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>>619278
>Dom, what's wrong?

>I miss the old days, Dwayne "The Rock ™" Johnson

>It's okay Dominic Toretto, Tokyo Drift 2 is on the horizon... I'm just sure of it.

>Heh, yeah... Maybe you're right.
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>>619263
O cool, I can spot my Ninja model in the op post image.

Played with textures made simple shirt and working IK spinal Tail rig.
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I need this guy sculpted to perfection by tomorrow night or everything goes tits up.
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>>619263
Spent most of this week studying anatomy and Im pretty much over it.
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>>619356
where are the anatomical details? all i see is a doll like figure.
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>>619357
They are all underneath the skin.
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>>619356
And by "studying anatomy" you mean watching bad porn.
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Blendlet reporting
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i maek grunayd
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>>619370
Arms and legs look a bit spindly, eyes and mouth shape are not the same.
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>>619395
Quick Feedback:

Increase roughness on the metal part. You'll get an even better result if you use a noise texture. Also, add a subtle displacement map in your material. Again, noise should work fine.

As for the handle, scale down your UVs for it to reduce the tile-yness of it. Off to a good, start, though.
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Working on armor next. Main protag for an upcoming fighting game.
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>>619430
If it's early access then you can fuck right off.
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>>619431
No early access. When its a complete game, it will be released.
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>>619413
Yeah is crap. I'm having fun learning all this stuff tho
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>>619430
Can you put her in one of these? I'll pay for the DLC costumes.
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WIP still from a softbody animation I'm working on
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>>619430
>fighting game
Full of 40+ combat hippos?
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>>619459
8 characters starting out.

Combos like Marvel, transformations like Bloody Roar but instead of animals, they transform into elementals.
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>>619458
Noice, post more.
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>>619368
kys
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Working on a train station clcok
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>>619430
kawaii!!!!
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I'm working on this tentacle thing. How do rig a tentacle?
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>>619356
>95% attention to ass detail
>5% the not ass detail

lul
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>>619583
https://www.youtube.com/watch?v=WHsKm9VaMK4

my favorite blender rigging uploader.
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>>619530
Thanks! Here's a preview of the animation. It's 1000 frames, still about 400 left to render.
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>>619583
Looks like a straight donut to me. You may want to try to rig a donut first and then proceed to rig your tentacle.
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>>619638
Pretty fuckin' nasty stuff, my guy. The mucus being left behind is beautiful detail. Think you could string some mucus from the body to the surface for some additional "Eww!"?
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>>619638
>>619648
>The mucus being left behind
how is stuff like this done? is it collision based?
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>>619651
in short yes. Look up soft bodies
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>>619648
Thanks a lot dude. I could, but sadly stringy fluid is quite hard to do convincingly and it's just a weekend project. If I were to spend more time on it I might

>>619651
Sort of. It's just an attribute transferred from the alien thing to the concrete geo. Then this attribute is used to drive the roughness and diffuse. It's a pretty simple setup in Houdini.
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>>619654
>in Houdini.

is this:
https://www.youtube.com/watch?v=XjbeHSpwRDQ

the only way to accomplish something like this with a more traditional workflow you think? i'm a complete beginner and i'm not sure if maya has something that lets you set up a system like the one you described for houdini.
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>>619455
>thumbnail looks like she has a huge cock
welp
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>>619655
I haven't used Maya in a while but while there are probably other ways, that is probably one of the simpler. What you're looking for is called a 'wetmap' btw.
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>>619660
>What you're looking for is called a 'wetmap' btw.
bless you, thanks.
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Played around with the materials. Still trying to figure out how to use Marvelous Designer properly.
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>>619638
Teach me your magic.
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>>619430
exaggerate hands and feet, not only boobs and ass.
when playing fighting games, exaggerated hands and feet , give player better understanding what is happening. you can see hits more clearly. also you'll mostly animate punches and kicks.

look up how Street fighter charaters are designed. if anyone is going to create fighting games, they 100 % must research what aspects make them succefull
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>>619421
Got the handle UV unwrapped, the noise texture made it look a lot more rugged. Still messing around with materials for the head and end cap, trying to find something that looks like matte paint without looking like plastic. A noise texture on those parts made them look a bit less plastic, but not enough. Might have to find a good image texture.
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Still have to animate the hands, after that I will move it to UE4 and add some sound effects. Would be cool to have a clock that actually works
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>>619684
Not that anon
There are more successful fighting games that don't exaggerate hands and feet thou.
What you wrote makes sense, but it's really just the style that went with that works, because of those things. Personally I never liked Street Fighter's designs.
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>>619728
Looks nice. I feel like your metallic curvature highlights are too strong, especially for how realistic your clock face is.
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>>619751
which fighter is more "sucessful" tho? you mean NRS games? selling more copied does not mean that it is bettrer. nobody plays NRS games more than a year, it has worst animations and blandest graphics. but SF iterations are played for 7-8 years.

I'm not telling him to copy SF tho. but that design choice works, especially in stylised fighters.
PS: almost finished.. (pic related)
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>>619784
Oh hey, it's you! Something looks... wrong, about the facial creases. They all look too sharp/distinct.
Is the creasing coming down from the inner corner of the eye a scar? Because if not, it looks crazy unnatural. So does that chin crease.
Also, the creasing coming down from the nostrils look really weird. One pair shouldn't be there, but I can't seem to figure out which is the erroneous pair.
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>>619788
I know that I'm kinda going overboard with creases. must everything be 100% textbook tho? I'm experimenting with stylisation, + I want to handpaint the model in 3d coat..

does this look bad as a whole? or uncool? because "wierd" is very wierd description. I like wierd things in general ))
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>>619794
Other anon here. I quite like the look, its a nice stylisation, has something of a chiseled statue look.
I don't know for sure but i can imagine that it works well with a handpainted texture.
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>>619794
Not that anon. I don't think there's anything wrong with stylization, but I do think something is uh, "off", with your laugh lines. I am no expert in human faces or anything but a quick google search shows that they don't veer off so much to the sides or are so pronounced towards the end of the cheeks and start of the chin. They're also pretty damn big for laugh lines, even for something stylized it looks a little silly considering he's meant to be (I imagine) human.

The hair has also started to look kinda weird. You're in a sort of in-between step where it's not just a bunch of planes with textured hair, and it's also not the big-clumped Overwatch-style cartoony hair. As a result, to me, it looks like a bunch of soba noodles or parasitic worms forming up the strands.

The rest looks great, masterful use of damien standard or crease brushes, whatever you did decide to use there. The little overcoat medal also looks fantastic.
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>>619784
idk why everyone is saying that it looks off. I think it's unique for stylization. Definitely refreshing compared to all those Boss Baby clones/all those pixar/dreamworks derivative faces and anime face disasters.
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>>619800
me neither, and everyone are pointing out differentthings.
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you guys really hate fun dontcha ) here, I've put creases on layer ) I can dial it as much as I want now. also that matcap kinda exaggerated things.


