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



Thread archived.
You cannot reply anymore.



File: WIP-3_18-.jpg (721 KB, 1500x882)
721 KB
721 KB JPG
Time for a new one..
now I tried to include all of you, because last time people were slightly upset )))
>>
>)))
gtfo Putin
>>
>>613565
>Putin --> )))

wtf? I mean... I dont get it
>>
File: kosmos_ps2.jpg (392 KB, 2048x2048)
392 KB
392 KB JPG
I was playing through Xenosaga again and after seeing the SOTC remake I thought it'd be cool to give an older model or two from that game the "Bluehole" treatment, so to say:

- Increase overall polygon count around feet, arms, chest, etc.
- Model extra geometry to physically represent accessories, garments, clothing details like zippers.
- Adjust the shape of the face so it's not so slanted, maybe switch the eyeballs out for eye pits with floating irises.
- Bring the whole thing into a PBR workflow, add normal maps for things like cloth and small hard surface details.
- Re-do the UV's and upscale and re-use textures as possible with Waifu x2.
- Put it in a cool pose and upload it to sketchfab.

I managed to snapshot the model out and fix the zDepth and inverted normal problems these tend to have so I think I'm doing pretty good. Problem is that it's obviosly all triangulated and Maya's Quadrangulate tool just doesn't do that great a job at keeping good edge flow... I was wondering if there's a software with a function like this where you can paint guides to help the quadrangulation or something ala zRemesher guides.
>>
File: 39799809.jpg (10 KB, 300x170)
10 KB
10 KB JPG
>>613569
What a colossal waste of lifetime.
>>
>>613564
>now I tried to include all of you, because last time people were slightly upset )))

Don't give in to peer pressure, OP-san. Just do what you always do.
>>
>>613567
Only Russians omit ':' in the ':)' smileys and use close parenthesis symbol excessively.
>>
>>613569
for fucks sake.. you're the worst kind of faggot /3/ has to offer
>>
>>613596
go home buddy, you are drunk...
>>
>>613569
Based as fuck, anime rules. Fuck these part time interior modelers and anotonmy purists, you make her have the biggest god damn bazongas the world has ever seen and her hips should he so thicc she can’t fit through a double lanes tunnel
>>
>>613627
As a Russian, I can confirm he's correct
>>
>>613596
Now I finally understand what those parentheses mean.
>>
File: mushroom.png (2.12 MB, 1920x1080)
2.12 MB
2.12 MB PNG
>>
File: Ashen Dark.png (242 KB, 1920x1018)
242 KB
242 KB PNG
>>613564
I gave up on adding tattoos at least for now, because I was really bad at it.

I need to rig her next.
I need her in fbx, so I'm currently figuring out how to get blender to export it with textures.
>>
File: ashendark.webm (176 KB, 1358x720)
176 KB
176 KB WEBM
>>613698
and the first time I made webm in my life.
>>
>>613633
As russian you must also be drunk...

I use )) <- because it prevents creating emojis in facebook and other places.
>>
File: truck.png (129 KB, 1040x631)
129 KB
129 KB PNG
Modelling a truck loosely based a 50s Chevy. Can anyone direct me to tutorials or advice on how to make wheels look like actual wheels and uhh not like shit? Also how do other people approach making windows (or any holes with hard, bevelled corners) on 'organic' subdivided surfaces like this without having unwanted edge loops causing smoothing artefacts to the rest of the mesh?
>>
>>613721
But this is no facebook bruh.
>>
File: 1 - Copy.png (1.11 MB, 1403x870)
1.11 MB
1.11 MB PNG
Working on getting some good looking renders of my Zero model for portfolio.
Is a pain in the ass so far.
>>
>>613721
What do you have against emojis?
>>
>>613756
Your mats except black engine cover suck ass bro. Add some displacement to the floor, it looks like rubbed on thin piece of paper. Model is pretty good though, well done.
>>
>>613770
Also wheels are waaay too glossy, like polished steel donuts covered in lacquer.
>>
File: 3.png (3.56 MB, 1920x1080)
3.56 MB
3.56 MB PNG
>>613770
Say that again burch >pic related
>>613771
Yeah all pieces are the same glossiness atm, I had to change from PBR to Spec-Gloss, Trying to get it all working together.

Need a good place to render PBR, Cinema4D can't do it.
>>
File: 1521993169051.jpg (1.41 MB, 1477x2048)
1.41 MB
1.41 MB JPG
>>613777
Just steal Marmo. Mats are still like in a PS3 game. Tons of gloss and glares right in the eye can fool only normies, I see your muddy 256x256 textures. Propeller looks like cheap Chinese plastic toy, wings are dented too much like someone just hammered them all the way. Look at this photo, only the underside of it is glossy to reflect a lot of light and make it less visible from the ground, but top is full matte so it would blend with ground if someone would happen to patrol on higher altitude and not to chatch any glares.
>>
File: 1515228588890.png (93 KB, 1127x685)
93 KB
93 KB PNG
>>613779
You nigger how dare you prove me wrong.
........
The gloss is universal as i can't get PBR to work, Either i have to redo it or try to get some good renders with the current maps. Fk
>>
>>613780
I have never used C4D, so I can't help you with it but I could recommend you to try blender, just google blender guru universal shader and set your mats there then cycles. Or you could try Substance Painter and render in Marmoset if you're ok with messing with cracks and stuff.
>>
File: 1522002993313616986575.jpg (2.09 MB, 3920x2204)
2.09 MB
2.09 MB JPG
What think ye?
From a sphere, not a head base mesh
>>
File: wip_road.png (3.04 MB, 1920x1080)
3.04 MB
3.04 MB PNG
>>
>>613827
Tape looks fine, but the road itself looks a bit like tough leather instead of road. I think it might be too shiny or the cracks/recesses aren't dark enough.
>>
>>613799
>4K photo of a monitor
Seriously?/10
>>
File: Render2.png (1013 KB, 660x990)
1013 KB
1013 KB PNG
Not really WIP, I call it done now.
But as I am only a week into scultping its more of a learning in progress.
>>
>>613883
Good prog for a week, Some personality in the face would help.
>>
File: plataeu.png (816 KB, 1716x577)
816 KB
816 KB PNG
Makin a plateau in a desert but i realize now i shoulda made them seperately ;-;
>>
>>613883
Side view pls? Be mindful of all areas! Also, it looks there's some shit happening on his cheeks there, so jump into lower subdiv and smooth that out.
>>
File: Screenshot_7.jpg (71 KB, 588x878)
71 KB
71 KB JPG
This damn axe still doesn't look photorealistic enough. Got any more tips to make it better?
>>
>>613896
Then separate them, It's not like this is 3D and you can do basically anything...
>>
>>613936
the surface detailing looks more like it was carved into wax rather than engraved in iron. You should use thinner lines. Look at the engraving tools they used to use, it's almost a needle point. Your lines should be 1mm wide at most.

The way the axe is fixed to the haft is not clear, it looks like you have tried to sculpt a hole for a pin to go through but you need to either add a metal pin head and make it more clear and crisp, or remove those two circle shaped marks. Most axe heads were just made with an oval-shaped hole and then forced down onto the haft while still hot from the forge, burning the wood and creating a very tight seal, so pins weren't necessary. For a larger head like this I would add the pins.

Also the bevelled area doesn't look sharp at all, and the edge is too deformed and wobbly. The bevel is where the axe has been filed down to expose the inner part of the metal so usually it is a bit lighter than the rest, as the outer parts of the axe age but the edge is continually sharpened. Also an axe with that wonky an edge would be something you see in a museum after centuries of corrosion but if this is supposed to be used then the edge would be much neater. People back then were generally quite dilligent in sharpening and maintaining weapons as they were valuable items that could be the difference between life and death. You can keep the nicks in the edge but overall it should be a smoother curve.

Finally you might want to consider some leather wrapping on the lower part of the handle. The wood looks pretty good to me so I would leave it as is.
>>
>>613936

Are you using maps for the specular or do you just have universal spec applied to each surface?
>>
>>613938
Thanks, this is what I needed. So it's like I said, I just have to redo the whole part, there is no escape from that. Btw, this is a Leviathan axe from GoW, if you didn't know (pic related). It doesn't really have so tiny lines, but yeah, I really see now that mine are too thick.

I was actually asking for a feedback on my material, since I'm not satisfied with it, but the model itself probably additionally ruins the realism.

>>613941
I'm using SP, multiple textures with varying roughness and spec. It's hard to tell how it looks when the lighting is not animated.
>>
File: Dwarf sculpt render.png (1.5 MB, 1504x940)
1.5 MB
1.5 MB PNG
>>613564
Got a little feedback on an old thread before it died down, was hoping to get some more. Currently retopologising him, but heres the sculpt
>>
>>613949
whats his name?
>>
>>613953
Robert Paulson.
>>
>>613947
Fair enough, I actually much prefer your model despite the slightly messy surface detailing, it looks much more like a real weapon (in terms of proportions etc.) If you just fix up the issues I mentioned then it could be quite an interesting take on what the axe would look like in the real world. That to me expresses more creativity and thinking than just copying an existing game asset and might be more interesting for a future job interviewer.

But yes if you compare the two it's obvious you need to go back with a much finer tool and spend a lot more time on the fine surface detailing. I think the base model is good though once you fix the wonky edge.

The material looks pretty good to me if you just add the lightness on the blade. The GoW axe actually looks pretty bad in that regard, all the lightness has come from scratches on the edge but they haven't defined the bevel very well. One thing you can try adding is a very subtle (emphasis on very!) blue/purple/brown variation to the metal, this can come from slightly uneven heat when tempering, generally blue/purple is where it was hotter and brown is cooler so the thinner parts will heat up more in the tempering process - but this has to be super subtle. But that's a very minor thing, the metal and wood both look fine. Maybe a couple of scratches on the handle or something exposing lighter wood underneath, as if there was a dark age/stain on the wood.

