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File: WIP.jpg (1.96 MB, 4000x2410)
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just. how lazy are you guys?! I'm opening this thread for a year already... and I always take a week or so. (somebody opened it two threads back tho.)

also, I'm not in a mood to compile all our WIPs in WIP pic,.. it kinda takes an hour ))
but I compiled this )
>>
Where'd you find that?
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>>626243
I bought
amazon. com/Anatomy-Sculptors-Understanding-Human-Figure-ebook/dp/B07BL5F7MB/ref=tmm_kin_swatch_0?_encoding=UTF8&qid=&sr=
and then I sapped some of images on WIP image..
PS:
I started to handpaint this fucker ) I just started
it.
anu suggestions? ) and I know, hair lookslike shit...
>>
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I forgot to post this before leaving to study drawing.

My free ecorche you can download:

https://gumroad.com/rootin


Sculpt Time-lapse:
https://www.youtube.com/watch?v=e2ZCv6wbaxs
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>>626248
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>>626249
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>>626240
>semi bold procrastinating
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>>626255
What's that thing on the right? Reading complexity analysis?
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drew a concept and just put in the main forms and proportions.
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>>626269
why the fuck do you need a concept for a naked woman? where can you go out of "concept"?
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>>626269
anon...
That isn't a 'concept'; it's just a poorly drawn fat woman. Why the hell are you drawing a reference sheet in a pose?
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>>626269
>>
>>626272

Exploring proportion. Finding what appeals to me.

Digitally sculpting with symmetry is about as fulfilling as using Blender.

I've been sculpting digitally for 3 years now. Shit's fucking boring. Unfulfilling. No challenge. It's cheating.

You can't cheat a piece of paper, and a piece of charcoal.

Art is fun again.
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>>626245
have you finished retopo, or you're vertex painting the sculpt?
I like choosing my colors with https://color.adobe.com/create/color-wheel

>>626275
I see you are a man of culture too, but that is not how legs work.
>>
>>626245
For hair, the deeper the crease, the darker the colour. Simple faux ambient occlusion to give an illusion of depth. Hair also tends to be pretty shiny, almost like an anisotropic metal, so if you move on to highlights keep them surface level and as long streaks.
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>>626276
>I've been sculpting digitally for 3 years now
Sure thing, Bryce-kun.
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>>626240
I'm thinking i'll make it mustard with navy feathers
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Got the main forms in.
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booty
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>>626289
those arms are way too skinny
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>>626285
are you sure about those proportions?
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>>626289
BOOMER!!!
>>
Working on my anime model to be used in my game.
Ill probably do the eyes first.
Hairs are really hard.. I dont really have a good workflow for it.
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>>626297
Kek
>>
>>626285
>>626289
Proportions are off, arms are way too think and so are the legs from the knee down
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>>626300
why all you niggas use model sheets for anime fucks sake just wing it
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>>626305
What do you mean just wing it?
I do have a base model and made an anime character in 30 mins using berzier hairs
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>>626277
I've retopoed it, but I'm still polypainting
Because I came up with a cool workflow, with matcap baker. It's zbrush plugin and you can bake exact look with matcap colors and polypaint as texture. That way I can bake several albeldos with different matcaps and same paint, that way you can experiment with skin texture.

>>626281
Yeah, agree about darker tones, but I'm doying it worh 'Mask Cavity' it's amaxing feature. Look it up if you don't know it BTW.
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>>626277
I've retopoed it, but I'm still polypainting
Because I came up with a cool workflow, with matcap baker. It's zbrush plugin and you can bake exact look with matcap colors and polypaint as texture. That way I can bake several albeldos with different matcaps and same paint, that way you can experiment with skin texture.

>>626281
Yeah, agree about darker tones, but I'm doying it worh 'Mask Cavity' it's amaxing feature. Look it up if you don't know it BTW.


