[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k] [s4s] [vip] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Home]
Board
Settings Home
/3/ - 3DCG



Thread archived.
You cannot reply anymore.



File: adkalfjad.jpg (1.36 MB, 1500x882)
1.36 MB
1.36 MB JPG
>>>563024
>>
File: reference.png (109 KB, 782x1080)
109 KB
109 KB PNG
Almost finished with the reference mesh for retopo.

Her name is Thicctoria. She's gonna be the main character of my game. Dark Souls but only thicc busty warrior bitches.
>>
File: asdfafsad.png (100 KB, 621x909)
100 KB
100 KB PNG
>>565964
different proportions and weapon concept
>>
File: sword conept.png (128 KB, 758x1026)
128 KB
128 KB PNG
>>565964

T HI I C C C
>>
>>565962

how cutout without boolean?
>>
>>566008
you fucked up. you should have modeled with subd level 2 or 3 instead of 1. you lack control points
>>
File: sunglasses.png (853 KB, 960x540)
853 KB
853 KB PNG
this gonna be part of a larger scene
>>
>>566011
>>566008
Doesn't matter, just bake in one or two subdivison levels and start the finer detail modelling. By going for a lower subdiv amount in the beginning you'll have a smoother, cleaner mesh.
>>
>>565978
granny fat and cellulite isn't 'thicc'.
Sword on back is a meme. put it on her waist.
>>
>>565978
you would have it better if you learned how to use zmodeler.

you need special kind of autism to use it, but it pays off in the long run
>>
File: WIP.jpg (192 KB, 1813x583)
192 KB
192 KB JPG
I've spend several hours on that ass alone but I'm not convinced it's perfect yet.

What do you say /3/ ? Any suggestions ?

This character is based off a concept art I found on the internet that I'd like to recreate as a 3D model. This explains the stylised proportions of this model.
>>
>>566043
> I'm not convinced it's perfect yet
> Implying it's anywhere near perfect
A side view would help. The shape isn't appealing at all. the curves aren't smooth. The indent on the side looks unrealistic. Same for the front; everything looks too chiselled.
>>
File: WIP_Side.jpg (33 KB, 907x583)
33 KB
33 KB JPG
>>566046

here is the side
>>
File: cap.png (202 KB, 1020x740)
202 KB
202 KB PNG
first time finishing a lower poly for a game

please critique. I know there's something wrong with it but I can't pin point what/how to fix it.
>>
>>566049

this is the concept art. i've taken some artistic liberties concerning some of the details obviously.
>>
>>566050

The legs could benefit from some better defenition. Especially around the knee area - they seem a little thick also the shape of the calves.

Also the face seems a little flat but I suppose if that's the style you're going for it works.

I'd definitely work on those legs a little more if i were you though.
>>
>>566050
try to give the hands some linework
you could also give a fake shade from the hat on the face
>>
File: WIP3.jpg (60 KB, 909x585)
60 KB
60 KB JPG
Better ?
>>
>>566055
thats not how human anatomy works LOL
>>
>>566056

Haha, okay how does it work ?
>>
>>566055
ok, first, sculpt at a neutral pose
you have to translate the sculpt you are doing in your mind into what would be a natural pose for that character, that means arms down and shoulders relaxed
you think resculpting the shoulders for a pose is too much work, but its what 3d is about, a lot of stuff behind the scenes to make anything work
also for ass to pussy position, bottom of vulva is around the crease edge of the butt, in a skinny girl you will see both her butthole and her full pussy from behind as it angled downward towards the front of the pelvis
>>
>>566011
I haven't applied any subdivision yet its only previewing at 3.
>>
File: GIF.gif (145 KB, 658x476)
145 KB
145 KB GIF
>>566050
Her shoulders arent relaxed, bring them down, bring her hips out and he waist in so she isnt just a tube. and yeah the legs need to curve in.
Not a perfect edit but you get the idea
>>
File: tort.png (481 KB, 1306x710)
481 KB
481 KB PNG
Im working on a tortoise as i think it could be interesting to make mats and shaders for. Something a bit more complex than my banana.. my topology isnt great but it doesnt need to be for what im doing with it.
>>
>>566090
Wow I like it. Now make the shell pink.
>>
File: tort.png (349 KB, 891x654)
349 KB
349 KB PNG
>>566093
lol anything for you anon!

Does anyone know a good way to mask single faces in zbrush? Id like to setup some tidy polygroups but masking is an arse. I think i might go into maya and unwrap it then make the polygroups from the UV's. why is zbrush so brilliant and shit at the same time :/
>>
>>566096
This pleases my pickle.
>>
File: almost.png (207 KB, 1623x840)
207 KB
207 KB PNG
>>565978

so closed to being done.
>>
>>566090
shit anatomy
>>
File: reference mesh complete.png (240 KB, 1623x1080)
240 KB
240 KB PNG
>>566098
>>
File: 2-2.jpg (1.82 MB, 1920x1080)
1.82 MB
1.82 MB JPG
Working on renders for my project. none of this is fully finished, character model doesn't even have the poses and animation set yet.
>>
File: 3.jpg (1.23 MB, 1920x1080)
1.23 MB
1.23 MB JPG
>>566101
>>
File: 5.jpg (1.61 MB, 1920x1080)
1.61 MB
1.61 MB JPG
>>566102
>>
File: 6-2.jpg (2.49 MB, 1920x1080)
2.49 MB
2.49 MB JPG
>>566103
>>
>>566101
>>566102
>>566103
Assets look nice!, don't ruin it with terrible animation
>>
File: 16.jpg (1.1 MB, 1920x1062)
1.1 MB
1.1 MB JPG
>>566104
>>
File: 19.jpg (1.62 MB, 1920x1061)
1.62 MB
1.62 MB JPG
>>566106

>>566105
Animation isn't gonna be a complex one either way.
>>
File: 21.jpg (1.57 MB, 1920x1080)
1.57 MB
1.57 MB JPG
>>566107
>>
File: 17.jpg (889 KB, 1280x720)
889 KB
889 KB JPG
>>566109
This one also, though it's more unfinished than the rest.
>>
File: 4.png (190 KB, 733x890)
190 KB
190 KB PNG
>>566100

mesh in different view port bout to start retopoing
>>
File: material_test2.png (2.42 MB, 1920x1080)
2.42 MB
2.42 MB PNG
working on a scene for my portfolio. Still, a fuck ton of issues with the lion in this pose but rendering is a bitch. Gonna give him a crown and maybe add some kind of velvet backdrop like in regal paintings. Not that it matters but modelled and rendered in blender. Textured in substance painter.
>>
>>566113
If you told me that was a photographed 2/3rds scale miniature, I'd believe you. For at least 45 seconds. Good work.
>>
File: created.png (204 KB, 841x833)
204 KB
204 KB PNG
>>566112
>>
>>566099
thanks for the really fucking helpful feedback : D
>>
File: wew.png (103 KB, 552x581)
103 KB
103 KB PNG
>>566115
>>
>>566113
Beautifully posed! You should bring down the saturation levels for a more realistic tone
>>
File: s;ljadfoiha'ds.png (185 KB, 724x886)
185 KB
185 KB PNG
>>566117

