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time have come for new one, ladies and girls...
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>tfw never been featured on Polycount/BlenderArtists/ArtStation/80lv...
I'm not gonna make it.
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>>611089
>tfw never been featured on Polycount/BlenderArtists/ArtStation/80lv...
>tfw you get featured on /3/'s OP image in the WIP thread

It's a great honor to have my work up there with the best of them! I won't stop until I make you all proud!!
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>>611091
>tfw I didn't even get featured on /3'/'s OP image in the WIP thread.
I quit.
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>>611096
Sorry if your work did not get featured in OP image.
try your luck next time.
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>>611099
It's not my luck! You hate my work! Just admit it!

RrrrrrreeeeEeeeeEEEEEEEEEEEEEEREEERRRREEEEEEEEEEEE|E
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>>611096
What were you working on? We have a WIP about every two or so weeks I think? So it's better to plan accordingly.

I think you should always plan to have something done by the end of the week. As my boy Ky Kiske says, consistency over quality.
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>>611101
Lol, I was just joking, I did that horror-esque scene with the paintings and the old dusty furniture. I'm still enormously pissed by the fact that everybody on Polycount and BlenderArtists is ignoring me so this was just another salt on the wound. It's okay though, I decided to do more weekly projects like that one, since I don't have many finished stuff.

But I'm genuinely worried that I'm unable to create interesting subjects. People always find it boring. Fuck every technical skill I can show off if the visuals don't have any story or meaning. I want to focus on a big picture and not and up being a monkey who can produce great stuff, but needs someone else's brains.
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>>611105
Not end up*
Btw, that's a good quote.
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>>611089
Your mindset is wrong, you have it backwards.
You want to be featured.
I never wanted to be featured, the first real work i finished and posted was featured in the polycount banner.
Focus on making great art, disregard success, it will come if your work is great.
No answer is an answer. Keep at it and don't give up.


I finished this piece of the machine, but damn i am so fucking unmotivated. It has become a chore. I am starting to desperately wish i would be done already, so i could do something different. But i have to do at least a couple of these machines, so of course i won't give up, but it takes much longer than planned.
I can accept that, because i surpassed my intended level of quality, i think i am becoming better with each piece, but the costs are heavy.
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>>611111
How long did you spend on that piece that got featured and how many months/years of experience did you have at that point? Of course I care about my art, but this is extremely competitive industry and I don't see what is wrong by caring about being noticed among the thousands of artists and comparing your work with others. Time is flying by, I can't just focus on making pretty pictures for too long if I don't see any success for a while.
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>>611111
this guy gets it...
many posts I see here, people whining that they are not getting noticed. what's your problem really? why do you want fame before being good artist? go get friends if you want interaction.
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>>611113
Nobody is asking for fame, but at least "some" exposure. It's easy for you to tell when you probably already have a safe job and your entire world is not circling around 3DCG. This has been my whole life for the past year, I'm slowly starting to feel regret.
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>>611112
~40 hours for that project
playing with 3D for years, but never got serious about it (and never was good). 3 years seriously pushing myself and learning, but i think i have a head-start because i actually have an education as traditional graphic designer, and i was drawing/painting for the majority of my life.

But my point is that you shouldn't focus on the end result (success) but on the actual work. There is no shortcut. I got better the moment i actual sat myself down and learned how to do it properly.
>I'm genuinely worried that I'm unable to create interesting subjects.
That sounds like you have no good taste, and that can be a huge problem. I have seen a lot of artist struggle with it, that's one of the reason i think so many people don't do their own designs, but model concepts of other people (with more creativity and taste)

I think it is the hardest thing to learn and i can't even tell you how to get it.
I have been gifted with good eyes and a feeling for aesthetics, i don't even need to think about proportions, forms, perspective, framing, composition, colors etc. Its all intuitive by now.
Its quite paradox, i knew most of the things intuitively before i even learned the basics of art/design and then i found out these where universal artistic principles.

One thing is for sure, it takes a fuckton of time and work despite the so called talent.
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>>611116
Not him but that
>that's one of the reason i think so many people don't do their own designs, but model concepts of other people (with more creativity and taste)
Line is so damn true, I've sat with 3dsMax open for like 3 days before I even began attempting something because I cannot think for myself when it comes to designs. Pretty sure my friend who's more creative than me is annoyed with me asking for concepts to work from so often.
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>>611116
>so many people don't do their own designs, but model concepts of other people (with more creativity and taste)

You make this sound like it's a bad thing. Being able to accurately translate concepts from 2D to 3D is invaluable. There's space for both of these separately and I'll even dare to say that it's better to be a better modeler than a better concept artist. From the stories I hear out in the wild, when inside companies, concept artists will constantly draft work that goes straight into an "idea shelf" so that they may potentially be explored at a later date by the company. A straight modeler may not be able to create his own concepts but he'll have plenty of work lined up for him regardless because of this.

Doing concepts for other people doesn't mean you lack creativity and have "bad taste", that's outlandish.
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>>611116
>That sounds like you have no good taste, and that can be a huge problem
Well, I also thought I had an eye for it, but I don't know anymore. I have education in a design field as well. I've been doing 3D for a year now but haven't made a lot of visual art before that, though. My lastest one >>610897

I don't like using other's concepts, though.
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>>611118
>You make this sound like it's a bad thing. Being able to accurately translate concepts from 2D to 3D is invaluable.
Yes i agree, especially in the industry when you have to nail the style of another person, but if you ONLY can model from concepts and can't do concepts yourself or design stuff yourself, you are less creative then one who can.

>Doing concepts for other people doesn't mean you lack creativity and have "bad taste", that's outlandish.
Is that typo, are you confusing something or are you putting words in my mouth?
>>611119
Well your work isn't bad, its actually quite good, especially for somebody doing it for a year.
So i wouldn't say its the lack of quality or something, you might simply be a little unlucky.
Don't let that demotivate you. It might be ONLY the chosen subject which does not resonate with an audience (or you haven't found your audience).
Keep on going. Don't give up.
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>>611120
>Yes i agree, especially in the industry when you have to nail the style of another person, but if you ONLY can model from concepts and can't do concepts yourself or design stuff yourself, you are less creative then one who can.

Creative thinking isn't something rooted in 3D and conceptual art. Maybe anon has plenty of creative ideas in his head, he just can't translate them to a concept piece.

>Is that typo, are you confusing something or are you putting words in my mouth?

I meant to say that executing concept art from other people into a desired medium doesn't correlate to you being less creative than them. It just means that the concept artist and 3D modeler each have a distinct job.
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>>611121
>Creative thinking isn't something rooted in 3D and conceptual art.
What?
>Maybe anon has plenty of creative ideas in his head, he just can't translate them to a concept piece.
Creative ideas don't mean much if you can't apply/translate them. Idea guys are outnumbering artists 100 to 1.

> executing concept art from other people into a desired medium doesn't correlate to you being less creative than them.
I am not saying that all these artists who do that are less creative.
I am saying that artists who can't concept or design and ONLY model from concept are less creative than artists who can.
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>>611122
>Creative ideas don't mean much if you can't apply/translate them. Idea guys are outnumbering artists 100 to 1.

This isn't what the argument was originally about. You said people who draft their own designs are inherently more creative and tasteful than people who don't, which I don't believe it's true. It comes down to a lack of training more than an inherent lack of creativity.

