[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Home]
Board
Settings Home
/3/ - 3DCG



Thread archived.
You cannot reply anymore.



File: 3d_wip.jpg (364 KB, 1297x752)
364 KB
364 KB JPG
Previous thread: >>594011
>>
File: collage.jpg (170 KB, 1920x1000)
170 KB
170 KB JPG
Switching direction with this and testing a different atmosphere. Now I'm focusing on blocking out and modeling small village houses. At least 1 asset per day is a must.
>>
>>595495
honestly and this is just an OPINION - this fog looks like complete shit and the textures are wack. Even RE4 from 2005 is superior to this.
>>
>>595497
What textures are you talking about? What should I do to improve them for you?
>>
>>595501
All of them look bad senpai. Use Mari.
>>
>>595503
You're not providing any advice or specifics about what makes them look bad, and you're the first one to tell me this, so don't mind me when I completely ignore your opinion. Can't know who is shitposting in order to bring somebody down and who knows what he is talking about, sorry.
>>
>>595504
Take my word for it or don't.
>>
>>595505
I'm all for the critiques, but what am I supposed to do now? Throw away everything I made in the past month after multiple revisions, and redo it because some random guy on a forum told me to? At least say to me "Hey, you should try tweaking this and this, reducing roughness on this etc", and I would accept it, do it and post results, like I always do. But if somebody just says "lol, it's shit, delete everything and download [insert random software here]", then I can't take him seriously.

That being said, I agree about the fog, it gets too strong too quickly. And I somewhat agree on the tree textures, I have to refine them (they are of high quality, not made by me, but it's possible I didn't set them up properly). But for everything else, I just don't see the problem.
>>
>>595507
>working months for that
The absolute state of /3/
>>
File: brutalist4.jpg (457 KB, 1920x1037)
457 KB
457 KB JPG
>>595510
Haha, yeah, it's been about a month since I started with this, it's kinda slow, but I'm learning everything at the same time, never did an exterior scene in UE4 or any environment of that kind. Still, I hoped you would be fair enough and don't leave me hanging with a vague insult, but I guess I'm not getting that from you.
>>
>>595512
Sounds like shitposting to me, or some kid with incredible high demands. I wouldn't say the textures are bad, but the scene is a little too boring.
I would create some more grass variants, variations in color, more variation in length, some bend/laying down.
Same for the tree's, even if you duplicate them, create a material instance and tint them slightly different.
In general, you have some building blocks for a scene, but you need more of everything. Shrubs, bushes, more little plants, more snow shapes (the rocks need snow on top), more tree's etc.
>>
>>595522
You're right, I have actually made a plenty of vegetation (IMO even too much), just didn't add it in this area. Nothing is set in stone, if you have maybe noticed my previous posts, every time I post, it's a different scene, I practically just play around while I'm slowly adding more assets. And yeah, I'm aware of the snow on top of the objects, I'll do it in the end since I have to set up vertex painting in my materials and don't feel like doing it yet.
>>
File: Pillar_boss.webm (2.13 MB, 1280x720)
2.13 MB
2.13 MB WEBM
Someone suggested this last thread. The bottom has a hole that fits the plug on the top.
>>
>>595495
Something tells me your winter scene is eventually going to become a meme like the shire that’s the theme of the wip threads.
>>
>>595531
Lmao, that crossed my mind before... Eh, I'll keep it to myself and ask for advice on other places when I need some. I think I've had enough of /3/ for a while.
>>
File: file.png (149 KB, 660x451)
149 KB
149 KB PNG
>>595494
JUST
>>
>>595533
NANOMACHINES, SON...
>>
>>595507
The guy thinks the fog looks like shit and he wants you to use Mari, fucking MARI, the thing used to create ultra-ginormous textures for movies, on a tiny UE4 scene. You're falling for the bait.
>>
>>595530
It looks like you spent more time making the webm and uploading it than you did on the model.
>>
File: jiffy.png (243 KB, 720x1280)
243 KB
243 KB PNG
I've made an idle animation before, but this will be rendered, soon.
>>
>>595544
I don't know what to say, man... I just know that I got way too invested into this and reeeeally want to make it look great. A month is probably a lot for a small scene like this, and I'm probably wasting too much time constantly tweaking everything because I don't have a good direction and guidance, while I'm also pretty self-critical.

At the risk of sounding delusional, I'm trying to make this scene one of the best winter scenes in UE4. I went through tons of stuff on ArtStation and other places, and honestly, I didn't find a lot of the great ones. Koola's scene was once pretty popular and it was actually the base of my project, I analyzed it and tried getting the same lighting and other effects. Once I achieved that look, I tried going a step further, also added LPV and other stuff he didn't use and it does look better than his now, IMO.

Next step was to try and get on the level of AAA games, and I think I managed to overcome some of them. Again - judging exclusively on a technical level and comparing individual assets, textures and lighting - of course that my scenes as a whole don't look as interesting since I didn't try to compose them properly yet.

There, I don't think I'll keep posting ITT for a while since I'm worried it became too much about "me me me", so I'll just be honest about my thoughts and ask for the same honesty back. I already said, fucking murder me with constructive critique and give me a reality check if it needs to be done, because everything is better than this OCD hell I'm going through. My biggest fear is to get too delusional and I might as well be, although the only thing that is keeping me from believing that is a number of positive comments and likes from here and other places.

Because, when I see what stuff gets hundreds of likes on ArtStation and 80lv articles, I feel that I can "make it" as well. Example:

https://www.artstation.com/artwork/z4kJ4

If this is much better than my work then I might be blind. Peace.
>>
>>595557
You have to have the skill backing you up to make something great, that just takes experience and knowledge. You cant brute force it with hours and hours of work. You need solid foundation of fundamentals. Otherwise you will constantly be tweaking details to get it right.
>>
>>595560
I absolutely agree with that. I'm not saying I achieved my goals, but I'm trying to get as far as I can for my level of knowledge. After all, this is the first time I'm trying to make an exterior scene, but I did learn a lot from it.
>>
>>595557
Holy shit you sound like me. Good luck Anon. I know you'll make it. It all looks pretty good so far, what I think your scene is missing at this point is a personal voice. You wouldn't know it from being on this board, but there are a ton of people who can create assets and compose them. Creating stand out work isn't just about technical skill, it's about conveying a concept. What you're creating is art, it's okay to treat it as such.
>>
>>595561
Set some new goals to reach the ones you have already made, you just have to go back to the drawing board a little bit, the things that you might have struggled with in your scene are the things you should focus on.

Theres all sorts of tutorials around the internet for scene development study up on those weak areas and then come back to your scene with the newfound knowledge.
>>
>>595562
Thank you, and all the luck to you as well. You can't be more right about the personal voice. That's exactly my biggest challenge at the moment. I have some relatively unique setting in my mind, based on some story idea I had way before I got into 3D, so it might turn out good, hopefully.

>>595563
Will do, anon, will do. I do need to take a step back and put it on a pause for a couple of days. As pathetic as it might sound, I think I burned out because I'm constantly thinking about this and going through the references, and that (troll) reply in the beginning of the thread was the tipping point.
>>
>>595557
>I don't know what to say, man... I just know that I got way too invested into this and reeeeally want to make it look great.

Well, there's your problem. I think, personally, that you have to be detached from your work. Especially since you want to get up to AAA level: well in the AAA industry, unless you're an art lead, you're going to be told to change your work if it doesn't please. There goes something you thought was really cool about your scene that you've spent a few weeks working on now.

It's gotten to the point where you're sitting here taking every single thing every anon says with a degree of seriousness. This is an unhealthy working habit, you cannot please everyone, there will always be someone that's unsatisfied with your work.

I'd take a break from this and work on something else. Anything else you might be enthusiastic about making. Then you come back to this a week or two later with a clearer head.
>>
>>595551
The magic of webm bring you a bunny's idle animation. It's a mystery how GIFs are fucking HUGE in size, despite limited to 256 colors & no sound.
>>
>>595580
GIF is old as fuck that's why.
As time goes on people discover better ways to store data.
https://en.wikipedia.org/wiki/Data_compression
>>
>>595580
Her hands don't really match up. Her left is very loose, like she's not in any stress at all, but her right is clinched, like she's expecting something to happen or at least is slightly more tense than the left.
>>
>>595580
Can you make her look like Reisen or Tewi? I can't jack off to it otherwise.
>>
>>595530
Nice, glad to see you went with my suggestion.
Is the idea with this still to print?
You could just hand carve more detail into it once printed. Otherwise I'd throw in more detail on the model itself.
>>
>>595530
>>595586
Also you should probably break one of the heads imo.
So you have all three states represented.
>>
>>595564
Thats very good that you are thinking of work outside of work, thats passion and it also helps come up with new ideas.

Seems like you have the right ideas on how to approach work, just take your time and you will get there anon.
>>
>>595584
Well, this is a very, very, very VERY ROUGH animation I made in about two days. Her hair is a nightmare on Blender Render.
>>
>>595580
Its not the prettiest thing in the world visually but its got a lot of character and its pretty charming stuff anon.

>>595584
Shes a woman their idle animation is always on alert, should be pepper spray in that pocket.
>>
>>595590
Of course.
Her overall stance tells me that she's a bit tense, but the left hand doesn't reflect that. I think that's the biggest flaw and it sticks out like a sore thumb.
>>595591
>Pepper Spray
She has a fucking SWORD, anon. The absolute state of woman logic.
>>
>>595591
Buddy, she ain't Judy Hopps.
>>
>>595592
It was a joke though...