>when you finish retopo'ing your fucking ref mesh and you realize you forgot to sculpt the ears
>>
>>566114
thanks for the feedback, I see what you mean. I think it might be due to the way the lighting is setup There is a heavy ambient occlusion look which contributes to that.
>>
File: liom.png (3.87 MB, 1920x2135)
3.87 MB
3.87 MB PNG
>>566113
Did a quick hack in photoshop by adjusting the colors. You should try catch as much of this in your lighting as possible though. I dont know much about blender but bring down the yellows a bit especially if you add a crown otherwise it will be lost in the rich orange you have in his mane.
>>
>>566113
I believe you made this in Blender. Are there any Blender jobs in your area?
>>
>>566126
>didn't even read the full post
I'm so lazy.
Anyway, the question still stands.
>>
>>566127
lol no, When I was in higschool I did get a co-op at a small vfx studio for the summer by lying I knew how to use maya even though my entire portfolio was made using blender. I ended up convincing them to install blender to cause I lied and said it was too long to setup all the add-ons and hotkeys I used normally.

>>566124
Thanks for putting in the time to help my piece. I definitely agree with your points. It's probably a matter of turning down my HDRI's strength and changing the colour of the sun lamp
>>
File: djfakdlfas.png (165 KB, 779x753)
165 KB
165 KB PNG
>>566121

almost half way there...
>>
>>566129
So... Why are you still using Blender, then? I don't know what to use, but there are so many tutorials for Blender and I'm learning so much stuff with it, but I also used Max before.
>>
>>566131

The amount of hours it takes in order to become good at 3D is nothing incomparison to the amount of hours it takes to learn a program.

15 hours of making mistakes, then you'll learn Maya.

Dude, if you're worrying about a 15 hour investment, then you will not succeed in this.

15 hours is fucking nothing.
>>
>>566132
I'm not sure what you're talking about, but I'm just saying that I don't know if jumping between blender and max is wasting my time. LIke, I go through some tutorial by Andrew or Gleb, implement it in Blender, then I go and search how to do it with Vray and reimplement it Max.
>>
>>566133
I work in production and to be honest it doesnt matter what you use to model so long as youre comfortable and fast with it. Most games/vfx studios have decent enough pipelines for most filetypes now.
I work with 4 artists who build in max, 3 in maya and one does 90% of his modelling in zbrush, he can barely use maya or max but his results are among the best.

That said, dump it for rendering. You dont want to be wasting time fucking rendering in blender, it never looks good.
>>
>>566134
Thanks. I guess you're right about rendering, Cycles looked cool for me at first, but when I started reimplementing stuff in Vray, I see a big difference. But I might as well stop using Blender at all then, since I like modeling with Max more.

Also, just spent 45 minutes learning about microdisplacements with Andrew Price, then found a 5 minute Vray tutorial about the same thing and made a better result, heh... But these channels are introducing me to new concepts so I like watching them anyway.
>>
>>566135
my workflow is heavy zbrush, maya and keyshot. The company i work for renders using maya but i like keyshot for my personal work for its speed and nice default lighting/mats cos im not a renderfag.

Its good youre trying lots of different things, most of 3d is trial and error with different techniques and software like any kind of art. Youre clearly talented just dont box yourself or listen to people tell you there is one good way to do things.
>>
>>566136
>you're clearly talented
Hasn't seen a single piece of work from him.
>>
>>566137
I assumed he was the guy who posted the blender lion. Or ive lost track of the conversation
>>
File: tort.png (367 KB, 1050x764)
367 KB
367 KB PNG
Just getting the macro folds in before I make some skin alphas for him.
Tortoises have really interesting skin. Glad i did this, I feel like ive been focusing too much on human models and this is challenging me to try new ways of tackling organics. I made the mistake early on of modelling the skin like the thickness of human skin with fat in it. No idea how to do the shell yet
>>
>>566090
>all those scratches
turtle has seen some shit
>>
File: 62b95bdc56[1].png (177 KB, 882x517)
177 KB
177 KB PNG
been working on this Rolls Royce silver cloud for the past 5 weeks for class, im almost done, just few tiny details left to model
>>
File: 74a2a2f944[1].png (126 KB, 983x547)
126 KB
126 KB PNG
>>566152
wireframe
>>
File: MM.png (1.62 MB, 790x933)
1.62 MB
1.62 MB PNG
>>565962
Quick preview render. Gonna divide things up and composite so I can render on the GPU. Suggestions?
>>
>>566018
>you need special kind of autism to learn zmodeler

NO.. it takes special kind of autism to not learn it and then, complain how zbrush lacks any kind of poly-modeling tools..
I've seen this countless times...
>>
>>566156
It evidently isn't very special if everyone does it then.
>>
File: LAD.png (125 KB, 580x848)
125 KB
125 KB PNG
>>566130

clean topology gives me erections.
>>
>>566160
are you sure that you are not trolling?
why even retopo this shit?

can you show us hand and feet from upclose?
>>
>>566160

Why didn' you isolate your breast with a cicular island ?
>>
>>566158
wow all that edge
>>
File: Untitled-2.jpg (311 KB, 1376x731)
311 KB
311 KB JPG
>>566160
Your topology for the hip/breast/shoulders/knees looks tidy but youre treating her like a tube. This Topology needs a lot of improvement if you're rigging her.

>>566154
Wat? I have so many questions about what is happening in this scene. Not a bad thing, any artwork that illicits curiosity is a win imo.

Still chugging away at this. I dynameshed it so i wasnt fighting the topology for the skin folds.
Its slowly getting there. Lots and lots of reference.
>>
>>566221
it got worse
now the folds have no weight or compression and stretch flow
>>
>>566267
Going to have to disagree if you think it was better before. look at tortoise skin it isn't like mammalian skin. The folds almost look like thin crumpled paper. it varies depending on the scale of the tortoise but their skin is almost deceptive in its thickness and weighting. Same with stretch flow it's taught to muscle but the sagging isn't loose. It's far from finished but this is more accurate. I think the easy mistake to make is to assume it's like other lizard skin or worse yet mammalian.

