New WIP threadOld one : >>537057
>>538896Ok, i'm gonna make a tubbie as my first model.
>>538898Then I'm waiting for you hotshot ;)
Changed the go-kart pedals and added stuffI'm pretty much done with the modelling. The seat is being modelled atm by a teamate.I think I'll start texturing right away
>>538941those wierd hose like details are really unfitting for a spaceship. and the front little screens look like old picture frames. You should go with sharp and angular forms for technologic looking things
>>538941I'm aiming for a more earl-scifi look, a bit like the shuttles.The hoses make more sense with the right material
Old one ain't even dead yet
>>538945THREADS NEVER DIE!
>>538945its about to ;)
>>538945Welcome to /3/.
Fixed the weightmaps on the boot cuffs and added a helmet. Now to make the hair.
Here's the latest look of the girls.
>>538952The shading on the face looks a lot better now
>>538951seriously make a new face already. that one is autistic as fuck.
>>538973I'm not the guy who made it, but hes making it on a base mesh thats available. but I agree. He should Find a better base mesh. I would provide a better one.
>>538973the whole thing is autism
I'm aiming for a sort of traditional Japanese room; still have to color a lot of it (like the ceiling, white area inside the alcove, and walls), unsure if I should use actual textures or just leave solid colors.How's it look so far? Anything you'd improve or change?
>>538973Draw your own face. I'm just making clothes.
>>538952Huge improvement. Really looks a lot like the source material now.You should do a tutorial or something on how you achieved it.
>>538865More progress, set up the colors and a more adapted shader. Need to refine and shape the parts and make the rest of the accessories now.
>>539016Yes yes, very nice, the skin does look a little green though?
>>538953Thanks man>>539013It's really just a fresnel shader with an outline. The hair has the same shader but with some stretched normals.Here's another girl. She could be an evil queen or a school principal with this hair.
>>539044That anti aliasing hurt, couldn't you just make a quick render to get clean lines before posting them?By the way, the swimsuits looks super thick, what's with that? Give them thinner lines, these looks like fantasy armor bikini here. Same for the egg shapped earings, considering the low amount of accessories, you should take a bit of time to make them good looking, use references.Also, the blushing. It's not really the proper way to depict it. Make it smaller, and much more near the eyes, looks better that way. A larger blush works for cuter characters, but for a mature looking woman much less.
>>539046Here's the no anti-aliasing version.I can play around with the swimsuit to get it looking thinner. And yeah I'll do some more fashionable detailed accessories, earrings, necklaces, etc..Dunno about the blushing though. The references I use have blushing going 1/3 of the face starting from the eyes to the bottom of the nose. I don't want them to appear like they have sharp cheekbones but rather have highlighted plump cheeks.Also for some reason I like the bright outlined version. Looks kinda prettier than the shaded version imo. Maybe the skin should be brighter.
>>539051She looks sunburnt with the colors.
>>538996It needs some dildos.
>>539055>>539061Sounds like someone needs to adjust the gama on their monitor.
>>539001here you go friend.No credit is needed :^)
Testing render settings.
trying to make an anime character
>>539090testing some more
>>539051When will I be able to jack my dick to this exactly?
making the infernus from vice cityshitty render cuz shitty laptop>>538943that looks comfy as fug
>>538896So I'm trying to practice sculpting hair in a cartoon like fashion. does anyone have any advice/tips on how to make it feel more natural?
>>539164In 3DCoat I use the Muscle 2 tool and just lay down thin muscles along the lines the hair would follow.
>>539082tee bee 8ch, it's an improvement.
>>539171Oh and after I lay down the muscles I go in with the fill tool to smooth things out.And in unrelated news. Working on a new outfit for the male morph for my chibi figure.
for a class we need to do a 3d model of an OC, and I only know very basic stuff about maya, like the best I can do is simple boxmodeling. How do?
>>539179its awful, help
>>539179Your source image is fucked up. You're trying to model from a 3/4 pose and a side pose. You need to make your character sketches from the front, side, and back. You'll not be able to model from a 3/4 pose reference.
>>539001but in all seriousness, you should really make a better model
>>539051Damn son she looks so dominating. Definitely my favourite girl so far. Straight up school milf type
>>539190Nah, the model is already made and in distribution. I'll probably make another model when I'm bored making clothes for this one.