I'd recommend watching some blacksmithing videos on youtube, if you have an idea of how the object you're modelling is actually made it gives you a lot more insight into how you can improve the realism. Realism and believability in CG doesn't just come from extra detail, it comes from thought into how the object is fabricated and physically put together.
>>
>>613949
Have you ever seen a black man with a ginger beard?
>>
>>613726
Theres a nice way to make tire treds with maya that has to do with duplicate special.
https://m.youtube.com/watch?v=OVs1nq6OraE
The concepts basically the same as the video. Make one piece of the tire and rotate it around.
>>
File: kosmos_in_progress.jpg (1.11 MB, 4670x2048)
1.11 MB
1.11 MB JPG
Quadrangulated and added details in a few of the more organic shapes. Hopefully nothing looks too off so far.

Yeah I know, the normal maps are pretty muddy. I don't really like working with grey lumps so I just shittily unwrap everything with UV master and do some prebakes.
>>
>>614014
Why does she have a 10 pack?
>>
File: Kosmosart.png (154 KB, 200x594)
154 KB
154 KB PNG
>>614023
Vector Industries are super into girls with abs.
>>
File: Ab-Abber_2000.png (36 KB, 398x264)
36 KB
36 KB PNG
>>614024

The Ab Abber 2000, I see.
>>
>>614025
I was going to make a comment about that as well but apparently it's part of the armor design.
>>
File: Bolt Pistol.jpg (167 KB, 1903x991)
167 KB
167 KB JPG
bolter for Ibram Gaunt

BTW it's not finished.. sI'll add scopes reshape handle and also detail magazine
and add imperial heraldry..
>>
>>614032
Unless they're actually like that in the source material, you might want to redesign the rails on top - they wouldn't hold anything you tried to put on them.
>>
>>613977
you know thats just the clay material right?

all of the colours are placeholder, it should look alot better once its actually textured
>>
File: nowwithwheels.png (109 KB, 887x447)
109 KB
109 KB PNG
Posting new progress. I made wheel rims with some tires without any tread.

>>613991
Thanks, I think I might remake the tires this way.
>>
File: Dwarf_male_and_female.jpg (101 KB, 1000x1004)
101 KB
101 KB JPG
>>614060
hey awesome armor design, but you are very off in his arm proportions, I have not seen the dwarf with hands this tiny and slim.

don't be afraid exaggerating him, or he looks very, very off.
>>
>>614032
That grip is shit-tier.
>>
>>614038
thanks for suggestion, I was going to change it

>>614094
agreed, I took that grip from some free model for mesurements. I'm gonna make my own one now )
>>
>>613977
This is why pros don't post on /3/. Absolute retards like this.
>>
File: rok1.png (1.1 MB, 1280x720)
1.1 MB
1.1 MB PNG
Aw shit I made it into the OP.

Here's a WIP of a rock setup I've been working on in Houdini. Texture is just a placeholder slapped on, diffuse and roughness only.
>>
>>614282
This already looks better than in some AAA games. Nice one anon.
>>
>>614306
I wouldn't say so... Nothing can replace properly hand-sculpted rocks (except photogrammetry), and it's not easy to make them look good. This kinda looks like a turd, which is often the case when somebody fails at making rocks. I've been through it...
>>
File: galenaWSIlver.jpg (242 KB, 1000x563)
242 KB
242 KB JPG
>>614282
Keep up the good work! don't listen to >>614309
I don't know if you have seen this odforce thread yet but you might find it inspiring: https://forums.odforce.net/topic/9532-rock-hard/
>>
>>614312
Yeah, because I'm just a salty asshole who wants to bring others down instead of giving a realistic feedback, right? I forgot I can't say anything negative about any work here, my bad.
>>
>>614315
Relax. You can say what ever the fuck you want, don't surprised if you get push back.
>>
>>614309
None of hand sculpted rocks will ever look similar to some real rock out there because it was literally created by hand from what artist knows rocks are, but this isn't how it works in real world. Rocks come from many sources and made of many materials, even the cluster chipped off a wall of natural stone will have different types of rock substances and chemical elements in it. Closest we can get to a pseudo random rock "generation" from real world (it looks random because no one can trace every single thing that happened to this rock or natural force that influenced it's creation and formation) is to use pseudo random tools to generate it. Of course one Voronoi noise map won't cut it, but with additional maps and tweaking it would come as close as it can to the real thing.
We need a rock creation simulation, from the very Big Boom to the period artist is satisfied with. Atoms gathering together to make matter, then colliding together to create bigger rocks, then planet, which then has core and surface, volcanoes erupting, tectonic movement, then hydrogen and oxygen, water, cooling off, volcanoes erupting again, more water, wind, and so on until artist is satisfied with the result.
>>
File: screenshot001.png (1.59 MB, 1920x1080)
1.59 MB
1.59 MB PNG
To whoever said "Don't use maya for hard surface modeling, its 2018'... you're absolutely right this is a nightmare.
>>
>>614387
Can you explain why? I figure I should get into Maya soon because "bluh bluh industry standard" but hard surface is what I do, but if Maya's no good for it...
>>
File: kill_me.png (284 KB, 870x672)
284 KB
284 KB PNG
I didn't see a beginner thread so here you go. Is it salvageable or should I start over?
>>
>>614396
Its just the nature of things, you will start over many times until one day you are happy with the results.
>>
>>614388
Its not that maya is no good for it, it's that I've been told that programs like fusion 360 and even modo are so much easier to get good results with. It also depends on what the end result of the product is. I do game art, so for the foreseeable future maya will most likely be my main modeling package. But again, depends on what your using the meshes for.
>>
>>614388
That guy is exaggerating. I use Maya for hard surface modelling and it's perfectly fine. Then again I've only used Maya (and a little bit of Blender) for all my modelling.

Each software is probably going to have it's kinks.

I've been modelling the truck >>614061
>>
>>614306
Thanks dude! I'm going to be testing it out in UE4 once finished and retopo'd.
>>614309
Any suggestions? It's a WIP still, things I'm working to improve are the bulbousness (bring it down a bit and make it less uniform), and giving the silhouette a nicer shape.
>>614312
Cheers! I have seen that thread, it's incredible and I can't believe it was 8 years ago. Wish the guy would have shared some of his techniques though
>>
File: screenshot001.jpg (661 KB, 1920x1080)
661 KB
661 KB JPG
A opinions/suggestions on this piece before i start the painfull process of retopology?

I will add further (smaller) details on the surface once I am in Substance Painter....
>>
>>614500
Is that a shock absorber? If yes, then there should be a pivot point on the connection between the foot and leg. Is this a lower leg for something like a robot? If yes then there should be a pivot connection point on the upper part of the leg. If it is a static landing leg sort of thing then it does not need a pivot point, but does need a connection point. Remember "form follows function".
>>
>>614506
Its more like a generator, so nothing that moves or absorbs shock/weight
>>
>>614508
Interesting shape for a generator. The lower leg and foot look of it really threw me. Very nice the only thing that I could or would suggest then would be warning and informational labels for connection and caution points.
>>
>>614500
It looks like an unfocused mess of half-baked ideas. It's only "a generator" because you say so, to the audience it looks like some sort of generic scifi something (a leg or press or something).

Question 1 for any art piece: What am I supposed to feel?
If this is just some sort of concept for a prop that will be added to a larger scene, you might think the question doesn't apply but it does.
Though it's easier to think of the question for a prop as "How does this contribute to what the viewer should feel looking at this scene?"

The slanted shape seems arbitrary or without context, there are exposed wires (that's fine for stationary commercial equipment) but yet there's a compact hard cover (as if it were like for a digging machine or something).
There's nothing that says "power" or "reactor" or "electricity" on it, no high voltage stickers, no fly wheel, no lights (sensible buttons or scifi nonsense kind), no meter, it's just junk.
>>
>>614530
like said, its not textured yet, light, signs and all that stuff will follow later
>>
>>614500
I suppose it's a fusion reactor? If it's power output on the rear view coming out of it's base then these tiny cables are fucked good once this thing starts. Make them a lot thicker, like one arm thicker. Also it needs lots of cooling if it is not cold fusion reactor.
>>
File: dhy9ksem1.png (252 KB, 734x644)
252 KB
252 KB PNG
>>614535
Not that anon. While I would be a bit more subtle than >>614530 with my feedback, I have to agree that he's pretty much spot-on: your prop looks like a purposeless mess and I don't think adding a couple of high-voltage stickers or whatever would remedy that.

It just doesn't remind me of "generator", it reminds me of "slanted electric thing". My first instinct was a pressing, pneumatic machine of some sort but that clearly doesn't hold up on closer inspection. Not that all props *need* to have a purpose but you clearly made yours with the intent of holding some, yet you missed the mark by a mile.

If you're going to make a generator, why not just try putting your spin on one of these? No need to try and reinvent the wheel without looking at proper references.
>>
>>614557
To be honest, I did not modeled this with any intention in the first place and just wanted to look where this is going by experimenting with some shapes. For me this does not *need* to be a generator. The main purpose of this is to show some nice looking prob for my portfolio that displays some hardurface skilly. If it does not happen to be a generator its fine to me. in general though, I agree of course with your critique and my main intention was not clear
>>
>>614560
Is it working for this purpose or should i re model something new?
>>
>>614561
Looks fine to me.
The other anon gave you some tough love and he isn't wrong but on the other side not everything needs to have a purpose or create a emotional reaction.
Its a hard surface thingy. It shows that you can do hardsurface.
If you want to play around with hard-surface forms i would suggest to build a kitbash set you can then reuse in future projects.
>>
File: Boltzzz.jpg (209 KB, 1869x953)
209 KB
209 KB JPG
Finished, (almost)

>inb4 "you can't boxmodel in zBrush"
>>
>>614593
>Zbrush
Alright, I'll bite. How? I was under the impression that Zbrush was like sculpting with clay and such and that it was supposed to be used for organic things, but you've gotten some very hard edges. I've never used it before, though.
>>
File: cf5500b26f[1].jpg (87 KB, 938x970)
87 KB
87 KB JPG
>>614599
Theres actually a brush thats just basically box modeling features.

