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Happy new year edition!

Previous thread: >>597180
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Here's a little something I started. I lack practice with the female form.
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wip take out animation for a first person game
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>>599467
Murata retweeted it.
https://twitter.com/NEBU_KURO
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>>599550
after the cylinder is pushed in place, make the left hand snap it's fingers on the hammer to cock the gun.
like an actual finger snap.
fps games with normal and boring gun anims get overlooked these days.
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>>599544
i can't quite tell, but the lack of foreshortening in the eyes suggests that you may be sculpting in orthographic mode. i think you should get in the habit of doing things in perspective

keep up the practice!
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>>599598
thats actually a pretty sick idea and I would, except the gun in the game will be double-action, meaning no cocking is necessary. Might just do it anyway lol
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Octo guy, back again. Still working on the feet and hands, hows the rest of my proportions? Want to get it right before it gets detailed.
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>>599672
you just started matt thorup's course )) I'd suggest to model charachter in A pose instead of T pose. your character will likely have her arms down all the time, but you are modeling it with arms up.
btw proportions doesnt look bad.
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>>599672
Thicc
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Learning to use a bit better Keyshot.
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>>599591
that's awesome man!!
I'd be mad happy, if the same have happened to me ))
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>>599720
Too bad what he retweeted wasn't my own tweet but the one of someone else that didn't even link my twitter. So even though I got retweeted by Murata, I got pretty much no new followers from it.
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>>599725
That sucks balls. Sorry anon.
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>>599699
Actually I’m just using reference images right now not following any tutorials.

I only know how to rig a model in T pose though, A pose adds an extra rotation into the mix and makes it difficult to return to base position sometimes.
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In progress.

Made a turnaround video as well.
https://streamable.com/j599a
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>>599790
I love it
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>>599790
not enough dick nipples
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How is it looking?
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Y'all post some creepy shit.

Here's my almost-finished, print-ready Sunshot.
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>>599831
Reference for fun. The goal here is a really accurate replica.
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>>599831
Haha yeah we sure do, we also like to post on 4chan!
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>>599831
Get out normie. Get out while you still can.
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>>599543
I love games developed with this mash-up style of 2 drawing faces on 3d objects
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okay thats it

what the fuck does the op's pic mean

i see it al lthe fucking time and no im not going to
>lurk moar
because i have for a full year and im done lurking
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>>599852
If you've been here for a year you should have already read multiple times that it's some old project from some anon and it just became a meme and a regular WIP image for some reasons. It should depict Shire afaik.
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>>599544
>I lack practice with the female form.

So you are goof with male forms? Or dog forms?
Because this "female form" shows that you just lack practice
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>>599853
>>599852

That is THE original WIP thread picture on 3.
And 3 has tradition to keep it in it's place ))
IMHO this is amazing thing )) because 3 is so obscure )
>>
Want to try out substance designer some more
What kind of textures should I make?
Will post them here, if you want
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>>599868
If you have some ongoing environment project, then obviously whatever you might eventually need and what will be useful, but you can try:

>Tree bark
>Concrete
>Snow
>Forest ground
>Tiles and bricks
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>>599790
Sketchfab renders tests. No texture so far, and it's still overall in progress for the modeling.
https://imgur.com/a/hj5ir
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>>599790
what software are you using and how did you get the cloth to look so good?
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>>599978
Zbrush
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>>599790
>>599969

is that face final?

[spoiler]that was a passive-aggressive way to say the face looks bad[/spoiler]
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>>599790
at the risk of sounding like a giant faggot, you went a little overboard with the tits and ass on purpose, right? i dont hate it but fubuki definitely isn't quite that stacked
either way i still love it
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>>599817
game-ready
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>>599544
dont just model a head model the whole bust
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>>599986
Well, for one thing I resized the breasts compared to the pic you quoted, because the arms were going inside, made more sense to compress them between. But yeah, did make her overall a bit thicker.
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>>599969
BRAAAAAAAAÅÅÅÅÅAAAAAAÅÅÅÅÅÅAAAAAAPÅÅÅAAAAAAAAAÅÅÅÅP
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>>600009
>a bit thicker.. 20 kilos. and her breasts are literally trippled.


your way of sexualization is the cheapest one.
original one hits the spot, much more on the sexy side, especially stomach
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>>600009
The western obsession with fat whores is absolutely disgusting.
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>>600020
That's a matter of personal taste. Faggots like you who pretend like your sense of aesthetics is the only correct one need to be shot in the face.
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>>600031
Fat lovers like you get the bullet too.
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>>600020
> tripled

But that's wrong.
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>>600031
>That's a matter of personal taste.
exactly. I'm saying that "Taste" is cheap.

>I wanna make sexy character,
>just bloat tits n' ass !!
>don't forget to slap some stripper shoes dou
>THICCCCC
>proffit!!!!

>>600044
are you blind?
PS: to artist.
BTW I also like what you are doying, I just think that you could improve,
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>>600051
> stripper shoes

Those are her usual shoes.

Also, based on your logic, Fubuki is cheap to begin with because she's curvy.
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>>600057

I was not speaking particularly about this model, when said "stripper shoes" and other things
I was just explaining "cheap" ways, to make character "more" sexy.
which are: enlarging breasts and ass, adding high heels to chaarcter which does not wear them.


and where did you see me saying that curvy=cheap or bad?? overdoying it, kinda is.
it's like when people use meme art style, to make their works look more derpy, from their viewpoint they are just making things funny, but in reality they are deliberately making their characters look bad.

>>600051
in this pic I pointed to landmarks on character's body, which would have outlined the curves, original artist already put in his/her character design.
I'd suggest to add things like that, iunstead of just enlarging tits and butts ))
PS: again, I like what you are doying ) just suggesting overall improvements
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>>600068
It's easy to pinpoint to kind of things with lines, but it can't be as noticeable in 3d. Also, that edit is stupid.
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Some progress )
new year-s took time out of me
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>>600069
>Also, that edit is stupid
)) agree
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Looking at Smurf works I decided to try that 3d thing that the kids are talking about, I had no idea it feels so cool.

Also is there a way to non-destructively put the tits on top of her pecs without actually merging them completely?

Also how fucked is my anatomy?
>>
Does anyone have any suggestions for anatomy books that lay it out all out clearly and concisely?

hard mode: only recommend books that you yourself have actually read

hard mode+: only recommend books that you yourself have actually U S E D
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>>600081
I really like Michael Hampton
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>>600080
> Also is there a way to non-destructively put the tits on top of her pecs without actually merging them completely?

Well, just make a separate mesh?
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>>600085
I mean is there a way to kinda make it stick to her but softly, and not like shrinkwrap?
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>>600086
I'm only using Zbrush (and sometimes Max), so not really sure about the tools to use in your case. Are you asking for some way to smooth? Did you try to look for some YT tutorials?
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>>600081
This has always been my go-to, it’s fantastic:

https://www.goodreads.com/book/show/959641.Cyclopedia_Anatomicae
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should I use him in porn? ))
will gay birb porn sell? ))
now that I think about it, I can even make female ones!! with big boobs and stripper shoes on these feet!!! and cheetah armor
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Does 3 like my handpainted Townhall? If not, why so?
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hands and feet study.
It'd be good to reshape hends a littl ebot more,make middle finger longer and maybe fusing two fingers on one hand.
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Is this what success feels like
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Blink and you'll miss it. Yeah, this is the first time I used Chronolapse, and I set it up to capture a frame every six seconds, like the Saliva album.

SPOILERS: It's too fast, but that's because it's 60fps.
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>>600112
So here's the result of attempt number whatever. I tried to use ActivePresenter, but it lags like shit.
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>>600113
In case you're wondering, I'm the fucking guy who modeled the low-poly bunny. Sorry for the lack of name.
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Messing with shading, trying to approach a more anime realistic style.
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>>600101
fix anatomy first
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how does this look/read?
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>>600118
>filename
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What can I do to Improve Blender sculpting /editing performance?