I've been working on this on and off lately.Here's a vaporwave-style teaser for now.
i am not sure what to start. gun, pretty cool hoverbike or dem fucking armor. any ideas guys? thanks
not a wip, just a shitty head I modeled to fuck around
another fate of atlantis prop.
>>539216Try a hoverbike. It's slightly less common than guns and not as annoying to get right as armour.
>>539225I love it
>>539227thank you very much dude.
>>539225This takes me back!
did this in cycles textures are 100% proceduralwhat should i add/change?
>>539290Maybe try and get the join where the rounded corners of the foot and head are visible. This might be one time you want your seam to show up.Shouldn't the white part of the quilt reach all along it's top?
>>539297fixed the seam. its a separate piece in the refthinking about going forward and make a scene
>>538996Any comments about the appearance, at least?
>>539320can't judge with no materials yet. maybe post solid shade version
>>539321I'm unsure what you mean by that. Solid colours and no shadows? I'll be getting the textured version done in the next week or so, I think.
>>539323idk its cubicle with simple colors seems like a sketch atm
>>539136make it orange
>>539061Yeah maybe they should have lighter skins>>539153Whenever you want ;)>>539194Mine as well. This hair looks more fabulous.Here are some earrings
>>538943artstation , I liked that post on facebook
>>539360this is a good call
latest work still in progress legs left and then add details fix stuff and clean up
>>539360wear and tear on objects in a clean looking spacecraft?
>>539391Because they've been used before.
>>539395>fire extinguisher>reuseableanon pls..
>>539396>>539391Reasonably, a fire extinguisher can be carted around. There's two of them, it wouldn't be too out there to think "I better grab this extinguisher in case I ignited something on the landing pad" or some such.I dunno, whatever. It looks okay.
>>539401Could be the direct sunlight too. Humidity etc.
>>539396Fire extinguishers with metal valves are non-disposable and refillable.
>>539396You've never heard of refillable extinguishers?
>>539403>>539404we dont have that where I live
brushing up on some Maya and UE4, going to be making a platformer / puzzle game.
>>539395the axe maybe but reasonably you'd want a fire exstigiasher that doesn't look like its seen some shit on your ship aka a why have an old one when you can have a new oneor did all the budget go towards the ship?
>>539415Could be a crew making do with what they have.
>>539416then the ship needs to look a bunch more beat down than it is now if thats the direction of the ships style.
>>539164So, I'm trying to keep it simple, because I'm pretty rough at hair. Does this look pretty good/acceptable?
>>539377Hood looks like shit but I like everything else.
laces yeah yeah
>>539431>Laces yeah yeahNot a good attitude to have, fix it otherwise its forever incomplete.
>>539434>...fix it otherwise its forever incomplete.What thread is this again?>>539424Looks OK, but if you're struggling with something you should push yourself to improve instead of falling back on what you can get away with. Unless it's a paid job.>>539402Paint which flakes away when it gets old is very unlikely to be popular aboard spacecraft. Anything that can jam up your air circulation system is a huge hazard; see why NASA spent ages developing a pen which can write in zero gravity rather than risking pencil shavings floating around.Generally, any spacecraft which has used it's fire-fighting equipment has has something go terribly wrong.A scene which has real thought put into why everything looks the way it does will work. Don't rely on generic solutions like chipped paint and scratched metal to give an air of authenticity. Doing the research and thinking things through gets good results.
>>539430thanks man gonna fix the hood
>>539446It doesn't come across as ''this is a wip'' it comes across as ''yeah its good enough''
>>539431of all the shoe brands you could have spent time designing it had to be aldo
>>539456 What is wrong with aldo?
>>539450I think its a wip the laces are fucking intersecting, based on the rest of it id say he doesn't think its good enough
>>539460>What's wrong with fast fashion?Everything. But I'm mostly rustled because there are far more interesting shoe designs than that from Aldo.
This may not be the place to ask, but I'm a poorfag who wants to get into 3D modelling for a hobby, and I can't afford any high end stuff. I tried to use Blender and at first glance I was completely lost, but I may just need to watch tutorials.Is Blender (and any free 3D modelling software) shit? Is there no hope for me till I get some money?
>>539463Blender is just a tool, like any other piece of software. Some are more difficult to navigate than other, but if you take tr time to learn, Blender will do just fine.
