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File: WIP thread tubbies.jpg (1.2 MB, 1500x882)
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New WIP thread

Old one : >>537057
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>>538896
Ok, i'm gonna make a tubbie as my first model.
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>>538898
Then I'm waiting for you hotshot ;)
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Changed the go-kart pedals and added stuff

I'm pretty much done with the modelling. The seat is being modelled atm by a teamate.

I think I'll start texturing right away
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>>538941
those 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
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>>538941

I'm aiming for a more earl-scifi look, a bit like the shuttles.

The hoses make more sense with the right material
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Old one ain't even dead yet
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>>538945
THREADS NEVER DIE!
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>>538945
its about to ;)
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>>538945

Welcome to /3/.
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File: Plug Suit Helmet 2c.png (1.13 MB, 1000x1250)
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Fixed the weightmaps on the boot cuffs and added a helmet. Now to make the hair.
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Here's the latest look of the girls.
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>>538952
The shading on the face looks a lot better now
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>>538951
seriously make a new face already. that one is autistic as fuck.
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>>538973
I'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.
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>>538973
the whole thing is autism
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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?
>>
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>>538973

Draw your own face. I'm just making clothes.
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>>538952
Huge improvement. Really looks a lot like the source material now.

You should do a tutorial or something on how you achieved it.
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>>538865
More 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.
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>>539016
Yes yes, very nice, the skin does look a little green though?
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>>538953
Thanks man

>>539013
It'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.
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>>539044
That 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.
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>>539046
Here'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.
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>>539001

Sunburned.png
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>>539051
She looks sunburnt with the colors.
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>>538996
It needs some dildos.
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>>539055
>>539061

Sounds like someone needs to adjust the gama on their monitor.
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>>539001
here you go friend.
No credit is needed :^)
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>>539075

Good grief.
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Testing render settings.
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trying to make an anime character
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>>539090

testing some more
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>>539051
When will I be able to jack my dick to this exactly?
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making the infernus from vice city
shitty render cuz shitty laptop
>>538943
that looks comfy as fug
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>>538896
So 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?
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>>539164

In 3DCoat I use the Muscle 2 tool and just lay down thin muscles along the lines the hair would follow.
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>>539082
tee bee 8ch, it's an improvement.
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>>539171

Oh 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.
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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?
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>>539179
its awful, help
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>>539179

Your 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.
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>>539001
but in all seriousness, you should really make a better model
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>>539051
Damn son she looks so dominating. Definitely my favourite girl so far. Straight up school milf type
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>>539190

Nah, the model is already made and in distribution. I'll probably make another model when I'm bored making clothes for this one.
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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
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not a wip, just a shitty head I modeled to fuck around
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another fate of atlantis prop.
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>>539216

Try a hoverbike. It's slightly less common than guns and not as annoying to get right as armour.
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>>539225
I love it
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>>539227

thank you very much dude.
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>>539225
This takes me back!
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did this in cycles textures are 100% procedural
what should i add/change?
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>>539189
thanks
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>>539290
Maybe 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?
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>>539297
fixed the seam. its a separate piece in the ref
thinking about going forward and make a scene
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>>538996
Any comments about the appearance, at least?
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>>539320
can't judge with no materials yet. maybe post solid shade version
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>>539321
I'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.
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>>539323
idk its cubicle with simple colors seems like a sketch atm
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>>539295
so far
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>>539136
make it orange
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>>539061
Yeah maybe they should have lighter skins
>>539153
Whenever you want ;)
>>539194
Mine as well. This hair looks more fabulous.

Here are some earrings
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>>538943
artstation , I liked that post on facebook
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>>539360
this is a good call
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File: wip.png (1.38 MB, 1549x945)
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latest work still in progress legs left and then add details fix stuff and clean up
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>>539360
wear and tear on objects in a clean looking spacecraft?
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>>539391
Because they've been used before.
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>>539395
>fire extinguisher
>reuseable
anon pls..
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>>539396
>>539391
Reasonably, 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.
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>>539401

Could be the direct sunlight too. Humidity etc.
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>>539396

