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Previous thread:
>>592183
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I was very happy with the skull I ended up doing but
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>>594023
look what happend when I sewed it together with the rest of the body. The proportions are all fucked up
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>>594024
That's some quality nightmare fuel. Could you share a 3D model so I can use it in my horror scene, kek? Btw, the head is not the only part that has fucked up proportions, but how hard is it to just resize separate parts of the body?
>>
>>594023
>>594024
solid work

>>594028
the ref is anime model
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>>594031
Anime models are still not that disproportional. How do you not see her legs are fucking gigantic, for example?
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>>594028
This is me trying to fix it now. Should've checked the proportions before start modeling. Sad.
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>>594024
scaling and and proportional editing time
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>>594040
>>594024
Lattice time*
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>>594035
anime have several styles
for example the kids in digimon have huge hands
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>>594035
>>
>>594046
>>594051
Okay, I take it back, but this is disgusting.
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>>594051
Thighs that could choke a bear
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>>594024
hahaha, that looks awesome tho )) please give me the mesh )) in this state. if you want I'll trade with my

IMHO ite main flaw is the head is too small. amd oi made face of a real female,not some anime one. if the head was "Anime" you could have balanced it with hair. but of course it'd need some tweaks here and there tho.
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>>594069
Post a pic of your model
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>>594055
just from the smell.
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I've briefly shown you my bunny, last thread. Now I'm showing you her face (before I updated her eyes).
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How do i into lighting?
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https://www.highend3d.com/maya/script/corrective-blendshape-model-helper-for-maya

This works! combine it with https://www.highend3d.com/maya/script/absymmesh-for-maya

Makes weight deformation easy. Thought some one would want to know.
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Some super low res RnD for an effect I'm working on
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>>594097
oops forgot file
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>>594098
And a quick higher res test
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>>594094
Fuck off, teach me how do this cool looking shit first.
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>>594094
Unreal lightning academy series by daedalus51 on youtube

>>594100
ffs they are just spotlights
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Still working on my Gundam.
Right now the arms are clipping pretty bad into the skirt armor, but that is because I am trying to keep everything at a 90 degree angle for easier rigging later. Haven't really worked on this for a while though.
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>>594116
.ps
I am aware that the hands look pretty bad. I do intend to go back in and make those look better.
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>>594103
No, I'm talking about the whole look. Did he lower the resolution somehow? And he probably added a shitton of grain. Looks old-school, I like it.
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Working on an Eye Augmentation from recent Deus Ex - Max/Painter/Marmoset
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I don't have access to my desktop and my laptop can't handle substance designer so I can't make any textures for it. Also, my blender has broken or something and I can't even bake shit, and I am too lazy to download xnormal to bake the detail decals.

Here it is my akm, with just a matcap, enjoy.
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>>594125
Looks like a dithering post process
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Re-thought the proportions. Longer limbs would be better. Putting most of the effort into the head and hair. I'm happy with how clean the geometry for the head is. "Stop Staring" book had some good instructions on how to do the mouth and eyes cleanly.

Following this for hair.
https://www.youtube.com/watch?v=QwUmjbhzm1M
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>>594116
Just finished the legs.

Kinda between fuck it and maybe later as far as redoing the hands go.

Still gotta make the shield, at least one weapon, unwrap, then texture in substance painter and finally add a rig.

This is the first "character" like model I have done and fuck is it a pain in the ass.
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>>594174
The mech has a boner
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>>594177
How else do you expect it to fuck it's enemies?
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>>594174
>>594177
>>594186
http://www.adultswim.com/videos/sealab-2021/hydraulic-penis/
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>>594127
Looks comfy to look at. What are you rendering it with btw?
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>>594168
Might also be checkerboard or something
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>>594098
>pudding man
should've been bill cosby.
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Almost abandoned it and said "fuck it". Now I fantasize about it.
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>>594214
Marmoset Toolbag 2
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>>594258
i think woman have flatter feet, not sure if thats true but i suggest you check
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>>594266
Ok
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https://sketchfab.com/models/707bde5cae064a19b149113b3d76466d
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>tfw your environment still looks worse than far cry 1 in 4k
Hold me.
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>>594275
I meant CRYSIS 1, wtf. I'm not THAT bad.
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>>594273
pretty cool. seam could maybe be covered up a little better
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>>594277
I still don't really know how to fix the seams on Substance Painter. Why havent they fixed that yet? Or am I missing something?
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>>594278
are you using triplanar projection?
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gaemcoob cuntroller

>>594276
crysis 1 still looks great
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>>594280
I think that's what he was trying to say.
"My scene looks worse than this good look scene"
But his original post was "My scene looks worse than this awful looking game"
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>>594266
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>>594278
Either you fix it yourself by drawing over it, or you use triplanar projections for your noises/texture/patterns.
I would assume its an user error since i have no problems getting rid of them.
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>>594280
I know it does still look great, but how did they manage to do that, though?
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I started to add Foliage to the Unreal scene...
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>>594283
great, your character is rly solid by the way
good work
what are you planning on doing next?
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>>594295
Hair. I'm studying how.
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>>594237
you guys are all idiots, he took a picture of his computer monitor
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>>594295
Done
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>>594298
Ofc he took a photo of his monitor, but it still looks like he did something with the post-processing.
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>>594298
>tfw your game will never capture that "photo of a monitor" look
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>>594301
kek'd
maybe I should just quit 3D
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>>593115
I'm trying to make it better little by little. I will try to add skin details next. If only i could use them with sss shaders better.
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>>594299
Hand looks so weird on left side.
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>>594288
oh I get it. Well its cause they're crazy Germans and 3d is a big pass time over there.
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>>594307
Could you be more specific? I'm glad to hear any advices.
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>>594174
Finally got him rigged with some basic materials applied before I make the final armaments and put him through Substance Painter.
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>>594331
gunpla has nothing on this, looks crisp

might want to line your panels a bit more
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>>594333
Thank you! Thank you for the advice too. Actually, I think you are right, though at this point, if I can't fix it in Substance painter or with some basic materials, I really don't want to go back and change any geometry. I spent more time on this already than I would like to admit haha.
>>
Ballpark, how many triangles in a face-retopo that has no mouth?
Is that like asking how long is a piece of string and/or a case by case basis thing, or is there a number I can sort of work to?
For a game.
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>>594341
Ok, so first time retopo - any critiques or advice?
Is it too dense? It's for a game. Where could I reduce it?
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>>594264
Fucking knew it. I have to try it.
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>>594351
You should try and keep the spacing of the edge loops to be even as possible and avoid long polys, currently you have spots with really high density and areas with nothing, if anything on there is going to deform, it'll look like shit.
Don't try and put too much detail where you think it's needed either, that's what your high-poly model was for. What you want to do when doing retopo is follow the silhouette of the mesh, so that the edges look smooth enough at various angles so as not to give a polygonal appearance, however any surface will be seen as largely planar from most angles will automatically look like your high poly once your normal map is baked out, regardless of how many polys it has on the surface.
For example, I see you adding extra polys around the inside of the guy's beard thing, but they're entirely unneeded because the player will never look at the head at an angle oblique enough to notice a lack of geometry.
Regarding poly count, it depends on the target platform and engine this will be running on, but you generally don't want the character to have too much detail either way as it'll be more difficult to skin later on.
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>>594353
Actually, just try the following; try and trace the character using the absolute minimum number of polygons you feasibly can, for example placing one giant poly across the front of the face. Then, once you've done with your first pass, start back from the top and add an extra layer of edge loops where you think they're needed to define the shape better. Rinse and repeat till you reach your desired poly density.
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>>594353
Awesome dude, thanks for your input. Totally makes sense.
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Well, I have almost nothing new to share, I think I've peaked. This can look "good", but it's still not super photorealistic as I want it to be, and as I know is possible to achieve in UE4. Maybe I should ask for advice on Polycount, but almost nobody answers there. Modeling some new things to get away from this a bit.