>>539462>I'm mostly rustled because there are far more interesting shoe designs than that from Aldo.Thats fair, I mostly chose this one because it's simple and has an all black variant. I want to dunk it in black liquid and have it come out as a black shoe. Here is an early test of that. I am attempting to mix footage and some cg elements into an ad spot type thing.
>>539463Start with blender, you can learn the 3D modelling theory.When you master theory you can choose another software or just full hardcore with blender.
>>539446This is the best I can do. I don't want to be stuck on it any longer. I just wanted to make hair where it was still in the cartoon effect.
Not exactly WiP, just finished him.
>>539532Do you feel bad seeing his new PS4 models?
>>539537No, they're great. They're kinda the reason I made this in the first place.
>>539538Ah I see, out of love for the character, I like that
>>539016is the face supposed to look like the evil feels guy meme?
>>539546>evil feels guyWho?
>>538951Everything except her left foot, face and the domed top of the helmet (too big) look good, IMO. Great job, anon :)
>>539556The figure is chibi proportioned so that's why the head looks to big. There's a shoujo proportioned morph where it looks smaller.
>>539546>>539554nah, first time I'm seeing this face in the first place.
>>539561who is this and where can I find porn of her
>>539567She's an oc, so you'll have an impossible time finding anything.
I'm modelling blenderella.It is actually a good tutorial, I've improved both my blender skills and my english.
>>539579Damn, could have let me down easy.
>>539579Are you going to make porn or something?
>>539606> Are you going to make porn or something?Far from it. She's the mc of a fantasy manga/comic project. Since I'm also studying 3D and have a movie work to do for the end of the year I chose to adapt a scene of it.
A few friends and I are working on a series of animations for project Bridge Da Gap. This is the science classroom I made for one of the scenes. It's rendered in Lightwave, so it doesn't look fantastic
>>539621Be honest, are you making 3d porn? Cause that's what this emulates.
>>538931Would you a Po?
>>539627Obviously. 3D porn to help teach all the little children about anatomy
>>539621>uses point lights>blames lightwaveI shiggydiggy
>>539621Damn some, chill with glossy on the floor. It looks more like water than linoleum
first time working on a human model, how is it?planning to lower the polycount then rig and animate italso im finding it hard to find many character modeling tuts online that dont involve sculpting in zbrush first, does anyone know some good ones on cgpeers or youtube?
>>539682and why not sculpt in zbrush?Otherwise, look for the joan of arc tutorial.
>>539685to be honest I've been thinking of learning zbrush but im not sure if it will help doing low poly work
>>539686a sculpted high poly to low poly model will be much better. How do you think pro create characters for games? Through sculpting obviously.
>>539687he said lowpoly work which means he is not intend on sculpting
Maxing out the render settings
>>539180I'd say start asking for help when you've finished blocking her out. Honestly doesn't look too bad so far.
>>539742render is way too small to show off anything you've made.
>>539742Man, I saw this a couple months ago, really like the way it's going. What are you rendering it in?The main issue I can see is that your walls need some sort of dirt/texture. This can be as a reflection map, bump map, glossiness map, anything. The effect can be subtle, but even if your walls are really clean they should show some hints of texture. Otherwise it looks very fake and 3d-ish.I would definitely look at material references for inspiration. I also feel like it's kinda weird that the chrome on your airlocks has super glossy reflections, these tend to be more matte (cause of brushed steel, moving parts, wear, etc.)
>>539136Make sure your control panels emit light (even if it isn't a lot). That will contribute a lot to the atmosphere of the scene, and should help them look more believable.
Is this worth texturing and rendering?
>>539760I love it. I'd get rid of the vertical line where the nose is though. Looks like it needs a suit and tie.
>>539616dat fuckin face!
>>539742Walls still look meh and the shader is not particularly nice. Everything else looks like plastic and the scale looks off, which is most likely because the whole scene needs a dirt pass and more variation in roughness.Lighting also looks kinda boring, i know its coming from outside the window, but some more shadows and contrast would help establish more mood.
>>539760Yes, it is. Put in a nice contrasty illumination and go wild with the colors/textures.I sure would have fun texturing that guy.
>>539760needs more details around the eyes and eyesocket
Made something in 3dsmax 3, ancient dos-era version.
