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File: WIP.jpg (1.34 MB, 1500x882)
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it is time for a new one, ladies and girls )
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new character, which I started as... "performance" kind of..
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Blocking clothes and accessories and experimenting with shading. Today I'll try model folds in her clothes. I'll finish the hair later.
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Getting fucking fed up with zbrush crashing while trying to save. Whats the fucking point
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Texturing this chick at the minute for my Final major project at uni.
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>>622777
Looking good!

>also, checked
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>>622715
just spotted doge in the corner lmao
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>>622791
You are pressing 'save as' and saving as a subtool, and not just pressing ctrl-s, right?
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>>622802
Im saving with ctrl-s. I understand the difference between save files and subtools but how does saving as a subtool help instead?
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>>622791
are you saving with undo hiostory?
because if many subtools have undos, files become fucking big.. and when they are bigger than 4 gb. it starts to go apeshit.
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>>622815
Because it only focuses on the tool (and it's sub-parts) and not every other bit of nonsense in the project file which can build up fast. Also as others have said once you hit a certain point, go in and delete unneeded subtools (always save before that just in case!) to clear off data and polys.
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I'm going to finish blocking out everything before going in and fixing up the proportions. Especially the head, neck and lower torso.
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any suggestion from anatomy fags?
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>>622900
Upper arms are long and large and look to reach almost to his knees. I'm not sure if that's intentional (orc? Humanoid monster?) But it needs to be shortened. Finger tips should be around the mid thigh.
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>>622901
>>622900
Actually the arms are about right, the wrist should line up with the groin, which is where the real issue is, the hips should be lower down, the mid section is very short vertically. Also the length of the hip to knee should be the same length from the knee to the foot. Your upper legs are also too short.
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>>622901
>>622902

tnx guys. I just read your posts. I have not incorporated them yet.
as arms go, I wanted it to be slightly larger. also agree that he's torso is kinda short.

I'll stylise shapes at some point. to give more blocky look.
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>>622905
he's not an orc BTW
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Almost done with the modeling side of things, maybe a day or two left of work.
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>>622905
I think the upper torso is perfect, as far as anatomy it all looks clean. I think its just the proportions that need the fine tuning, keep it up though Im digging it.
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>>622909
thanks.
I also was talking about proportoions, I'm thinking to buff him up a little more. when I "envisioned" him I was kinda thinking him with Hulk proportions :D
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>>622817
That's terrible

Make the eyes part of the texture
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>>622907
dont listen to >>622912
make what you are making work!
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>>622906
Hey, are you that Commissar guy? The face style is really similar.
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Rate.
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>>622916
Looks like a complete mess neck up. Took me a while to even distinguish the hair from the head, let alone figure out what the facial structure was supposed to be like. The hair looks terrible too. Otherwise, there seems to be a conflict of interest. You seem to be going for a low-poly style, but it gets increasingly more complex towards the top, ending in the clusterfuck that is the face topo. The hands look weird as well, the webbing between the fingers is too high and makes the fingers look too short.
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A little update. Any crit on the textures so far? (Still WIP)
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>>622913
Appreciate, I’m all open for critique as well.
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>>622933
A little too early in the texturing process to say anything.
needs a detail pass, maybe some AO, character style seems to be cartoony yet realistic and it kind of clashes, with a semi-realistic character lighting is incredibly important and also for anything that's metal.
Detail pass (scratches, dents, tarnish, etc) will go a long way towards breaking up all the symmetry; right now everything is symmetrical and mirrored / repeated excessively
The character's face is kind of uninspired? But the lighting is a giant factor here, likewise the hair either needs to be more cartoony or more realistic, the ears (ear hat?) are really lacking in detail and seem like they should be a focal point but they don't really stand out (doesn't help that the flat muted background color makes all flat muted colors of the character blend in).
I think there's a color theory / balance problem in general in that nothing really contrasts that well, nothing really pops out, and that's not a "just turn up the saturation" problem that's a "carefully consider complimentary and contrasting colors" problem

At the risk of sounding like a furry, I almost feel like she should have just been a full on creature. Consider adding more cat-like makeup to her face, maybe even cat decorations / details during the detail pass, though you don't want to fall into that trap of like turning every button into a cat silhouette, and adding gold rings her nose and ears, and a cat eyes and heterochromia and other anime tier trash, you just want enough nice subtle details to tell a story but not be absurd.

I think you're at the point where you're pretty technically proficient, you've got skill, I hesitate to make any further comments because this is that dangerous mid-WIP phase where it's not finished, but it's also past the early stage (and thus no longer gets cut any slack by the viewer), which is the worst phase to show other people your work. There's a quote from a pixar guy that said exactly that.
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>>622933
Pretty good! The dress texture could use some work, it looks kinda stone-like and not really like a fabric. You're not done with the skin texture and hair, right? Those definitely still need work, as well as that beige ribbon. The leather wrapping around the boots could use some weathering work too, they look very pristine at the moment.
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>>622940
How is this looking for the leg wrapping?
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>>622949
The folds are great.
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>>622949
Yeah, they look much better. I'm not sure if the grooves really make sense though? It kinda implies that they were struck by blades or something sharp, which seems pretty implausible for foot bindings as well as what looks to be leather.
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>>622914
)) yeah, I'm the one.
alsi, I used same head model. But kinda redhaped and resculptrd.
I did it because I want to make this as fast as I can. But as body goes. I also used basemesh, but very very loose one..
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>>622949
looks like leathery skin with a bunch of diagonal scars. Doesn't look like "wrapping" at all, unless I'm misunderstanding something.
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>>622960
Well it's too late now. I'm going to have to move on. I'll take it on board for next time though. I was referencing character's from the green faction of shardbound. They have "leg wraps" but they are just lines on the leg. Next time i'll sculpt the leather strips overlapping but I can't do much about it now.
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>>622715
Horizontal clamp. The action is completed, todo: add handle grip and rivets through the joints
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>>622777
checked. Also I have that PDF from the other thread but haven't made anything with it yet. Great motivation to pick it up thanks
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>>622916
Just like the other anon said, you need to have clean topology. Look up low poly characters and study their topology because it completely makes the difference for low-poly models
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Maiking progress on my detective office scene. C&C welcome
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Light has still not been touched yet why it looks so dark btw.
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>>623003
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>>622933
>>622949

really like the character/
costume looks awesome, but it does not need that cloth texture. second picture is ay better!
face could be improved, but you nailed the best aspect of it, it is appealing! generally this is the hardest part.

but hands/arms look awfull ) you should improve it, because it takes so much from character.. it gives very amateurosh look. BTW face also has same problem, but as I said, it's appealing.

keep up the good work anon!
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>>623027
Yeah, i'm aware the arms and face sculpt are jacked up. It would be great to get come crit on the face since i know it looks wrong but i can't put my finger on what it is. I think the eyes are too deep set or something to do with the forehead? (shes a little cross eyed since i need to rotate the eye balls a little after texturing.)
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>>623015

so?
I am not re inventing the wheel of course....
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>>623045
I was just curious if that was the one of the references you were using because I did a similar project awhile back.
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>>623047
aah I see, yes indeed. The project was (is) quite helpfull for that
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>>623057
thought i'd upload some progress screenshots. I added some mud to the feet and bottom of the pants. The cotton texture was crappy so i scrapped it. Added more contrast to the AO. Added dirt and scratches to a lot of stuff including the face. I'm going to work on the hair ears and tail next. Any crit?
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>>623057
Is that cloth in the middle just temp?
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>>623067
the part that's hanging down or the corset? Either way no but i'm not sure what to do with it.
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bump
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It was suppose to be a Gundam but I fucked up.

