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File: WIP+2.jpg (443 KB, 1500x882)
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it's time for new WIP boys n' girls
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slight progress, I think I'm finishing main design phase...
but I'm kinda being too lazy on this piece and thinking to start something different and finnish this some other time...
but if I'll finish it, I think it'll look cool
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I really need to study up on texturing and low poly work flow.
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>>609131
Impressive sculpt.
What software you´ll use to animate it?
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Ah fuck it, no real incentive drag my feet and put work on this anymore. It's boring and lifeless.

>>608035
It's kinda half-and-half. I've done what I like to think is more complicated stuff before, but every time it ends up taking like a couple of weeks or more to get done. I wanted to do simpler stuff like this because I could get it done faster, but the model just looks boring, especially when it's in a "meh" pose like this doing pretty much nothing.

I also don't really know how to paint anime-style textures properly. Most "famous" guys who produce anime models on Sketchfab can do it like it's no big deal which doesn't help whenever I'm looking for inspiration/reference, suffice to say I don't even really know how to get started in this area (I am using SP).

If there was like a special set of alphas or brushes they were using, I'd at least start to understand the process, but none of them really share their workflow or how they've set up their tools, probably because of a language barrier. I know it's mostly down to a previous knowledge of coloring/shading in 2D but it would be nice to at least see a step-by-step timelapse of their work or something.

If I can't do something as simple as this, I'd rather go balls to the wall and try something crazy in sculpting instead. Try to push myself that way.

>>608041
Thanks.
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>>609144
I feel the same way about not finishing my work as fast as I would want to, but I thinks it's normal. You gotta be patient about those things, and you are going to speed up the more experienced you get.

Can you link some of the sketchfab works you are talking about? I feel like you are talking about hand painted models when you mentioned alphas and brushes, but your models is more of cell shading style. It's important to decide which style you actually want to go for.
I'm nearly done with retopo of my character, and I still feel unsure if I should hand paint it, use pbr, or make own cartoony shaders.
I also often feel like I should make something simpler to see results quicker. I got a character with kinda realistic eyes, but I sometimes feel like just filling those holes, and just painting a simple, cute dot pic related. Its the kind of problems character designers have. You want to decide on a style and stay consistent.
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>>609176
sketchfab dot com slash osad slash models

I hand-paint the models out of necessity. If it wasn't for Sketchfab's obsession with PBR shading I'd be more than happy to stick to purely ramp shading in Maya which works well for almost everything I want to do. Baking + shadeless can kinda alleviate this issue but it's tedious extra work and I don't really know why I'm compensating for Sketchfab's lack of NPR support.

About consistency, I think you're 100% right. A lot of artists I follow pick either shaded or shadeless and stick to it so they either get really good at painting textures or really good at building topology that looks great while shaded. I dab on and off each style because it can get frustrating to waste away for a few hours trying to figure out how a YAN2017, a XkungWork or a derreta do shadeless so well and so consistently. After I'm stuck in the texturing part of a model for a few days I just want to toss it all up and forget about it. It turns what is an enjoyable activity for me into an absolute chore.

Truth of it is, I like both approaches and I think both can work well. If I had to pick one it would definitely be hand-painted, but before that I really have to get a consistent workflow figured out and do a few things to have my models pop out more, like put them in a cool pose and give them a base to step on. For fuck's sake though, it would be great if these people recorded a work session, even if it was in bandicam 240p or something.
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Will you pay me for that?
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>>609211
so I was looking at https://sketchfab.com/models/303a932999f84229aaab9f13082b524e from the guy you linked it's all baked color for that specific pose.
He even wrote in the comments that if he were to make the model downloadable, he would need to rebake textures with more neutral light.

it is very likely just gradient maps that were baked for specific lighting of the scene. It's all self lit, just like hand painted textures, but I don't think he did any actual hand painting.
As for the whole anime texturing goes, it's usually just base colors, color ramp for shading and some people like to add a really subtle reddish color for cheeks, elbows, knees. That's all the npr texturing of anime skin.
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>>609221
The guy I linked is me anon, I think you asked me to link some of my models and I did right at the start.

I don't mean to point out flaws in my own works but that Jill model is far from perfect. My biggest regret was not being able to paint the folds in her skirt and blouse to match the original reference more closely, so it all looks fairly flat and not really like clothing. I'm fairly sure I could've gotten away with making the front of her hair with just a single piece as well if I knew how to paint properly. All the guys I mentioned just seem to know how to add depth to these flat planes so well, the difference is night and day.

Maybe this looks good to your average Joe who knows the character but isn't really too crazy about modeling, but to me there is a big gap in skill here. Baking some ramp shaders is all well and good but touching up afterwards is what I think takes your stuff that extra mile and is what I want to learn how to do.
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>>609225
well, when I asked to link to works you were talking about, I meant the works of
>>609144
>Most "famous" guys who produce anime models on Sketchfab
Simple misunderstanding.

I didn't jump into the whole gradient ramp and editing normals, so I don't actually know if normal maps would effect it, but if it does, then maybe making more complex meshes for the sake of baking textures would be better.

You also need to decide if you want your models to look more like from anime (shaders and editing normals), or drawings and animu video games (much more hand painting).
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>>609230
Yeah just to disambiguate, >>609144 >>609211 and >>609225 is all me. That got a little confusing.
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Should I give up?
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>>609237
>Should I give up?
not before you finish and gain more experience for your next car.

I know nothing of making cars.

I am not sure if you want people to tell you to give up, or if you hope someone says it's good.

>>609232
>is all me
I got that. I was just referring to another part of what you were saying in another post. Good luck learning texturing process.
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>>609237
Keep going.
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skull study
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>>609281
vertebrae study
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>>609281
rib cage study
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>>609281
ulna and radius study. learning how the radius moves in pronation/supination.

all that's left is to model the patella, tibia, fibula, bones of the foot, and then I can put the fucking muscles on top.
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>>609131
Thanks )
Hmm, I don't thik that I'll animate him, at all. At least for now
But I use maya as generalist software, Maybe i'll rig him there tho, to pose. Or I'll pose him in Zbrush
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>>609283
Thats coolio dadyo
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>>609295
warms my heart. thanks man
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Feels weird to go from a project that took me two months to a project that took me only a few hours.

Trying to learn how to hand paint albedo maps and then use pbr materials over them.
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>>609284
neat. did you use any tutorials? do you have any you would recommend for someone that's trying to learn how to polymodel detailed anatomy?
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>>609336
Don't polymodel organic shapes. I use Zbrush.

I read the page about the bone, then I draw them to get a feel for their contours and shapes.

Then I sculpt them in Zbrush.
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>>609336
i read, take tones, draw, and then sculpt.
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>>609339
awesome, thanks for the info.
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>>609139
i was replying this>>609285 to you lol

>>609281
>>609283
This is amazing man !! Presentation is really awesomly done!!
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>>609339
>it's a fucking weird triangle thing.
These are pro notes my dude
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Checking what it would look like with muscle.

Just 30 more bones til then. I'm gonna pose it making her suck a dick.