>inb4
Mech is not mine, but if anyone's interested, it's from a Tim Bergholz's tutorial. Thought I'd get through it, but it's too long and I'm not interested enough in the subject to invest so much time.

Anyway, this is a bummer. Looking forward to some hot roasts and constructive critique, because positive comments do me no good.
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>>594353
>>594354
Thanks man, I tidied up some of the stuff you said. The nose kinda melts into the face with this many triangles, so I might leave it as it is for now. It feels better, for sure (halved my triangle count). Thanks for your input.
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>>594351
smooth your mesh before you bake, otherwise it will capture those imperfections
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>>594369
As a side note, I find it kind of funny how, as a programmer, you take this kind of stuff for granted (as I'm sure it happens the other way too). I mean, you understand the impact of good topo on performance - that's kinda straight forward,- but until you do it yourself it's easy to look at a finished product and go "well yeah, of course the polygons all go there". Doing the art side of stuff is pretty fun and rewarding though (and people gush over it more for sure - it's so much easier to show someone some art you've done as opposed to thousands of lines of code for system management and 'behind the scenes' stuff.)
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>>594071
https://www.instagram.com/gam3_b0y/?hl=en

pick, but I will give you only base mesh.


>>594023
>>594299
what was the point in following that sheet, if you were going to give her realistic head anyway? ))
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>>594383
I'm trying to do something that will work both shaded like an anime or a more realistic mode. So I tried to mix the styles, it is more obvious if you see the sideview of her face. Anyway it is just a random practice.
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>>594395
>shaded like an anime
you could prob get away with using the toon shader for some of that.

>>594368
i don't know too much about ue4 shaders but can't you run the strength of an hdr sky through two math nodes?

>hdr
>into math multiply by 0.5
>into math add 1

doing this mixed with triple lighting can really improve your black levels which helps a lot with photorealism.

the reason is because most hdr skymaps are photographed with color in mind instead of illumination with color.

by halving the strength you dull the white levels to make the colors more apparent.
by adding 1 to the strength boots the levels and helps to generate more color to your light without over saturating the white.

think of it as a forcing of the hdr to become more of a tinting tool for your light bounces as opposed to just fake skybox.

and while the effect is subtle on most surfaces, shadows will have more variance without having to up your shadow settings and thereby helping to eliminate too much shadow or not enough shadow, not to mention you can get away with lower resolution shadows this way as well since the light bounces will create better black level.
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>>594395
at this point, I'd suggest to model some other costume for her. 1 it sucks and 2 it'll suck 10x more on not "Anime" character.

BTW do't get me wrong. I really like your model. and I'd take it over most realistic or generic Anime character. It's sylised in a cool way
PS: last chaatter of mine, just finished.
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>>594400
This is the type of advice I'm looking for, thanks.

Now, I'm just not sure how to make it work - pic related is a material for my custom sky sphere. I actually already did have a first part set up, just didn't add 1, but the problem is that if I add 1, it will become completely white. Should I maybe just add smaller value to it?

If all it does is change levels, couldn't it be possible to easily change those in Photoshop and apply the LUT? I just don't know HOW to make my scene even more photorealistic, if I knew what to do, I'd try my best to figure it out.
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>>594410
Okay, I set both values to 0.5, and this is what I have. I won't tell if it looks better or not, that's for you to decide, because it could just be a placebo, I feel like that after every tweak.
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>>594301
Still no answers. Faggot came here to leech the knowledge but doesn't want to reveal any of his secrets in return.

Should be banned tee bee aich.
>>
>>594410
>>594414
try it without the desaturation node?
as i said i'm not knowledgeable on ue4 at all but the desaturation node might be the reason it goes fully white.
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>>594432
Already tried it. But what exactly do you mean when you say I should do something with my levels? Should some areas be brighter, darker? Raised or lowered blacks? More saturated/less saturated? I don't know what is the goal I should achieve, if I know the goal, I'll find a solution.
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Pretty happy with this progress so far. Meshing takes so damn long though
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>>594440
software?
C4d?
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>>594435
your scene doesn't have any true black, just grays.

without a full true black it'll never be as good looking as real life.
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>>594443
Houdini
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>>594453
What about now? I have all the values, from the darkest to the brightest.
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>>594457
Oooooh boy it's looking sweet
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>>594457
really liking that variance in the grass shadows. looking fucking sweet!!
>>
>>594458
>>594459
I think I'm pretty satisfied with it, thanks. I just have to focus and start sculpting those rocks already, so I can start finishing the natural part of the environment. The worst thing is that I have multiple ideas in which direction to go with this, so I'm paralyzed at the moment.

First, I have a Mongolian setting in my mind, specifically an area around fictional Genghis Khan's tomb, and that would require creating Mongolian tents, old weapons, sculpting a horse sculpture and Genghis Khan himself (good luck to me with that one, lol).

Then I'd like to create a Russian village, because I was inspired by this guy's paintings:

https://www.artstation.com/jakubrozalski

Then I was thinking about creating snowy urban scene with brutalist architecture.

And I was also wondering if I could manage to make some cute diorama of those snowy villages by the Christmas, but I'm not sure if I could reuse those realistic assets for that style. That would also require some simplistic stylized characters in a Nintendo style, but that would be fun to make.

Anyway, it's definitely much more than I will be able to handle, but each direction will improve different skills.
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>>594468
I would go for brutalist ruins; just because I'm obsessed with post apocaliptic / sci fi settings...
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>>594494
looks like someone forgot to turn on x symmetry before hitting zremesh
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>>594494
Stop trying to make me become a furfag. Qt.
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>>594496
I like to use quick n dirty dynamesh for the torso to get solid proportions with the head, the body will be next.

My reference sheet here, not done by me.

>>594497
A little past Felicia on the furry scale but not full blown furry yet, theres hope for you yet anon.
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>>594494
>>594500
>Those eyes
Can that character even see? Is she okay anon?
>>
>>594500
M-m-make it stop, anon! I d-don't like how I feel by looking at that ref sheet.
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>>594500
that doesn't look like dynamesh topology to me, also dynamesh should still respond to symmetry just like zremesh as far as i'm aware
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>>594505
>Not being okay with sticking your dick into anything intelligent enough to talk
If the vagina is natural, where's the problem?
>>
>>594504
No shes retarded

>>594507
Either way it will be ok because its just a visual guide at the moment.
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>>594509
>No shes retarded
"Look what I can do with my eyes mom!"
"Don't do that, they'll get stuck."
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>>594494
Like it so far, keep working
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>>594098
How do you achieve this effect? can you post the node setup?
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>>594294
was this ported from source? I remember a map like that.
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>>594513
is that a 2hu?
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>>594513
>>594529
looks like a toontown OC
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>>594529
>>594533
Not from Touhou, not from Toontown. This is supposed to be an anthro rabbit.