>>619795
yeah, that'sexactly what look i'm experimenting with, and I also think that it'll compliment painted textures (I don't have big experience with hand drawing, but I want to try it)
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>>619810
Do whatever you want with the feedback, man. It's your creation. No need to change it and you think it's fine.
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>>619820
>>619820
don't get it the wrong way man, I really apreciate the feedback,
and changed some things according to both >>619788 and >>619797 as hair goes it's not done yet.

in this screen >>619810 it's 1 and 0 morph target (layer) on 0.5 it looks way better. I just don't want to flood the thread with every bit of change I make
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I'm about to go in and retopo everything after work. I want to do more research on handpainting UVs since my general style leans towards that a lot more. I have PS CS5. Anyone got some good plugins or tutorials that makes this process better?
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>>619848
use 3d coat, it's the best program for stylised texture painting
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>>619857
I actually have the license for that program and hadn't touched it because the school I'm learning from uses Substance Painter.
I need to break in to that program. A lot of people have recommended it to me for organic painting in general.
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As you can see, I'm still in the conceptual phase, but I hope to create a low-res animation series or whatever.

>>619356
I suddenly feel compelled to study anatomy
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>>619664
No problem!

>>619681
Thanks, I'm flattered. I'm actually considering making a tutorial if I find the time, a few people have requested it.

So I fucked up the previous fluid meshing and decided to take it in another direction, so it's taken longer than anticipated because of the whitewater stuff. Render should finish overnight now.
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>>619753
Thank you for the feedback. How about this? I know strong highlights look unrealistic but I just love the way they look, I feel like it makes it look better but also wrong, maybe if the clock face was more stylized it would work.
Working on a coat stand for the next item, going to add a hat to it later to give it some personality.
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>>619939
>>619638
are you making an inside sequel?
https://www.youtube.com/watch?v=c3M7QTHV9Pw
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>>620032
Woah, never played that game but that looks cool as fuck. I've been to try some gross soft body stuff in Unreal actually
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One of the things that suck most about learning how to do an advance rig is you can't show it off till the character is +95% completed.

But damn is it going to be worth it for that sweet sweet arm and leg twist and dynamic hair and shoelace.

Just starting the legs.

https://www.3dtotal.com/tutorial/1854-introduction-to-rigging-in-maya-the-legs-by-jahirul-amin#.U0VHTvldW50
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>>620107
I really admire your dedication to this character )
you deserve medals ))

as rigging goes, have you tried Avdanced Skeleton? it's auto rigging plgin (free) and it's really, really awesome and easy to use.
https://www.youtube.com/watch?v=lfY4GzG9q68 and their youtube channel is amazing. they go through some taskss with speed up video, but you can slow it down with youtube. they go fully into rigging, and teach very well.


PS: pic related. I added shouting pose
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>>620110
Your model is looking great. Think I will have to buckle down and learn how to use Zbrush.


Well I fell like a total idiot for not knowing this thing is real. Nothing like knowing you wasted a fuck ton of hours.... Think I will start another character soon then. At least I know how it works.

>>(Why do I even bother to do things. Maybe I should start volunteering all my spare time not working.)
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>>619939
Are you manually moving the camera or is there some neat algorithm you're using here?
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>>619939
The "thing" leaves mucus on the rock, but the water itself doesn't leave any wetness on the walls of its recipient.
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>>620107
Bro, I hate to bring this up, but upgrade your old-ass Maya to 2018 right now.
You should get used to Arnold renderer before it's too late.
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>>620195
Ok. Got Cgpeers the other day.
>my dream of shit posting on 4chan
>with a custom 3D model will one day happen
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>>620204
t̶h̶a̶t̶'̶s̶ ̶w̶h̶e̶r̶e̶ ̶y̶o̶u̶'̶r̶e̶ ̶w̶r̶o̶n̶g̶ ̶k̶i̶d̶d̶o̶
>>
>>620204
>>620107
Is that hair sculpted?
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>>620210
I am that not that great in 3D, but it keeps me from wanting to kill myself so there's that. Trying to get a newer version of Maya and get auto rig to work.
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>>620216
what
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>>620222
I will save you all from the long moaning rant I made.

"Life is suffering, deal with it". Lobster Wrangler.
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>>620228
...Anon? >>620210 asked if the hair was sculpted. It's just a yes or no.
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>>620230
I think that's the codephrase that triggers his self-destruction protocol. CIA nanomachines are altering his brain chemistry to make him suicidal.
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>>619810
Do you have any advice for someone whos just starting to learn how to make accessories in zbrush?
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>>620232

Forgot to post what I was working on
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>>620231
>code 101 100 11 10 01 0
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>>620233
Yeah ) start to learn Zmodeler, with creasing.
and everything you make make turn into into Imm and Curve brushes. You'll have big collection in 2-3 characters.

Btw your model does not look "just started" tho )
Post full version
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Finished coat stand, I'm terrible with organic type stuff so I have to admit that I'm proud of the hat
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>>620318
Pretty nice. The hat looks like it's just stuck on there though, like someone glued it there rather than it naturally hanging. What's this project you're working on? Feels steampunky, almost.
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>>620291
here's some close ups )
I'm not boasting or anything, but I'm getting good at it, I think..
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>>620233
pls do porn
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Looks great dude
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thanks
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>>620321
Thank you, that's the feeling I'm looking for so it's great to see someone else mention it.

I'm trying to create an environment that feels as real as possible. I want to learn about the techniques that Studio Ghibli uses to make you feel like the environment could be real. Better explained in this great video https://www.youtube.com/watch?v=v6Q6y4-qKac

I'm also not planning anything out, I try to just create whatever comes to mind when looking at what I already have.
>>
Moving into full character modeling now after having done a couple of busts.

This is still dynamesh obviously. Will up the resoltuion now and go into more detail (a bit) before I settle for the retopo. Or how should I best get that done?
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>>620291
Sorry what I meant to say was Ive just started learning how to make clothing and other pieces, Ive spent lots of time on just anatomy.

Interesting stuff, I will have to learn more about Imm and curve brushes as I only use them every once and awhile.

>>620329
That's 100% the goal anon, don't worry we will both fap in harmony to my work one day. No homo tho.

>>620324
No, you are pretty fucking good you'd have every right to boast if you wanted.

This was supposed to be just a hip study but when the creative juices started flowing I just ran with it.

