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File: 1495767438645.jpg (318 KB, 1500x882)
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post your works in progress men and women!!
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>>565962
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I was hoping to bring it into zbrush and add more detail. the topology is pretty bad though.
plan to make highpoly then retopo.
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yes, I am a 3d noob.
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Working on a new character. I have been working in ZBrush for some time now but not progressed as an artist. i look at all the other people and the detail they put into their models and just want to do better. I really hope I get there someday.
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>>568216
>Zremesher can not generate good topology
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>>568247
PS: I started new character in 4r8 and I'm gonna tru and make many hard surface parts with this one
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>>568248

I made basemesh today and sculpted face, concepted hair.. I want to end this in one week :v
>>568246
IDK, I like your character very mych man, she looks very organic. are you doing only busts? or whole characters? because I don't think that busts will give you too much in a long run
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>>568246
and paintjob/textures look a bit smudged and some parts puffed too much
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>>568251
I have a base body I made but I am tweaking it all the time to make different characters. here's the body but the face is cartoonish.
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>>568252
I know. I am working on subdivision5 and the topo is screwed. i need to remesh or retopo soon.
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>>568251
Looks really nice. You seem to be heading into the Overwatch/Disney territory. I really like your stuff too.
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>>568253
1. don't use base mesh before you'll be able to do it with much confidence.
I create every mesh from 0. BTW I'm also new to this.
2 your mesh is too defined to use it as base mesh, you basically do nothing rather than use move brush on that to reshape.
3. it kinda sucks :)) at least make new one. you won't go forward if you won't practice..

oh and make your own UI,,, here's mine, if you want use it as template.. almost everything is useful in mine..
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>>568256
Thanks a lot man. I hope to get better at doing bodies as I concentrate on faces too much. Same in my 2D work. I want that character to be athletic/fit milf to give myself a challenge. I really want to advance.
You are right about the move tool. I rely on it to make shapes. I made a new male mesh and hope to convert it to a female mesh in retopo.
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>>568258
NP man,
I meant that it sucks as base mesh, make less defined body,like my character hasfor example, and reuse it for other characters. it'll give you much more freedom, and needed challenge to get better. because you won't be able to give it needed shape just with move brush.
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Reposting from a dead thread. Skelly i sculpted with removable armor, made for a game proto. Tips and advice wanted!
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>>568277
it looks nice but since its mostly polygon modeling, you could use maya to model it.
im not feelin the flat shaded aesthetic but whatever suits you
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>>568277
The arrow is cute, but there will probably be many of these skellingtons on the screen at ones right? It would look odd if each of them had the same arrow in the sheald. If possible; and i know this is very general, add more character to him. He's a little simple at the moment.
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>>568277
Looks amazing, it kinda looks like mash of Lego and pixel art-3d m I'm liking!! and it has right amount of details. I'd add couple of arrows though.
but if it's going to be many of them, then I agree with this anon >>568284
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I'm new and I'm trying to model a low poly base head based on the purple girl in the pic. How is my topology?
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>>568306
its ok
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Is there anything more soul crushing in 3D than archviz? Then again, I think the main problem that it just sucks to waste time creating someone elses visions. But modeling boring buildings day in, day out must be horrible.
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>>568308
the main problem is*
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>>568307
no it's not

>>568306
get rid of those triangles
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>>568306
>I just strated making "something". it's 0.0002% finished. is it good?


show us when it'll look like that character you are trying to recreate.
50% of it is triangles. correct it. form primitive as this should not contain any triangles
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>>568311
>>568316

Like this? What's bad about triangles anyway? They're useful and trying to eliminate them messes the shape of the mesh.

>I just strated making "something". it's 0.0002% finished. is it good?

Sorry about that. I just want to make sure that I've done everything right before moving on to unwrapping.
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Plus sometimes Blender does frustrating shit like this when I turn triangles to quads.
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>>568318
its good to have 5-6 control points instead of one. say you wanted to edit this area.
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>>568318
this is better. but still tris..
>What's bad about triangles anyway?
smooth the mesh and you'll understand. overall system is working in quads. YV;s work in quads. at some point you'll want to divide, but tris can not be divided,
you can have tris, it won't kill anyone, but in places wich is not seen that much fac is the worst place to ahve them imho. if you want to deform it anyway
>>
Does all of that topology even matter if you model just for a static beauty render? You talk like everybody will animate everything so it needs to be deformed.
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>>568326
Tapoligy is mainly about smoothing, shit tapoligy = shit smoothing.
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how are the base colors on my house?
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>>568322

Oh, so that's why you said it's so far from completion. No mate, >>568306 is the final mesh before I start unwrapping. No smoothing, subdivision or deformation intended. When I say low poly I mean RTS and PSX era levels of low poly.
Btw since you mentioned tris and deformation, C&C 3 models actually use triangles on their joints. Since joints deform, is it a bad idea?
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>>568331
Triangles are fine if you know what you're doing. Don't fall for the quads only/always autism screeching.
In the case of that model, the tris are in locations where it won't hurt the deformation in the slightest.
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>>568326
no of course not, if you are not going to useit in any way other than static renders it really doesnot mater.
>>568331
in this mesh if you look closely hars surfase is in tris. and elbows, where it'll support bending, anyway I thought you were going to divide at some point that head, and make some anime model with kinda today's graphic level.
isn't this >>568318 better than>>568306 ?

PS: any suggestions for anatomuuuh?
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>>568346

Sketched boots,and detailed body slightly :v
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:^)
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>>568383
keep it up looks cool to me i feel she is a little bottom heavy right now. she needs more spikes higher up.
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>>568389
thanks ) she won't wear just leotard, I'll add clothes, leather-spiky armor parts and harnesses to her.
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How do I separate the antennae from the head?