>>539780Clearer viewport version in modern max.I started on it eons ago, only finalized it today.
>>539781looks like counterstrike 1 graphics
>>539782Yup, that's the look I was going for.I have a strong nostalgic fondness for turn-of-2000 graphics (so Counterstrike, Daiktana, Max Payne etc). Would love to make a really basic little 3rd person cop action shooter using Unreal Engine 4 with graphics like these.
>>539781>>539783then they look ok
>>539750I have a 1080p version. I'll drop the 300 frames I got rendered with the render farm on the discord>>539752>>539771Yeah, everything is too clean, especially the walls. Most of the rest has dirt and roughness variation tough, but the light angle doesn't make it obvious.
>>539788>wanna come to my cringe room?
>>539752DIRT IN SPACE REEEEE
>>539760looks like a lot of mixed elements with no clear direction, it does look good though
>>539788How long have you been working on this? Months right?
>>539806yes theres dirt in space, we're sitting on around 5,000,000,000,000,000,000,000,000 kilograms of it right now.
>>539788What software are you using? Well, actually that doesn't matter, i have everything. If you put the walls (mesh) into a file and upload it on a respectable filehoster i promise to look into it. I might built you a new wall with an shader even....
>>539808It's only one of the part of the project, so yeah. Months. Tough I can't work as long as I'd like on it each week.>>539817I use Mental Ray with maya.
How should I go about making helmet webbing for this helmet?
>>539825I am wondering that myself...for a while.Something...something... shrink wrap deformer...?!>>539821Got it. It'll take some time. You're not in a hurry, right?>Mental RayeewwI haven't touched that since 2007.Why not V-ray or Arnold?
>>539827Not really.>Mental RayBecause that's what our render farm is hooked up to. Around 80 computers in total
>>539825bump/ displacement map
>>539814are you stupid?that was rhetorical btw.
>>538943i read an article in 3dworld 97
>>539872If that low quality fence and background aare the best you can find, you're better off rendering your house in an equally low quality, or just leaving the background out.
Simple church I just made
is this how they used to texture in the 90's?
I really, really don't like UV unwrapping.Does this look good? I tried a bunch of different tutorials for this and I'm still 90% sure I did this wrong.What are some good tutorials for unwrapping hard surface models?How do you like my lowpoly revolver by the way? It's my second model altogether I think. I'm working on some assets for a game I might start making soon.
>>539901>I really, really don't like UV unwrapping.just wait until you have to unwrap a scene>Does this look good? I tried a bunch of different tutorials for this and I'm still 90% sure I did this wrong.1. utilize as much texture space as possible. which means to scale down none important parts and scale up more visible parts2. your uv grid seem ok, i think you did alright
>>539901looks like the uv mapping for the handle is crooked
>>538896anime nose or western nose ?
>>539913Western nose looks better to me, but that all depends on what style you're going for.
Trying to simplify for /po/ reasons. I'm probably going to end up tearing my hair out -- I can't find an effective way to minimize tris in such a way that unfolding doesn't flip outAny ideas?
Based on emilie stabell works mixed with some shit of undertale. I'm not really creative, I just wanted to do something like that for training. I'm setuping it to animate it later.
Having trouble designing this character. He is supposed to be a inquisitor/demon hunter type. I tried giving him a pilgrim hat and a musketeer hat, but he just looked like a cowboy.
>>539926a coat or a cape, a book with some weird runic symbols and maybe a cross if its christianic imaginary you are looking for but not his chest but on a chain or on heas weaponregardless i would more focus on teh form and blockout, you aleardy wnet in too far into details
>>539924Very pretty textures and colours, anon
Behold, my second ever model
>>539929better than my second
>>539872Good job.You made it worse.
>>539872whats scary about this pic is that the house is sitting on a solid block of concrete and the house is made out of wood.engineer who will make this would get fired
>>539900I don't see anything inherently wrong with your image.
>>539929Looks pretty good. The only issues I see are some blotchiness around the frame and some artifacting where the trigger guard meets the frame. Smoothing/polycount is a bit inconsistent (round barrel, very polygonal grip), but other than that I'd say it's fairly okay.