Honestly though I'm going to model the famale and then split her body up to put and then connect them using Gundam style joints as well as various plates in certain areas.
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>>622715
Long way from done no bully pls
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>>623096
yeah it's a DSC filename, I just use that to keep it next to the photos
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>>623096
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>>623102
Kek'd and saved.
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>>623070
Just curious if the folds were final
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>>623106
yeah, it looks like clay or something. i know its pretty trash. my hand in is 12am fri (today) so I need to get this finished. I don't really have time to resculpt and rebake
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>>623102
>literal 13 year old ifunny tier meme
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just fuckin around
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>>623144
I bet you watch Richard and Mortimer and think your humor is superior.
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>>623159
Rotate the second skull from the left so it is looking more towards the center of the circle, like the rest of them. It looks like a copy pasted first from the left.
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More corridor. More Alien influence and Star Citizen.
I didn't copy their designs from the Reclaimer, they just where faster. I am talking about the long "cushions" they got and now i have them too.
Should i sculpt the creases or try my luck with MD, which i have never used before?

>>623159
I like it.
It has potential.
Horizon line looks boring and has no depth, put some mountains or something in there to create depth.
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>>623159
Why is there light coming from the right?
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>>623057
looks way better now
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>>623171
>>623176
good call thx

>>623177
was going for a sort of unrealistic, german expressionist kind of lighting scenario. without that the skulls just read as rocks
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>>623170
Is that what you're going to go for there buddy? That's the response you thought was best?
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>>623224
Pics old as fuck i dunno why its gaining traction now. Im over it.
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Reworked the face a lot. Mainly widened the space between the eyes and finally made a proper mouth. A lot of subtools aren't merged yet but I'm still nudging and moving them around to make them look right. Looking back at this screenshot I think the neck is too short still.
This is what happens when you make kinda quick model sheets I guess.
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>>623102
What was cringe about it? Or did you just not like it? Did you want me to improve on something? If so at least let me know so I can make it better.
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Won't be able to work on this until the next week, so posting progress for some potential feedback in the meantime.

Btw, thanks for the replies in the last thread, guys. Maybe I will join the ArtStation challenge, but I need some more time to figure out what exactly I want. I'm focused on this particular building for now, still very much work in progress and I need to fix some obvious errors as well.
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>>623262
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>>623263
>>623262
Well when you get around to it fix your ground textures, that's it
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>>623267
Yep, definitely, I haven't even touched them yet, they are just a placeholder. And not only those, I still need to rework some of the other textures completely. Then proceed to creation of more assets. Basically still a shitton of work to do, but I'll get there eventually.
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Adding walls and first lighting
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Finally figuring out this hair shit
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>>622974
fin
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>>623293
vernier calipers
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just been modelling the stuff i had on my desk
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>>623003
Looks good. Must have been a lot of work.
The only crit i have is, maybe cut some loops into that cardboard box bend it a little and make it less boxy. It looks a little too solid. The other assets look fine to me, but you know, i can't really say without proper lighting.
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>>623270
>>623272
>>623273
Coming along really nicely. The two first are set at day, right? I find them a bit lacking in contrast, it doesn't quite read as daytime for me. The third one does work very well as nighttime, however.
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>>623291
That's pretty dang banging. Only issue is the clipping but maybe that is unavoidable when doing default hair positioning. Don't forget to use pinch of tighten up the tips to a point.
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>>623313
fin
no animation, because I can't get the roller to rotate with the linear slide (autodesk inventor)
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>>623315
somebody pls tell me how shit these are and that i should end it all thx. the diamond etching on the torch should definitely be much smaller and i missed the stanley logo on the knife (there is one on the back though). also the zalman logo is geometry because i don't have a similar enough font.
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>>623356
The presentation is ass. Noisy rendering and pink background (are you gay?)
Do you want to subtle hint at it with your choice of color?
But hey, that is already the most offensive thing you did.
Shading/lighting could be better, meaning more aesthetically pleasing.
But i see nothing that repulses me or looks wrong, so i guess you did fine...
I don't know why you beat yourself over the head because of that result....work on the presentation and the visuals (shading, illumination) a little and it'll be fine.
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>>623369
>pink background
The fuck? It's transparent.
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>>623371
He didn't realize that the pink background is because of the 4chan styling.
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>>623371
i got it now
>>623372
yeah, i didn't.
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>>623369
thanks dude. to be honest i just brought all the models into one project, slapped a lowish contrast hdri on and gave it a quick render to show everything together. i'm trying to build up some scene fillers and practice some smaller hard surface things that i can finish quickly before the enthusiasm wanes and the self loathing takes hold.

top kek about the background colour!
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>>623369
>Pink Background
>talks sarcastically aboud that "pink background" in next 5 points.

what do you think about my render anon?
I think you should drink it..
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>>623425
what is your problem?
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Daily reminder that if you don't get at least 5+ replies when you post ITT, you're not good enough.
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>>623512
Pretty sure 3 replies is the sweet spot. Anything above that and you're likely being shit on. Anything below that and you're either being ignored or have entire dissertations as critique. How many posts on /3/ even get more than 4 replies anyway?
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Modelling a low poly shack/house, currently unwrapping it which I haven't done much of previously, C&C welcome.
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>>623521
Next time, if you know you're gonna be re-using a certain shape over and over, make it once - then unwrap it - then carrying on modelling using duplicates of it.
All you've gotta do after that is pack it once you're done modelling.
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Guys, do you know of some good learning sources for artistic lighting, specifically for video games? Currently I'm trying to tweak it in this project of mine >>623262, but honestly, I still don't feel like I'm good enough, and I already went through UE4 lighting academy and everything else I could find. They're pretty technical tutorials, though, so I think I need something more artistic. I want to have a rain and blue/gray atmosphere, but at the same time it seems to be too washed out and it doesn't amplify all the reflections on my assets, thus making it look kinda not modern enough. I really like how they look in the indirect lighting, but from the front, everything seems too... Flat?

I don't know, I was very satisfied with it at first and thought I had leveled up, but as soon as I took a pause and started thinking about it, I don't enjoy it as much anymore. I hate when that happens, hah. I crave for some tips, started tryharding too much today again. Don't wanna spend a week increasing and decreasing skylight intensity.
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>>623528

Yeah I figured that out after making multiple supprt beams, ended up unwrapping one and deleting the others then duplicating the unwrapped one.

When you say pack, what exactly are you referring to?
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>>623538
'Packing' is just arranging the UV islands in the UV space. When the unwrapping of all the parts of the model is done, you 'pack' all those unwrapped pieces into the 0,1 space. That's all.