The thickness of it seems to change drastically between limbs too, almost carapace-like on the top of the head and scaled on the legs and all manners of nonsense connecting the two
>>
>>566221
Digging that turtle. He looks like he's seen some shit.

>>566154
The concept of this is "selling pain to a demon" sort of a very overt interpretation of satanic sacrifice. Load in your credit card and see how far you can push down. Trying to load up the scene with some more intent and a few post-apocalyptic hints.
>>
>>566270
You are wrong.
Skin is skin, turtle skin is pretty much lizard or snake skin, their too varies in thickens and scale size depending on the position on the body, but this goes for any animal.
They key to good looking turtle or any animal skin is the underlying structure and proper relax and tension areas. You may think something looks one way, buy you are just reading it wrongly visually.
The neck skin will ether stick to itself creating high but very thin folds or to the underlying muscle making for a very smooth long shapes or overlying itself multiple times creating that funny looking compressed turtle neck.

It will never create this weird ass looking triangle shape you are doing, its not filled with air under it ....
>>
File: RP1.png (832 KB, 550x759)
832 KB
832 KB PNG
>>566283
Should have included this in the prior post, but here's an update. Need to add something into the background I think, maybe a crow on the lamp or something.
>>
File: untitled.jpg (35 KB, 960x540)
35 KB
35 KB JPG
please rate
>>
>>566376
Feet look a little small but it's cute. Whether or not it turns out good is all gonna depend on the textures.
>>
>>566376
clothing could be more complex, ripples frills that sort of stuff.
>>
File: test.jpg (212 KB, 1280x720)
212 KB
212 KB JPG
literally just started this, i know its early to ask but any suggestions?
>>
>>566428

looks a little 9/11
>>
>>566429
if you say so
>>
>>566428
9/10
>>
>>566463
9/11
>>
>>566012
Norman Jayden, FBI.
>>
Does wip mean work in progress and yall post your recent cg?
>>
>>566376
Dont put your model arms like that.
>>
>>566483
I've tried to read this at least 7 times and I still have no idea what your trying to say.
>>
>>566527
What does wip stand for? This thread is about?
>>
>>566532
its a thread for work in progress. meaning things you are still working on and not finished renders
>>
>>566484
Why?
>>
File: BPR_Render1_.jpg (193 KB, 1492x821)
193 KB
193 KB JPG
keychain for weapons :v which will hold my character
>>
>>566544
He's full of shit. T pose is superior to A pose for rigging / deformation.
>>
>>566546
Except that it isn't. There are good reasons for either T or A-pose. You just have to know when to use one over another.
>>
>>566544
Im not sute actually. Ive heard one pro saying it and correlated it with with the fact that ive been seeing these on pro works lately. Probably has to do with the anatomy: when hands are up, ribcage and shoulderblades supposed to be elevated, yet people model their normal postion, hence automatically its bad anatopy.
>>
>>566533
All this time I thought this thread is about some soft or method that is called WIP. I'm new here.
>>
>>566544
>>566546
>>566565
both T an A pose is garbage
model at relaxed positions, not only will hands down help you get the arm length right it will also look much better when shown off

modify the model into a T pose or something between one and and a relaxed one only before baking or rigging,
always see people in t pose make those short weird stump arms, its so weird
>>
How do I stop my skybox from looking like complete shite?
>>
>>566576
what does it look like and what do you want it to look like
>>
>>566576
no one can help you unless you give a little more info, you essentially just asked what screw diver to use to a stranger on the street.
>>
File: skybox.jpg (251 KB, 2490x734)
251 KB
251 KB JPG
>>566582
>>566584
here's the skybox, for some reason it doesn't look right.

on the left i placed a plane with a ground texture and that makes it look a bit better but it still feels off
>>
>>566590
What program you fuck dumbass?
>>
>>566593
U-unreal
>>
>>566594
Well aside from the super low quality sky box it looks like you cube maped it making it have sharp corners. Are you asking anything specific or just how to make it look nicer?
>>
>>566590
Map it to a sphere you fuck dumbass.
>>
File: head.jpg (531 KB, 1376x761)
531 KB
531 KB JPG
is there something massively wrong with the shape of this face or is the lack of lashes/brows/hair throwing me off? I can't tell anymore.
>>
>>566659
iris size seems off, so doe the eyelid shape
back of the head is too wide too low, its the temporalis muscle that makes the scull wide
cant see much more thanks to the wireframe and crappy shading, turn it off
>>
>>566659
The only thing that immediatly stands out is that they eyes are too close together. A general rule of thimb to use is that the eyes have a "third eye" in between them. this determines the distance between the eyes.
>>
File: camera_lines.jpg (619 KB, 1997x1080)
619 KB
619 KB JPG
looking for some simple feedback.
>>
>>566766
can't really see whats going on in the lower one.

is the button at the top a seperate button, or connected to the mesh? it looks like its conencted to the body in order to get that fuck up face normal.
>>
>>566787
I just did a shitty bolion then fixed the mesh not to too well apparently, all the buttons are separate mesh, lower arrow looks slightly off, might be okay. How's to model itself?
>>
>>566789
>boolean
oh no. sometimes it's just better to just stick the button through the body mesh without fucking with it. booleans will nearly always fuck your shit.

in general, a lot of the edges are too sharp and could use some beveling. the edge near the looking glass is bulging out for some reason. are you using a reference?
>>
>>566790
Going to be doing a close up of it so the realism is unfortunately necessary. i just blocked out the shapes for now, the things closes to the camera and model done, going to chamfer most edges.
>>
>>566098
back of the neck looks too thicc
>>
>>566792
try to keep the quads
>>
File: screenshot002.png (1.48 MB, 1920x1080)
1.48 MB
1.48 MB PNG
Making some progress on my scifi scene.
>>
File: screenshot006.png (1.16 MB, 1920x1080)
1.16 MB
1.16 MB PNG
>>
File: screenshot008.png (1.14 MB, 1920x1080)
1.14 MB
1.14 MB PNG
proper texturing/rendering will follow
>>
>>566101
>>566102
>>566103
>>566104
>>566884
>>566885
>>566886
Technically is good stuff, but it's so uninspired. There's nothing but forced detail and boredom. Personally I'm amazed at the complete lack of creativity of your generation.
>>
To be fair, the scifi room is my first real environmental scene. reaching a certain level of technical skill is therefore my main focus
>>
>>566893
go to /ic/, grind the fundamentals for 2 years, then come back to 3d. What you have right now is dog shit
>>
>>566893
Your technical skill level (except for your gamma correction skill level) is more than good enough already to do something much more creative.
>>
>>566894
I've seen a trend on this board where some extremely autistic and obsessive-compulsive people bully other people less sick than they are by essentially saying "you need to obsess more over useless stuff like I do or you'll never get a job in the industry". That's the real dog shit.
>>
>>566893
let me give you an criticism that isn't demeaning

where you work on something like a room you always make sure its illuminated to the point where it looks good with 100% flat light so that later you can sort of find the spots in your scene you want to darke.