>>539888Super cute, but the chin looks like it's too far forward (can't see it properly without a side view though)
>>539913the noses you chose for your model don't fit the artistic expression you were going for. That serious seinen/hentai manga look you want will only be achieved through research (looking up manga of the style you want and copying). once you have a good understanding of what lines of contour should be included in the render, look at real life noses and see if you can make your own anime noses in the same artistic expression. here, I even found something you might find useful >https://www.google.com/imgres?imgurl=http%3A%2F%2Fvignette1.wikia.nocookie.net%2Fgantz%2Fimages%2Fe%2Fea%2FReika_good_face_shot.jpg%2Frevision%2Flatest%3Fcb%3D20090103212827&imgrefurl=http%3A%2F%2Fgantz.wikia.com%2Fwiki%2FList_of_notable_Gantz_hunters(Tokyo_team)&docid=mbiuxUVouR3KCM&tbnid=7S10lIk--k3ryM%3A&w=251&h=246&bih=659&biw=1366&ved=0ahUKEwixt5O8g4nQAhXL5IMKHd7EBjUQMwhfKCIwIg&iact=mrc&uact=8>http://vignette1.wikia.nocookie.net/gantz/images/9/9c/Akira_Kurono's_Older_Girlfriend.jpg/revision/latest?cb=20140402211211
https://www.youtube.com/watch?v=xttVDjG_EfATrying out the render farm. 75 hours of rendering spread on 60 machines for a total of one hour of rendering.
>>539969How do you get access to a render farm?
>>539971I go to school.
>>539972Man. Wish we had one where I am, then.
>>539973I'm lucky enough to be in a current hotspot of 3DCG (Montréal)Lots of big studios moving in, and gouverment funding is bountiful.
>>539961Those are not my references though. They also look different from the side. Oda-non was my ref from the start.
>>539969walls have a weird reflection
>>539687>go on /3/ after 2 years of absence>see this comment>dafuq am i readingwelp, see you in another 2 years...
>>540004But he's right ?
>>539926You started modelling without having your concept finished?Why man, just why?
>>540006He's not tho...But then again, i guess none of you have actually worked in the industry, so your ignorance might be forgiven.Low poly characters are painted, not sculpted.
Oh yeah, i love painting my low poly model when i import it to zbrush to sculpt for baking. All that painting goes a long way to sculpting my high poly mesh.' Nothing like painting my low poly mesh into a high poly sculpt.
>>540006you don't have to glaze every model with subd and more polygons for it to look good.history shows you can do well with just good textures
>>540013> with just good texturesGood thing the sculpted details ends up becoming textures in the end. No shit, that's how it works.
>>539783>>539781>>539780how do you get textures to look like that?
>>540011>>540014/3/ is killThis is the kind of people who hang around here these days... fucking kill me
>>539929Mine was a pencil i think
>>539969the gravity button/display is very ugly and way too big
>>540028Can you make each side less symmetrical?
>>540041Is that squidward?
>>540041it looks wierd with textures now. also human skin color doesn't really fit. greyish might have been better
>>539959yep, I forgot the side view.Today work a bit on her dress.
>>540041some of those veins are very clearly drawn, especially the squiggly one on the not-nose
>>540041eyes are beautiful!
>>540041Looking bretty good man.It really reminds me of something from a movie or somewhere, I just can't put my finger on it. I think it was cg animated, and he was blue or something.He's got a lot of personality, like someone in a space mafia or something. He looks like Chrisopher Walken without a nose.>>540045I agree that human skin doesn't really fit.It's just a color problem to me though, the stubble and all that look pretty great.Good work though.You have anywhere I could see more of your stuff?
>>539046>>539044>>538952Is it all sculpted on Mudbox?
>>540056Nope it's box modelled in Max
>>539667I didn't use a single point light in that scene
>>539621>Bridge Da Gapthat sure is one hippity hoppity name you've got there.
i keep going, im gonna need suggestions however.this started from a bed and not entirely sure where to go from here, kind of achieved cartoony look in the process>replace wall color>add some sort of pattern to the wall (ie mask or secondary texture>change the material on the bed>use real sunlight (this process requires me to go from 128 samples to over 2000 since it looks much better but creates lots of noise)>add more props and see where it goes>volume abortion aka haze (this would be moved to the final render and would take lots of samples)using only point lights from now to get noiseless image
>>539970>>wood texture .jpg>>u key > smart uv unwrap>>"work in progress"
>>540111Looks nice, reminds me of the Sims in a good way, room seems a little big though
working out palette and materials
>>540115I like the concrete wall. The chamfered edges gives a nice realistic look
>>540107Not my idea whatsoever. I personally hate the name
>>540115I like the lighting on the inside. What programs are you using?
