Can we get a Stylized thread going?Everybody loves realistic stuff, but stylized stuff has it's place in my heart aswell. I've been doing this Gypsy dude for study purposes, i'm trying to figure out his proportions and stylized anatomy before dweling into details and clothing. What do you guys think?Any Tips on getting this better and mre neatly?PS: He has no dick, sorry.>>in b4 "No dick? Droped."
>>579626gotta love stylized 3D. I've been looking for a way to imitate this 50s visual ads style. This just looks amazing.
no more generals. Contain this to the WIP.
>>579635Here's your (you)
>>579626>stylizedwhat is this?disney character rejects?you learn to make scary unity assets for use with bad sound effects like everybody else!
>>579626Do the posing right there in Zbrush as long as you have all the limbs as separated subtools. >>579634That would be easy to achieve when doing stills, animation idk desu.For stills i would just handpaint on diffuse. >>579676Don't be shy, show us an NPR render you did....I am sure you have something....I am playing around with this Borg, trying to find an interesting visual style.
>>579815I think the belt / Belt region is the most obvious choice. Maybe adding another belt, one made speciffically for daggers/swords (i forgot how it is called) could work without fucking up what you've already done.The bad side is that, if you're not careful enough with the design, it will end up looking like a Final Fantasy character
>>579634once you get the general color ramp set up you should be able to see how the geometry affects the shading so you can sculpt / tweak the surface to create the smoothed, almost chubby, features and that eye hook shape.i think you should also have a rim light made from a negative dot normal masked to appear stronger in shadow / where inverted normals are lit and faintly elsewhere but then you get into nodes and not a quick material.http://www.valvesoftware.com/publications/2007/NPAR07_IllustrativeRenderingInTeamFortress2.pdfhttp://www.valvesoftware.com/publications/2007/NPAR07_IllustrativeRenderingInTeamFortress2_Slides.pdftf2 is also based on a 50s illustration aesthetic, you might find some useful information or inspiration in valve's writeups on the process.
>>580094I had a lot of difficulties making these. Hand topology is always a nightmare.I'll work on the Clothing and Hair tomorrow.Wish me luck
Pretty gud starting point for newbshttps://80.lv/articles/a-free-stylized-base-mesh-and-a-guide-to-creating-busts/
>>580098Guys, is this considered cheating? I mean yeah, it probably is lame and the lazy way to do it, but then again, basic human always looks the same, so why wouldn't you start with a base mesh and edit it from there?I was thinking about the same thing for stylized heads when I realized how generic looking they are. Why not just start with some base model and quickly rework their proportions and then focus on details? It's super easy in Zbrush.
>>579626Bro, everything is stylized nowadays. The realistic PBR stuff is the good.Stylizors btfo.
>>580115Good to know, thanks for the heads up m8, I really apreci8
>>580107no, you're going to start from a base to sculpt anyway. it's a quality of life improvement.
>>580107It is not considered, but if you are just starting then you are cheating yourself, getting good proportions is one of the best practices in zbrush, at least make basemesh yourself :)
>>580107In an production environment?The end result is what matters. not where you start from. There is no cheating if you get an end result.From an learning and understanding perspective?Yes, you rob/cheat yourself of the ability to do and know it yourself.If you can do it yourself, but are too lazy, then its a shortcut.
>>580094Remade the Hands, they where too big and goofy, they're less Stylized now.Also changed the proportions a bit. Reduced forearm size and increased the Torso size. Arms are also "Stronger" now, there's more meat into them.
Anime-like interiors for muh milf game.
>>579757>NPR renderit's a grenade that spawns a galaxy when thrown.
>>580322Needs some stuff hanging on the back wall.
>>580322aah 4chan, home of the beta
>>580322Looks pretty cool to be honest
>>580322Feels like the bed + bedside tables should be bigger, and the plant smaller.
>>580518I get jealous sometimes, too.
>>580516Yep I'll put a painting there.>>581034thx :>>>581049She fits just right in that bed but yeah maybe the plant should be smaller.Here's the garden pool. Trying to keep the visuals anime-ish.
Tried making expressions first time :v I mean, only one expression )))
>>581069I think the eyes are too mellow or the teeth are too vicious. either make the eyes narrower + furrow her brow more or relax the mouth a little bit. right now her eyes are only 'a little angry' and her mouth is 'very angry'
>>580228Did you have to make that smooth hand toplogy manually?I have speed retopo and retoploflow and while great they don't do that.
>>581114Yes, but the topology is still very soft.The hard surface is only sculpted, which kinda sucks.I'll retopo with better restraining edges to maintain those cool shapes from the sculpt with just subdivisions
>>581245using yours and another ref, I was able to get what I needed done, thanks. It'll help with my low poly basemesh.
>>581069agree with you, I revisited it
>>581248Looking good!I had no idea what you were talking about So I looked around for the names you said last post.usually automatic retopo tools don't do a very good job, so you always have to tweak their results. Maybe someday that will pass.Anyway, here's where i'm at with the Gipsy guy from >>579626Part1; The Body Sculpt
>>581894>>579626Part 2:Body Retopo
>>579626>>581901Booty Booties Boots
>>579626no dick? saged , reported and dropped.
Took a couple week off this model, then I tweaked it a bit and did the UVs.Now with the UVs done, I want to texture in Substance and render in Arnold or Vray, let's see how that goes.
here's the final version before starting texturing!!!I'm keeping skin paint tho.>>586211Looks awesome man !!!
daily reminder that it's fine to use blender to create animushttps://www.youtube.com/watch?v=so4w8RRYvKI
>>581265>>581069The first one was much better
>>581894It's weird how you can always tell when an artist is gay.
>>586452this was coolany writeup on how its done ?
>>586452thats an awful 3d to 2d adaptation.
>>586452Everything is good, except for his fucking baby arms/shoulders. That shit is SERIOUSLY harming how cool he looks.
>>586211End result looks pretty good, i think you went overboard with that wrinkle on the back of the trousers. Eventhough i do agree with the idea of adding a bit of wrinkles and floppiness to the pants, was going to suggest just that.(maybe it's not really too much definition on that wrinkle, but it looks like it is from the pic).Good work either way.
>>588564Thanks, man!I completely agree with you; I overdid the wrinkles in the pants. I'll revisit this, thanks a lot for your insight!
I_Have_No_idea_what_I'm_Doing.jpegWhere can I learn more about look development?
>>590484Why is he posed like that?
>>590485I find that the A-pose is easier (for me) to model and to give him the volumes and proportions I want before putting him a real acting pose.Also (and more importantly in a production environment), the more neutral a pose is, the better it will be to rig, UV and Texture.You have to do the first steps in a way that the subsequent steps of the project are simpler to do, otherwise it will snowball in difficulty