Besides unsheathing that bad boy, hes pretty heavy probably be jumped long before she pulls that out to defend herself, I mean cmon its on her back but its in an awkward low angle shes fucked if its an ambush.
>>
In case any of you oddballs want to know what her sword looks like... There. Nothing special, really. A simplistic design.
>>
>>595604
Can you post some screen from your game? What is it about?
>>
>>595606
It's not a game. Just making a model, and that's pretty much it.
>>
>>595607
Lol, I don't know why I thought it was a game. Thought that would explain the reason you went with that visual style I guess.
>>
File: Img01_bright.png (820 KB, 1420x1080)
820 KB
820 KB PNG
Retextured an old model.

Will try to do something stylized next, wish me luck.
>>
>>595609
I like it.

Kinda unrelated question for all of you, but is it already possible to nicely print 3d models like these? It looks so comfy and it would be cool to be able to model some weapons and actually hold them in my hands.
>>
>>595495
Fog is too dark, looks like fire smoke. Atmospheric fog is small water droplets which should reflect the ground and sky, so the fog should be as white as the snow, or the snow as dark as the fog. You need to consider ambient lighting more.
>>
>>595612
You can print pretty much anything, the question is how to make the metal and wood look like that. Might want to look up realistic metallic paints or wood sheets/paper to plaster the outer parts.
>>
>>595612
You can 3d print anything, however it requires preparing your meshes in a certain way (I know for example that meshes with intersecting geo, and the hidden faces deleted (which is very common in games) can't be 3d-printed properly.
>>
File: ZBrush Skull Study.png (429 KB, 1088x440)
429 KB
429 KB PNG
Guys is it worth upgrading to the new version of zbrush? are there any actual improvements?
>>
File: anatomy_study.webm (940 KB, 800x441)
940 KB
940 KB WEBM
First time I do this extrusions
>>
File: Viscera WiP6.jpg (532 KB, 1848x927)
532 KB
532 KB JPG
Is posting my wip custom level for a video game allowed in here guys?
>>
>>595600
>It was a joke though...
Don't worry buddy, so was my post.
Realistically pepper spray or hand to hand would be better than the sword in an ambush, as you said.
>>595638
>Is it art?
>Is it WIP?
Your answer to those questions is the answer to your original one.
>>
>>595631
Been meaning to learn how to do this, is there a guide anywhere?
>>
>>595638
You need art direction boi, none of these props or textures match in either style or content.
>>
File: lewd_bevelings.png (809 KB, 1600x2643)
809 KB
809 KB PNG
>>595647
Don't know any. The holes are two beveled verts, the faces created were extruded inwards. This is modeling by memory putting in practice what I've got by observation, watching porn and searching about anatomy on the internet and may not be accurate but, I think that the familiarity with the tool you use, in my case polymodeling with subsurf, helps alot.
>>
File: july10_01[1].jpg (209 KB, 1600x900)
209 KB
209 KB JPG
>>595649
Yeah it looks pretty bad. I'm blocking the map first, those shelves are the "gimmick" of the map, as it's not used like that in the rest of the game.

Pic related is an official map, I'll gradually work towards matching the game style while giving it my own "cleaner" touch.

We'll see how it goes!
>>
>>595609
>Go to artstation a while ago
>Look at some weapons
>Hey that one looks nice
>Check this thread
>Hey that o-.. wait
Anyways, i like your stuff.
>>
>>595657
Well darn, I've been caught.
>>
File: alex.jpg (215 KB, 789x1709)
215 KB
215 KB JPG
>>
File: predictabo.png (2.53 MB, 3360x1080)
2.53 MB
2.53 MB PNG
following some advices from last thread
just started the forearm
any other bodies that i should base my guy from?
i really liked geese's body when they announced him
>>
File: rip n tear.png (282 KB, 947x855)
282 KB
282 KB PNG
>>595663
less sissy arms
>>
>>595663
Real life might be a good idea your dudes pectorals should be a separate mesh from the delts imo. The shoulder area is a tricky mesh you will struggle later when trying to detail that area.
>>
>>595653
Don't put her nasty butthole in my face like that ever again. Rude.
>>
>>595664
these boobs are too big abd they are ecaggarated wrongly.

I'd suggest to make normal human first, whole body, not just boobs. to get the shapes right with right lenghts. you are adding details (mescles) on disproportinate body. it won't look right even if you sculpt muscles very realistically
Geese Howard will wait.. don't worry about that..
>>
>>595669
wanted to make big reppuken man.
alright ill go even more basic this time
>>
File: SCR_3.jpg (39 KB, 600x859)
39 KB
39 KB JPG
>>595670
try to build whole body, with just primitives.
when it'll have correct shapes and lenghts then start adding details. when you are building only chest it's easy to fuck up.

here is example of proportions.
>>
File: modeling_genitalia.png (402 KB, 1600x881)
402 KB
402 KB PNG
>>595668
Today I'll try to model clit and pee hole
>>
>>595676
DISCUSTING!!!
>>
>>595676
fully modelled
>>
>>595705
Fens
>>
>>595676
wiiiish someone would make this a default replacement for TS4
>>
>>595631
>torso is too long
>thigh gaps are not real
>>
File: Improvements.webm (1 MB, 1366x705)
1 MB
1 MB WEBM
The bunny's animation is slightly improved, guys... By improved, I mean [spoiler]she is popped like a balloon.[/spoiler]
>>
>>595730
thigh gaps are real, dude. and she looks perf
>>
>>595736
>she looks perf
incorrect!
torso is too long.
thigh gaps are not real.
>>
>>595737
what do you call this

http://viralcraze.net/wp-content/uploads/2015/09/tumblr_ns857qvold1uc5bcso1_500.jpg

I know people with thigh gaps. I would have one if I weren't so fat.
>>
>>595738
>tfw your class has several landwhales and the only thigh gap belongs to a really thin gay guy
>>
>>595734
>Playing with physics on your model
I guess there goes all that momentum on that model.
That shit is too much fun, anon.
>>
File: prog1.png (1.18 MB, 1685x1750)
1.18 MB
1.18 MB PNG
I'm trying to model a Welrod in OnShape to keep my engineering 3d CAD skills up-to-date. I'm assuming this is the correct board for that sort of thing. This is what I've done so far (I started this morning)
>>
File: StaffRoom.png (1.44 MB, 1697x854)
1.44 MB
1.44 MB PNG
how does it look so far?
>>
File: turntable.webm (2.23 MB, 1920x1080)
2.23 MB
2.23 MB WEBM
Icy Fairy, potentially the end:

So that idea of painting over the mesh using the source image didn't work, it just doesn't look good. So I've shittily gone and done a dress in zBrush, got it baked on xNormals and this is the result.

I *may* not spend any more time on this, I was doing it purely as an exercise to paint proper textures and that didn't work out. Plus it's a little too spicy for Sketchfab, unless I give her some tasteful bloomers and a sports bra you'll be able to see fairy nipple if you peek over the dress... very anti-Jesus.
>>
>>595763
Wow, yet another animay! When I think of it, I actually don't remember if I ever saw a realistic looking character ITT.
>>
>>595772
Hi welcome to 4chan this is a place oh shit I’m banned probably test
>>
>>595772
Where is your god now!
>>
>>595761
requires the "labor laws" poster and some bullshit about a "company bowling league".

also requires a sink and doorway to a toilet.
>>
File: quickrender_001.jpg (244 KB, 1126x844)
244 KB
244 KB JPG
I have no idea how to light properly. So far I couldn't find a guide that I liked other then an image of real life face photos on this board. Want to make a light rig that follows the camera. To make things easier in the future.

Textured the eyes, also don't know what I'm doing there. :)

Going to re-rig the rat today.

Will be changing the ninja star to be made out of 4 hobby knifes and a lug nut.
>>
File: Lighting_Setup.jpg (983 KB, 3066x3028)
983 KB
983 KB JPG
>>595818
Three point setups are nice, and easy- I use a light blue pointing down at an angle, a light yellow pointing up at the opposite angle, and a pinkish side light for fills, all with varying levels till I like it. I add an ambient to eliminate complete blacks in the areas where the lights don’t meet. I also attach a white infinite light to the camera, facing into it from a high slightly downward angle, what that does it make a nice rim light in the viewport no matter how you move the camera, great for giving object edges definition. Once I get the rig how I like it, I export the grouped rig object as a file so i can just import it into a scene, same with the rim light/camera combo, just export it out to a file, import and select that camera in your perspective window and you’re golden. See attached image.
>>
>>595822
Thanks
>>
File: modeling_exercise_.png (882 KB, 1600x1762)
882 KB
882 KB PNG
>>595737
You are right about the torso. The thigh... maybe. I will start another project and lay out the proportions before start modeling.
>>
>>595838
Damn, you should mark this as NSFW, fuck... But it looks good to me. I never tried modeling a character, only sculpting, so I'm actually amazed you were able to achieve this with modeling. Don't know what workflow is harder, but modeling certainly seems harder to me.
>>
>>595838
WTF did she lost 10Kg weight in between this and the last image you posted?
This isn't healthy its pathological and it triggers me. Why would you want to model anorexic people (or obese)?
Good dammit, looking at that image makes me want to eat more.
>>
>>595841
Well, it sure is a good study, so why wouldn't he do it?
>>
>>595839
>Mark this as NSFW
Due to being skinny? Because there isn't anything really "NSFW" in that if you're an artist.
>>
>>595737
>incorrect!
>my opinion from earlier is truth
Getting real sick of your shit.
>>
>>595845
It's not NSFW, I just got scared lol.
>>
>>595847
>I just got scared
Maybe move out of your parent's house or stop browsing 4chan at work, anon.
>>
>>595845
Due to asshole and cunt.
>>
>>595850
>Asshole
There isn't one.
>Cunt
It's a non-sexual piece. It's art.
You never seen nude studies in college before? If those people will allow it, I don't think it can be called "NSFW"
>>
>>595852
If it contains full frontal nudity, it's NSFW.
>>
File: do_it_faggot.png (471 KB, 971x585)
471 KB
471 KB PNG
>>595846
>>
>>595854
Except that artists are exempt from that rule.
We're expected to look at nude models constantly. It's literally one of the first things you're taught.
Yes, even in the work place.
Honestly I don't get why 4chan has this rule in the first place. 4chan as a whole isn't safe for work.
>>
>>595854
nobody fucking cares about nsfw because what type of fucking retard browses 4chan at work?
>>
>>595857
This isn't /ic/, this is a blue board.