>I am saying that artists who can't concept or design and ONLY model from concept are less creative than artists who can.

Again, this cannot be true. An inability to translate creativity to something like an image doesn't make you "less creative" than the person who can. It just means you currently lack the technical skill to do it. If anon has ideas in his head he'd like to draft and do himself, and he learned the skillset required to translate his ideas onto paper, both him and a concept artist would be doing the exact same thing.
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>>611123
You are right, people who have creative ideas but can't transform them have a technical/skill problem not an creative one.
But what i initially meant is that people who can model from concept don't have to be creative and it is my suspicion that some of them aren't.
If you are a good modeller (and creative) but can't draw very well, you could skip the concept phase (or work with very rough concepts) and still design ORIGINAL stuff.
Since so many of them aren't doing it, it is my suspicion that they can't.
I might be wrong, i am just asking myself why do so many modeller don't design their own stuff.
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>>611125
I 100 % agree with you, i don't see only modeling as creative thing actually.
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>>611126
PS: the thing that modeler must be able to realise someone's concept is encouraged in this sphere, but I rarely see anyone encouraging modelers to create something shemselves.
if you are able to create things yourself, you'll be able to realise other peoples concepts as well. I'm sure you'll be able to do it better than people who are 100% dependend on other people's ideas.
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>>611088
lol @ spooky girl in the tunnel

Still wanna add a few changes but almost there
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>dick monster
My sides should be somewhere near him now.
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>>611088
Don't mind me, just posting here to keep myself motivated during the hard times of UV mapping.

Damn this project. It takes too long, but I know I shouldn't rush anything. I just wish I would have tackled something much easier.
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>>611091
Same.
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>>611125
>>611123
>>611127
>>611122
>>611121
But its the subtle things that push a piece from good to godly, having a sound foundation in basic artistic principles will drive your work further.
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>>611128
I am tripping on shrooms right now and that is REALLY creeping me out. I just screamed like a little girl when "she" opened her mouth.
Godfuckindamnit shouldn't have come here and clicked on the goddamn thumbnail.
You really got me Anon, good work, but fuck, fuck FUCK.
I need to watch something cute right now.
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>>611133
>I am tripping on shrooms right now
WTF are you doying here in that condition?...
I swear you people amaze me...
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>>611133
What do you mean ‘when “she” opened her mouth’? She didn’t do that. You certainly are tripping mate, get off the internet.
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>>611130
Hang in there, it’s looking really good.
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>3D graphics keep improving and what was once a beautiful artwork now looks like a cringy garbage.
>tfw hundreds years old art by old masters still looks great today
>tfw no matter how good of a 3D artist you are, even in a decade or two your art will look like shit
>tfw my art depends on the technology
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>>611152
>the naïveté in this post

Museum art, yes, art that includes those “old masters” you mention, is only considered art because the Jews with actual power, the 1% of the 1%, pay for it. It’s a way of manipulating mainstream (and even high) culture to whatever form they deem adequate at a given epoch.

Why do you think something as crude as paleolithic art is given so much attention? It’s because it appeals to our primal instincts. And why is Dalí in museums worldwide? Because it reinforces our dissociation from the objective truth in favor of psycho-moral relativism.
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>>611153
You completely missed the point.
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>>611152
I guess that is true if you go for "muh realism".
Hand painted, non-photorealistic 3d from years ago still looks good.
It may not be featured in a museum (because really, that comparison doesn't really work in this medium), but it definitely ages better than photorealism.
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>>611153
I'm getting kinda tired of /pol/ leaking everywhere.
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>>611111
Exactly what this man said, my goal wasn't to be featured and noticed everywhere, I just wanted to try and make good art, finished it in one week and got my shit featured on sketchfab, 3dtotal, cgsociety, polycount, retweeted by huge names and companies, it was super unexpected, but the point is just focus on your art and the rest will follow
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The GOAT of /3/ is back.
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>>611163
early morning bust

big titty demon female
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"muh' realism" style Imperial Commisar Ibram Gaunt ))
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>>611167
that looks pretty stylized
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>>611163
>goat
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Creating a bo staff wielding asian QT using that dank base mesh I provided y'all with.
>>610856

hAha XD
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>>611177
forgot image lmfao ECKSDEE
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>>611178
kind of hard to make her ass bigger without going through the trouble of changing all of her bones positions.

its as big as its gonna get lads
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>>611181
forgot image again
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it's getting lewd as heck in here
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>>611183
Those feet look a bit deflated
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>>611178
>>611181
>>611182
>>611183
Never change, Bryce-kun. You're perfect just the way you are.
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Don't ask me why but i may have to rig this, I've always rigged low-mid poly models and never one triangulated.

How fkd am i?
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>>611195
Does anyone even rig triangulated bodies?
Also is the density too much maybe i'm better off doing a retop but loosing the textures will be a big problem.
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>>611128
Hahaha goddamnit man, pretty gr8. Creepy as hell

Here's the (very short) animation of the last thing I posted
>>
anyone know what happen to the guys that make 3d model based on shindol or some hentai artist character? Something like this pic.
I saw it here in WIP long time ago,couldnt find it again,sad.
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>>611196

Characters are all triangulated inside game engines. As long as your triangles are triangulated quads it should be fine.
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>>611195
>>611196


actually it's literally the same. because you are painting weight on vertexes not on edges.
there is same amounts of verts in triangulated mesh as it was before triangulation...
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>>611170
but... but... I was told!! anything that is not anime or disney/pixar stile is "muh' realism"...
I'm lost anon?!
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>>611174
>censored
Fok yu!
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>>611163
I bet you can sell it when you finish for $600.
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>>611222
What of the density?
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>>611205
Fucking aspiring, it takes such skill to take an artists art style ino the third plane.
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>>611233
Not to a feet fetishist.
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>>611276
None of them has this kind of money anyway.
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>>611198
beautiful animation anon

I started playing with modo replicator surfaces today and I made this thing.
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Posting my shit here
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i took some advice from my friend and now my renders look a tad better so you autists can no longer make fun of me for making renault twingo mods
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>>611301
>>611300
looks awesome!
bonus points for choosing this car and not some shiny roadster supercar
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>>611303
What's so wrong with a shiny super car?
I'd like to make some 80s and 90s super cars some time.
>>
Just a little tip for you when you finish with your WIPs:

>Go to /r/blender
>Make a post with a title "I made this and it is my first render ever!!!"
>Reluctantly admit somewhere deep in the comments that it's not your first render at all and you've been doing 3DCG for years, but this was just your first render in Blender where you used some particular workflow you never done before
>Nobody is gonna see it or care at this point so you're good; title is what matters anyway
>Get to /r/all and get noticed by tens of thousands of people
>Profit

I hate life and this society which made this to happen. Too many people have this mindset that they need to be great right from the beginning because that means they have talent, and talent is everything. So when they see some great work that was supposedly made by a beginner, they upvote it through the roof. On the other hand, some get so hopeless when they see someone better who has less experience than them, that they either quit or you can see them on places like /3/ crying how they will never gonna make it. This unhealthy competitiveness and notion that you have to achieve success as fast as possible is ruining people.
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>>611308
Well, to some extent, the attitude is understandable. Being really good means much better prospects for a job, and comparing works can sometimes make you feel like the skill gap is so immense, it would take you years to catch up to even a plateau close to the guys you respect the most. Part of this is to blame on how our current society is: we have access to a lot of information everywhere thanks to the internet, so we can parse through a lot of information quickly. On the other hand, anything that doesn't give us some sort of short-term payoff or satisfaction can feel like a waste of time and pointless.