Just finished up this little SOB, maybe now I'll finally rig that splatoon model. Been working on it since October I mean really now.
>>
>>614602
Neat stuff, I like it.
>>
>>614599
There are a number of techniques for doing hard surface in zbrush. For example, you can use zmodeler to do actual box modeling. The topology on this gun makes it look like zmodeler.

You can also work with alphas, clipping curves, and booleans. You could get something like this gun with that technique, but you have to retopo afterward.

Finally if you are careful you can actually sculpt hard surfaces using brushes like hpolish and trimdynamic. This is useful for sci-fi combinations of curves and hard edges. Check out Michael Pavlovich's tutorials.
>>
>>614593
You can also eat soup with a fork.
>>
>>614560
You should care that it's not a generator, you should care that you failed and you should internalize that shame and use it as fuel to make yourself not be lazy.
And you were being lazy, you didn't have a proper concept from the outset so what you made was lazy unfocused trash composed of random hard surface ideas and it shows.

>you're being too harsh!
Every other forum on the internet, all your friends, your family, they're all going to give you worthless feedback.
They're going to give you false praise ("omg looks great, I could never do that!!!") or say nothing at all (either because they have no experience to make an objective analysis, or to avoid hurting your feelings) or they'll say it's bad but they don't know why (but their brain does, because it unconsciously knows what reality looks like).
>>
>>614608
Just cause you learned by getting yelled at as a kid doesnt mean everyone else did, criticism can still be helpful even when its not being rude to someone.
>>
>Enable Edged faces
>Everything looks good
>Disable Edged faces
>Everything looks naked and flat

Any way to fix this shit?
>>
File: screenshot007.png (521 KB, 1280x720)
521 KB
521 KB PNG
Hey everyone, Here's this radio I've spent a few days on. Almost time for texturing!
>>
File: screenshot008.png (484 KB, 1280x720)
484 KB
484 KB PNG
>>614617
>>
>>614608
I will restart with something new because I believe you are right. It hurts of course as I spend some time on this but its the only way to get better. Thanks for your honest feedback.
>>
>>614593
as Box Modelling goes, it has zModeler "brush"
but it's whole box modelling feature, with every box modeling tool (extrudes, bevels, creases etc.. also it has qMesh which is awesome), but what makes zModelerovery powerfull and verstile is polygrouping!! .
poligrouping is litral gamechanger imho..
also Zbrush added mesh deformers since r8, that also help box modelling workflow. now in z2018 they also added tons and tons of new deformers.
also IMM brushes (you can store any mesh as brush and use it. you are making lybrary of various shapes that way) bolts and screws for examole. and you can store them with UVs btw

if you don't care about topology, you also get live booleans, with alll sculpting tools, and they also added awesome new features now. project primitives for example, and sculptris pro.. which will also make hard surface better
here is the trailer of new features..
https://youtu.be/FZYeHlwMCCM

whoever learned zmodler, and got used to it, are big fans of it.. Zbrush is the best soft for modeling Imo!!

>>614606
yeah. preach memes
>>
>>614599


i was replying >>614655
to you..
>>
>>614403
Fusion 360 is more for accuracy
Maya is more for making it look nice
>>
File: bspvis.png (259 KB, 800x1200)
259 KB
259 KB PNG
I'm still working on my Quake 2 engine replica and I wanted to share a curiosity you can rarely see. The first image has a colored lighmap, which was probably a planned feature even in software mode but was rejected or was never finished.
>>
File: bspvis.png (129 KB, 800x600)
129 KB
129 KB PNG
106 colors
>>
File: bspvis.png (165 KB, 800x600)
165 KB
165 KB PNG
Last one. More contrast.
>>
File: unrealtest.png (2.63 MB, 1280x1361)
2.63 MB
2.63 MB PNG
Testing a new rock in Unreal (in their fairly old particle effects example file).

Top is a render out of Houdini, bottom is polyreduced, auto-UVed, auto-mapped mesh in-engine
>>
>>614674
Why do you waste your time with this ancient tech, grandpa?
Why are you even here? Fiddling with 3D engines doesn't make you a 3D artist.
And the end result is totally unspectacular and kinda boring.
>>
>>614707
Sorry you don't like it. I'm a programmer and I make programmer art.
>>
>>614674
>>614680
>>614682

Quake was godly game!! also Unreal!
these two were the only games which I loved to play with Mouse and Keyboard..
>>
>>614674
So THAT's why some games looked weirdly grainy or dark - I do not like those lightmaps most of the time, they look unnatural and weird.

>>614707
It's fun shit. People still play games like DOOM and Half Life in 2018 and they have MASSIVE communities.
>>
File: bspvis.png (170 KB, 800x600)
170 KB
170 KB PNG
>>614713
As a game Quake 2 is not so good, but the technology is amazing. I'm writing my own replica of the engine to learn the details.
>>
>>614680
>>614682
>>614719
Something about old gen artwork like this that I love muddy and unclear like an oil painting.
>>
>>614707
>t. brainlet

Go play with something shiny
>>
File: e8a897ba44[1].jpg (55 KB, 866x614)
55 KB
55 KB JPG
Playing around with Sub Designer more, aiming for a cartoony wood look.

Wasn't able to figure out how to get the grooves to warp around the indents, still looks good.
>>
I need better hardware.
10 minutes for this is sad man
>>
File: Full render one-min.png (1.52 MB, 1920x1080)
1.52 MB
1.52 MB PNG
First attempt at completely rendering a scene,but not new to the whole cg thing.

I know it is very noisy, but i was wondering if anyone had any advice for 2 things
1. The materials: I am happy how the jar,glasses, and desk look as they were done in substance painter, but the wall,which is supposed to be plaster, doesn't really "pop" it just looks flat. I have absolutely no idea what i am doing wrong with it.
2. Lighting: When people light scenes do they use like a billion lights to light it up, or hdrs, and how do they light a scene without drowning out the color with whatever the light is emitting.
>>
>>614783
1. Nothing here has acutal textures, not even the wood. Substance painter had no relevance here.
Learn how to apply textures with all their maps properly (diffuse, bump, normal, displacment, etc.)

2. Light can be done either with HDRis or traditional 3 point lighting or some other hipster ligth setup. However always make sure you have a key, fill and rim light defined. Look up those names if you those are new to you.

In the post prior to yours I used 2 HDRis to light the scene. A warmer key light HDRi (that casts the shadow) and a blue rim light HDRi. Addtionally I used a third blurred out HDRi as an independent background.
>>
>>614782
Looks neat.
>>
File: check this out.png (316 KB, 1645x900)
316 KB
316 KB PNG
>>
File: itsshitate.jpg (36 KB, 782x729)
36 KB
36 KB JPG
FML, First go texturing in substance after tutorials etc. It's shit. Not sure i can get the low poly style i wanted, fk.
>>
>>614828

I don't know if it's just the angle the picture is taken from but it looks like the legs are too short and the arms are too long.
>>
>>614828
ur gonna have to hand paint
>>
File: 2018-03-31_13-59-58.png (842 KB, 2338x1015)
842 KB
842 KB PNG
I think I finally got the deformation on the shoulder to look good, but second opinions would be great since I may have developed a tunnel vision.
I got to that pose by moving IK, and then rotating the clavicle bone to make the whole joint less twisted and more natural. I never animated, but I assume that's how you would get to that pose. I've got a separate bone for breasts so don't worry about the breast not going up.
The model is >>613699 if you would like to see the natural pose, since my screens did not capture it.
Thanks for feedback.
>>
>>614839
Hand-painting the boner must feel awkward.
>>
>>614828

Dude...
>>
>>614828
Arms are too long
Legs are too short
Neck is too wide

needs to be hand painted
>>
File: HighresScreenshot00003-.png (3.31 MB, 2291x1533)
3.31 MB
3.31 MB PNG
Here’s an early block-out of a little scene I’m currently working on.
The bike and sign are old assets I’m repurposing.
>>
File: lego_attack2.jpg (2.02 MB, 1600x1000)
2.02 MB
2.02 MB JPG
>>614782
some test on render optimization, since the last one was horrible.
Though the scene is more complex now, only 2 minutes this time – Much better.
>>
>>614935
Looking good, make sure to use an HDRI sky if you do not already and add depth of field later on.
>>
Finished! What do you all think?
>>
File: screenshot004.jpg (206 KB, 1920x1080)
206 KB
206 KB JPG
>>614942
Forgot the image
>>
>>614935
What a nice composition, cant wait to see how this comes out
>>
>>614944
Great model, well made to use as a game asset I can imagine. Where made?
Make sure to spice things up a bit in regards to presentation if you want to show them off somewhere or include in portfolios.
>>
File: screenshot006.jpg (315 KB, 1920x1080)
315 KB
315 KB JPG
>>614947
Thanks! This was modeled primarily in Maya, baked in Knald, and textured using NDO for some of the more complex normals, and painter for everything else. And yeah, I'm looking up lighting and presentation techniques because just lighting stuff with an HDRI doesn't always give me the best results.
>>
File: fox_walkcycle.webm (2.08 MB, 1280x720)
2.08 MB
2.08 MB WEBM
my very first animation
>>
File: end_me.png (285 KB, 788x675)
285 KB
285 KB PNG
>>614396
Adding or removing the correct volume of material feels tricky. The anatomy sucks regardless.
>>
>>614954
foront legs move soooo worong
you should not copy human walk cycle for animals.
>>
>>614954
If you want to demo an animation, you shouldn't be spinning the subject around. >>614980 is right though, I don't even think their front legs can physically bend like that without breaking, you need to look up some references
>>
>>614954
>>614980

PS: still looks cool as forst animation, and also model looks cool ) don't take this >>614980 as roasting, its CC.