We had this arguement before.
>>
>>595856
>Nothing is even plugged in besides power
>Pretty sure that's a router
>>
>>595860
Yes we have, and until the admins switch us over, we will always have this argument.
Nudity in art doesn't make it NSFW.
Aside from that, as I said, this is one of the first things covered in art. It's a key component to art. If our blue board status is preventing us from posting even the core fundamentals, why the fuck are we a blue board?
>>
>>595860
It is only a blue board if someone enforces the rules, i see tits and pussy here all the time so i call it a red board. And it should be a red board.
We had this argument before and the general census was that it should be a red board.
Please kindly fuck off if you think otherwise.
>>
>>595860
The rules can be argued to be incompatible with this board. As anon has said, if it's meant to be some sort of piece where you're practicing anatomy, then there is no need to look at nudity with the taboo we usually do at blue boards. Where you are and under what context you're posting matters.

>b-but muh rules

The rules are absolute and I'm not saying they're wrong and there's a different interpretation we could take with them. That being said, they apply to every board equally but every board is not equal, so we end up with situations like this. Loop back to the idea that maybe nudity shouldn't be a big deal on a board like /3/ where doing nude bodies for a while is an essential part of any character modeler's studies.
>>
To close this discussion of nudity, it's possible to create "nude" models without the genitals; the problem is that when it comes to mastering visual art you have to render old men and women in all of their horrific, nude, glory.
>>
File: Phew.jpg (37 KB, 600x600)
37 KB
37 KB JPG
>>595866
>Working on project
>Always have to include the male bulge
>Co-workers walk by
>>
Sorry. I should have read the rules. If I'm not banned I will turn the pictures SFW before posting from now on.
>>
>>595872
No, don't.
You don't have to stick to the rules if nobody enforces them.
Making this a blue board is a stupid decision anyways.
Breaking the rules is a clear message.
Also if you have a dynamic IP, banning means you have to reboot your router once.
>>
>>595873
Have to agree with this. If we don't send a clear message that we don't need/want the blue board status, it'll never change.
>>
File: That's L3WD.png (88 KB, 250x250)
88 KB
88 KB PNG
>>595873

Yeah it's funny when you have a dynamic IP and you get a ban message that was meant for someone else every once in awhile. I find it happens a lot when I'm using my mobile connection on my phone.

I got a ban once and in the appeal I asked the mods if they'd change the ban message to one that would mention my roommate by name to freak him out. Then I waited and waited but the mods didn't change it, they just ignored the appeal it seems (I think they ignore appeals automatically anyway since 99% of people have dynamic IPs and will just reset their modem anyway).

I just wanted them to change it to his first name and since his first name is one of the most common first names in the world there's a good chance of it freaking some random 4chan dude out in the future after I reset the modem.

As for /3/ being a blue board, it's totally fucking retarded and we've been trying to get the mods to either change it or allow nudity with a spoiler image but the problem is non of the mods care enough about /3/ to stick their necks out changing it, usually they just ignore the nudity because it's an art board and they know we're going to be working on anatomy in here.

The problem comes every now and then when you get some mod or janitor that doesn't understand the culture of this board and they're one of those "the rules are the rules no matter how stupid they may be" assholes who bans you. It's only a 3 day ban at most though. I've never heard of anyone getting a perma-ban for posting nudity in here.

We were using /aco/ as out /3/ lewd thread for awhile but the fucking trolls were like flies in there and on /ic/ you get a lot of drawfags with attitude that troll the /3/ lewd threads with their "3D CGI isn't real art" bullshit (like more than half the people who do 3D aren't 2D artists as well).
>>
File: HighresScreenshot00006.jpg (1.09 MB, 3543x2052)
1.09 MB
1.09 MB JPG
This is a dumb UE4 environment I've been working on and right now one of the biggest of my problems is the timing of the animations of foliage assets.

Right now every foliage asset (I'm adding different kinds soon rather than just the three now) have animations that are perfectly synced, making a pseudo mexican wave effect that I don't want.

I'm sure there's some way in UE4 to add a variable that offsets the timing of the animations in such and such of a window, rather than animating several different motions for each type of plant. What would you do here?
>>
>>595881
Don't know if you intended to do this, but it looks like something that could fit right into any modern JRPG. Good use of colors.
>>
>>595881
leaves breaking up upon walking, zelda esque effect
maybe add an artifact on the bottom
>>
File: cloth meets imitation.webm (2.59 MB, 1285x526)
2.59 MB
2.59 MB WEBM
.>>595734
Tracing in the third dimension
>>
>>595898

What kind of horrendous theme is that? Are you 10?
>>
>>595899
Well, sorry for throwing too much green. I could do worse by shoving even more garish colours on random places.
>>
>>595899
I just thought his blender got bitten by a radioactive 3DSMax or something.
>>
File: Sharon with a cig.png (275 KB, 635x471)
275 KB
275 KB PNG
>>595907
What's wrong with a little sci-fi theme?
>>
>>595898
I'm assuming you don't have that jiggle bone addon?
>>
Icy Fairy - Part 3:

Fuck it, just gonna push through since I'm almost done anyway. I gave her a pair of bloomers and a sarashi to keep more in line with the original reference. She was looking a bit dead-eyed so I put a highlight in the texture to alleviate the issue. Managed to use krita to bend the dress pattern in there, the hem looks all sorts of messed up but that's a price I'll pay.

Just gotta retopo the bits of the body that are showing still, do a proper paintjob on the hair and quickrig the body into that goofy pose.

Whoever commented on the situation on Canada, hopefully I can get away with stuff like this, because I'm moving there next year and I'm pretty much hooked on exclusively doing these kinds of models. There's never any genitalia modeled so fingers crossed it'll be okay.
>>
File: Viscera WiP7.jpg (495 KB, 1844x927)
495 KB
495 KB JPG
Still blocking out the level. Doing the front so I can arrange the back after.
>>
File: topo.jpg (66 KB, 1109x916)
66 KB
66 KB JPG
Oooooooooh boy... I accidentally started going full Tim Bergholz with this... This is a metallic structure and it won't displace or animate, but still, I don't feel it is okay doing things like these.

As you can see, I basically started from a box, and did extrusions and loop cuts so I could create those doors and windows. Well, I was careful about it, but I still got myself into this trouble. What the fuck do I do now? Should I just delete it (good thing I have a backup copy) or can I save the topo somehow? I have a few of these darker polys, and I have no clue why. I also started ruining the edge flow because I had ngons and wanted to get rid of them with some tris. Is this okay or not? If it is, at least I want to fix that dark poly because it might cause problems later on.

I mean, I never know how else to do stuff like these. The only other option I can think of would be not giving a fuck at all and just using booleans and have hundreds of 264-gons.
>>
File: just_ngon_my_shit_up.png (87 KB, 682x716)
87 KB
87 KB PNG
>>595940
I see nothing disastrous, just remove all edge loops that don't contribute anything to the topology.
I'm making game assets right now and they're as n-gon-y as I can get away with to remove unnecessary verts and edges, and it even makes using FWN easier as well, as chamfers act more predictably when they don't have edges to attach to.
For what it's worth, geo count isn't that important optimization-wise as much as other things like shader complexity and texture size. A decent engine should let you cull, stream content, generate LODs, and other things that will let you get away with more than you think, unless you're going super-optimized for mobile or something.
>>
>>595948
Ah, okay then. I guess it's just that, when I was starting out, I saw people were very harsh when somebody didn't have a perfect topology, even when it looked good to me, so I always feel that I do it in a hacky way whenever it doesn't have a perfect edge flow and quads only. I also started learning 3D with guys like Arrimus where they cared a lot about that, so when I saw Bergholz's approach, it blew my mind. If I could remove every edge I don't need here (and that would be a lot), I'd get almost exclusively ngons, so I'd rather not do it, but if this is fine, then good, I'll keep it as is. I'm just always worried that if I wanted to use a piece like this for a portfolio, I'll just get laughed at.
>>
>>595952
Maybe you could do both methods to at least show that you can do it if someone ask you. You'll still have that somewhere, granted you'd like to be paid doing it many times.
>>
>>595952
There's far too much focus placed on perfect topology in learning materials if you ask me. Its important for smoothing, and it's important for modularity (like, if you're building something that you think you'd like to split up and steal parts from to use in other ways) and it *used* to be important if you were sending the mesh to be sculpted - but now we have dynamesh so you basically send the most fucked-up, Ngon covered piece of bullshit to Zbrush as a basemesh and Dynamesh will fix it up and give you something to work with 99% of the time.