Youtube has a video of some guy fucking around with 80M polygon sculpt and I am already getting uncomfortable at 1M tris while my desired level of detail would be like 2M.

My PC is 2500K 16gb ram and R9 380.
Is there something I dont know or Is it just not good enough for comfy 3M sculpting?
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>>600220
that guy in the video probably hides alot of the meshes
3m should be the limit, beyond that you need zbrush
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>>600193
Everything looks REALLY good but I don't think you got the aliasing right...
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>>600193
authentic
aesthetic
autistic
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>>600150
>>600150
which one? ) I moved bellybutton slightly up tho.
I am not detailing places which will be covered in armor, but for porn I'll detail/fix these places of course.

and more importantly, do furries really give a fuck about annatomuhh?
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i made a thing,
my rig is so fucked up tho
2 111 tris
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>>600089
>out of print
>everyone selling it is trying to jew me

alas...

>>600082
looks nice, can't really get into it though, it seems too simplified for my needs
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>>600231
The triple A's of low budget everywhere.
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Is this approach to extrusion modeling a terrible idea y/n?
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>>600237
>>599831


/3 is changing.. we have guns and furties now.
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>>600237
If it works for you.
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>>600244
Doing it in pieces has made blocking it out more manageable but I can already picture how much of a mess the clean-up is going to be
>>600242
If it's any consolation this one's not going to have the massive erection most Anthro models have. Plus, I've always been here anyway.
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>>600101
Yeah, someone would definitely jack to this. There's dudes running successful SFM patreons where random monsters from videogames fuck and they just weld peanus/vagurba models onto existing game assets.
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>>600217
Shad... for Shading...
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>>600242
I'd post the anthro I made but it sucks and I gave up and I'm uninstalling Blender.
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>>600248
Case in point
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>>600245
>i'm making Antro model for kids.

disappointed...if you are doying something, you must do it to it's fullest!!!

>>600250
you should have used Maya...now it's too late, bye.
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>>600220
You need an ungodly powerful PC to sculpt comfortably in Blender, all while i can sculpt on my 5 year old laptop with 10 Million+ polygons in Zbrush. More comfortable than with 2 Million polygons in Blender on my Desktop.
Ergo: Blender is a shitty sculpting tool. Use Zbrush.
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>>600245
Pros: it's mostly connected and I didn't lose the forms I wanted in the process
Cons: no longer looks like a cool android
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>>600268
It never did, Furry.
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>>600276
buddy don't make me semicolon w semicolon
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>>600278
cry?
You'll get used to it.
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>>600234
use mixamo if you cant rig
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One thing tutorials don't mention (probably because it's retarded) is how different parts of a model should.. er... "interact."

Pic related. Is there a proper way for the keys to be sitting on the machine? Do I just rest them on the surface and call it a day? Should I delete the lower faces so that the machine's face and the lower keys don't intersect? Does it even matter?

I get the concept of not having extraneous faces inside a model, like the tutorial coffee cup's handle meeting the body- but that is a homogeneous mesh/object. I am unsure what to do when something is made up of various objects that have to be touching.
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>>600306
Do you know what a potemkin village is?
That's what you are doing. If nobody can see it, it doesn't matter.
So, in that particular case make sure that the outside of the keys are hitting the surface or even penetrate them slightly, delete the inside faces, because a) you don't need them b) you don't want to unwrap them c) you don't want to texture/shade them.
You are creating an illusion, make sure it looks right, everything else is just irrelevant. (You could leave the faces there or delete it, it doesn't matter, you are the only one looking behind the curtain)
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>>600308
Kek I had this issue when tried making some 3d after solid works.
>how do I get anything exact?
>how do I give the faces right size?
>how do I set the angle between faces?
>How go I put the parts together?
>how do I do fucking anything in this bullshit?

Then I did some 2d digital art and started just fucking eyeballing everything which was just unthinkable before.

I still wish there were some patametric CAD elements though.
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>>600306
you should snap everything to the surface, and if you want to snap in perfect spacing use increment snapping. or simply use array
>>
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Finishing up the basic block out, need to practice more on modeling hands.
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>>600350
face is cute, i would have gone with a chibi look because i think sexualizing babies is kinda creepy
>>
I whipped up this here T. rex in Blender. Will apply a more detailed skin when I can

https://sketchfab.com/models/5db8ee74598344aaaa7cc0783ab98851
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Skarpne's hair is a frigging nightmare to model for some reason.
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>>600388
I like what I see so far
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>>600306
>Is there a proper way for the keys to be sitting on the machine?
Yes, it depends on how the model is going to be used. I'll elaborate in the next question, but a simple example: Is it going to be viewed close up? There is no real world panel of buttons, even a cheesy movie set from the 70s panel, that doesn't have little gaps where the plastic is cut or extruded downward for the button to rest inside of, creating very tiny rectangular gaps between the keys where some shadows will form and also where some grim will accumulate (unless it's meant to be 70s star trek pristine).

>I am unsure what to do when something is made up of various objects that have to be touching.
It depends on how you're going to use the model.
Does it need to be as optimal as possible (game assets)?
Is it going to be viewed up close, or far away?
Is it going to animate in some way?
Is it a background object (viewer barely notices it) or a foreground object (viewer notices it, it may even be the central piece)?

Even if it's a game asset, you're likely going to have a highly detailed "high poly" version that you'll then "bake" details onto an optimized low poly model.
And even if it's a background object, it's likely worth while to spend the time to make it properly so that you can add it to your personal library of reusable models (you should be accumulating such a library; don't let your models go to waste).
Even if your model is extremely optimized, you can still have a tremendous amount of "baked" detail.

You should ALWAYS look at real world objects as a "reference" even if it's a fantasy or stylized piece. If you need to animate the object, this is extra important as you'll need to understand how it functions.
In terms of technical aspects like "should I delete the non-visible geometry?" that depends; a lot of time it's unnecessary, your renderer or camera will automatically do that via a process called "backface culling" (you might have to enable it).

Cont. next post
>>
>>600387
Looks like from the front it can be a tad bit wider. Other than that, looks pretty good.
>>
>>600406
Needlessly cont.

If you're using a physics simulation, like for collision or if you want to be able to have the object "break apart" or "fracture" or interact with liquids or whatever, then you're going to NEED that extra geometry.

In a general sense of "best practice" with regards to "floating" or "loose" geometry, you want to snap or align it directly to whatever object it's a part of via software tools, if you try to freehand it you'll miss and there'll be minute shadows or artifacts created by hovering geometry.
You're probably also wondering if you should be cutting and extruding everything you can from the base mesh, and the answer is generally whatever meets your needs. You DEFINITELY want to avoid that point where you're just torturing the mesh to try and extrude out a shape to box model into a widget, when you could just model the widget separately, with almost no downsides and a number of upsides (such as being able to reuse the widget in other models or on that model, being able to do transforms on it, modifiers, re-texture it, animate it separately, and so on).

There's also a point where it's just best to boolean a bunch of shit together into your base mesh if it's a hard surface and you're not going to animate it or you're going to retopologize (make a new model on top of the old one using the old one as a guide for snapping vertexs onto) it later anyway. Tor Frick is an absolute master at speedily making hard surface stuff via booleans.

Save all your renders. Upload them somewhere that you won't easily delete them, put them in a scraps folder or mark them private if you like (you probably should) and ALWAYS credit the original tutorial (even if it's marked private, for practice). You'll be able to look back at your early renders a month from now, six months from now, three years from now, and realize how far you've come. Trust me, once you really get into 3D you'll feel like you're making no progress compared what's still to be learned.
>>
>>600308
>>600320
>>600406

Thanks so much for the replies, kind anons.