I'm on dynamesh
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progress on my scifi room
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proper lighting/shadowing will follow
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>>568248

wait a minute, 4r8 is out ?
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>>568420
uhum
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I'm working toes /3/. What are you working on ?
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>>568414

Mask out the head with the mask tool.
Go to your subtool palette
there should be a submenu -> split
select -> split masked points.
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>>568441
are you doing a frog ?
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>>568448

Yes, it's Pepe the frog.

He has webs between his toes but they're not quite as extensive as the webs between your toes (Thank goodness, \o\)
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>>568428

Holy shit it's basically exactly the same as 4r7

I'll be sticking to 4r7 untill they stabilize that piece of shit.
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>>568239

just pretend like you're a pro, faggot.
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>>568463
I'd like to see your reactions when you find about new versions of autodesk products.
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>>568384
Delete this fucking thread. It's not worth it anymore now that this is here. This trash has ruined /3/ forever...
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>>568384

rotate ?
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>>568483
wtf dont say that word dont say that word
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>>568384
wtf delete this
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>>568215
I making a world of cicadas and geometric objects for a video about 'rising from the underground'
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>>568384
this looks like it's from devil may cry level design, or anor londo ;^)
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>>568491
what the fuck is wrong with you.
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>>568508
That's clearly white supremacist kitchen. Reported to the social justice authorithies.
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>>568512
you can't. he put the token black frames there
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>>568248

Stop using that meme hair. Hair doesn't have a fucking sharp line in the middle. Tired of seeing this shit everywhere.
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>>568512
I'm black and gay and jew and I find this funny!
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>>568526
it's a placeholder, I'm in sketching process yet. I'll detail everything when it'll look right.
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Redid the character and I am starting to work on the body.
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Whatcha think of my head?
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>>568535
nice head chan senpai
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Hey, I might as well post that first character portrait I made one more time, since I see there's a lot of character modelers ITT. Some more feedback is always nice.

So, I'd like to give her more realistic shaders and hair - should I repaint her in Substance Painter instead? And what is the best way to make a realistic hair? I've heard doing it in Zbrush is kinda hard and it rarely looks right. Should I export it to Max/Blender and add it there?

I'd also appreciate some feedback on her anatomy. I think it's decent but after days of looking at her I feel something is not quite right with her lips and cheeks.
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>>568534
Is it supposed to look like average middle aged woman body?
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>>568540
You definitely need to do something about the hair. Because that flat brown makes it look like she's got a piece of shit stuck to her forehead.
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>>568539
the fuck is that chin
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>>568540
nothing has changed since the last time you posted

get to work
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Working on a cartoon milf. It's flat shaded with handpainted textures.
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>>568443
thanks for the help family
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>>568417
>>568418

underrated post, keep up the good work, but add an accent color its too dull atm, for example small strips of neon blue

rest of the thread is full of horny virgins making same-face same-body grills.
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>>568554
>rest of the thread is full of horny virgins making same-face same-body grills.
You must be blind if they look all the same to you. It's just a style.
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>>568557
>t. horny virgin
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>>568558
Nice try.
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my first finished sculpt and it's ass

Should I watch a tutorial that creates a sculpt in zbrush and follow along?
how do I get gud?
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>>568566
Of course you should watch tutorials. Just find some good ones so you don't pick up bad techniques and practices.
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>>568541
Yup. I wanted to go for MILF. I am still working on the body. The game should have 3 female and 3 male characters. I already got 2 guys but they are both fat.
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>>568554
Kek. Virgin accusing others of being virgin. First mistake man.
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>>568544
>>568542
I pinched areas around the nose and mouth, and made some tweaks to ears, but they turned out to be a big problem, so I don't know if I should redo them (they will be mostly hidden by the hair, though).

I don't know what to do anymore, I think I've been looking at it for too long (a week and a half) and I'm starting to overall dislike everything now.

So I need some clear guidance and if everything is okay, the next step is exporting it to Blender and adding a new hair, since I found some good tutorials for that. And yeah, I've also realized the hair looks like a new shitty ubisoft logo, but that's exclusively due to me not sharpening the edges. But I'm changing it anyways, so it doesn't matter at this moment.

Since this is literally the first thing I made in Zbrush and also the first character, I don't know if it is better to keep detailing it to oblivion or just focus on a new project.
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>>568624
But those eyes... Man, I don't know what I did wrong, but I think I lost some of that cuteness I had before trying to model her expression. Pic related is one of the older versions.
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>>568626

You just gotta make the centers of the eyes a bit to the sides even if it isn't anatomically accurate. That's how I've done it. Gud job, m8. Wish I was even that good. I'm a disgusting 3D Coat faggot who can't learn Zbrush ever. It's just too fucking convoluted compared to any other sculpting tool.
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>>568566
You should watch every tutorial you can possibly stand
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If quads are so important why does Dyntopo turn everything into tris?
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>>568636
quads are important for subdiv workflows. If Dyntopo can't convert to quads then it's worthless.
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>>568629

zbrush is easy once you know it.
every tool is hard to grasp at first.
just stick to it untill you know it. you can do it.
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>>568545

instead of saying :" working on a cartoon milf", instead just say: " working on this cartoon female character."

don't get emotionally involved with your art. it's unprofessional.

now about your work. not bad. i really like the way the hair turned out. even though the eyes aren't bad per se, i'm not crazy about that particular style myself. i'd prefer a more rounded look. but that's just me. good work.
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>>568649
Dont police peoples language, it's unladylike.
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how'm I doing?
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>>568658
Interesting style.
I started working on a skull this weekend too. I'm gonna re do the jaw area and I need to get rid of some tris and ngons
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>>568659
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>>568384
nice work for hammer
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>>568662
Ive thinking about what I'm gonna do because I dont want to give him normal eyes or have empty hollows. I really like the way that looks and am probably going to adopt it. Thanks
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This is actually the first thing I did that wasn't a paint by numbers tutorial, sadly making the tendrils look right is pretty hard.
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>>568669
try white on the inside on thinner tendrils with the color being in the glow
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>>568626
man you need to spend 2 hours at least on smoothing your sculpt and polishing it.

trust me just change the mat and see for yourself, some mats are more defnitive and others aren't
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>>568545
>>568543
>>
>>568629
I'll try doing that. Thanks. Zbrush has some weird things going, but I think it's not really hard to learn. You just need to find some good tutorial that works for you. But then again, I only know how to use a few basic tools for now, lol.