Software is better, renderers are better, PBR workflows are incredibly forgiving. Today, you can just make the thing quickly and however the fuck you want - throw it into a real-time engine and 99% of the time stuff looks ok. If it doesn't - you can see immediately and you know what you gotta go change.

Don't get too caught up on perfect topology - as long as you understand how to do it if you *have* to, that's good enough.
>>
>>595956

PS - go check out a course on Pluralsight if you can to see my point. It's by a guy called Isaac Oster and it's called 'making game props in Fusion 360, Zbrush and Quixel Suite' or something like that.

You use Fusion360 to create a very detailed, very beautiful model of a hi-poly gun, and output that to Zbrush to retopologize and prepare for painting. Fusion360 is a boolean modeling application. The .obj mesh that it outputs is a horrendous mess - but it looks incredible. *Nowhere* in this workflow is there any kind of focus on topology, at all. Even when you make the retop it's just a case of 'fucking bash a load of shapes together till you have a closed mesh'.
And guess what? The real-time model you end up with is beautiful.
>>
File: bevels.jpg (34 KB, 873x891)
34 KB
34 KB JPG
>>595956
>>595957
I'll check out that guy for sure, thanks.

Also, I wanted to have a pretty round windows, but you can see in pic related that I was only able to go this much before those edges and vertices in the middle started merging. If I could do it like here >>595948 where there are 0 edges around the windows I'd be able to have bigger bevels. So that would be just fine, right?
>>
File: bool_plus_fwn.webm (2.83 MB, 613x527)
2.83 MB
2.83 MB WEBM
>>595958
Yes. Essentially, to do it like in my example, you remove all edges supporting the corner you want to chamfer, and then it'll chamfer perfectly. Sometimes you'll get overlapping edges, but in Max it's as easy as hitting the "retriangulate" button to fix it.
Here's a webm I posted a while ago that shows off my workflow, except here I do it a little backwards and chamfer a cube first, and then do a boolean subtraction, but there's no real order to it, sometime's it's just easier to use booleans when you're not cutting all the way through something.
>>
>>595915
Nothing. Just been reading too much spider-man lately.
Is that... a 3D background in that show? I don't remember it being mixed media.
>>
File: bearato.png (424 KB, 1051x839)
424 KB
424 KB PNG
I'll add gradients to the hair later
>>
>>595961
Nah, don't think so.
>>
>>595993
Khm... Yet ANOTHER...
Okay, I won't do it anymore, sorry.
>>
>>595996
w-what do you mean anon
>>
>>595997
All these animu girls, kids and other creatures. Don't mind me, I'm just a photorealismfag who has to accept that he is on a board full of dege... Never mind. Do your thing if it makes you happy.
>>
File: 1511406807503.jpg (31 KB, 904x768)
31 KB
31 KB JPG
>>596001
to be fair, I only come here once in a blue moon
>npr is degenerate
ayy lmaooo
>>
File: howto.jpg (22 KB, 676x705)
22 KB
22 KB JPG
How can I create a shape like this but without using hardops booleans and fucking everything up? Also, I'd actually like to have a hole like that, but on the part of the surface where I cut a hole, it should be a layer of glass, because this is some kind of a lamp.
>>
File: Capture.jpg (40 KB, 550x532)
40 KB
40 KB JPG
>>596011
General concept is to add a round cube primitive, cut out the top square section, select the edges of this new hole, use loop tools to make it into a circle, make it into a face, inset face once or twice for some edge loops, delete the innermost face, select the edges of the hole, add a grid fill, use proportional editing to drag the section inward with the curve you like, subdivision modifier. Add a bevel on the dip's edge to add some edge loops and make it sharper if you want, or a bevel modifier and turn up the edge loop's bevel weight for the modifier in case you want some flexibility later on.

You'll need the addons LoopTools and Extr Objects enabled, which come with Blender.
>>
>>596013
Thanks!
>>
working on a nendoroid style base mesh, unfortunately it looks like utter shite when animated. I don't understand how people can make character that don't deform so much with even less polygons and a more minimalist style. Thinking about giving up if i can't find a low poly style that also looks good animated.
>>
>>596027
Hard to say what ails you if you don't post your wireframe.
>>
>>596028
the arms just go into weird shapes as i modify my pose.I wish i could do something simple that at the same time looks good animated like >>595580
>>
>>596031
>>
File: 1493151628840.gif (44 KB, 725x503)
44 KB
44 KB GIF
>>596031
Try following this image to set up your topology properly around places that'll deform. Also, I'd argue that your shoulder bone is way too far forward into the arm, bring that closer to the collarbone.
>>
>>596034
P.S., I post this as I see that you did it right around the knee and forearm but not around the shoulders? Hard to see from these angles.
>>
>>596036
i didn't do it for the shoulders. Should probably do it for the wrist too.
>>
File: Pool02.jpg (1.08 MB, 4466x2512)
1.08 MB
1.08 MB JPG
I made some progress on the texturing part of my Pool scene. Any Tips/opinions ?
>>
>>596047
redo all of the geometry that has jaggies e.g. the rim of the pool and stuff.

Lighting looking really good.
>>
>>596047
>>596049
Lighting looks messed up, actually. Sunlight shouldn't be this yellow on greybox materials. Are you using an HDRI?
>>
Yes I do actually, anything I should look out for besides the yellowish tone?
>>
I tweaked the lightcolor a bit towards the yellow, without the final textures, for me its kinda dfifficult to tell if is to much.
>>
>>596056
Why it shouldn't be yellow?
>>
>>596063
Can you post what shade of yellow your sun is
>>
File: pool light color.png (111 KB, 435x529)
111 KB
111 KB PNG
There you go...
>>
>>596072
Why are you not using Kelvins?
>>
>>596047
>>596049
>>596056
>>596058
>>596060
>>596063
>>596068
>>596072
>>596073
lighting is the worst here
day sun =/= yellow
its just the usual white balance that makes it appear so

among many other problems, the water looks too grey, your diffuse should be black
>>
could you be more explicit please? i am lost here...
>>
>>596074
Shadows are long, it is going down and I don't see why it wouldn't be a bit yellow. Not the OP btw.
>>
and what do you mean with the diffiuse should be black?
>>
>>596077
..what color is water?
yeah, it has no diffuse properties m8
fresnel reflection + full refraction, that's pretty much it
>>
than why do the deafault water materials in unreal come along with blue color?
>>
>>596079
>water is blue
non-pbr realtime default preset programmed by some kindergartener I presume, or its just because Unreal can't refract for shit so it's trying to cheat

also you should make a habit of tagging the anon you're replying to
>>
>>596081
alright, got it. what else?
>>
>>595580

Does she have a feminine penis?
>>
File: Idle improved.webm (401 KB, 540x960)
401 KB
401 KB WEBM
>>595580
Some improvements on the animation
>>
File: Fuckin kidding me.png (168 KB, 661x549)
168 KB
168 KB PNG
>>596096
....Shit. Hair suddenly had cloth physics on, which isn't supposed to.
>>
File: Fixed.webm (402 KB, 540x960)
402 KB
402 KB WEBM
>>596097
There we go.
>>
>>596101
This is really good
>>
File: Wip 01.png (725 KB, 1172x604)
725 KB
725 KB PNG
Lighting blockout for a coffin apartment (the really shitty rooms in chinese apartments).

I'm starting with some props for fun, might finish texturing a TV tonight.
>>
File: nig_WIP.png (695 KB, 1600x1762)
695 KB
695 KB PNG
Beginning of a new work.
>>
>>596090
There is no such thing.
Are you gay or in denial?
>>
>>596130
GIGANIGGA?!?!!?
>>
>>596137
It is random nigga.
>>
File: TV01.png (1.84 MB, 2000x944)
1.84 MB
1.84 MB PNG
>>596116
Didn't get as far as I'd like but I threw some quick materials on it, I'll add some more detail tomorrow.
>>
File: wip.png (291 KB, 1200x531)
291 KB
291 KB PNG
I accidentally posted my wip in the old, bump-limit thread earlier. Whoops.

Anyway, Cute zombie girl WIP. She needs arms, hair, eyelashes, clothes and polypaint, so a ways to go. I also need so smooth out some wrinkles on her face, which I will do when I get around to adding her eyebrow.

Her lower legs have a bit of chunkiness and deformation that I don't like, but I'll fix that when I have to re-mesh the whole thing to add the arms.

Is there an easy way to preserve L.O.D when dynameshing? Because smoothing is much easier at lower levels. Right now I dynamesh my parts together, z-remesh to get better topo and reduce quality a few times, then subdivide it and project my old mesh onto it. I just ask because I remember a mate showing me that mudbox can create lower levels if you just give it the high one.
>>
>>596142
Looks neat, but the screen itself should be rounder in both dimensions and not only horizontally
>>
>>596130
nigwip )

your skill is inspiring )
I'm sculpting guy and literally jerok of to it ) I like it so much, I had painting background and sculpting gave me what i missed so much,
but how you box model is really cool, I'm using more and more box modelling with Zmodeller and I'm learning many things from your posts )


how much time are you doying 3d?
>>
Going for a low poly shitter for a game, what can i do to improve this? I was thinking about leaving the spider legs for the feet. Do you guys think it will look good animated?
>>
>>596155
better screen, forgot to put ortho in the right screen.
>>
>>596155
scale down the waists,define the neck, taper the head, lift shoulders
>>
>>596155
No, anything that'll bend sharply will shrink and lose a lot of form. Follow the image in >>596034 to set your mesh up properly.