I'm just messing around right now, but at some point I want to model my own vehicles and props to produce the art assets needed support my RPG writing projects. I'm sick of buying assets that aren't *quite* what I want and making them work.

If (someday) I can make a handful of sales on Renderosity or somewhere for some coffee money, all the better.

I work on aircraft electronics IRL, so technical concepts usually aren't too much of a problem for me... It's just that no tutorial or text I've read actually mentioned how you deal with the sub-parts of a larger model *touching,* probably because (it seems) it's not much of a big deal.
>>
>>600409
Thanks for the extra text, anon

I'm pretty much just interested in hard surface stuff. I've played around a bit with Hard Ops, Box Cutter and Decal Machine in Blender and they're pretty neat.
>>
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Farmhouse
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>>600418
>>600420
Kind of wish killing floor had this aesthetic.
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>>600428
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>>600433
should I take him the serpenty way?
also now he kinda looks like Godzilla..
>>
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Almost there, just need to do the hands and feet fur work and a little more on the legs
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>>600436
You're just missing the trademark despair and acceptance of futility
>>
lil portable radiator I'm working on. The front has some strange shapes so I'm working on those still
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>>600479
>>
>>600451
you've picked some bulshit godzila man.. that's not how he looks ..
>>
>>600480
I'ma say it just the once and what you decide to do with it is entirely down to you but...
This is the kind of job that Fusion 360 was 100% intended for.
If you're box modelling this, take however long you've spent working on this up to now, and divide that by 3 and that's about how long yould've taken in F360 to basically get this to a finished product which would look 10 times better than what you have now, just in the F360 viewport.
Add to this that by doing it in F360 you would also have:
1. Completely linear history of every step allowing for iteration.
2. Ability to share it directly to your colleague's mobile devices via the F360 mobile app, where they would be able to give feedback.
3. All measurements and annotations ready to go for manufacturing, right down to the size and type of the fillets and bevels.
4. A CNC/print ready model.
5. A set of builders plans.

There is literally no reason now to use polygon editing tools to make real-world hardsurface products. None at all.

But, that said, it's none of my business.
>>
>>600503
At least if you want to shill, provide some good learning sources, niggy. You hyped me up a lot and I thought that making some guns would be comfy as fuck when I learn it, but I got stuck in some gun tutorial and can't find anything else anymore. You talk like everybody is crazy for using anything but Fusion360 for hard surface, but what I'm seeing is that still not many people use it at all, and also the topology it imports into other 3D programs is of questionable quality. I'd like to make something useful with it, but I do need more handholding. and tutorials for it are pretty rare.

I got stuck here https://gumroad.com/l/eYKUF because the person failed to explain one part properly and he keeps getting different results. And naturally, since the software isn't that popular, I couldn't find any help. Also watched some videos by Isaac Oster, but he doesn't provide full gun (or any other model) tutorials, only random shapes for learning how to work with the program.
>>
>>600510
I'm also curious about Fusion and the topology it exports. Is the exported model usable at all, or is retopo an absolute necessity?
>>
>>600411
Why not just doing the buttons as decals then?
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i'm trying
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>>600268
[pain]
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I added more dirt, decals and stuff to the scene. Next part will be to add more plants with an additional color (red).
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>>600074
looks fucking dope dude!
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>>600577
thanks man. I try ))
>>
>>600536
what engine?
>>
>>600592
UE4
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Continued a bit my Do-S model.
https://imgur.com/a/aqOvy
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>>600622
And some early tests on sketchfab, no texture.
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>>600637
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>>600638
>>
>>600388
Part 2: Temp textures.
Tris: 1278
Target Tris: <1000

Yes, it looks pretty uncanny. The textures are temporary, and there's no vertex painting... Yet, although the paint is all white.
>>
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Modeled in GtkRadiant and rendered in Povray. The textures are from a set called cwbdoom.
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>>600503
radiator anon here, I can tell you care about the subject and thank you for the tips. My question is if using fusion 360 would benefit my workflow. I'm still a student and what I'm creating is primarily for use in realtime in UE4. I've heard that creating the objects is a delight, but then taking the exported polygon model and turning it into something I can use for my purposes would defeat any benefits. That said i get the software for free so no harm in trying it out.
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>>600656
email me at deuces.mcgee.flash@gmail.com I needs me a low poly asset builder and I think you're style just might jive with my ideas. Base models have been purchased, they just need hair and clothes.
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Just about done, gotta add some clothing and then its all set!
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>>600675
I can see where this is going...
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>>599817
Way too dark.
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>>600686
Tbh I'd rather see >>600525 go where you see its going..
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>>600675
Yeah boi I ike it
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>>600665
try this texture some time.
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>>600480
what even is that?
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>>600770
He said he's making a portable radiator.
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>>600645
you are spoiling whole thing, with these oversized shitty things, which are supposed to be boobs
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Should I really start making porn? )
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>>600816
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>>600817
Got a tutorial on that belt around the neck? Is nice.
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>>600839
i'll make small crash course/image based tutorial if you want. and give you Imm brushes which I used
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>>600842

make it and post the link please
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>>600843
I'll make it when I'll get home, either in few hours or tomorrow.
I'm pretty confident with Zbrush, I'll make Zbrush help thread and will give advices to people, who need/want to learn it. in image based Tutorisl form. and also will post links to good tuts etc..
I hope the thread won't go to shit..
>>
>>600848
You're good people, gameboy. Looking forward to that thread, I'm just getting into characters again. Got sick of investing so much time in natural environments, especially since people don't even respect the amount of work put into "idiot" things like grass, trees and rocks.
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>>600816
>Should I really start making porn?

YES
E
S
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>>600842
Based
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File: 3.jpg (1.33 MB, 3935x2115)
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So I added more color to the scene and changed the general setup.

Any futher suggestion on what I could do to improve the look of my scene?
>>
>>600893
I'd add more edges to the pool. And make the rooftops thicker, they feel like very thin wavy planes.
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>>600656
Scaled the triangles down to just under 1000 (992) with updated textures, vertex shading, and hideous shoes.
>>
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3rd Wip Pic

Based on this concept https://www.artstation.com/artwork/2r4BA
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>>600906
Really nice
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>>600440
Did I see her cunt?
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>>600675
I could see her Cunt.
>>
>>600939
>>600940
Whoop-de-doo. Do you want a reward? I wonder how long it took for you to notice she's naked, or that she also has nipples.
>>
>>600941
The Nips is none of my concern; but genitals is a big no around here.
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>>600942
>genitals is a BIG(...) no around here.

and that is one of the shittiest things around here aside from mayavsblender memes. this is fucking Art board... and there is biiiig difference in nudity and pornography.
Pornography of course must be prohibited, but NO nudity here is pitiful, whoever did that and were pro nudity ban are all fucking cunts.

BTW how do we change that?
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>>600904
You've obviously never observed a human female in real life. They do exist, I can assure you. But just so you know, the widest part of a human female is at the height of the clitoris, not in the middle of the belly.
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>>600947
>>and that is one of the shittiest things around here aside from mayavsblender memes. this is fucking Art board... and there is biiiig difference in nudity and pornography.
>Pornography of course must be prohibited, but NO nudity here is pitiful, whoever did that and were pro nudity ban are all fucking cunts.