Fire extinguishers with metal valves are non-disposable and refillable.
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>>539396
You've never heard of refillable extinguishers?
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>>539403
>>539404
we dont have that where I live
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>>539404
>>539410

https://www.homehardware.ca/en/rec/index.htm/Hardware/Home-Security/Extinguishers/Fire/3A-40BC-Rechargeable-Fire-Extinguisher/_/N-ntjvp/R-I5425168
>>
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brushing up on some Maya and UE4, going to be making a platformer / puzzle game.
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>>539395
the 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 one

or did all the budget go towards the ship?
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>>539415
Could be a crew making do with what they have.
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>>539416
then the ship needs to look a bunch more beat down than it is now if thats the direction of the ships style.
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>>539164
So, I'm trying to keep it simple, because I'm pretty rough at hair. Does this look pretty good/acceptable?
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>>539377
Hood looks like shit but I like everything else.
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laces yeah yeah
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>>539431
>Laces yeah yeah

Not a good attitude to have, fix it otherwise its forever incomplete.
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>>539434
>...fix it otherwise its forever incomplete.

What thread is this again?

>>539424

Looks 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.

>>539402

Paint 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.
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>>539430
thanks man gonna fix the hood
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>>539446
It doesn't come across as ''this is a wip'' it comes across as ''yeah its good enough''
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>>539431
of all the shoe brands you could have spent time designing it had to be aldo
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>>539456
What is wrong with aldo?
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>>539450

I think its a wip the laces are fucking intersecting, based on the rest of it id say he doesn't think its good enough
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>>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?
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>>539463
Blender 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.
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>>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.
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>>539463
Start with blender, you can learn the 3D modelling theory.
When you master theory you can choose another software or just full hardcore with blender.
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>>539446
This 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.
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>>539450

FINE
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Not exactly WiP, just finished him.
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>>539532
Do you feel bad seeing his new PS4 models?
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>>539537

No, they're great. They're kinda the reason I made this in the first place.
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>>539538
Ah I see, out of love for the character, I like that
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>>539016
is the face supposed to look like the evil feels guy meme?
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>>539546
>evil feels guy

Who?
>>
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>>539550
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>>538951
Everything except her left foot, face and the domed top of the helmet (too big) look good, IMO. Great job, anon :)
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>>539556
The figure is chibi proportioned so that's why the head looks to big. There's a shoujo proportioned morph where it looks smaller.
>>
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>>539546
>>539554
nah, first time I'm seeing this face in the first place.
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>>539561
who is this and where can I find porn of her
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>>539567
She's an oc, so you'll have an impossible time finding anything.
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I'm modelling blenderella.
It is actually a good tutorial, I've improved both my blender skills and my english.
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>>539579
Damn, could have let me down easy.
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>>539579
Are you going to make porn or something?
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>>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.
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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
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>>539621
Be honest, are you making 3d porn? Cause that's what this emulates.
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>>538931
Would you a Po?
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>>539627
Obviously. 3D porn to help teach all the little children about anatomy
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>>539621
>uses point lights
>blames lightwave
I shiggydiggy
>>
>>539621
Damn some, chill with glossy on the floor. It looks more like water than linoleum
>>
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first time working on a human model, how is it?
planning to lower the polycount then rig and animate it

also 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?
>>
>>539682
and why not sculpt in zbrush?

Otherwise, look for the joan of arc tutorial.
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>>539685
to be honest I've been thinking of learning zbrush but im not sure if it will help doing low poly work
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>>539686
a sculpted high poly to low poly model will be much better. How do you think pro create characters for games? Through sculpting obviously.
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>>539687
he said lowpoly work which means he is not intend on sculpting
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Maxing out the render settings
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>>539180

I'd say start asking for help when you've finished blocking her out. Honestly doesn't look too bad so far.
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>>539742
render is way too small to show off anything you've made.
>>
>>539742
Man, 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.)
>>
>>539136
Make 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.
>>
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Is this worth texturing and rendering?
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>>539760
I love it. I'd get rid of the vertical line where the nose is though. Looks like it needs a suit and tie.
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>>539616
dat fuckin face!
>>
>>539742
Walls 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.
>>
>>539760
Yes, it is.
Put in a nice contrasty illumination and go wild with the colors/textures.
I sure would have fun texturing that guy.
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>>539760
needs more details around the eyes and eyesocket
>>
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Made something in 3dsmax 3, ancient dos-era version.
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>>539780
Clearer viewport version in modern max.