You'll probably need to do this because if you've made a whole load of identical parts out of duplicates, all those parts will have identical UV maps. Now, this isn't a problem if you're not going to bake lighting and if you don't mind them all having exactly identical textures, or if you're going to be giving a unique texture/material to each separate piece (which, to be honest, is a pretty stupid idea in most instances).
But what I would tend to do in your case would be:

1. Model one piece.
2. Unwrap it.
3. Continue modelling with duplicates of that piece.
4. Select all these identical pieces and combine them into one mesh.
5. Assign a material.
6. Open your UV editor. You'll see what looks like just the one set of original UV islands that you made at 2. But it is in fact a whole bunch of islands laid directly on top of one another.
7. Use an auto-pack method to shuffle them all into the 0,1 space, or simply grab them one by one and arrange them manually.

Again - you don't need to do this at all if you're happy for all the parts to look identical when they have a material assigned. But you must do it if you're gonna use baked lighting and/or you want the pieces to look unique.

That's all there is to it.
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>>623541
Ah yeah, I have already arranged most of whats unwrapped in the UV space, but should all of the seperate parts have their UV's in the same space?
I have the house structure which is on one UV then say the roof is on a separate UV, is this okay?
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>>623547
>>Ah yeah, I have already arranged most of whats unwrapped in the UV space, but should all of the seperate parts have their UV's in the same space?

I'm not sure what you mean by the 'same space'. If you mean the same UDIM tile (I doubt at your level you're using multi-tile UVs though) then that would depend how you intend to use it. I don't think any game engines support UDIMs yet. If you're just doing a render in VRay or something then no it doesn't matter.

>>I have the house structure which is on one UV then say the roof is on a separate UV, is this okay?

I think you're mis-using terms here which is getting a little confusing for both of us.
Post a screenshot of your UV layout alongside your model and give me an idea of what part is what.

And tell me how you intend to use this model. That would help a lot.
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>>623549
Okay let me try and explain it, so here in the picture with the base house structure selected, you can see it's UV's to the right, but say the air con unit or the bin or anything else is on its on seperate 1,0 space, it not all within a single tile.

I'll be using this in UE4.
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>>623551
Ok. Well, those other pieces are not in a separate 'UV' space because I'd be able to see them over to the right of the stuff that's in the 0,1 space.
So what they are, is just totally separate objects.

So there's a couple of ways of going about this:

1. Combine all the objects into the one mesh and deal with it all (air con, bin, building - everything) as one object with everything in the 0,1 space I see there. This is, to be honest, what you would most likely do with a minor asset like this in industry because otherwise it would mean you have two separate texture sets and... that's a lot of draw-calls and memory for such a dinky little object. It just wouldn't be justifiable. Especially if all that's on that other texture set is just those small metal parts.
So if you want to do it in one... (which you should, really) finish unwrapping all your parts separately if you prefer doing it that way (I do) then select everything, combine it all into one mesh and arrange all of it within the 0,1 space.

2. If you do wanna go ahead and have it divided into two meshes, they both have to have all their islands laid out in the 0,1 space - if you've got stuff outside of it you're opening yourself up to problems.
Then, assign a unique material to each part - one for the building, one for the metal parts.
Then select all of it and 'export selected' as an FBX - the FBX exporter will gather the meshes and mats into one file, but when you import it in Unreal, it will come in as separate objects. But again - if you're not baking your lighting in Unreal, you can chose 'combine meshes' on the mesh importer and it will all come in as one object, but with two materials.

But seriously - don't do method 2. Do method 1. Method 2 is for larger, more complicated hero-objects.
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>>623553
Yeah that makes sense, I appreciate your help, cheers.
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>>623554
No problem. For reference, here's an example from a book I have of the kind of model that is complicated enough to justify having two texture sets.
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>call me mr. tumor...
am I going overboard? D:
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>>623551
>Student Version

what a cuck
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>>623609
Enjoy your trojans.
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>>623551
>>623521
how does he get out without breaking all of the eggs
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>tfw a robot can retopo better than you
i'm not gonna make it brahs
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>>623631
It's such a stupid technical shit that I want it to get fully automatized anyway. I use zremesher/decimation master for everything anyway lol (not doing characters and models that will animate, obviously)
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>>623555
What's the name of this book?
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>>623650
'How to Become a Video Game Artist' - Sam R. Kennedy

http://amzn.eu/anWQP8t

It's very general and quite junior, but provides a nice little overview for beginners. There's no tutorials or anything like that in this book, it's just a guide.
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I moved the scene to UE4 and reworked the lighting. I think I will go for a daylight scene with this
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>>622933
She already has those huge ears, so why does she still have the human ears?
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>>623679
She’s an rp fur fag obv
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>>623678
The scene, the assets, the materials all look good, but the illumination is not that great.
What i mean is these huge AO shadows behind the objects don't look very realistic.
The clothes-stand is the worst offender. I don't think in real life there would be such an ugly shadow.
Tone it down and maybe increase the lightmap-resolution.
Other than that it's good work, i like the mood.
Keep on doing.
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>>623679
pretty sure that's just a huge ribbon
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>>623533
Anyone??
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Finally found something to give me direction in starting 3d modeling.

Right now i'm working on an Ancient Greek/Rome themed "astralscape".

In the process of making the assets.

So far i've got the top of an arch and the broken column which can be copy and pasted into a full column.

Other than these i think i might make a straicase leading to nowhere, an alter, and sitting ledge around the alter.

I think the center piece will be a floating ball of energy or something.

Smaller assets will be grass blades.

This is my second day. Seems a lot easier than originally thought.

I can't be bothered to make 3d body models, i'd rather just edit Earthbound sprites if i want to include humans or anything like that.

Really influenced by George Greaves work

> https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSG6iAmVpjrXimTN5Hi_zTcuuemi7-nYqCDfnAjVSed-7yHH3hm

Think i'm doing okay for my second day.
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apartment buildings for another section of town.
I've separated them in a way where I can add floors to them.
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>>623685
Thanks. I reduced the AO settings, should be better now...
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>>623851
Now it looks worse, like there's no indirect lighting at all
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>>623853
Better?
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>>623861
Keep tryharding, famalam. There's this
https://www.unrealengine.com/marketplace/retro-office-environment
scene available on CGpeers. If you can, download it and analyze how they set up the lighting and postprocessing. Those shadows on the ceiling are still disgusting.
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>>623591
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>>623591
No, ^ this ^ is overboard
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>>623866
SWEET JESUS, that's horrifying.
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>>623912
That is, like, the male fantasy.
>>
>>623912
>>623913
"You may not like it, but this is what peak performance looks like."
>>
>>623914
No, it fucking steroids.