Then I'll call it Fileted Female Performing Fellatio.
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I'm fiddling with smooth shading. Curious about this. Does it really require so much edge loops to get the detail in the shading to not fuck up?
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>>609361
if for rendering purposes only, can use crease instead of support loops
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>>609362
What would be useful for less detailed objects? Say I wanted that object to look smooth, but instead of being 2.5k tris have it around the low 100s.
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>>609130
Learning Redshift, so have some doodling
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>>609363
you can enable autosmooth in object data. the angel determines how hard or soft the shading is.

you can mark sharps when the angel is at 100, this assist you in getting the final look (a knife with a sharp blade but with soft grip)

for even more control, there is the normal edit modifier. crease is only for subdivision mode
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>>609365
What about something like the right model? I tried applying autosmooth and it does nothing, I'm assuming its far to low detailed for it to work. I appreciate the help. I've tried all sorts of google searches but I can't find answers to these sort of things and it's not in lessons I've been through on CGC.
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>>609366
you need to apply smooth shading for it to work :)
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>>609367
Like so? Would adding a texture get ride of the weird darker shading section or is that something I need to do elseways?
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>>609368
white areas are usually more dense with polygons and dark areas have less polygons.
this shouldn't bother you, a texture and the right material is enough to hide this
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>>609369
Awesome, thank you very much. This was one of the things holding me back from working on lower detailed objects.
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>>609369
Thanks again, Using this actually makes the low poly stuff look decent. I can now finally move on to working on textures without wondering why things always look so flat.
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>>609372
Any advice?
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>>609374
Do you want the back cover to be the same as the front cover?

Think about where you want to have more resolution, and don't waste so much space.

Consider straightening some islands
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>>609380
I see what you mean on that. And I was okay with the the book being the same on the front and back since this is just something for me to learn. I wanted to use this as a way to get better at edge texturing as well. And I still need a lot of improvement on that it would seem. Thanks again. I'll start another one and try straight islands.
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>>609130
Any of you guys has a standard T-Shirt 3D model mockup? Like on a manequin type.

That image is something im rendering atm. Needs post
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>>609374
the seams are ok but maybe try to scale up the really thin parts of this unwrap. the more space they are using the more resolution you can use on them
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>>609383
look up the gradient fill tool i think its gonna help to the base texture
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test
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>>609395
I'll give that a go, I'm using Krita so I can fiddle with adding it below everything in its own layer.
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>>609237
whys it got a seam in the center
looks fine so far, the fender edges may be too round though
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First half-assed sculpt in Sculptris.
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>>609402
I know it's a giant eyeball, I know
but it looks like an uncircumcised penis.
I see you got a reference image there, so good job

Welcome to sculpting.
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>>609402
Looks like a giant penis with legs in the mid-phalus, and with a mouth over its dick.

What the fuck d00d
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>>609404
>>609405
You fucking inbred bastards of a mongrels now I can't unsee this. I guess I'll chop it's head off now. Do you see dicks everywhere?
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>>609407
I'm not a degenerate and I also saw it immediately after opening the thumbnail. The question is how you didn't realize it while sculpting.
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>>609410
Because I'm not a phallocentric imbecile and don't perceive the surrounding world in shapes of either penis or not.
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>>609411
obviously you are, you sculpted it...
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>>609411
I said I'm not either and yet I still noticed it. Nice insults btw, maybe we shouldn't have told you that and let you be laughed at by somebody else in the future.
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Well this was a great chuckle for my morning break.
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>>609407
Oh boi, are you gonna circumsize it? You fucking jew.

Btw, the fact that you didn't notice the dick you sculpted means YOU are the one obsessed with cocks, therefore you subconsciously sculpted one.
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>>609411
Well its either vaginas or dicks pick one
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>>609407
I thought this was intentional....
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WoW inspired city as part of a student project I recently finished
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>>609411
just say it's from Berserk's Eclipse, and you are good. Pic related

>>609432
nice roofs, but the walls look like just some gradient.
Also why are the roofs red in the back?

The pavement and roof on the center building look really big compared to the rest.
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>>609131
Cool. I'm guessing your going to put a huge flaming eye on the gut-plate?

>>609134
Still better at texturing then me.

>>609144
All 3D models are boring. They only become lively when you start animating it. Don't be constantly comparing your self for all the art work out there. It feels like your only seeing one o two other peoples work but in reality. You are looking at is hundreds of people with 5+ years of experience showing there best work. Odds are they had help along the way from others. Took me years to get that through my head.

>>609282
This makes me think of lamb shades made of human skin.....

>>609323
Looks good. Should there be a darker circle in the blade where the ring goes through? I would make the pummel thicker so it bash better with.

>>609432
That actually looks like (good) a game models from a production.


My Ratninja so far. I suck at texturing, will learn to get better. Have to remake the hobby knife shruiken. Taken a break to design her opponent. A pyrotechnic using ferret ninja. That and make a re-usable character light rig and render.
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If I don't post the finished result of this by this time tomorrow, you have every right to cyberbully me.

I got stuck with larger projects due to lack of motivation so I wanted to do something smaller like this for a change. The reference image on the right is from some horror movie, I don't even know which one. Also a change of the renderer after only using UE4 for the past 6+ months.
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>>609440
https://www.youtube.com/watch?v=R2nwknMmvdc
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>>609445
Huh, neat. Thanks. Is that shot even real or is it full CGI? Honestly, it looks somewhat fake to me, but it could be because of the flashlight effect.
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>>609131
Isn't that dagger a bit small for the hands? The book seems small as well. Or was this a design decision to make the character look large and imposing perhaps?

Either way, really good work. Like the book very much. Looks like it would be really fun to animate that character.
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>>609438
I knew you were Ink-Eye's fan.
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>>609440

This looks pretty good so far.
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>>609350
thanks dog
>>
>Use Zbrush
>sculpt a small feature
>It gets is topology stretched and mangled needs to be remeshed so I could do it right
>If I use ZRemesher on high subdivision level I use low levels and cant manipulate the general shape or smooth stuff anymore
>If I use it at low levels or use dynamesh I use details

What do?
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>>609432
Strathenberg must be cleansed!

It would look better if you had varied it more / broken up the symmetry and copy-and-paste look of assets. Either with areas with different lighting (like street lamps, or moonlight and clouds forming areas with shadows and areas with brighter light) and/or with details like cracks, broken things, missing tiles, or extra props (like a wagon with fruit on it, an empty wagon somewhere else nearby, an open barrel, whatever) and possibly a different camera angle or rotation on the houses so that you see one side up close in one part of the image, a different side in another part, so that you don't get like what you have where you have two perfectly identical houses mirrored next to each other (hard to avoid though given it's a well planned city).

Obviously all stuff well within your ability to do, I'm guessing deadline restrictions combined with project fatigue resulted in you skipping those steps
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>>609438
The original concept art is cool, you design is kind of a mess.

But props for trying to make something halfway original and not just another gun. This board is in need of more original works.
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>>609432
Most textures looks alright actually. So nice job on that.

Models are basic and you seem to repeat the same buildings fairly frequently which doesn't earn you any points with me.

