complex plus ill be able to practise geometry

http://1.bp.blogspot.com/-8ZfV02PEoQM/UJ0bLjkpBwI/AAAAAAAAAHk/JQce7XRGrhA/s1600/2413393410100811158S425x425Q85.jpg
>>
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Im sculpting Samuel L jackson... no reason, just doing it
he has funny pug eyes
>>
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>>531564
New and (hopefully) improved. Tried to get as much detail in as i could in the texture, as its not very large (1024x1024).

Is the weathered paint/dirt too over the top?
>>
>>532117
Don't pull around vertices like that, creating large polygons in the process. What happens later is you will go back and start trying to knife/cut edges in to fix these later and it will just eat up time trying to get nice, clean quads out of it.

I'm not really sure how you managed to do that with the nose anyway... You should've just extruded it out from the edge flow you already had going there as shown at the bottom.
>>
>>532145
why did you deleted the rust? that was a nice detail
>>
>>532147
Other guy pointed out rust wouldnt happen for decades, so i traded it in for good ol dirt
>>
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day 3 at modeling, this guy with his big ears lol, wings3d
>>
>>532147
See
>>53167
>>
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>>532149
>high res textures with low poly objects
>>
>>532149
>>532151
I kinda like it... its an interesting art style

Did you do it on purpose
>>
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Learning how-to 3D-design.
This done in Blender + PS5 (fake lights)
Suggestions very welcome!!
>>
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Honest thoughts?
>>
>>532171
It's alright for a WIP.

Don't overdo with mesh details (all the redundant piercings) - better add different types of scales for details (normal texture).

Also consider using 2-3 differnt types of teeth (bigger for canini, for instance). Copy-pasted Elements tend to bore the Viewer quickly.
>>
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>>532084
>>
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Kinda learning teturing n' shit
>>
>>532193
looks a bit low poly,
at least make it smooth shading and optionally subdivide it
Texture looks ok but visually unfinished
>>
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my annual blender practice.
>>
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>>532202
the eyes do not fit to the model. make them an minimalistic version of the pic I give
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>>532199
btw the model is low poly )) I've posted some days ago model that I created in fuse then reshaped etc.. that's this model, and geometry is not smoothed either, just messing with textures, nothing more
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>>532203
dont listen to this shitty weeb
>>532202
Id fix the cape clipping into the sword and leg
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>>532146
hey thanks for the advice ive given up, thought a simple geometry head like an autobot would be easy.

I found some head tutorial on youtube there is this one SICK guy but he's way too fast and I have no idea what he's using I think it's the Vertex Merge Tool but it's not in Maya 2017 so i just gave up I dont know what the fuck to do! I really want to master this!

This was my last attempt, after pressing 3 to smooth shade. I couldnt add edge loops around the eyes, it just always stayed circular no matter how many times I tried to fucking do it. Just wanted that hexagonal slit for the eyes! FFS!
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>>532233
you can see the edgeloops here from the digital tutors stuff i was learning but its not working.
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>>532233
>>532233
>>532234

So basically I'm going back to do some homework and learn how to model a head properly.

I tried to move vertices from a cube into the right place but it's not working so maybe if i learn to do a human head a couple of times it'll be better experience before jumping into this?

Im not giving up though I've only been using Maya for 4 days think I've made big progress. So you'll see me back trying to attempt this soon.
>>
>>532234
>>532235

So my 5th day learning, I decided to focus on head, seeing as I tried to jump in so hard straight away this is what I've done so far! Cant wait to continue tomorrow and progress further.

I'm quite happy with myself because there is not 1 N-gon, and I've been told to avoid 5 edges and more polys.
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>>532202
This is so cute, you mind showing wires?
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AHHHHHHHHHHHH
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I can't get my limbs to jive with the rest of my model.
Don't have any clue what to do.
What should I fix?
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>>532149

Did you hand paint those textures ?
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>>532202

Wow nice. I like your style.

Is this part of a larger project ?
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>>532233
>>532234
>>532345

Update to my posts above:
Ok So I took a few days out to learn how to model a head following the stick, much better than my previous square head right. Ive learned a lot specially about polygons and ngons/tris etc.

Now I'm going to attempt the robot head again with things I've learned.

Here's the head I made, zero tris and ngons, pretty happy with that.
>>
>>532812
So after learning how to do heds I still feel stuck!

I cant make the eyes Hard edged why is it so difficult?!

I need it to look like a rectangle, or elongated hexagonal slits, basically the old transformers cartoons styled eyes!

But they keep soothing out round what is going wrong?

This is my WIP progress btw, after only a week using Maya, maybe I should just learn Zbrush instead?
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>>532922
maybe you should learn the basics of 3d, going to zbrush doesnt make it easier.
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File: image.jpg (1.63 MB, 2048x2048)
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>>532922
Learn wings3d the once you need more go deeper?
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>>532947
But I am I learned this in the past week >>532812

Theres no tris or ngons, and the workflow is pretty good i feel
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File: image.jpg (3.25 MB, 3264x2448)
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I stayed lip all night making my version of the cowboy bebop swordfish cockpit
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>>532968
too many triangles mate, do what above poster did and actually learn, his progress within 1 week is pretty motivating
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>>532968
I've only been modeling for a week as well
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>>532984
It shows, go learn the fundamentals before attempting this shit, it's too complex for you
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>>532951
thats a fucking awful idea
>>532963
ok but there is more than just following a head tutorial in 3d, its why your robot head came out fucked.
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>>533031
>ok but there is more than just following a head tutorial in 3d, its why your robot head came out fucked.

the first robot head was me doing it without doing the tutorial, now that ive learned that I feel like i've gained some knowledge hence why the second robot head looks a lot better and what I was intending
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>>533043
you need to learn moooooorreeee
>>
>>530784
RACISM IS STILL ALIVE BROTHERS
>>
>>531500
post nudes



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