Trying to implement multiple expressions is a bitch, though. Yes, I'm using Blender with Blender Render.
>>
>>594127
Man, I had no idea you were posting on /3/, what are you even doing here haha.

Been a huge fan of your lighting work. When approaching smaller props like this one, what would you say is your workflow for getting some nice textures/materials? I've been struggling with keeping my stuff toned down and subtle, your eye has really subtle material variety yet still reads really well.
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/3/, help me choose
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>>594516
It's quite an easy setup, at first I was going to write something that updates the force in a SOP Solver, but POP attract worked just fine. The main basic steps are use points from volume as the fluid source, transfer UVs from mesh to them (lot of samples), turn off reseeding, use POP attract with the source points as goal points, 'point by point', using id. That means that the goal position is their original position and they will always try to return there. This also works to maintain the UVs. For meshing it needs some finessing to get the UVs right, ended up using like 2000 attribute samples here >>594440
so it's quite slow. Will post the finished product soon
>>
>>594554
C
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>>594405
That's pretty cool, I love the aesthetic you've got going on there. Would you care to post more of your characters?
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>>594549
Oh shit, I just noticed that model on artstation. That's really nice that we have pros like that posting here. I'm actually wondering now what people are usually giving me advice in these threads.
>>
>>594554
A. The green cast is a little too strong and makes it look bland even though details stand out..
B. Just bland, least interesting one of the set.
C. The hyper-real look of this one really suites the subject, and I think it's the best variant. I don't quite like the pink cast though.
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>>594554
C, but I'd try making a fill light stronger, so the front side is a bit more visible.
>>
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Done.

>>594554
C
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>>594587
This would be fucking epic if you had a skull in there making a dark spot or shadow as the ball passes through.
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>>594562
I post models here )
Here' I'll post in my ushual shading. I made some little changes and gave more heroic pose.
BTW this is my first male character ..
it is based on old georgian stage designer/concept artist, who was killed by comunists in 1939. he was 30 years old... (Petre Otskheli)
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>>594598


and this is first time when I worked from concept art
https://www.georgianjournal.ge/images/georgianews/2015/November/Culture/petre-mfrinavi%20mgebavi.jpg
>>
>>594568
Probably 99% of people here are still retards though.

Consider advice if it makes sense to you, or if the person providing it can provide a sound and logical explanation for it. /3/ honestly isn't the best place to learn, it's just funny sometimes.
>>
>>594600
I'm aware of that, yeah. What other places would you recommend?

But, unironically, I got tamer responses on Reddit and Polycount than here. From my experience, the advice I'm getting here is usually pretty good, and when I got similar reponses on other places, it just proved that it's not like I'm getting bad advice from retards here.
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>>594594
Shit that's a pretty good idea, might have to see if I have time to do that. I've just made it loop and someone else suggested changing the colours over time and looping it over a whole song, looks like I'm not done yet I guess. Pic related
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>>594602
it doesnt look that great. Just work on something else.
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>>594601
I've found polycount to be pretty dead as well. I don't engage a lot there so I'm not sure if you're more likely to get feedback than on /3/ (most threads seem to get at least 1-2 replies at least) but I can see how it wouldn't be much better.

3D communities are much better in my experience. Discords, skype groups focused on self-improvement usually have a wide variety of artists giving feedback, and by virtue of being smaller communities with a high level of engagement over time, you're more likely to get focused crit as well as some good follow-up.

If you don't know of any, look up DiNusty, he has a community discord where people do exactly that.
>>
>>594598
>>594599
i need info on the boots.
also, are you sure that character is male?
the facial features and the no dick bulge make it look female at first glance.
>>
>>594602
not to be nitpicky, but the eyes and mouth should go into "astonished" as the ball passes through.
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>>594632
>i need info on the boots.

there is only this concept of this character.
>https://www.georgianjournal.ge/images/georgianews/2015/November/Culture/petre-mfrinavi%20mgebavi.jpg

the rest is my design. what do you mean in "info" ?
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ignore the shit render for now
>suddenly losing all the motivation to finish my waifu as I've spent all night making the hair, only to have it 50% done because I'm slow as fuck
kill me
>>
I've been working on the same thing for a month now, I've done fuck all, and feel like dropping it. Should I press on or just make something else?
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Blocking out things before I go in and do the actual topology, how are my proportions? I cant put my finger on it but something seems off in the torso abdomen area.
>>
>>594666
some of that shit looks blobby and gross, especially the booty. the outer area of the highs looks too thicc to me as well but that could just be my preference
>>
>>594669
*thighs
fuck me, i'm tired today
>>
>>594669
>Too thicc
Nah you're just gay
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>>594673
i dunno man maybe it's just the blobbiness of everything it might look better if it was smoothed out more
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Had to fix up the face some more before I got back to the hair.

>>594500
Cute, I want one

>>594659
I know the felling
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>>594647
why are there two different boots?
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I think i am 95% done with this piece. Needs some more cables, pipes and greebls stuffed in that hole up there, but other than that i am through with the modelling.
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>>594666
Might just be me, but the knees look small, which is throwing off everything.
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>>594513
Basic face pose using "image sequencing" sorcery.
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>>594692
*Face animation, not pose.
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>>594692
Turn up the lamps bro. Too dark.
The whole thing has a real "toontown" feel to it.
Not sure if that was the style you were going for, but you pretty much nailed it.
Might as throw a pie into the mix and say it was intentional.
>>
>>594666
oh man, you messed up those calfs
also cut in those buttcheecks, they look like they are too high now as they lack definition, even if they are in the right place
back of the knee is too high up, should be more or less at the knee level
ribcage is too small so it moves the rib belly line too high up
make sure you push the pelvis our
also collar bone, when simplifying for stylization remove such landmarks last
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>>594697
The toontown design wasn't intentional, but i understand what you're going with. My intention is to design a character as if it were a late-90s - early 2000s aesthetic.

Yeah, about the dark... That was the fresnel's material's intensity set to .300.
>>
>>594692
>>594720
Reminds me of something that could come out of American Mcgee's Alice.

I don't think it looks bad, it's obviously simple but it has its own charm.
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>>594720
Not a bad replication of that style.
With a little work I think you could break out of that toontown look and have more of a kingdom hearts thing going on.
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>>594731
Better image, if you haven't played it.
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>>594659
Just stop working before you've exhausted yourself, keep a little bit of enthusiasm and save the work for next time.

Working past the point of exhaustion is for industry projects with deadlines not personal work.
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>>594669
>>594691
>>594710
Thank you thank you thank you guys so much I’m gonna tackle this in the morning wish me luck
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>>594554
This looks like a component for something you'd find in a WW2 Bomber, like a bomb guidance machine or like a machine you'd use to precisely calibrate munitions or something.

The metal should be a bit stippled, this is too reflective. Parts that are seamless or all-one-piece should be one material (like how you have it) but the parts that are separate (bolts, latches, hinges, rails, conduits, welded metal plates, etc) should look discernibly different.
UNLESS everything's been painted over, which certainly happens particularly for machinery on ships where it's important to water seal everything you can, then it's okay to have a very "uniform material" look but your material is too glossy for that and there's none of the little details that say "This screw is the same color as the surrounding metal because there's thick lead paint covering both".
Obviously there's crap you could do to add scratches and shit but honestly that's not even that necessary and most of the time people go way fucking overboard with it.
Military hardware (particularly on aircraft) is meticulously maintained and any time something starts to wear out it's swapped out and sent to be repaired, so the only wear is going to be at access points (where the component is removed and reattached, or at service points where the casing comes apart). There wouldn't be any of that "every single edge has wear as if it's been sand blasted".