Nice centerpiece and good distinction with the colors of the different districts. I would try to change up the models between districts as well though.

I would suggest adding interesting landmarks to further distinguish between districts and show how they are different and what kind of people live and work there.

In short, if my leveldesigner came to me with this I would first ask why it was half finished and then tell him to do another pass and stop being lazy.

Now this might just have been a small project where you only got like 40 or so hours, and you are obviously not a pro, so I might be judging too hard.

It's a good start though, keep it up.
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>>609481
>>609432

One other critique: composition wise, my eye is drawn to the sides of the tower but not at it, because of the row of houses in front of it and because it's kind of small and lacks detail, and then the pointed rooftops all direct my eye up, along with the narrow trees, but then the sky is kind of unimpressive

Also the textures could of course be better / varied, and variation doesn't have to be huge it's just like you change one layer or step in the process but keep the others the same (i.e. you do the bricks unlit, then you do the window, then maybe you change the lighting for one texture; or you keep the lighting and bricks the same but you change the window details, etc).
If you just have like 3 variations, and the variation versions only took like 5 minutes to do and are 75% or 90% the same as the first texture, that still goes a long way.
It would also definitely help to have some interesting things like some cats or crows or bats or figures on the roof tops, or on the street, even if they're just something you add in post with photoshop; bonus points if it's a cat stalking some bats, you know something that kind of tells a tiny story using details; that's what puts you on the next level.
Blizzard usually does all that sort of shit, and will go so far as to like have a single broken window at ground level with some muddy footprints leading off frame (but likely towards something that will direct your eye back towards the focus)
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>>609485
>>609481

Thanks for the feedback.
There is more to the scene which is not reflected in this one screenshot. I think I will share more pics to give you more insides. Anyhow, you are right with the time constrain thing, obviously there could have been done more with additional time etc.
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I just droping some of these to show you a little bit more, sorry for the spam
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And thats the last one for now
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>>609499
how'd you learn to paint?
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>>609499
When painting edges like that should the edge be brighter than the face like yours all the time? Because I think I'm doing it backwards and should be doing darks in corners and grime areas instead of on edges.
>>
>It's a modelling hands episode

Is there a simple way to begin with this shit? I fucking hate hands so damn much. I'd post a WIP but they're kinda the thing I'm going to be working on so I haven't got them yet.
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>>609517
But hands are so easy :/

Which part are you having trouble with? Because it's pretty much just 6 cubes which you stich together. Start something like pic and then refine until it meets your poly and aesthetic requirements.
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>>609519
Do you happen to have a top and side view of that? I get lost in trying to get the shape right, or end up with too many needless polygons
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>>609519
if you had a quad on the tip of the finger, ill take it
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>>609357
I appreciate the alliteration
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>>609523
No, this was one of the first images when I searched google for an example. I found this pic on my second search and it seems to do a pretty decent job in giving you the basic shape of it.
Taken from this guide: https://www.safaribooksonline.com/library/view/learning-blender-a/9780133886283/ch07lev2sec19.html

Gonna post a second pic from the second part of the guide after this.

>>609524
I can literally not think of any way to make a finger with a single quad at the end. That would look stupid as fuck wouldn't it?
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>>609529
Second part of the guide, for the fingers.
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>>609523
Also, use references if you have trouble with the shape. If you haven't got the sculpting or drawing experience it can be a real pain to freehand it. So use references as often as you can until your eyes adjust and you can start seeing the lines without references.
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>>609529
>That would look stupid as fuck wouldn't it?
i don't know, you tell me
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>>609517
I thought hands were relatively easy compared to FEET!

No matter what I do with feet, it just frustrates me.

Sculpting was a pain because toes are so close to each other, they even clip, and I couldn't smooth anything, or mask seperate toes because they are so damn close to each other.

Retopo was a pain too, because I had to be placing verts on top of the shitty, bumpy sculpt.

Bakes are shit because toes are so close to each other

I dread to think how much fun I am going to have with hand painting feet after I fix all the bakes in e.g. photoshop.
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>>609438
how'd you do the sideburns? manually?
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>>609529
>>609530
Thanks for this
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>>609512
Edges are usually worn bashed and scratched so often rocks and metal will have a lighter tone because of missing paint or scratching.
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>>609519
Those finger joints are bad it will deform poorly.

Do them like this:
>>609533


Also today I got my first ever commission, super excited and nervous. I only charged 50 bucks but its better than nothing.
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>>609550
Thanks, so I'll give this another go with the gradient suggestion as well.
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>>609144
It already looks really awesome though, probably the cutest thing I have seen on /3/ (all though I might have a little bit or a bias because I just watched yuru camp). It would be awesome if you would be able to put her next to a tent and campfire for a render.
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>>609551
Yo congrats, the commission a tough one? I eventually want to try my hand at them but who knows what that pressure could do.
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>>609551
Congrats, what do they have you working on?
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>>609556
>>609564
Its a my little pony keyblade, the tough part is they only have one photo for reference so I'm currently trying to take this 2D side view and make a front view out of it so I can get a better idea of how its going to look in 3D space.
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>>609571
Well, 50 bucks is 50 bucks. congrats anyways. What's your timeline?
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>>609571
Ah that old tribulation of one reference, shouldn't be the toughest thing as I take it it's only hard-surface right?
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just 27 more bones lads
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>>609574
shouldn't it be 26 per foot?
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>>609130
give me sauce on that slut in op pic
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>>609585
No.
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Trump piss tape.

(the boobs and groin area are going to be blurred in the final piece)
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>>609601
the absolute state of /3/
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>>609601
why is he wearing calzone instead of shoes?
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Reference on top, WIP on bottom.

Planning on taking some artistical licenses, like making it a "grid" floor rather than a totally solid one, and removing those red window holograms, among other things.
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>>609614
Ref on bot, wip on top*
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>>609601
Anybody been fallowing the news about this?
Came out Hillary together with people in DNC had Christopher Steele, the washed up ex spy from UK paid through a company called Fusion GPS to create the fake dossier about the pissgate from materials provided by Clintons, then they had Steele give the dossier to FBI director James Corney as info taken directly from his russian contacts, but the lawyer that they used as a fence between Fusion and Clinton avoided being killed like other Hillary lackies and it came out.

Fucking US politics are hilarious, and the fact people dont care is even more.
I mean if Hillary got away with Benghazi and stealing and leaking national information this wont even touch her.
>>
>>609613

those are the Hulk Hogan meat shoes
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>>609533
Are you going to show me a hand with a single quad on the fingertip then?
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>>609144
Anon, I think I found your problem:
[spoiler]Nadeshiko > Shimarin[/spoiler]
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>>609572
Not familiar with the term, do you mean my experience or maybe how long Im thinking the project would take?

