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File: Gypsy_WIP_001.png (1.11 MB, 1920x1080)
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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."
>>
>>579626
gotta 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.
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>>579635
make us
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>>579635

Here's your (you)
>>
>>579626
>stylized
what is this?
disney character rejects?

you learn to make scary unity assets for use with bad sound effects like everybody else!
>>
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>>579626
Do the posing right there in Zbrush as long as you have all the limbs as separated subtools.
>>579634
That would be easy to achieve when doing stills, animation idk desu.
For stills i would just handpaint on diffuse.
>>579676
Don'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.
>>
here
>>579814
>>
>>579815

I 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
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>>579634
once 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.pdf
http://www.valvesoftware.com/publications/2007/NPAR07_IllustrativeRenderingInTeamFortress2_Slides.pdf

tf2 is also based on a 50s illustration aesthetic, you might find some useful information or inspiration in valve's writeups on the process.
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>>579626
>>
>>580094

I 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
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Pretty gud starting point for newbs

https://80.lv/articles/a-free-stylized-base-mesh-and-a-guide-to-creating-busts/
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>>580098
Guys, 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.
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>>579626
Bro, everything is stylized nowadays. The realistic PBR stuff is the good.
Stylizors btfo.
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>>580115

Good to know, thanks for the heads up m8, I really apreci8
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>>580107
no, you're going to start from a base to sculpt anyway. it's a quality of life improvement.
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>>580107
It 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 :)
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>>580107
In 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.
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>>580094

Remade 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.
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File: bedroom.png (1.9 MB, 1920x1080)
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Anime-like interiors for muh milf game.
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>>579757
>NPR render
it's a grenade that spawns a galaxy when thrown.
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>>580322
Needs some stuff hanging on the back wall.
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>>580322
aah 4chan, home of the beta
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>>580322
Looks pretty cool to be honest
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>>580322
Feels like the bed + bedside tables should be bigger, and the plant smaller.
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>>580518
I get jealous sometimes, too.
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>>580516
Yep I'll put a painting there.

>>581034
thx :>

>>581049
She 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.
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Tried making expressions first time :v
I mean, only one expression )))
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>>581069
I 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'
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>>580228
Did you have to make that smooth hand toplogy manually?

I have speed retopo and retoploflow and while great they don't do that.
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>>581114
Yes, 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
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>>581245
using yours and another ref, I was able to get what I needed done, thanks. It'll help with my low poly basemesh.
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>>581069
agree with you, I revisited it
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>>581248

Looking 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 >>579626

Part1;
The Body Sculpt
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>>581894
>>579626

Part 2:
Body Retopo
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>>581895
>>579626

Accessories
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>>581900
>>579626

Accessories Topo
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>>579626
>>581901

Booty Booties Boots
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>>579626
no dick? saged , reported and dropped.
>>
asdasdasdasd
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File: 001.jpg (532 KB, 1920x1080)
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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.
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File: CAptcha.jpg (151 KB, 1599x971)
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here's the final version before starting texturing!!!
I'm keeping skin paint tho.
>>586211
Looks awesome man !!!
>>
daily reminder that it's fine to use blender to create animus
https://www.youtube.com/watch?v=so4w8RRYvKI
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>>581265
>>581069
The first one was much better
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>>581894
It's weird how you can always tell when an artist is gay.
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>>586452
this was cool
any writeup on how its done ?
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>>586452
thats an awful 3d to 2d adaptation.
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>>586452
Everything is good, except for his fucking baby arms/shoulders. That shit is SERIOUSLY harming how cool he looks.
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>>586211
End 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.
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>>588564

Thanks, man!
I completely agree with you; I overdid the wrinkles in the pants. I'll revisit this, thanks a lot for your insight!
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File: LookDev001.jpg (227 KB, 960x1080)
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I_Have_No_idea_what_I'm_Doing.jpeg

Where can I learn more about look development?
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>>590484
Why is he posed like that?
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File: LookDev003.jpg (326 KB, 960x1080)
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>>590485

I 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
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File: file.png (670 KB, 1920x1080)
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Should I worry about texel density and too many UDIMs?

I'm currently sitting at 20 UDIM tiles just for the jacket. Probably 2k res, I don't think 4k will be necessary
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>>593792
In your case, yes.
Are you rendering for IMAX?
You are also wasting a lot of UV space, you could pack that all into half the amount of UDIMs and even then it would be overkill.
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>>593792
>>593802 agreed
those UVs arent optimal at all.. from the look of it, 8 UDIMs would be quite enough
the mesh is really great so don't screw this up anon!
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>>593792
>3ds max
>those udems
son
like ^ anon said maybe 8 max on that thing. maybe even 6 or 4 desu.
>>
>>593802
>Are you rendering for IMAX

To be honest, I wouldn't mind.
I'm making this as a Hero Asset.
I just want to make a production ready model and showcase that I can fit inside a production pipeline without a problem, you know?