secondely the design is simply not appealing. im not saying you should copy from other people but your blockout is lacking.
you did a good job by having all sort of insets in your room but everything has to be practical to some degree. for example your floor panels need a reason to be the way they are. that's why sci-fi artists use alot of ventilation holes and some sort of checker plate to avoid slipping.
doors need to come out more and (again) be practical enough to the point where you give the viewer a feeling he can operate it. now it just looks like an automatic door which have 3 door panels (why).
try to think like an engineer when building a room
>>
>>566899
and a few extra points (on the bright side)

the assets are actually pretty good so keep working with these. im just suggesting your either rework the foundations or just redo them completely
>>
>>566886
The floor bothers me; cool design but it needs something (glass?) over it. I feel like I'd just trip over those things. Fuck I'm getting annoyed just looking at them.

Solid modeling though, but definitely way too dark. Pop some lights around on the ceiling.
>>
thanks guys, this is very helpfull critique. I plan to add more detail to make more sense out of the assets. lighting has to be improved as well of course
>>
>>566892
Post your work old loser.
>>
btw. guys, thinking about appealing design.
Are there any books/tutorials you can suggest that go into this direction? It´s a blindspot for me and I just do it by feeling and some references atm. Would be great to go deeper into the subject
>>
>>566926
this goes abit into theory but you should look at robert hodri as well. some screenshots of quake 4 can help

http://www.gavinrothery.com/they-never-went-to-the-moon/2011/8/21/designing-sarang-robotic-space-house-of-the-future.html
>>
>>566926

Here is some fundamental stuff you can grind and obsess over for years.
http://www.neilblevins.com/cg_education/primary_secondary_and_tertiary_shapes/primary_secondary_and_tertiary_shapes.htm
>>
>>566892
Your post is bull. Technicality is fun and literally supports the creative flow of any work.
>>
>>566927
With knowing the twist, that movie is such a bore.
>>566930
Good read.
>>
Thanks, you guys are awesome
>>
File: 23.jpg (3.16 MB, 2560x1440)
3.16 MB
3.16 MB JPG
Some more progress.
>>
>>566934
When i see so much noise, i cant help but thinging about renders from 2000s. 2017 seems like all about shape and solid colors. Your shapes are good, tho.
>>
>>566935
No much choice, renders gets way too long otherwise.
>>
>>566936
this is just a test render right? when you do it for real you'll get rid or the noise? if not, stop modeling and optimize the render immediately, your modeling is solid but this render is abysmal and will degrade your work massive. I would also focus on your color palette, your got a wide variety of colors going on with no common therms or tone, lighting could also use some work, its a little too flat and uniform.
>>
File: 19.jpg (852 KB, 1600x900)
852 KB
852 KB JPG
>>566941
It's still in wip if the blank throne didn't make it obvious enough, yes.
This one was done with the max level of quality I can do : >>566106
It depends heavily on the scene, I'm not that bothered with it but the final result should have less noise, yes.

Another one also.
>>
>>566942
it really seems like an optimization thing, what render are you using? you should really read up / watch videos on it more
>>
File: 19b.jpg (840 KB, 1600x900)
840 KB
840 KB JPG
>>566943
I'm using Vray with SolidRocks, I get the rneders out in around 1-2 minutes at this quality, while with less noise it's more at 13 minutes, don't think I could optimize it any more.

Also, is that better than >>566942 ? Nor sure if i should lessen the full black.
>>
>>566934
The peoblem with this picture is not the materials or the lighting. The problem is that it speaks too much about yourself. It says that you're trying to climb stairs of the enstablishment to reach the throne (a comfortable living) and you're willing to submit to satan to reach your goal.
>>
>>566945
are you are keeping the render times so low, 20 minutes a frame is a fairly standard for a still
>>
File: 18.jpg (878 KB, 1600x900)
878 KB
878 KB JPG
>>566947
It will be also depending on how much time I have left ot finish stuffs, but the around 13 minutes renders looked plenty good enough to me. And thinking about it those render speed were in 1080p, in 1440 like that it will be longer.
>>
>>566892
> implying you're even an artist
>>
>>566956
>implying you have to be sick to be a doctor
And I am an artist in the sense that I create things every day when I sit on the toilet and those things happen to look better than "moderns AAA games".
>>
>>566957
> I create things every day when I sit on the toilet and those things happen to look better than "moderns AAA games".

What a retard.
>>
>>566959
I love how your generation is excited about the 50th re-make of Doom, but because you're about as creative as the average sub-saharan male, you're going to get excited about the next one too.
I also love how you spend hours rendering the finest details of stretch fabrics with the most faked relistic algorithms your latest cracked expensive fancy name software has to offer, when in reality at the time WE WUZ, stretch fabrics didn't exist.
And that's the pinnacle or your creativity.
>>
>>566963
Try to make your shitposting a little less obvious.
>>
>>566948
Maybe you should lower the amount of noise in your textures a little. There is a lot of high frequency noise in there i think, maybe you should distribute these noise patterns more chaotically and qith more variation.
>>
>>566973
The noise is only because of the render quality.
>>
>>566964
I think he's a legit retard.
>>
File: camera.jpg (513 KB, 1920x1080)
513 KB
513 KB JPG
>>566792
some progress, still far from done. anything look odd?
>>
>>566963
>50th

he can count
>>
File: Double engine Engine.jpg (1.01 MB, 3840x2160)
1.01 MB
1.01 MB JPG
Currently working on a Pod racer for fun! Heavily inspired by Anakin's pod racer.
>>
File: Final1.png (3.16 MB, 1920x1920)
3.16 MB
3.16 MB PNG
Not much of a WIP but it was done in a day so there wasn't much else to post.