>>609573
It's basically a pony head for the end and then it goes down into some Pegasus wings at the handle. So it will be a mix, but that's ok because I do a lot of character sculpting so if anything this is just half a body on a stick.
>>
>>609617
I just dont care because Ive noticed that all historical figures do back door deals and its almost impossible to tell whats truth anymore, if even any of it is considering both sides are always looking for something to slander the opponent with.
>>
>>609548
Yep. Have to learn how to do hair better. On the list of things to do. Currently on light rig.
>>
>>609652
>project would take?
Well, how long did they give you to get it done I guess. So I guess deadline would be better.
>>
>>609692
There's actually no deadline but they expected it to be finished already. I don't think they have too much experience with commission work so I'm leading them through the process. They honestly haven't asked for any changes or had any concerns yet so I'm trying to help bring things up for them to consider.
>>
>>609695
I'm going to guess the person wanting this is someone with VRchat.
>>
>>609696
I wonder if VRChat had an effect on the 3D commission market. I wouldn't mind fuelling one's autism by making them shit. In fact I'd prefer to instead of witness fools blow everyone's PCs up with their poorly optimised models
>>
>>609700
>>609700
honestly have the same thought. Can't people create their own VR avatars already?

I thought about going on forum for VRchat and taking commissions and requests for custom VR avatars.

Is this not the case? People can't create their own?
>>
>>609700
I feel it had a decent impact. importing characters and accessories is all most people do. They don't optimize them, recreate pieces or their own hardware.
>>
>>609696
I think he wants to 3D print it, his reference drawing was done on cardboard.

>>609700
Its absolutely did, if you go to the discord for vr chat theres a request section and you could probably pick up some work there, I've seen a few people open up a few little virtual shops on the forums.

The only thing is most of the clients are young and either expect it done for 20 bucks (or even for free) or have wildly challenging requests with rigging, animations, scripting, particle effects the whole nine yards.

But theres still plenty of opportunity there I recommend checking it out.
>>
>>609701
>make their own
Most people here can't even produce a decent character model after a year. Do you expect a bunch of people who follow MMD import tutorials to know how?
>>
>>609701
Character modeling takes years not weeks to master.
>>
>>609703
Ahh, bringing his autism into the physical plain huh?

ANd regarding the commission situation I suppose I should check it out some time, though I bet I'd get annoyed quickly with those overzealous requests.
>>
>>609701
It's hard enough for a beginner to create a damn cube in the viewport, let alone make a full rigged character out of it. Especially the anime MMD-esque avatar this kinda customer wants, it'll be difficult to find good reference images to model from scratch, and if you manage to get the mesh done you still have the very challenging task of texturing it properly. Some regulars here seem to be perfectly proficient in the mesh department but when it comes to texturing, they fall flat and they'll even admit to that, it's two completely different skillsets which depend almost entirely on one another to look good. And while creating the basic armature for VRchat is easy, proper weight painting is anything but and highly dependent on having set up your edge loops properly, so it's easy for a beginner to mess up some part of the process and have to go all the way back.

tl;dr unless you're making the equivalent of a gingerbread man, you are going to take a step into your modeling suite, realize you're waaay in over your head and fall back on MMD/CM3D/e-begging for your models.
>>
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>>609707
Pretty much this, My experience with the MMD stuff was first taking models and lowering details and recreating parts that were just too high, since doing it automatically is a horrible idea. Also I learned to re-rig models creating new bones and chains. I even got to the point I was learning weight painting and texturing. However, while I can create accessories and some clothes, body,face,hair mesh was way out of my fucking league.
>>
>>609707
Too true, you pretty much have to learn all parts of the pipeline at once to get a feel for what needs to be done.

One can only learn good topology by playing around with their rig.

A good 3D model is nothing with poor texturing skills.
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FEET ARE COMPLICATED WISH ME FUCKING LUCK
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>>609704
>>609705
>>609706
kid, stop projecting your inabilities. I asked if VRchat had the option to import your own models.

I wish there was a way to filter out people like you.
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how is this for a default render?
>>
Vrchat is the reason I started learning 3d in the first place half a year ago. But then I realised I love doing it rather than autism in vrchat itself.
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>>609718
There is a huge difference between importing a MMD, which still requires you to have basic understanding of the external software blender and Unity, and importing your OWN character which you modeled, textured, rigged and then actually imported.


kid.
>>
>>609721
Needs more pooper.
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>>609721
Tail texture sort of bugs me since the ears are a flat, while the tail is not.
>>
>>609721
What are those sticking through her(?) left belt bag?
>>
>>609718
What?

First off this is like 3 people you assumed was 1 person, and projection? What the hell are you talking about? We are just telling you the truth. It takes a lot of time to learn how to 3D model decently.

>hurr durr dudes are just jealous a craft takes time and effort!!

I'm confused as to why you ended up getting defensive in the first place, its was just a discussion nobody was attacking you.
>>
>>609721
Man you should really learn zbrush I think you would love it. That model is perfect to go in and add some serious extra detail.
>>
>>609738
Not him but why is Zbrush designed to be as unintuitive as possible?
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>>609747
it appears that way because the learning curve is insane.
i probably watched over 20 zbrush tutorials and i only covered like 10% of the program.
all the tutorials i watched just covered the basics for me, which i still need to cover.
right now im sticking to blender because i already know the software, with the very few sculpting options there are at least i can control the camera and the options better
>>
>>609747
Cause they like to try new things and it stacks up to the point of overwhelming newcomers.

>>609750
The gnome lesson is really good i recommend that one.
>>
>>609747
1) The navigation controls are actually pretty comfy when you realize it's meant to be used primarily with a tablet pen. Other UI choices things like selection, hiding polygroups and masking make sense viewed in this light as well.

2) Yes the UI is confusing but the functionality underneath the UI is very straightforward. Zbrush almost never does the wrong thing or surprises you. Yes you often have to find the option you're looking for buried in a poorly labeled menu. But when you find it, it works as advertised.
>>
>>609750
man...if you don't have the discipline or intuition to pick up how to use Zbrush after 20 tutorials, you're not gonna be very good at this modeling thing, buddy.
>>
>>609653
True, Hillary isnt even close to some older US political figures, you had CIA doing human experiments and human torture for decades on their own civilian citizens under people like Truman, Roosevelt or Eisenhower. By comparison selling national secrets to Israel, paying foreign spies to make up propaganda on your own political rivals or leaving own soldiers to die isnt as bad i guess.
But you never saw such uniform praise and media whitewashing for such people, you had people protesting in the streets actions of people in power 40 years ago, now they dont even care about the truth.
Then again Obama got a nobel peace award while bombing the shit out of half the middle east killing who knows how many civilians, he armed and created isis to fight russia for him, and when they turned against us then he started to bomb then in turn until he started bombing entire independent democratic nations like Syria.
Never in my life i thought i will live the day when Russia is the good guy protecting and fighting for democracy.

And on similar note hope china wont go full commie again, i will have nowhere to buy cheap 3d printers from anymore.
>>
>>609750
>it appears that way because the learning curve is insane.
which part of learning? how to sculpt or UI?
because "Zbrus's UI is harder than other programs" is a fucking meme. if you learned blender, you should be able to learn Zbrush as well. if you made yourself to believe that zbrush is unlearnable, because of memes, than yeah you won't be able ti do it.
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I'm trying to model Mario from Odyssey. Does it make sense to start with zbrush?