>Wasting a lot of UV Space
Yeah, I figured that since this is an animation model, the number of UDIM tiles wouldn't be such a problem, and the easir I could make the texture work, the better. So I cut the mesh where real seams would happen, and in a high enough resolution for close ups.

>>593803
Thanks! :3

>>594348
Yeah, maybe it's a lot.
I'm going after Xuan Prada's advice on how to keep those UDIMs organized. He stated that the number of UVs are fine; it's good practice to separate in many tiles and to discriminate by material, but it's best to keep the same orientation.

It's better to add another UDIM tile than to sacrifice orientation, bleeding or resolution, according to him.
(But yeah, feels weird as fuck having this many UDIMs. He told me about this hero asset on 'Warcraft' that had 82 UDIM tiles, though)
>>
Holy shit, how is this taking you so long to finish?
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>>594777
I'm just having fun with this, i'm a lawyer IRL
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>>594776
I don't know if and how Substance Painter handles that many UDIMs. I hope you have a beefy GPU with lots of VRAM.
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>>594786
Hmm, you're right anon.
I'm very new to substance so let's see how that goes.
I know that Mari handles them alright, but substance might not.

I'm sitting at 8GB VRAM, I hope it's enough. Will keep you updated on both instances
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>>594789
8 sounds pretty fine. And you could still split the model into pieces and textures them one after the other. Actually its not really a problem.
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>>594789
>I know that Mari handles them alright, but substance might not.
it indeed does not
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>>586418
why did you change her race? :{
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>>594899
>why did you change her race? :{


what? O_o I have not changed her race.. I mean was she ever any other race?
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>>594899
>>594902


Here's her finished version
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>>594903
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>>594904
that leotard look very unconfortable, typically the kind of shit that will start itching your crotch when you run
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>>595019
It's sexy, that's what matters.
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>>580098
gonna make the basemesh myself but atleast this gives me an idea how a woman's body should look in 3d. i was pretty off in some parts, mostly the butt and where the arms connect
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>>594904
m-make lewds
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>>595128
should I start Patreon already? ))


BTW I used same hair on this character, sligtly edited, but I had to finish it rally fast..
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>>595234
I'd throw you some dollars if you did
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>>595281
now I'm going to learn animation, I'll start in near future
the biggest ,thing that is standing between me and animation is rigging.... but I learned it slowly (i'm fast learned and know animation at some degree already)

I will go for heavy BDSM/latex thing tho ))
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>>595331
>I will go for heavy BDSM/latex thing tho ))
thank u
>>
Any advice on how to make Pokken style characters?
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>>595384
Add uncanny realistic texturing to cartoony character designs.
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>>586418
cute
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File: render1_edit.jpg (156 KB, 759x894)
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the first thing I made in Zbrush
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>>595698
Good anon!
keep up working
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>>580094
did you sculpt it from a base mesh or all modeling?
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>>596173
I'm not Op, but why does it matter at that point?
the artist can clearly sculpt base mesh if he wanted to, but that's the point. if you can not sculpt the basemesh yourself, you should not use one.
the best wat is, to make base meshes yourself, then you'll be able to reshape them. if you can not make basemesh, you won't be able to reshape someone else's basemesh to desired shapes.
the point in basemesh is to save time, not to cheat the learning process.
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>>596173
I sculpted all from a sphere because I wanted to study more the shapes I was creating
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>>595698
That looks like something Steve James would make.
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>>596220

I watched his tutorial to learn how to use Zbrushcore, i also made a lewd cartoonish alien girl but this is a blue board.
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>>596276
Technically yes, but practically NO.
Just post it.
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>>596284
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>>596286
Even stylized designs are heavily affected by facial proportions. The ratio of the forehead - eyes+nose - mouth+chin.

Small foreheads and large space between nose and mouth make characters look unevolved and off putting.
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>>596286
but you dont really want to use "normal" facial proportions on a stylized character. Use those proportions to communicate something about them, or more to the point, dictate how the viewer is supposed to feel about them.

I think your character should be closer to a baby in facial proportion. This will make her cuter
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>>596286
just as an example of how varying the facial proportions dramatically changes how a face appears and what sort of empathy it generates
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>>596293

thanks man, this is pretty useful.