Will try to get you guys WIP shots of a larger project I'm working on soon.
>>
>>567078
Looks sweet, only thing I'd say is missing is some greebled areas that cut into the forms (pockets where you can see the "insides" of the engines instead of just greebles on top), it could create a really nice effect with occlusion.
>>
>>567069
Hard to tell if you've got bevels but I would say to push then further, especially on the cylinder on top (the edge on that looks way too hard).
>>
>>567106
Is this going to be static, or are you rigging that abomination to weight paint chord?
>>
>>567110
sadly nah, I'm no animator
>>
>>567107
Thanks for the feedback! I felt it was missing something and I am positive your suggestion is exactly what it's missing! See if I get around to adding that or just getting tired of it and just wanting to finish it haha.
>>
File: AllGrowedUpPodracer.jpg (70 KB, 674x469)
70 KB
70 KB JPG
>>567115
Well, the front fins also look pretty bland and could use some work, I didn't say anything because I figured they were WIP but looking at the original podracer they weren't much better there either.

I found this concept art that has some good greebling and additional volumes, perhaps there's some stuff in there you'd like to grab for yours.
>>
Working on an animation for a game. If anyone has any advice or tips im all ears
>>
>>567122
get a fuckin lamp in there
>>
>>567124
Added a lamp.
>>
>>567127
where is his hat???
>>
>>567128
I'm sorry, I don't understand.
>>
>>567128
>Oman
i think its time to change names
>>
>>567127
he is pretty cute but some of your normals could be flipped or flat
>>
File: final_push.png (1.28 MB, 872x797)
1.28 MB
1.28 MB PNG
>>565962

About to make the last big push to get this part of my scene done. Just gonna make 1 or 2 more repeatable props then it's gonna be all out instancing-Armageddon, just filling the space with duplicates of what's already there.

How am I looking? I know, for instance that there are no fixtures holding the shelves together etc... so most of the things you're going to point out are already totally on my radar, but I'd like to hear about stuff anyway in case there's anything glaringly obvious that I've missed....
>>
File: final_push.jpg (1.66 MB, 3298x2982)
1.66 MB
1.66 MB JPG
>>567137

<edit> I don't know what the fuck was up with that screengrab I just uploaded. Look at this one instead.
>>
>>567138
you did that gnomon tutorial?

anyway, this is looking very awesome !! I,d add couple of more objects to feel more lively. like drill or something like thet (drill is yellow and it'll captuRe good attention)
>>
>>567148
What's the name of that tutorial?
>>
>>567148
Hi thanks. Yes this is the famous Devon Fay Gnomon tutorial. I hope I've brought enough of my own personality to the scene to distinguish it from his.

>>567149

Can't remember the name of the tutorial exactly. Just google for 'Devon Fay Alley Gnomon tutorial' and it will come up.

If you're looking for a step-by-step tutorial on how to make stuff and how to use the software, you're going to be disappointed. This is not a beginner tutorial, it's really just a workflow tutorial where the artist breaks down his approach to a massive complex scene like this (you can't see the other 75% of the shot in my render up there because it's in a different Max scene, but trust me, it's been a pretty epic journey).

So, yeah if you still haven't learned the software, that tutorial isn't going to be much good for you. If you're fairly advanced with Maya or Max (the tutorial is actually for Maya but I did it in Max), VRay, and a little bit of Zbrush and you want a big project to really get your teeth into then it's great. I have learned a LOT by forcing myself to do this huge scene.
>>
>>567153
I think you did very well man! and how you did it (yourt own thing with the givven workflows) is the way to learn, because you are experimenting and makin your own things with given workflows, just copying tutorial is very bad way imho... you are not using given tools properly, you are just repeating like a parrot and your mind does not memorize everything that way.
I'm even combinining some tutorials and make one piee from them.

anyway one critique I have is that it feels a little empty.
>>
>>567153
Thanks, I'll check it out. I've seen somebody post this scene a few months ago, don't know if that was also you. I'm certain I'd be able to follow it, I'm not looking to learn software here, although this is not really something I'm very interested about at the moment, but I think it could be useful.
>>
>>567160

>>one critique I have is that it feels a little empty

Like I said earlier, I've just making original objects up to this point, I'm now in the process of duplicating and transforming those objects to fill out the remaining space.
>>
>>567138

Btw - see how many of the movie / video game objects and references you can spot...
>>
>>567161

To be fair, you could learn a good amount just from watching the videos and not actually doing the scene at all. It's more like a lecture than a workshop.

The reason I actually did it is because I wanted to force myself to complete a heavy complex scene and I wanted to build patience, speed, stamina and problem solving ability. And it has worked - I am a way stronger environment artist for doing this scene.
>>
>>567164
True, I'm currently watching the first video, I'm not even sure if I'll create a whole scene, but I want to learn the process. If anybody knows about something similar for natural environments, please share, as that's actually what I have been learning about these days and wanting to make.
>>
>>567165
Hi me again. Yes - there's a comparable organic scene tutorial also on Gnomon. This one is actually a bit more technical:

https://m.youtube.com/watch?v=gVbVaMTRl3c
>>
File: camera_V2.jpg (509 KB, 1920x1080)
509 KB
509 KB JPG
small update, working on back
>>
>>567176
Is that a Ricoh camera? I had one of those.
>>
>>567118
Funny enough, I was actually trying to avoid going to the direction of that particular design as it was the design that made it into the sequel for the Episode 1 racer game. Which I really didn't like. Personally, I prefer the look of utility which was totally the style of the original, the newer redesign you posted looks a little more stylized. Which is fine, just not my taste. Though to be honest, there are certainly some things I can take away from the redesign. Like those fins on the back of the airbrakes, I actually kinda like those as well as of course your suggestion of added greebling.
>>
>>567184
Took a look at one, it's fairly similar in design. The model I'm making is a dsc-hx20v
>>
File: Untitled-1.png (525 KB, 597x597)
525 KB
525 KB PNG
>>567138
really nice, looking forward to seeing how this wraps up.

Im still working on my tortoise. the neck needs a lot of work still. rendered with arnold. Im still learning the hypershade in maya. I keep wanting to go back to something more creative
>>
File: costanza.jpg (19 KB, 400x400)
19 KB
19 KB JPG
>>566892
Post work, faggot.
>>
After doing intro tutorials for 100 hours I decided I should probably try and make something without following a tutorial. Im making a IIDX controller. I'm fucking up lots of things because I am not following a step by step guide, but I feel like I am learning how to overcome those mistakes.
>>
>>567239

>>Dat filename
>>Macfag detected

I tried learning 3D in Maya. I nearly gave up because it is so opaque, unpredictable and unreliable. Then I started using 3DS Max and it was like a veil was lifted.