This is why I think people should do collabs more, actually working gets your mind off of these thoughts, you can do more with two or more people working together on something, and it can make some of the laborious processes in 3D more fun.
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>>611315
>On the other hand, anything that doesn't give us some sort of short-term payoff or satisfaction can feel like a waste of time and pointless.
Universal Basic Income to the rescue.

The things I could do if I didn’t have to worry about (exclusively) pandering to what the market desires…

(I’m not saying the market is wrong, but I do believe it is wrong most of the time.)
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>>611304
where did you see me saying that it's wrong?

>>611308
oh just cry less for fucks sake, if someone quits because they are not getting results instantly, they should fucking quit.
>fame centred 3d artists
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>>611332
>boner points

But whatevs
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>>611332
You are a bit of an asshole, anon. No compassion for other people. And I'm not crying, it's not about me. Just saying because I've been browsing that subreddit and I see what people are commenting.
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>>611318
You have such a childish understanding of what "the market" is. "The market" is "people who like your work so much that they'll pay you for it." If you can't get paid, then in a real sense you have failed to provide value to people. There's plenty of ways to get paid. Studio job, freelance contracts, commissions, Patreon, Gumroad... if you fail at all these that doesn't mean there's something wrong with the world, it means you're doing it wrong.
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>>611308
>On the other hand, some get so hopeless when they see someone better who has less experience than them, that they either quit or you can see them on places like /3/ crying how they will never gonna make it.
Great, good for them. I genuinely hope they do end up quitting, and are able to find something else they enjoy that doesn't bring them those negative feelings if they can't handle situations like that.
If the first thing that comes to their mind when they see something impressive is "i'll never be that good", something went wrong somewhere. That's of their own doing and that's something they need to sort out themselves.
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>>611337
That is what I'm saying. Growth vs fixed mindset and all that shit, it's a fault of the society and individual's upbringing. That's what "went wrong". Too much emphasis is put on the talent and not a hard work. Someone is good at something, people immediately start saying "oooh you're sooo talented, I wish I was able to do that". It's ruining lives. Sure, they might be "pussies that need to man up" as you would probably say, but it's not entirely their fault they grew up to be like that.
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>>611334
I have compassion for other people and I help them out much more than any other, but there is no place for premature glory in art world, especially in 3dcg, In 3d CG there is almost no fucking glory DESU.
>>611337
agree with you 100%.
>>611337
>Someone is good at something, people immediately start saying "oooh you're sooo talented, I wish I was able to do that".
what? where did you see that, and what are you suggesting? that people who are good at something don't deserve compliments? or did they achieve it without hard work?
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>>611308
I downvote 95% of /r/blender posts becuause of their whiny and entitled "first post" behavior. People make fun of blender because of all the proud newbies with shit work that gets too much exposure.
>>
>>611088
Senpai noticed me!
>>
WIP
trying to recreate cherry texture, with cycles procedurals
ill probably add some more stuff for the background and improve the lightning
>>
>>611336
I think I failed to communicate my point. I do get paid, but I believe that most of what I produce doesn’t offer much in terms of intellectual or moral value. It’s just catering to the desires of the masses, which, by necessity, have to be simple.
>>
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HUMAN BEAN. Pushing myself to get AT LEAST get all the primary form of all the muscles done today.

Ideally, get all the secondary forms sculpted too.

Have to sculpt each forearm individually, because ones pronated and other suppinated.

I want to create each serratus anterior, and external oblique uniquely.

MY fucking brain is fucking melting. I don't sleep that much anymore. Just fall asleep randomly.

But it feels good knowing you tried your fucking hardest every fucking day. iTM AKES YOU GRIT YOUR FUCKING TEETH
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>>611401
What book are you using to learn about this?
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>>611402
Human anatomy for artists by Eliot Goldfinger in combination of Dr Netter's Atlas of Human Anatomy.

I used Goldfinger's book to get the contours of the bones, and drew them.

I read whatever info was in Goldfingers, then got indepth info of the bones with Dr Netter's book.
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>>611402
For instance, Goldfinger only goes into depth about the really important landmarks of the skull. You don't need to know all 22 bones of the skull, but I wanted to, so I used Netter's to make this.

All my hardwork is gonna pay off. If I can stop fucking procrastinating on this fucking board.
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>>611401
tfw 30 minutes later still cant focus

https://www.youtube.com/watch?v=-DSVDcw6iW8
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>>611401
I scratch your back. You don't scratch mine back. This is getting tiring.
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>>611401
Why do you sound like you are on cocaine?
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>>611401
You will burn out eventually and have a melt down.

From experience.
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>>611410
Ryan Kingston has an entire course on over laying muscle. Also his model comes with zbrush if you look in the tool section you can see a full model already.

Should be good reference.

I know you won’t listen but I’ll try anyway, art is a marathon, a journey even, it is not a sprint. If you are working as hard as you say you are you will eventually lose many things you love in your life all for your work until it’s the only thing you have left. You have to ask yourself if that’s ok, if you are ok with shunning your family and loved ones suffering job performance at work a lack of mental and physical health.

I suggest you set yourself to a limit 5-8 hours of work a day. And I mean a pure 5-8 you set a timer and you pause it when you shower, eat, use the bathroom etc. But after the timer is done you do something else, anything else. Research pictures that inspire you go outside, etc. If you don’t the weight of the stress you’ve placed in yourself will crush you.
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>>611420
Imagine sacrificing many thing you love of ver they years to become an artist and in the end being left with Blender and a perfect knowledge of its useless hot keys.
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>>611420
>5-8 hours a day

Jesus. This isn't the first time I've seen people give this kind of advice around this board, but this seems pretty insane to me. Laying aside the whole "Well you gotta work hard to get good enough for the indoostrey anon!!", the human mind very dubiously only focuses on things for 20-40 minutes at most at a time so if you take fifteen minute breaks in between those, that's ten hours of "work" which is a very good chunk of your day gone to 3D.

If the healthy path of 3D is a marathon and not a sprint, I don't understand what giving these kinds of time estimates amounts to. Naturally if you can spend eight hours with 3D every day I don't think you'd have a full-time job. So what's the hurry? Personally I only spend around an hour or two of my day doing this and by the end of it I feel like I've legit had enough for the day. Naturally I am not super hot shit or industry material but I'm also not killing myself under any pretenses here and I generally feel alright with my daily progress.

Work for however long you're comfortable working. Obviously dedicate a respectable time to it every day - again, I'd consider one to two hours pretty good -, but don't spend a literal third of your day toiling away in Maya/Blender/Zbrush. Your room becomes your workplace at that point and home becomes prison, it's just not worth it for anybody's mental health.
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>>611421
I honestly kek’d with this one.

Now, excuse me as I proceed to select all squares with vehicles on them.
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>>611420
5-8 is the amount I work, some days I am not feeling it so I push for five and then I relax for the rest of the day.