Blame those who think nudity were sexual in their culture: especially the western kind.
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>>600904
Well ain't this fuckin' beautiful... From over 10 hours of work is put onto her.... The entire geometry (excluding her legs) is wiped out. Yeah, I wish I was making this up. :(
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>>600953
False alarm, it was an odd bug. I was about to completely lose my shit here.
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>>600951
yeah, blame their culture for their shit, how about blaming their ancestors and pre ancestors. this is another bulshit thinking, blaming someone for someone's shit,
how about blaminc exactly who is doying shit, istead of givving them some shitty excuses?
what you are suggesting is THE "western" way with dealing things now. funny thing is how everyone are calling each other SJW s and everyone act exactly the same.
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>>600953
look what Im working on rigging
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>>600959
Looks terrifying. Sometimes you had to defy the laws of reference sheets for it to look good.
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>>600962
>ometimes you had to defy the laws of reference sheets for it to look good.

have not read wiser words for a while!
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3 'wip' skater characters

all that's really left is getting the faces drawn then they're game-ready p much
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>>600972
Looking good. Jet Set Radio inspired?
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>>600959
I think I’m mostly bothered by the head. Hair doesn’t look wide enough, something about the face especially the cheeks looks too round/popping out, eyes are too small, nose is a bit long, etc. Just needs some more work.
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>>600977
100%!
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>>600959
The under eyelids are slightly raised giving her a slight maniacal look. I recommend dropping them down or smoothing out that fold
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>>600951
It’s a bit strange I think. It’s acceptable in the art world to portray a naked body, especially in sculpting. It’s necessary sometimes in art to draw the body naked before adding clothes. You must know anatomy of the human body to get the right shape for the model. Obviously that squid wolf girl model isn’t doing anything sexual, at this point I mostly see the vag/nips as just reference marks. I know the model might be used for something like that later, but for the purpose of the post I think it’s fine the model is naked.
>>
>>600972
that looks very awesome!! can you post wireframe?and without cell shading. really love the designs, I'd remove these baggy pockets from boy character.
I always want to make characters like this, but when I start' I'm making detailed shit, I'm doying stilized, but detailed... partly because I'm always freestyling..
>>
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>>600985
i dont usually share my work much, idk if you wanted transparent wires or not
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>>600851
)) thank you. as your rant goes about abbandoning level design.. you are doying very bad thing, I get that you want acknowledgement from people, but that does not come for a long time, thats how art-thing works, you must get good first. you think characters will be different?

are you the guy which were diying UE scene not so long ago?
oh. as tutorial goes, i'll make it 100%, i don't have much time right now, but soon I'll make it. sorry.


>>600990
yeah, that's what I asked ))
>i dont usually share my work
I don't get that attitude ))


>>600984
>It’s acceptable in the art world to portray a naked body
it is not even laughable, to question nudity in artworks, in fine arts world/communities. /3 just shows how much this sphere is far from art and even how it's users view themselves and art as general
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>>601002
>I don't get that attitude ))

I just dont post it much is all lol and when i do it's in small art circles, not very public
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>>600906
I wouldn't even know where to start modeling something like this. Damn, I spent too much time on organic stuff, my hard surface game is too weak.
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>>600080
proportions look correct but the musculature just seems fucked up on the back. the front is good.
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>>600080
See people, this just proves how easy 3D sculpting is, if people with no background can just make a try and achieve this.

Now follow some drawing tutorial and try to get on this level.
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>>600899
Like this? The edges on the pool are on purpose, based of a reference pic...
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>>600984
>>600955

When it comes to Art, then yes, Nudity is a necessity: especially that of Old fat Men and Women. But when it comes to 3DCG (especially that of animated films and Games) you can get away with nipple-less, genital-less, Barbie dolls; especially when you going to clothe them afterwards.

What I'm saying is this, this board is for those who wanted to make video games and 3D animated films; and since those are usually family friendly, the only kind of nudity is that's acceptable is that of the Barbie doll kind.

But since you're going to give it clothes, I'll let it pass; but next time, censor the naughty bits.
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>>601013
Yup, that is way better
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>>601028
this board is for people who are learning, not for familys and kids and 99.999% work work posted here, won't be featuren in any films or games.
+ this is WIP(Work In Progress) thread, it means that models are not finished and will be heavily modified. no one is going to put nude any models in films for children anyway.
I have never even modelled genetalies on my characters, but this rule is just out of place.

oh and it's funny how "MODS" are following the most out of place rule here, but completely don't give a fuck that this board is flooded with same troll/meme threads. and these threads are pushing out, few good threads which will resurface from time to time.
I hope they were capable of doying their fucking jobs, the way which would benefit this board in reality.
instead of out of place censoring ON FUCKING 4CHAN...
>>
>>601035
Blue board = Family Friendly.

It's the fact; Blame moot for that stupid decision.
>>
>>601035
>>601040
We could go at this all day, but we have to move on.

The point is, that this is a Blue board and Nudity is forbidden in those. Talk with the Admins of said Board, but from what I could tell nipples and genitals aren't required for 3DCG.
>>
>>600536
>>600893
>>601013
Hello Sebastian Bär
>>
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>>600906
4th WIP. Finished the legs today.
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Time for texturing!
>>601090
I love the model, and the color! My only question is what kind of material is the orange? It doesn't look quite like any metal I've ever seen IRL.
>>
>>601090
Generally, material definition isn't clear and doesn't always seem to be physically correct.

Like >>601092 said, the orange doesn't really correspond to anything, and I feel that more or less applies to the other materials as well.
>>
>>600436
Waiting for updates just so you know
>>
>>600954
Anyways, I'm entering the Bone Zone... also known as Rigging.
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>>601094
>the orange doesn't really correspond to anything

It looks like anodised aluminium with MASSIVE out of scale rougness texture.

Either a box is very small like it's a micro robot or the texture way too big.

My advice would be to scale it down 10-15 times or even replace with simple gaussian noise
>>
>>600987
>>
>>601124
Woah boi
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This is the first major project I have embarked on. I'll make the skirt last.

I have so many things to fix and so many noob mistakes I have made that could only be fixed by adding more shit on top of it.

But this was definitely a learning experience
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>>601136
Fantastic armor but the face and hair look awful.

I dont know shit about chatacter modelling but as for the armor goes it looks like it needs more imperfections.

How about adding just a touch of Voronoi and/or Perilin noise to the displacement map to distort the reflestions?
Because right now it looks like a perfect mirror, zoom in to the breastplate it looks like a brand new sportcar which you dont want to have.You want reflections to be a little wawy because the surface was forged and probably suffered some damage, not made on a sportcar factory, you gotta break up the straight lines in the reflection and make them curve randomly a little. Add dents and cavities too.

Also I would really love to see this in a full suit of armor with a helmet and a skirt, I think it would look cool.
>>
>>601136
design looks awesome,
have you textured this? or just procedural materials?
it looks like shiny plastic, almost like christmass tree toy texture,
I'd suggest to tone down shininess and also use slight colour in diffuse, and of course imperfections like anon said above.
but I'm usually texturing things when I finish everithing.


>>601097
)) I don't have time right now (( git some freelance work to finish. I'll get to it as soon as I'll be free. also, I post everything here anyway ))

should I make it's skin like this? or should i make feathers? or both? ))
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>can't into hard-surface design, my work looks boring and unoriginal
>can't even into complex hard-surface modeling from concept either, modeling robots seems impossible
Fuck fuck fuck, I'm into 3D for like 9 months, I should already be a senior 3D artist and yet I'm here, watching basic ass hard-surface modeling videos, again.
>>
>>601092
Materials are just random values I've slapped together, worrying more about preserving the colors of the original concept than anything else. I'll start a texture pass soon, right now I just overlayed basic google images textures
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>>601153
Shit mate hard surface is literally extruding boxes the only hard part of it is to come up with some mechanical design if you suck at that might as well pick up 2d art to make concepts for yourself
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>>601156
If only it was that simple. Topology is the biggest problem, extruding and doing other shit is easy as fuck, of course. Well, topology and shading.
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>>601153
>9 months
>senior 3D artist
You must be joking, or your hubris is THAT big.
Get fucking humble or the Dunning Kruger effect will eat your soul.
Thinking you are a special one who doesn't need to learn the hard way is a sure way for an indefinite stay in the valley of suck.
>>
>>601158
Kek, I was obviously joking about that, man. It doesn't work like that even if I was somehow a literal 3D god.
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>>601157
Can you tell me what is game ready and what isn't?
Where do I read it?