Pic attached is just an example of all the crap I'm talking about. There's a lot of really nice pictures on google of various WW2 shit that resembles what you've got there, and I think if you look at those and think about what I've said, you'll come to the same conclusion.
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>>594659
That fatigue your feeling is due to all the learning you've been doing.
I guarantee you "leveled up" a couple times in hair creation (game metaphorically speaking) compared to when you set out on this project, and you're just feeling tired from the effort of assimilating new techniques and knowledge.

You should feel really good, you're just feeling demotivated because the growth you've undergone is subtle / gradual enough that you didn't actually notice it happening, you only notice "how far I still have yet to go".
Take a minute to look at some of your oldest renders, and if you don't have any old renders start keeping all your renders for this exact reason.
>>
>>594663
It depends, can you describe what you're feeling?

Some examples:
Are you feeling this way because you're like "damn, I still have so far to go" or are you feeling stuck like you can't get what you want to happen no matter how much you keep fiddling?
If you're stuck, then you need to put this aside and go learn some more and then come back.
If you're just feeling discouraged because you feel like you still have a long way to go, see this post >>594747

But I'm guessing you're not making any progress due to a need for more knowledge / techniques. Or it could be that you set out on a big project but you didn't do enough initial planning during the concept phase, so now you're disappointed with the component of the scene that you finished but still feeling like "the scene isn't finished somehow, I need to keep working on it", you're feeling that way because you didn't actually plan out a whole scene you just planned out a detailed prop or a character or something but now the simple scene is robbing the detailed object of its impact and you're getting frustrated and trying to make the object better instead of making the scene (lighting, background, composition, supporting elements, etc) better.

Or it could be that you're working on one of those things that you could just sort of work on forever, like a hand painted thing that you're just adding detail to forever. That sort of thing is related to the first two things I mentioned: you might be going over and over on it as a kind of practice and refining your technique, or it might be that you didn't clearly define / plan your goals from the outset. If you have a good concept piece you're starting from, and good reference pieces, those will act to keep you from adding detail (often detail that wouldn't exist or is illogical or inconsistent with the real world example) forever and ever.
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>Stupid, sexy Flanders.
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Just kill me.
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Does anyone have good low poly, male, muscled, animate-able knee topology reference?
Google images ain't worth shit.
Pic related, it's the 'knee' I'm trying to retopo.
NB: Just learning 3D, so might have the muscles wrong - this may or may not be an issue. Got the two big muscly bits beside the knee cap on there.
Any help would be appreciated.
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>>594774
Me: *teleports behind you*
Me: "omae wa mou shinderu"
(You): "NANI?"
Me: *kills you*
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>>594684
>>594738
>>594747
thank you all, I feel much better knowing that it's not abnormal.
I decided to look at my old files and holy fuck they're so bad.
I even recall posting it on here before

I made this pic in reference for myself; I'm hoping to be decent to good by the end of 2018.
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>>594787
Fuck it, let's hope it'll look good enough when I put it in the whole scene.
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>>594790
I have seen much worse in tribble A gaems.
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>>594791
Guess I'm done with the texturing.

I mean, yeah, that's why I'm salty, because games usually do have fucking distusting looking rocks, but they still manage to create beautiful formations when they arrange them all together. But I'm setting my standards up high and am trying to make them good looking on their own. Followed the reference as best as I can, but my hand hurts like a motherfucker when I sculpt this shit for a long time. Should probably buy a tablet.
>>
>>594745
The idea is to have it be painted. It's not necessarily WWII-era but is more inspired by modern designs.

If it looks very uniform, it's because it hasn't been textured yet. I threw a couple dirt generators on flat material bases just to have something, and went directly onto lighting. I'm working on textures now.

I am planning on wearing it down quite a bit. Scratches, rust, the works. Why? Cause it's gonna provide more visual interest. Maybe it's been abandoned, or refurbished, and the people who use it now aren't military and they stopped maintaining it well.

Thanks for your feedback, it's a lot of interesting things to think about. I'll post the finished model on Monday.
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>>594793
Hmm, it actually doesn't look that bad... If I scale it and rotate a lot, I guess I could pull off some nice formations with just this piece. But I'll definitely have to work on the textures some more. If I'm wrong and it sucks, please tell me, though.
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>>594797
it looks CG
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>>594798
Please explain.
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>>594273
is this supposed to ba an angry vagina?
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made the eye texture and some more hair. Played around with the base body. Tits are stand in, not sure to go flat, perky or big ect... RE-desinging the cloths. Think I will make it ether garbage or some kind of electric theme kimono. Maybe a raccoon pretending to be a kin-sue. Got creative blendshaped pluging to work so having thick feet is no problem.

>>594788
Anime in 3D makes you want to not like anime anymore too?

You will notice in Jūni Taisen that they use a lot of 3D for there characters. Specially with the Ox and Tiger fight.

>>594793
That rocks!
>>
>>594686
Because... concept artist wanted that way..
what a dumb question

>>594692
really loving this !
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>>594797
Not sure what your real-world ref for those is but I'm looking at various rock formations and finding very little in terms of visible curvature-based edge wear. It looks very much like something out of painter, and I think simply toning down the curvature on the sides would help greatly with the realism (and then you just gotta hunt for refs to find good details to add in the texture).

The rest of the scene is coming along nicely, keep it up.
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>>594803
I like both 2D and 3D anime
I just picked doing 3D because I spent more time on it than drawing and enjoyed it more.
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>>594797
now do some terrain blending and you're set:

http://polycount.com/discussion/181140/unreal-4-terrain-blending-tool-inspired-by-star-wars-battlefront/p1
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>>594331
Finally got this textured. Probably gonna give this a rest for a little while. I still want to make a shield and at least one weapon, but I have already put more time into this than I want to admit.
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>>594811
Was making a joke. 3D is what I'm more use to now. Drawing is great but once you make a 3D model you have 90% of every drawing done.
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>>594812
Thanks for the link, I'll check this out. Apart from that, I'd probably blend it by scattering some small rocks and grass around, as well as vertex painting some snow/dirt near the bottom.

>>594810
>>594803
Thanks for all the help, guys! I'm probably making a mistake by not sticking to a particular reference at any time when I create rocks. I used that illustration here >>594774 as a reference and that was it, but obviously, that one is stylized. I mean, I guess the stylized rocks could also work nicely, but I did say I want to pursue photorealism, so what I did was probably not ideal here. Uncharted and Hellblade have some kinda stylized rock formations and I always use those as an inspiration, but I don't think they would fit in my environment.