Do this for anything that you can imagine will deform: wrists, arms, legs, etc.
>>
>>596157
>>596158
Thank you guys, making it happen as we speak. I wish i could find more resources for truly low poly stuff, anything on the tubes is subdivided stuff that looks even worse animated. How could i scale down the waist?
>>
>>596159
I think i got it, but probably need a space between the legs.
>>
>>596154
About 3 years. I hope next year I can get some money with it.
>>
I'm full of anger because of the fact that making anything in 3D takes so fucking long. I CAN'T WAIT ANY LONGER GODDAMNIT, I WANT TO SEE MY VISION AND I WANT TO SEE IT NOW. Other artists could bring their vision to life in a day. I can model a few modular wall pieces in a day, which is 1/50 of a final product. Fuck.
>>
>>596159
you better watch a modeling tutorial and follow it.

here are some modeling tutorials (by difficulty)
try those and see how your modeling skills improve

https://www.youtube.com/watch?v=JjW6r10Mlqs


https://www.youtube.com/watch?v=DiIoWrOlIRw

https://www.youtube.com/watch?v=tunk7xH07Pg


https://www.youtube.com/watch?v=GfmD9XMrdYc

>>596195
you become faster
>>
>>596196
I ended up redoing it from scratch, with better topology in mind. I think it looks nicer now, also looks nice if i subdivide it. Thanks for the tutorials, i will check them out.
>>
>>596196
Of course I can become faster. That still doesn't mean 3DCG isn't slow as fuck. It took Dice like a week per a tree or a rock, and they were using photogrammetry.
>>
>>596199
agree 3d is slow as fuck...
I also has that thing that I want to shit out characters, which I concept/model myself, but it takes 1-2 months... but If I'm modeling/making for someone else I'm doying it in a fucking week...
but I also work so I rarely have time. I envy 2d artists... they put awesome characters almost every day, there's that guy "Dirty Robot" on Instagram' he's awesome
he's done 365 day charcters every day a character... in 3d it's like character a month, if you want to do it 100 %
>>
File: Viscera WiP8.jpg (418 KB, 1846x926)
418 KB
418 KB JPG
Continuing playable space/blocking.
>>
Every time I see some beautiful render I can't help but feel like a shitter because I'm using UE4. No matter how good my stuff looks, it can't compare to a proper static render. Sometimes I go into the renderer view while working in Blender and my jaw drops immediately lol, not to mention what happens when I put it in Arnold. Some normies might even think less of my work just because I'm using UE4. Just dropping everything inside a proper ray-tracer makes it 100x better. But as much as I'd love having superior visuals, I still prefer real-time and interactive scenes, so whatever, I have to deal with it...
>>
>>596213
i don't like the bloom because i really dislike bloom in all forms as it is trash.
i like the warehouse racks in the back.
>>
File: StaffRoom3.png (1.03 MB, 1421x857)
1.03 MB
1.03 MB PNG
how is it looking?
>>
>>596243
You're right the bloom and fog here are disgusting. While playing it's a bit less, but I'll think twice about it when touching post FX.
>>
>>596249
Nice, but how did you achieve that look? Is it just a lot of grain?
>>
>>596258
grain + low resolution
>>
File: ugliness.png (851 KB, 1600x1762)
851 KB
851 KB PNG
What an ugly skull.
>>
>>596267
Do you know of some good poly-modeling character tutorials? How did you learn it yourself?
>>
>>596268
Angela Guenette video is very good and I like Arrimus 3D videos. Observing another artists work and how subsurf deals with polys I began using tris and 5 sides polys which gave more freedom and the possibility to add more details much more easly.
>>
>>596267
negroid skulls are sloped back more steeply on the forehead (not racist)
>>
>>596272
Thanks, found her and will check out her tuts. And totally forgot that Arrimus also had some character modeling series (the end result was shitty, though t b h). Would you say this approach is faster than sculpting? I never tried it this way, but maybe it would be good to know, especially if it means making some simpler game-ready characters a lot faster.
>>
>>596274
But anon! All the races are the same! No differences at all!
>>
Anybody using HardOps for Blender? I added a few default meshes like screws and such, but when I want to join them with the rest of the model, they either get fucked up or disappear. And I don't know why are those green borders around them and why I can't just get rid of them.
>>
>>596325
Have you checked Masterxeons1001 YT channel? There are some tutorials and i remember to see one about custom insert meshes.
I use Hops but some parts are still very obscure for me.
>>
>>596318
For SIMPLE characters for games, polymodeling is the way. For creativity, I think sculpt is better, you can create whatever, very complex things much faster.

https://www.youtube.com/watch?v=lTB5LdW_dpY
>>
https://sketchfab.com/models/dbd6c4ed8d414cd683c4d8ce0cd79616

I knew it, these dang weebs aren't even using Photoshop to do their models anymore. This guy is using SP and the other one I posted earlier this week was using BodyPaint 3D.

Thank god you don't have to use photoshop anymore to do really good stuff, and the barrier to being a god at painting textures has been alleviated slightly.
>>
>>596370
Of course you don't have to use PS lol, why did you think that?
>>
File: scale.jpg (162 KB, 1206x910)
162 KB
162 KB JPG
Do you think the scale here is good or should I rescale something? I made it a bit bigger than my reference, I'm just not sure about the sizes of the door and windows. Larger doors like this exist afaik. The windows might look a bit too high, but how do you know the floor on the other side is not just raised? I mean, you can see the person from the other side from the top to the shoulders. I'm not sure. I'd like some opinions before I start texturing everything. If you didn't figure it out - it's a ship. An icebreaker.
>>
>>596372
Windows do seem too big, large windows aren’t advantageous on a ship, especially one specifically designed for inclement weather.
Actually, what are you using for reference anyway?
>>
>>596377
...Well, besides the windows on the bridge of course.
Photos of the interior can be helpful too.
>>
>>596371
Photoshop has functionality that is lacking in SP: selection tools are years ahead in Photoshop, SP doesn't really have any blending options besides that shitty clone tool. Drawing on UV's might not be pleasant but SP has an annoying problem where your paint can bleed out to other UV isles. Gradients in SP are clunky and hidden behind the "effects" layer option for some reason. Using layers in Photoshop compared to using a layer system in SP to paint materials also requires an inherently more complicated setup if you're doing it from scratch (though admittedly, once you get used to both, you'll be able to do more faster with SP). Big studios are also still using it because it's not uncommon for you to do something in a painting suite like this and have to make small adjustments to the maps in Photoshop later.

You don't *have* to use Photoshop, but it actually feels like it's the opposite right now: people are used to working in Photoshop and still using it so much that actually feels like you don't have to use Substance Painter. To some degree, if you're not a good artist but you specifically want to do hand-drawn textures like this, working in SP might even be harder and more discouraging at first.

That's just my opinion though, from trying to paint this kinda animeshit in both of them.
>>
>>596382
>SP has an annoying problem where your paint can bleed out to other UV isles
that's because you should use ID map
but I agree SP is not for hand pinted textures..
>>596370
that model fucking sucks man... at least shading, i'm not saying this because of "animuhh is gayy" that is really shitty approach.

SP sucks for painting textures, it has horrible painting tools. 3d coat is really good for that.
>>
>>596377
>>596378
My main reference when I started was russian icebreaker "Vaygach". It is smaller in real-life, I wanted to make a bigger version and to distance myself from that reference exclusively, but yeah, I'm not sure I nailed the scale right now. In UE4 it looks perfect, but when I look at those character in that render, they look tiny. I chose to go with 4m x 4m modular walls and now I realize it's probably too big. Pic related is one of the reference photos of Vaygach. Those walls are, what, 2.5 - 3m?? Yeah, not sure what to do now. Well, at first I just wanted a full view of a ship in the distance, and everything would look fine for that, but now that I want some views from the deck, I have a feeling I shot myself in the foot. Windows actually seem fine to me now, but the 4m high walls may be too much. Don't know if I should rework modular walls and rebuild everything. Seems like a lot of work, but actually I only have 4 modular pieces so it wouldn't take that long... Fuck.
>>
File: pizza dance.webm (692 KB, 1196x682)
692 KB
692 KB WEBM
this was fun
>>
>>595630
gizmos, livebools, [spoiler]flat ui shading[/spoiler]. i like it.
>>
>>596385
>Ooo, kill em
>>
>>595948
Are you the corridor guy?
Boy, those FWN chamfers are making me hard as fuck.
>>
File: Viscera WiP9.jpg (372 KB, 1848x927)
372 KB
372 KB JPG
>>
>>596398
I want to learn FWN but it seems to be going a bit over my head. There's a lot of stuff out there about it. I didn't even know about it nor that it could improve a hard-surface model so much. Where to even start? Either blender or max tutorials, I use both.
>>
>>595760
Aren't many CAD users here, but good stuff.
>>596409
Would like to see a show from the ground level.. Cool scene.
>>
>>596414
I try to keep the level simple because I want to finish quick, and it's only my second map (started with Killing Floor 2). By chance the gameplay beneficiates from simple clean square-ish spaces.

I'll post some when I'll have some details and some light.
>>
File: throneroom r1.jpg (1.22 MB, 1920x1080)
1.22 MB
1.22 MB JPG
>>
File: elderbody-wip4.jpg (1.65 MB, 2560x1874)
1.65 MB
1.65 MB JPG
>>
>>596418
Very nice, how long has it been since last update? I don't remember seeing progress for a while
>>
>>596413
Its not something complicated. Add bevels/chamfer in every place you want an edge, and set it to low priority, your "main/important" faces set to high. Its like smoothing groups, sort of.