I started on it eons ago, only finalized it today.
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>>539781
looks like counterstrike 1 graphics
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>>539782
Yup, 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
>>539783
then they look ok
>>
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>>539750

I have a 1080p version. I'll drop the 300 frames I got rendered with the render farm on the discord

>>539752
>>539771


Yeah, 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.
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>>539760

truly pretty.
>>
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>>539788
>wanna come to my cringe room?
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>>539752
DIRT IN SPACE REEEEE
>>
>>539760
looks like a lot of mixed elements with no clear direction, it does look good though
>>
>>539788
How long have you been working on this? Months right?
>>
>>539806
yes theres dirt in space, we're sitting on around 5,000,000,000,000,000,000,000,000 kilograms of it right now.
>>
>>539788
What 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....
>>
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>>539808

It'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.

>>539817

I use Mental Ray with maya.
>>
How should I go about making helmet webbing for this helmet?
>>
>>539825
I am wondering that myself...for a while.
Something...something... shrink wrap deformer...?!

>>539821
Got it.
It'll take some time. You're not in a hurry, right?

>Mental Ray
eeww
I haven't touched that since 2007.
Why not V-ray or Arnold?
>>
>>539827

Not really.

>Mental Ray

Because that's what our render farm is hooked up to. Around 80 computers in total
>>
>>539825
bump/ displacement map
>>
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For halloween
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>>539832
spooky
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>>539814
are you stupid?
that was rhetorical btw.
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>>538943
i read an article in 3dworld 97
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>>539832
with photoshop
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>>539872
If 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.
>>
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>>539093
fast polypaint
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Simple church I just made
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is this how they used to texture in the 90's?
>>
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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 parts

2. your uv grid seem ok, i think you did alright
>>
>>539788
Looks [[[cozy]]]
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>>539901
looks like the uv mapping for the handle is crooked
>>
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>>538896
anime nose or western nose ?
>>
>>539913
Western nose looks better to me, but that all depends on what style you're going for.
>>
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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 out

Any ideas?
>>
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pls rate.
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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.
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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.
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>>539926
a 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 weapon

regardless i would more focus on teh form and blockout, you aleardy wnet in too far into details
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>>539924
Very pretty textures and colours, anon
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File: actually what the fuck.png (104 KB, 640x480)
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Behold, my second ever model
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>>539929
better than my second
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>>539872
Good job.
You made it worse.
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>>539872
whats 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
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>>539900
I don't see anything inherently wrong with your image.
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>>539929
Looks 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.
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>>539888
Super cute, but the chin looks like it's too far forward (can't see it properly without a side view though)
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>>539913
the 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
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https://www.youtube.com/watch?v=xttVDjG_EfA

Trying out the render farm. 75 hours of rendering spread on 60 machines for a total of one hour of rendering.
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>>539969
How do you get access to a render farm?
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>>539971

I go to school.
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>>539972
Man. Wish we had one where I am, then.
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>>539973

I'm lucky enough to be in a current hotspot of 3DCG (Montréal)

Lots of big studios moving in, and gouverment funding is bountiful.
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>>539961
Those are not my references though. They also look different from the side. Oda-non was my ref from the start.
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>>539969
walls have a weird reflection
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>>539687
>go on /3/ after 2 years of absence
>see this comment
>dafuq am i reading
welp, see you in another 2 years...
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>>540004

But he's right ?
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>>540004
> ...
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>>539926
You started modelling without having your concept finished?

Why man, just why?
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>>540006
He'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.
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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.
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>>540006
you 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
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>>540013
> with just good textures

Good thing the sculpted details ends up becoming textures in the end. No shit, that's how it works.
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>>539783
>>539781
>>539780

how do you get textures to look like that?
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>>540011
>>540014
/3/ is kill

This is the kind of people who hang around here these days... fucking kill me
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rate
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>>540023

0/10
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>>539929
Mine was a pencil i think
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>>539969
the gravity button/display is very ugly and way too big
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>>540028
Can you make each side less symmetrical?
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wip
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>>540041
Is that squidward?
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>>540041
it looks wierd with textures now. also human skin color doesn't really fit. greyish might have been better
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>>539959
yep, I forgot the side view.
Today work a bit on her dress.
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>>540041
some of those veins are very clearly drawn, especially the squiggly one on the not-nose
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>>540041
eyes are beautiful!
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>>540041
Looking 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.