hi, i'm still new to 3d but i did this, and i have a few questionsshould i use a normal map ?is it a good idea to use textures wth transparence for the hair, won't it mess with the shadows or anything ?is there a better way to take pictures of the models i make ?i only know cycles rendering in blender
>>540190this looks really good for someone new to 3d. are you following a tutorial?>should i use a normal map ?you use a normal maps for details that don't need to be modeled out, so it ultimately comes down to what you want the finished thing to look like.>is it a good idea to use textures wth transparence for the hair, won't it mess with the shadows or anything ?transparent textures are fine for hair and widely used. There should be no shadow issues if your transparency map is correct.>is there a better way to take pictures of the models i make ?if you are just trying to show the model you can just take a snip of the viewport instead of waiting for something to render out. If it's a modelling question turn on the shaded wireframe so people can see the topology.
>>540116Thanks>>5401453DS Max and Vray>>540149Don't be a tool
>>540194thank youu, i followed a step by step on youtube then i started this one without tutorial,then i think i'll use a normal map, the entire model is about 20 000 tris so i'm gonna need it,i'm also gonna look how to use alpha thing in the textures, it seems kinda complicatedthank you for answering da questionssalso, i was careful about not using any triangles, does it really change anything ?
>>540201mind linking the tut? I'm a shit at organics but I know a shit ton about the technical aspects.what is the purpose of your model. If you are just rendering with a raytracer, you don't really need to worry about your polycount like you would if you were putting it into a game engine.>alpha thing in the textures, it seems kinda complicatedalpha maps are really simple once you udnerstand how they work, so don't worry. It basically comes between a value of 0(black) for transparent areas and 1(white) for visible areas. pic related is an example.>i was careful about not using any triangles, does it really change anythingKeeping it to quads is better for edge flow and topology. If you go deeper, everything is seen as triangles at render time, so in the ultimate scheme of things you always end up with triangles anyway.Use quads when possible in order to optimize your edge flow, but if there's a situation where you want direct control of a certain surface using a triangle is perfectly fine.
>>540205here's the tutohttps://www.youtube.com/watch?v=YvEPwLeHdWsi watched the whole serie by trying to make things the same as he did, and then i made the other model in the picture above, it helped me learning how topology and all of the blender tools workedi'll try to put this character into unity or unreal engine someday, so i made it as low poly as i could while keeping a certain qualityso i need an alpha map, and a texture to get something transparent ?when i use a simple png texture, the transparent parts are just black on the model, i'm looking at another tutoriel about this now heh
>>540206i'm not familiar with blender, but the materials should have something like a transparency attribute you can just attach a separate image to. So you end up with a jpg for the color and another jpg for the transparency. There might be something in blender settings that let you use transparency in a png for the alpha, but I couldn't tell you that.>when i use a simple png texture, the transparent parts are just black on the modelnow unity is an annoying piece of shit about transparency and is a pain in the ass to work with. It doesn't use transparent backgrounds as the actual transparency and you can't use a second texture for the cutout.You need to save the texture as a .tif or something and manually make the alpha channel for the cutout in an image editor like pic related.
>>540207damn, this look pretty annoying u right,i tried unity a little but i don't think it is powerful enough, so i probably won't use it and focus on unreal,and i found out how to get a texture with alpha with only one map, it wasn't complicated actually https://www.youtube.com/watch?v=Gi3oFolsPI0i've seen black pictures with white shapes at the transparent parts so i thought it would be longer, but it's good now~thank you for the answers !
Ignore his face and arms, i haven't started working on those yet (his gloves and cape need some more love as well).>>539927you didn't like the crosses stuck on his chest? My thinking is he is trying to protect himself from demons so he just plasters himself with as many holy symbols as possible!>>540008sometimes that's half the fun!
what you guys think?
>>540321Much better man. The grey color works better in my opinion it also brings out the subsurface scattering. Can you give it some facial expression or are you gonna do the rigging later?I'm reworking the hair look and skin colors to be more anime like.