PS: I'll add this too, because I changed up few things some annons suggested.
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Back, also I did quick polypaint of skin and keyshot..
I'm starting female character already BTW )
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>>626309
I wonder how baking matcap actually works given that matcaps rely on directional view, and are closer to shaders, than pre-painted textures. Like if you use a matcap with some intense rim light, how would the baker know which parts to paint/not paint.
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>>626276
>I've been sculpting digitally for 3 years now. Shit's fucking boring. Unfulfilling. No challenge. It's cheating.
And yet you are barely at a beginner level, you cant even do a basic anatomical study
Why do people who call something too easy usually suck at it?
>>
Texturing now.
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>>626321
i hope it's no 3D model.. it surely looks like a 2D model..
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>>626331
Never heard about flat shading, huh?
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>>626312
actually matcaps don't respont to lighting. they have prebaked light.
when you bake color map(diffuse) with matcap baker, you'll get color map exactly how it is in zbrush.
but i you bake just difuse(without matcap baket) it will bake only color, which is applied to the mesh, without matcap colors.
also Matcap Baker, will bake color map, even if you have not applied any color by yourself, it will bake matcap color. but if you'll just create texture it will be just blank.

Pic related.
after baking Diffuse will look exactly like these. even if I remove polypaint..

PS: here is the link to plugin, and better explanation to what it is.. zbrushcentral.com/showthread.php?170886-MatCap-Baker!-unofficial-Information-Installation
>>
>>626321
>where do you work out?
>>
Doing hairs. But im out for the day. I think im going to use b-curves instead of manually modelling the hair. Then just retopo.

>>626379
what do you mean anon?
>>626331
its from a 2d reference and as >>626338
said its flat shading.
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>>626381
Forgot image. Im on phone now.
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booty 2
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>>626385
Hey m8 you seem to have forgotten your reference.
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So what's the best way to select faces which are perpendicular to the camera? Like in this situation, I want to extrude the top most face, but I can't select it.
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>>626388
is that it mum, m8?
>>
i've moved up from making obsolete media and am now attempting to make an obsolete computer
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>>626276
>I've been sculpting digitally for 3 years now. Shit's fucking boring. Unfulfilling. No challenge. It's cheating.

makes >>626385


you can not make hands and feet in 3 years without looking like this.. ... what more challenge do you want. the fact that hands/feet look like this, even at this(wip) stage means that you are struggling. and actually that sketch of yours is better than your sculpt.
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BOOTY
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>tfw you will never be as good at hardsurface as masterxeon1001 https://www.artstation.com/artwork/YgkAw
>>626310
i see you're still working on your not-gay-gay dude and you've even oiled him up ^_^
>>626408
everything ok, champ?
>>
>>626411
>everything ok, champ?
Don't worry, it's Bryce-kun, the GOTA of /3/ in the Dunning-Kruger department.
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>>626411
>tfw you will never lick vitaly bulgarov's taint
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Beginner reporting in
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>>626407

I put in the the landmarks, and the rough proportions of the hand. You can clearly see the radius, carpals, metacarpals, phalanges, etc.

More interested in the body before I sculpt the hands.

Study and practice for a couple thousand more hours, buddy before you open your mouth. lmfao
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>>626428
>Study and practice for a couple thousand more hours, buddy before you open your mouth. lmfao
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>>626377
What I meant was that matcap cheats e.g. highlight by wrapping the image based from which angle you see the model. I was wondering if the baker lets you choose angle, uses the viewport, or pre-calculates without user input. It's very important if someone wanted to get specific highlights from e.g. pic related.
I'm asking because I'm 3d-coat user, and even thou it has option to bake matcaps, it is not reccomended to use. I hope you don't mind.
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>>626440
Actually in Zbrush matcaps don't work that way. only sone of cell shaded ones.

https://cdnb.artstation.com/p/assets/images/images/007/935/639/large/giorgi-mikiashvili-screenshot003.jpg?1509455022
I've used here that tech.
>>
i've been working on this one for a while now. i did a sculpt and retopo, but right now i can't figure out how to do his mouth without things looking bad. also he's got big bunny ears that are meant to have fluff in them but i don't know what i'm going to do about that either. trying to figure out marvellous designer to do his clothes but i might just go with a shidy sculpt i have
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Coming back to modeling after a long time of laziness. Any recommended tutorials to follow for making humans with proper topology?
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>>626468
i mostly just look at other people's models and copy, lmao. the polycount wiki is a good resource for that, but otherwise just trawl through sketchfab and look at what other people do
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Not enough cute furry anime waifus in this thread. Please ignore missing nail materials.
Jewellery rings / chains yay or nay? I'm gonna change them to beaded chains, make them thinner, and add more. Also should i make new hair? It seems kind of boring.
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>>626475
hey thats really good

i think you should keep the jewelry, it adds visual interest. if you have a better idea for hair and you dont have a deadline it's worth trying. also, how do you do your hair? i've wanted to try doing alpha textures/planes hair but could never figure out how.