Spent my work time yesterday learning about cloth and all that, happy enough with the sash but Im going to go back and redo the loins since those were my first attempts. Its funny though you can easily tell which side I started with.
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>>620364
hnggggg...

take all that clothing out, anon
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>>620364
pretty fuckin sweet stuff
The upper torso looks kinda weird though, the ribcage ridge is too defined and connected and the tits look too far apart (i.e. she's gonna have a hole where nice cleavage goes). Nice work, nonetheless.
>>
making a potion
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Ok finally finished this animation last night, too long and it has sound so here's a link:

https://streamable.com/03i48
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>>620364
Thanks ) I don't like boasting tho )
as IMM brushes go, I'm creating brushes from every belt, button, small skull, strap, bolts, spikes etc.. literally verything I can reuse, oh and I'm creating UVs for them as well. (IMM brushes can store UVs BTW). this is especially good for things like buttons or bolts, even for straps and belts,. you'll have UVS on things which repeat many times. and they'll be unwrapped on same place.

I'll repeat this: Learn zModeler!!! and deformers.


>>620388
looks awesome!! just one thing tho. the vial should not be green all the way, it is glass, and only inside layer should be freen, outer layer must be glass/transoparent and more shiny. .
now it kinda looks like it is not transparent.

try to achieve that and it'll look waay wayy awesome.
>>
softbody alium guy is reddit-famous now. will he remember us /3/-plebs?
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Sooooo...

What about now? Redid post process because I realized the previous one fucked up major details
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>>620483
He got reddit famous long ago, buddy.
And he's still with us <З
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>>620485
That looks really nice, the only thing that looks a bit off is that whole section of grating closest to the camera. The stuff on the left that's reflecting light looks like it's melting, the stuff to the right looks a bit like plastic.
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>>620505
For some reason the grate material was set to have a specular of 0.

Now it should look like the other "steel" material.
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>>620485
Its great I love it! do you have a blog I could follow?


Going to call this one done cant spend too much time working on a project. Gonna learn some proper head anatomy now.
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>>620520
I will never ever forgive you if you don't post a link to the uncensored version.

Yeah, I know, I'm a pathetic creep.
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>>620520
Added a little more resolution.
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>>620519
That looks better, maybe reduce the intensity of the light a bit so the reflections don't wash out the color so much.
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>>620521
Sorry to disappoint anon but I didn't sculpt her defining parts,

But heres the booty and breasts
https://my.mixtape.moe/oqhzcv.jpg
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i can't think of anything to model so i've just been making unnecessarily high-poly connectors, in the hope that they'll be useful at somepoint
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>>620533
Nice
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>>620523
Hmnfsnifsnifhnss
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>>620525
Increased saturation in midtones,, reduced rimlight intensity, anything else to improve?

I think I'll be calling it done and might start doing that cinematic video I mentioned last thread...
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>>620558
The grates still look weird and blurry off in the distance, but I have no idea how to fix that. I wasn't here last thread, are you going to use that station as part of the setting for the video?
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>>620575
Looks like that's just the moire effect flipping him off.
>>620558
Really nice to see your progress, it looks pretty damn atmospheric now. Something still looks cartoony about it though. Can't place my finger on it. But it looks great, nonetheless.
>>
>>620575
That is because of perspective. The grate isn't a plane with a masked out material; it has parallax so it looks that it is thick rather than just a textured plane; at a distance, and because of the angle, the grid thickess occludes its own gap size, so there is no room for the gaps to show, and it looks wierd. No way to fix it without turning the floor to be completely solid removing the grate.

>>620579
>Something still looks cartoony about it though.
I can point it out: the workflow I'm following.

You see, in a "traditional" scene, every asset has its own texture, with its own details, its own normal map from its highpoly mesh... Even if you used the same substances when painting the assets in SPainter, you would still end with unique variation.

Here, all materials are tileable and are repeating themselves several times, also I've overdone the custom normals (Can't fix it because changing bevels once they are already done is a pain in the ass) and the bevel size so everything looks extra smooth, lesson learnt.

In fact, if you take a close look at Star Citizen and Alien Isoliation, they don't look fully 100% realistic, but kind of stylized.
>>
>>620586
That's, uh, really not it. Sure, A:I and SC have their artistic styles, but they definitely don't look like what you're doing. There's just something about how the big yellow pillars look that make them feel like, I guess the best way to put it would be like from a child's playset? I dunno, they just don't look industrial. Everything else looks mostly fine though.
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>>619333
You are going to put a rigged vagina and asshole on this right? Would love to see this little thing getting wrecked by a big dick.
>>
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Working on a 1911 right now. Progress so far. Doing everything as low poly as I can. In the end I will have two models, a low poly and a High poly made from a combination of Subdivide and Bevel modifiers which I intend to use for baking normals from. Screenshot is with the modifiers on. So far just have the top portion done. Gonna be doing the grip and trigger next.
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>>620434
thanks dude, dunno much about colored glass work, didnt wanna make the whole thing transparent cuz transparency can look kinda nasty sometimes, but i added some reflectivity/ grimy specularity toward the top of the base

https://sketchfab.com/models/1f55a82babd44ae3814a9f13459a8eeb
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>>620588
I’m pretty sure it’s the colors, it’s only got 3 hues.
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This is my second project outside of a tutorial, the first one was the grenade earlier in the thread. I used a Hellfire as reference, but it's not an exact copy. I think I want to screw around with glass and emission shaders next to make an array of robot eyes, then after that I'll make an autocannon and incorporate all of this stuff into a walker tank or some other type of combat robot/mech. I'll probably finalize the texture then so that the missiles match the paint of the bot. Not sure if I want to finish adding those creases where different parts of the hull are bolted together, might not be noticeable and the mesh is getting hard to work with near the fins.W
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Building an environment for shits n giggles. Need to add vegetation and other details.
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>>620594
very smooth, looks nice, though generally the rear sight will slot into the slide with a dovetail joint, and the front sight post will simply be a part of it. Mind posting the wireframe?
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>>620604
You should get a better HDRi/environment map if not turn up the depth of field. Trees in what looks like a desert beach is an interesting choice too. Also, you should probably bump up the gamma of the final result. The current image looks dull and drab.
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>>620606
Thanks anon, will do.
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>>620607
Oh, also check out HDRIHaven if you haven't. Full of free HDRIs that all look amazing going up to 16k res (tfw not enough ram to load them).
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>>620605
Thank you, I appreciate that. Here is my current progress. Currently I am drunk as fuck so I hope the images suffice. They go from Left to right, Wireframe, single object wireframe in edit mode, mesh without modifiers, then mesh with modifiers.