Tried adding some alphas on top of it again. I was usually mainly making rocks that way in the beginning, but I regularly failed (implying I still don't fail), but maybe this could be a better workflow, to first sculpt everything by hand, and then just add final details with alphas, and by doing that also break apart that stylized look and make it more natural. That being said, maybe I still don't use alphas properly, but anyway, I got this result in pic related. Maybe it's better now? Honestly, I can never tell until I put it into the engine, but going through the whole process every time can be pretty time consuming.
>>
>>594816
Have you tried using the crumple brush for rocks? it does wonders.
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>>594819
Never heard of it before. Looks interesting. I'll try to figure out how to put it to a use. Thanks.
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>>594813
I'd reccomend to give it more plasticky look and more refined scratches.
this screams that you wanted to get over it ))) you have not even tried to light it normally.
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>>594816
Fuck, here I am, posting hundreds of images again... Okay, last one, side by side. I don't know, I'm not feeling the right one now. Maybe I really failed the texturing here, but it seems to me that it became too busy and hard to read. I'm going to rework the first one, following the tips you gave me, and see how it turns out.
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>>594824
The left one just looks better, it actually looks like a rock, the right one looks like some cavemen passed by and smeared shit on it.
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>>594826
Pretty much my thought as well. But then again, I guess the right one still looks more photorealistic, even though it's uglier. I have one old screenshot where I used some photoscanned rock as a placeholder, you can see it in pic related. It also looks like some kind of a blobby turd to me, pretty ugly IMO. But I think I'll stick with the refined version of the left one.
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Are shitties welcome? (Yes I know the lighting is horrific)
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>>594829
Are the pistons clipping through that rotating bar? That's a little triggering.
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>>594804
>concept artist wanted that way
then the concept artist needs his mother to dress him.
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>>594824
>left rock
mountainous area.
>right rock
dry riverbed area.

both are pretty well done.
rounded grooves in rock = water erosion over time.
flat cleavage = breaking from contraction and expansion from temperature changes over time.
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>>594829
>pic related
>>594839
is correct to mention it.
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>>594813
i suggest making the material for the black parts (hands, elbows, knee joints, thrust pack, etc.) to be a slight bit more "not so dull".

banging job though.
>>
Real comfy bar, Fin:

Managed to bake the textures the way I wanted after a few weeks of ramming my head against various renderers and ramp shaders. I'm way too stupid to make this look better though, don't know how to draw/sculpt cloth details and don't know how to properly set up the camera to achieve the fish-eye lens perspective the original reference has.

So I guess I'll just call this one here. Any feedback welcome for my next thing.
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>>594839
I created the crankshaft as a cylinder initially and worked from there, so yeah I did take the time to fix that up.
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>>594857
That's a very nice Jill. Maybe put it on Sketchfab? You might achieve the fisheye perspective by playing with the FOV from a top-down angle.
>>
After watching hours of videos, I figured I oughta apply what I learned and remake the first model I made.
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>>594870
Now I'm starting to run with the concept.

Still need to work on a few things but it's getting there. I need to somehow make it so that little cylinder looks like a battery pack that slots into the top, but I'm not quite there yet.

Thoughts?
>>
>>594870
>>594871
What did the original look like?
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>>594877
The top model in the first image was the original iteration.
There was a reference image but I don’t have it now and I’m not really following it anymore anyway
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here's a thing I'm making for school
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>>594762
What a god
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>>594762
Feels like I'm wearing
>Nothing at all
>Nothing at all
>Nothing at all
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>>594882
Wow hope your classmates said their prayers, what day are you thinking about printing it?
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>>594857
I'm reaaaaally liking her man!
and you've came up with cool workflow too. would you mind to post some screens (if you have) of your workflow?

as fisheye goes, you can cheat slightly and do it in potoshop ;)
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>>594905
Not the anon but if I had to guess it goes:
>finding a reference image and overlaying it in maya
>design doll choosing a figure and adjusting the sliders and pose to match up with the image not sure how this part is done
>export the doll to maya
>recreate the topology by hand or using retopology tools in maya and going over the doll
>using toon shaders and maybe some basic hand painting techniques
>bake on to the model
>background objects
>finish with fish eye effect in AE or PS

I think that’s it but we will just have to wait and see
>>
>>594857
Very cute! The lighting could improve a lot though and I think you should increase poly count on some elements to get rid of those low-poly edges. If you can see them, poly count is too low. Stop subdividing only when the difference is not noticeable anymore.
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>>594720
Added some minor details on her face... Which is hair. Although it's pretty obscure in hindsight, but slapping hair and looking at her forehead is fucking weird.
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>>594554
Not a WIP, but I finished it.
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>>594931
Looks great. How long does stuff like this take?
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>>594931
How or when did /4/ quality increase?
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>>594932
I dunno, I probably had the whole project sitting around for 2-3 weeks but I was very lazy about it. I would estimate 15 hours for the base model, 5 for retopo, unwrap and baking, and another 8-10 for textures.
>>594933
We /5/ now.
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>>594936
I want to make some more complex hard surface piece like this, but I usually use my interest pretty fast. Anyway, is this modeled from a single piece with a bunch of extrusions and such, or are there separate pieces?
>>
>>594936
Ah, I remember you from that UE4 alley scene and a rusty pipe. Don't ask how I found you.

Is 3D scene this fucking tiny? I constantly look at the same renders on every website, at this point we might not even need to be anonymous here, since I know half of you just by randomly stumbling upon your work on reddit and other sites.

The best thing is when I connect some older artwork I've seen with an artist and then I realize I've watched a bunch of their tutorials.
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>>594937
>modeled from a single piece with a bunch of extrusions and such
Good god no, what a terrible way to model. I dunno why so many newbies do this, it's a bad idea. Even IRL, objects are assembled the same way. They're a collection of small pieces held together by bolts, nails, glue, joints, locks, etc. When you make a table, you don't sculpt it out of a treetrunk, you assemble it out of planks.
So. The more you can break your mesh into pieces, the easier of a time you'll have modeling. If you're working with Subd, it's invaluable as it lets you terminate most of your control loops and not have a billion go on throughout the whole model. And overall, it makes selecting, and working on individual pieces, much easier.

(This is the partly-exploded highpoly. The low poly is separated in roughly equivalent parts, minus tiny details like the bolts that have been baked down.)
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>>594940
The 3D scene isn't tiny, I constantly discover new artists on AS and there seems to be a bunch of promising new juniors every year.
What the scene is, is small enough that you can recognize and run into the same people from time to time. I think it's kinda neat.
And there's nothing that prevents me from sharing my retarded opinions anonymously on here and not have them be associated with my work. You know the posts with my work are mine, but have no idea what the other ones are.
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>>594941
Nice, thanks for the answer. I myself do model everything from separate pieces, but sometimes I don't know how tiny I should go. I knew your model was probably done like that, but was especially interested in that middle part. It consists of even more pieces than I thought it did. I'd probably go and model that base as a single piece if you didn't tell me now.

I don't know, maybe newbies are doing it because people tell them to. I've read and heard many opinions when I started out, that you should do almost everything as a single piece (which also makes topology much harder as you said) because of how renderers calculate stuff and what not. Now I see it doesn't make much sense.
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>>594860
I tried, but there's something else to it, the reference doesn't have a squished face so clearly only some select parts of the body were altered. It's like a concave FOV or something.

I put the model on Sketchfab anyway. The model was looking bad at 90 so I toned it down to around 40.

https://sketchfab.com/models/303a932999f84229aaab9f13082b524e

>>594905
>>594906

Current workflow is:
>find image of character you want to model, put that on designdoll
>move model to pose to adjust proportions, reset to A pose and export as .obj when done
>import reference image and model everything else in maya (or your software of choice)
>retopo and quickrig character into pose, lattice fingers into position
>delete history and manually fix parts of the model that got fucked
>set up lighting if you're going to bake
>bake and export to substance painter to add details like highlights, or just bake and export to sketchfab

This blows the door wide open on any sort of animu girl you want to do. Character sheets, busts, official concept art from artbooks, screenshots taken from models... if you can pose it, you can replicate it. DesignDoll isn't great but it's better than nothing.