>>568681
That's why I'm asking for some help, because as a beginner I don't know what exactly do you mean by polishing it. Also, you posted an old wrinkly dude and I'm trying to create something more disney/pixar-ish. As far as I can tell from references, girls' faces are pretty smooth and they have creases only around nose and eyes.

I went through all the steps I've seen on tutorials and I probably spent 4-5 days fighting with details, so now I'm a bit lost heh.

I agree about mats, although this one was final and already painted on.

So, please just give me a few clear goals and I'll work on them as long as I need.
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>>568689
im not saying you need to do XY and Z.
honestly im sort of surprised you did that good of a job following a tutorial, for a beginner.
what i am saying is learn to be observant. do you see that prison guy i just posted? i specifically posted him because i want to look at how straight the lines are and how polished and sharp everything is.
im talking about mats because some mats give you more crevix detail than others. some make your sculpt look very blobby and some make it look very defined and sharp. this is for the artist to see if there are any areas he need to re-define.
as for technique, you need to subdivide more + smooth+hpolish and polish and maybe more crease to get that final look you are looking for.
your sculpt is already good, so its ok if you actually move on without re-doing it more and more.
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Started off with these....
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>>568697
...and I just got done doing this.
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>>568692
Thanks man. Okay, I don't want to bother you guys much, so I'll just go through it one more time with references and then start learning how to make hair with particle systems. I got to a point where I can't see any differences in subdivisions anymore, and the model already has 8M+ so increasing anything starts slowing down my project.

I realized I need to fix those eyelashes because they don't flow smoothly and I'll maybe strengthen those creases some more just to be sure.
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Posting this because I just want to share it somewhere, even though I'm not currently working on it anymore. It was more of a learning project about sculpting rocks, scattering and using AO map to get that effect of a sand climbing the rock edges.

I really liked how it ended up, even though the composition is pretty much copy pasted from a tutorial, but I'm planning on making an original scene with a similar theme, now that I know how to do it.
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>>568715
Definitely more realistic than the NASA moon landings.
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I picked this piece up again and optimized the material
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>>568649
Thanks. I wanna see if it's possible to make a 3D to 2D conversion with this style.
Here are some more hair models with no shadows.
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>>568683
The reference I used has very sharp facial features.
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Please tell me if I can simplify my workflow. I have a shitty basemesh which I use to build faces. I have the same for the body but with good topo. I retopo the shitty face basemesh by projecting onto a face that has good (not really but it is mine) topo. I do this on every subdiv and go back and forth tweaking the details. It takes time and fuckton of patience. Not really effective if I want to be pro.
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Some more stuff
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I like making faces but doing it without reference atm.
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>>568724
wow man this is really good!!! can you post wireframe? I thimk it was better without outline on lips, or make outline same color as lips just slightly darker. I also want to try this style out.


>>568626
>>568689
>>568540

dude your model looks very good, and as forst model it's really really good... I don't get why you want to make realistic hair wth this stye...
this hair does not look like shit, don't listen to /3
mean comments, they are most people who can'd do shit.
the biggest advice I can give, leave this bust as it is and start new one, because you are just overdoing it now, it is good!!! I know that it can be better, but everything can be better. I get what you are saying, I'm also gettig stucked very often, but when I start new ones it's always big big improvement and goes with much ease. you'll get these "smoothing" and "creasing" on the next one.
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Jaws are hard. there's like this bump between the pivot point of the jaw and the molars, but there's also supposed to be like a path behind it or something.
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>>568734
I talled you already.... don't reuse basemeshes. make couple more before you start reusing them.
but if you insist so muchon it, dynamesh it when you start, and when you'll get forms then you commit to remeshing, and then detile it. use polygroops when remeshing and you'll get amazing topo. as zremeshing goes.
>>568247 like this one
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>>568741
Thanks man, I appreciate it. It's okay, I'm not mad if somebody has something negative to say, it's all so we can improve.

I'll keep this version but I'm also gonna try making a realistic hair, mostly for learning purposes. I've seen those stylized characters with both types of hair, Disney/Pixar are going with realistic, though, so I'm eager to try that out too and see how it'll look in the end. I'm also gonna practice some Substance Painter with it, so I'll have to redo a skin, too.
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>>568741
Thanks! Here are the wires.
That's a slightly outdated texture, the first one I posted with 4 heads is the latest version.
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>>568745
Thanks again. i am a doofus. I am also a bit lazy with topo. I will have to master zremesher because is super handy.
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>>568724

i wouldn't have imagined that it could look so good if i hadn't seen it myself. nice job.
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I think I've managed to make this work. The proportions and the actual joint probably need some editing, but they depend on the skull so I'm going back to that before worrying about it.
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I made some unintentional smug
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oh god what have I created.

at least it's not like my old one >>568566 I guess...
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progress
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would you a skeleton princess?
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working on a character
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>>568719
Ayy, good stuff. This new material looks way better than your last 'finished' version.
Would still enjoy seeing it self lit with a fire inside.
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>>568800
cute. reminds me of bjork
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>>568725
just because its what the ref does doesn't mean its what you should do.
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Remember this piece of shit I shown you a few WIP threads ago?