>dovetail joint
Literally had to google that! Ok that made my references make more sense. I basically already have that on the rear, but it's flat where things should be angled a bit. The front I just extruded. Probably wont go back to change these things though as this is just going to be a game asset. I doubt anyone would ever look close enough to notice a particular, small face isn't angled just right, but thank you for the info and advice.
>>
>>619728
Its pretty nice, but couple of advice from pro:
You have very nice curves and lot of edgeloops on smaller spirals but on the big clock it is visibly blocky, silhouette smoothness should be equal across all parts. Next time give major silhouettes and shapes more edgeloops and minor details less ones.

You have real fantastic dust inside the clock and on the face but some of it should be on metal parts as well, some nice little dust specs and layers. Really good job otherwise, good work.
>>
>>620558
you make the same mistake as i did when i started making environments

don't get me wrong, your progress is great so far. but i think you are scared of props since the environment is so pristine you don't want to ruin it.
if you feel like props are gonna clog up the catwalk its fine. but think about decals or even smaller props that the viewer might appreciate
>>
>>620592
Hoping for the same. It would be a waste not to.
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As if this board needed more naked women in T poses.
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>>620533
took a break from ports to do something even less useful.
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>>620610
More progress on this.

Low-poly for the most part is done, now I am just adding details to the high-poly. Noticed I missed a couple things like the safety. Think I am going to be taking a break from this for today though. Kinda burned myself out.

Some details like the grip and engravings I will just make from separate baked normals and stamp them on in Substance Painter so I don't have to fuck around with the current topology too much. This bitch is roughly 80% done. Decals and the like aside, most of the texturing should be automated thanks to Substance Painter.
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>>620700
In red: things that wierd me out (pinching, etc.), take a look at those.
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>>620708
Also, if you are going to bake this to a low poly, make the bevels smoother or else you won't be able to see them, currently some areas (like the triggerguard, etc...) are too sharp...
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>>620700
>Some details like the grip and engravings I will just make from separate baked normals and stamp them on in Substance Painter so I don't have to fuck around with the current topology too much.
the Textools addon has a function called UV Meshing that allows you to deform a mesh (say a checkered grip texture) to your gun model by UV space, might be worth checking out if you want to bake from actual geometry.
>>
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>>620708
Thank you for pointing those out. Some of them really wont be obvious if at all noticeable once texturing is done, but yea some of them can use some smoothing. Thanks.

>>620709
Will do! Thank you.

>>620711
Sounds good, thank you! Not sure if I will experiment with a new tool on a nearly done model, but certainly something to play with for future stuff. Thank you!

Haven't made much progress since my last post. I said I was going to give this a rest, but I hate leaving projects unfinished when I don't have anything else to do. It's a problem. I burn out on stuff relatively fast, but I also hate to leave stuff in an "unfinished" state. Often times with personal projects, I would rather half ass the last quarter of work just so I can say I am done in as few sittings as possible. I am trying real hard to fight this though and make small changes in bursts. Honestly posting like this in a WiP thread is helping me put in more effort near the end. I feel like an asshole otherwise haha.
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Sondar's Sword ___
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>>620717
Man, that's nice. Love the fleuron(?) work. Wonder what that little spring in the blade is for though? Probably just design, but I wonder what it'd actually do.
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>>620720
Hey thanks, these are not my alphas tho, I bought these alphas some time ago. I just graphic designed the sword with it. because I'm lazy :E

as springs go, it's power field generator. (this is power sword)
and actually, power swords(weapons) have very awesome explanation to how they work. when power field is activated, it covers the blade with energy field(basically warps around weapon), which weakens molecular bonds, very fast. so when you are hitting something, power field turns solid objects into very soft materials, and then sword does the cutting.
>>
>>620725
Oh! Good ol' W40k. I like it when little greebles and details aren't there for show and actually serve a purpose. Still, very nice work with shaping the sword. It looks very elegant.
>>
>>620725

Fucking nice. How did you do the rope-like stripes on the handle?
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>>620743
>Ngons
Kill yourself
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>>620748
Theres no need to the base to be all quads in subsurf modeling. Stop being a quad maniac.
>>
>>620751
>Poles
Invalidate your existence
>>
>>620755
there is unironically nothing wrong with 5-poles
>>
>>620737
First I made IMM Curve rope brush. Then used it

Tnx BTW ).
>>
>>620748
If you must have an n-gon, let it be a pentagon. It subdivides nicely.
>>
>>620755
>thinking poles are bad
How do you create edge flow for correct muscle groups / deformation without poles, dumbass?
I bet you're the same autistic faggot who posted
>>620748
and doesn't know that subdivision will quadrulate tris and 5-gons
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>>620699
and it renders well enough for a prop.

time to go make more obselete media.
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>>620817
Is that optical? What tech is it?
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Finished the rig and proxy model. Only problem I have is it can't scale up or down properly.

Making the hair and bow driven by dynamics.Going to go over textures another day. May bind skin tonight and look up faster facial rigging tutorials.
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>>620716
Progress on this 1911

Modeling is done. Just working on textures and normals right now. I think I finally have an overall look that I like. Still making some tweaks here and there before I apply the final detail normals and decals for shit like serial numbers and emblems / logos. Needs more variety in color I think. Probably gonna darken the bolt and other small bits like the hammer. Also not really liking the metal style I went with, looks too soft. Gonna play with that some more.

Definitely going to put some sort of carving styled normal over the wood bit on the grip, just not sure what I want to put there yet.
>>
>>620851
magneto-optical
>>
>>620862
So I have one major question for you.
When can we fuck her in VR?
>>
>>620889
Prfff, VR sucks, bro. I'd have her on AR instead, on the top of my desk, begging to be my little cum whore.
>>
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Making this little guy
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>>620907
Also not a bad idea.

I just want to ram a something up her snatch. I want to see that face begging for dick.
>>
>>620862
Did you end up rigging it yourself or did you use a plug in? Also curious how do you translate skinning and joint information to the higher res model?
>>
>>620985
Have not figured out how to get the auto rig to work. I followed the instructions and yeah, doesn't work a instructed. I have to drop every script into mel to work. It be easier to make my reusable rig.

The proxy rig is just the same model broken down into pieces then parented onto the same skeleton. Even though the model is simple it should become useful after I skin it and add corrective blend shapes.
>>
>>620920
cute
>>620862
what's your end game here? Are you going to make animations? Is it just practice for next character?
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I went ahead and updated my space man guy.
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Also gave him a new updated visor since before it looked like a blind fold.
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>>621061
You ruined it, now you can't see his cute face
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>>621062
He will only wear the visor if it’s to bright so he doesn’t hurt his eyes :( he’s not always wearing it
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>>621063
Give the visor a window and make it translucent or something.

