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Hello? I need a quick rundown...
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>>577616
your topology is already fucked and too dense
>>
Did you even looked at some character modeling tutorial somewhere?
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>>577759
Yeah okay faggot. You're just jealous, id love to see what your basic shit looks like.
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>>577793
>comes for criticism
>cant stomach it
What a fag, even for anOP, OP
>>
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Let's be honest with ourselves here, his is absolute shit. It's like compilation of mistakes that done separately could pass as a feature, but bundled together come out laughable.
>Nostrils are fucking trash and unfinished
>loops around eyes are unfinished
>loops around mouth & cheeks are unfinished
>because of this, can't even tell if such density of verts is needed for this model (probably not)
>verts are just placed badly, awry. It looks disguisting
>only nose seems to be modeled in all axes, rest just looks (and probably is) plain flat

Basically, OP, you've just posted completely fucked up version of what should be 5 minutes of work. This is not good.

Take a hint from this pic - it's not perfectly good face topo (cheeks are shit for example), but you should see how loops should be laid out in the central part of face
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>>577813
something about this edgeflow seems off. what the fuck happens to his eyes?
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>>577818
edge flow is square-ish, but it works. Outer part of the face is fucked up. Eyes are fine - blender tends to draw edges if they're too close to face that hides them and camera is too far from those edges.
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>>577813
wash your motherboard with soap and start over anon
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>>577813

Is that Vlad?
>>
Since when does unfinished work equate to garbage? You all sound like a bunch of fucking "experts". I can handle criticism, allow me to criticise yours.
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>>577843
why would you show us "unfinished work" then? Finish it and then show us. Now it looks like shit. Not because it's unfinished, but because it looks like vertices were placed by hand by a child with epilepsy attack
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>>577843
all edges need to be at eqaul distance from eachother

it has benefits, you won't get any pinching when subdivide or shade. the deformation of the mesh will be smoother as well
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>>577844
One, your an idiot, and when i show you the finished model, youll be like, oh im fucking retarded. Two, your modeling is probably very limited, if you dont understand why i chose to place these vertices where i did.
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>>577844
>Now it looks like shit. Not because it's unfinished, but because it looks like vertices were placed by hand by a child with epilepsy attack
accurate

>>577867
fucking christ, how good do you think you are?
your model is absolute shit - so far, we all think you're 0/10, so good luck changing our mind
>>
>>577874
Oh please, go suck a blow pop
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>>577793
I wonder how much of a retard you would feel like once you realize that I'm a lot better than you are
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>>577876
PROVE IT FAGGOT
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>>577867
>I'm so smart that I'm going to reinvent topology and then tell you you're wrong.

not even close
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>>577878
YOU DONT KNOW SHIT
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>>577877
>>577879
>>
>>577880
WHATEVER YOUR PROBABLY ALL TRUMP SUPPORTERS
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>>577882
>>>/pol/
>>
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>>577867
>>577875
>>577876
>>577879
is this really happening

okay, just to be clear, both
>>577616
>>577813
have terrible topology

thats not clean, thats not how it works at all

be it a low-poly or a retopo for animation, anyone remotely professional has no other choice but to laugh at it
>>
>>577885
>implying you're a ~professional~

lmao
>>
>>577889
>implying im not
btw whatever I am, you're still shit, there's no way around that for you
>>
>>577890
>dat projection
You will make it one day, don't worry
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>>577908
bloody hell m8 are you in preschool
>>
Give up OP