I could start with modo instead. Was wondering do you think they model the characters in zbrush or just in maya?
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>>609750
>>609747
Zbrush is pretty good when you realize how much it let's you customize the UI, but you absolutely need a wacom tablet. not using a tablet on zbrush is like trying to draw on ms paint using a mouse.
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>>609818
I don´t see why not. Pic related, entirely made in Zbrush.
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>>609820
Good, just stick a dick on it and make porn.
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>>609818
You're moving too quickly up the sub-d level. Remesh back to a quarter of the resolution you have now and get the basic form down. Zbrush isn't like traditional modelling; you need to approach with a layering mindset like drawing or photoshop. Each subdivision is a layer, and if you fuck up one layer that fuck-up will propagate to all subsequent levels.
>>
>>609828

I've decided to retopology in modo. So probably just do the rest in modo.
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>>609830
Also stop using side planes and front planes and practice eyeballing it.

It will make you a better artist.
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>>609727
Soon
>>609728
I will fix the ears or the tail next time when I work on the texture.
>>609730
There suppose to be needles. Just relaise that a real size shrukin would be a oversize anime style weapon on her.

Also changing the knee pads to buttons and maybe the left arm amour to ether wood or half of a drinking straw. Think I have to redo the shoe lace. I'm still not 100% on the body but I have to stop and move on.

>>609738
I will have to give it another go next day off.

Currently farting around with lighting and rendering.
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>>609842
They look more like pins that you would pin paper on the wood board with. And if she is normal home mouse size a needle would be more like a longsword or even zweihander to her depending on it's purpose.
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>>609850
That's not the case if she's a rat though, those can be huge depending on food availability.
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>>609842
waitin to see how the rigging comes along. fighting with it myself
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created a nice material in keyshot. finishing the feet, then adding a bit of dynaism to it. ie posing.
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>>609855
>>
>>609855
That's not how feet look like!
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>>609850
Good point. Was just thinking close enough was good. Also a rat is x4 the size of a mouse. But a mouse wielding a zweihander sounds pretty bad ass.

I'm not good at charter design if you haven gussed.

Using raytrace shadows.

https://www.youtube.com/watch?v=lLtpv7P6m54 You want a shadow under the nose apparently.

https://www.youtube.com/watch?v=OURfPVR7nTY how to shadows.

https://www.youtube.com/watch?v=HzI4fyLzOqs Simplelight rig.
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>>609859
Nah, it's good actually, despite some inconsistencies. Their sizes vary depending on their species, age, availability of food and genetic mutations. I lived in rural area for long time and have seen really large mouses and tiny rats. By zweihander I meant size ratio to her weapon.

Thin pin with hole in it used in sewing for holding pieces together could be used as a rapier with convex button for a buckler, or a big leather needle could be more like a monster hunter style lance. Just some suggestions, don't mind me.
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>>609721
looks like she needs a shave
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Halp guys.

Any idea for what shape or how could the railings be that would fit the scene? I don't like how they look in the original, too angular...
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>>609880
They're just railings bent outwards in the middle. Triangle holes with additional support and also the overall shape is a triangle with cut off top stuck onto rectangle.
>>
>>609882
Nvm about hole shapes, you can see them clearly on the rightmost one.
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>>609885
I wasn't asking for how to to them, they are clearly visible in the original pic and look very simple to model honestly, I just didn't like them and was asking for a style to replace them, though I don't know what style would it fit the scene...
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>>609888
Bruh
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>>609891
Yeah, I know, I know, I was just unsure as fuck, browsed google images for like half an hour biting my nails because I hadn't found the perfect fit.

I just said "fuck it" and modelled these, with special, shorter, more towards-the-center pieces from the connections that don't have pillars. Thoughts?
>>
>>609892
Ones on the left side look more like something that has purpose to it's existence.
>>
>>609893
Which ones on the left do you mean? They're all the same on both sides of the corridor, maybe they appear different because of the camera angle or something, but they are the same.

The reason I wanted to change them is because the original ones don't feel like they could fulfill their purpose, I mean, they leave a huge gap, they are even narrower on the top, and they are even bent outwards for fucks sake. I wanted something that feels like they could actually prevent someone from falling
>>
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"It is a phenomenal vegetable with such unique flavor, and it's part of the holy trinity in the Cajun flavor family. It's holy. You can get incredible green bell peppers when you go to the farmers market, in the late summer season. They’re delicious. Home run." -- Brad Leone
>>
>>609894
I see that on the left they are thick and sturdy and C-shaped but on the right they look flat, thin and flimsy and with a gap outwards. That could be the angle, yeah.
>>
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>can only get the validation I seek on /3/ and reddit.
>0 likes on zbrush central and artstation
sigh
>>
>>609911
post artstation
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almost there boys...
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>>609899
Horrible presentation.
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>>609899
fellow blender users of /3/
stop making pitch dark renders
yours truly
anon
>>
>>609952
Open Max, click render and you'll get the same result. Not sure about Maya. Modo is the only one I know of that actually has pretty nice lighting setup as a default. Don't know why is it so hard for others to change few settings and make the lighting at least usable when you open a new scene.
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>>609831
not that anon, but can you explain more?

>>609842
huge buttons on characters will always remind me of tosh's fairy
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>>609964
Not that anon, but there's nothing much to explain. Modeling by moving vertices along the reference planes is painting by numbers and you don't learn much by doing it. Even a monkey can do that. Modeling/sculpting by just looking and analyzing the reference will improve your eye and a sense of perspective and proportions. What if you wanted to model some character and couldn't find a reference for it, what would you do then? You shouldn't depend so much on reference planes.
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>>609965
And this is completely wrong when it comes to work in industry. You need to follow approved design references by pixel until you'll be the lead artist.
>>
>>609983
Umm, okay, but you kinda missed the point.
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>>609985
No, I understand what you are talking about, but still you need to know how to and be comfortable with pixel juggling.
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time to pose and render lads
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>>609985
While I won't deny that memorizing anatomical shapes will help you work faster in the long run, there is no shame in using image planes to get your work done either.

Use whatever tools you have available to get the job done. Not using perfectly good and valid references because it won't "make you a better artist"is dumb.
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I made such a nice alembic, too bad it's barely visible on the render.
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>>610017
>>
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Main modelling done, will leave it for today and probably for the week as I am getting assfucked by exams.

After this I will get into modelling decals and setting up materials.
>>
>>610019
Can you post wires of how you did the diagonal struts inside the frame and similar (the ones which are at the very left edge of the image, light gray). I always have problems when trying to bevel angled parts like that.
>>
>>609983
>congrats anon you are the lead artist now!! Toss out those silly reference planes you don’t need them at your level

“O-oh g-good...”
>>
>>609993
But it’s not, taking the hard road will make you better for it. If you can sculpt the same object without them then you can use them but until then do it the hard way to improve your skills
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>>610024
Nothing special, the ones on the left are just independent meshes floating there (they are in hard-to-see, high areas kindof, so there is no point in properly blending them.