You’re right I don’t have a full time job, I work about 24 hours a week doing nighttime security, the down time at my job helps me get my studying done for the day.

I agree with the whole 20 minute thing, I pause the timer when I need a short break to take a breather or just let my mind rest but there’s plenty of stuff you can do to keep it from being monotonous. Sculpting, box modeling, rigging, learning to paint textures, learning to make shaders, scripting, even learning to draw can help make your work better I tend to move around to different subjects during the day to keep things interesting.

But it’s just what I gotta do when I’m 25 years old and decide I want an art career and I’m competing with kids who started when they were 5 or even younger. By the time I’m 30 I’ll be where I want to be and that’s ok with me. But I learned that rushing and wanting to be good now has very negative downsides and it’s better to just take your time. Pic related is from stress, the window was damaged too but I fixed that.
>>
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Working on a "comission" for a friend of a friend. Gotta figure out how to make the hair way more puffy.

The client seems pretty indecisive over what he wants this for, but the idea seems to be MMD so that he can later take it to wherever he wants like Unity. With that in mind, for anybody that has worked with these kinds of software/client...

- Should I keep him updated periodically or only give him updates if he asks for them?

- He seemed uncertain about visemes too so I'm just assuming he'll want them. In what step of the process (modeling, texturing, rigging) should I try to do them?

- Should I rig in Maya or MMD? Any good MMD crash courses lying around?

- The face is retopod from zBrush so there's no actual mouth. Am I fucked?

I'm not being paid for this or anything, I just thought it'd be a cool experiment, but I *would* like to do a nice first job.
>>
>>611428
Update the client often unless they find it annoying which they usually don’t, sooner to fix mistakes
>>
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any suggestion about proportions annons?
are the proportions too cartoony?

BTW I don't mean facial proportions tho. also I'm not striving for realism, but this kinda gives me Street Fighterey feel now, maybe I need to sleep?..
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>>611410
Do you know of any good free anatomy references any websites? having trouble with forearm muscle, is confusing to me since they rotate. Pic related Orc i'll never finish
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I really suck at this. Topology is all over the place, and this thing is basically un-posable.
>>
>>611449
Create an ecorche like I'm doing. That's the only way to learn properly.

I don't use reference outside of Eliot goldfinger book.

Muscles are simple. It's just connecting the dots.I spent about 3 years sculpting portraits in Zbrush all day everyday. So I understand the balance of reference and form very well.

Read the paragraphs about the muscle. Look at the pictures beneath it. Break it down geometrically, and sculpt it to your liking.
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>>611451
Nah that would be a waste of my time, that's really time consuming. I get what your saying but I'll look elsewhere thanks for advise though. There is a few ecorches around in the web i could use for reff than make my own. mainly need some reff for forearms specially in the front part.
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lol just for the heck of it free /3/ alpha
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>>611450
Decided to go with a diffused / toon shader combo. Fixed the face.
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>>611454
nice looks way better with that shader
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>>611449
There is literally a free anatomical model that comes with zbrush it’s under tools
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>>611454
Just gonna call this one here for now.
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>>611459
oh... this looks so fuckin' cute )))
Awesome job anon!!!

>>611449
google "forearm muscle referene" ))
>>
>>611459
Looks very cute anon, the lighting is especially nice and pleasant. The shapes are all simple and elegant.

If you'll take some critiques, I think you should define the shape of the chin better: either make it pointy or more rounded as it's common in chibi illustrations, this flat chin you have going here looks pretty off. Your hair is also tapering off in a weird angle, try to think of the shape as a crescent moon instead with the pointy ends turned towards the eyes.

Otherwise, well done.
>>
>>611459
Ummm meat doesn’t look like that..

So what the fuck?!
>>
>>611388
still going
added some props, more lamps,tweaked some of the materials. also added filmic and denoiser, i don't want to use the composer yet
>>
>>611494
They look like they're floating near the plate or just photoshopped on top of it. It's shape and size don't really make any sense. Cherries are good tho, nice job, but I liked darker ones better.
>>
>>611318
Fuck off commie
>>
>>611556
What did you just call me, you nutcracker?
>>
>>611494
Those cherries are about as big and as many as my testicles.
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still blocking in the muscles it'll be finished tonight
>>
A REAAAAAAL HUMON BEANNNN

AND UH

R E A L

B U R R I T OOOO
>>
>>611494
>>611494
more changes, tried to fix some stuff
having big problems with sunlight, so lightning is subpar right now.
add some vignette and tonemap to compensate
>>
>>611704
Stop for today and let your eyes reset. It looks worse than before IMO.
>>
>>611705
and who the fuck are you?
>>
>>611704

Looks worse.
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>>611704
>add some vignette and tonemap to compensate
Cheap trick. Never do this.
>>
>>611707
Someone who has already been through this dozens of times and knows from an experience that if you keep tweaking something for too long without resting on it for an hour/day or two, you'll only ruin it. Kinda like a fable about a boiling frog, even though the metaphor was used for something different. You're slowly fucking it up more and more without being aware of it since you get used to it. You ruined the lighting, you ruined the cherry textures and the background looks less realistic than before. Take a friendly advice and take a pause.
>>
>>611726
i haven't ruined anything bucko, calm down.
if you haven't noticed im changing everything all the time in attempt to try different things/colors.
i might have gone abit overboard, but i don't panic and throw it out yet, seems like that's something you guys do often
>>
>>611727
>i might have gone abit overboard
Yes you did, lol. Nobody said that you should throw anything. Stop getting offended by any kind of critique you get.
>>
>>611494
This looks good. Can be improved, but definitely looks good.

>>611704
This looks like it was made with Blender.
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This scene feels a little boring to me. What could I add to spice it up?
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>>611753
Butterflies all around the face, so it emerges from a butterfly sea.

It's probably a shit idea, but it's free. Deal with it.
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refining these forums will be literal fucking hell.

Just gotta put in the lower leg, and feet muscles. Then starts the fucking secondary forms.

Rolled a stinky fucking joint. That's gonna be the reward for the next 10 hours of fucking pain
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>>611753
I also tried making another silly scene. Feedback would be great. I am trying to improve as a modeller but have been stuck at the same spot for years. This uses makeHuman, so I feel it is definitely cheap.
>>
>>611764
Why would you do this? If you want to be a better modeller - model stuff, don't put up some silly scenes. This doesn't add anything to your modelling skills, only some composition, but that is irrelevant if you want to model stuff for games for example. Very important if you want to sell renders of course.
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>>611757
Got inspired after seeing your work so I tried my hand at it.