Hiding those eyes should be illegal
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>>621064
I’ll go ahead and look into that then.
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Wow I love 3D coat
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>>619333
>>620107
>>620122
>>620204
>>620862
>>620889
>>620907
>>620941
>>621078
Yiff in hell, furfags
>>
>>621083
Haven't seen that phrase used unironically since 2006.
>>
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modelling/sculpting halo 1 master chief because the halo 1 anniversary model looks nothing like the original

might just leave it as a bust since its proving difficult since im working off some office computer lol
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>>621061
I think at least not covering the smile would be better. Or maybe just go with sunglasses. Badass shades to go with cute body.

>>621078
Yeah, it's pretty sweet. I think you would like https://cubebrush.co/turpedo/products/qberdg/texture-tutorial-hand-painting-fur-in-3dcoat

>>621103
looking good so far.
>working off some office computer
you mean you do all of that at your office, non 3d related job during the working hours? What job is it?

>>619263
I think I'm done with retopo of my new hair. I still not sure what to do with the hairline as mentioned >>621102
I put UV seams underneath every strand, and I keep them all as separate objects for better bakes. Last time I did my bakes in 3d-coat, but I may use marmoset toolbag 3 this time.
Feedback would be great. Should I add some more loops? I'm at 1692 triangles for the whole hair, but I don't know if maybe I should go a bit crazier since it's pretty big part of the model. Any ideas what I should do with the hairline? I haven't unwrapped it yet
>>
>>621161
oh no i mean all my work is on some really shit pc built for office work. literally no dedicated gpu
>>
>>621212
In that case if you have an option to either invest in new machine, or get zbrush, get zbrush.
No need for the GPU, and since you like sculpting it's probably going to be worth it.
Unless you have it, and I'm stupid.
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Played around with the bake a couple of times but it wouldn't play nice with the bag and the belt. So I'm doing those separately.
Honestly painting in here is a dream. I hope there are more cusromized brush options but I'm fine with the default for now
>>
>>621271
what are you painting in?
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>>621272
3D Coat V4
>>
i'm working on a lewd model, but this is a blue board, where should I post for critique?
>>
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>>621279
Far away from here
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>>621060
Roger roger.
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>>621283
>Haribo bags, unopened
Who committed this crime?
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wepon.
Rate pls
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>>621279
just post it here. I don't even think this board has a mod or janitors
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I don't have a lot of time to work on personal projects anymore, but I'm finally doing more with this model.
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>>621346
>>
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>>621346
reminds me of these
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>>621346
Show prof projects anon.
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>>621349
Not allowed to
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>>621350
coward
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>>621350
Do you texture? Texture this and come back to me, then teach me how to texture pls i can't texture!
>>
>>621352
What do you mean you can't texture? You don't understand how to or you can't paint an image?
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>>621348
It's inspired by this helm from the 3rd Eva movie that only has a few seconds of screen time. I made the suit too.
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>>621359
>>621346
Full suit wip
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>>621358
Can't draw. Don't know where goes what :c
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I've done some more work on my Quake 2 re-implementaion. Needs a lot more work and optimizations (which I'll never do) but I'm pleased with the visual quality. 256 colors software rendered of course.
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>>621343
Soften the edges.
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>>621351
More like sensible.
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Started this blockout recently. I'm aware of the Wild West ArtStation challenge, but I'm not sure if I should enroll (if it is not too late, anyway).
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Trying to make a comfy low-poly Hogwarts Express scene. This is more of a practice project, probably won't complete it. I don't really know what I'm doing to be honest.

>>621381
Why not? Looks decent. Go for it, you seem to have more progress than most of the current challengers.
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>>621381
I also want to start doying challenges, but they mostly don't interest me... WWW is kinda not my thing.

BTW, hey guys, I'm struggling with brows... i have never struggled with anything untill now... have any of you suggestions??

PS: I posted this somewhere else accidentally.
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>>621381
oh BTW forgot to saym that your secene looks awesome !
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>>621402
How are you going to retopo the hairline? I'm asking because I'm making >>621161
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>>621403
I'll separatemain mesh from curves.
and Zremesh it, I'll follow the hair flow. then mere it with these curves. (i won't retopo curves.) then bake them separately. and merge again.
pro tip. don't stress too much on retoping things like that.
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>>621390
also made some progress on Hagrid's hut
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>>621417
You call this a house?
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>>621418
Beg your pardon?
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>>621360
Anyone have advice / critique for this? It's my first time attempting something of this nature.
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>>621428
helmet looks cool )
as body goes.... it has many, many problems.
her butt is not correct also herwaistline and many other things. you should work on body some more.
>>
>>621316
>>620751

Sexy!
>>
>>621404
>pro tip. don't stress too much on retoping things like that.
well I sure do stress a lot
Thanks for describing how you're going to do all that. I also made my hair with curves, but I converted them to mesh to edit some more, and retopo'ed manually. I know that even thou I may get some bad bakes at the roots, I can always hide them deeper in the head, but what I am worried about is that the mesh is going to look flat at where hair meets the head. I was even thinking about making an alpha transparency for the roots, but I gave up on the idea.
>>
>>621447
these curve brushes have good topology, what have you done to it? dynameshed? because you should use it's topology.

also don't dwell on that model, start something different.
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>>621429
Her body is stylized, it's not meant to be perfectly anatomically correct. I might reduce her butt regardless. If you have specific things that I should change then please let me know.
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>>621459
>>621429
Sorry if that came off as deflecting, I really do want help. It's just that I'm not sure what to do with "many, many problems".

Also, updated render of helmet.
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>>621459
stylised=/=anatomically flawed..
also "Stylised" is not an excuse ) BTW I have done the same, at some point.

the whole form looks like it is smoothed. with Maya's sculpting tools. model lacks general shapes. she has no bony landmarks whatsoever. . it has no ribcage, no pelvic bones. it has no armpits, it's like she has no bone structure outside of her arms and legs...

just make model first and then add this suit.
I'd higly suggest to put skeleton inside and shape character according to it.

you have box modelling skills, and your hard surface looks very cool, but getting organic shapes is much harder

look at this annons works ) >>620751
>>621316 he's character is also stylised, but it is still defined. also his character is chubby, but Asuka is very skinny, she should be defined much more.


BTW, I'm trying to help, don't take this as roasting ...
>>
>>621451
The curves were too dense, which is why I manually retopoed them.
first time using curves.
>don't dwell on that model, start something different.
I know, it's just that the first hair I made was shit, so I'm trying to make it good this time.
I still got no clothes, but that's for much later.
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Picked up Substance Designer again. Still experimenting with making stylized materials, without compromising too much on detail.
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>>621468
>it has no ribcage, no pelvic bones. it has no armpits,
This is a suit, I am going to sculpt in wrinkles but not like bones (outside of elbows etc). You're not gonna see the same amount of "skindentation" as a nude body. Regardless, I can work on getting rid of some of the chub and defining more. Asuka / Rei were just references so I'm not gonna make her a stick figure like them, this character is at least an adult.