Well, I reworked pretty much everything and it looks pretty good now I would say. Using face weighted normals and decals (Star citizen workflow).
>>
>>568800
>>568791
>>568724
>>568698
>>568626
>>568535
Bring it on /3/ !
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>>568834
Yeah, looks much better.
You still working on it?
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>>568843
I don't know what else could I do with it. Maybe tweak lightning a little bit more to make the scene look warmer (like in the reference), but I kind of like this cool feeling it has.
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Finalized the project by moving it to UE4
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>>568834
Looks so much better. Good job anon.
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>>568847
Looks too sterile IMO, it doesn't feel finished yet. Add a bit of color in there, it lacks details.
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>>568847
>Monochromatic colour palette
>Terrible lighting
>Fucked-up scale
>No variance in texture roughness
>Dull Post-Processing
>Uninteresting level design
>Overall just looks unfinished

I think that this ‘project’ of yours really has some potential, I would just suggest a
couple of things to improve upon.

Re-make the entire scene (not the modelling), starting with the asset placement. Then
moving onto the basic core lighting and material correction/generally adding more colour
and roughness values into your materials. Afterwards, adding decals for further variation
and final asset placement before finally, finalizing the lighting and post-processing in
your scene. You should watch some ‘Unreal 4 Lighting Academy’ tutorials on YouTube
before starting. This should help, Good luck.
>>
Thanks for the feedback.
I will lay down this scene for a while and have another look at it with a fresh mind.
>>
>>568847
The assets look AAA, but the spotlights are coming from nowhere.

Also never keep lights pure white. Make them slightly blue or yellow.
>>
Tried making this a couple weeks ago and it was a mess. Started from scratch yesterday and made good progress and only added geometry where I needed it. The topology is still a mess I think, and I could have probably used a lot of pre-existing geometry instead of adding more.

This took like 6 hours. All that is left is the buttons and stick.
>>
>>568868
>assets look AAA
do you even know what AAA means?
>>
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>>568845
Compare it with the original again, there is a lot to do. Mostly the textures look boring and flat. You have variations in roughness but it looks to uniform. I can see tiling patterns. It looks like as if you slapped some Substances in Designer on it and thought it would look great.
It doesn't.
Reflections look way off, everything is dull and not shiny enough.
Illumination still could be much better.
Your colors look different, you don't have to copy them 1 to 1, but your yellow and blue looks way less sexy than orange and dark grey.
If you want to get better and learn i would suggest you to not give up and call it "finished" but rather keep it around as learning thing and improve it over time.
The deferred decals look good though, but they need some dirt in it, looks way to clean.
>>
>>568870
you know what he meant faggot
>>
>>568870
bad?
>>
>>568885
>they need some dirt in it
Yes, add dirt, grime and decadence to it. Make a globalist happy today.
>>
>>568885
looks horrible and cookie cutter cg. its like someone took a pic inside a scale model tbqh
>>
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>>568892
you're futt brustrated
>>568885
That looks pretty sick

Im sticking with no textures so I can spit out more assets faster. Maybe I'll make a game this time if I dont dwell on one spot too long
>>
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>>568781
fuck me how do I do the mouth? especially when it's closed?
>>
>>568898
You should be asking how to make a head. Everything about that is wrong. Follow a tutorial.
>>
Any recommendations for good tutorials on character creation within zbrush? Paid or not.
>>
>>568892

lul maximum buttfrustration
>>
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Hi, it's >>568834; btw, I'm NOT mr.butthurt (>>568892). In fact, I've been reading all of your answers and used them to improve. Still probably long to perfect, but huge improvement I would say. Thanks. I'm an unreal newbie so I have lot to learn yet.

>>568885
Textures need to be tiled because of how materials; changed the tiling value so it looks less apparent. Also, changed illumination to make it look more like the reference (the one you posted).

Also, as you mentioned decals would look way better with some dirt. Thing is, because of how limited decals are in ue4, I can't use parallax, I can't even set AO, and I can't add color (I can add color, but not masked, which is a must). With ao alone it would look 100x better, and with AO+POM it would be 100000x; I just can't, sadly.
>>
>>568834
>Using face weighted normals and decals

What do you mean by this bro
>>
Google "I'm an tech artist in the industry and I'd love to..." and click on the first reddit link (I know, it will only be for a few minutes, you won't become a normie I promise), it's very well explained there.
>>
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Remade the body and attached the head to it. Now defining muscles and after I finish skinning I'll go to clothing. Can't wait to animate. Never done animation.
>>
>>568947
use IMM brushes for hands and feet.
>>
Finished the arcade stick. It's my first ever model without following a tutorial. Took me around 8 hours.
>>
>>568947
that's one /fit/ girl
>>
>>568949
Thanks. I still haven't used them,
>>568960
Cheers. I will post progress when I put some more definition in the muscles.
>>
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>>568903
trying to do a realistic head
is this getting better? (apart from the eyes being too spaced apart)
>>
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My first sculpt. This is after watching about 30 minutes of Michael Pavlovich's Intro to Zbrush course. Just understanding how to navigate and use about 3 brushes. Still got about 40 videos to go.

Predator skull was used for reference.
>>
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https://www.youtube.com/watch?v=k0wcBvDYgqA Can I have some constructive criticism pls?
>>
>>568983
is this poser?
I'm not troling BTW
>>
>>568984
This is Maya + Arnold
>>
>>568974
Don't waste your time and please follow some good tutorial. You CANNOT figure everything by yourself, especially as a beginner.
>>
>>568988
oh I just watched the video..
congratz. you've done /b tier shit, bit I think it's even too cheesy for /b

DESU I liked it, and it's music stuck in my head -_-
>>
>>568947
Very ugly body but I couldn't do any better. Just thought I'd let you know someone finds it subpar.
>>568892
Check out the maximum butthurt. Considering he had a terrible earlier version, this is a huge progression in terms of quality. I can promise you Pajeet, you're garbage and will never amount to anything.
>>
>>568997
I'm >>568947
Can you show me some of your work and tell me why my body is ugly. I could agree that some people might find the body type and the execution bad but can you be specifis and you could maybe show me some cool tips on how to improve. I'm aiming at a fit milf. Saw a cool pic on one of the boards and kinda want to do something in that spirit. Please help me to improve. Oh an I'm still working on muscle definition just need to fins one of the muscle books I had. It was some french bodybuilder book. I love it but never had enough time to study it properly so I'm still winging it.
>>
>>568996
What is this word that auto-corrects to Desu? I saw someone claim 4chan does this. But I haven't seen it anywhere else but /3/.
Maybe he can sell his soul over with the other degenerates over on that 3D porn thread.
>>
>>568974
I can't tell if you're trolling. If you at least used a reference image you'd have correct spacing and proportions, if not correct shapes. As it stands not one feature of this face has any redeeming quality.