Spent a good part of the day on it, let me know if anything is off.
>>
>>611774
I find the hand and feet proportions disturbing. Too… fleshy, for lack of a better word.
>>
>>611774
That's the default ecorche that comes with zbrush.

uhm
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It's so hard not to procrastinate. All I have to fucking do is fucking focus but it is so fucking hard

If I want to get htis done tonight, I got at least 10 more hours. Oh my fucking god my fucking left eye wont stop fucking twitching. theres a fucking vein that wont shut the fuck up
>>
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From my Quake 2 software renderer re-implementation attempt in Python. You can take a look at the source code here:
https://sourceforge.net/projects/snes9l/files/bspvis.zip/download
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HI, Billy Mays here for Arturia
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>>611789
Take it easy, Bryce-kun. You shouldn’t have flexed on us too hard.
>>
>>611795
I need to take breaks between flexing. After all, it takes tens of thousands of hours of hard work, and discipline to be the goat.
>>
>>611792
>fps: 7
for what purpose
>>
>>611798
It's not for you. It's a prototype for those who like to program 3D stuff.
>>
>>611774
>>611795
This is so desperate, that it just makes me feel sad. Trying to fathom what kind of loser would do this. It's just so

desperate...you literally used the ecorche that comes with Zbrush LMFAO
>>
>>611774
>>611795
Whoever you are, you should probably kill yourself.
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all primary shapes of all the muscles blocked in. Time to focus on silhouette and the contours.
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>>611774
This is the saddest thing I have ever seen.
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>>611753
Another project I started today. I actually modelled everything this time. I think it looks good, minus the hands.. which have not been tackled yet. Feedback would be so rad right now
>>
>>611793

I have a MicroBrute. It's a fun little synth that doubles as a MIDI-to-CV converter. I just gotta get around to building my S-Trigger converter so I can use it with my Moog MG-1.
>>
>>611195
>Low poly
Wat
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>>611774
Kudos for triggering all these dolts.
Good laugh.
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How the fuck do you fix this mess? I just started the rigging and wanted to move the head/neck seem. So I had to do minor UV mapping.
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>>611195
Hhhnnnnnnnnnnnnnggggggggggg
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gonna paint the head tomorrow. i'm fucking shit at painting faces tho
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>>611862
I seen a model of that on deviant art. Also I love the "No game No Life" anime. There is a movie of it that just got released.

>>611857
NM I'm just going to re-do the UV map.... Practice makes perfect.
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>>611863
the deviantart wasn't shaded anime-like so I decided to make one

forget about the wings so I added it in. will make tattoo and face tomorrow
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>>611796
>>611814
>>611815
Stop samebrycing, m8.
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>>611875
Got inspired after seeing your work so I tried my hand at it.

Spent a good part of the day on it, let me know if anything is off.
>>
>>611774
this is the Ryan Kingslien model that comes with zbrush. Use a tripcode so we can filter you.
>>
>>611888
Looking good, bro. If you could take a suggestion, how about using a subdiv modifier and smooth shading? I think it would give it a visual boost.
>>
So I figured out how to fix the UV mapping some how. Trying this 4 bone rigging for twisting the arm and legs. Its not perfect but, damn does it look a hell of a lot nicer.
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BROS I'M GETTING ASSFUCKED BY EXAMS. I DON'T HAVE ENOUGH TIME TO MODEL REEEEEE.

After two I-dindu-nuffin weeks or so, I managed to free some time for the project. Only managed to make the door today sadly. It's going to take me a whole of a lot to finish the scene. Feels bad m80s

How's it looking?
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test render before final push to finish
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>>611819
Chan Mio!
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>>611906
with skull
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I think i am gonna finish this today.
Still not done yet.
Dark metal looks strange (too dark and shiny) because its a quick cycles render, i have not checked how it looks in engine. Substance Viewport and Iray looks slightly different than Cycles and UE4.
>>
>>611910
>send corridors
>pls respond
>>
>>611911
I will post some images of the corridor with the new machine as soon as its finished.
But it will take a little time.
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eh, looks ok in the dark, but it think i need to work on the metal some more.
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>>611939

Looks fucking dope.
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>>611939
This is really some AAA shit bruh.
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MR2 WIP
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ayo how the fuck do you do anime hair, all i can do is this shitty low quality naruto action figure style
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>>611987
You've already done it, Anime models cheat with everything so each spike is probably its own piece.

You have it combined. fix this.
>>
>>611888
Got inspired after seeing your work so I tried my hand at it.

Spent a good part of the day on it, let me know if anything is off.
>>
>>611996
found this image on this website.

http://www.iamag.co/features/war-for-the-planet-of-the-apes/


You are sad, pathetic little man.
>>
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final final push. forearm time. This is gonna suck so much dick.
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>>612003
What is your end goal (after putting on Gumroad and trying to sell it)?
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kind of done. kinda of disappointed how it turned out - it still has that 2d look to it.

also, how the fuck do people paint faces in 3d? painting on sphere like objects is so fucking janky. I can't get my lines correct
>>
>>612005
3d look*

here is sketchfab if someone want to view panties or bad topology

https://sketchfab.com/models/0ca062e091b744e68956789cac6bb3fb
>>
>612006

Your topology serves its purpose, but how did you manage to extrude the whole model? That’s gonna cause problems.

As for painting faces, I do things like bake out a cavity or occlusion map of the head and use that as a guide in PS for painting.
>>
>>612011
That's not gonna cause problems, its how he made those outlines.
>>
>>612013
But you end up with unneeded perpendicular connecting faces that way, vs just duplicating, scaling up, and inverting the normals.
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>>612005
Well done, it's pretty visually pleasing for what it is. No real complaints despite some areas having very evident stretched-out UV's and others having way too much area for not any detail at all. I don't blame you as doing UV's right after you've just finished doing meshwork is like going from doing a painting to doing accounting work.

One tip I think works pretty well: as soon as you're done modeling an individual body part, UV it right away. This prevents you from taking the lazy way out with UV's.

Bopped that Like button & followed.
>>
>>612005
Paint on some rough sketchy lines in 3d for orientation and then work in 2D.
Or project from 2d in the first place.
I personally would use a vector program to create sharp lines and nice curves for the eyes.
>>
>>612015
I thought he would use the latter method, i am confused now, who said it was extruded? The model on sketchfab doesn't seem to have any unneeded faces.
>>
>>611997
Ah well, I can’t fool you anon.
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Just gotta detail it. Suppinated forearm. Time to build the pronated.

almost fucking done.
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>>612018
I did, it appears like each face is actually an extruded surface in the wireframe on sketchfab. I could be wrong (I’d need to rip it into Maya to know for sure).
>>
>>612004
When I finish this, I'll have taught myself polymodeling, retopologizing, portrait sculpting, and now anatomy.

I'm gonna spend tonight, and then a full day tomorrow studying value. Then after that, another day studying figure drawing. After that, I'll spend 1 day learning the fundamentals of portrait painting.

Since I know how to retopologize, I can now create realistic characters that are animatible.

Once I learn the fundamentals of painting, I'll be able to confidentally paint a character.

Once I have these skills, all that's left is learning how to rig, and weight paint.

Then all I have to do is study c++ for a few days.

I'm already 1/5 of the way done reading UE4's documentation.

Once I get all these skills, I'm gonna study music theory for a day, then learn FL studio, and make shitty music.

Put all this together, and you're a game developer.

That's the end goal. I'm not gonna sell this. I plan on giving this model away for free on /3/ tonight.
>>
>>612032
Pretty cool dude you basically learned everything you need to know in the course of a week nice job! You are very talented!
>>
>>612032
>for free
Jesus for real man that’s very generous of you at least charge a dollar or something you are a fucking god.

I can’t belive you’ve mastered all of this so quickly. Take notes boys this is how you become an overnight success.
>>
>>612032
Jack of all trades, master of none. Bravo.