The ones on the right I did them by just inset-ing them so they have a thick "border" and then extruded inwards. Thing is, that doesn't work with subdivision and I wouldn't know how to properly do them with subdiv friendly topo. They look good in my scene because I'm using just bevels with custom normals
>>
>>610043
Oh, I just reminded how to do them in subdiv, Double inset, then extrude, then control loops everywhere, doing them by bevelling or something, produces artifacts when subdivided
>>
>>610042
This isn't a skill argument, it's a "can you execute what your vision is" argument. If anon wants to use front and side reference images to make Mario, then as long as he gets the job done, I don't see the problem.

This doesn't make sculpting any less relevant. Use whatever references you have on hand. No need to be a sperg about this.
>>
>>610043
>subdiv friendly topo
This is my biggest nightmare right now, I just can't seem to figure out how to make the "correct" supporting geometry for things like pic related. It's my biggest slowdown with high-poly so far, frankly, the "figuring out how to make inset geometry not turn into a mess"-thing.
>>
>>610049
does this make the trick?
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>>610052
forgot pic

The problem with subdiv is that you can't really get rid of extra vertexes as it is very prone to fucking up and create artifacts. You always have to keep the loops, and bevelling edges (what hardops does) fucks it up too, with subdiv you mostly have to go manual as I've found...
>>
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>>610053
>>610052
>>610049
This can also be a solution, less loops, and you let the inner control loops give the "roundy" shape to the inner eges, rather than bevelling and giving it lots of segments.

Outer vertexes of those loops have been taken to the outer corners to give it a square look
>>
>>610053
Yes, your topo is completely fucked. When using subdiv (most of the time, actually) avoid triangles and vertice hell
>>
>>610053
>>610057
I'll have to try that, thanks for the pictures. Second looks particularly promising.
>can't get rid of extra vertices
Yeah, that's the problem I keep running into, that either I have way too many edge loops / too close together or I can't subdivide it properly without it looking awful.
>>
>>609892
That is set is coming together, Cant wait to see it textured.
>>
>>609899
There are links to Youtube lighting tutorials in this this forum you could use.
>>
>>610046
Because one day it will be a problem, you have to think long term if you want to work long term.

There will come a day when you have no perfect side or front view reference.
>>
>>610057
>>610053
This actually worked beautifully, thank you very much.
>>
>>610084
u welcome, bro
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>>610079
I mean, we don't really know the intentions of any /3/ poster until they tell the thread about it. Could be they don't care about doing it long term or going pro. Even if they did, some companies *still* do things in side/front perspectives, so clearly concept artists have no problem doing things this way still.

I don't see eyeballing a sculpt versus using some references a direct upgrade. They're more like two different ways to do the same thing, use whatever you feel most comfortable with without worrying so much about the future of your nonexistent career. Burn that bridge and learn that skillset when you get there.
>>
>>610087
I just find character cheats too easy to the point I don't feel challenged. I get that feeling that my skills are being tested or pushed further.
>>
>>610093
draw your own character sheets.
>>
>>610095
I have spent the last two years learning how to draw on the side, so I will be able to eventually.
>>
>>609951
>>609952
>>610065
he's a mysterious bell pepper you fools
>>
>>610093
Nigga you are talking a big talk right now.
>>
>>610108
That’s how it’s gotta be if you want to be big you gotta talk big you gotta act big you have to push yourself to be big
>>
>>609323
Victor?
>>
>>610114
All I see is you talk the talk but you don't walk the walk. Before you tell someone to play it big you have to prove that you know what the fuck you're doing.
>>
>>610121
I’m just confident in what needs to be done not a lot of people are like that these days.
If you can’t model both ways then obviously that’s something you should work on and anyone can agree that character sheets are easier to use than not to. It doesn’t need to be any more complicated than that. All good artists should learn how to approach something in multiple ways, as often there is more than one way to solve a problem.
>>
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Working on an animation this weekend, here's a still. FLIP fluid in Houdini, advected by a pyro sim.
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drew a concept for pose while under the influence of dudeweedlmao. will finish pose and render by tomorrow.

A normal version then an explodely version where all the bones are exploding outward.
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Okay, it took longer than I expected. 5 days atm, it's maybe 75% done, but I'm thinking about possibly doing a second texture pass. The reference itself doesn't even look that realistic for some reason, which I think is because of that strong flashlight-like lighting and really dry wood materials.

To hell with it, though, what is important is if I managed to nail the atmosphere and make the image interesting. Oh, and glass shader doesn't render properly at all for me. I'm planning to rerender the scene in UE4 at some point, so I don't want to cheat much.
>>
>>610191
there is a function that let you get rid of firefly's. i think its called "clamp"
>>
>>610148
That’s cool as fuck. Moar!
>>
>>610191

Looks great! However the stuff on the shelves (especially the bottles) need to be dusty and a bit dirty, because they feel a bit out of place.
>>
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continueing with this, thoughts?
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>>610261
I saw this somewhere else within the last few days, plus wires, but can't remember where. Dang.

Looks neat, I don't have any complaints about it. Fridge area could do with a little more light to show off the product, but that's about it.
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Do you ever work on something shitty from the start but still going for it for a few days and then just fuckthisshit.fbx? Spent quite some time on afterburner, nozzle and intake so they would open and close in a cool way and I actually like that, but everything else is just utter shit and I have no desire to work on it anymore. But the thing is this is actually a tutorial for Maya form Pluralsight and I'm not even quarterway through. Can't start another course, because I would need to start from scratch and listen to the basics second time for a few hours because there might be slight but crucial difference in some techniques and also model another thing from scratch that I could dislike at some point.
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>>610148
That looks fucking rad. I want blender to have cool physics too :(

>>609818
I wouldnt. It might take around 2 hours to get a decent looking, rigged mario model by box modelling first. I feel like you'd just add time on retopo and keeping surfaces even.
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Fuck it, I may as well try to finish this. Not gonna get any better at texturing by not doing it.

>>609554
Thanks man. I'd do that but unfortunately it doesn't look like you can assign textures to a color point on a ramp shader and have it render in realtime in the viewport, so I can't bake a night-ish campfire scene lighting (I assume that's what you were thinking of) the way I want with the textures I've already made. That is one extremely frustrating aspect of ramp shading in Maya and it makes me wish I could do something about it in the shaderFX node editor.

I'm a stupid little reference drone so if it's not in a reference I can't try and replicate it.

>>609438
I think models can look very lively even when stationary, though I guess it's all a matter of perspective.

>>609648
I like them all, I don't think any of them are unlikable so far. If I could, I'd do a scene with them all akin to that one Episode 1 scene that foreshadows the end of the show, but I'd never get it done unless it's like a collab or something. It's definitely my favorite anime of the year so far (not that this year is anywhere near done but still).

I definitely take credit whenever I can over being an Aoi nutlicker before the hot spring scene in episode 5 though.


Thanks for putting up with my moping over these threads lads. I occasionally show up to post my work here and I realized that I almost always bitch about how shit I am at texturing and how other artists are better than me at it.
>>
>>610287
I actually want to finish the course so I guess I'll just go my own way as I did with the engine then, trying to pick up and apply techniques.