Nothing but steriods.
>>
>>623736
stop

posting

like

this
>>
>>623736
Post

In

Fucking

Paragraphs

You

Little

Shit.
>>
>>623736
>>623916
>>623917
>>623918
>>623921
same

fag
>>
>>623914
Jesus Christ. All that watermarking too. Imagine having an image like that just tagged to you for the rest of your life.

also
>out there someone actually likes this
>out there this actually turns someone on
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Some environment Im working on when I have the time. Any feedback is much appreciated.
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>>623924
the cobblestones in the 4th (l r top bottom) image have like zero depth. If you have a heightmap for them use Parallax Occlusion Mapping to give them some depth.
>>
>>623925
>Parallax Occlusion Mapping
Good idea, Ill add it now and see how it runs :) Thank you
>>
>>623924
I feel that it's way too dark. Definitely needs more lights, or at least some post-processing effects like bloom to make the lights that are there pop even more so it feels less dim.
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>>623928
Yeah I agree, I was thinking of having it really dark and have a Torch/Light source gimmick. Gets a little tricky since I have more locations that is somewhat brighter. But Ill definatly look into that! :)
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>>623924
I concur, I can barely see anything. Is your monitor too bright perhaps? (Mine is calibrated at ~2.2 gamma, 100 cm/m2, ambient light at approx 300 lx, for reference.)
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>>623928
>>623930
Would you guys say this is better? :) Keep in mind its supposed to resemble night time.
>>
>>623931
Definitely, yeah. I would suggest increasing the lamps' strength slightly.
>>
>>623924
dude. are you going, "Tomb of the giants" aesthetic?

light the scene up, >>623931
its still too fucking dark. look at other PRGs at night, you can see what the fuck is going on around you. it'a game, you should be able to see your surroundings to play.
>>
>>623931
>>623934

here's an example. https://www.youtube.com/watch?v=FRwxEL9rOVw
you should illumina things a bit.
>>
>>623932
>>623934
There has to be something wrong with my minitor hahah. My brightness is on 100% :& Tho I do like games that has "dark" nights, such as Arma and Tomb of the Giants. But I get all your points and Ill make it brighter and recallibrate my screen.
>>
>>623937
I really suggest investing in a calibration device (optical, not organic filters, so the investment lasts). My monitor is on 18% brightness IIRC and that's the sweet spot given my preferences and environment. 100% would be terrible overkill and a waste of energy.
>>
>>623944
Yeah I guess that's a smart thing to do! Thank you for the advice :)
>>
>>
>>624070
>that arm length
is this Death from Darksiders 2?
>>
>>624070
>that face
The fuck she's looking at?
>>
>>624088
ur face m8
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when's the optimal time to realise that you don't have the patience to go any further, lads?
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>>624096
What is exactly your question? Are you talking about when it's time to call it a day and jump to modeling a different thing?
>>
>>624105
it was rhetorical really - i'd just hit a bit of a wall but i'm gonna at least have a go at modelling the engine and transmission before i sack it off and go cry in the dark.
>>
>>624109
Try having a couple of projects going on at once.
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>>624096
I hope you don't get discouraged and not finish it anon. I really like it. Keep going!
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>>624096
never!

BTW any suggestions guys? what to do with his costume? "v
especially boots. please someone hint at somethoing ...

also thinking to make him into Cable fanart
>>
>>622793
Uni work with blender? Crazy. Looking good thou!
>>
>>624147
big fuckin blocks of hammered iron that vaguely resembles a boot
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>>624147
He needs a bigger bulge. A much bigger bulge.
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>>624130
>>624145
>>624147
thanks for the encouragement. i've got most of the major engine parts laid out now but there's still a long way to go overall.
>>
>>624154
Actually I was thinking to give him vagina,, I mean surgically)) jk.


yeah agree, I'll bulge him up it time ) no worries
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Made a meme.
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>>624181
Get out.
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>>624181
Thatsa lot of work for memes
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working on this model again I started on/posted here months ago but gave up on. I can't decide if I wanna do more with the textures or keep it simple. Was thinking of doing runes / paths along the limbs that would glow. Body also has no normal map / details. And i only just now reaalise what's off about it is there's no belly button. No idea how i missed that.
>>
>>624195
The body SSS looks really nice, very creative. Are you using radius and subdermal maps?
>>
>>624181
>*snap*
>>
>>624195

Would fuck
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Making a more realistic version of Solidus Snake's head for Retrogasm. Pls provide crits.
>>
>>624214
forehead way too short, hair looks like shit so do it with particles unless it's going to be exported to a game engine. Nose looks way too flat and as though it sits on top of the fatty upper lip area rather than protruding from the skull. I think the ear should be tilted back a little more
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>>623096
nice work but try branching out
>>623159
hideo kojima?
>>623176
might be too high poly for an actual game
I feel like there's some negative space without a reason though
>>623262
very cool might be a bit bland though


Here's an entelodont for an upcoming mobile virtual reality game I'm making showing prehistoric creatures with accurate scaling in an encyclopedia/museum like fashion
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>>624227
>>
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>>624228
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>>624229
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>>624231
>>
>>624233
I don't know if it is because of the camera settings, but I've never seen a stegosaurus with those proportions. It seems to me that you overdid that head to body ratio. Others are also questionable.
>>
>>624241
he just one thicc bih cuz
>>
>>624214
Mgs always had "realistic" graphics. What are you talking about?
But your version looks anything but realistic ))
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>>624241
>>624242
>>
>>624181

why is he wearing brick tiled shirt?
is this supposed to be future?
wtf is wrong with you?!

+ I had to fucking google it to understand.
>>
>>624195
Isn't that the Etin model from a game? Not complaining. Looks cute, cant wait to see what cloths or changes you make. Liking the texture.
>>
>>624195
She/it also lacks a vagina and (I bet) also a butthole.
>>
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i want to die. any ideas what to do with the exhaust pipe, and is the gun a bit too big or do i just need to slim down the mounting and arm assembly? also engine in the front or the back? i'm concerned i'm not going to have space for a gearbox.
>>
>>624263
That was done on purpose, pervert.
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>>624281
does she want to come for a ride? pls ignore the gun, it's just a toy haha.
>>
>>624280
The gun does look a bit too long and your exhaust muffler just looks comically huge. I'd suggest you use your seats as size references and look up images of your parts, then scale accordingly from there.
Additionally, the chassis looks pretty bad. It just looks like a bunch of green plastic drinking straws. Look at images of real rollcages and examine how they connect the piping together. Sure, you can skip on the welding detail, but having huge weird triangular sections connecting your pipes just looks wrong.
>>
>>624283
i'm using a skin modifier for the frame until everything's a bit more final because it's really easy to change. it definitely will be getting done properly though.
still playing with exhaust at the moment, i was thinking of maybe doing a truck-style stack given that this is eventually meant to be a post-apocalyptic vehicle could have been modified with salvage. agreed that the enormous car-style backbox looks ridiculous though.
>>
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>>624281
>implying every piece of art which depicts genitals must have been made by a pervert
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Blend Shapes are driving me to drink. But if I drink I can't get any blend shapes done. Skin Weighting is more fun.
>>
>>624299
holy fuck just rig her face it's not that hard
>>
>>624299
Update your Maya, Josh
>>
>>624195
Amateur overall, but its oozing with style and the curves are good. Guessing you have a background in 2D
>>
>>624214
Weak chin, you need to find a real human reference for the neck area, your work suffers in that areas because you cant see it from the side, You need to get a real reference. Also bring the area surrounding the nose back more, The nose is fine where it is but the area around it is too far out making it look inward. Also reduce the vertical length of the cheek bones, too big. Just lift them up from the bottom a little. Also hide the hair so I can see the lip and chin area.
>>
>>624282
Gun should be a Gatling gun or maybe a tri barrel. You say its too big but I think its too long, the rest of your vehicle is flat and low and wide, perhaps if you reshaped the gun to be more in line with the rest of the model it might look better.
>>
>>624299
>import the head to zbrush
>save the head at the default layer
>move it around with the move brush
>scrub back and forth between default and different expressions until you like them
>export the different recording back to maya
>done
>>
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Going to do hair (learn how to do) on monday and maybe add some skin details
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>>624366
Trying to figure out hair myself, Im not sure how to make strands from a mesh without it getting messy.
>>
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I have developed a weird obsession with anime hips/tummies/butts because I always had a very hard time modeling those areas. Days of reference gathering later and I think I'm getting better at it.
>>
>>622900
Give him a big ol pecker
>>
>>624366
I like overall design. She looks appealing. But you should keep rounded forms.
As hairs go, you should use IMM brushes for that.
>>
>>624385
it looks like the midriff is made out of gum and it is being stretched out by the weight of legs. cut the legs off, and ot looks like a tear drop.
>>
>>624392
It's stylized :^)
Thanks, I'll see if I can improve it further.
>>
>>624394
> :^)
anon pls