use
a
tutorial

>>569002
>Can you show me some of your work
>implying somebody can't see that your body is ugly unless they can create better
>>
>>568956
Not bad anon, Mind posting the wireframe?
I have a feeling you've left a mess behind.
>>
>>568892
>It looks fake, like someone took a photograph
What did /3/ mean by this?
>>
>>569006
how new

desu baka senpai
tb.h sm.h fa.m
>>
>>569007
No. I'm sorry that you misunderstood me. I want to create a good model and hope you can help me by telling me how I can make the female bodytype better. I can do other
bodytypes but I wanted to do a fit MILF.
>>
>>569019
I haven't been on the 4chins in awhile. I only come for a few threads + /3/ and it's hard to want to stay with so much autism around.
>>
>>568976
I love Yautja. I forgot that that is one of the first things I shouild have modelled in ZBrus so give me about 30 mins. I'll post results.
>>
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>>568976
Here >>569022 am.
>>
>>569006

it autocorrects from "TB H" to Desu. first time it happened to me I was terrified . I thought I lost it. this time I just forgot..
>>
>>568215
this picture is old. how can it still be a WIP?
>>
>>569020
The guy you just responded too is not >>568997, that's me. However even though I'm not a character artist (environment here), I can tell that your breasts are obviously misshaped and lumpy, and your wings on the back look very peculiar and to me, abnormal. If what you're going for is ugly in a technical and unnatural sense, you're nailing it in the body. I'd like to reaffirm I'm not a character artist, but just from looking at your proportions they look uncanny, even if the character is meant to be out of shape and "ugly" in a natural sense. You should consult character artist(s) who know the human body in and out to get a much more intuitive and descriptive capture of what is wrong with your shapes, because as a layman, all I can really tell you is that it looks abnormal and misshapen in several areas.

Keep at it though anon, I like the face, if that helps.
>>
>>569009
>>
>>569064
Not as bad as I thought it would be, actually. Is there any reason you didn't use floating on the smaller buttons on the right upper corner?
>>
>>569061
Thanks for the explanation. It doesn't matter if you are a character artist or not, you know what you see is not right. I never did boobs in 3d and have to reference the back so that whole area is improv. I hope to get a mix of rough beaury. masculine and feminine but pleasing to look at.
>>
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>>568941
Already looks much better. Roughness on the ground looks good, that's what i meant with good roughness variations.
But what also irks me a little is the illumination in your scene, its way to contrast-y.
Did you touch the camera-settings (exposure) or did some post-process on the scene?

There should be more details in the midtones, you image looks like the blacks are crushed and the highlights are compressed too.
Don't do this.
Don't touch all this post process stuff until you finished the illumination and shaders.


I am an Unreal noob too, i wanted to try this deferred decal face weight normal workflow, but decided against it when i read up on the limitations. Also couldn't get my head around the node-salad in UE4 material editor.

Why not use some unique textures for some of your models in the scene? Nobody forces you to use an workflow which limits your artistic creativity.
You tried, you learned, you succeed partially, whats more to do?
That huge box in the foreground and the orange wall on the left could be a good candidate.

Throw it into Substance Painter and learn that.
Fix the illumination until it looks really good and be done with the project.

I also work on a Star Citizen inspired Sci Fi corridor, but i don't do exact replicas, but i did this box thing from this scene.
>>
>>569092
'rough beauty'
>>
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>>569093
Here is the rest of the corridor, hope the image is not too dark.
>>
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Let me know if this works for y'all.
>>
>>569093
>>568941
>>568885
Guys with The Starfarer Airlock, can you please talk a bit how you made decals for your projects? Did you just followed Millenia's "Mesh based normal map decals" tutorial? Or is there any other way you can do them? I ask because there is a way to somehow use triplanar mapping to avoid using alpha in material node, and I don't know if it is improvement over rendering a translucency pass.
>>
>>569105
I have no idea, that's why i don't use them.
But this Tutorial and the polycount thread are the only two sources i know.

http://polycount.com/discussion/155894/decal-technique-from-star-citizen/p1
>>
>>569093
I did change some post-processing things. But just for things like bloom and crhomatic aberration, I didn't even touched neither tonemapper nor colour grading.

The decal workflow works fine; it does what it is supposed to do. Of course I'm going to switch back to substance painter for the next things I do. Custom vertex normals works fine and I think I'm going to keep them though.

Also, I'm going to swallow "Lightning Academy" and take notes.

>>569109
In my (>>568941) scene I used two decal materials: one for normal details such as panel lines, bolts, etc. And another one for "images" such as text, those white lines on the floor, etc.

UE4 limits you in the sense that you cannot set metallic, ao, or use parallax. For the normal decals I used a normal map (you don't really need opacity for normal only decals) and for the "coloured" decal material I used a simple png with base colour and opacity.