>be me
>bipolar
>one moment I'm literally on the verge of tears and want to kms for not being able to follow the fucking course explaining how to do what I love to do better
>go take a piss and drink some water
>have very elevated mood and enough energy to redo from scratch the thing I spent 3 days to get to this point
>>
>>610292
Why don’t you take your fucking medication, like all the rest of us do?
>>
>>610291

This look very good! Reminds me a bit of ni no kuni.
>>
>>610293
Because my therapist retired half a year ago and in my shit hole I can't buy anything without fresh prescription but I don't want to go to someone else because they might turn out to be an asshole.
>>
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SHE GON BE THICC AS FUCK
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>>610290
made some teeth
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>>610302
i don't wanna sound goofy or anything, but medical models worth alot of money
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>>610329
I'm gonna lose her sucking a dick. I don't think anyone is gonna buy it.
>>
>>610330
Pose*
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>>610318
Congrats, looks unnerving
>>
>>610287
Make a folder
call it kitbash or something
throw in all models which are salvageable (like your afterburner + nozzles)
come back sometime and use the stuff
don't throw it away and waste your effort
>>
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I'm
>>609237

Have some Maya Software Renders
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>>610349
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>>610350
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>>610349
show mesh?
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>>610377
mesh as in wireframe, apologies for my autism
>>
>>610378
Why don't you go through a proper car modeling course?
>>
>not modelling every single wire, bolt and pipe while modelling machinery that exists in real life and blueprints of it can be found easily on google
Why?
>>
>>610380
because i have autism
>>
>>610299
You go, if they are an asshole, you go to another one.
>>
>>610391
I can't make myself go through the embarrassment of telling what is going on in my head once more, took me two suicide attempts and years of contemplation to go the first time.
>>
>>610394
If your therapist couldn't get you over the fear of talking about yourself and instead just served as an antidepressant dispenser, he WAS a pretty shitty psychologist.

I've been through the same process and while I did have a period that I was on some antidepressants, I was eventually able to convince myself that I didn't need them, they were doing more harm than good and I got off that shit. The best therapists do surprisingly little and are more akin to a friend than a conversation partner, they are being paid to listen to your problems and occasionally interject with some light commentary but nothing that would get you off your train of thought. The point is for you to get things off your chest and occasionally have an epiphany moment where you decide to take a step in the right direction with your life, not to get medication that turns you into a mental zombie.

Just go see another one. Again, these people are being paid to listen to you. They won't laugh or scoff at you, most enjoy merely the idea of examining another person's psyche like this. And if you convince yourself in there to take steps to better your life, then everyone wins.
>>
>>610318
Face is alright, she could use more chin.
But the neck and shoulders need a lot more anatomy. She needs clavicles, and those muscles that go from the side of the jaw to the front of the throat.
Obiously everything needs some work, the iris lacks detail, shes missing eyelashes, the hair shader doesn't look like it has subsurface, the skin is way too shiny, and the lips need to stand out more, they feel transparent.
The smiling expression looks awesome, and the teeth are cool.
>>
>>610394
What is there to contemplate?
You don't give a fuck about your feelings of embarrassment and get help.
>>
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>>610192
Yep, I just didn't optimize the render yet.

>>610210
Thanks, I agree, I'll finish those small objects today and probably add some more in the areas that feel a bit empty. I have to finish by the Wednesday.

I just wanted to showcase how it looks in Eevee! This is the first time I'm trying it out, just copy/pasted the whole scene in Blender 2.8 and almost everything works right away, except for some basic shaders like glass and those transparent planes/decals.

Sorry for the low fps, I tried rerecording 10+ times with ShareX but I can't get it to be smooth when playing with Eevee I guess. It is actually incredibly useful to tweak the textures in real time and play with the lighting and angles. And it's really fun. I think I'll finish this little project in 2.8.
>>
>>610448
What are those polka-dot clipping squares on the wall, floor, and cupboard?
>>
>>610448
im assuming the black parts are suppose to be transparent and just arent right now
>>
>>610456
>>610457
Yeah, you can see here >>610191 that those are transparent dirt textures, they just don't work in Eevee right away and need to be fixed.
>>
>>610458
Are they just planes with transparent textures on them? I remember the Source engine had decals, don't know why I never bothered looking into something similar with Blender
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>>610459
Yeah, I didn't know if there was some specific way of making decals like in UE4, so I figured I could just use flat planes and apply a texture with a mask, just like you would do for vegetation. Btw, I have no clue how to fix this lol.

What do you guys think of the quality of Eevee atm? Here's Cycles on the left and Eevee on the right. The lighting has a different color and some shadows are softer. Big difference under the chair. Although I see that you can tweak some parameters, e.g. contact shadows were disabled by default, so I'm sure it could be tweaked to look even better.
>>
>>610461
Eevee looks like it'll still be in development for a while. It looks interesting, but there's something subtle about it which makes it look "worse" and I can't tell what.
>>
>>610463
I realized that shadows are moving based on the camera angle. From this angle it seems like a whole area under the chair is dark, but if you move the camera, you can barely see the shadow. And it seems like everything is a bit wider for some reason. Yeah, it's definitely not production ready at all yet.
>>
>>610464
I won't spam with more screenshots, but I enabled a bunch of options and fixed the decals, now it looks much better. Shadows are still fucked, though.
>>
>>610418
>>610391
Some really solid advice about mental health in a /3/ thread? More likely than you think.
https://www.youtube.com/watch?v=ycTJY4eegcI

.
Have some Solidworks space sword. Most of this is lasercut already.
>>
>>610377
>>610378
Sure friend
>>
>>610377
>>610378
>>610515
>>
>>610377
>>610378
>>610515
>>610516
>>
>>610377
>>610378
>>610515
>>610516
>>610517
>>
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didn t come out the way I expected it to. time to put the muscle on top.
>>
>>610291
It's cute, Anon. I like it. Glad to know you're trying to improve, and don't give up.
I am doing something similar, but considering I'm planing to put the model on a game, I'm going for full handpainted textures. And I won't give up either.
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>>610318
rough animation and another render
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>>610540
Eyes look a little "wrong", I want to say the shape is too pinched at both ends and/or too wide. Looks better, though.

>>610541
This, however, is straight out of Uncanny Valley. I get it's a test render but her head moves like it's a sack full of pudding and it's very unnerving. I think it's probably the hair being too airy.
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>>610515
>>610516
>>610517
>>610518
looks clean and nice so far, i would probably fix this (image related) since it will cause the reflection to scatter in renders
>>
>>610541
what drugs she on her pupil dilation is nuts
>>
>>610541
ribber, i presume
how'd you do the fluid here?
>>
>>610558
Anon with those teeth and the blood coming out of her mouth it's clearly not a "she" and more like an "it". The uncanny valley is what makes it charming at that point.
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>>610554
The MX5 has a weird "hip" that runs down there.
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>>610554
>>610566
>>
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IT'S A FINE FUCKING MORNING, GENTLEMAN.