Generalists are often shitty...and generally unemployable.
>>
>>612039
You just have low standards. Ambition is something you're born with. It's okay, buddy. You don't have it.
>>
>>612032
you proved something today, to all of us
I'm proud of you
sincerely yours - /3
>>
>>612041
No, my standards are higher than yours. I hire only specialists, no half-baked wannabees who think they know it all after a week of fucking around.
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>>612039
I disagree with the unemployable statement.
A good generalist can be better than a mediocre specialist.

I am done with this thing.
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>>612053
>>
>>612052
inb4 you polymodel in blender
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>>611729
this is my current iteration, so ill probably keep it
id play with it more but i want to move on to the next project
>>
we did some adjustments on our environment, I hope you enjoy it:

https://www.youtube.com/watch?time_continue=84&v=CB5SSiNkflI
>>
>>612032
Oh, you're "my type" then. Ignore that guy telling you you'll be unemployable. But honestly, what jacks of all trades should do is this - be a jack of all trades, but a master of at least one or two, so you have some main area you are really good at and will push it to the limits and beyond.

Keep it up, but now I have to tell you this - you can't learn everything instantly, and I refuse to believe you were being serious about taking a day to learn painting and music lol. That is impossible and you might be having the biggest case of dunning-krueger I've ever seen. Take your time, and just be patient, man.
>>
>>612073
I just mean the fundamentals. Learn the fundamentals of those disciplines.

I'll be shit, but at least, capable.
>>
>>612069
I like the handpainted textures dog
>>
>>612073
Yeah, I do have a bad case of dunning-krueger. Delusion, to be honest, but that's what courage is. Belief that you won't fail. Every day I fail, but have enough delusion to think tomorrow is the day I don't.
>>
>>612011
>>612013
>>612015
>>612018
>>612031

its not extruded. duplicated it and alt+s in blender - whatever that is
>>
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Some progress...
>>
>>612099
why do you people choose to ruin your presentation with these flashy mat/lightcaps
>>
>>612125
>presentatio
dude... this is WIP thread, I'm just testing out color palletes etc,
I'm gonna redo these Hussan ropes, make them bigger and fewer, it is not readable this way...
>>
>>612099
Gave some time thinking about this. I don't like it The proportions. The eyelids are too flat. The mouth is creepy and small. The planar sharp edges of his face are weird. His hair needs work. His ear is fine, but a little thick.


Doesn't draw me in, and just makes me feel weird.
>>
>>612099
His browridge is very sunken and huge. I'd sculpt a few portraits of faces, or skulls. That's the best way to improve.

This is just weird.
>>
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I'm adjusting to Blender from more engineering-related modeling softwares. How's this looking?
>>
>>612182
Oh yeah I fucking love that shane
>>
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Been working on this for almost 12 hours now.
>>
>>612184
i see you are a man of intellect
>>
>>612184
Rick and Morty pleblets get the bullet too
>>
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>>612182
Another thing I made
>>
>>612188
t. Brainlet
>>
>>612195
t. enlightened atheist edgelord
>>
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New outfit in the works.
>>
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>>612176
>>612178
I agree with some of your points, but I think you are missing that this model is in sketching progress. and it will be highly stylised,
>Hair needs work....
really?

my main "worry" is now that he's too thick.

PS: changed Hussan ropes..
My IMM collection is growing!!! I'll share those brushes at some point tho )
>>
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anatomy study done. wew
>>
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Vagiiinaa rig done. wew
>>
>>612221
looks fine to me I don't know what anyone else is talking about. This level of stylization is perfectly fine especially for 40k stuff
>>
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>>612256
final.final.final
>>
>>612309
will you add a skin layer and other organs?
>>
>>611088
Sup niggaz made some cabbage (with translucency, they look a little light but they were scanned from inner leaves of a savoy cabbage)
>>
>>612312
nah. Just need edit the time lapse of me sculpting it, and I'm done.


I want to get to other projects ASAP
>>
>>612313
I want to cum on it and eat it
>>
>>612315
Gee golly thanks mister
>>
>>612267
Is it the same one as >>611992
because this one looks like it's missing parts. Could be the way the wireframe gets in the way thou.
The deformation looks weird. It's like the bas of it is sticking out but larger parts sink in.

It looks quite dense. I see you rigged it, so it's not like you are using it as a base mesh for sculpting. How many tries is going to be the whole model?
>>
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There's some stuff I could change but I'm on the verge of giving up. The atrocious hair system in Blender took up all my willpower.

Can someone either motivate me to do more or have I done enough to just move on and do something else at this point?
>>
>>612321
People say you improve more the more projects you finish, so I would say you should move on. I myself tackled a project too advanced for me and it started burning me out. I learned a lot, but I feel like I could have finished much more tiny projects in that same time.
>>
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Not sure what this will become once I am done. some sort of scifi generator I assume....
>>
>>612328
a mecha dildo.

make it happen
>>
>>612329

Everything's a mecha dildo, if you're brave enough.
>>
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I'm new here. Hi.
>>
>>612338
Nice bridge, loser. What're you gonna use it for, crossing a lake? Nerd.
>>
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Working on a passion project. Just making a workable "hack'n slash" system for my portfolio.
>>
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>>612355
another Screenshot if anyone is interested
>>
>>612356
Can you make it so that there's an enemy and you can only defeat it if you eat its ass????????????????
>>
>>612358 Im happy to put it in if you have the model and anims for that
>>
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Feeling bretty emotional rn lads

we're all gonna make it.
>>
>>612338
Welcome
>>612356
lanterns need more light

>>612365
White hair one looks more like she's mocking the viewer, and not saying "gambatte"
>>
>>612267
i want to go balls deep in that tight little topological hole bro
>>
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Here's something I literally just started. I need more practice and a friend told me he wanted "A big tittied anime cat girl and pictures of spiderman."
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>>612368
Low quality bait
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i am le epic drawing master
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>>612374
post wires
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>>612358
For inspiration:
https://www.youtube.com/watch?v=yuO9HdFEJLE
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>>612372
Nothing about that was meant to be bait
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Texturing is hard :(
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>>612408
PLEASE FOR THE LOVE OF GOD USE SUBSTANCE PAINTER
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>>612416
I don't think SP can fix the model
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>>612417
Very much true, but at the least it'd be easier to not spill textures over edges.
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>>612392
Woh dude, sorry. Remember that box modelling for organic surfaces is very hard. I'd suggest taking up drawing, and sculpting next to that. Sure, the workflow might prove to be a bit of a hassle, but the results are often superior to any form of box modeling. Good luck, you're gonna need it.
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alright my dudes I'm done for real this time
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>>612437
oops fucking hit enter
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>>612438
UNCANNY
N
C
A
N
N
Y
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>>612440
That's the face you're going to see right before you die.
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>>612416
How do make anything game ready in that, i ended up with 32 textures that there is no way to flaten each map in substance painter, and om not spending 3 hours fixing that inaduqancy in photoshop manualy
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>>612444
>32 textures

What.
Your model isn't even that complex.

Learn to UV map properly

Am I being b8ed?
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>>612444
Dude you shouldn't UV in sub painter. Use maya or blender for that, and properly make seams and unfold all the parts, layout them (there should be a function for that, because doing that manually is retarded), and then just make 1 material for the whole model and export. The thing about PBR is that your textures will define how the shader acts on every spot on your model.