I mostly do hard surface, so organic is pretty new. I like critique and I'd rather hear about problems than "looks good".

Also this is a bit off topic but I do disagree that organic is "harder" than hard surface. They both have their difficulties. Organic is more forgiving and less precise. In my line of work if your model is off even a little bit then the potential consequences of that are people dying. From my perspective organic is easier (if I had the same amount of practice, of course).

Thanks for advice btw, appreciated.
>>
>>621213
I need the GPU for substance painter and whatnot to make top tier textures + mats
>>
>>621343
Stop using Blender Internal.
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>>621478
>This is a suit, I am going to sculpt in wrinkles but not like bones (outside of elbows etc). You're not gonna see the same amount of "skindentation" as a nude body.
Yes, but skin-tight bodysuits must respect the musculature and skeleton in the wearer's body.
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>>621492
Better? (ignore feet)
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Any tips for making hair?
Thought about doing it in strands like this but I want the top areas to be one mass and then branch out into individual parts, considering dynamesh but thats going to be a very ugly job unless I use high density and at that point its pretty difficult to work with... hmmm....
>>
>>621494
A bit, but you should subtly hint at the iliac crest, and the bottom half of her ribcage (everything below the xiphoid process) looks squished inward, like she's worn a corset since birth.
>>
>>621498
The squished inwards thing is intentional. If I'm gonna model the hip bones I'll need to change the edge flow at this point I think. As far as proportions I copied several female anatomy sheets and I think everything checks out now. Besides the hip bone and somewhat exaggerated hourglass, is everything else looking ok?
>>
>>621494
Arms are in proportions to the torso, you should fit maybe 4 upper arms into one torso if you line them up vertically you are fitting about 2. As for their length remember the wrist lines up with the vag, shrink the deltoids a bit, the pectorial muscles connect underneath the delts so you want to make that connection more. Also it could be a choice but the breats are a bit close to the collar bones but thats not a big issue.

Red is add blue is subtract,
>>
>>621478
Well, you asked for CC, I gave CC )
But it appears you don't want CC.
>>
>>621504
I did want feedback, and I have been receiving it and implementing it. What do you want, a hand-written note? I said I was grateful.
>>
>>621505
You are defensive over everything.
Muh stylized
I matched it up
etc. etc.

just fix the model.
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>>621506
Well it is stylized. I make things precise and realistic for a living, anon. Excuse me for wanting to try something fun in my spare time.
>>
>>621506
I don't think that's being defensive though? It's merely explaining the rationale behind why this and that was done. If anything, it helps the critic understand their thought process better so better criticism can be given.
>>
>>621511
Nobody is asking you to make it realistic but we are telling you it needs more realism because it looks completely off.
I don’t think you do realistic stuff because you would understand the concept that you have to lay down solid proportions and anatomy to still make your work look good. An hour glass is not stylized it’s a lack of true knowledge of the human form and your work shows it. It looks weird in some places, curb your ego and stop trying to defend a work in progress. If you ask for help don’t challenge people on what they tell you, either internalize it or ignore it because you give off the impression that you don’t want anyone’s help when you do that which isn’t true because otherwise you wouldn’t have posted
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>>621515
It’s all in the word choice and how they choose to respond.
>>
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first time retopologizing a human, does this look alright? I'm looking at topology references but they're for realistic heads, and this one is very stylized. Is there anything I need to fix sooner rather than later?
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Hair start. Bye bye fat ass.
>>
>It's stylized
- Anon
>>
>>621526
>never watched anime or played a game in my life
- Anon
>>
If I rig a mesh with human IK in Maya, can I add more objects to the skeleton later? Like armor pieces for instance. Or would I have to recreate the skeleton for that?
>>
>>621518
stylized or not, the topology should be the same. proper "stylizing" plays with proportions and size, not restructuring a human body.
>>
>>621530
you can just bind it to the skeleton, or use something like a wrap deformer
>>
>>621521
Are your legs done? I'm asking because as someone who strongly feels about back of knees, your legs look kinda noodley.

and good luck with the hair.

>>621530
the rig stays, but your extra objects will need to be binded, and skinned if they need some deforms. if it's e.g. a helmet, then you just need to parent the whole object to your head bone.
disclaimer: I'm not a Maya user.
>>
>>621550
I mean in regards to deformation. The mouth when talking will have rather extreme deformation, and topology should account for that.
>>
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Can I get some feedback on this? Finally fixed the proportions I think..
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>>621552
Thanks.
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>>621476
watch more youtube tutorials on how to do the realistic stuff, once you get good at large to small texture detail blocking you'll know how to work backwards from there. you do obviously need to improve. think of your materials as something you're selling. if you think nobody would buy it for even a dollar, or five dollars, or compare it to materials that are being sold at that price range, you should take note to improve and watch more tutorials. most of all you need patience

t. employed procedural texture artist

i can spot substance designer tells in beginners materials easy like how you used a slope blur greyscale for lazy brick surface deformation. looks like crumpled paper. the marble patterns are cool though. not sure why you have crescent holes in your bricks or why the grout is so noisy for a stylized surface. your brick edges are too sharp and broken too
>>
>>621571
>t. employed procedural texture artist
Not him, but I didn't even know that was a job. Do you have any experience with Blender's node system? How do you create basic shapes (circles, triangles, checkerboard patterns, etc) in your program of choice?
>>
>>621572
>I didn't even know that was a job
pretty much anything related to 3d can be a job position depending on the studio and what the team needs. you can also go the freelance/self employed route. best way to make big money is to do both but it's stressful. if you hate 3d and love sleep just get out now
>Blender's node system
not familiar with this or what it's capable of. i use substance designer. the individual license is cheap and a one time fee with no royalties. if you need patterns but don't know how to generate them for blender's system maybe you can just import the shape texture maps themselves.
>>
>>621572
oh yeah and substance designer already comes with all that shape shit, it's the best for procedural texture creation. i am so good/used to it i actually use it to make model texture maps even though that's what painter is for. i really don't like painter
>>
>>621527
Just show us Stylized models which look like yours.. which ones I've seen from all kinds of media, does not look like that.
>>
>>621571
Thanks for the feedback. This was indeed a quick texture. Might come back to it later. Made it in a couple of hours just loosely based on another brick tutorial I went through, and I tried using this environment toolkit that some guy at Allegorithmic made (which does have some slope blur nodes) just to make some smooth random gradients on the bricks, while previously it was used to really dig into a shape like the trim dynamic brush in Zbrush.