Results are often not up there with the best of the best on Sketchfab, but skill still has a big impact on the final product (I'm hot trash), and at the end of the day, it's nice just being able to actually model what you want without being held back by a character that's not on an A-pose.
>>
>>594943
You make the high poly of as many pieces as you need.

The low poly, it depends. Say you have a crate assembled out of six panels. You can model the six panels separately in the HP, to get visible panel lines. But since the shape of the crate is basically a cube, and you're trying to save polys when making the LP, you would probably make the LP geo of that crate out of a simple cube. Then the panel lines would get baked onto the LP, and you'd have continuous LP geo covering several HP elements.

https://www.artstation.com/artwork/zr6Am
The artstation page for this project has a marmoset viewer at the end, you can compare the LP wireframe to the HP I posted above and see where I chose to keep some things joined in the LP (usually it's a case of joining several parts of the HP together when making the LP, not of modeling everything in a block to begin with).
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>>594908
Thanks man. This was the first time I tried baking lighting and yeah, it's ugly, I had to mess around with colorspaces to get what I wanted, arnold and mental ray didn't work and the whole thing was just really messy. Compared to my leviathan model though, it still beats the hell of doing everything from scratch, ramp shaders are great for giving you a base.

As far as polycount goes, the character model itself has around 9000 faces after I deleted some crap and I think I was kinda pushing it. If I actually knew how to draw textures properly, I think I could get away with going even lower.

https://sketchfab.com/models/8decc4da9a26478bb710f94512548cca

Some guys draw like gods on the models, I get straight jealous of how good their stuff looks, and it's 90% texture work. Meanwhile I almost get an anxiety attack whenever I open Krita or SP to draw details, I have no idea what I'm doing, no idea how to get started learning even and I really wish I did. Feels like this is the actual barrier that separates the men from the boys in this area of modeling.
>>
>>594944
3D animu models usually have a camera FOV of 25~ to look more true to the source, just an fyi for the future.
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practice making characters

any good resources on simple eye/eyebrow animation in blender?
>>
1 whole month passed and I still haven't finished all the nature assets for my environment... I started tweaking the lighting and textures for hours today, again.

That's it, this doesn't make any sense anymore, I'll just have to accept I'll have a shitty, game-y looking scene because apparently UE4 can't pull anything better with dynamic lighting and I'll focus on modelling. It looks how it looks, I'm a pleb who can't do any better atm and I have to accept it. One day I'm very satisfied with the looks of it, the other I question my life choices. Maybe I just became too obsessed with realism for some reason. Whatever.
>>
>>594857
I actually feel kind of unmotivated because I had the same idea before I saw your firsts posts but I guess I was too late hahah.
it's good to see more interesting ways of fan art for this game, one of my personal favorites.
Good job dude
>>
>>594965
If you get demotivated over the idea of not being the first person to do something, you're never gonna get anything done. You should just do it anyway, it's not because I did it that you can't do it too.

This reminds me of the time I was hooked on Faggo. It had just come out, and eventually I had the desire to do a couple of models based on the game, one of them being Shuten Douji. However, the game had been out on Japan for quite a while already, and lesly had already done a model that could blow anything I could do right out of the water.

I went through the same phase you did, "falling out" with the idea of doing the model, but eventually I reasoned into myself the fact that it's not a competition to see who can pump out the model first, it's just a bit of fanart that you do for a character you appreciate.

Model for yourself. It's not a competition, especially in the 3D field, where getting a simple character model done can take a lot more effort than doing a drawing for said character, which means there's bound to be a lot less of these models out in the wild. Do it out of love, anon.
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a spider enjoying his new game console c:
>>594960
This is cute. For those brows, I'd keep them as seperate meshes and animate them with shrinkwrap modifiers
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>>594968
Just curious, why a gamecube controller?
You could have used a N64 controller as a joke since no one knows how to hold it properly
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>>594981
The spider is playing super smash brothers melee and thinks that smash brothers 64 hasnt aged that well in comparison
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Just realized I don't like the pose. What would you suggest for posing basemesh you model on? Used zbrush for that before but seems too time consuming to me If you don't know what kind of pose you're looking for
>>
>>594984
how adept are you at zbrush? zbrush masking + the new 3d manipulator (that is 100x better than their old one) is about as good as it gets as far as i'm aware outside of just straight up rigging that shit with a skeleton. that's a very odd base pose that you've got in the pic, what led you to that in the first place? why not just use an A-pose?
>>
>>594985
Because I wanted it to be posed and rendered in some kind of fancy environment with maybe a castle in background. Just did not nail it. It's not a game model so no need for A pose. Atleast how I think of it, maybe workflow is kinda flawed
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>>594993
Then use photos for refs ffs
Stop trying to maker up a pose as you go along
Google for "heroic pose" or something
Maybe look for drawings of knight, but in the end a standard hands on sword pose will work, but yeah, reposing without rigging is time consuming and requires some clean up
still you used marvelous, the have basic rigging, use that mesh as base around which you will modify your model
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Not sure if I should make the eyes true spheres or keep the anime look with the floating eye?

Almost finished the re-usable base mesh. From this I can change eyes,hair, proportions ect... to make several models. Also want to keep it simple for creative blend shapes.

>>594967
Good advise I wish I had sooner life. Just make the best that you can and move from there. Almost no one is truly first.

>>594968
Cute. A spider would be able to use it better.

>>594984
nice detail on the legs armor and clothes.
>>
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>>594927
Some random-ass pose in a different setting & colors.
>>
>>594993
I wondered about this myself. I never rigged a character before so I don't know how long does it take, but wouldn't modeling in A pose and rigging always be the best way of doing it, since you can then easily pose him as much as you like.
>>
>>594982
That is a reasonable answer, tell the spider he/she has good taste
>>
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attempt at old telephone
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Icy Fairy, Part 1:

I have decided to drop any sort of shame I have and will try to paint the textures on this one, by superimposing the reference image on the mesh and painting the dress shading that way. I already couldn't even get started before so I have nothing to lose by trying this.

>>595023
Rigging in an A-pose keeps your bones and skin weights symmetrical, cutting down on the amount of work you have to do. It's also good when doing AO baking, so your character won't have streaks of dark going down his sides if you decide to place his arms too close to the torso. If you ultimately decide to re-pose the character, you can just reset him to an A pose and try again, something that would be n-times harder with a humanoid mesh created in a preset position.

>>595009
I thought you were going to do that lolibaba fox from MGQ first? The eyes look okay, if you had told me they were spheres or planes, I wouldn't have been able to tell the difference.

>>595021
This actually looks super legit and I'm proud of you. Could easily fit into a PS1 game or something. Well done.
>>
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Doing the hair is being a pain. After some trial and error I ended up building simple shapes and then carving out the details with the knife tool. Since I will take forever doing the hair I started doing her clothes.
>>
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>>595036
this is what i got so far, i hate doing ornaments so maybe that for a later date
>>
if i post my environment here will i get bullied?
>>
>>595060
if you're lucky
>>
>>595060
Just post it, I'm interested.
>>
>>595060
If you get bullied or advice as a response, that's good.