>>624385
Anyway, the butt deserves more definition where it connects to the thighs. Some creasing and what not to show that dat ass has some weight to it, y'know? The transition is a little too smooth at the moment, almost like that area has been stretched therefore removing the crease.
>>
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>>624398
It's a good indicator of a sarcastic joke. Nowadays you can't just make jokes on the internet without 50 people taking it seriously.
I'm trying to make a nice crease but I don't really have enough geometry in the area and I'd like to avoid adding more at the moment. Anyway it's subtle but I think it makes a nice difference. Thanks Anon.
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>>624363
thanks, anon. it's meant to be loosely based on a browning m2, which are pretty fucking huge, (i also only just realized that i need a platform hanging off the back for the gunner) but it can definitely be reworked. ideally i'd probably like it a bit further forward too but it's difficult without adding a support rail somewhere through where the windscreen would be.
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I've changed Commisar's face slightly,
now he kinda looks more appealing, I think.

I've done modelling, and can not get myself pose him and finish him... i want to start something new, besides this and that muscled guy...
>>624147


>>624407
that's hellova strange butt. )) I dig it tho. I'd add slight crease/lines under the butt cheeks.
>>
>>624457
>i want to start something new
challenge you to sculpt a female
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>>624485
absolutey!
I am even shocked that I made so much males...
>>
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Could I have joined the arm and leg to the torso better? I didn't calculate the verts when I made the cylinders for them while I was making the connecting parts on he torso.
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does the gun look any better now or should i just replace with a gattling gun or maybe a harpoon? i added some dudes (i'm not a drawfag no bulli) to use as references so i hopefully keep stuff fairly to scale. not looking forward to unwrapping this lot at all.

>>624487
embrace the gayness, anon. it's 2018 after all. also don't forget to give muscle dude a big juicy donger.
>>
>>624530
Why blue against blue? Make the ded blue man red!
>>
>>624538
they're only there to help me scale things properly, the only reason they have bowler hats and they're posed like that is because i was bored. they won't be in the final scene because that's about the limit of my human making abilities.
>>
>>624530
that muscle dude is made for gay club, actually )
I thought it was obvious enough. he is wearing danm harness on naked chest.
besides, is there gay-er thing than muscled men?
>>
>>624552
oh i thought maybe he was some kind of brawler but gay stuff is fun too nohomo. i decided to just work on my character for now and see if i can get him to look more like pic related. my topology is shockingly bad already.
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>>622715
Fug. Ive finished everything on the model but the hair. I can not figure out how to combine the strands while keeping them as individual parts at the bottom...
>>
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Forgive the shitty screenshot. Every-time I try to render in Maya it crashes :(

Created an lion/human hybrid. I played with the anatomy of the arms/hands and legs/feet of my character. I plan to rig this model but I believe my typology around the mouth area is all fucked up.
>>
>>624515
Just use the skin modifier for the base mesh, fuck is this? Also your normals are flipped
>>
>>624554
>nohomo
I fotgot to say that myself :D
I think I'll abandon this character tho... (for some time)


Have almost not seen good OP 3d fanarts )
I totally miss OP tho.. have not seen it since 2 years..
>>
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>>624660
Forgot to add picture...
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>>624616
https://www.youtube.com/watch?v=R8wnSbCg_vo
>>
>>624668
hank god.. fucking religion is not this popular anymore..
>>
>>624669
Get out of your little bubble, anon.
>>
>>624662
It looks kinda homo-erotic, and I am not sure why.
I can see that's some kind of gladiator body, but the face is sort of pretty boy look. He looks like an actor in staged role-playing gay erotic film. Like he's a fantasy character, but it's not women's fantasy, nor straight men's fantasy.
>>
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Material practice for a little scene in working on
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>>624617
i'll give it a try, thanks. It's a female gnome base for a big fantasy project I'm working on, and the faces aren't flipped, the leg portion was a different material at first, they're
>>
if something is already 1 material to begin with is there any way I can I guess you could say "subdivide" it and separate it into more materials in blender?
>>
>>624700
Try to make a seam between the base and the body
>>
>>624699
>It looks kinda homo-erotic, and I am not sure why.
>not sure why
Well, Anon, I might have some news for you.
>>
>>624711
Not that I know of, you have to assign geometry to each material slot individually. You can use groups to make your life easier.
>>
>>624699
>
>>624552
>>
>>624329
Holy fuck how do you know my name?
>>
>>624726
It's on the screenshot.

I'm Pablo, by the way.
>>
>>624726
>>624729
Hahaa
why did you tell him? ))
>>
>>624712
Just for reference, i'm not trying to make the larger traffic cone
>>
>>624660
uh oh... i hope you wanted to hate yourself and never be able to give your parents the grandchild like they wanted...
>>624662
...but he's very pretty so perhaps it can be forgiven. imagine him plowing you in vr nohomo
>>624515
>>624705
this should help: https://www.youtube.com/playlist?list=PLvgIVNDU-Dxjb3eukDF5W0l0-6ShO9OiM
>>
>>624773
>uh oh... i hope you wanted to hate yourself...
what? can you translate in less meme happy way?

>>624773
>...but he's very pretty so perhaps it can be forgiven.
there is no higher power which will judge you and forgive you. if you want to fuck with men do it don't be miserable because someone told you taht it's wrong.
>>
>>624796
/3/ truly is the most wholesome board. i'm talking from experience about the self hatred and letting parents down. it might be because i tried my best to not be a gaylord until i finally accepted it at age 25 but i feel like we're getting way off topic so i'll attempt to at least steer it back to 3dcg stuff.
i'm a poorfag and want a drawing tablet. i guess size, resolution, poll rate and assignable buttons are important but are anti-fouling gloves a meme or actually worth getting?
is a ugee m708 acceptable as a budget option? https://www.amazon.co.uk/gp/product/B07CVGFRHH/
>>
>>624802
I thought you were telling me to kill myself because I dissapointed my parents ))
I can not relate, because I'm not gay, bu I have shitton of gay friends... and know that holdong back is very bad ) also sexual prefferences is very overrated shit...

as tablet goes. I lost my wacom, 2 years ago, and really needed tabled very ATM, I didn't have 300+$ at that moment, decided to buy cheaper one as emergency, and I thought I'll buy Wacom, soon.
I bought Huion 1060p
but I stuck with it, because there was not that much difference at the end. then I also bought XP-PEN Star 6
it was on sale, I bought it for 40$, just for kicks. also only thing I missed from wacom was dial. and it has one. keys are BS, nobody uses them, but dial is very useful thing.
as gloves go, you need them if you use touch.(BTW both tablets came with gloves)

BTW. I'll still bu wacom, but I'm not in a hurry.

both brands are not bad at all(Huion, XP-Pen). but I don't know about Ugree.
I'd still suggest to add extra 20$ on that price, but if you can not. just buy what you can.
>>
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>>624773
Thanks I'll see if this can give me a better idea how to go about merging body parts. I spent about two hours making the feet for the first time and it's kinda rough using two different reference images for the body and feet themselves.
>>
>>624802
I got Ugee HK1560, and I am very happy with it, but it is my first, so I cannot compare it to anything. The glove does make the difference.