But you use a Mac... so what are your other options....

Sucks to be you.

Good luck.
>>
>>567273
Im using windows, I'm using the screenshot feature in msi afterburner
>>
>>567275

Oh. Then I take it back - that naming format looks like the one Macs use.

In that case - I strongly, strongly urge you to consider learning in 3DS Max.

That is all.
>>
>>567276
What would I gain from swtiching? I thought it doesn't really matter if you use Maya or 3DS.
>>
>>567277

I don't have time to go into it now, but take it from me - Max is 1000% easier and more predictable than Maya.

If you're serious about this as a profession you need to know both anyhow, so I would advise you learn on Max. Just... trust me.
>>
>>567278
I can't "just trust" something. I will learn 3DS Max eventually but I don't think I am going to switch right now without any reasons other than it being easier.
>>
>>567280
No one said anything about 'switching' - I said 'learn both' but I'd advise Max first.

The fact that it's easier isn't enough for you?

Wow. Ok. Have fun.

PS. If you don't quit before you start with Max, you're gonna regret not taking my advice, but whatever.
>>
>>567283
Go in depth why, other wise fuck off.
>>
>>567284
The world does not stop and start at your convenience you miserable little piece of shit.
>>
>>567162
oh sry I missed it
>>
>>567285
Oh the ironing. If you can't go in depth why someone should use a program over another one, shut the fuck up.
>>
>>567280
duda you'll gain nothing from switching to max... thy are fucking same. especially if you are using it for modeling... and not only maya and max.. also any other box modeling soft.. I think modo's workflow is kinda different.
since i learned zmodeler I model almost everything in zbrush anyway... if 100 % precision is not needed.
>>
>>567127
>"Oman I'm no good with animations pls 2 halp"
>>
>>567290
Max and Maya are not the same, max's modifiers make it better suited to modeling and Maya's tools matter suit it for animation
>>
>>567298
This dude gets it. People who say hurr max and maya are the same thing have not used both of them.
Max is 1000% better for modelling, and seeing as the dude there is... y'know.... learning to model, I'd have said Max was the better bet, but hey... What the fuck do I know.
>>
>>567307
Not them but Max has a billion modifiers you never use. Most popular 'modifiers' used in Max are available in any other package. The non destructive way of modeling using modifiers is what puts Max above Maya. Maya also keeps track of modifiers and changes but it's bugged as hell and relying on it is impossible.
>>
File: camera_V3.jpg (462 KB, 1920x1080)
462 KB
462 KB JPG
modeling now done, some textures and dirt. basically just needs decals now.

Also this animation: https://youtu.be/gwEdIEoHK2M
>>
>>567308

I know. This is why I prefer Max. This is why you don't see Max users repeatedly bashing the 'delete history' button over and over again because they're scared shitless their mesh is gonna break. Fuck Maya for modelling. The modifier stack is a fucking godsend.
>>
>>567298
Yes this is correct. Maya tries to follow the rule that "everything is a node." There is no stack, just a chain of nodes. It's great for animation, rigging, and programming. But for modeling it isn't rock solid enough.
>>
>>567218
Damn that looks good.
>>
File: Capture.png (135 KB, 1312x767)
135 KB
135 KB PNG
How would I get smooth circles for the buttons of the arcade stick? Booleans will be fucked if I smooth, and the circle at the base of the stick would get ruined if I merge a cylinder (like how I did with the stick) and add edge loops.

Sorry if I make little sense. Maybe this is too advanced for me for now.
>>
File: maxresdefault.jpg (32 KB, 1280x720)
32 KB
32 KB JPG
>>567316
to start off with you have a lot of useless topology in a grid, unless you need a vertex remove it, the more you have the more complex it gets.

second, if you need to know how to do something with topology usually googling the terms works very well. this is what you get when you google "topology circle boolion"
>>
>>567316

Id use the 'create holes' modifier.

http://www.scriptspot.com/3ds-max/scripts/create-holes
>>
>>567320
Still trying to get me to try 3DS Max, huh? Alright I'll download it. The reason why I chose to learn Maya first was becasue there seemed to be more tutorials on pluralsight and gnomon workshop.
>>
>>567323
In case you really switch to Max, Arrimus 3D on YT and Grant Warwick will be your best friends for a while.
>>
>>567323
please ignore the autist. Maya is perfectly fine for anything you could want.
>>
>>567336
Ignore that autist who dislikes the other autist.

Test both for modelling, then choose wisely (whatever feels right). Learning both is a good long-term strategy.

Whatever you do, watch some Arrimus tutorials, they are really double-plus good.
>>
>>567328
Just installed it. First 10 second impression is that the UI is shit and I don't know how to control the camera. Don't have time to dig deeper right now. I downloaded some intro to Max tutorials for tomorrow.
>>
Guys, I think it's time to tell him that both Maya and Max suck and that he should install Blender instead.
>>
File: Capture.jpg (34 KB, 656x466)
34 KB
34 KB JPG
>>567340
customize > preferences > interaction mode > Maya. I'm a scrub who learnt Maya first then moved to max, but still use the Maya controls even after 2 years. space bar is your friend.
>>
>>567337
please ignore the autist standing on the pedestal
>>
>>567345
No. Don't do this. It means you no longer have access to shift+drag to duplicate things.

Just learn the native interaction mode.
>>
>>567352
you can still do it, there are a few ways. 1) use the max mouse control, Maya camera. 2) array 3) path
>>
Is there any point of following tutorials like these from start to finish?

https://cgmasters.net/training-courses/complete-vehicle-production-in-blender/
>>
>>567356
Yes. To gain knowledge, techniques and to reinforce concepts and ideas
>>
File: wood material.png (493 KB, 1446x759)
493 KB
493 KB PNG
following reynante martinez guide on how to create a material from a single image.
i created color,cavity,spec,roughness,normal and displacement just with RGB to BW converter and colorramp
>>
>>567310
Do yourself a favor and figure out a lighting setup for this which doesn't involve blasting it with soft white light from all angles.
>>
First time doing anything 3D, I'm pretty happy with this so far. I'm gonna follow the sticky and figure stuff out further. My goal is to draw a texture for this old man.
>>
>>567410
Recommend anything other then 3 point?
>>
Is it wrong if I watch a tutorial for every single thing I want to create, instead of figuring some things by myself? You could say it's painting by numbers, but I really learn and understand everything I learned so far. It just takes a shitton of time, though.