This isn't hard, but it isn't overly simple. Download some game modelling and texturing courses and spend some time with them, you clearly have no idea what you're doing yet (which isn't bad mind you, i just want you to be able to freely create what you want)
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>>612416
Those clouds look like substance painter to me.
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>>612355
>>612356
Dude turn donw the brightness it's blinding me
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>>612319
It's subdivided for the renders, Yes it's the same.
The pose probably makes it look different but in the end what i was aiming for is a vag with good topology to be easily changed to different types for multiple characters.
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>>612367
Pervert
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>>612444
I take it you mean the IDs exporting separately?
I noticed the issue recently and if there is a setting in substance to combine IDs that i missed then meh but so far it isn't possible so i've just stopped separating parts with material IDs and just adding masks via UV selections to get different materials in specific areas.
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>>612438
Honestly man, good on you for taking this project all the way to completion. Like any project I'm sure you learned a ton getting it all the way to this point. And as a character study, I wouldn't consider this a failure by any means.
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>>612446
Not the same guy, that is substance painter btw.
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>>612480
Sub painter doesn't do that, you mean combining different texture ID's. It's to do with the nature of how the software works, the proceduralness of it, the devs have made a post about this very topic some time ago.
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>>612480
Hey, thanks il try that
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>>612182
What did you use before, work related?
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>>611130
I finally started texturing
I finished adding base colors, and now I have this paralyzing fear of making everything look worse the more layers I add, which means it's probably the end for tonight.
>>611151
Your sweet words get me through hard times my friendly, nameless /3/d companion.
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I'm on my second week and I still have no idea what the fuck I'm doing in terms of anatomy and topology.
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>>612521
Just added a loopcut that I forgot about to the knee.
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>>612520
Face cartoony but body too realistic, exaggerate some proportions
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>tfw you started your model in October

Granted I’ve had many side projects but fuck I just want to be done.
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>>612520
Reminded me of Delphi from Giants Citizen Kabuto in a weird way. Can you give me a screenie of her with these kinda colors?

https://www.google.com.br/search?rlz=1C1GGRV_enBR749BR749&tbm=isch&q=giants+citizen+kabuto&chips=q:giants+citizen+kabuto,online_chips:delphi&sa=X&ved=0ahUKEwibtY7TlffZAhXDf5AKHc3IBggQ4lYIKigC&biw=1920&bih=945&dpr=1#imgrc=OvmE3DbY8jN7zM:
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>>612525
seriously, you mean like how hands are as big as forearms, or her hips being wider than length of her upper torso? How is it not enough exaggeration? or is it Anon you wanted larger breasts, hmmm? Don't be shy.

>>612530
Man, I don't know why she reminds you of her, but I loved that game. I played it on both ps2 and pc. Delphi was hot, and the game is funny.

>Can you give me a screenie of her with these kinda colors?
I was actually considering dark skin with light hair vs pale skin with dark purple hair.
I ultimately went with the former, but I guess I could quickly make a color swap for you
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>>612543
There are a couple of things. Most evident is the red eyes which are very similar. It's not a close match or anything but the hair is also slicked back and separated onto these banana-esque sessions.

The short height, pudgy elf ears and big, bulging-esque eyes also remind me of the dumb minions from Overlord to an extent. Don't take it personally or anything, it's a compliment. I think the design is distinct and cute in a weird way, certainly different from the female characters that usually make their way into these threads.
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>>612530
>>612543
not as blue as Delphi, but that was just a quick swap from colors I chose yesterday.
Also full body in perspective view to show off the proportions
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>>612555
Is that an HDRi in perspective view? I wish you could use those in Maya viewport without rendering.
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>>612562
Yes it is. I've done everything in 3d-coat (except for modeling eyes and eyelashes), so the whole point during sculpting and texturing is to have a real time results in your viewport.

>>612548
>pudgy elf ears
>cute in a weird way
You made my day anon. So far I had 4 people saying she looks like a goblin, one person saying she looks like Midna (not a bad thing), and one person saying she probably growls like an orc, but no one called her cute so far.

And the weird cute drow is what I'm going for.
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>>612564
>3D-coat

Question not aimed squarely at you but the thread at large: is 3D-coat really the way to go to draw stylized/cartoony/anime shadeless textures? And if it isn't, what's the best one to do that kinda handpainted stuff?
I've read up on another thread that 3D-coat seems to be the software of choice to do that kinda stuff, I use SP and it seems to do the job but it's clearly lacking some things, like mask shrinking and a proper easy-to-use gradient tool.
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>>612570
I don't have SP, so I cannot compare them.
As far as what tools it has for texturing
the easiest way for you to find out is probably watching https://www.youtube.com/watch?v=wQGnf6y9Grk which covers the tools, and https://www.youtube.com/watch?v=m5UkTSJ7bew which explains channels, but you are probably familiar with that from SP.

Even if you can do texturing in SP, 3d-coat has great UV and retopology tools. I also used it for sculpting because I don't plan on investing into zbrush, because I'm just a hobbyist.

As for people saying that 3d-coat is better for stylized textures, than SP I heard that too, but I don't know why. It maybe because of some tools SP lacks or something like you mentioned.
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>>612543
Ok tough guy you gave the face zero detail beyond the most basic shapes but then you go and give her collar bones defined abs, biceps, pelvis bone, rib cage, deltoids, even the muscles in the neck.

It’s nice that scuttling programs can do these extra details and it’s cool to add them to show off your knowledge but I’m just saying if you are gonna go with a cartoony look for the head it’s ok to remove the extra details from the body it won’t make it look amateur if you know what you are doing and sit worry you can still show off your knowledge of muscles in another project.
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>>612570
3D coat is the closest thing to photoshop, SP can do hand painted work just fine but 3D is just more friendly in terms of tool selection.

After the baking some maps I’ll go into 3D coat and layer over the AO and then paint over it in places I want to pop more or just add additional details and then color it.

Then I export the albedo and bring it into sub painter and begin working on the other textures like emissive or metal maps.
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>>612035
Or it's the same as cramming for exams and commiting nothing long term.
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>>612589
It's not uncommon for stylized characters to have less detailed faces (pic related). It is about exaggerating some features, and minimizing others.
I don't go for anime/manga style, but having this simple face works for me.
I wanted to have huge eyes, grin, thick eyebrows. Everything that is very expressive. As for the body I went with what I like a lot, and simplified or just not included others. It's pretty much as if I was guided by my dick.

All this said, I want to let you know that your posts made me happy, because the model is definitely not realistic, it's grounded in reality enough for you to make those points.

>you go and give her collar bones defined abs, biceps, pelvis bone, rib cage, deltoids, even the muscles in the neck.
I define them, yes. The ones that are important. If the character is supposed to be toned, then I cannot just have her tubes for arms. But I stick to larger muscle groups. I didn't detail biceps into a 2 headed muscle that it is, and I only hinted at tendons. The scm is seriously just one line, not detailed, but the hint of the form is there. You cannot see it from the image I posted, because it is at the back, but the elbow joint, because it's so small is simplified into just a triangular shape, opposed to more detailed knees, which are bigger part of the model.

When I was setting proportions for the whole model, I knew back then already which parts are going to be simplified, and which are not. I think that approach is the best.

keep the conversation going. It is a very interesting subject. I would like to know more about how other people design stylized characters.
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>>612592
>bring it into sub painter and begin working on the other textures like emissive or metal maps.
since you can do both in 3d-coat, can you tell me why you would go to SP for that?