For blender I reccomend the YAVNE plugin.
>>
File: gears.png (423 KB, 1216x934)
423 KB
423 KB PNG
>>596398
Nope. I almost never post my actual WIPs here, but do offer advice on how to do stuff, although I try and keep strictly to the stuff I know, because I'm still learning myself.

>>596413
The principle is fairly basic: A game engine, or perhaps rather your graphics card, which thinks in terms of chunks of surfaces, may split your model at various types of seams, most commonly across smoothing groups, because a vertex can only have one "normal", or facing direction, regardless of what your modeling software may tell you. So what happens with a perfect cube that has three normals per vertex? That's right, 24 vertices instead of 8.

There's no realistic way to save on geometry with this knowledge, but you can make the most of it by splitting all the verts ahead of time by turning them into a chamfer, which you then put into a single smoothing group. This way, each vertex is actually one vertex, but they represent a more complex piece of geometry. Also, because modern game engines are very efficient at batching together triangle strips, the added tri count doesn't amount to much either, vert count is generally more important than tris or polys when working in something like Unreal 4.

The problem is that the basic normal weighting systems implemented in 3D packages are shit by default for hard surfaces, so you have to find a way to manipulate them to face the way you want; perpendicular to the "primary" faces, and let the chamfers get filled in by the smoothing algorithm. Face-Weighted Normals, as the name implies, runs a better method for determining the importance of a face based on its size and angle relative to other faces.
However, sometimes even this isn't enough to get a perfectly hard face, so you have to use another method like here >>595960, where you manually pick the faces you want flattened, and set their normals from the face direction. This also makes it easy to snap together modular sections, because you can be sure the normals are consistent.
>>
>>596385
Damn that's nice! Where did you learn to animate?
>>
File: cylinder.png (422 KB, 1341x994)
422 KB
422 KB PNG
>>596458
So to continue a bit, there are some disadvantages to this method, for example custom normals tend to be fairly fragile and break if you so much as look funny in their direction, and this means that your tools can't really produce LODs from them. Not that you really need that kind of optimization as your mesh will be fairly optimal in and of itself, given that you're not even using a normal map, however it may still be a good idea to keep a non-chamfered copy of your model that you can produce a proxy from. You could also perhaps make a variant that drops some of your modeled details. There's no reason you have to do everything in this style, large structures can use FWN, medium-size details can still be normal-mapped, and small embellishments can be normal decals.

The other issue is UV mapping, because you end up with lots of small polys at 45º angles. Getting a nice result is doable, however there is merit to using triplanar projection in-engine instead, making this method optimal for a UV-less workflow. With no smoothing groups and no UVs, your model will be extremely lightweight in spite of its poly count. This also brings us to another issue, light-mapping, which is a nightmare to do with FWN once you start making even remotely complex shapes, since you have no perfectly-aligned edges on any surface of your mesh, so lightmass baking is pretty much out and you'll have to use a fully dynamic setup like LPV, or whatever else dynamic GI system your engine of choice supports.

That said, if you have a good system set up for texturing your objects in-engine, rather than in a program like Substance Painter, you can iterate extremely quickly as you just model the thing out and toss it straight into the engine, no baking and no mapping. The thing is, I personally haven't actually gotten that far into the system myself. I'm still practicing modeling out various shapes, but making tillable materials and applying them in Unreal is something I've yet to fully do.
>>
>>595630
I think those new boolean functions are useful.
>>
Here's my slab, Slab. Gonna take a shot at a Nezarac's Sin helmet sometime soon as well.

>>595609
I love that you're super legit but still post here. Printed that old skyrim steel sword a while back BTW.

>>595760
Is this a tacticool yankee screwdriver?
>>
File: scaleupdate.jpg (148 KB, 1396x906)
148 KB
148 KB JPG
>>596384
>>596372
Quick update, tried going with 3m by 3m modulars now, is it better? I can easily reposition and scale all the props, but that control room in front will be tricky now, since the dimensions are totally different. Honestly, I should probably remodel it completely because it's really poorly executed IMO.

Also, I did the windows on the left with booleans, similarly to >>595960 method, but I still don't get how to smooth everything correctly in Blender. There's just lot of bevels on them. Basically, I took a box, added tons of chamfers on the edges to get a rounded window shape, and then boolean'd my modular wall with it. But that also left me with a few random edges connected with the corners of the wall for some reason, and I can't get rid of them. I'll try doing the same thing in Max.

Fuck, this is simple stuff, I should execute at least that perfectly.
>>
File: bool.jpg (70 KB, 1262x925)
70 KB
70 KB JPG
>>596478
>>
File: fuggggg.jpg (38 KB, 1205x901)
38 KB
38 KB JPG
>>596479
Fuck me... This is even worse than I thought. You don't notice that shit in the scene, and with textures it also looks fine, but this is just wrong. I should probably do it again, but I don't know how anymore.
>>
>>596478
Booleans are a finicky creature. In order to get guaranteed clean bools like in my webm, you have to use ProBooleans in Max with “no edge removal” selected, and convert to edit poly.
Then in the selection panel of the tool ribbon, while in vertex selection mode, you use the tool on the far right that lets you pick out vertices that neighbor two edges, and press ctrl+backspace to remove all stray verts.
However, you can’t chamfer just yet, because the hole isn’t actually connected to anything. If you let it be, things will get screwy, so what I do is cut a line between any two edges so that the hole is grounded to the rest of the mesh.
It’s not a good idea to simply connect together existing edge vertices as you may be initially inclined, because whenever a chamfer sees that the corner it’s breaking has an edge attached, it follows in that direction. It’s not a problem if you have two existing verts that are directly across from each other in normal direction though, for example if you were chamfering the edge of a tube.
Finally, set up smoothing groups where you want chamfers to occur and apply the chamfer modifier with “from smoothing groups” enabled and 180° smoothing angle.
Most of the time you want a basic 1-segment tri-chamfer, however some forms tend to strain the smoothing too much when doing this, like cutting a round hole into a flat surface, so in those instances you want to separately apply a 2-step chamfer to the hole edge, but it really depends on how many segments you’re using and how wide the chamfer is.
Chamfer width is of course an artistic choice, same as deciding how smooth of a normal map to bake, so that the edge looks sufficiently smooth from the distance you’ll typically look at the object at.
At this point the object will look terrible, so you need to run the FWN script or the manual normals from faces script, which I have bound to my quads. Both can be downloaded from Polycount wiki I believe.
>>
>>596483
Oh, one thing I almost forgot to mention, is that if you are going to use the script that sets normals from faces, because it works only on a collapsed edible poly, only do this step on a copy of your mesh, when you're certain that you're finished with it.

Max has a wonderful tool called "select similar" hidden under the "modify selection" tab of the tool ribbon, and if you check only the "normals" option, you can select a polygon, hit a key and it'll select every face for you to then run the script on, ignoring the chamfers for that normal direction. You can also use the tool with default options if there aren't many faces that face the same way, and you just want to select similar surfaces.

Be careful when using shift + click to select loops of polygons, because this function has a tendency to undo all your normal modifications. Instead just select a ring of edges, and then ctrl + click on poly mode to convert the selection to polygons. In my example it didn't screw up merely by chance.
>>
>>596466
>but making tillable materials and applying them in Unreal is something I've yet to fully do.

Learn substance designer, it's not hard to learn and you can make pretty awesome stuff with it. It's what I use to do my base materials for my FWN assets.
>>
>>596480
Why do you have so many bevels on that edge bruh
>>
>>596483
>>596484
Thanks, I'll try it out in Max and see how it goes.

>>596489
I already said it. Didn't know how else to get a smooth curve there.
>>
File: windows.webm (1.74 MB, 582x603)
1.74 MB
1.74 MB WEBM
>>596491
Here's a webm for visual reference. /3/ has an upload limit of 3mb, so I can't show the toolbar and do it in a reasonable size, but the steps are basically outlined as above.
>>
File: chamfer.jpg (76 KB, 1567x780)
76 KB
76 KB JPG
>>596495
Thanks for the help, but could I ask you just to show how your chamfer settings look like? Here are mine, and I don't see from smoothing groups option. Tried the other ones and they don't give me the same results. Also, I realized that I used smoothing groups maybe once in 9 months of doing 3D, and now I feel like a brainlet lol. I selected the inner faces and applied a separate smoothing group to them, is that it?
>>
File: bvledg.jpg (78 KB, 918x918)
78 KB
78 KB JPG
>>596491
What exactly is your problem, Anon?
>>
>>596496
Choose “unsmoothed edges”, because you don’t want to be chamfering the edges that are smoothed (i.e. those that are in a smoothing group). Everything else is default except the last setting which is smoothing angle, which I max out before applying weighted normals. Min. angle comes in handy once in a blue moon, but for the most part that’s all you need to do.
>>
File: ikZjE2B.png (1.55 MB, 2217x1910)
1.55 MB
1.55 MB PNG
>>596413
http://wiki.polycount.com/wiki/Face_weighted_normals

There are tools at the bottom of the page for bot Max and Blender

Keep in mind that adding bevels will create long, skinny quads which can be a performance issue on constrained (mobile) hardware if you’re super liberal with it, but generally modern hardware don’t give a shit anymore.