>>624828
I think you need topology reference images too. https://youtu.be/VesIfaj-0y0 they have good topology videos covering different body parts. It helped me a lot. Just try and copy what you got in the video, and deform it to the shape you want. I get it you go for stylized character, but that edge flow should still be there.
>>
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>>624851
I'll refer to it. the model is suppose to be stylized a little, but not too much. I'm going for a somewhat realistic gnome that is similar to the Dwarves in Lord of the Rings/The Hobbit, just with more 'Irish' looking faces and less fat.

Again this is my first time doing a foot like this, I'm use to just doing the shape of a foot as if it were a character simply wearing footwear or something but that video looks like it will be a better reference to see the topology of the foot.
>>
>>624861
well from what you wrote about your character I can say you can just copy that topology and just change proportions later, and when edges loops become too dense, just get rid of them. You should check out other body part videos too. try to get all the colored edge loops and poles in your model, and you should be good to go.
>>
>>624862
agree with this anon, but..

>>624861
>>624828

study the anatomy.... or your character won't look like anything.. no amount of topology will save it.
second thing.. make humans, before making fantasy characters. that way you'll be honest about it, and when people will give you harsh CC, you won't explain it with "it's stylised" or"it'sa gnom"
if you'll be able to make good humans, then you won't have problem reshaping it's proportions to fantasy race, but if you will start witrh gnoms, it will never look gnom enough.
>>
>>624817
>>624851
thanks dud/3/s. i've gone for that ugee and a cheap glove since amazon will just take it all back if i don't like. hopefully i will like it though and i'll want to get something nicer once i'm working again.
also, >>624817, you're a cool guy although i have to question the motivations of a "not gay" man who makes muscle dude characters for gay club scenes for fun. but as long as you keep your socks on or whisper "nohomo" after fapping to your creations then i guess it's all fine and i wish you the best of luck.
>>
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>>624862
The video helped a lot I think, I like how this looks aside from the way the toes are spaced apart but the way he color coated some of the faces helped me fix some of the problems I was having with how the feet shape formed on the top and bottom.
>>624864
I understand what you mean, I've done humans before, but they were either low poly to for a friends game or they were just wearing shoes/boots. The body and leg were actually taking from a human I started a while ago, but I decided to scrap that project because I didnt actually know what I wanted to do with it. The only thing that makes this and the male model I'm going to do next is the legs and arms are a little shorter so I'm trying to use it to practice a lot of things that I can take onwards.
>>
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Here is another approach to give my scene a more noire look...
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I've been modelling a serial rapist.
>>
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hands and feet are done, all that's left is the base head and rigging. From there I can start to work on different sets of clothing and gear as well as the male base.
>>
>>624868
>gay club scenes for fun.

I get your suspicions.. lol but..
I'm not making gay club scene.. I'm making this for real club, and it's not "gay" club, it's techno club in reality. club owners are my friends and I told them at some point that I'll make character for them.
BTW I started this as anatomy study.


PS: here's boots I just made. to come back from of topic.
>>
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>>624883
forgot to attach picture :::
>>
>>624885
polymodelling in Zbrush must feel like writing on a post card with an electric tattoo machine
>>
>>624893
That's bs. Whoever learned how to use Zmodeler properly, almost everyone use it for modeling now.
If you don't neeed to model something in milimeters, like "someone will die if you missplace on milimetere" way, then zbrush all the way.
And it is not only zmodeler. There is shitton of box modeling tools or tools which you use with zmodeler.
>>
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Update since i had some time to work on this
>>624199
It's just a diiffuse map and illumination map atm
>>624210
>>624263
Problem solved since i'm a degenerate. pic related
>>624252
I based the shape - mostly the legs, torso, and head - on a model i had in a folder full of ripped game models I downloaded ages ago. I think it was from a blade and soul game, which has a race of furries called Lyn
>>624361
anything in particular that makes it stand out as amateur? I assume lack of details, hair could be smoother and clip less, overall lighting / reflections could use some better balance.
>>
>>624971
>Problem solved since i'm a degenerate. pic related
The glow is a nice touch. It makes sense, too, from an evolutionary standpoint.
>>
>>622777
damn, nice result for viewport rendering
>>
I’m no bad at drawing textures but I want nothing more than to create low poly assets.

65 tris on this monstrosity.
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>>624971
fire glowing sexy bits remind me of succubus from homm5 pic related
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>>624971
oy vey, not the furries
it looks awesome, the nipples definitively help it visually, the body dosnt feel so uniform now
i would change lips color, make the nipples nipple areola more defined with a harsh transition, inside of the palms and bottom of the feet could use different color to also break up the shapes,
boobs lack a bit in definition
>>
>>624876
If Bill Cosby and Harvey Weinstein had raped a girl at the same time, their son would look like this.
>>
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>>625004
first of, it looks good but few things to consider

learn about gradients, will improve your lowpoly, usually good for things like the sail or generally things that have a singular color
-also if ur using blender (or krita) you can use smooth stroke to draw nice curvy shapes.
-another lowpoly tip is to use multiple layers when painting, lay down the base and then another layer for lines, then another layer for gradients/shading/highlights.
you can work with many layers and bake them into one later, i just never tried that because blender can be a piece of shit sometimes
-last tip is to pay attention to you color palette, most painting software (including blender) have a pallette tool that lets you save color.
your color decisions are great actually, so no need to change anyhting
>>
>>625025
also, more stuff