I'm asking because I've seen some people saying it's a waste of time. I don't know, I just feel like I still need some handholding, and it helps me focus and actually finish projects.
>>
>>567460
if your just starting go for it man, i still watch tutorials occasionally after 4 years, i know probably 60% of my program
>>
>>
>>565962
Looks like Runescape.
>>
>>567470

It needs a gay pride parade under the bridge to be runescape
>>
If you have a house with blocks of rock as walls, and you have tiles on a roof, would it be better to model them or make a material in substance designer?

What are pros and cons?
>>
>>567484
modeling pro: level of detail
con: time, needs texture anyway.
texture pro: fast
con: quality, mapping.
>>
File: Pod render 1.jpg (1.17 MB, 3840x2160)
1.17 MB
1.17 MB JPG
>>567078
This guy back again.

Added a bunch of detail to the engines and started working on the pod. Once im happy with the detail on the pod and making it look more... thrown together/ salvaged, I will finally move to the tether/ harness between the pod and engines.
>>
File: camera_V4.jpg (660 KB, 1920x1080)
660 KB
660 KB JPG
Any feedback before i set this animation to render?
>>
File: camera_V4_back.jpg (649 KB, 1920x1080)
649 KB
649 KB JPG
>>567605
>>
>>567605
the hard surface looks in place but your material looks really flat
>>
>>567616
hmm, is it the text? the real text is flat but i could add a bump if it looks better
>>
>>567619
you don't really need to uv unwrap to add a texture. you can do procedural materials but its gonna take time to get ahold on
its especially good for highpoly render only purposes.
>>
>>567621
i just noticed you already have a texture but your material doesn't seem to be physically accurate. do you use fresnel +reflectivity or roughness?
>>
>>567621
I unwrapped because of the text, you can't procedurally make text, and even if you could, there are images and icons on the model.
>>
>>567623
all 3 in fact.
>>
>>567626
then why it looks like you slapped diffuse on it and called it a day?
i gotta say i don't like objects who look wet just for the sake of realism, but you can still have somewhat a realistic material if you know what values to tweak
>>
>>567627
look wet?
>>
>>567629
HELLO im talking to you
why you have roughness on 1? im pretty sure plastic don't have the same properties as wood
>>
File: wip goblin.png (243 KB, 1394x769)
243 KB
243 KB PNG
>>565962
This is what im working on. got drunk a few nights ago and decided i wanted to make a game. im still new to modeling, so any criticism helps.
>>
>>567630
It was went to be .1, nice catch. Thanks
>>
>>567660
>new to modelling
>displays much of the fundamentals already
Link me your devblog anon.
>>
>>567667
I dont have one. i'll make one once i have the time. I draw so that may have helped me.
>>
File: gatling shotgun.webm (1.17 MB, 960x540)
1.17 MB
1.17 MB WEBM
Muzzle flash needs work, no idea how to make it look decent in the viewport render.
>>
File: gatling shotgun2.webm (1.3 MB, 960x540)
1.3 MB
1.3 MB WEBM
>>567763
spin down dampening animation needs some tweaking too.
>>
>>567763
wat soft
>>
>>567763
>gatling shotgun
How exactly is this supposed to work?
>>
File: fixed.png (250 KB, 1920x1080)
250 KB
250 KB PNG
>>567765
blender

>>567767
>gatling shotgun
>How exactly is this supposed to work?
Yeah, I guess it doesn't make much sense. Good thing I added a scope to it, now it's usable.
>>
File: yeGATij - Imgur.gif (2.5 MB, 380x285)
2.5 MB
2.5 MB GIF
>>567768
Just make sure the shots come out of the opposite position of the feed.
>>
>>567768
why do you have 9mm casings coming out of shotgun shells
>>
>>567770
are you referring to the yellow particles near the gun body? Those were supposed to friction sparks from the gears. I suck at particles.
>>
https://www.youtube.com/watch?v=SNnU5YM3op8
I downloaded a low poly model to test my animation skills out (Tried to model one myself but I suck at human anatomy) I still need to work on the smaller details to make it look less floaty, especially near the end. If you've got any tips or criticism on something I've missed though that would be greatly appreciated.

Here's the proper dance in case anybody wanted some reference https://youtu.be/oB55VG3PUYQ?t=6s
>>
>>567772
remember that the ground is your reference point so animating without a plane or a ground is bad.

in the feet/hands i suggest to add 2 more bones for heel/wrist movements that will greatly improve your animation.
please keep an eye for your mid-section and torso, it should move as well.
and the hands are not doing anything but they should be part of the motion, matter of fact everything should move even a little bit.

im not gonna jerk you around with le fundamentals meme. just keep watching tutorials and be more observant. there is more to animation than bones and keys
>>
>Use Max its better trust me

Questions 1 + 2 on sticky.
>>
>>565964
Alioto, is that you?
>>
>>567827
>use Milkshape 3D, it's just as good as Maya
The sticky lies and some of it does have to do with the program you are using. The difference is the artist can make a program work for them, but it could be harder to do in some programs than others. Not knocking any other programs, just pointing out your poorly made argument.
>>
>>567868
i think he was referring to 3DS vs Maya thing

i never used maya, but i know that some overwatch artist does highpoly weapons with it.
>>
File: weirdgun0000-0270.webm (691 KB, 960x540)
691 KB
691 KB WEBM
>>
>>567877
Whats stopping the bullet form hitting you in the face when you hit it?
>>
>>567877
What's the deal with the end, just as he's about to hit the pin?
>>
File: HeroDK cover3.jpg (995 KB, 1919x1080)
995 KB
995 KB JPG
>>
>>567572

looking pro man.
>>
>>567877
The very end looks strange. But a friend of mine confused you for Hyper on YT so I think that's a compliment.
>>
>>567912
>The very end looks strange
Still tweaking it, gonna add a bit at the end where he removes the casing and inserts a new one.

>But a friend of mine confused you for Hyper on YT so I think that's a compliment.
It is, though I guess that's partially due to the fact that I'm using the same rig as him. I'm still nowhere near his level.
>>
File: w8XLELp (1).png (109 KB, 456x507)
109 KB
109 KB PNG
Am I good at 3d yet?
>>
File: PDQ.webm (1.12 MB, 1920x1080)
1.12 MB
1.12 MB WEBM
webm test.
>>
File: 2017-06-13 23-01-22.webm (162 KB, 352x170)
162 KB
162 KB WEBM
anim dynamics boob physics in unreal
>>
>>567999
Lools good.