What is stopping you from using dogshit topology as long as the UV map works?
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>>601159
good.
Have you gone through all the Arrimus 3D videos?
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>>601159
you should have at least 3 years experience as junior. the requirements for that role is higher than 5 years ago
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>>601169
There was a thread about art tests as part of job interviews, don't know why it got deleted... Anyway, could someone explain what exactly do you need to know for a junior position, what kind of portfolio pieces do you need to have etc.?
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>>601183

>Responsibilities

- Creating high poly sculpts and low poly in-game models based on original concepts.

- Creating photorealistic original textures using various tools and middleware.

- Setting up materials and shaders to achieve best possible final quality.

- Must cooperate effectively with other artists and designers.

- Must adhere to technical specifications when creating environmental assets.

- Maintain the production pipeline and meeting deadlines.

>required skills

- Excellent skills in one of the leading modeling packages (3DS Max, Maya, etc.) and Photoshop.

- Basic knowledge of physically based rendering (PBR).

- Ability to easily communicate in English.

- Good knowledge of composition, color theory, & lighting.
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>>601198
Well that's just a copy paste from some job description, I know that. But it's very general and doesn't say much. I'm interested in the quality of specific models and textures one must achieve in order to have a chance of getting the job. Maybe looking at some portfolios of juniors would be good idea, although I don't know where to find them (I know about artstation but afaik there's no category just for that).
>>
>>601212
i assume this would be a good junior portfolio

https://www.artstation.com/jjworks

this would be the folio of someone that aims at AAA from the getgo

https://www.artstation.com/dweenietodd
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>>601215
I always see hard-surface portfolios. Are there some portfolios which focus on more organic stuff and architecture? Always guns, machines and vehicles, but what about landscapes, foliage, architecture, old stuff made from stone etc.? That's what my main focus is atm, would that be enough for an environment artist or would I need to spread myself more thin?
>>
>>601226
https://www.artstation.com/jonarellano , https://www.artstation.com/joakimstigsson , https://www.artstation.com/sander74
Advice I got once from an environment artist at Insomniac:
Specialize. If that's the stuff you want to do, then even if you only have one or two environment pieces in your portfolio, as long as they are some quality pieces its enough. And remember to tailor your portfolio for the studio.
>>
Speaking of hard surface topo does anyone know any good tutorials on the basics? I dont want to learn how to make a robot or a car, I want to learn the fundamentals so I can solve any situation I come across. Know what I mean?
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WIP 5. New materials, don't like how dark the chrome is. Finished arms. Right after the render I already tweaked the materials to be a bit lighter except for the orange shell which I'm liking how that turned out.

Hope one WIP a day is alright and not too spammy
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>>601099
The first WIP render. The pose is based off some pinup on DeviantArt, and used that as reference. The vertex weights could use some work, though.
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>>601266
its fine m8, it already looks better t b h
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>>601266
never use CA unless there is a specific reason why it is there.
Are you simulating a specific crappy lens or why is it there?
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>>599719
>>599790
that's dope
i love opm
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Done with this for now, any glaring issues?
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I'm trying to work my way through CGCs learning flow. Though I'm going to call it quits for tonight and pick up on the sphere tomorrow. I've been really focusing on making sure I have as few triangles as possible. The sword has none, and the only ones on the windmill are the originals at the top for the cone. I'm trying my best to follow the rules and only use the things the lesson taught.
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>>600839
>>600843
>>600851

Almost finished ) I'll add texts and tips and done.
I'll put my own brush also )) which has like 50 differents spikes an shit.
But it has no UVs. I did not knew that it was possible to store UVs in IMM brushes.
>>
>>601276
Just a cheap effect that I like. I'll keep that in mind.
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>>601284
It looks great, if it's for your portfolio I would use more subdivisions though to avoid faceting / stepping.
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>>600102
Looks sweet dude
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>>600523
Looks like youre trying pretty good
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I don't think I really know what I'm doing, I've never tried designing hard-surface stuff on my own. I'm not sure if this has some potential so I need to ask - here's just a simple blockout for now - I need some scanning robot, and this spherical, floating, eye-like thing looked really good in my scene from a distance. Now I'm going through some references to see how to properly design it as a whole, but I'm afraid it'll end up being too generic and boring, because these robotic eyes are not really rare. So, I have this cord going from the behind of it, I thought of that part to be some kind of a weapon, while the sphere would be an actual eye, but I was thinking about this - would it work if that small device at the end of the cord is an actual camera/scanner, while the big body is here just as some kind of a fake eye which functions just as a lamp and will possibly have some weapon mounted on top of it? Like those insects that have fake looking eyes on some part of their bodies, but that part is not important, so you'll attack the wrong area. Maybe it could also disconnect from the body and practically move like a snake through the grass. You can also think of those fish with their lights that lure the prey, while they stalk from the shadows right behind it. Hell if I know if that would be interesting. What would you recommend?
>>
>>601313
I dunno, too often sci-fi designs end up being made overly complex for the sake of it, for a change it would be much cooler to see something made sleek and ambiguous enough in nature for it to look spooky given the direction you're going for. Focus more on the silhouette of the design and ignore details for the most part. How complex you want the behavior of the bot to be also depends on how much time you're willing to spend setting those behaviors up, consider the amount of extra time it'll take for you to have all the various bits and bobs move around an react, if it's something you're willing to do.

As a side note, I know that these are temporary meshes, but do avoid making things like spheres faceted, as it causes the game engine to split the polygons at each group boundary, essentially making your model have 3x as much geometry at runtime versus what it may show you in your modeling package. If/when you actually want something to have facets, only use normal maps.
>>
>>601284
The round bit has some flat sides to it, and the effect isn't helped by the fact that this image has waaaay too much sharpening applied to it, and so has ringing around the edges esp. with the background.

One quick tip for baking objects that have cylindrical details, or are cylinders for the most part (to avoid the flat warps around the edges), is to apply one iteration of smoothing to the low-poly as you're baking to it, and then remove it afterwards. If you don't want to smooth the whole thing, at least add more edges to the round parts and regularize it back into a circle, then remove them after the bake.
>>
>>601314
Thanks, those are pretty much my own words too. I was just thinking it would be a good practice to try something complex with tons of details, as it would possibly look better as a portfolio piece as well (which is probably the reason why people are doing it), but I agree it wouldn't fit in my setting. I want to create some shots in this fog, and silhouette is pretty much the only thing that would be visible anyway, so I'll focus on that. Now I'll brainstorm the purpose and functions of this particular robot because it will greatly affect my design. Idk, if anyone thinks it's shitty idea, just be honest. I know it's hard to tell and visualize it atm, but the more I'm thinking about it, actually the more interesting it sounds to me.
>>
>>601328
>>601314
Oh, and also thanks for mentioning the facets, I had no clue the engine fucks it up like that. So I should just leave them for a high-poly, right?
>>
>>601329
Yeah, basically you''ll be baking the facets down to a fully smooth sphere.
And it's not just a quirk in UE4, all game engines since forever do this; any UV, material or smoothing boundary is split into a discreet surface. With smoothing this happens because each vertex can only have one normal direction, so a hard edge is actually two discreet edges superimposed on each other, it's just that your modeling package hides this from you for convenience, so a basic cube is actually 24 vertices, not 8.
One trick that's been making rounds lately is intentionally chamfering all hard edges and keeping the mesh in one smoothing group to maintain the same vertex count you would have had anyway, but get some free chamfers out of it and a smoother-looking mesh. Because the default algorithm for vertex weighting is usually crap in most 3D packages, you need to get a script of some sort that lets you adjust the normals to look good. Most common 3D programs like Blender, Max and Maya have scripts available, and in Houdini it can be done as-is. Look up "face weighted normals" if you're interested.
>>
>>601144
I feel like you are going away from bird-like look and going towards reptile.
By the way, are you russian/ukranian by any chance?
>>
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>>601266
And finished! More images in link
https://www.artstation.com/artwork/k6DPx
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Old family recipe!
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>>601251
>I dont want to learn how to make a robot or a car, I want to learn the fundamentals so I can solve any situation I come across. Know what I mean?