Decals themselves were the ones that came with DecalMachine plugin (which is awesome).
>>
>>569075
They are floating. I just made a hole for them since on the actual arcade stick those buttons go into the body unlike the big ones in the middle.
>>
blockout, nexus building for a game
>>
>>569092
Yeah no problem man. Again, I suggest Artstation comparisons and discussion with actual character artists. Keep it up.
>>
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>>569113
oops, that one is slightly "old", here is the updated one:
>>
>>568626
>HRV

fellow Croanon?
bokić :3
>>
>>568540
You piece of shit, you just followed RedBeard's step-by-step tutorial!
>>
>>569125
do you use weighted normals approach?
>>
>>569133
Yes I do. Also, decals as I mentioned above
>>
>>569130
I can say that he did not. oh and you are jealous that you could not follow it? pathetic cunt
>>
>>569133
Do you know of a way to brute force AO or do I have to put AO into the Albedo?
>>
>>569130
>>569135
Not either of you two but a quick google search shows a very similar final sculpt. I think it's a little too coincidental.
https://www.youtube.com/watch?v=7ICCbu2XfWk
>>
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>>569130
>>569135
>>569143
>>568540
kek
>>
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>>569135
>being this butthurt about being caught copying
>>
>>569145
and I think this is from Andrew Hikinbottom or either Dylan Ekren's sketch.. now I see it..
I have not seen this tut from redbeard btw, I think it's old one.
>>569146
I am that guy who replied )) but I'm not the one who sculpted it, this is dude's first try to sculpt something... he's not a copycat if he followed a tutorial.
>>
>>569153
i agree there is nothing wrong with following a tutorial, but not owning up to it is pathetic as is this post >>569135
>>
>>569124
I still feel kinda unworthy of that talent. Not saying we are any less capable but I would feel like a noob out there. I'll do it anyway.
>>
>>569142
Decal materials are very limited so don't expect to be able to do much.
>>
>>569102
its cute, i like it.
>>
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This took about 15 hours to make... Some critique please.
>>
>>569165
Posing a readymade model took 15 hours?
>>
>>569167
LOL so is it that good that you would think its readymade model?
>>
>>569167
I can show all the OBJs which i did in blender and the sculpted parts in zbrush
>>
>>569165
why don't you properly render it?
>>
>>569173
welll its not ready yet but i can do fast render in keyshot...brb
>>
>>569165
I like it much, as criticue goes, I also do stylized shit, but I can not judge anime that much, because I don't do anime nor pixar.. if I'll do anime I'll do cell shaded look. or stylize much more somehow.
kinda lips coulld use some work. and that jacket is kinda out of place on that corsett/dress. but again it's anime ))

oh and for 15 hours it's very good. I'm trying to speed up my workflow :v
PS can you post some more angles, etc?
>>
>>568215
ROFL anon
dat easter eg dou
>>
>>569165
Sweet!
>>
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>>569177
Yeah you are right about the mouth its pretty hard to do when concept art is 2d drawing :D. Yeah the dress is pretty weird but yeah i tried to copy my concept as accurately as possible.
>>
>>569181
>mouth its pretty hard to do when concept art is 2d drawing
what? wtf concept has to do with badly modeled/sculpted mouth?
>>
who the fuck is this name fag, fucking kys.
>>
>>569183
im not blaming the concept or anything. Its just hard for me to picture anime mouth in 3D. (this is my first anime related 3D model)
>>
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A lot of people are posting their skulls. here is mine
>>
Lets have a sculpt off. I vote Predator, Alien Xenomorph or Skulls
>>
>>569153
Following a tutorial to an almost T is called copying. There is absolutely nothing wrong with copying a tutorial, but perhaps a statement of saying you followed a tutorial would be a calming agent in how reactions are met when people find out you followed a tutorial. I think most anons here thought he sculpted it without a tutorial, so when someone brings up the source of the tutorial, obviously some people will criticize those who do not state it as a courtesy. Also you took instantly became aggressive and seemingly offended when anon pointed out he followed a tutorial. Almost as if you're just samefagging, though I really don't care if you are either way.

Food for thought.
>>
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Progress on the yautja. Hair is shitty placeholder one tool thing.
>>
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And some more
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And more after looking at some reference.
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I made this a couple days ago, but looking back on it I'm not really happy with the lighting.
How would you go about lighting an exterior scene that's naturally supposed to feel dark, but still be clearly visible without losing finer detail? This is just done with the arnold physical sky, but simply making it brighter or upping the exposure doesn't feel right.
>>
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Had another hour today to continue the Predator skull. Still missing details.
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>>569125
Hey dude, just wanted to roll in and say it already looks really cool. However, there are a bunch of tweaks you might want to do with your scene, especially with lighting and post work. Here is a photoshop paintover, hope you don't mind.
I changed overall contrast a little bit, added a bunch of volumetric-like light beams, pushed bloom and sharpening, then added a bit of blur on backgroud to help with scene depth.
It also would be good idea to kill light spot on ceiling in the middle top, it is really distracting. You also might want to make orange a little less contrast.
>>
>>569225
And one more thing that I forgot to mention, make sure your lights are not too bright, you want your viewer to see material details (and defenition) in your scene.
>>
>>569225
Good work. That picture already had cancer and you gave it AIDS and ebola.
>>
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>>569225
Well, it seems I was retarded (what a surprise) and thought that static lights were the highest quality ones. They are not, the stationary ones are the highest quality lights unreal has, so I swtiched all lights (except door spotlights and those blue bars because of number limitations which remain static) to stationary.

Few tweaks here and there, it's looking better with every interaction I guess; I think I can start calling this (almost, at least) finished, right?