Effectively, you bevel the edges of corners, and then adjust the normals of the non beveled faces to be perpendicular to the face. Then you get free smooth corners, don’t have to muck with baking normal maps, they look great even right up in the camera, etc.
>>
>>596521
This is some next level shit, thanks for sharing
>>
>>596142
Your roughness/wear looks pretty neat, where did you get the brushes from? Substance? I always struggle when it comes to that.
>>
File: Untitled.png (1.08 MB, 1692x1083)
1.08 MB
1.08 MB PNG
Hey guys,
Anyone know why my normal map has (what appear to be) shadows on it? Maybe I need to fix my UVs or something?
I've never made normal maps before.
>>
>>596530
Are you using a cage?
>>
>>596531
Not to my knowledge.
There's a 'Cage' button, but it's not ticked. What's the purpose of a cage?
>>
>>596524
Sure thing.
>>
File: AnatomyStudies2.jpg (422 KB, 1178x1162)
422 KB
422 KB JPG
>>596386
>>596467
Thanks for the reply guys, I've been studying some anatomy and that new gizmo is so much better than the transpose tool, that new feature by itself makes it worth upgrading.
>>
>>596532
The cage sets the extents of how far away to start casting rays for the baking process. Since you don’t have the cage enabled, chances are its using some arbitrarily large default value to cast rays and they’re intersecting with other parts of your model.
>>
File: fwn.gif (1.79 MB, 1000x500)
1.79 MB
1.79 MB GIF
>>596521
>Face Weighted Normals
What the butt, I did not realize this was a thing. Admittedly I don't play with real-time stuff much.

Seems pretty trivial to set up in Houdini.
>>
>>596543
This is freaking awesome. Reminds me of how I used to model for Quake 1 maps back in the day.
>>
Slow going, had surgery last week and have only just today gotten back to working on this. Just the windows left on the front now, hopefully will knock that out and quite a bit more over the next few days.
>>
>>596542
Perfect! Thank you! It'll take a little tweaking, but initial results are very promising! The knowledge will be filed and used in the future.
>>
File: JEEZUS FUCK HOW LEWD.png (97 KB, 688x482)
97 KB
97 KB PNG
Halfway through rendering another improved idle animation. It'll be up in an hour.
>>
>>596543
>What the butt, I did not realize this was a thing.
It’s a fairly recent development... kind of? The concept was passed around for a long while, over a decade at least, it’s just that the setup for making good use of it didn’t exist until recently.
As GPUs get more powerful, we can now push things like tessellation and other crap that drains poly overhead without much effort, but that’s not really making full use of things.
Since game engines nowadays are mostly sensitive to increases in shader complexity, usually you’re bound by things like fill rate rather than transform, so we’ve kind of come full-circle to where the best way to add detail is to just add more detail.
There are some nifty texturing techniques I’m reading into right now on Polycount regarding how to optimally utilize decals like in Star Citizen, with which you can really make the most of things, but for now it all sounds like mumbo until a wack my head at it a few times. Shaders are not my strong suite. Especially when I have to do this on a potato computer that makes Unreal lock up just by opening the material editor.
>>
>>596546
If you don't want to create a cage, which is a pain in the ass, you can always try messing with ray distance setting.

Currently your rays are too long and that is why they are detecting the surface above, try setting it to the lowest value you can (too low and it can create other artifacts); do some test bakes until you find the sweet spot for your model.
>>
>>596550
If you are using UnrealEngine, get ready to get your ass fucked because it lacks POM, AO, and you can't independently opacity-mask different channels, so you can only do normal decals or "colour / info" decals. Unless you use a 2UV approach (pic related, there is also a good gumroad tutorial/info-video by Alex senechal on this)

If you use unity, take a look at decalmachine shaders https://youtu.be/spjgU7MWZ9Q?t=1m15s
>>
File: Captura.png (139 KB, 1063x624)
139 KB
139 KB PNG
>>596552

Forgot pic, it's an AKM i'm working on (only need base textures now, but I can't do them because I don't have access to substance designer currently). Followed chamferzone tutorial for modelling, but ended up doing FWN and "decals" which they are really quads within the object topology itself unwrapped to a secondary uvchannel.
>>
Icy Fairy: Fin.

Anyway, done with this. Feedback appreciated.
>>
>>596552
Anybody got decalmachines shaders to work? All i get is a black mesh for the decals.
Shit is frustrating me.
>>596552
How to use 2 UV's in Unreal? Is it even possible?
>>
>>596383
I mean, for a model that "sucks" it sure is some of the best animeshit on the whole of sketchfab. I have certainly seen much worse.

>>595993
Lookin' CUTE, bro.

>>596549
So you're drawing in all those wacky facial expressions yourself? Is it safe to assume you're a 2D artist too?
>>
>>596419
I really liked it generally, it looks much better with material but I would change the material/texture on the bloody bug face, it looks a little off .
What did you used for making materials and texture?
>>
>>596564
There is no proper texturing on the bug face yet, it's just a low poly with a random keyshot texture.

I use substance painter.
>>
>>596559
Yes, texture coordinate node set to index 2
And be sure to add a thrid uv for lightmaps.

For decalmachine, set up youor project in deferred rendering and color to lineal. Also make sure your texture channels are in the correct order and shit
>>
>>596562
WTF are you talking about? Some of the best animeshit?
How many models did you see on sketchfab?
5?

Sketchfab is drowning in animeshit, and there is a tons of better stuff.
>>
>>596570
Okay.
>>
>>596549
Almost done. Only 40 frames to render, turn the images into an AVI, then convert to WEBM.

>>596562
Yes, plus the entire thing.
>>
>>596569
Thank you very much.
>>
File: Capture.png (1.06 MB, 1613x701)
1.06 MB
1.06 MB PNG
Discarded Daxter design by Naughty Dog
>>
>>596556
it cute
>>
File: Viv idle.webm (1.14 MB, 600x900)
1.14 MB
1.14 MB WEBM
>>596549
One of these days, I'm putting her on Sketchfab.
>>
>>596581
>Sprytile
Looks like something out of Spyro.
>>
>>596545
i'm the guy from the last thread that was going on about the awning needing to be fixed.
that building looks straight up source engine quality.
that's a good thing.
>>
>>596606
Wha?
>Looks up, reveals to be an early 3D game themed blender addon.
Actually, this is done on my own, with only a fan-made Re-Volt addon called HabitatB for the vertex shading.

Then again, others think she's straight outta Touhou or motherfuckin' Toon Town, but Spyro is another game I never played before.
>>
>>596552
>If you are using UnrealEngine, get ready to get your ass fucked because it lacks POM
wut? https://www.youtube.com/watch?v=c4Q8wBxH1Vc

>and you can't independently opacity-mask different channels, so you can only do normal decals or "colour / info" decals
Afraid I don't know what most of those words mean yet.

>Unless you use a 2UV approach (pic related, there is also a good gumroad tutorial/info-video by Alex senechal on this)
I'll check it out. Currently I'm trying to make sense of what they're talking about here: http://polycount.com/discussion/155894/decal-technique-from-star-citizen
>>
>>596619
That POM is in volume decals, not in mesh decals
>>
>>596610
Thanks, basically Source/Half-Life 2/Silent Hill 2/3 is my graphical target.
>>
File: mchne2.jpg (122 KB, 1280x720)
122 KB
122 KB JPG
>>596552
>>596569
I thanked you already, but i am doing it again.
I am going through the Alex Senechal Tutorial right now and fuck me, this 2 UV trimsheet workflow is exactly what i needed and the solution to my problems.
Highly recommended!
Thank you very much again, kind Anon.

I am currently working on the next machine for my corridor. Not really feeling it (yet), but i will adapt my workflow now and use FWD + 2UV trim-sheet magic, employing HOPS/Boxcutter in the process.

>>596656
I see your work, i think Silent Hill.
You nailed it.
>>
>>596722
>those icons sorted by colour
U W0T M8
>>
>>596724
I sort my icons by color too...
>>
>>596724
I love the aesthetic and it isn't as distracting as a chaotic mess of different colors.
>>
File: yee.jpg (14 KB, 1625x41)
14 KB
14 KB JPG
>>596724
I sort my icons based on groups.
>>
>>596722
How do you go about making lowpoly versions and baking stuff like this?
With organic stuff I just use quad draw and generally just make the topology however I want it, but what do you do when your model is full of straight edges, local symmetry and many smaller pieces?
>>
File: Capture.png (7 KB, 1919x26)
7 KB
7 KB PNG
>>596724
>>596727
>>596729
>>596737
>icons on taskbar
you're all fucking disgusting.
>>
>>596764
I don't. I use medium poly workflow, meaning i don't bake from a High poly mesh but model most of the details, then i just use normal maps for cut lines, screws and other little details.
Does that answer your question? I am not quite sure what you want to know.

>>596767
get triggered more
>>
>>596769
So you just use prebaked normal textures for details?
>>
>>596770
No i use substance painter to paint/create my normal details. For flat surfaces i sometimes create simple height-maps and create them in Quixels NDO. But 85% is SP.
>>
>>595881
Dunno about UE4 but in Unity I would attach a simple script that delays the start of the animation by a random amount of time
>>
>>596771
I see. Thanks for answering!
>>
>>596773
The downside to that method is that i used (so far) a lot of unique texture sets, basically one for each.
If you want more options for creating normal details for game engines you should look up the Star Citizen deferred decal workflow and the 2 UV - trimsheet workflow (which i just found out about today thanks to that other anon).
>>
>>596767
Yeah, we should instead type in search field every time we want to use some program. Makes sense.