Goodluck to everyone. Work hard.
>>
>>610541
Waaaaaaait a minute, are you the cute fruits guy?
>>
>>610541
I feel it’d look better with the blood dripping slowly.
>>
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>>610526
>>
>>610606
HOw are you getting the chromatic aberration and noise? Post-processing in an image editor?
>>
>>610607
for the CA just nudge the red channel in photoshop or something. The noise is because the guy didn't have enough samples in his render, but who needs better renders when you can just cover it with shitty post effects anyway, right?
>>
>>610607
this is not CA, this is just RGB channel separation.
CA distorts RGB channel in a fisheye way.
>>
>>610558
>>610544

I can turn it down

>>610559
>>610585

yeah.

Its just a shrink wrap modifier right now. I wanna animate it slowly like >>610600 says with shapekeys later and add some chunks too
>>
>>610615
small scale fluid sim is such an absolute bitch, very curious to see how you manage this creative workaround
it's looking good already
>>
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Last post on this one, promise. This is about as good as I can do her. Thanks for coming on the Yuru journey with me lads, it's way more fun modeling when you've got your /3/ homies at your back.

As for me, time to find the next concept to get anally destroyed by.
>>
>>610624
Have you considered doing the Polycount monthly challenges?
>>
>>610624

Looks amazing!
>>
>>610626
Not that guy but I'm interested, can you link?
>>
>>610609
I didn't do that. Check my original image, retard.

3% noise and one pixel CA separation isn't shitty post processing.

It's bare minimum post processing. I didn't use all these shotty filters. Some retard here did
>>
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BPR test renders. I like what rendering in Zbrush has to offer. It looks better aesthetically. Gonna render the muscles with Zbrush too I think.
>>
>>610656
I had a feeling someone else did that.

>>610663
Isn’t this just a study? I wouldn’t worry too much about materials quite yet if so.
>>
>>610663
Also not to be nit picky but there’s actually a small bump on the outside of the femur where the patella meets, it’s on the outer side where the two cylinders are.
>>
>>610639
Sorry, been away, but there's two: one for environment (and props), and one for characters

http://polycount.com/discussion/197795/the-bi-monthly-character-art-challenge-february-march

http://polycount.com/discussion/196333/monthly-environment-art-challenge-january-and-february-2018-52
>>
>>610673
and the newest one hasn't been stickied yet, actually:

http://polycount.com/discussion/198887/monthly-environment-art-challenge-march-and-april-2018-53
>>
>>610663
I'd suggest you to watch "Did you know" PBR episode(there is also episode about materials). On Pixologic's Youtube channel.
You'll know all ins and outs of PBR renderer, which is amazing tool and very underrated, as many Zbrush functions are.
>>
>>610692
link?
>>
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not sculpting the muscles that don't have surface form. already know the muscular of the face well.

zyamaticus major, minor, levator labii superioris, frontalis, procarus, etc.
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>>610624
Congrats, that’s very good work.
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>>610515

No subdivisions
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>>610740
Subdivisions.

What am I doing wrong?
>>
>>610742
what's the issue, exactly? it certainly looks like it has been subdivided
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>>610742
headlights are pinching
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/AGDG/ isn't replying to me on making my animation play in BGE so I'm playing around with poses. This is a frame from my temporary place-holder Krump-Walk animation. I'm trying to make a Breakdancing game that plays like the old Tony Hawk games where you just roam around a map and pull moves. It's a big jump considering I'm not exactly fluent in animation, but I do like Hiphop dancing so this is at least something that makes me want to do more. Also the character model is a rough sketch model I put together last night, it's in the style I want, but I will likely end up doing more that are rigged a little better.
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I decided to get away from bird-mage character for some time, >>609131 < itis one...
because it was making me unhappy...
and make Fanart of Commisar Ibram Gaunt..

does he look too generic?
BTW hair and hat are placeholders...
>>
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->>610823

Here's the rig and faces.
>>
>>610471
Shadows will be inherently fucked in all realtime renderers (Marmoset, UE4, Eevee) because no algorithm can get anywhere close to the accuracy of raytracing.

You can still make good artwork with inaccurate shadows, but it is a cost you have to pay if you want to use a realtime renderer.
>>
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neck is coming together. never knew there were so many deep muscles.
>>
>>610824
How did you get that perfect geo on the hat?
>>
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Just setup my gumroad page. Feels good.
https://gumroad.com/rootin

Once I finish putting all the muscles on, I want to sell it for $10.

I'm gonna create a youtube tutorial for artistic anatomy. The tutorial will be free, but the ecorche model won't be.

Top notch business model, lads.
>>
>>610845
EVery time I post here someone asks me this... wtf?
Zbrush has very good box modelling tools and also I use creases
>>
>>610824
Boi, I really like your style
>>
>>61047
>won't post images on a WIP thread on an imageboard

What's with this weird attitude? I think I frequented enough of these to know that every once in a while, 3D artists of all trades will show up and post around a dozen images of their stuff and people don't really bat an eyelid (you can see a guy modeling a car posting images in the thread right now and it's about as you'd expect).

The thread's not for being rude and imagedumping or anything, but if you want to post your environment as long as you're working on it, just post it.
>>
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>>610853
Lookin grrrrrreat, Brycey-boy.
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>>610921
Tried to put a negative price on the female basemesh, didn’t let me do it.

What good is Gumroad if I can’t give a fair price?
>>
>>610824
https://www.youtube.com/watch?v=hn1VxaMEjRU
Is he the baddie?
>>
>>610867
Im used to seeing people dynamesh then zremesh from there so I never see 100% perfect geo inside the program.
Im guessing you are using R8, R7 box modeling tools are a pain.
>>
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Im so close to solving this little dilemma I can feel it, but its such a head scratcher.

Learning some rigging right now, the tutorial has me make an ik arm but it doesnt have me attach the stick geo to the arm so I thought I would give it a shot myself.

I can easily parent it so it will rotate wherever the wrist joint moves easily enough, but I also want to set up controls so that If I move the bottom of the stick the ik control of the wrist will move as well.

Basically I want dual functionality and thats where the issues come in. Anyone have any ideas on how to set it up? Im feeling like an aim constraint is needed somewhere... Ive seen this type of thing on the knee in bipedal rigs but that was months ago... hmmm....
>>
>>609818
I'd just make it in Maya straight away. With such simple shapes there is no real point in sculpting it. Maybe the hair could use some sculpting, but not the head itself.
>>
>>610749
Mostly trying to keep the model low poly while keeping that hip (Behind where the driver should be)

>>610767
I'll work on that ara again soon.
>>
>>610997
>box modeling tools are a pain.
Can you tell me why? Cause, anyone who learned it loves it. They are just different, but main method is the same, if you'll add couple of shortcuts and macros it becomes even more verstile.. Since I got used to it, I don't use maya anymore (for modelling).

>>610902
Tnx man

>>610944
Nope, he is the goodiest in 40k setting...
>>
>>610944
/3/ is really fucking me up, for the first minute I couldn't stop but think "Hey, that ear has some good subsurface scattering!"
>>
>>611067
>the goodiest in 40k setting
That's not Tau

>>611084
What are you talking about anon? It's obviously multilayered subsurface scattering. The animation is shit thou.
>>
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>>609130
>>
>>609339
>premiumbukkake kristy
Top chortle my man.
>>
>>612405
Stop drawing attention to yourself, Bryce-kun.




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