If you don't get any sort of answer at all, be very worried.
>>
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>>595061
>>595062
>>595063
fug
>>
>>595064
>todd's whiskey
can i buy greef there?
in all seriousness, that looks really nice and detailed. how much time did you spend on this? what's it for?
>>
>>595064
Looks great, wtf are you talking about?
>>
>>595071
>>595064
I'm just not sure why are the curves on some models smooth, while on some places you made them super low-poly. Also, I think I see some shading problem on the top, maybe topology is a bit fucked?
>>
>>595064
remember seeing this a few times
last year maybe?
>>
>>595064
I feel bullied
>>
>>594960
Tfw some guy on /3/ makes your ex on accident...
>>
>>595064
I love the colours of that scene. Good job anon
>>
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>>595080
>colours
>no textures
Heh.
>>
>>595081
What the actual fuck.
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>>595081
You need help bruh
>>
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>>595038
cirno is truly the strongest
>>
>>595038
Here's a 2hu, looks nice
>>
>>595038
Well, that's what I'm aiming for.
>>
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Tried Supstance painter properly first time, and I'm really loving it !! i was using quixel before tthis. only downside I see with quixel is it's speed.
but it has much more open workflow, if you know well how photoshop works. you can dit any texture and any layer on the go in photoshop and quixel just updates. and IMHO that's big.


+ finished chaarcter :P
>>
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new outfit in the works.
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>>595038
Nigga you fucking Baka that’s cirno you stupid fucking baka nigger
>>
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>>595123
Merry Christmas.
>>
>>595124
A subtle, daily reminder that the whole Touhou fanbase needs to commit sudoku in the most violent way possible.
>>
Does anyone here have some Christmas themed asset, character or environment? Show it if you ever did anything like that!
>>
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Fuckin around practicing making armor. Officially starting tomorrow Im learning full in depth muscle anatomy, cant wait to die of boredom..
>>
>>595152
>"""armor"""
Thank you for contributing to the cancer.
>>
>>595153
Not my problem, but yours :)
>>
>>595153
what did he mean by this?
>>
>>595152
is that zbrush?
Nice hard edges.
>>
>>595153
>getting butthurt over someone who makes something sexual, even if it is silly
Pathetic. :^)
>>
>>595153
>STOP CREATING STUF I DUNT LIEK REEEEEEEEEEEEEEEEEEEEEEE
>>
>>595153
t. nu-male bull-prepping world champion 2017 low T soyboy gentleman
>>
>>594023
>that side view
I puked.
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>>595021
Now (lazily) in Christmas attire.
*T-Rex noises*
>>
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I made this based on a Gradius/Parodius enemy for /vr/. The iron rings don't print well though.
https://sketchfab.com/models/eb4b904ce7b4483894ca16e6dd62815d
>>
>>595208
that texture that the printing process imparts is fascinating. it looks like a plastic tree
>>
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Touches up some weird mouth and the lips, added more divisions to the mesh. Just have to make the rest of the hair hands and then I'm making a quick texture. Taking a break my wrists are cramping.

Not sure what to do with the model. Maybe I will upload it to drop box. Also If I give a female character wide hips does it count as Loli? It has cartoon proportions but I don't want the police at my door. (Canadian).


>>595038
Yeah I started off with that. Then I model some of her cloths and its a really pain in the ass. That and covering most of the model when I'm so proud how clean the mesh looks is bothering me. Maybe I could have her wear censor bars. Could have sworn I saw character in a comedy show only wear them as her cloths.
>>
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started learning ten days ago. im somewhat on track?
>>
>>595207
please, bend her hands.. that T pose is the worst thing ))


>>595212
just try to give general shape to model, then start defining muscles...
>>
>>595210
>(Canadian)
canada seems like a particularly cucked SJW hellhole that would err on the side of it being loli. best of luck, friend.
>>
>>595216
Thanks for the advice. From what I read by law, I should be fine but, rather not take any chances. Guess all my female models from now one are going to have big tits, ass and thick thighs.
>>
>>595218
you could just not model in genitals/nipples. i don't think there's any possibility of getting in trouble that way. you're not even making porn with this stuff, so why go to the trouble?
>>
>>595212
Collar bone looks a little low, shoulder muscles look a little big.

But it looks like you come from a traditional art background so I don’t think that’s the critique you are looking for.

The real issue is your technique. You are supposed to play around with the mesh until you get a nice basic shape without the major details this is like your underpaying construction in a drawing, the part where you draw lightly so you can erase.

Once you have a good general proportion shape and maybe silhouette you want to use zremesher. Generally I make my body parts desperate using several spheres for each major area and then I merge them all together before this step but you have one solid object, which is fine but you get better controller with the further method especially in the shoulder pit area.

Anyway with zremesher you want to use the zremesh guide tool and draw lines for where you want the topology to flow. One you do that you remesh down to a low poly count. Maybe around 10-15k from here you should be able to really work on your model without deformity issues. Continue to sculpt and only move up a sub division level once you have done everything you can for that level you are currently on.
>>
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>>595215
The fresnel makes her hands blend in too much. Also, try to make a fist with a low amount of polys are like salad fingers.
>>
>>595220
Thanks phone,

*under laying
*seperate
*former
>>
>>595221
*arms not fingers
yeah, my English sometimes fails
>>
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>>595225
Like that?
>>
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>>594299
>>594322
>>594395
I think i remember this exercise from around here somewhere, it was a guy asking for anime reference models.
The face you modeled is not anime style, it´s a more realistic one, so i suggest you don´t bother trying to cartoon shade her. You´d better off with a type of skin shader, like the ones Pixar uses in their Disney princesses.
>>
>>595229
hahaha , yeah )) T pose sucks

She's adorable BTW!
>>
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>>595230
You're right. My trial to mix the styles was a complete fail and I finished with a character that looks nothing like the reference. I'm planning when I finish to model the clothes to model another body or abandon this completely. It was worth the experience already.
>>
>>595208
I would have personally gone with the rotating head column.
Still cool.
https://youtu.be/72gq6RYRdCA?t=106
>>
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I'm done with this. Up side I can make an eye texture and model a whole fuck faster, and that a lot. If you want it, here is the link.https://www.dropbox.com/sh/7jun1eyh2mzb7mb/AAAWcjqofMiYsVJNBlKq6X1aa?dl=0

Not sure what to model next. Could try and model a cute girl to make shit post gifs with. Also was meaning to make some low poly DnD monsters. Maybe mess around with my RatNinja and fix some things. Face seems a little off, maybe not enough eyelash.


>>595229
I think I will use a painted on face for my low poly models like you did.

>>595230
Nice, I wish I made something like that.