Function before form in this case. And not like it's looking ugly in the first place.
>>
>>596767
Have you not seen a dock on a Mac?
>>
I'm just animating a run cycle for my guy but I'm getting a weird pause when the cycle resets to frame zero.
Not sure how to fix it. Do any of you have advice? What sort of handles should I be using on my graph editor? Are there any common fixes to this? It's pretty annoying since, logically, if you loop an animation that starts and ends at the same place you should have a very smooth animation. The only thing I can think of is that the curves at the beginning and end of the loop are flat for too long, but not really sure how to fix this.
>>
>>596767
Triggering intensifies
>>596816
Exactly. I organize mine by groups of related tasks.
>>
>>596821
So yeah, it's just the automatic curves that occur when the animation loops aren't "flowy" enough.
Question for experienced epople; how often do you have to go in and modify the curves at the beginning and end of animation cycles to get them to loop properly?
Is it a sign of a poorly made animation, or something just inherent in the nature of looping animations?
>>
>>596821
go to the f-curve editor. change the easing type of the start and end key-frames to 'linear'. You should generally use linear interpolation between keyframes if you dont want your animation to look amateurish, just sayin
>>
File: 1511654731533.gif (494 KB, 245x240)
494 KB
494 KB GIF
>>596827
>Quake 3
>>
>>596821
The interpolation on the start and end frames need to be linear, otherwise the software is going to smooth the difference between the two, even if you literally copied the start frame to the end.
>>
>>596830
Believe it or not, I still run a dedicated server on my second Mac Pro here, and about two to three times a month myself and my close friends get together and DM for a few hours, all with Mumble and all that jazz. Been doing it since it was new, nothing really tops it in arena deathmatch.
>>
>>596829
>Easing type
Do you mean interpolation mode?
Also, linear interpolation on all keyframes would look retarded as all hell. What am I missing here?
>>
>>596797
how slow are you at typing
i type faster than i can click
>>
File: Capture.png (55 KB, 708x437)
55 KB
55 KB PNG
>>596828
>>596829
>>596834
Ooooh that makes total sense. Because the start and end keyframes are, for all intents and purposes, right on top of eachother.
The only question I have is the curves leading into and out of the start and end frames will be rather flat. Is that acceptable?
(Se screenshot)
>>
>>595993
What brushes you use to get that hair style? Trim Dynamic and h polish?
>>
>>596834
Not all frames. You need a linear interpolation on the start frame and end frame so that the computer doesn’t try to smooth between the edges of your animation loop. See image- right now, the interpolation (tangent) of your start and end frames look like the top, you want them to look like the bottom.
>>
>>596836
Microsofts Search field is crap. It either takes to long to find programs or it shows too much unrelated crap and sometimes it doesn't even find them.
Its not as usable as on Mac or Linux.
So therefore: Icons...Icons everywhere.
Can we get back on topic and stop sperging out about the way to start a fucking program.

At least lets talk about something more positive:

OCTANE JUST GOT CRACKED!
>>
>>596839
Well, I went through and scaled all of my curves beginning and end keyframes to zero on the y axis so that they all have a flat tangent, but that small stutter is still there. You can see it in the head quite clearly.
It's almost as if there are some curves I am not modifying which still have that 'V' shape on the entry and exit. It's nearly imperceptible, but I can see it clear as day.
>>
>It's almost as if there are some curves I am not modifying which still have that 'V' shape on the entry and exit.

Can you show, for example, the head curve and its tangents?
>>
File: Capture.png (150 KB, 1472x1031)
150 KB
150 KB PNG
>>596846
Animation loops at frame 120.
Realistically, the problem is demonstrated in the X Rotation curves. I've included the Head, Neck and Back bones because they're the ones largely contributing to the head bob.
>>
>>596847
I should be clear - I can see WHY there's a pause. The curves here clearly have flat patches on them which indicate a pause in positional change. What I don't know is how to fix those curves outside of manually editing each one.
If that's the norm though, I'll do it.
>>
>The curves here clearly have flat patches on them which indicate a pause in positional change. What I don't know is how to fix those curves outside of manually editing each one.
If that's the norm though, I'll do it.

It may come down to that. Professional animators set up keyframes, and in-betweens, and in the end do shitloads of manual tweaking to get things right- I’ve seen animations come down to manually tweaking every frame in the end.
>>
>>596852
Ok, at least I won't be wondering if I'm just shoveling shit up a hill with a fork when there's a large spoon available, while manually pulling the curves.
>>
File: Viscera WiP10.jpg (546 KB, 1848x927)
546 KB
546 KB JPG
Blocking the roof. Glasses have reflection of a certain room used in a official map, I'll have to search how to remove it or create my own.
>>
Critiques, if you please. First time animating, but I'm kinda happy with it. Not sure if I'll keep this as the final running animation - maybe I'll let the player select the type of run he has and just do two or three more types of runs.
There's a few things I'm gonna tweak in terms of smoothness, and I might reduce the head bob.
>>
>>596855
Project a camera down into your room, render that to a texture, use that to fake the reflection.
>>
File: Upskirt.png (139 KB, 583x513)
139 KB
139 KB PNG
>>596581
In case you're wondering what's underneath Viv's skirt, there's no panties... Only JEANS. Plus, I've updated her tail texture.
>>
>>596774
Hi, I'm that 2nd uv anon; another pro-tips for you because I want you to suck my dick:
1-Doing pic related you can procedurally generate a "mask" that will allow you to add prodecural edge wear on your face weighted normals
2-Using 2nd uv channel you will end up with the need of having to merge your "decal" normal map with your "base" normal map (if your base material uses it), you can do it using blendanglecorrectnormal node or following this: http://www.jackcaron.com/techart/2014/11/14/ue4-normal-blending

GOD BLESS THE STAR CITIZEN WORKFLOW
>>
File: RENDER1080.png (1.53 MB, 1920x1080)
1.53 MB
1.53 MB PNG
And btw, this is the AKM I was working on. It uses the 2nd uv workflow as well, with normal, height and AO.

Because I don't have access to my desktop, I can't use photoshop or substance desginer or unreal, so this is a quick render using cycles renderer. Textures are downloaded from the internet, and I couldn't add edgewear on the decals or on the mesh because as I said I don't have photoshop or ue4.
>>
File: screenshot002.png (611 KB, 1920x1080)
611 KB
611 KB PNG
Hey everyone, I'm trying out that face weighted normals technique some helpful anon posted. I thought I'd have to get some plug in for Maya 2018, but the soften edge function seems to be doing the job, am I doing it right?
>>
>>596920
Looks fine except for a few things:
I can make out the fact that there are three edges sticking out of the round part. Was it made from a 24-sided cylinder? From my experience, FWN tends to make round surfaces that interface with a flat surface or that have lots of 90º bends more apparently faceted than they really are, probably because of how much it sticks out relative to the smoothness of everything else. For random room clutter it's okay, but if you're making a hero object, then 32 sides are preferable, and for larger-scale objects, like say a fountain, you can easily go up to 64.
Another thing is that the top of the cylinder has a chamfer on it, but the chamfer edges don't have smaller chamfers on them, so it sticks out as being too sharp relative to everything else. In fact, it's not even the same smoothing group as the rest of the mesh, which is the whole point of using this method.
The last thing is that the chamfer widths on the various parts are a little inconsistent, but it's a minor complaint.
>>
>>596556
Better then the animu I can make. Are the eyes textures or floating polys?
>>
>>596920
To a degree that will give you a good start, but you may then need to select your flat faces and use Normals>Edit Normals and either rotate them to be perpendicular to the flat surface or /sometimes/ you can use Normals>Set to Face. YMMV, it depends on the geometry you’re working with but this is a good start- there are obvious breaks in your smoothing groups on that large chamfer at the top that goes over the vertical extrusions as well, keep at it though, it’s looking good.
>>
>>596462
thanks man i really appreciate it. I've had some friends and mentors when it comes to software, but animation itself, i am almost entirely self taught.

If you are looking for advice, this will improve your animation 100 fold. reference reference reference. Never stop referencing. Only old animation veterans can just think up poses and execute them perfectly, and even then, those guys probably still reference. Here is the reference I used for the dance.

https://youtu.be/PVX2o3krzJw?t=1m

Look up videos or record a video of yourself doing the motion you want to animate. Once you have a reference, just recreate the poses. Reference limbs in respect to one another/other parts of the body. Think "okay yeah this foot comes out past the shoulder while the other foot is aligned with the shoulder and pointed slightly outward".

The only other skills beyond referencing are a sense of timing and easing. Both come with practice and to put yourself on the fast track to learning those, just watch talented animators and try to emulate their style.

Sorry if it seems like a wrote a lot, I know I'm not even that great and I still have tons of room to improve, but if someone even seems like they are asking for advice, my immediate reaction is to ramble about referencing because after 8 years of animating, I only just discovered its importance.
>>
File: run5.webm (109 KB, 1528x676)
109 KB
109 KB WEBM
>>596856
Not bad. Some critiques I have are that the head seems to dip a little low, but you seem to be aware of the head bob

also in general, greater variance in frame spacing would be nicer. I animated webm related. Note how the body doesn't rise and fall at the same rate. The fall into the lowest state is much faster than the rest of the animation, whereas the rising is rather slow and suspended. This helps give that extra feeling of weight. I'll be posting a chart i found that really helped me with run cycles
>>
File: run cycle god tier.jpg (42 KB, 851x436)
42 KB
42 KB JPG
>>597059
>>
>>597059
>>597060
Awesome, thanks for the advice! I'll give it a shot.
>>
ш пшмy гз
>>
>>597180
>>597180
>>597180
>>597180
>>597180




Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.