not only are you not good
you'll never BE good
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>>577759
I wouldn't speak of too dense but fucked, yep, badly
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>>577813
Could you get anymore triangles into those cheeks :/
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rate my topologogy
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>>577976
hey faggot fuck you
>>
>>578139
looks surprisingly accurate to the real thing despite being bad
>>
>>577867
>>577843
>>577793
>>577877
>>577879
>>577882
>>577889
>>577908
>>578142
lmao from here it sounds like you can't take criticism worth shit
>>
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>The 3d industry bows to Bogdanoffs
>In contact with software developers
>Possess Disney-like abilities
>Control Euclideon with an iron but fair fist
>Own 3D models & assets globally
>Direct descendants of the ancient polygonal blood line
>Will bankroll the first quantum rendering software on Earth (Bogdarender will be be the first standalone)
>Own 99% of 3D editing software on Earth
>First 4D models will in all likelihood be Bogdanoff models
>both brothers said to have 215+ years of experience, such skill on Earth has only existed deep in Zbrush monasteries
>Ancient Otaku scriptures tell of two angels who will descend upon Earth and will bring an era of euphoria and unprecedented 3D waifu progress with them
>They own Autodesk labs around the world
>You likely have Bogdagons inside your models right now
>The Bogdanoffs are in regular communication with Bob Iger and Michael Wright, forwarding the word of 3D to the freelancers. Who do you think set up the meeting between Disney & Dreamworks (First meeting between the two organisations in over 10 years) and arranged the Disney animators' first trip to Norway in history literally a few days later to create Frozen?
>They learned Zbrush in under a week
>Nation states entrust their processing power with the twins. There are no computers at Google HQ, only Bogdanoff HQ
>The twins have been practicing 3D for about 7 decades, from the space-time reference point of the base blender user, currently accepted by our society
>In reality, they are polygonal beings existing in all points of time and space from the first Toy Story to the end of the last Ice Age movie. We don’t know their ultimate plans yet. We hope they’re benevolent beings.
>>
>>577813
That pic related is really cool. Got any more of where that came from?
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THATS ALL I WANTED WAS A QUICK RUNDOWN DAMNIT
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>>578210
holy fuck thats so fucking bad
>>
>>578174
Bump
>>
>>578174
they don't own Blender xD
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>>578210
here
>>577976
>>
>>577867
How shud i put this.... My literal first model was better than this custer fuck of verts that you call "unfinished work" but is actually unfinished garbage. Wud have been 10 times better if you follows atleast one full tutoral of face modeling from a proper modeler.
Saged.
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>>578216
>>578297
>>578308
100% this
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>>578337
>>578308
>>578297
>>578216
>>578171
>>578166
>>578142
>>578054
>>577971
>>577908
>>577890
>>577889
Remember.
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>>578308
Your loose grasp of the English language let's me know that you have a fairly low IQ.
>>
Holy fuck OP thanks for the laugh.
>>578210
Do you honestly look at this and think "yeah it's coming along nicely"?
You've got a tri next to an n-gon, edge distribution is totally fucked, no edge loops for any of the typical facial groups that support correct deformation.
You have no clue what you're doing and are too autistic to admit it.
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>>578210
pretty good OP don't listen to haters
after you finish it, sculpt this mesh by manually moving individual vertexes
>>
>>577759
it's not topology it's bogology
it's perfectly fine
>>
I just wanted to say you guys don't know shit about modeling in 4th density
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>>578947
>Not posting the final result
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>>578951
there is no result finalest than this
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>>578952
You know I was wondering what to use my newly acquired 3D Printer on.
>>
>>577616

I would laugh at your model but I think everyone else here is already doing that. So here is a Quick Rundown since I am a white wizard from /x/.

Step 1. Delete that model right now

Step 2. Google "Head Topology Low Poly", "Head Proportion", and "Head Anatomy".

(I think you probably missed Step 2. Very important.)

Step 3. Start a brand new scene. Get a reference with AT LEAST the front and side view. Get something easy. A bald guy or something.

Step 4. Model the base shape from a box. Keep it lowpoly(nothing above 3k, let alone 200k)

Step 5. Model the Eyes, Nose, Mouth and Ears indiviually. Start from a plane on a single view. Once it looks good in that view, start moving it in the last axis that should have been flat.

(I assume you did this for the whole head? Hard to manage the overall form and shape like that if you are new)

Step 6. Attached them into the base head.

You should still be about 8k polycount

Step 7. Touch up. Clean up.
>>
>>578971
wrong and illiterate post
what actually people SHOULD do, is google this thread and educate themselves how the correct bogology works, i.e. how to use n-gons with tris correctly to simulate patches of non-linear space-continuum warps around eyes and mouth and so on
>Model the base shape
Dude there is no such thing as "base shape". It's a lie designed to put your mind-consciousness into box and prevent you from achieving liberation. Every shape is base to something else. You can take a mesh, multires it few times, move some verts and subdivide it again. After some time, you'll notice the mesh now resembles the intended one. Just trust me.
>>
>>578210
OP, try rigging the face
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>>577813
Mfw kaczyński
>>
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>>578993
facegenned it
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Realistic color edition
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>>577793
>>
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Some of you guys are alright. Don't launch Maya today.
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>>577616
>2015+3-1
>box modeling

Dude just learn zbrush
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>>579233
>year 11111100001
>not being CNC/3d printing master race
>not modelling everything with NURBS
>not making physical version of all your models so your content would survive the collapse of civilization, get rediscovered by archeologists and become the trigger for next renaissance of art
>>
>>579298
salt
>>
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Fukc yuo all
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>>579233
>implying polymodeling isnt a thing anymore
gr8 b8 m8
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>>581152
holy fuck is this the same shit as >>577616 ??
this is going in my absolute garbage folder asap
you provided some good keks anon
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>>581152
That is fucking horrible
>>
Youre the only friends i have
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>>579298
Okay, but as shitty as i am as a new guy, I'm still part of the master race.
>>
>>581206
4chan is the wrong place to ask for anything
>>
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>>578210

I SHALL PARTAKE




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