They're not holes, it's grout on top of the bricks. Yeah, it's exaggerated, but I would make a parameter to reduce it. You're right, though, it would probably make more sense to just put in some light streaks instead of crescent shapes.
>>
>>621476
alright it is time to look at pictures of actual marble bricks and ask yourself: "does this look familiar"
the answer is no. yours looks like textures from a B-grade 2004 game.

either get on youtube or cgpeers and watch some tutorials on how to make stuff on substance designer then try to make your own materials.
>>
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>>619263
I'm new to 3d. It's really hard... This took me like 20 hours. Trying to get a Mega Man Legends look with a little more detail.
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>>621623
Guessing you have experience in 2d? That's pretty good for "new to 3d".
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>>621625
I have experience in traditional 2d, yes. I don't understand sculpting or normal maps or any of that, so I'm trying to keep it simple with low poly shapes where the texture tricks the eye and makes it look more complex.
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>>621623
well, it looks very awesome )
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>>621635
Thank you!
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WIP: Old Detective Office
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>>621641
Very well done, but too dark?
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>>621647
jeah, the lighting is not done yet, just very basic to get an idea how it might look in the end
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>>621626
good, and that's also what the normal maps to, they trick the light to make flat surfaces look more detailed.
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>>621623
My advice, been doing this for ages..
3D modelling isn't about skill or any silly concept like that. 3D is about learning shortcuts and tricks. Any dumbass can work for hours upon hours to make something look good, but an experienced user will know all the shortcuts to get the same thing done in a fraction of the time. To do that, you just need to model a lot. Daily even.
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>>621680
Thanks for the words of wisdom, that's an interesting perspective on the craft. I'm trying to learn for game dev, so it's a lot to take in from modeling to texturing to rigging to weight painting to animation. Really fun process and rewarding to see your creations in such a permanent and malleable state--as opposed to traditional art.
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>>620324

That is some nice kit!
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>>620817

I remember when Zip Disks seemed like the ultimate in cybertech. 128mb of the future in the palm of your hand.
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>>621680
>3D modelling isn't about skill or any silly concept like that
and in next sentence you described that 3d is SKILL...


my take is like this: 3d modeling and game art etc, is DESIGN. you need to learn every fucking shortcut, or you'll suck.
and if there are shortcuts and you are not learning them and making your life harder because of it, you are fucking stupid anyway.
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>>621686
I don't consider skill to be learning simple ways to achieve good results, those are things anyone can learn. To me, skill is like talent.. some have it, some don't. If you want to consider memorization of software functions to be skill then sure, I guess. The point I was trying to get across is that literally anyone can be proficient at 3d modelling if they care enough to learn how to approach it.

Animation, on the other hand, takes skill. Not everyone can conceptualize movement in a way that reads realistically. Much more difficult than modeling.
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>>621683
thanks anon! )
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Beginner modeler here. I made an "attempt" at an axe, took me a good 2 hours or so.

Its got a bunch of holes n shit inside of it but at least It looks somewhat like an axe now
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>>621689
oh I get it. as literal 3d modeling goes I agree. but designing is other thing. I think every modeller should design their personal projects. at least some of them

I don't know why I look at it that way, but I kinda can not imagine doying 3d without designing it yourself, it feels to me very, pointless..
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>>621693
I suppose some are more imaginative than others if we are talking strictly fantasy creatures or whatever. Most modeling is done of actual things we have references for, and even made-up things tend to have a basis in reality.
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>>621691
Looks like you've got some non-flat ngons there - make sure you triangulate or clean them up
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>>620533
Huh, that's random as fuck but hey- you never know. Especially in any Scifi setting they could come in handy. You should sell stock models.
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>>621466
It honestly looks really good, but there is something off about the body, but I'm not even sure what it is. I know that's no help but just keep polishing and it'll likely come together.
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>>621691
You're probably feeling a bit frustrated, that's because you don't have the experience to translate what's in your head (or preferably in a reference image) to the screen, and you don't have the good practices / technique / workflow to achieve technical excellence / proficiency (in the purely objective criteria of things like poly density, quad usage or careful tri usage, edge flow, texel density, etc) even though you have some inkling of what "right" look likes.

It's fine to play around for a couple hours trying out new features, and it's good to do it after learning new stuff, but by far the best utilization of your time as a beginner is going to be doing tutorials.
Even pros (of any discipline) can get into a mode where they just "sketch" over and over, they just make the stuff they already know how to do and use the techniques and tools they're already familiar with because that's what gets the job done, and they stop seeing what other people are doing (either tutorials or what their peers are doing or what academic papers are being published).
There's nothing really "intuitive" about 3D software, if you already have some fundamentals of 2D learned then some things will come more easily to you but ultimately there's no shortcut or avoiding the tutorials, you just gotta hit the books.
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>>621694
I mean characters in general, or robots, etc.. from what I see mainly people are either using someone's concept or character sheet and follow it directly.
I preffer either design character from ground up, or if I'm making character which exists (which I'm doying now) to gather many artworks of it and make my own version, from general direction. before I started, I though that people were at least doying that sometimes, but from what I see very few do this (I'm talking about personal projects of course).

BTW, I'm not saying that what I do is the only way or anything. when I started it was constantly getting stack, as learning goes, everyone should make others concepts for some time, which I have not done )
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I've been working on this. Having trouble making that gap between the rubber grip and the frame and those rounded edges at the bottom. I tried boolean to make an inset for the grip but it just screws everything up.
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>>621706
put a 3-edge bevel on the seam joining the grip and frame and move the center edge inwards
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>>621707
The grip and frame aren't actually joined, they're two separate objects pushed together, hence using boolean.
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More Rei stuff.. lower arm
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>>621703
I see. Thanks for your input,

Any tutorials you personally recommend?
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I did not think to sculpt the interior of the mouth until I got this far. Next time I will not forget.
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>>621764
Correct me if I'm wrong, but I'm fairly sure creating the mouthcup (the surface that represents the interior of the mouth when the mouth is open) is done after retopology but before texturing, at least for game/animation use. I believe most character sculpts are made with closed lips, and a lot of the big-name animated movie studios sculpt with eyes closed to avoid eyelid stretching when blinking.
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>>621765
>>621764
example of eyes sculpted and retopologized while closed
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Well it was nice getting a chance to continue this project. Still gotta UV, texture and paint skin weights at some point but I'm pretty satisfied where I've left off for now.
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>>621767
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>>621765
Interesting that’s probably a very good idea, I’m very weak in traditional modeling so it might be difficult to attempt but it’s worth a shot. I’m guessing it’s because retop of the interior of a mouth is difficult to do?
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>>621769
>I’m guessing it’s because retop of the interior of a mouth is difficult to do?
I believe it's simply because mouths are sculpted with lips closed, so doing a hollow shape like that makes things just so much harder than it needs to be.
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>>621767
she looks consideraby better now
just her buttcrack is too deep. you were saying yourself that, she is wearing armored costume and it does not need to show body shape too much.
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>>621774
Thanks. Also the majority of the plug-suit reference pictures I used had the ass crack that deep, so I just went with it. I guess Japan likes their suits to come with vacuum sealed asses.
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>>621765
unless you want to have detailed shots of that characters mouth cavity, and throatpussy
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>>621623
The style for MML is very reliant on good textures, so if you already do 2D art then you'll do great with it
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>>621767
The shoulders look a little too broad, like they're too stiff or something...
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Are 3d modeling tutorials universal? Im a beginner who just got started with MODO, but i cant find much for it, so im considering using blender/maya tutorials
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>>621808
MODO has been outmoded for like 14 years. Blender and Maya are very different, so decide which one you want to go with before you start watching tutorials, they won't be interchangeable.
Blender has a shit ton of tutorials on youtube.
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>>621809
>MODO has been outmoded for like 14 years.