A woman of that ample size would be hurting pretty bad if she ran with boobs flapping about like that.
>>
>>567999
Daz model? Render looks pretty good, really like the skin.
>>
>>568004
nah it's my model
>>
>>568006
Really? Nice work. What did you rig it on?
>>
>>568007
it's my own skeleton although I'm using some shoddily retargeted unreal marketplace animations for now so it looks pretty meh
>>
>>567999
BLUE BOARD BLUE BOARD REEE
>>
File: render01.jpg (174 KB, 1500x1500)
174 KB
174 KB JPG
Almost finished with my first sculpt in Zbrush. There are still some things I want to tweak and I need to paint the shirt, but I just wanted to go through the whole render process to see how it works. Of course, any feedback could be helpful, since I am completely new to this.
>>
>>568017
free the nipple
>>
>>568017
it's art you retarded faggot
>>
File: finished model.png (199 KB, 544x770)
199 KB
199 KB PNG
>>567660
finally done with the model. ill most likely make miner texture changes, but for now ima try to bone it.

>>567938
thats pretty cool mate.
>>
>>566804
I agree
>>
>>566804
I agree
>>566884
Holy moly I AM SRSLY IMPRESSED

ANYONE WHO DOESN'T KNOW ABOUT THIS PROJECT DONT JUDGE

Srsly I remember yr draw on paint back in February holy shit u actually got somewhere

People like u make me believe I. Humanity
>>
File: 1496295910031.gif (3.85 MB, 400x373)
3.85 MB
3.85 MB GIF
>>567768
Small advice if a gatling shows any particles it should only be smoke
>>
File: logan_2.jpg (789 KB, 1920x1080)
789 KB
789 KB JPG
>>567138
Nice copy pasta i feel bad for the original creator then I remembered he Is probably in a boat load of cash compared to you ;) cute tho
>>
>>568022
>doesn't know the reference to how a janitor kept deleting nude sculpts a while ago
>calls the guy a retarded faggot for obvious irony
Really makes you think.
>>
>>568035
anon that was like two years ago
>>
File: Untitled-1.jpg (208 KB, 1970x935)
208 KB
208 KB JPG
Skelly i sculpted for a game project
>>
>>568039
taking tips and advice, what software would be best for UV mapping?
>>
>>568038
this board knows no such thing as time.
>>
>>568040
maya (before 2017 update 3)
>>
File: 1489028986741.webm (1.41 MB, 752x736)
1.41 MB
1.41 MB WEBM
Stylized girl WIP
>>
File: 1480652194882.webm (2.17 MB, 588x730)
2.17 MB
2.17 MB WEBM
>>568046
And quickly pumped into an Unreal addon
>>
File: Untitled-3.jpg (226 KB, 1868x924)
226 KB
226 KB JPG
>>568039
Working on some roman foot soldier equipment on him
>>
File: Pod Racer multi-01.jpg (3.5 MB, 6721x5322)
3.5 MB
3.5 MB JPG
Pod Racer guy here again with an update! I feel the model is complete! Been working on adding materials to this, but so far I am not happy with how they are turning out. I am trying to stay away from doing anything that needs UV unwrapping as I hate UV unwrapping, but considering how this is going, I may end up buckling down and at least attempting to texture the bastard.
>>
>>568057
p.s
Those shots are slightly old as there are a few things in them that have been fixed since I started trying to mess with adding materials.
>>
>>567239
thats badass. IIDX is amazing
>>
>>568048
What kinda animations?
>>
File: render2_post.jpg (280 KB, 1500x1500)
280 KB
280 KB JPG
I think I'm done with this. Next step will be learning how to make a more realistic type of skin shader and photorealistic hair, because this looks almost like a digital painting now, while I'd like to achieve something more in line with Disney/Pixar style.
>>
>>568098

Eyes do not work like that.
>>
>>568098
Can you explain a bit?
>>
>>566892
> your generation
kys
>>
>>568065
https://www.unrealengine.com/marketplace/advanced-locomotion-system-v1

this old version is on /ourpeer/ site
>>
>>568040
uvlayout if you are max boy
people tell maya built-in uv is same or even better so pick whatever is closer to you
>>
>>568102
>>568100
>>568098

Bumping. This is the first time I tried character modeling and I'm trying to learn as much as I can, so I'd appreciate any tips you might share. Just saying that something is not right and leaving doesn't help anybody. You just put some doubt in my head, and I'm trying to figure out what you meant now.

I'm comparing it with references and the only thing I can see being an issue is that the bottom eyelid of the right eye should maybe be a bit more closed, but then again, it depends on a reference. I don't know what else it could be, I also followed a tutorial step by step, so everything should be correct more or less. Eyes are mirrored and looking forward. Colors and reflections look the same as those in my reference.
>>
>>568116
your biggest problem is obviously not pinching areas and making the character more defined, right now its blobby and messy
the way you constructed the character is actually good, even the paint is spot on. but you really need to give the hair more love.
look at this for example. every small piece in the sculpt is very well defined. you need to subdivide more towards the end of the sculpt.

also the eyes are a little bit out of place, try to rotate the right eye more to the right
>>
>>568124
Ah, thanks for a detailed feedback, I appreciate it! I can fix the eyes, but they are mirrored and aligned, so I'm not sure if I should just rotate one of them. From the front they are perfectly centered. Maybe it just looks like they are a bit crossed, but it's due to a camera angle, not sure.

You are right about hair, I actually didn't do that on purpose, but maybe it doesn't look that good as I thought. I'll change it. For other areas, I think I needed to make a crease on the left cheek more visible, and I also think I lost some small details due to lighting, I should probably exaggerate certain elements a bit more.

Oh, and about subdivisions, I think I have 8+ millions on this bust, I've read somewhere that it's too much for just a head and a bit of a chest. Is that true or not?
>>
>>568131
But yeah, now that I'm looking at it, it really needs more pinching, especially the ear (and hair ofc).
>>
File: Untitled-1.jpg (179 KB, 1600x559)
179 KB
179 KB JPG
>>568051
finished with equipment
>>
File: zrmesh.png (831 KB, 908x791)
831 KB
831 KB PNG
who says that zmodler can not generate animation ready topology
>>
File: zee.png (190 KB, 621x815)
190 KB
190 KB PNG
>>568212
*zremesher

PS I started new character :v planning to make it in a week
>>
File: aunt2.jpg (160 KB, 1460x889)
160 KB
160 KB JPG
Made a post in the wrong thread >>568246
The thing is, I want to get better at making all the scars and wrinkles as well as making hair. I use Blender instead of Maya and want to know if there is any tutorial on how to do good hair.?
>>
>>565977




Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.