>>614963
I'd suggest to just start over. new one will lool much improved,
also I'd suggest to sculpt some shapes, before you start sculpting full models.
>>
>>614983
I'm ashamed to say I did start over.
What do you mean by sculpting shapes? Individual muscles?
>>
>>614963
https://mega.nz/#F!0BpDEaRQ!Aid2q6uuDC0NBanxP0V6sA!VQQzARhT

Anon, download this book and whenever you want to sculpt a specific part of the body, just reference the section that covers it. Since you're new, just reference it for every part you sculpt. Focus on getting the shapes right and your collection of muscles will make the whole body come together.

Also maybe some people will disagree but your subdivision level looks way too low, either that or this shadow pass is really crappy and weird. If this is just for practicing anatomy though, feel free to subdivide it more, it's not as if it'll be exported to anything else anyway.
>>
File: Untitled-1@0,33x.png (1.78 MB, 1386x990)
1.78 MB
1.78 MB PNG
Here's the inspiration for a character I'm designing will update with concept art when done.
>>
>>615017
Have you ever played monster hunter
>>
>>615025
nope
>>
>>614935
Looks good.
>>
>>614983
thanks, but the legs do move like this in real life i believe:

https://www.youtube.com/watch?v=jKy7A-aNm18

right? or am I missing something? I could be wrong though, I don´t have an eye for these things yet...
>>
File: breadRender.jpg (268 KB, 2048x957)
268 KB
268 KB JPG
took a long while to render this
>>
>>615039
Commercial tier
but why is the board wet in that one spot?
Did you make your own materials?
>>
>>615039
Nice Stock photo
>>
>>614990
Sculpt bone after bone, then muscle after muscle, then sculpt bones together to make a limb, then the muscles, etc., and you build your thing up like this. It will take longer but it will be better in the end.
>>
>>614994
>>615054
Thanks for the advice anons.
>>
>>615041
Right click > Google Image

Its a stock photo.
>>
How do I make ZBrush subtools deform together like they are glued in place and so on.

Like if the head and the body were two different subtools but the verticies at the neck area were glued together and didnt move apart.
>>
File: keyblade.png (75 KB, 920x816)
75 KB
75 KB PNG
I'm learning 3D(on blender) by doing simple things. I have found this way easier for modeling because then I can just search how I'd do something instead of watching a tutorial that teaches too many thing that I can easily forget by not using them every time.
For texture and whatnot, I'll probably watch some tutorial because that shit seems confuse as fuck for me.
>>
>>615041
Remember anons. This is a type of people who gives you advice ITT.
>>
>>615081
You're doing exactly as it is meant to be done. Tutorials are only to show you how to use basic tools, then you proceed to train using them, when you see you lack understanding of something or if you don't know how to do something exact that you need you just google it at learn this way one tool/command at a time. Three hours tutorials that show you every single button are bullshit.
>>
File: bspvis.png (133 KB, 800x600)
133 KB
133 KB PNG
I've checked the brightness and contrast on a GIMP histgram and made some adjustments. It really makes a lot of difference compared to just eyeballing it.
>>
>>615061
Yeah, don't do this: >>615054. It's the equivalent of building a house by learning how to fabricate every core component like wood planks and nails first. It works but it's completely unnecessary, just use one of the dozens of base meshes available online or in sculpting programs.
>>
>>615084
04/01/18
>>
>>613949
your proportions are very bad, even if stylized, I would have made the head smaller, the arms bigger and thicker (look at those tiny deltoids), and he has a woman's waist make it wider. remember to check your silhouette. And he's wearing a diaper?
>>
File: cloths redasign_resize.jpg (156 KB, 1377x630)
156 KB
156 KB JPG
Not 3D per-say, just a costume redesign.
>>
>>614870
what the fuck is that shoulder
>>
File: Untitled-1.jpg (246 KB, 1085x953)
246 KB
246 KB JPG
>>
File: Capturar.jpg (117 KB, 1562x965)
117 KB
117 KB JPG
My first try at zbrush after finally getting over the UI
>>
>>614963
The only way to learn anatomy is to sculpt every bone, and every muscle.

Or draw them.

Or paint them.

You can't cheat.
>>
>>614963
You also don't understand the fundamentals.

To learn the fundamental of sculpture; take a cube. Sculpt it into a sphere.

Take that sphere. Sculpt it into a cube. That that cube. Sculpt it into a cylinder.

Look at faces, break them down into spheres, cylinders, and cubes.

Break everything down into its most simplistic geometric shapes. Once you have an eye for that, tackle anatomy.

Sculpt every bone. Every muscle.

There is no cheating. Pro tip: learn how to draw.
>>
File: HighresScreenshot00010.png (3.83 MB, 2373x1557)
3.83 MB
3.83 MB PNG
>>614935
Day 2: Today I’ve slightly fucked around with some proportions and replaced placeholder boxes with some less boxy geometry.
Any suggestions before I start blocking out the other buildings?
>>
File: Screenshot (1).png (391 KB, 1920x1080)
391 KB
391 KB PNG
Making my first 3d model for a project. I intend to 3d print it but I'm hitting a snag, when I apply the solidify modifier I thought it would create a scaled-up version of the mesh that would fit over the original-
>>
File: Screenshot (2).png (393 KB, 1920x1080)
393 KB
393 KB PNG
>>615166
-but now all the surfaces are clipping together. What should I do to fix it?
>>
>>615162

Ohh looking nice, I made something similar recently.

Make sure everything is in proper scale (make shure buildings are actually tall and not some miniature), you'll get a lot of problems if the scene is too small, like weird DOF and lighting
>>
File: 1520787060866.gif (1.54 MB, 230x230)
1.54 MB
1.54 MB GIF
>>615117
>that ass
>>
>>615117
Mate ya gotta move on.

It's been months.
>>
>>615054
Wrong.


Learn the general shapes of each body part. The torso, hips, lower pelvis, upper legs, knees, lower legs, feet, hands, forearms, upper arms, and neck. Head should be it’s own division of focus.

Once you learn the general shapes learn the underlying anatomy as you go, memorize what all four sides of the body part looks like and only then do you memorize the muscles and bone.

You will learn faster this way. Simple shapes to complex. Not the other way around.
>>
>>615078
Merge sub tools, make a copy of the merge, turn on dynamesh

Now they are merged.

Now with the merged sub tool selected, make sure all other sub tools are hidden except for the original un merged mesh. So you should have two of the same object overlayed. Go to project, hit project all. Done.
>>
>>615117
Holy shit dude add some oomph to that ass her legs are meatier than her butt cheeks
>>
File: a.png (349 KB, 1834x604)
349 KB
349 KB PNG
>>615179
This seems like the most level-headed advice.
I do set up simple shapes at the start but I tend to lose those when I flesh out the model.
>>
File: keyblade.png (122 KB, 1292x564)
122 KB
122 KB PNG
>>615081
Now it's looking better. But I can do better if I redo the whole design, I can see now that I could do a better job by applying bolean on the coners of the handler, for example. But wow, I learned more doing this that any tutorial I have watched on modeling.
But now I have to watch some tutorial on texture to know how I would apply it.
>>
File: keyblade.png (106 KB, 960x540)
106 KB
106 KB PNG
>>615197
And now I can just focus on modeling and texturing, since I got the basics down doing just a simple thing. Things are getting better now.
>>
File: lcmodel.png (528 KB, 1653x719)
528 KB
528 KB PNG
Hey, uh this is my first sculpt, just using it to learn zbrush. I've never really worked with 3d before. kinda stumped on how to go about clothing.
>>
>>615178
This. She doesn't even look like a rat anymore.
>>
>>615260
Looks like you didn't. I see fucked up shading on the edges. Show topology.
>>
>>615196
Oh boy. Please, PLEASE, register on CGpeers and download some good character sculpting courses. Even CGcookie's one is fine. Or at least follow tutorials on YT. It seems like you are doing this without any help. But it also looks like you haven't mastered the program itself yet.
>>
File: Capture.png (171 KB, 1261x709)
171 KB
171 KB PNG
Made this over the weekend, now i'm trying to get substance painter so i can have some fun dirtying it up.
>>
>>615126
please tell me more
>>
>>615302
What the hell is this thing? It looks like what a shovel could be if you were to extend it's metal part, removing the handle. With two fucking short swords taped to it.
>>
File: STEP 01.jpg (32 KB, 760x697)
32 KB
32 KB JPG
>>613564
Big mouth strikes again.
>>
File: latest?cb=20161204063852.jpg (257 KB, 1920x1080)
257 KB
257 KB JPG
>>615314
call the sword retarded all you like, i didn't design it, i just like it
btw this was the only reference i had in maya apart from videos of the boss on youtube so i probably butchered the vertical proportions somewhere, the game's called furi
>>
>>615293
>It seems like you are doing this without any help
I have you, google image search, and 2 pdfs. And I've been at this for a handful of hours total so I'm not exactly in-depth on zbrush either.
Any specific tutorials you could recommend?
>>
File: body.jpg (34 KB, 265x406)
34 KB
34 KB JPG
Trying out a low poly cartoon character. Still trying to figure out the head.
>>
>>615128
Looks afeminate from afar but cool, the interesting skin tones, the realistic, but not perfect anatomy, all looks really well.
>>
>>615117
Would bury my face in that ass in suck in all the farts.

Nudes when?
>>
File: Lego Me posed resized.png (565 KB, 500x750)
565 KB
565 KB PNG
>>614940
>>614782
You inspired me to try and make my own Lego thing. Ended up making myself as a lego guy.