You might be able to find a generalized video, I'm too lazy to go find it for you, but understand that the real solution to what you described is to do all the robots and cars and so on tutorials and assemble your own bag of tricks based on what others do, and also do some of your own research and reading of documentation once you're able to get your arms around the whole thing via doing some tutorials.

I realize you'd much rather find some sort of quick direct answer that just instantly tells you what you want to know straight away, but that almost never exists, and you really can't escape just flat out putting in the time to do the work.
>>
>>601377
but where does the person out his legs?
>>
>>601377
pretty rad, nice job
>>
>>601392
Its a shame because a dictionary of sorts would be really nice.

Like a guide on how to make certain types of corners, or facets, or whatever general surfaces you see with hard modeling but I suppose you are right.
>>
>>601288
>suddenly the belt end appears
As far as I see you took a cylinder and used micromesh at the end.
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>>601391
aw hell yeah
>>
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using Unity engine to play with environment graphics. lots of lazy stuff to replace, like hanging moss
>>
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>>601286
Well, I have all the basics down for this. I think I went overboard though. Looking at everyone else's exercises they turned in, they just cut up the shapes a bit or follow the tutorial exactly.
>>
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>>601268
Nearly done... All I need to do is make the video, and Rah-Rah-Sis-Boom-Bah-Boom! Completed.
>>
>>601394
Believe it or not, I'm autistic enough to have given his feet/legs plenty of space even though it's not visible in any of the screenshots kek. I modeled out a nice little leg space.
>>
>>601433
beautiful
>>
>>601410
no man, that mesh is IMM Curve brush
you'll see when I'll post the tutorial, I don't have time to finish it :(
i just need to write overall explanations and tips for zbrush tricks.
>>
>>601492
Bait.
>>
>>601499
you mean that I've been baited or that I'm supposedly the bait?

Of course I would never play something like that, but it is pleasant to look at.
>>
>>601502
Oh, I thought you were being ironic. Oh boi, I'm gonna be an asshole now, but it really doesn't look good, I have to be honest. Please tone down the amount of fog, bloom and all the other effects that get you that washed out look because it looks absolutely terrible, and that is something I've seen in a lot of shitty artstation renders. It doesn't look remotely realistic but at the same time not even close to good looking stylized stuff either. I don't know if other people are blind or I am blind, but everything is extremely grainy and fucked up in all kinds of ways. Getting lighting and postprocessing right is hard and many people don't want to spend time on them so their stuff ends up looking disgusting even though the models and textures might be good. But they are very important and I can't believe how do some of you even manage to fuck up the image so badly.

I don't know, when you remove all the crap that ruins the visibility of the scene, then I might be able to see the models better, but it seems that textures are also very low-res and of a low quality unfortunately.
>>
>>601506
wtf are you even mumbling here?...

>It doesn't look remotely realistic
oh wow, we are really blind.... this dude figured it out.
>>
>>601506
t. unrealdrone
>>
>>601506
>Please tone down the amount of fog, bloom and all the other effects that get you that washed out look because it looks absolutely terrible, and that is something I've seen in a lot of shitty artstation renders
I agree with this. Tone down that fookin' fog or it'll end up like Tranzit from CoD Bo2
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[WIP] - Roman Aquila
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>>601508
>>601509
I don't understand why do you have a problem with my post? Don't agree with it? Then make a counter argument. I'm just trying to give some constructive critique, I'm sorry it has to be negative, but I thought it is good to not lie to a person asking for feedback.

I can't see anything on these images, especially on the second one. What is that green pixely mess on the left side, for example? Are those some trees? Is that just a reflection? Everything is so grainy and foggy that I can't even tell which part of the image is water and which part is the ground, as it seems like the character is standing in some shallow lake. And it totally doesn't matter which engine it is, I've seen renders like that done with UE4 as well. Come on now, no need to attack me for saying what I think, I'm not trying to roast him just for fun. I not overreacting either, but I really wan tto see how it will look like without all that extra mess, since I can barely see what is happening in those images.
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I was sick for 2 weeks and refused to miss work. Just made the face today.

Want to keep it on the low poly.
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>>601520
Tell me you are not redoing everything AGAIN.
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Currently sculpting and texturing/painting this fleshy golem looking guy as a game asset.

How do I make him more monstrous-looking? I already plan on rigging him to give him a hunched back and lopsided shoulders but I cant fix him looking like a cartoony strongman
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>>601521
This is still a continuation of the 2nd redo. I haven't posted for like 2 weeks because I was sick and still went to work. Also the reason I didn't follow through with Zbrush. My free time was sleeping.

I want to keep it low scenes it be easier to apply all the corrective blendshaps and have proper shoulder deformation.

Might maker her more Chibi. Want to make a Ferret Ninja Nemesis
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>>601512
Give that bird some more ribcage area, mang. He kind of looks like a weak bird and I'm assuming you want it to look powerful in some aspect
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https://imgur.com/a/MVWpS
Getting more used to Toolbag, I'm getting some pretty good results with it.

https://streamable.com/9xi68
Just have an annoying problem, it seems the GI is provoking some clipping when I try to make some animation?
>>
>>601512
i suggest you model everything in small parts then add detail later
>>601528
you need to step up your detail game
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>>601534
>you need to step up your detail game

dude... the least thing he needs now is, detailing more, he needs to step up his form game first. and one step down his detail game, for a little bit of time.

>>601528
I'd suggest to not start with base mesh, you'll get to base meshes, when you'll be able to make one yourself.
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>>601520
looks like the grinch
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>>601436
It's up! Enjoy the vast majority of me dicking around and stuff.
https://www.youtube.com/watch?v=OZP351rdUb4
>>
>>601520
Cowabunga dude you have a real eye for the subtle things, I love the design of those eyes, how long have you been a 2D artist?
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>>601528
Look up the sculptors guide to anatomy pdf on google,

Go to the arms section of the book, bless me later after you read a few pages.
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>>601506
I understand. I considered fog to be both game mechanic and visual component that I really liked. When the view distance is limited, it can add to surprise element. It is supposed to be a swamp, but not a dark and gloomy swamp, as usual, but a bright, colorful swamp. the post processing is actually very light. there is some bloom, but otherwise, only contrast, which corrects for the "wash-out" look of the fog. I honestly can't speak to what actual swamp environment is like, but I imagined that if it was BRIGHT, the moist air would capture the light.

I know that it is not highest quality, HD model or texture, but I need to keep it to minimum poly count and texture size, because I have not optimized the map. I do all work to scale with my average pc.

It isn't meant to be realistic, but rather, fantasy. But I wasn't going for a cartoon look, either. I feel like when playing the game, seeing the animation (all environment component is animated), the post processing effect really adds to the feeling of the visual. With a static image, and no 3d space, the effect is lost to some extent. It is important to understand that this is a game, though, and not just a scene, so some visual effect is to do with game mechanic, and hardware limitations. as amateur hobbiest, I do appreciate criticisms, but fog is essential, I think.
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>>601539
hoever remixes classical music should be shot to death... really//
and speed up that video is 38 minutes man. no one will watch it and many people won't click it becauseof that, make it 5-8 minutes.