-paint on high res textures, if you are doing heavy linework. because on low res textures your lines will look like shit. resize to smaller texture later
-use brushes to your advantage, straight lines,curves,dots etc. you can set brush strength as well
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I don't know what to do with this character anymore..
I can turn him in any kind of warrior/space marine IDK.. ut I think I'll start something diferent for mow and use him at some point as base mesh ..
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I tried first making hair using a plane i made in maya, and make it into a curve tool, after some time though, i figured out that you can make game hair using the Fiber-mesh tool, it is a bit high-poly, but can be reduced easily in maya
>>
Working on this little fucker's textures for a while now: https://1drv.ms/v/s!Am3bumMG-VTBge9EsX1fBk0ZowuOQA
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>>624828
>those feet
nice lisa boothe model
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Last one, I slightly changed belly position and straightened his back slightly
I learned much from this one.. and fairly satisie with result.
this is first time me rying to make male body, and stylising it in anatomically correct way. (I know it has flaws, I see soeme of them myself)
>>
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I need to make some adjustments to the areas between some of the joints and add a shoulder bone as well as finger/toe bones, but otherwise I'm happy with the rest of it, the only thing that pisses me off is I can't get the bones to simply align with vertex groups, automatic weights is the only thing I can get to work for my gnome which is going to make gear and clothing a bitch.
>>
>>625063
In games, when you want to have a character wear clothing you simply hide the parts of the body that the clothing will cover to avoid clipping. Set up an IK rig.
>>
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>>625068
I was honestly just going to model the clothing around the mesh and delete the underlying faces to make a paperdoll sort of thing. I'm going to use the model and animations to make isometric sprites similar to Diablo II or Divine Divinity (higher res of course). I don't have the experience to work with a 3D engine honestly.
>>
>>625012
I wanted to avoid too much definition in the nipples / shape of the breasts because I didn't want it to be overtly sexual, but i guess with a detailed vulva that ship has sailed.
>>
>>625074
post topology
>>
>>625074
You can self censor later and for now work on the overall balance of visual detail
You can later use some convenient censoring hen posing and uploading into a folio or plain up smooth that area out, maybe add like fire pubes to censor the vag and smooth out the nipples, but still i would leave the breast shape in, a humanoid with so little definition of body features as before lacks in any visual interest
your eyes basically go to detailed head, then nothing then legs? it just dosnt read right, too much rest area vs detail space spread too much apart
>>
>>625039
work on dem anatomy
the neck is just awful,weird tits, awful posture, weird arms
>>
>>625118

mind doing a draw-over then?
>>
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>>625050
YOU ARE MAKING TO MUCH MALES, REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
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>>625050

The clavicle and acromion process looks really weird.

You should do a skeleton or study the clavicle. That is really destroying the sculpt. The neck/upper torso is really destroying the piece.
>>
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>>622715
Working on a knife right now. Obviously in substance painter.
Kinda hit the wall, don't know where and how to improve the texture even further.

Help Anons
>>
>>625131
post front and side view then
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>>625186
How did you get those tiny cracks on the handle?
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>>625188

also back view
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>>625186
More wear along the knife in the direction of cutting. I see some scratches, but they are perpendicular to the edge.
>>
>>625198

Download anatomy for sculptors look in /ic. Download Paul Richer book.

Do anatomy studies.
>>
>>624894
Im still using r7 and I find it to be a pain in the ass, did they make it easier to use in 2018?
>>
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>>625192
Used a generator. It gives you amazing control

>>625201
Should they not be perpendicular? They are perpendicular on the references
>>
>>625209
I know it's some kind of a generator, that's why I asked how, because I never used it in SP and don't know where to find it.
>>
>>625198
i honestly got half way into an paintover before i realize almost nothing of your model was left
sorry but its unsalvagable
off balance, poor anatomy and poor proportions, poor posture and poor definition
man you gotta focus on the silhouette and overall volumes before you try getting in any anatomy features in
if you want to work on it i would start by fixing the head and neck
>>
>>625209
I see them slightly slanted on the reference. Which makes sense, since most of the time you cut with the edge at an angle, even if it's a small one.

Note how near the base the angle is different from the one near the point. That reflects the way the knife is held differently when using different sections of the edge.
>>
>>625220
I see! It can be corrected but its so minor. Got any larger comments on the texture?
>>
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A few hours of work on a little noodle stall. First project in eight years. Hard regression...
Thought it was ok till I decided to post it now I think it sucks.
>>
>>625158
hahaha I agree with you 100%
but no more! I'll starta female soon.

>>625185
dude.. it's stylised!!! (jocking)

thanks, I'll definitely look into it.
I appreciate replys like this the most,
>>
>>625310
>>625310
would echo what that dude said, but also mention the scapula area looks a bit odd. i'm just getting into anatomy though, so ignore me if you think it's fine.

i can offer some really good reference for that body type from the bodies in motion library tho:
mega dot nz/#!lXRXkYBY!VPC2ucKNEjxasEFixonDT1k_e0xUvhzTqQEAtxr2jrc
>>
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>>625316
thanks for that awesome collection!

PS. I UV ed muh bolter )
>>
>>625310

I would also smooth out the transition from the upper pectoral and anterior deltoid.

You should look at a bunch of NFL players and look at the pecs and deltoid, you will never see a hard line like that.
>>
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>>622715
doodling a carnage
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So spent 4 hours trying to get Maya 2018 to work on my machine. No luck but I got Maya 2016 LT to work. Turns out there was so admin settings and virus scanner deleting the crack happening. Maya 2016 make my Pc run a little slower.

Also issue with blend shapes. Trying to set it up so I can add more later but getting some issues.

https://www.youtube.com/watch?v=iKu5kgs-CiY&t=53s
I did this so it be easier to not deform the body by mistake. But I think I may switch back If it is the root cause of not being to add blend shapes afterwords.

https://www.youtube.com/watch?v=BFPAIU8hwQ4
This saved me hours of work when I realized I forgot the eye loops.

I made the switch to the "Chad" of 3D software. BLENDER! I emeditly felt a burst of dragon energy. Its UI is easier to learn then Maya. After 10 min I was already an expert designing my own video games with the help of Unity. I currently have 3 games waiting for approval for steam to sell. Gabe Newell him self steam voice chat to congratulate me on my switch and announced that TF3 will be out this fall with L4D3 before X-mes.
>>
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>>625269
I hate it
Man I just wanted to make something cool like (next post)
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>>625448
like this
>>
official /wip/ drawpage
https://www.groupboard.com/gb/744618
>>
>>625449
do these little shops actually exist in real life? its seems like just a bar with 4 chairs, it doesnt seem very practical.. what do you do if you get 5 customers at once?
>>
>>625448
it needs to be voxel based
also he used an emission shader
>>
>>625465
its an off-road shop, most of the people that get there only stop to use the bathroom
>>
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Low poly lightsaber. Tried to give it a rustic feel with the shaders. I'm more experimenting with bump maps and lighting at this stage.

What is holding me back from this pic?
>>
>>625437
>deleting the crack
Wtf mate, why don't you use the educational version?
>>
>>625473
too clean/shiny.
the rust is completely out of place, do sabers rust? this is the future m8
also change the angle and background, avoid still life angels if you are not aiming for photorealism
>>
>>625475
What angle should I aim for?
>>
>>625482
Move the camera around while thinking of cool lightsaber fight scenes until you feel "this is the one shot!".
>>
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>>624971
W-where do yountexture anon?
>>
>>625496
just use thickness map in SSS slot and turn it up.
>>
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>>625437
one suggestion I want toi give.. that'll make your character more appealing. your character have too big space between her nose and mouth/lips and it kinda gives shek-y feel to her.

either pull her mouth a little bit up, or bull her nose down.
>>
>>625499
Not the rat waifu guy.
I get what you mean, but it's a furry character, so I guess their face proportions are different because the nose is still animal-like.