>>595241
My god, that face. You could totally use the model for comedic purposes.
>>
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>>595241
>abandon this completely
It´s a great model anon, don´t do it - you might need it in a pinch, rig it and add to your library.
Anime 3D always end up looking like mikumiku dance models, or game models. Experimenting is fine, but if there´s a style you like that already exists, stick to it.
Pic related, i was trying to go for a more Frozen-Elza/ Tangled-rapunzel style in the face, but all female bodies i model end up looking the same.
>>
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>Get free 360 degree camera with my phone
>Turns out it's perfect for making HDRIs

Holy shit, this is gonna be so useful
>>
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>>595251
I think there's no purposes left for her but porn.
>>
>>595253
Have you tried box modeling? I think with some cylinders and smoothed cubes you could get what you trying more easily.
>>
>>595164
Yup! I'm practicing from this tutorial I found here.
>>
>>594079
I like her anon
>>
>>595036
looks legit, sorry I don't have much actual advice/criticism to give other than that
>>
>>595251
That's how the aesthetics play.
>>
>>595282
What do you mean by aesthetics?
>>
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>>595121
>>
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Taking a break with this model >>595241 and modeling a pelvis
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>>595284
By aesthetics, I mean it was the norm in 5th-early/mid 6th gen 3D models (usually people, sometimes creatures) to have painted faces without going through the modelling of facial features... Well except the nose, mostly.
>>
>>595299
would fug
>>595300
they didn't have a choice, consoles weren't powerful enough to represent tiny details like that in geometry
>>
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Finally got a weapon, shield, and some proper lighting on this!

Last thing I want to do is make at least one more weapon and make a scene for it. Hopefully I can manage something like from the anime.
>>
>>595303
looks dope, but why is the shield so splattery compared to everything else?
>>
>>595304
The idea was that it has seen some use. Typically those shields get plunged into the ground to make a sort of resting area for long barreled / heavy weapons. Though looking at it now, the scrapped away paint on the tip of the blue bit would have been sufficient. probably gonna go back and make the rest of the shield match the level of wear on the gundam.
>>
>>595301
Exactly, but low-polys do have a distinctive charm to it. Sometimes they had to go for technical tricks to make an illusion of what's normally impossible for some hardware at the time.

Example: You probably heard a thing or two about GameHut, run by an ex-Traveller's Tales director, Jon Burton. This guy tells you the secrets of how he & his team defied the impossible on Sega's hardware from their games.
https://www.youtube.com/watch?v=WDJgeuoaSvQ
>>
Any tips for maintaining the art style? I have a feeling that all of my assets, lighting and the whole atmosphere I'm going for, don't fit together perfectly. I don't know why I have that feeling, but it just doesn't seem right, the scene doesn't have that "something" in it. Maybe I get biased when I compare it with my references, but I always feel like something is missing. I'm not immediately thrown into that world when I see it. Maybe it's because I have been looking at it for too long and got used to it, I don't know.
>>
>>595330
Most stills are actually shopped. They enhance light and shadows, hide mesh errors and add details with photoshop.
It even happens in animation - if you check out some raw renders from big studios, they look quite different from the final cut.
You might even consider using different materials and render that wouldn´t look so good at first, but that are specially useful to be edited later.
>>
>>595339
What about game environments?
>>
>>595229
This is amazing
>>
>>595330
Post pics and refs, there could be a million different reasons for this issue and we can't give you any advice without seeing what's happening.

>>595339
Eh, this is a little hit or miss. You don't purposely make things ugly because they might be "easier to edit in post". You try to get things as good as you can, then use post to improve the image even more.

>>595370
Modern game engines (UE4, Unity 5) render in HDR (much like film) and use tonemapping to get the image to fit on your screen's color range. You can't isolate and modify individual parts of an image like in photoshop, but you have a lot of "overall" control that can be applied to your scenes. Things like contrast, exposure, color balance, tonemapping, etc. These are very useful, if not essential to obtaining a "cinematic" feel for realtime scenes.
>>
>>595220
>>595215
thanks, yeah was fooling around with dynamesh.
guess i wanted to rush and add shit up, but yeah, ill start over and have my basic body, separate the parts, as i've seen with that pink slim girl sculpt video a guy did, was using that method, and pay attention to the tutorials about the zremesher part (i only watched 3 of the 20 tutorials and started fooling around)
dont have much of a art background, suck at drawing and hard surface modelling, only did arch stuff.
>>
>>595299
>most disappointing ass shape
you take her pants off and your faced with that flat fucking thing.
>>
>>595400
ass is for degenerates. you will have sex with her pussy in missionary position like God intended and you will LIKE it
>>
>>595401
This, but unironically.
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>>595401
>ass is for degenerates
filename
>>
Did anybody notice the change in the WIP OP image?
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>>595418
?
it's the same
>>
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The hair and refinements missing but lost the motivation with this model and will do something else.
>>
>>595422
There's new stuff on it, how do you not see it? Hint: some of the projects from the past thread.
>>
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>>595400
this is the update. The intention is to make a skinny body type. Comments and advices very much appreciated.
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So I'm going back to my first model and refining it. Trying to make her cuter. Other then textures which I'm getting to any suggestions?
>>
>>595434
I prefer the old one. The smoother ears are nicer, but the rest started to look more like some kind of an elf or something, instead of a rat. I don't like the chin t b h. Not sure if it is necessary to refine her. Just start with the next project IMO.
>>
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>>595430
The hip bone was too much spread opened and projecting forward too much.
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>>595424
>lost motivation
Oh man I lost all my motivation ages ago I just soldier on regardless of how I’m feeling these days
>>
>>595434
The front part of the face is semi realistic but then you have these big ears, even for a mouse character and the hair on top is just gigantic you need to balance out the look more. Either exxagerate the facial features more or cut down on everything else
>>
>>595220
aye, started from scratch, this is 8k points, and i still feel i have a lot of freedom, should've known remesher from the start.
i've been watching the "The Gnomon Workshop - Introduction to ZBrush 4R7" tutorols, have any insight as some others to follow aswell?
>>
>>595460
how do you normally plan your topology
>>
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>>595471
>>
>>595434 Was not sure to redo the hair. Now I will. Going to learn how to do ears properly this time. My goal is to get her to start dancing some time Sunday.
>>
>>595473
not op but, when you make it couple of times then you'll get hold of it and don't need much planning tthen

just download either refrence model with good topology or some pixtures and you follow it
>>
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>>595460
I do not have the habit to plan topology. In this case I've just started modeling right away not following any reference but I've seen things about topology and like to see pictures of females completely naked and anatomy in general. So the info is there in my head and when modeling I'm concerned just about the shape I'm trying to achieve.
After observing how subsurf deals with polygons I added 5 sides polys and triangles to the pallete. This gave me much more freedom and speed to my polymodeling. Sometimes when I'm not so sure I turn off the 'Optimal Display' in the subsurf modifier and check the result.
>>
>>595473
>>595528
oops
>>
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>>595471
That tutorial is pretty much the holy grail. Its the one I used and continue to fall back on when I forget something. "Female Design & Hard Surface Mega Bundle" is another good one for putting a character all together.

Studying "Artistic Anatomy in Zbrush" right now to really learn the human body.
>>
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Making (or at least attempting to make) a cute zombie girl from this reference, in an attempt to make something from reference that isn't a direct front/side view.

I could stop working on the torso here because I'm putting clothing on it but I feel like I could do with the practice.

Also >>595528
five sided (and more) polygons are generally referred to as n-gons, and both n-gons and triangles are pretty awful for anything that moves. If you try and rig them you'll see that they cause deformation issues. Also they destroy your edge flow. Try as hard as you can to stick to squares. Look into poles, as they are a necessary evil that comes with only using squares. It's where you have a vertex that is connected by 3 or 5 edges (avoid six or higher). Good topology keeps everything square and puts poles in places that don't deform as much. I'm being super general here, you'll see these rules broken in default spheres and cylinders and such, but it'll pay in the long run to watch some re-topology tutorials. Right now I can see that the n-gons turn into squares when subdivided, but that just adds unnecessary poles and gives you terrible edge loops.




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