It may only need few tweaks here and there in that blue light attenuation radius and intensity to get a sweeter reflection without it being too distracting, but I think it looks pretty good already (compared to what I initally posted).
>>
>>569233
Did you used the light in the center to lit most of the scene? I see that you removed it, however this is not what I meant to say, I just wanted you to get rid of the light spot. You also needed to do ceiling light sources in a way they lit the scene. You will get more natural light this way. Right now you lost all details on your floor. You also need to recapture scene reflection, it looks wrong now. You also made bloom waaay too bright, tune it down till it is not blinding, you hiding nice details on your lamps.
Also, please take a look at IES Light profiles, it will help to make light beams on walls look better. https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/IESLightProfiles/
You can try to use eithr point light with changed Source radius and source length or tweak spot light until it looks right. You also might want to place a bunch very low Intensity spot lights behind the window. Ok I am getting kinda tired now, please revert back to previous state of your project or better clean up all light sources and start over with it.
>>
>>569248
Also one more link, this is the "original" one, it might give you a better idea about the light.
https://www.artstation.com/artwork/8ZXGR
And seriously, please revert back to previous state, floor now looks like a black plastic.
>>
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Tried out Keyshot for the Predator skull. Pretty neat how quick it is while also giving a super clean render.
>>
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wip, trex in zbrush, crying cause i am poor and cant buy 4r8 (on a 4r7 crack atm...)
>>
>>568306
what topology ? :v
>>
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I like how this is turning out.
>>
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first time sculpting a cute grill.
the eyes aren't looking too cute, but I'm gonna finish the model first
>>
>>569095
this is sick did you really make this?

teach me senpai, everyone about this looks AAA quality including the lighting, im skeptical

got a folio?
>>
What is this star citizen weighted normal thing I keep hearing abut?
>>
Still need to make some finishing touches to this high-poly before baking and texturing.
>>
>>569102

Not realistic, but not bad either. The non-metallic parts look weird. Look up proper photorealistic lighting techniques, plus remember AO. Can't see almost any of that in this pic.
>>
>>569392
Why is there tape going between the two reels at the top? It's called "Reel to Reel", not "Reel to Reel than loop back in some impossible fashion" for a reason. Also the tape should probably be taut on the read/write mechanism (Or would at least look better), and your knobs / switches / etc. look molded into the mesh, as opposed to separate objects that could be operated. (This might just be the shader, if it is ignore.)

Otherwise, looks alright. Is that a texture making up the wound tape, or actual geometry?
>>
>>569398
Thanks for pointing out the looping issue.
I must have got carried away whilst extruding the tape,
and assumed that it looped back onto the other reel.

The wound-up tape is geometry not a texture.
>>
>>569384
Like normalmaps, but without normalmap texture and smoother.
>>
>>569405
you mean the beveled edges on the mesh?
>>
>>569384
Vertex Normals with decals.
>>
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>>569382
I am working on this scene since December on and off, while learning UE4.
Aiming for AAA+ and trying to reach it was the whole idea of the exercise.
I have not enough proper and recent pieces i could show in a portfolio, maybe if i am done with this.
Pic related, WIP stuff that goes on the other (opposite) side of the corridor, just starting with it.

>>569384

http://i.imgur.com/ikZjE2B.png
Beveled edges and face weighted normals
in combination with tile-able textures/materials and some decal/shader trickery.
>>
>>569414
>http://i.imgur.com/ikZjE2B.png (embed)

Thats interesting but how do you add normal map details? Like trim lines and stuff, can you still use quixel or substance?
>>
>>569414
looks boring and don't seem to have any function
>>
>>569416
you are right, its not even halfway there and i have no idea what function it fulfills.
>>569415
you can use whatever you like to create the normal map detail atlas for the decals.
>>
>>569414
where are you modeling this anon?

oh and scene looks Sick ! gotta agree with that anon too ))
>>
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Would love to get some feedback, tell me what you think and what I can improve
>>
>>569393

The lighting is a sticking point for me. got any particular resources i could check out? no other mats but the metal have spec/gloss maps yet.

I do my AO in post with nuke and dirt passes.

thanks for the feedback
>>
>>569425
Mostly Blender, little-bit of Max and C4d.
>>
>>569095
>>569414
Any recommendations for tutorials on UE4? For just scene building like what you're doing with that sifi corridor.
>>
>>569095
I actually don't really like the lighting, there's too many strong light sources that are competing for attention without really matching. You have a slightly warm light on the left, a red light in the middle, a slightly cool one on the right and some more warm light rightmost of that. None of the light's positions, shapes or orientations match either, which doesn't exactly help considering every single element of that scene is already unique and there doesn't seem to be a unified design language. It looks like this scene has been designed by about six different engineers, or is the showcase for a sci-fi appliance store.

The modeling, texturing, and technical lighting are all really solid, mind you, which is why I'm bringing up the issue with the artistic lighting. It's the one big issue I feel you could fix.
>>
>>569443
You are right because its pretty much still a testing scene. I am just dumping all my modular pieces in the engine next to each other, put the materials on and put them in there under a light so i can see how it looks like.
I am still creating new pieces, when i am done i will build the actual scene with proper lightning.
>>569441
I didn't need a tutorial for that and neither should you. Its just moving assets around and light them, whats so difficult?
>>
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Pic related: tweaked lightning, added IES profiles on doorlamps, minor post processing tweaks.

>>569249
If you look at the floor, it looks more like in the reference now; previously it was too shiny. Now it has this rough feeling, while still being shiny enough to catch some reflections. Keep in mind that in his scene the cargo room makes some blue-ish light to go in through the window, making the scene a little bit blue-er than mine. Now you can tell the difference between that floor material (dark metal) and the black plastic material (used in the big box, for example).

>>569233
Im afraid I have to disagree here. Now it looks better, Stationary>Static. It looks much more like in the reference now, in general. Also, as you can see in pic related, lights are placed where they should be placed, so I don't understand what you mean by "adding light in the ceiling" or "light in the center to light most of the scene". For reflections, I just put a reflection probe on the middle. I wanted to use screen space reflections (makes it look awesome) but is very noisy.
>>
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>>569471
quick update, just realized what you meant by ceiling lightning, you meant that the ceiling had very pronounced shadows right?