and, just out of curiousity, how long you been working on this, b?
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>>626475
are her nails turquoise?
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>>626475
Hey, I like you. Please add dick
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>>626475
Pretty good overall, jewellery is nice, makes it less bare.
Main thoughts are:
- Nipples went from subtle to in your face, a smaller ring would be less overpowering.
- Arm to breast chains dont make much sense once she starts moving her arms, neck to breasts would be better imo.
- Maybe have some jewelllery on the bottom half to balance it out

Also eyes lack a bit of depth in the iris/pupil region, they dont really stand out atm
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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.
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>>626385
>>626408
>>626428
fix your proportions, faggot
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>>626475
Pretty good. I dig the detail on the skin. The chain seems hazardous being the way it is, another Anon (>>626507) made a good suggestion. In regards to the hair, I find its start/hard lines create too much contrast with the softer forms of the body. Perhaps thicker hair/fewer strands would work better.
>>
>>626475
>>626523
>*stark/hard lines
typo.
>>
>>626488
Hair is made with GMH 2.6
Been working on it in my free time for the fuck of it for like a month with some breaks

>>626490
>>626475
>Please ignore missing nail materials.

>>626491
Unlikely; I'm not into traps/futa, but maybe if it's worth my time one way or another.

>>626507
Are the nipples in your face because they're too pronounced now or because of the rings? I'm still undecided on if they're too detailed and I should find somewhere in between what it used to look like and does now.
I was thinking the balance is kind of off between nipples and arms. I might go choker with bell, to nips, to bellybutton / waist, to thighs perhaps.

>>626523
I will probably end up creating thicker individual hair clumps and using an alpha to mask finer edges.

Hopefully i won't get fucked so hard by work the next few weeks and will have more willpower to dump time into this.
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So I have this rig I've been working on for the past 3 days.

I need to make an IK for the feet and fingers. I really want to use custom bones for the face to clean it up.

If anyone has a suggestions for IK rigs within blender (or just have questions about the rig). Let me know.
>>
>>626491
based
>>626519
that looks pretty trivial to box model, anon-kun
>>626534
>I'm not into traps/futa
what did he mean by this?
>>626538
that looks like it will be a real pain to weight the face to the bones. have you checked out rigify?
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>>626540
Oh its all weighted. hes done. Just working out the Ik now.
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almost done losers

ecksdee

¿mad?
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>>626543
Id be mad too if I wasted my time like this.
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>>626543
Sorry to put it like this, but do you perchance have any sort of mental disorder?
>>
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playing around with shaders and have mixed opinions about the black outline. Left has no outline, middle has it only on the face, and right has it throughout.
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>>626551
Uncultured Anon here, but my preference goes towards the rightmost.
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>>626543
itty bitty arms
itty bitty legs
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>>626534
The level of detail on the nips seems good, it's more that the rings are big enough to almost outline the nipples, rather than being an add-on. I like the choker etc idea, and you could always add armbands and bangles if you feel the balance is off
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This is my first full render, thoughts?
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>>626475
I for one dont like the jewelry
Rather see some sexy dress, or something that seems more natural and fuller, i went went with it i would go all out with more
Also it wont mean you have to get rid of the degenerate look
Just like fedbac dies his stuff, sexy but with that made for the character look clothing
Check his older shit out, some of its gay as fuck but even it has that design beauty to it
He dosnt do those quick design anymore it seems

fydbac.deviantart.com/art/characo-sketch-169-622058421
fydbac.deviantart.com/art/adopted-hatchling-35-171-615935187
fydbac.deviantart.com/art/tailor-made-19-685322905
fydbac.deviantart.com/art/characo-043-Cyriix-311897780
fydbac.deviantart.com/art/characo-sketch-152-twigg-505181882
fydbac.deviantart.com/art/characo-043-Cyriix-311897780
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>>626567
Too dark. Lift it up.