If I were to explain to someone pbr workflow difference between 3d-coat and SP, I think the best way to put it in my opinion is that 3d-coat is layer based, and SP is node based.

That's at least what I got from watching people make brick walls in SP
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>>612599
If it’s what you like then go for it I just think it’s off putting
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>>612600
Sub painter is layer based as well sub designer is node based.

Sub painter has great features for curvature maps and world space normal maps, it has a handy color id baking system where you can quickly bucket fill different parts of the model. Also it has a ton of preset alpha maps you can use that go really well with the specular maps. For example the oily shiny reflective material for the tentacles in splatoon was easy to recreate in SP with a few alphas and tweaking some preset skin shaders for the body didn’t take long at all.
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>>612610
show me your Splatoon fan art
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Played with terrain stuff in Houdini for a little bit today. It's super intuitive, I'm excited to mess with some stuff for Unreal Engine now
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>>612636
Man, it's great when software feels intuitive, and you can just mess around and experiment. I feel like big junk of 3d is opposite to that, so it's always nice, when you get to the fun parts.
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>>612636
I wanna learn houdini and I feel the first thing is learning VEX, am I going the right way?
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>>612656
No, learn SOPS first.
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>>612466
Kind of the thing I was going for was that you need to use a torch if you wanna see something.
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WIP for a VR game
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>>611459
think it would look a lot better if you tried a more interesting pose and facial expression, everything else looks good
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>>612634
When I finish learning how to rig
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>>612656
SOPS overall is where you should start, not VEX specifically. Tutorials will sprinkle some basic expressions in here and there, and the more you do the more VEX you will learn. You don't need to learn the entire language up front. I found it's best to understand the software on the whole (how it hands data around, mainly). Once you know where VEX slots into this, you will understand it and then you can learn more as you need to use it.

>>612645
Absolutely! So far I've only had those sorts of experiences with Houdini, Unreal and Substance Designer. But mainly Houdini
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>>612800
>>612800
well, I look forward to that.
I'm going to be learning rigging after I am done texturing my character myself.
My plan is to use Akeytsu with everything in fbx, so I can then easily animate.
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This
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>>612864
Substance designer shit rendered in toolbag 3
Still a WIP though.. any 'constructive criticism' is appreciated
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dissolve shader.
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>>611088

For some reason the animation plays super slow in Blender, and panties are clipping in Blender when they don't in Engine.
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>>612943
check your framerate
check if the engine use so physics.

are you talking about MMD?
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>>612949

UE4

My content creation pipeline is basically fucked at the moment, basically need to restart.
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>>612950

If you're exporting the animation and the framerate was initially too high you might be able to decimate it afterwards if its a BVH.
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ok, as far as adding shadows, and highlights this is the best I can do right now.
The skin is more like coal, and not mud now.
I got both of my eyes sharing one uv island, so I will need o flip one eye after I am done texturing everything o break the symmetry on the highlights.

After I get some sleep, I am going to play with gradients, paint fake sss, and I also want her to have some tattoos. I also wanted some scars, or broken/damaged skin, but I don't know about that now.
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Finished this sculpt yesterday, about to move on to retopologise it. Was wanting to get some feedback from you lot
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>>613183
Is he a pygmy? Because proportions are far off for both normal human and a dwarf/gnome.
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We need a new thread boys
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Started off just wanting to make a simple rabbit character, then I started added curves and before I knew it my rabbit looked like this
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>>613286
could you explain how its far off from looking dwarf like?
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MAKE A NEW WIP THREAD
REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
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>>613440
>>613441
comment on my bunny, you fagsssss
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>>613442
I dont want to fuck it yet, so its not good enough
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Daily reminder to set your TDR delay to 60 seconds
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>>613440
Just google dwarf images. Arms are too puny, legs are too long, shoulders too wide.
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>>613440
not that anon, but I kinda get what he means.
I depends on a design, and lore, but to me a dwarf should be more deformed like a really short muscular retards. massive, muscular arms and hands, short, fat legs, no visible neck, potato nose, oval shaped torso, flat skull, long beard.

Your dwarf skulpt >>613183 is kinda handsome. Dwarfs are not handsome in my opinion.

It's fine to have your own take on a lore. but be prepared for other people to call your character other race, than what you wanted, just because some people are more familiar with more popular lores like D&D, Tolkien, WoW, Warhammer.

>>613442
I would give her smaller breasts, wider hips, and bigger midriff cut.

There really isn't that much to comment on. Just keep working on it.
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>>613442
What bunny? All I see is a weird molten metal spill.
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progress...not gonna be a mecha dildo i beliebe
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>>613492
How do you get things to wrap around cylindrical objects
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>>613513
Model them straight first and bend them with a deformer, or use "insert with edgeflow" option when adding edge looos
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hey guys can I get some feedback on how to improve this, left is old right is the newer version.
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>>613540
well, you are not really going for the original design, so without you saying what your end goal is, it's hard to criticize.

I think the space between the nose and lips is too big.
The blush make-up is missing.
It may be easier for you to polymodel the fringe instead.
no eyebrows
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>>613541
Thanks for the feedback I didn't expect a reply so soon with how slow /3/ is. the model is for porn. I forgot to say the hair is temporary and I forgot her choker
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>>613543
>the model is for porn.
so are you trying to go for the oversaturated overwatch style? I think you would do better if the character looked closer to the original design, or if you had an established art style with built fanbase to which you could just make that one character cosplaying other characters by just retexturing and adding different hair styles (Mantis-X).

I think a good way of designing a character is writing a list of features you want your character to have, and then trying to make them. It's like setting yourself little check points/goals.
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>>613584
>so are you trying to go for the oversaturated overwatch style?
Yeah pretty much
>I think you would do better if the character looked closer to the original design,
sorry I forgot to mention it is for a crossover porn parody game so The problem with that is some of the other characters won't transfer well if I keep the original shows style here's a different models from a show (star vs) where the shows original style wouldn't translate well like teen titans would

>or if you had an established art style with built fanbase to which you could just make that one character cosplaying other characters by just retexturing and adding different hair styles (Mantis-X).
thanks I'll check him out
>I think a good way of designing a character is writing a list of features you want your character to have, and then trying to make them. It's like setting yourself little check points/goals.
What do you mean can you elaborate a bit

Thanks for the feedback let me know what I should improve on this one as well, the hair is temporary btw
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>>613661
>What do you mean can you elaborate a bit
examples from this thread like what makes a dwarf a dwarf >>613485
knowing what you wan out of your design >>612599
there is that other anon who wants to make his rat waifu, so he writes some notes and designs in 2d first.
Just search for conversations on character design, because i's what you are trying to do.

>Thanks for the feedback let me know what I should improve on this one as well,
You seem like a nice guy, so it's hard for me to break it up to you, but it really looks like you are trying to tackle something beyond your level at this moment. I think you should try make simpler models, because I don't think you have enough knowledge in anatomy. Your proportions are weird, the contours don't translate. I think part of the problem is you jumping into detail to early without getting the overall shapes first. I know you may be impatient, but you gotta take it slower and work on basics. Definitely shouldn't work on multiple characters.

Build a really nice base character, and then edit that to make multiple characters you need.

also, reply in the new thread >>613564




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