As the appeal goes, I can think of other characters who have a larger gap between their mouths and lips, and they are still appealing. pic ralated
>>
>>625503
I'm not saying that it's 100% damning thing in appeal.
but if you look at midna, she has no lips, also she has no philtrum. which is one of main reasons. also rat character has very thin upper lip (kinda like shrek has)

that change will make her much more appealing(at least for me ) If he choses to not to do it, it is not a problem either.
because she is already very cute talready.
also as I already have said, josh deserves a medal for his dedication )
>>
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>>625416
>>
>>625510
start doying humans, then monsters... or your monsters will look bad ))
>>
>>625516
How does my sculpt look bad?
>>
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can someone give me feedback on the anatomy?
I feel like the stomach is off
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>>625526
your primary shapes are wobbly and the anatomicals are malformed
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>>625559
Got any good anatomy guides? Plus, I understand the anatomy is indeed off but I fail to see how it brings down the overall quality of the model, correct me if I’m wrong.
>>
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So I've never colored anything in Maya before and am trying to figure out how to add color to certain objects without making the surrounding objects in the same group change color as well. Is there some better way to go about doing this or should I export the model and try to color it Substance Painter? I've tried to use Substance before but it was difficult since I have no knowledge of UV mapping. Is there any way around all of this or are there any videos guides I should follow because I feel lost right now.
>>
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>>623720
arch?
>>624096
You're clearly not done yet. I would think of the intended purpose, though. Is this good enough for a portfolio? A client? Your own satisfaction in a job well done?
Look at how the real items are made. Where are the weld beads, the hose clamps, the engine mounts, the ammunition box?

I finished most of a warlock bond for a costume.
>>
>>625503
Thanks for the feed back. Learned that you can still make changes to the face even after have blend shapes made. Which got me total stoke.

Started to notice more flaws in her design as time goes on. At this point I promised my self to finish her before starting a new one. Can figure out how to crack Maya 2018 so I try to learn Zbrush agian.
>>
>>625565
anatomy is the first thing which defines characters. it is the base..
imagine if stool had broken legs, will any of it's quality even matter? )))
also you are just staring, you'll get good, no worries. it just takes time.
>>
>>625619
Thanks for the honest critique brother
>>
>>625619
id say the quality would matter a good bit since the it could still be fixed, this is more like a stool that is crudely carved and cant support any weight so it fails as art and as a stool
>>
>>625621
don't stop what you've started ) also head looks cool.

>>625622
I meant stool as thing on which you sit, not some ar piece. still it must be fixed first and of course, fixing is always possible ) it can even be improved
>>
>>625600
is your next project going to be a rat waifu 2.0, or some other character?
>>625508
One way to find out is for Josh the Rat Lover to make edits and see which one is more appealing.
That's right, your love for your waifu gave you the title.
>>
>>625565
>Got any good anatomy guides? Plus, I understand the anatomy is indeed off but I fail to see how it brings down the overall quality of the model, correct me if I’m wrong.

Then whats of quality in your model if your anatomy is shit, your form volumes are wrong, your silhouette is ugly, design simplistic and even then the wghole thing looks barely started yet alone finished.
If you made a 10/10 render with amazing composition only then you could start arguing on any other features of a cgi piece, but if its just a sculpt?
Again, what else there is?
>>
>>625647
> wghole thing looks barely started yet alone finished

You do realise this is a WIP right
>>
>>625637
Don't bully, faggot.
>>
>>625637
I genuinely smiled ))
And from what I remember it's already rat waifu 2.0
))
>>
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>>625667
>You do realise this is a WIP right
How the fuck does that relate to anything i said?
If its a wip more so those early volumes are more important as nothing else could show any future promise.
>>625679
A model like that? Yes, anatomy and form definition is most important
This is how you get a top art station pick, by making even a simple design look believable
>>
>>625475
>this is the future m8

No, it's a long time ago in a galaxy far, far away.
heh
>>
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Female gnome is pretty much done besides some finger/toe rigging, now I'm starting on a male model that I will turn into the male gnome one it's complete. part of me feels like I done goofed connecting the legs to he body, but I think it won't take more than reconnecting some verts in that area.
>>
Resolved baking issues that resulted from Zbrush being shit at seams during unwrap. Finally on to the painting phase.
Quick question though, does 3D coat allow you to download custom brushes? Or is it all in Photoshop?
>>
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>>625785
File didn't attach :/
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this is my first full sculpt thing and I'm not sure where to go from here. I only started a few days ago, so I want to keep practicing
>>
>>625727
>early volumes

Elaborate.
>>
>>625805
Really like those suction cups, are they alphas? Also I feel like your mesh would benefit from slight skin alphas, especially on the skin. For your first actual sculpt, it's really good, keep it up.
>>
>>625577
yeah you're going about it completely wrong. uv mapping is easy. just look up a beginners tutorial on youtube or something. then you can either make a texture in photoshop, or mess around in substance painter(which just makes the texture for you while you draw on the object). UV mapping is required regardless of what you do.
>>
>>625672
How is it bullying?
>>625674
3.0 then
>>
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how can i turn a line of vertices into a curve? I can move it manually but there has got to be a better way than that

maya 18
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>>625597
Arch.
Haven't seen many field-related posts here but I keep up hope.
>>
>>626021
you mean like the Polygon Edges to Curve under the modify > convert menu?
>>
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>>626082
thanks this was exactly what i needed, I didn't realize it would make a clone instead of taking the original edges
>>
>>626083
actually maybe not, seems like the curve is tied to the actual vertices position. close enough though, i'll see if i can just script a button to fix all my problems
>>
Make a new WIP you fucking retards
>>
>>626218
NO U, U LAZY FUCK
>>
>>622900
Looks like he's missing his dick
>>
>>626084
Delete history on the curve to remove the dependency on the vert positions
>>
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Yo is it practical to want to try and pull the 3D models from a mobile game like Titanfall: Assault to try and 3D print? I want to use them in a upcoming Table Top RPG game i'm hosting and no one makes anything close.
>>
>>
>>626765
OpenGL animation rendering, also called "playblasting". Learn it.
>>
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Started this character.

Anyone knows why the wireframe is visible in the subsurface scattering shader?

Using Arnold 5.0.2.3, maya 2017
>>
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Why is XGen so hard to learn, I'm about to give up desu.
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I've never ever been able to get hands / feet to look right, second attempt.
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>>622715
I'm a super armature at 3D Modeling/Texturing.

> I'm a poorfag using Freeware just to have a free hobby for the last year and a half.
> So I Started playing with Blender and GIMP an hour a day while I drink my morning coffee.
> Last November I got the Lenovo Mixed Reality Headset with Motion Controlers.
> Screw around on VR Chat once a week and think I'll build a "The Godfather" style compound.
> Been working on it on and off for the last 3 months, trying to keep my mind busy waiting for court dates to come and go.
>>
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>>627076
> Never did architecture till last Week.
> Trying to build a Mansion in the middle of the compound.
> Some how I fucked up bad between the first and second floor.
> Got plenty of backups, so It will be fine, Just lost a day and a half of progress though.
>>
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>>627079
> First floor seams ok.
> But I feel like the 19 year old running the tutorial is cutting a lot of corners.
https://youtu.be/1fYPUf_ozHg

Any Recommendations on a better architectural tutorial?
>>
>>627083
At least it feels to me he is cutting corners.
I don't know what to do half the time, I never went to school for this.
>>
>>627083
Build floorplan linework with consistent interior/exterior wall thicknesses,
extrude floorplan linework up.
Building stair profile, extrude.
Boolean out the stair wells.
Boolean out the windows.

Add ornamentation afterwards.




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