>>540327thanks man, yeah grey works better for sure. im not going to do anything anymore, this is final, thanks.your chicks look amazing btw, any chance seeing wire?
>>540327>sculpt in not-neutral pose>rigu fkn wot m8
>>540348also this which style do you suggest ?
>>540348A fucking mess/10
>>540321why the fuck is some alien smoking a cigarette? O_o at l;east give him a vape or something ....
>>540350left anime aguuright rave member
>>540350None of the above
Copying an artist better than me. Hope to become good at hand painting stuff.I don't know about 3D.
>>540366keep it to quads and not triangles. It's easier to manage and lets you control the flow of your edges better.
>>540369how did you go about making your hair? I've always been shit with hair.
>>540369https://www.youtube.com/watch?v=KSlud8DFXEkdo this to control your shading across the face and make it more anime looking.
>>540388I just put cylinders starting from the hairline and bend them down. Then I taper the endings and turbosmooth them.>>540390Yep I copied a big cylinders normal directions and baked them to the face so it looks smoother. I might do it for the hair as well.
>>540351this is my second thing that I ever done in Zbrush, the main mistake is that I started from scratch without planning anything I was kinda doing all on the fly, next time I'll work with different approach PS can you point out main flaws?
>>540369>>540327Pretty good 3d to 2d conversation. It would look even better if the renders have smooth lines and no anti-aliasing.
>>540369me on the left
>>539889that's a nice church you have there, it would be a shame if something happened to it
>>540422>PS can you point out main flaws?thatd take more time then id like to give,starting from scratch with a clear design would do more good.
>>540348I like it, makes me think of a bionicle.
Sum shit for halloween
>>539872Shingles on the spire are completely wrong. They should follow the curve of the cone, not go against it.
>>539682character model is too hard and time consuming to justify making a tutorial, maybe look for a timelapse instead
>>540267Almost finished, needs some more polish, but i like where this is headed!
>>540047too tall and head too small proportionally to be sakura, is this supposed to be grown up sakura or something?
>>540047just for one moment, until i expanded the image, i was a happy man
>>540487no, I tried to make a 10yo sakura, but I didn't use references for her body type, so her proportions ended like that. thanks for the feedback anon.
>>540498>but I didn't use references for her body typeThere you go.
Here's some new eyes
>>540422I'm done with this model. this taught me A LOT!! sculpting, retopo, texturing, etc. and the main thing, to plan before start doing something! I know that this is Shit to /3 standards, but I like it for first thing that I've done 100 % without any help and basically first thing that I've done
>>540527What program are you making these in?
>>540527what's the process for the nose shadow?
>>540537I don't think this iis shit for /3/ standards. /3/ has no standards.This render looks like a photo of a toy. I'm guessing that isn't what you were going for, but it is effective none the less.
>>540560desu I was going for that )) I was joking about /3 I added tilt shift which gave it that look and corrected colors like this
>>540568WTF I have not written DESU!!! jesus christ!! I dis I became weeb subconciously? and did not noticed how I wrote this?
>>540569welcome to 4chan. it's a worldfilter for the acronym of 'to be honest'
>>540537hate the design, but the final render and material works is good,texture could use some work to be more coherent and better highlight forms rather than serves as random noise
>>540571 I had no time to render different passes in keyshot separately, I know I could've dine much more but I wanted to get over this piece tobstart some other things, now I have workflows at my hand and I actually know how to do things more efficiently. when I started this piece I did not even knew that UV s existed )) and many things like that,
>>540537My advice to you would be to never start something without some refrence...If you don't have pinterest then make an account, Type character concept on the search bar and go wild.
>>540608I know this by the hard way, TY for advice anyway but I think this IS the most important advice person can give
>>540633i wouldnt ut my contact info on my first zbrush modelsyou really need some ref material in there
>>540658did you even read the email address
>>540668keki didnt, but shitposting on your own work is all kinds of hilarious
>>540028Too nobbley, look at real world reference
>>539051>>539046>>539044are you eventually going to release this as a game so that I can masturbate to them?
>>539136 I hope those control panel textures are placeholders. Also where's the back light coming from that is casting the shadows? It doesn't match with the planet.
Making Fishy girl.
Started this today. Planning to finish it in a few hours simple texturing + rig.