Loving how nice your DoF looks!
>>
>>614940
Is that a real table? The texture looks incredibly real, it has to be. If not, how did you do it?
>>
>>615352
Neat character! very 80'ish

>>615361
Well, I used photo-textures ofcourse.

Its a simple diffuse, normal, specularity/roughness and AO map setup.
On top of it is an alpha texture with smudges and dirt that I hooked up as a displacement.

You usually dont use a displacement for that, but it looked neat that close up, so whatever.

Rest is simple DoF in Blender, with a focus on the guys head. Add some motion blur with simple A to B location keyframes and add a volumentric dust layer in PS.
>>
>>615270
>kinda stumped on how to go about clothing.
Look into Marvelous Designer. You can learn it within a weekend and it can yield great results if used right.

>>615270
>I've never really worked with 3d before
If you want to get into it, I suggest you learn about UVs and retopologizing early on, because anyone can sculpt great models these days. It'll come naturally to you along the way, therefore focus on the 2nd half that is less fun, where you retopo and texture your work. The real deal is how your finished model is composed.
>>
>>615368
Well, it looks fantastic. Please screenshot the shader setup if you can. Btw, where did you get those textures?
>>
>>615178
>Ibram Gaunt
This. I saw this well over 8 months ago. How can you work on something for so god damn long?
>>
>>615377
ignore the first part
>>
>>615368
How do you plug AO into Principle BSDF node?
>>
File: texture.png (1.09 MB, 1920x1027)
1.09 MB
1.09 MB PNG
>>615368
>>615376
>>615380
Sure, looks like I actually used an AO map here, and abused it as a bump that is beeing feeded into the bump node. I've been doing to many texture tests the past days... But that works just as well. Its just a matter of Black and White Values anyway

Rgh (Roughness) - control specualrity in this case
Dif (Diffuse)
AO (Ambient Occlusion)
Ovl (Overlay, Smudge, Dirt etc. Usuall a B/W map)

That PBR Node is a huge cluster of sub-nodes I built a long time ago to achive Photorealistic results. I don't use the principled. I know, I still havent fixed the name... its dielectric isn't it?

Hope that helps.
>>
File: hdri.png (843 KB, 1917x1027)
843 KB
843 KB PNG
>>615387
What is a lot more interesting and makes the scene look that stunning is actually the Light setup. Good Light is everything!

That node-setup is a straight copy from one of glebs tutorials. Haven't used anything else ever since. You can control Key and Rim light with two seperate HDRIs and even set the colors individually.

In the end you slap a thrid blurry HDRI into the background node and you got a disconnected background that you can manipulate without touching the light setup.
>>
>>615387
Ah yea, and I bought the materials in a huge PBR ready texture bundle on gumroad.
You really cannot afford to go cheap with textures, and light. The HDRI have some ridiculous resolution, and the textures are 4k. That is why they look that crisp close up.
>>
>>615387
this is what i would do
>>
>>615387
I don't suppose you got the PBR Dielectric node from Blenderguru? I've been using that and the PBR Metal node group almost exclusively since I found them, gives great results
>>
>>615128
arms are too short
>>
>>615128
going for the androgyneous look

i like that
>>
>>615394
Something else is too short as well.
>>
File: keyblade.png (70 KB, 843x567)
70 KB
70 KB PNG
>>615292
Here. As you can see, there is a fuckton of things wrong here. What I mean in that posts is that I have the basics(how to model and uv unwrapping/texture a model) and that I can just now train them, not that I'm good at those things. I have learned many things by modeling this(the first thing I have modelled) and can already see what I can do to get better at them(bolean to do better rounded corners, for example).
>>
File: Final_Reworked.png (2.05 MB, 1578x886)
2.05 MB
2.05 MB PNG
any C+C? Maya/MarvelousD/Vray
>>
File: fold.png (162 KB, 289x280)
162 KB
162 KB PNG
>>615442
>>
>>615349
Been working extra shifts last couple of weeks on top of holiday "family fun time". It be faster if I keep working on this character then start another.
>>
File: newlev.png (1.74 MB, 1600x801)
1.74 MB
1.74 MB PNG
Extremely rough look test in UE4. Terrain and rock made in Houdini. The ground texture is a super basic 2 material layer based on a map (flat areas vs boulder-y parts), will set up a proper layered material for painting tomorrow.
>>
There are many things wrong with this like the headlights, the car paint and how the shadows are too dark. Anything I've missed?
>>
>>615505
Yeah, you missed the part where you don't point out what you think are the flaws of your own work to other people.

...

Oh, mb mb looks like you didn't model that :^)))
>>
File: 1522765131481.jpg (78 KB, 838x569)
78 KB
78 KB JPG
>>615505
She may be flawed, but she is still happy. Like forced-smile kind of happy.
>>
File: high.png (308 KB, 1474x990)
308 KB
308 KB PNG
oh look, another gun.

Making it for this creepy mansion-wandering game I'm doing on Unreal 4 where you have to dodge/defend against mannequins that roam around and seek the player out whilst completing puzzles.
>>
>>615495
Why would you post here If you don't take any criticism?
>>
>>615495
The alien-looking terrain looks fine, but oooh boi, is that a one big ass turd on the left.
>>
File: nigger_hair_how.png (876 KB, 1080x1920)
876 KB
876 KB PNG
What a good approach for doing nigger hair?
>>
File: kosmos_wip_02.jpg (940 KB, 2775x2048)
940 KB
940 KB JPG
Worked a bit more on this. Added the upper part of the leotard, added geometry to her shoulder pads, holster and leg pack things, various symmetrical bits and bobs around her body and the spine segments on her back. The zipper is from a zBrush brush but it's denser than the entire body combined so I'll be looking for an alternative in the future.

Next is probably the bits on her leg, her collar and headgear, or hair. I have no idea how I'm gonna tackle these weird grill/exhaust vent things on various parts of her gear though, the back on the reference looks like an undecipherable mess to me still.
>>
>>615525
not that anon, but some people motivate themselves by just posting wip. I know I do.
>>
>>615518
I'm pretty sure exactly what you described had already been made
>>
>>615546
This, I remember seeing at least a couple of games like that.
>>
>>615393
Yes! Totally right! I knew it must have been from a video but I couldn't recall which. I always felt it yields much better results than the new principled one. Were you able to achive good results?

You guys have any tips on the eyes? I always loose sooo much time on them.
>>
File: ScifiGenerator02.jpg (623 KB, 1086x1971)
623 KB
623 KB JPG
Scifi generator guy here again.
Here is another try. I hope this time it does not look like a lazy mess. C&C welcome.
>>
>>615555
we'll know if its a mess once you show the wire. Otherwise awesome! Slap some decals on it and render it out.
>>
File: Crop.jpg (37 KB, 697x351)
37 KB
37 KB JPG
>>615554
Yeah, I'm pretty satisfied, I think I got good results. I downloaded 2.79a specifically to try out the principled shader and was disappointed by it as well - I went straight back to the PBR shader.
>>
>>615556
I will once I have done the retopo : )
>>
>>615558
zbrush or hard ops? what was used?
>>
>>615558
Why do you have to retopo something like this anyway?
>>
>>615560
>>615558
Ha, forget it, I recognize that switch! Its hardops.
Recently bought it too, haven't done anything great with it yet however.
I fail to use it ony anything non-boxy...
>>
>>615560
>hardops
Maya actually....
>>
>>615554
Next thing I need to get is a hairbrush and a workflow for clothing.
>>
>>615535
just do regular hair, the women all flatten it or wear wigs anyway
>>
>>615518
Texture it. TEXTURE IT.

REEEEEEEEEEEEEE
>>
>>615535
just make one huge sphere and call it an afro
>>
>>614014
>>614024
>>614028
>Its shit on purpose
Oh fuck off, fix that shit.

And while some people have one additional well defined tendinous abdominal muscle intersection you need to know how it looks and where its placed for it to not look fucking retarded
And man, that back and neck anatomy isnt much better
>>
>>615555
Looks pretty good now, maybe a little cluttered. The only thing I don't like are the weird capsule-shaped exhaust vents on the sides. It's just a niggle but I don't think it goes with the square-ish motif of the rest of the generator.
>>
File: bspvis.png (121 KB, 800x600)
121 KB
121 KB PNG
I'm experimening with a lightmap/texture mixing formulas. I can't use the correct gamma/exposure one because I want the calculatio to be integer only. But I think I've found a good approximation.
>>
>>615644
why you need lightmaps if you can use lamps?
>>
>>615645
Because that's a screenshot of a re-write of the Quake 2 software engine I'm making.
>>
File: bloodyfeature.jpg (14 KB, 230x119)
14 KB
14 KB JPG
I tried asking in questions thread but no one answered. How do I disable this thing so that it always stays at 0 whenever I launch Zbrush?
>>
File: Drawings.png (1.13 MB, 1366x1396)
1.13 MB
1.13 MB PNG
>>615196
I would suggest getting into drawing maybe? It kinda helps you with your 3d visualization. I'm no expert but it's working for me.
>>
File: ca9aaa0fd0[1].jpg (80 KB, 1388x792)
80 KB
80 KB JPG
Soo.... how do I begin to give definition to a model? I can lay out the main shapes but I'm not really sure what brushes to use to get the finished look.
>>
File: bspvis.png (147 KB, 800x600)
147 KB
147 KB PNG
Just tried it on an actual Quake 2 level. Colored lightmaps in software mode.
>>
File: main tools.jpg (90 KB, 913x891)
90 KB
90 KB JPG
>>615687
I mainly use move topologic, inflate, standard (most for painting), flatten, pinch and Zmodeler.
Now in version 2018 snake hook and snake sphere are worth using thanks to sculptris pro mode, who actually tesselate areas of the model accordingly.
Don´t forget to use Dynamesh to finish your sculpt, and zremesher to optmize it. I strongly recommend zremeshing a copy of your finished sculpt, so you can uvw map it with UV master and then rise its detail level to do a project from the sculpted version to not lose any details.
>>
File: screenshot000.jpg (174 KB, 951x813)
174 KB
174 KB JPG
Wireframe
>>
File: bullshitworld.png (199 KB, 1456x621)
199 KB
199 KB PNG
>>615370
Thanks for the advice! I'll look into picking up marvelous.
>>615270
Progress so far. Working my way around making textures for the first time. I keep being dissatisfied, and remaking textures altogether. We'll see how things come along.
>>
>>615700
neat
>>
File: Venus.jpg (20 KB, 220x349)
20 KB
20 KB JPG
>>615270
>>615701
Honestly, the work is okay, but the subject is pretty nasty. I genuinely thought you were exaggerating proportions to get a feel for the tool and were trying to make something like this.
>>
>>615704
That was the original plan but then garbage kicked in. Meh, its just for practice anyway
>>
>>615680
Ayy man you got lots to learn
That clavicle and that sternocleidomastoid are the biggest offenders here
its got sternum in the name since its where it connects, not to the edges of the clavicles
also you should look up where the biceps exactly connects under the arm, you lost some important muscle groups there and merged them into the biceps
pecs lift with arms, so less mass at bottom and more on sides in that pose, ironically you actually put that in place in the drawings but not in the model
but keep up the studies man, best way to improve
>>
File: Lewdmorphs.png (177 KB, 319x518)
177 KB
177 KB PNG
Working on some lewd body morphs, Need to lock down characters next.
>>
File: gg.jpg (98 KB, 692x781)
98 KB
98 KB JPG
Here is my Bug Queen Head
>>
>>615738
I like it. I think she would look better with antennae, and bee like hair around the neck, kinda like fur.
>>
>>615732
>Levd
Makes her 140 kilos, that's not "lewd" that's just bloated..