This design choice was mostly because I made the model without any kind of sketch or premade idea, making some sketch of the character and realizing what works and what not could help me too.

here's some alien girl someone on the xeno thread on /aco/ requested me.
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>>596286
God damn it I need to learn sculpting
How feasible is it to do with a gaming mouse? I'm too poor for a tablet until at least the Summer.
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>>596307

Actually really possible, zbrush has a funtion called lazy mouse which eases strokes so they dont look so blunt.

Tablets are good to avoid getting your hand tired while sculpting small details but a mouse is a good start.
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>>596307
buy cheap tablet man

even this will be very, very satisfying for you, it will do the job
buy Huion or XP-Pen
https://www.amazon.com/XP-Pen-Ultrathin-Graphic-Digital-Drawing/dp/B01BA6XQI0/ref=sr_1_24?s=pc&ie=UTF8&qid=1513178609&sr=1-24&keywords=drawing+tablet
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>>596307
I'm not joking or anything, you will start with this one, and will be very, very happy. untill you'll get money for bigger one.
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>>596360
>>596361
Y'all realize that a $25 tablet looks sketchy as fuck, right?

You're not pulling my leg?
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>>596373

why should I?
I know that it looks sketchy, but it's the same as wacom's most basic tablets, smal ones.
if you can pull 50$ then you could even buy medium size one


as literal start, it will be 1000 X better than mouse. and these 25-50$ tablets are way, way better than wacom's 5 year old tablets. which were he best ones at that time.

and IDK it's 25 $.. if it won't work or anything, these companies are eager to please customers as fuck, because Wacom is dominating the market for a long time, they'll refound or change in new one instantly.
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>>596373
oh just read the descriptions, don't buy tablet witout pressure sensitivity ))
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>>596294
the 3d model itself can be a sketch. I have trouble getting the broad strokes and proportions how I want in zbrush so I block out my models with box modelling in a traditional 3d package.
>>
>>596361
>>596373
hmm i have huion New New 1060 plus
and i am satisfied
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>>596645
I have(had) the same, but not with 8000 pressure sensitivity. But I accidently stepped on the pen 2 days ago.. I know I could have ordered the pen, but I ordered new tablet XP-Pen star 6. I'll have it tomorrow.
One thing was bothering me on Huion was that it's driver only had option to map "second screen" button on pen, not on tablet buttons.. xp-pen doesn't has that problem and it also has that Dial the only thing I missed from Intuos. Oh and it's pen does not need charging and it is also wireless ))
I had wacoms all my life and several months ago I lost my Intous 5Medium. I really needed tablet and I meeded it fast. So I bought Huion, at that time I waz thinking that I'd buy wacom on next salary day, but huion did the job..

BTW, I'm the guy who is telling that anon to buy cheap one, because it'll be much, much better than mouse anyway ))
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>>596307
Don't listen to the tablet memesters. It's completely pointless for sculpting. Just use a normal mouse.
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>>596762
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ugh
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>>596763
>Muh downvote!
>>
How are you doing the mouth?
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>>596762
exactly. and don't get duped into learning anatomy for sculpting either, it's a scam. just open some anime drawings on a second monitor, grab your blinking led gaming mouse and sculpt away.
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>>596784
lewd it up
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>>594904
Yeah it's alright
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>>596784
so does the hat have ears, or holes for ears? because if it's the second, then the ears are too short.
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>>596936
The hat is so tight on his head it's actually squishing it to a taller state.
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>>596936
https://www.youtube.com/watch?v=YQpLNCRIxWA

another guy on twitter theorizes the ears on the hat are fake, and his real ears are small
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>>596936
what a dumb fucking question...
it's a cartoon character, it can defy real world restrictions.
were you stopping Tom and Jerry every 10 seconds and asking, how the fuck that happened?
and the worst thing is, that you thought. "oh.. that artist got proportions wrong, I better go tell him..."
>>
>>596996
People must have a lot of fun chatting with you, when you verbally attack them, instead of giving fun answers like >>596984 >>596945

I also understand it may be just your bad day, and you are usually not that frustrated, but there really is no need to outburst like that
>>
>>596936
it's like the hat squeezes the ears down so tight they break through the top of the hat. But it's a metaphor so the ears arent following a logical path they should but a stylistic path that looks good.

Like any time a bunny or whatever would put on a normal hat in a cartoon. They'd always pull down on the hat and strain before their ears popped out of some place.




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