Well, I moved the ceiling lights a little bit down so they dont "collide" with the surrounding mesh, therefore not producing shadows up there.
>>
>>569475
Well, I must say I really like your lighting setup now, looks really nice. As for floor material, well, that is your decision, if you think it looks better that way, I can't stop you, maybe it is just my love to shiny metal surfaces.
Here is one more trick I want to share with you. Try to add one more sphere reflection capture actor and instead of scene reflection, add HDRI image to it and tweak brightness until it looks badass. Ideally, this thing must move your scene to a whole new level. You need to experiment with images until it looks good, I can't give you any particular example here, maybe some kind of room with light coming out of the window or big factory with lights.
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>>569196
>>569153
>>569145
>>569130
Hey, I'm the OP. Yes, I followed that tutorial (thought that was pretty obvious) so I can learn the workflow. Obviously, the result will be similar. I did make a lot of tweaks to the face on my own, though, as you can see the characters look different, but yeah, the hair and torso are pretty much exactly the same.

Just to be clear, this is my first reply to this topic, and I'm not trying to hide this fact at all. Although I'd like not to be called a copycat because I did put a lot of additional work on this project, after going through the lessons.

Thanks for the other guy for trying to defend me, though, but no need to do that. :)
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>>569343
If Hugh Jackman were a Predator ....
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>>568724
>>568725
I quite like this. Did you do anything else with this?
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>>569558
That would be awesome. A proper movie set on their homeworld. Predator with three claws on each hand and such. Now I will have to try and create Wolverine. Thanks for the idea man.
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>>569550
I've tried a few hdr cubemaps for the reflection probe as you mentioned but I found no one that gave an interesting result.

This is the final update, I'm not going to keep trying hdris (thanks for the tip anyways, i wouldn't even have thought about it if you hadn't told me) but I did enabled screen space reflections. They are a bit noisy and I don't know if it would be possible on a real game (because of performance), but it looks GORGEUS.

Very subtle though, but if you take a look at it, once you stop the differences between this and previous, you definitely don't want to revert it.

Am I going to call this final for now, I already flooded this thread enough with this scene.
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I posted this awhile ago,did some revisions you guys suggested
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>>569661
Still have no idea what it is.
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>>569562
Thanks. I'll be posting the rest in >>>/aco/1488253 cuz of lewds
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>>569677
daaaaayumn!!!!
the body looks so good and whole model
love your work anon! your'e awesome
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>>569677
add SSS
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>>569678
Thanks. I'd post more here but blue board :\
>>569679
It doesn't recieve any lighting though, it's all painted textures.
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>>569677
dont disgrace yourself by posting in a daz thread.

Keep up the good work!
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>>569677
>blue board
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File: runpreview.gif (2.89 MB, 1280x720)
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birb
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how's this?
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>>569726
shuld tilt sideways
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>>569730
what do you mean?
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>>569730
no it shouldnt, its a robot
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Early Blockout of an Asian palast scene in UE4
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>>569746
yeah i agree, i just tried animating the turning off the torso with the run and it looks odd, like its trying too hard
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>>569728
the simple fog isn't really working for the volumetric lighting you are going for. it just ends up washing everything out.
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>>569731
>>569746
>>569753
Then you guys dont understand physics like >>569730 does.
If the bot was running like that, it would tip over in a second. It needs to sway side to side to keep it's balance like an emu does. Keep the center of gravity above a support structure (either one of the legs) and it will look much more natural.
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>>569765
I don't think I want it to look natural though, that is the issue. Robots are not known for their natural motion.

and in general, ostritches and emus are incredibly rigid in their torso when running
https://www.youtube.com/watch?v=kotWv4MCxNI
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>>569807
in addition, there may be an incredibly minuscule rotation of the torso, but that mostly seems due to the legs pulling the torso down a tiny bit because the muscles are connected to one another. The torso is not tilting back and forth to maintain balance. That is the principle of this run cycle. The strangeness and rigidity of the torso, y'know, how birds moves
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>>569706
>>569714
I guess mildly lewd shots are ok.
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>>568974
following those tutorials like you guys told me to
I can't get it perfectly but a-am I improving at least a bit?
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>>569830
did a quick fix on some parts
I won't spam updates after this I promise
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WIP Gul'Dan from warcraft, still need to sculpt few more assets and texture it
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>>569847
VASCULAR
>>
Trying to get the model done in one week. Texturing will start on Sat~Sun. My goal is to make it into a paper model. Keeping it low poly, so its less work to rig and animate/pose. May make a head with non-textured eyes and mouth later.

Any feed back is welcomed.
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>>569849
GUL'DAN STRONK
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>>569847
A N A T O M Y
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>>569847 Looking good. Did you rig it then pose it, or is it just sculpted in that pose?
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>>569855

I sculpted it in a A pose, than did a dirty rig in maya, posed it and transferred all the high rez details on top of the posed version.
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>>569728
The high amount of pure black is ugly and distracting, try to reduce it.
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>>569816
The distinct lack of smooth shading on the face in comparison to the body is jarring, you might want to think about that.
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>>569851
Are you basing the design on Geronimo Stilton characters, or is the similarity a coincidence?
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>>569861
Just googled Geronimo Stilton, never watched it. Think I saw a clip of the show way back once.
I used dumbo breed rats, skaven, women and Ms.Brisby from "The Secret of NIMH" as final reference for the head on the model sheet.

Saw Ink-eyes and liked the idea but wanted a version of my own. Then I started to simply the style down to retro-ish to save time so I wont lose motivation when (insert life here) happens. May do other fantasy/sci-fi .
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>>569749
What sort of shaders/lighting settings are you using to make it look like a render from 1998?
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Makin' an attempt at UE4ing.
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Practising some stuff for a project, just getting started in Houdini
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>>569886
look like something that would wipe humanity
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>>569847
what is he drinking?
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>>569893
its suppose to be the cup of fel from the warlords of dranor cinematic
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File: HighresScreenshot00007.png (2.35 MB, 1803x819)
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Starting to add some foliage to the scene
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>>568534
Arms are a bit too short, the human hand tends to rest halfway down the thigh. She's t-rexin' a bit as is
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Ness from EarthBound. Trying to rig it and make the book bag straps fit the model and move with the model. For a 3D EarthBound reboot
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>>568234 Is it a dickhead....?




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