The left one looks cool tho )
>>
>>615690
Why not 32-bit colors?
>>
>>615738
1: true bugs do not have queens only eusocial insects like ants and bees do.
2: this looks nothing like a bug. I know because I have seen a lot of bugs before. Pic for reference
>>
>>615761
Because software rendering in Quake/Quake 2 is 8-bit.
>>
>>613845
it's funny, leave him alone.
>>
>>615761
I could easily make it hi/true color but then it would be exactly the same as OpenGL and I have nostalgia for paletted graphics.
There are also a couple Quake specific issues called "overbright" and "fullbright" which are hard to implement without a palette and are necessary to get that distinctive look.
>>
>>615732
You made the base model?
>>
>>615720
Yeah I see that now you're right, thanks for the advice.
>>
>>615775
I'm familiar with fullbright from Source/Hammer, but what's overbright?
>>
File: teeth.png (351 KB, 1600x881)
351 KB
351 KB PNG
>>
File: husker.png (136 KB, 2100x739)
136 KB
136 KB PNG
I was inspired by some other dude's art I found and am making this husky character! Body is next once I tweak some more of the head.
>>
>>615818
Good job I hope its not for some creepy vr vore fetish
>>
File: 6.png (674 KB, 1920x1080)
674 KB
674 KB PNG
Started this last night. Started from a sphere primitive. I plan on working on it an hour a day. It'll probably be done in a month from now then. Heh.
>>
>>615352
He looks too perfect. Add some displacement maps with scratches on them.
>>
>>615818
Are they separate teeth or a part of gum?
>>
>>615810
Suppose the specific textel value is 0.5 and its corresponding lightmap value is also 0.5
If you straight multiply the the two colors you get 0.25, which is darker than you would expect.
So Carmack (possibly) cheated and modified the palette/light table to be 2x brighter and let half of it go into saturation.
Modern engines and renderers apply gamma correction and an exposure function instead but at the time that was too expensive.
>>
>>615700
>no bevels
>no bump map
>all egdes still look smooth and soft in the screenshot
>>615555
What magic is this?
>>
>>615832
part of gum. it's one mesh. started with a plane.
>>
File: хехе.jpg (659 KB, 1950x1080)
659 KB
659 KB JPG
Hey there, I'm not really a character artist, but I though getting familiar with some organic stuff or anatomy wouldn't hurt.
I made this skull, and I was wondering if there anything too off about it? I noticed that some skull shapes differ wildly from person to person, especially on the bottom of it. One area I had many problems with is the zygomatic bone and arch, and I still can't quite understand the shape of it.
>>
File: Somegayinedgewear.png (222 KB, 442x760)
222 KB
222 KB PNG
the composition leads to his crotch, i didn't mean for this to happen but it did and now you have see it too
>>
File: Render1.png (833 KB, 1201x686)
833 KB
833 KB PNG
Should be doing animation or vfx for my studies but ended up spending all afternoon playing with substance, with 5 uv tiles at 4k this project is at 2.5 gigs and i just finished the first tile, i'll have to bake textures for each tile i finish and use those to keep working if i don't wanna wait 10 mins everytime i wanna apply anything
>>
>>615819
Love it, just make it less furshitty and a real dog and its gold
>>
>>615854
Is that a sword or is it a fancy bathroom?
>>
>>615857
it's the same >>615323 sword
>>
>>615860
It's the material/texture that makes ir look like a bathroom.
>>
File: maxresdefault.jpg (166 KB, 1920x1080)
166 KB
166 KB JPG
>>615854
Mate, not gonna lie to you, it looks like amateurish crap now. Looking at the original reference, you've clearly got the materials wrong, the blade itself seems made from a polished material and the hilt is likely made from a smooth opaque material like iron or something.

Why did you make both out of stone? You've also gone all out on the noise and imperfections, to the point where it just looks messy and ugly, but I'm guessing you just used smart materials and tweaked some attributes... bad move, by the way. Also, I clearly see stretching on some of those horizontal lines you've added (why did you even add them anyway?). I guess you kinda got the grip right, but it looks borderline unnatural for a hilt with how shiny it is. Where's your AO pass? Every part of the blade looks disconnected from one another because of that. You need AO in your nooks and crannies, it's the first map you should bake on softwares like this, even before you start adding layers and painting. Everything looks unnatural without it.

I'm sorry to say that, to me, the untextured version with just a bunch of flat colors actually looked better than this mess you have right now. Like something out of an arcsys 3D fighter, just a bit unfinished, but still visually appealing and closer to the original reference. I recommend you take it back to the drawing board, re-do the UVs, bake all your maps beforehand, and try to match the reference more closely. Remember: less is more in this case.
>>
>>615862
You really shouldn't give advice to others. You pointed out 100 questionable things except the one that's really wrong, which is the scale of the materials/textures.
>>
>>615864
Not that anon, but I think that's one of the things that's so obviously wrong it doesn't need to be pointed out - but somehow not pointing it out invalidates all the other things he mentioned?
>>
>>615867
Whatever >>615862 are all personal prefernces, of which the guy who made the bathroom sword may or may not care about.
>>
>>615870
Anon, if every critique could just be brushed aside as "personal preferences", lemme tell ya, we'd all have steady paying jobs doing this shit right now.
>>
>>615872
Texture size -> objective
Whatever >>615862 said -> subjective
You: remember not to give advice to others either.
>>
>>615850
What exactly us going on with that neck?
>>
File: nigirl.png (515 KB, 2700x960)
515 KB
515 KB PNG
>>
File: a9b5bc7f76[1].png (148 KB, 1550x832)
148 KB
148 KB PNG
My goal was to try and rig and animate my first bipedal character ever but I got distracted and I want to make scenery as well.
>>
hi /3/
I need a sword that looks like it came from 2005 and I need it in 4k Ill pay 2 grand up front
>>
>>615854
If you're a student you should get substance painter for free. Its a little daunting at first but is pretty easy after a few tutorials.
>>
>>615883
Not that anon, but thanks. Just downloading it, thanks again.
>>
>>615878
What are you making this for?
>>
>>615882
Just what. You need 256x256 muddy textures with jagged outline model morrowind style or you need a 4K pbr game ready asset?
>>
File: Capture.jpg (40 KB, 687x785)
40 KB
40 KB JPG
>>615687
I'm in the same boat as you man. I've been watching too much anime so I know basic form but I can't wrap my head around detailing.
>>
File: quad legged bot.jpg (147 KB, 1372x798)
147 KB
147 KB JPG
>>615827
>a month
Dude, you can sculpt her in a Davinci pose, map, paint, export to an animation software to rig and pose her WAY before this.
>>
File: gg.jpg (124 KB, 1242x544)
124 KB
124 KB JPG
>>615770
She sort of has that, Its in her mouth. But I'm still working out the concept inside her mouth.
>>615745
Strangely, she does have antennae(its her eyebrows( but I'm I'm still working out some things since I'm doing everything on the fly)

But I understand she doesn't look like a Bug exactly. its just a fun concept model.
Like, for example, I have my Bug have breasts and A belly Button. Obviously, bugs dont have this. Its just small things I'd just wanna try out.