BTW, your stile is cool )
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>>601551
Please do share some gif or a few more shots, I'm interested in a general idea, but yeah, even though I completely understand the optimization problems, everything can still be improved a lot. You should definitely use tons of photo references though!
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>>601535
I'm using the base mesh I created. I'm just beginning to pick up sculpting at this point.
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better?
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>>601563
separate things out into subtools
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>>601558
then I'd suggest sculpting base mesh, you'll learn how to sculpt in the process, but do from sphere way..
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>>601563
Not him but that looks a lot more formidable

personally I think the neck is too long and the head is a tiny bit too small, and lacking in overall form - birds of prey tend to have longer and flatter heads on top if that makes any sense
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>>601545
Professionally, not so much. Been doing artist stuff, modeling, sculpting, drawing ect... 15 years. Went to a scam art school 1t 18. But worked my way to a real job for 3 years after in 3D studio.


If I had the resources internet, art store (live in the city after high school) I had today back when I was 15 when I started taking art seriously. I could be on a whole other level.

Currently just making gear, will post picture once I finish the head and hands.
>>
I just finished making this bell. I'm still super-new to 3D modeling so I'm pretty shit.

Is there anybody for MODO like the Blender Guru?

Maybe a MODO Guru?
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>>601584
Oops, forgot the bell
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>>601585
gotta start somewhere lad, looks like a bell to me, but I feel like it could be thickened up a bit - blender has the 'solidify' modifier, not so sure about MODO

is it necessary to have a 'MODO guru' guy? more or less the only difference between modelling software is interface when it comes to extrusion modelling
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just creating small environment. designdoll for scale.
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>>600972
neat.
what are they for?
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which one should i go with?

the two animations are the exact same
the left one has little chips in the edges sprinkled throughout
the one on the right is made up of bevelled tiles
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>>601604
left one, it looks nice and clean, right is fugly.
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>>601610
Sculpted cloth is still not even remotely close to the great masters. Not really a fun of that big butt either.
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>>601602
>designdoll for scale.

nigga we all know how big a bathroom is supposed to be.
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>>601612
How can you know the dimensions without something as a reference scale?
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>>601611
>I don't like thing
What a great and constructive fucking post. Not the guy who posted the webm.
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>>601614
First sentence was a legit feedback and a fact, and the second was a personal opinion. You guys are way too sensitive. You can't say anything negative and not immediately get attacked.
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>>601613
For any interior design shoots you can guess the scale with the furnishings and such. The variation in bathtub sizes is probably not that large and the fact that there is a variation in human sizes basically makes your human scale placement completely useless. How many interior photographs have you seen with people in them? Outdoor architectural, maybe because there may be nothing outside to give a scale reference other than a person.
>>
>>601615
Saying you don't like something isn't constructive. Describing WHY you don't like something, and why something doesn't work for you, that's constructive. Don't be so butthurt.

>>601616
And this post is a great example of why you really shouldn't listen to people on /3/ too much.
>>
>>601616
Yeah, but it can help while designing the models if you're not using the exact measures from somewhere. You just place a human of an average height (180) and it helps for getting the proportions of everything right. It doesn't have to stay there in the final render.
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>>601611
What "great masters are you talking about?

You talk about being oversensitive, but you post reeks butthurt and is pretty much saying "it's not the best thing ever made in the world". What a constructive feedback.
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>>601617
I like how you ignored the first sentence. I already said my opinion of that butt is personal and OP can just ignore it if he wants, it doesn't matter anyway. Maybe you shouldn't be so butthurt, because I just wanted to say something about the model, constructive or not, and you just had to jump on me and start acting smart.
>>
>>601620
Wow, you are so fucking mad.
>>
>>601618
I guess that was a misunderstanding on my part. Even so, if you want to show people what you're making I don't see why you would need to show reference scales that only serve to block out the model which may not appear in the final render.
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>>601619
> you post reeks butthurt
Lol, forget it my dude, I'll just stop replying to anyone's work ITT, it seems like the best thing to do. I get it, if I don't handhold you and write an essay about my opinion, I'm somehow "butthurt".

>>601621
I'm not mad at all.
>>
>>601623
Different guy here. I appreciate the human figure for giving a sense of scale in your showcases. So basically the lesson here is to not listen to anyone and just keep doing what you're doing uninhibited by what other people think you should be doing.
>>
>>601626
> lesson here is to not listen to anyone
I would not say that, some people give worthy suggestions.
you should be able to ignore things what are out of place and add nothing to your work, and are just negative BS.
most importantly this is WIP thread, but people judge works like they are production pieces.

>>601610
dayumn.. these curves ) i criticised your previous work, but this looks much better. I'd suggest to detail lower part of stomach slightly more,
I'd also suggest to tone down boobs, because it does not like like boobs, or make them look more like boobs, (i'm not sying to sagg them like some old womans breasts tho)

one thing that really needs work, is the cloth, where it is stretched between boobs,

I really like what you are doying anon keep it up )
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need some advice and fresh eyes
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Current project. I want to tell a one frame horror story. Any ideas on how to make it more spooky but leaving it at the same time a plausible place?

>>601632
Is it for a game? Maybe using subsurface scattering for the wings + flower + hat would add more to the character. And growing the wings from the body. maybe. I like how the dress gets darker the lower it gets.
>>
>>601616
>>601618
Well i'm no architect but i do know when things aren't looking right.

So i'm modeling my bathtub in Maya while looking at this article on average bathtub sizes. find measurements for "fits most alcoves" and start happily modeling away (the sizes were something like 60''x32''x18''). Figure it looks descent and import it to Blender. Plug my Design Doll into my scene and realize my bathtub looks irregularly small....

I figured I MUST be retarted and fucked something up with the scale when i moved it over to blender. So i go and double check my Maya settings and re-import into blender and double check those settings. Well it still looks small....

Then i go ahead and re-read the article and find new measurements for "Extra Foot For the Feet" bathtub sizes. After that i changed my sizes and my bathtub looked normal! I then realized bathtubs are in RL are probably small and designed small probably to prevent dumbass kids from drowning themselves.

>>601623
yep pretty much just gunna replace it with a hand drawn character.

>>601626
and yes this is a good lesson. You do you, but also keep an ear open for suggestions.
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>>601602
It looks good. But this triggers me.
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>>601635
looks too clean, even if you're going for a clean hospital look
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>>601635
Make it look more like a wreckage, pose the guy in a more ominous stance, more dramatic lighting
>>
making VW Polo knockoff for vidya, maybe it will not turn out shit
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>>601639
>>601661
Thanks for the tips. Here is version 0.2. Still playing with the lights and grubbiness
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>>601546
which book? author name please
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>>600440
wireframe?

I never model by blocking out first, as I feel like my topology would end up messed up a little, that or I can't be arsed working around it.

do you actually join the blocked out version together or just model over the top of it?
>>
>>601685
Jesus christ, what is happening with your proportions man? Doors are fucked, chairs are fucked, ceiling lights are huge as shit. The fucking double doors. Nothing in this looks like it was made for human morphology.

Get yourself an anatomically proportionate model (just grab the demo soldier from zbrush if you have nothing else). Look at how he compares to various pieces of furniture. Chair seats at knee level. Door handles at hand level when your arms rest on the side of your body. Build your rooms to scale, look up measurements such as common ceiling height, door height, etc. Base your furniture and structural elements on existing, real-life ones, and make sure everything is well proportioned. Your double doors are way too wide and your chairs are made for giants who wouldn't be able to fully stand up in your tiny hallway.