>>540045
I 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?
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>>539046
>>539044
>>538952


Is it all sculpted on Mudbox?
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>>540056
Nope it's box modelled in Max
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>>539667
I didn't use a single point light in that scene
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>>539621
>Bridge Da Gap
that sure is one hippity hoppity name you've got there.
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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
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>>539970
>>wood texture .jpg
>>u key > smart uv unwrap
>>"work in progress"
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>>540111
Looks nice, reminds me of the Sims in a good way, room seems a little big though
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>>540042
?
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working out palette and materials
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>>540115
I like the concrete wall. The chamfered edges gives a nice realistic look
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>>540107
Not my idea whatsoever. I personally hate the name
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>>540115
I like the lighting on the inside. What programs are you using?
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>>540145
Sketchup Suite.
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hi, i'm still new to 3d but i did this, and i have a few questions

should 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
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>>540190
this 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.
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>>540116
Thanks

>>540145
3DS Max and Vray

>>540149
Don't be a tool
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>>540194
thank 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 complicated
thank you for answering da questionss
also, i was careful about not using any triangles, does it really change anything ?
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>>540201
mind 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 complicated
alpha 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 anything
Keeping 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.
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>>540205
here's the tuto
https://www.youtube.com/watch?v=YvEPwLeHdWs
i 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 worked
i'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 quality
so 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
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>>540206
i'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 model
now 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.
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>>540207
damn, 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=Gi3oFolsPI0
i'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 !
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Ignore his face and arms, i haven't started working on those yet (his gloves and cape need some more love as well).

>>539927
you 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!

>>540008
sometimes that's half the fun!
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what you guys think?
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>>540321
fukkin amazing
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>>540321
Much 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.
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>>540327
thanks 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?
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>>540327
>sculpt in not-neutral pose
>rig

u fkn wot m8
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>>540321
squidward?
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WIP
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>>540348
also this
which style do you suggest ?
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>>540348
A fucking mess/10
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>>540321
why the fuck is some alien smoking a cigarette? O_o
at l;east give him a vape or something ....
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>>540350
left anime aguu
right rave member
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>>540350
None of the above
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Copying an artist better than me. Hope to become good at hand painting stuff.

I don't know about 3D.
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>>540330
Sure
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>>540366
keep it to quads and not triangles. It's easier to manage and lets you control the flow of your edges better.
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>>540369
how did you go about making your hair? I've always been shit with hair.
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>>540369
https://www.youtube.com/watch?v=KSlud8DFXEk

do this to control your shading across the face and make it more anime looking.
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>>540388
I just put cylinders starting from the hairline and bend them down. Then I taper the endings and turbosmooth them.

>>540390
Yep 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.
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>>539760
tau?
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>>540351
this 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?
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>>540369
>>540327
Pretty good 3d to 2d conversation. It would look even better if the renders have smooth lines and no anti-aliasing.
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>>540369
me on the left
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>>539889
that's a nice church you have there, it would be a shame if something happened to it
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>>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.
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>>540348
I like it, makes me think of a bionicle.
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Sum shit for halloween
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>>539872

Shingles on the spire are completely wrong. They should follow the curve of the cone, not go against it.
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>>539682
character model is too hard and time consuming to justify making a tutorial, maybe look for a timelapse instead
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>>540267
Almost finished, needs some more polish, but i like where this is headed!
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>>540047
too tall and head too small proportionally to be sakura, is this supposed to be grown up sakura or something?
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>>540047
just for one moment, until i expanded the image, i was a happy man
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>>540487
no, 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.
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>>540498
>but I didn't use references for her body type

There you go.
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Here's some new eyes
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>>540422
I'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
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>>540527
What program are you making these in?
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>>540539
Unity
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>>540527
what's the process for the nose shadow?
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>>540537
I 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.
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>>540560
desu I was going for that )) I was joking about /3
I added tilt shift which gave it that look and corrected colors like this
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>>540568
WTF I have not written DESU!!! jesus christ!! I dis I became weeb subconciously? and did not noticed how I wrote this?
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>>540569
welcome to 4chan. it's a worldfilter for the acronym of 'to be honest'
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>>540537
hate 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
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>>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,
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>>540537
My 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.
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>>540608
I know this by the hard way, TY for advice anyway
but I think this IS the most important advice person can give
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>>540633
i wouldnt ut my contact info on my first zbrush models
you really need some ref material in there
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>>540658
did you even read the email address
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>>540668
kek
i didnt, but shitposting on your own work is all kinds of hilarious
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>>540028
Too nobbley, look at real world reference
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>>539051
>>539046
>>539044
are you eventually going to release this as a game so that I can masturbate to them?
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>>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.
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Making Fishy girl.
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Started this today. Planning to finish it in a few hours simple texturing + rig.
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>>541243
dafuq lol
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>>541249
New Pokemon.



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