Ignore the very Crude hair atm. I just been playing with different hair types.
>>
>>615890
Just having fun.
>>
File: Thing1.jpg (369 KB, 2558x1412)
369 KB
369 KB JPG
Eh, this is starting to come together. I can't decide if I like the over emphasized look of the fog yet.
>>
File: bulge.png (8 KB, 213x334)
8 KB
8 KB PNG
>>615850
There is only one way you can salvage this.
>>
>>615862
maybe it was too unfinished to post but i'll give you that it's amateurish and it'll probably be up until the end, it's the first time i'm using substance painter and i don't know much about good practices, however a couple of points: i do have baked ambient occlusion along with other maps, and the only part i "finished" for that pic was the blade and the black part with the normal/height map out the ass, the rest is all generic steel/iron materials. Also there's no stretching on the lines, those are scratches made with a generator and i didn't even scale them, however they seem as if they had bad resolution, i'll have to lower their opacity to make it less noticeable.
Or more probably i'll go back to the drawing board but not redo the UVs as they're fine although i still used triplanar mapping for everything, i'll just try to make it look more like real metals, a lot more polished and less scratched/dirty, but i can't copy the original as it looks like a couple of lamberts with basic reflections and normals https://youtu.be/pJw7JVgQrf8?t=69
also the maps i bake have a number of artifacts due to the model being different meshes so i'll probably ditch the substance made AO and do it in vray where i wanted to render all along, the pic i posted was in substance's iray
>>615861
i now get that those two scratches made it look like tiles, it's just in that area but i'll have to look out for that if i'll keep those, thanks
>>615883
that's what i'm using but it's the cracked 2.4 version, i learned surfacing just using procedural stuff in vray and painting in mudbox so it's real exciting for me to be able to go balls deep in procedural in a painting software
>>
File: Mannequinhall.png (3.12 MB, 2568x1408)
3.12 MB
3.12 MB PNG
>>615546
>>615551
Obviously nothing new under the sun in mine. Can you list the ones you've played though? Would be interesting to research them a bit.

I'm just doing this one as a spare-time / learn unreal 4 thing.
>>
>>615960
When I said "stretching" I realized I was wrong, there is no stretching that I can see, it just seems like your texel density goes down the further along the blade you go, which is why the lines with depth information closer to the hilt look sharp and defined, while the one closer to the camera looks kinda blurry.

As far as AO is concerned, I don't think you understand: I get that maybe the textures you applied with the generators have AO in them, the problem is that the in-between bits where your pieces connect together have no AO, they blend into each other perfectly. I think you're having this issue, might be worth it to take a look:

https://forum.allegorithmic.com/index.php?topic=19051.0

As far as trying to make it more realistic, that's your choice. I think the blade in Furi looks really good and clean but it's up to you. As far as detailing the edges though, I would urge you to keep it simple, even the mother of all big rough swords has a few clean-looking elements to it. But again, up to you.

The textures are the one thing I don't have a problem with, I don't see any artifacts or anything, as you'd expect out of a bunch of procedural generators.
>>
>>614705
That looks great, nice work.
>>
>>615925
Too cinematic, make sure to work on it without filters and effects first.
>>
>>615968
Hey actually i changed my mind it looks perfect good luck on your career in 3D you have an eye for it!
>>
>>615968
nice, thanks for the AO tip man
>>
>>615981
I promise I'm not trying to be a jackass, but I'm not sure I understand what you mean by too cinematic. Could you elaborate? So far in the way of filters and effects there isn't any post processing going on besides SSAO and the volumetric fog.
>>
>>615986
Sure no worries!

So it must be the sun then because you are working on it at sunset. I'd probably lay things out with a general daylight setting to make sure its all good and then switch it over to sunset after. Its just usually good to work with normal lighting as base. The final output here is a mostly orange tint and that can change how you perceive the scene without even knowing it.
>>
>>615897
The fact you left a giang hole for nipples, and it's as big as the holes for legs worries me.
I like it so far. We don't have enough monster girls that are more monster, than girls.

>>615954
I recognize that bulge.
>>
File: gg.jpg (39 KB, 485x517)
39 KB
39 KB JPG
>>616025
Yea, I dont think I want actual nipples but I still want something to replace that. Maybe some strange stuff. Also if you like the Bug lady when shes fully done, I'll have her Open to the public for others to change/Edit ect.
For the legs, I'm going to add 6 legs and 4 arms. But I'll be sculpting it on its own layers.

Thank you for being interested in the character so far tho.

here is her back concept.
>>
File: gg.jpg (35 KB, 602x546)
35 KB
35 KB JPG
>>616034
An update to her legs.
>>
File: ASDF.jpg (165 KB, 968x968)
165 KB
165 KB JPG
After a bunch of weeks o total inactivity, I finally freed up some time to start preparing the environment for the final phase.

I'll be setting UV maps, decal maps, lightmaps, bevels, custom normals, custom normal projections, placing materials, placing decal planes...

I hope to get this finished this weekend, so after that it'll be just materials and lightning
>>
File: ASDF.jpg (107 KB, 1067x935)
107 KB
107 KB JPG
>>616058
another view
>>
File: armTest.jpg (197 KB, 1360x768)
197 KB
197 KB JPG
Hay guy, I got an almost perfect, IK/FK switching, multiple joint bicep and forearm twist Arm rig done. Were can I upload it so you can try it out.

There seems to be a little weirdness in the IK wrist rotate compared to the FK.

This took me 2 months scene there was no complete guide or that they had flipping problems ect..

Also got that How to rig it right book. Thumb through it. its ok. good to keep the mind fresh on the bus or on break.
>>
>>616059
Looks pretty rad. Reminds me of Pokemon Stadium on SSBM/SSBB
>>
>>616062
https://www.dropbox.com/s/jhd5025qngteau1/arm_test.mb?dl=0
>>
File: test_model.png (189 KB, 1248x700)
189 KB
189 KB PNG
Made this anthropomorphic lion in Maya 2018 this week. It's low-poly as I'm trying to learn the software and how to make this model:

-Lions are my favorite animals and I wanted to see what would happen if you'd combine the human body and lion.
-I'm still working on creating the "right" anatomy for a lion/human hybrid. Any suggestions?
>>
>>616071
Legs (not feet) look a bit squared off and the mouth isn't quite as square as I remember a lion's being but it's a solid start. I'm sure you know the hands aren't super good but making hands is an art in itself so it's fine.
>>
>>616062
crap, the IK elbow wont bend the bind elbow past 90degrees
>>
File: Ikumi.png (1.03 MB, 2160x1920)
1.03 MB
1.03 MB PNG
Opinions?
There's still a lot to do. Quite new to this, still need to learn proper texturing and materials, managed to do just that much after about half of Daniel Kreuter's character modeling tutorial. Looking to expand on it.
Inb4 anime fag gtfo
>>
>>616034
>Maybe some strange stuff
mouth with spiky teeth would be freaky.

>>616083
I like her, nice meat lady.
I think the clavicle area needs more work.
Cleavage at the top looks like it was sculpted in sternum, rather than having too fatty blows being pressed against each other.
The chin is too pointy for me, but I guess you just stared developing your own style.
I would also add really small lower eyelashes.

If you got those results by following Daniel Kreuter's tutorial, then I can say you got better results than me when I tried to model anime-ish character, before I messed it up really badly beyond undo function, rage quit, and moved to sculpting.
>>
>>616089
aye, she got that spooky mouth already, I for whatever reason, gave her toung a mouth. with teeth in that too.
>>
>>616083
also to add to >>616089
if you dig enough you may find the character sheet http://img.kan300.com/userup/1503/191519414434.jpg in better resolution. All I could find was this nude edit: http://blog-imgs-97.fc2.com/n/a/o/nao73mt/201704251722103f8.jpg

>>616092
So she can give a head, while already giving a head. I guess that works as her proboscis.
>>
>>616089
>>616093
Thanks, I'll work on her more tomorrow. That character sheet upscaled in waifu2x is exactly what I used actually.
>>
File: 1523076664873.jpg (386 KB, 1024x1024)
386 KB
386 KB JPG
Is there a way to project a tru displacement map on high poly mesh, so I can project it's normal then on low poly? Testing my phone camera, random puddle photoshopped a bit and stuck into displacement in cycles.
>>
File: 3-4.png (1.89 MB, 1920x1080)
1.89 MB
1.89 MB PNG
just finished this

r8 me m8
>>
File: Untitled.png (139 KB, 428x718)
139 KB
139 KB PNG
terribly rushed
>>
>>615896
Yes, but that makes you a shitty artist.

It's called discipline. Traditional values teach you to be a good artist.

There's a time and place for traditional sculpting, and then efficient sculpting for work.

This a personal project. This is how you increase your skills.

Doing it the hardest way, and then when it comes time to work efficiently, it's like when Rock Lee takes off his weights in the Chunin exam.

You'll never progress sculpting symetrically in a t-pose. That's for digital trash.
>>
>>615854
>with 5 uv tiles at 4k this project is at 2.5 gigs and i just finished the first tile
but anon, the end result looks like trash from 2003 made with 512x512 textures and Directx8 shaders.
This is exactly the reason why one should not brag with pure technical numbers, they are fucking meaningless. You wasted 2.5 gigs for that?
>>
>>616165
This. I can't tell who is trolling here anymore.
>>
File: bspvis.png (406 KB, 800x1200)
406 KB
406 KB PNG
Original software rendered Quake 2 compared to my re-implementation so far.
>>
>>616173
Nice one I guess. But your kinda looks like as if someone cranked up warmth handle in instagram and slapped lark filter on top.
>>
>>616173
If you're gonna post comparison shots, at least match the camera angles, man. This is just annoying to try and compare.
>>
File: GeneratorT01.jpg (109 KB, 844x698)
109 KB
109 KB JPG
Here is my progress with the texturing so far.
Decals etc. are not done yet.
Opinions?
>>
>>616072
Thanks for the advice. Those hands were so damn hard to model. I was trying to find the perfect mix between a lion's paws and human fingers. The legs do look squarish. I'll make those adjustments and give an update later tonight.
>>
File: 2018-04-08 06-45-03.webm (1.45 MB, 1280x720)
1.45 MB
1.45 MB WEBM
>>615525
>taking criticism is doing everything /3/ says
Actually I had developed a new rock technique prior to posting that, just hadn't put it in there yet (pic related)
>>615540
This, pretty much
>>615526
Yeah I've been playing with other techniques/patterns, what I have now is less turd-like I think and fits the environment better
>>615969
Thanks a lot!
>>
>>616196
Don't make it just bare metal, paint it. Like material paint, not just slap decals on it. I hope you're using substance painter because if not you should.
>>
>>616130
seems more like you're doing it the long way not the hard way
>>
>>616130
>anon posts a shitty looking sculpt
>anon posts a cool looking mech

Anon 1 thinks he can tell anon 2 how to work
>>
>>616234
It's just bryce-kun, ignore him. He honestly thinks you have to learn art as if you were in 1600's Europe or something, by doing everything the most asinine, old-fashioned, boring way possible. And if you don't, you're automatically a shitty artist and becoming shittier every second.
>>
File: GeneratorT03.jpg (202 KB, 1575x1103)
202 KB
202 KB JPG
>>616231
Yes I use Substance Painter. What do you mean by painted? most of it is supposed to be metal....