Also, the shadow is hardly noticeable. It's not very spooky cause it's a very subtle shadow in a well-lit room.
>>
>>601685
>>601727
Just to illustrate how much you fucked up, take the chair you're sitting on, place it against the wall of the room you're in, and roughly guesstimate at which percentage of the wall's height the backrest ends. Is it at 50%, like in your picture? Keep in mind these crappy leather chairs tend to have a fairly short backrest.
>>
Started this today. Earlier when the normal bakes in xnormal weren't showing anything. Got so angry I had to lay down. Many, many hours later I realized that the UVs weren't in 0-1 space.
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made changes. it feels so far away from professional work. how do I make it better? any resources I can use to become better at this?
>>
Still a blockout and testing some particles + worked a little bit more on the ground and rocks. I know that the tree has leaves and the vegetation animation is turned off, haha, that is temporary. I'm just interested about the general mood and the setting. I think I like it, but it's probably still too simple and lacks the storytelling.

Edit: Eh, I have no clue how to attach webms here, so here's a link...

https://webmshare.com/play/PeK6R
>>
>>601635
I wrote this yesterday, but my IP area was banned (not my fault), so I saved it for today when my address changes:

EDIT: before that, yes, I do have to agree about the proportions, >>601685 is even more fucked up. The chairs are really off. This is why you should always use some human character in your scene, for a scale reference, like >>601602

>>601635
Did you texture anything or are these the final materials The walls and ground look like they just have the default material applied, it can't stay that way. Are you sure the dimensions of those doors are correct It looks weird to me, the handles are extremely low, especially when compared to the handles on the walls.

There could be plenty of ways to make it creepier depending on your direction, but having a good lighting is the key, I think. Nothing looks spooky here to me atm. You could e.g. go for a dark look, possibly with some flickering lights, or somehow make the lights look really hard with sharp shadows like they're coming from a flash light, hard to explain, but that thing invokes a very special feeling in me. And of course, there have to be some objects around, because it is just a boring hallway now.

Also, you could try making it feel more claustrophobic, maybe you could block that path to the left with something, so it feels more like a dead end. Then, seeing somebody is on the right could be a more intense experience, because you have less exists available. You're in a wide hall with tons of different pathways, and you could see that shadow from a very far away, so it just wouldn't be so surprising. But if you e.g. had a very narrow corridor and there was only a single way out (going forward), and you knew you not just have to pass by the shadow, but you'll be practically right there beside whoever is there, then it would be a lot more tense.
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cheekbones were making it feel like a squirrel so I made some revisions from left to right. does it look better now?
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>>601768
No it's still anime
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>>601769
anime is the future
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>>601763
>>601728
>>601727
Thnks for the help guys. I'll upload the corrections in a few hours.
> mfw I was using a cube (2x2x2m) as a reference for the proportions
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Working on adding clothing right now, need to add the tear threads to the jean shorts, model some light fur on the fur parts and a few seams and folds on the shirt and I think Im ready for retop.

>>601722
I find keeping them in individual parts makes it quick and easy to stretch or squish parts to nail the proportions I want in a few clicks. After that I just add just enough edge loops to the parts to shape in the basic details and then subdiv once and then merge it all together.
>>
>>601577
>15 years
It definitely shows, its subtle but all of your angles and shapes are really top notch and now that ive seen the eyes I think you have some great painting skills as well.

And dont even worry about it I started 3D when I was 24. It only takes 10 years in a 100 year life span to master something. When those ten years go by it will be an even field with the pros.
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>>601796
Oh I see, could you post the wireframe? Id like to see how your blockout turned into your final model

nice work by the way!
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Thanks for the advise, I adjusted the head and the neck. The eagle is part of a Banner I am working on. Any thoughts on this?
>>
About 60% done painting.
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https://streamable.com/u8bot
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>>601812
The composition, outfit design and body proportions are all great. That face, on the other hand... It's awful. I honestly think your composition would look better if you just had a normal human face. That anime face is poorly sculpted and clashes horribly with the rest of the composition, in my opinion.
>>
>>601804
Schaut gut aus
>>
>>601831
danke kamerad
>>
>>601806
Man, I remember this from a month or more. Glad to see you keep working on it.
>>
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>>601818
> poorly sculpted

How so?

> I honestly think your composition would look better if you just had a normal human face.

Ew.
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https://www.youtube.com/watch?v=GQ1JJ8j6Ubg
>>
Thread reached bump limit, guys
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>>601840
Then make a new one idiot.
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>>601852
no u
>>
>>601834
I’m with that anon it baffles me that you can make such a high quality body sculpt with good cloth detail and to have such a novice facial/hair sculpt. I mean it should be super obvious that the eye are far too high up. I assumed you were an artist who had practiced mostly real anotonmy and wanted to try the anime style for once. I highly suggest you spend a lot of time focusing on head sculpts these next few weeks.
>>
>>601857
>>601818
This, the head is really shitty. Also, I'm not a cloth scientist, but I have a feeling something is not right about the way it folds and flaps around the legs, but I'll leave that part to someone more knowledgeable. I like the idea and composition, though.
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>>601849
In the future, I'm just gonna sculpt and retopo to low-poly even if I'm handpainting this shit. Fuck it.

Now I need to terminate all these edgeloops and finally I can unwrap and texture this sonofabitch. Shit ass.
>>
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>>601857
>I assumed you were an artist who had practiced mostly real anotonmy and wanted to try the anime style for once.

Does it feels good acting like you have any idea what you're talking about when it's clear you don't?
>>
>>601903
God anime faces are trash.
>>
>>601908
How does it feels to have such shit tastes?
>>
>>601909
You tell me?
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>>601833
Yeah, has been a while because the spring semester started up, so now I’m havung to squeeze in time.
>>
>>601909
>>601903
Are you the guy who sculpted that curvy woman? If you are, you seriously have to stop getting so defensive about your work. You attacked every single guy who gave some critique about it.
>"reee, you just don't know what you are talking about!"
>"reee you are butthurt! So mad!"
>"reee shit taste shit taste!"
>>
>>601945
Sorry but "god anime faces are trash" aren't a critique.
>>
>>601950
I love what you do and despite not liking anime myself I find your work pretty hot.

But, bruh, where do you think you are? On this mongolian basketweaving subreddit there is no place for muh feelings, toughen up, ignore what you don't like and don't act butthurt you faggot
>>
>>601903
I don’t really feel bad about being wrong that you don’t actually spend time drawing real anotonmy. It’s not really a loss or a huge embarrassment on my end. I find it odd that you think it’s something even bothering to challenge.

I’ll re-iterate that you need to work on your faces more and if that makes me the bad guy in your eyes then fine but it doesn’t change the truth.
>>
>>602036
And before you decide to come back to the discussion with the argument that critique is just subjective or something along those lines, while you would be right it doesn’t change the general consensus that your anime characters face is off plain and simple. You are always free to do as you want but just know we won’t be the last people to point that out when you go public with your model.
>>
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beginner animoo practice
>>601768
yeah the right looks better, left looked a bit too skinny/gaunt.
>>
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>>602038
Disliking "Anime" is now big in Edgy underage virgins, they think that Disliking anime or calling whoever likes it faggots is essentian in losing virginity, or being a 'man", etc.. etc... when somebody comes out with "anime is trash" statement, I can not help but put these people in that "internet edgelord" category.

PS: not that guy whom you were replying to
>>
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>>601903
I'm new to 3D, but I read that it was better to learn and understand the fundamentals of human anatomy before trying to make anime women with fat baps- you'll miss out on the little things that make humans look human.
>>
Anyone know if there's a Kojima Ludens model out there?




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