wait, really?

shit, should I just use maya or something then?
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>>621809
>>MODO has been outmoded for like 14 years.
You are clearly retarded or a troll, not sure
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>>621811
>t. employed professional artist who uses exclusively Hexagon
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>>621810
other guy is half right. modo is outclassed. A lot of tutorials will contain transferable skills, though. Basic principles like modelling, texturing, lighting are universal. the only difference between the programs are different tools to accomplish the same end result. Tutorials stop becoming interchangeable when you start getting into more specialized tools that the programs offer. I suggest going with maya, since the experience is more streamlined and it comes shipped with an amazing renderer.
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>>621817
Alright. thanks anon!
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>>621804
It's fun learning this pixel style because there are very few references to learn from, but the results are so timeless. It's like a lost art.

In MML it appears that all of the limbs are detached so that the textures don't get weirdly stretched during animation. I'm trying to keep everything attached and just plan low details and good topology for joints. I still need to learn more about rigging and animation, though.
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>>621806
Those are armor plates, and they are disfigured in that shot because proper skin weights have not been painted yet. Here's a t-pose for them in a relaxed position.
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>>621808
3D modeling principles are, yes.

Learn in whatever you fancy. Even with Blender you'll have plenty on your hands for months of study. As you progress, you may find that some things you'd like to do can't be done easily or at all in the program you started learning with, and you'll begin looking for others.

With time, you end up using many different programs, each one for whatever it happens to be the best.
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>>621829
Great progress.

I think the knees may need a bit more attention, especially the end of the upper thighs; too thin, I'd say.
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>>621834
Thanks a bunch. I don't wanna get into the whole stylized shitfest again but proportionally I'm liking where she's at. I will probably just keep adding more shit to her suit because I'm autistic and keep coming back to shit.
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I need to go from a 38-face loop at the thighs to an 18-face loop at the knees, any tips on how to reduce such a drastic amount? This works okay but leads to areas of very high density when subdivided.
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I'm almost done with this model. While it's currently drafted in Sketchfab I figured I'd give it a little pose to make it more interesting. I didnt have time for that this morning though. I'll finish it tonight and post the link here when done.
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why are hands so hard brahs
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>>621680
this the professionals use paid shortcuts like xrayunwrap
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>>621842
post pic
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>>621767
Make a tutorial pls UwU
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>>621842
Dang, a >2:1 reduction is a little too intense. You should either consider looking at which loops on the main model you could stand to remove (at least from 38>32) and/or add more loops to the leg. An imbalance like this shouldn't have happened in the first place. If you're going to make step-down topology, try to spread it out a little at a time over the entire upper leg, so you gradually go down to the needed amount by the time you reach the knee
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>>621950
>shouldn't have happened in the first place
this. sounds like your topo is fucked matey
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Sharpening parts of the body and then I can start the hair and the clothes.
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>>621842
How'd this happen, are you combining two different ripped game models or something ("mesh mod" as they call it)?
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>>622049
I did the hips and legs separately and ended up with different edge counts. This is my first time retopologizing a human so I'm very much learning as I go.
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>>622050
My advice is to start with the areas that meet up. Make a single ring around the wrists the legs the hips the neck the shoulders, that way you have a visual guide to work with as you work your way in either direction.
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>>621375
>>621491
Ok.

Any suggestions on how I could set up lighting for these screenshot renders?
I always get weird shadows.
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>>622110
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>>621842
Besides telling you, you fucked up, and should have planned things like that
I think you could decrease the number of edges by going from e.g. 8 to 4 at the adductors. That would give you a nice shape for the upper leg with more realistic muslces.
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>>622114
>>622049
>>622052
>>621950

I came back to it with fresh eyes and refactored the whole hip/pelvic area, and realized that I fucked up the feet the first time around and need to redo them, thanks everyone for all their help.

When you retopo things, do you do parts in patches, say hands, head, shoulders, etc, and then sew them all together, or do you start in one place and grow outward from that?
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I need help.
In a scene where I don't care about baking since it's only gonna be used for high poly beauty shots, should I still UV the low poly version and then use that set for the smoothed version?
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>>621476
Made a small update to this one. Looked at some references, and yeah, I did go all wrong on that look. It's much cloudier than I remembered. Tried tightening the grout as much as possible without having the bevel welding the bricks together too.
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>>619674
I like it very much, good taste my man
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>>622506
The hair is too symmetrical tho
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>>622048
Bit by bit, gonna go back and use masking and z modeler instead of curve tube brushes. Want a sharper edge on these bands.
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>texturing a human with hand-painted textures
>really not digging how it looks
>make an SSS map instead of using flat intensity
>suddenly looks really nice
1 SNEAKY TRICK texture artists don't want YOU to know
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>>622718
one sneaky trick cpu clocks dont want you to know
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>>622718
What's an SSS map? Is it a thickness map?
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>>622819
SubSurface Scattering

>>622718
Hopefully you're only thinking of using it on render and not as a game texture, since it's expensive to use
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>>622820
>Hopefully you're only thinking of using it on render and not as a game texture, since it's expensive to use
I am, but UE4 is capable of real-time SSS, which is pretty cool.

>>622819
A greyscale map indicating the intensity of subsurface scattering, which is how much blood shows through skin when subject to light, like putting a flashlight behind your hand.
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>>622831
>UE4 is capable of SSS
Holy shit, what? Damn. I've really got to start using it again.
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>>622849
where have you been even unity can do sss
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Bro, bendy bones are fucking nuts. Look how clean this deforms, and the mouth has a grand total of 4 controls per side (upper middle, upper corner, bottom middle, bottom corner). This fucking smokes every other face rigging method I've tried.
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>>623120
For some reason I've got it in my head that only Blender can use b-bones. Is this true or am I have brain damage?
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>>623123
No idea, Blender is all I've ever used. I wouldn't be surprised if other packages had them, considering how god-tier they are for face and spine rigging.




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