Here is with decals btw.
>>
File: 14.jpg (278 KB, 1257x1080)
278 KB
278 KB JPG
Decided to go for a helmet for Rei (based on the rebuild series) because I can't into anime faces.
>>
File: 15.jpg (278 KB, 1256x1080)
278 KB
278 KB JPG
>>616294
>>
>>616247
Go in and hand paint every scratch you are cheating by using programs. You are a hack.
>>
>>616304
Most programs have ez-made materials now. If you want to insult him, try the "everything you make is a glorified box" angle.
>>
File: gg.jpg (45 KB, 845x603)
45 KB
45 KB JPG
Its yea boi, with an update on insect lady.

I need some suggestions on a few things.
1. Does the Pincers things Need to be serrated or not.
2.Do they feel To small?
3, the lower legs, Currently I didn't work on them much, because I dont know what I could do for them.
>>
>>616304
Not gonna make it.
>>
>>616304
Why shouldn´t I use a programms features as long as it looks good? SP Generators are awesome abd I don´t see a reason not to use them
>>
>>616313
Another pair of rear legs would do good. For balance. Currently it feels as if she has to constantly make force too stay level, given the size and plausible weight of her abdomen.
>>
File: gg.jpg (30 KB, 452x576)
30 KB
30 KB JPG
>>616316
Rad, I was just worried adding another set of legs, because it would make her more arachnid-Like.
But I was thinking how could I make her... calfs? Work.

Maybe I could add her calfs Be really thick to give it more of a center balance.
Sorta like this
>>
File: 1523184590141-1.jpg (48 KB, 845x603)
48 KB
48 KB JPG
>>616317
Well then, if looking arachnid is out of the question, another pair is too.

Perhaps increasing the angle between the legs, and beefing them up as you say, would work well. Kinda having them spread the weight more broadly around her.
>>
>>616313
>>616317
>>616317
>>616328
That looks starting to look pretty cool.

I'm just doing this https://www.3dtotal.com/tutorial/1846-introduction-to-rigging-in-maya-the-shoulder-and-arms-by-jahirul-amin-animation-body-neck#.UyLbTPl_u50
>>
What he means, I think, is that generators have a coat of paint to them.

https://www.google.com.br/search?q=generator&rlz=1C1GGRV_enBR749BR749&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjB3vvQjqvaAhVCF5AKHXG9BQsQ_AUICigB&biw=1920&bih=945

I believe the idea behind yours is that you kinda kitbashed a portable generator into one of the big industrial ones? Both of these have a coat of paint or coloring on the plastic. It seems very rare for generators to have bare, unpainted parts on the outside.
>>
IT'S IN ENGINE, BOIS!!!

Now it's time to crate materials and figure out illumination
>>
File: HighresScreenshot00002.png (2.41 MB, 1920x1080)
2.41 MB
2.41 MB PNG
>>616359
I'm so retarded I always forget to attach pic
>>
>>616247
Do you know like what paint is? Nobody leaves bare metal parts except they're anti-corrosive. You need to protect this steel or what have you with paint from the ambient humidity and therefore rust.
>>
>>616362
Machinist here. There are a wide variety of metal finishes in the grey, reflective range which could be used here. It also looks like scifi, so there could be something futuristic on it. Graphitic electroplating, nickel, satin black, black oxide, burnished mil-spec anodization, etc etc etc

Here's my space wizard hat, with neck flange now. Gotta pop some holes for cooling vents and watertight it up, do some print prep yet.
>>
File: Background.jpg (341 KB, 1976x1102)
341 KB
341 KB JPG
>>616369
Thats what I believe too to be honest. Anyway, thanks for all the feedback. Here is the final render btw.
>>
File: Untitled.png (337 KB, 622x702)
337 KB
337 KB PNG
i've started learning the software using youtube tuts since january. it's been fun.
still learning how to do proper textures and Clean outlines. i'm going to redo most of the parts to make it clean looking.

i need opinions critiques and whatever for self improve.

more tuts or link reference would be great.
thanks anon
>>
File: wf.jpg (601 KB, 1920x1080)
601 KB
601 KB JPG
Eva helm progress.

Also I have probably a stupid ass question. I'm making the edges on this piece so that it deforms correctly when smoothed, these AO renders are in smooth mesh preview. When I'm done do I just smooth the thing for real and then that's that? The poly count is gonna be huge..
>>
>>616360
UE4? Looks stellar, can't wait to see materials. Any chance you can release the highpoly/lowpoly meshes (at least privately) when you're finished so I can take a look a it? I've always wanted to pick apart a scene like this and see what I can learn from it.
>>
>>616398
>since January
It’s been like 3 months and that’s the best you can do? You should be able to make incredible life like sculpts by now you’ve been very lazy anon
>>
>>616411
it depends on how much time people actually spend on learning in those 3 months. There is a huge difference of just working on something 1 day a week, or full time.
>>
>>616411
We can't all be like Bryce-kun.
>>
>>616404
Just check out the original, maybe you can find some additional renders from that guy somewhere...

https://www.artstation.com/artwork/8g3AE

Let's be honest, it's nice, but it's a lot easier when you have all the models and a composition done for you.
>>
>>616411
sorry i'm not like you anon. i guess i'll find a new hobby on my free time then.
>>
>>616419
Just to be clear for everyone, that was obviously a jokepost. Actually, seeing a lot of the other sculpts posted here, 3 months for this seems like a lie because it looks too good for such a short amount of time. (Unless you had prior experience with 3D and have been making characters in other programs before, but have started learning Zbrush just 3 months ago, "/r/blender" style of deception).
>>
>>616418
>all of the models done already
I'm not seeing a download link or anything, so I'm not sure where you got that from. Sure, I'm interested in the final result, but that doesn't mean I don't want to see how it was achieved. The link you posted doesn't clarify enough detail (e.g. wires). The models in >>616360 's render are different than the ones in the link, as well, and I'm fairly sure they made them since I've seen a few progress posts about that scene.
>>
>>616424
Let's be real - that's the same scene with mostly the same models, even if some of them are slightly tweaked. He is copying the original scene, I'm not saying he just downloaded the models, but modeling is the easy part here. Designing them and creating the full art direction and a composition is what is challenging with stuff like this.
>>
File: raising_heart.png (119 KB, 534x841)
119 KB
119 KB PNG
I was watching a blenderguru video where he mentions that it's good to take a break from your work for a period of time so you return to it with a more impartial view, and that in his offices he takes on three projects at once and rotates between them every day.

That seemed interesting and a good way to avoid burnout, so I switched off of KOS-MOS and picked this up for fun, it's from Nanoha. Debating on whether to do PBR or hand-paint as usual.

>>616398
Yeah that's really good for three months, especially considering anime sculpt tutorials are not exactly common out there. Is this an original work or did you pick it up from a tutorial?

There's a lot of parts lacking detail, the dress you've already pointed out, but it looks like jelly. The strands in the middle also connect together as if you've just subdivided and then zRemeshed the model. The back of the hair looks kinda janky but it's a dozen steps up from hair I usually see from other people. Maybe there's something funky going on with the boots but it's hard to tell with the lighting. The frills look pretty alright and passable.

It might be worth it to check out some pins or something on how cloth wrinkles around the body when it comes to dresses and such. But hey, if this really is just three months, you're really knocking it out of the park.
>>
>>616426
Okay, but I don't care if it's "the same scene with the same models", I still would like to see how it's done - whether it's an original work isn't the question here.
>>
File: gg.jpg (90 KB, 1572x645)
90 KB
90 KB JPG
>>616328
Alright, So I moved the leg a bit back, but she'll be rigged so I don't wanna stress a pose to much. So Later down the line I can adjust it more if it needs to be. I'm still adjusting the leg shield things. I don't like the lower half, so I'll need to experiment with that.
>>
>>616428
>>616424
We should start new thread, this one is dying.

I never said it was an original work, in fact, I linked the original one in another thread when I started it to avoid confusion. Most of the stuff I've done is copied or referenced, but keep in mind that I'm a total hobbyist and I have little to no time, so by now I've been focusing on learning the tools by recreating already done concepts.

My next project, however, I intend on making something that's 100% my own. I intend on making either a modular retrofuturistic interior like the old alien movies, or a scifi dogfighter cockpit.

Also I could probably make a brief breakdown on the techniques that I'm using, if you interested. Custom normals is easy, but I think that the way I've done the detail decals in ue4 is kind of interesting.
>>
>>616427

i've watched a couple of youtube pixologic work process, but most commonly from "sakaki kaoru" style, since he has a lot of reference material along youtube and google.

the rest i learned from random zbrush tuts that i watched during eating hours. thanks anon i'll take not on that pins and clothes.

pic is the reference of the model.
>>
File: Luna Shadowverse.png (2.35 MB, 2048x2048)
2.35 MB
2.35 MB PNG
>>616427
>>616437
forgot to attach reference image, here it is.
>>
File: Rubric Helmet wip.png (135 KB, 877x776)
135 KB
135 KB PNG
Rubric Marine Helmet
>>
>>616523
>>616523
>>616523
>>616523
>>
>>616116
Eye looks a little off, like it's chipped/scratched glass, but 8/8 m8 looks ready to be a mascot




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

[Enable Mobile View / Use Mobile Site]

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