Your filename makes me suspect you rendered to a PNG directly. You usually don't want this. Render to EXR. With EXR you can easily correct exposure levels without botching the image, for example.
>>
>>626554

>>626428
>I put in the the landmarks, and the rough proportions of the hand. You can clearly see the radius, carpals, metacarpals, phalanges, etc.
>>626554
so shut up!! 3d is cheating anyway
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>>626285
>>626289
is this what people are referring to when they use the phrase fivehead?
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>>626540
Yeah but I have no idea what i'm doing and have never worked with 3D anything. Am but simple model painter
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>>626580
>3d is cheating anyway
Don't do it then, you imbecile.
>>
>>626543
I'm not gonna fetish shame you, I like big butts myself, but that is just a fat chicken.
>>626580
If 3d sculpting is cheating why do you not get good results?
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critiques?
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>>626613

front
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>>626580
3D is like a 2D except it has to look good at every angle.
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>>626614

back
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>>626616

another perspective
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>>626617
the boobs are huge, I get it, it's your thing, but in that image they really look off.

>>626616
pic related

>>626614
your midriff looks like it was melted. Rib cage doesn't transition, it just disappears.
You didn't show side view but it looks like the stomach is super flat as if you just selected the whole ring and tried to give it more hourglass shape.

Not much collarbone there.

I like your nipples.
>>
>>626621

what do u mean the rib cage doesn't transition?
>>
>>626621
The boobs look off probably because they aren't sagging enough for their size and look kinda floaty.

>>626614
I like the nipples too. Captured that puffy look pretty nicely. The waist seems a bit too thin though, even for exaggerated proportions. I'd like to see it more proportionate to the rest of the body.
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>>626551
Left looks better. Bangs need more work, looks like a helmet or a wig
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need to finish ears, hands, and feet, then I'll retopo
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>>626554
>>626544
>>626547
>unique posters don't change
>(you)
>>
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>>626554
This is the same poster that google images '3D monkey sculpt' to attempt to win an argument.

mad cuz bad????
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Trying to make a simple maze in Unity.
The wall's shadows are offset from the wall. This is all a single mesh (verts welded).
Also, real-time GI seems to penetrate through the walls.
WTF Unity?
>>
>>626651
Nevermind, seems it is caused by shadow bias.
>>
>>626649
>COLLIDER_PLANO
>>626640
don't take this the wrong way, but ur waifu a shit
>>
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>>626642
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>>626757
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So, /beg/ here. I'm having a hard time dealing with triangles, in the sense that I'm not sure when to use them or not.

On one hand they look really cool, because they allow me to easily partition detail (see pic, for instance, where, were I not to have triangles there, I'd have a body with many more edge loops from earlier in the process), which makes everything so much more manageable in terms of keeping your mesh organized, and some places really seem made for triangles, as using quads there probably means they won't really be planar (for instance, the crotch and the corners of the mouth); but on the other hand, I know they deform poorly with sub surfacing, but I can't exactly understand how it happens yet. Are triangles (surface triangles, that aren't hidden), really that bad? Are there any resources that might help me understand why, if that's the case? To me it really seems silly to have to add detail to the whole mesh if you just want detail in one part of it.

I'm also having a ton of trouble keeping my mesh clean and organized. I just lose track of my edge flow really fast, and it's really aggravating to try and play around with vertices to align them along an oddly slanted curve, and as a result, it's incredibly hard to keep smooth surfaces most times. Am I missing something here, or is this one of those things which I'll get used to?

Also can someone please explain why if I'm in symmetry mode, 'f' sometimes frames only the selection side, and sometimes it frames both both sides? Is there a method to the madness?
>>
>>626466
This topology is fucking vomit. It looks like it came out of zremesher. Delete it and start over looking at reference next time.
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>>626783
>because they allow me to easily partition detail (see pic, for instance, where, were I not to have triangles there, I'd have a body with many more edge loops from earlier in the process)
Use 5-poles.
>Are triangles (surface triangles, that aren't hidden), really that bad?
That depends on what you use them for. Keep them away from areas that see lots of deformation. If you have to use them, put them somewhere that won't see drastic deformation and/or will be hidden from view, such as the top of the skull. When subdivided they cause pinching.
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>>626763
>>
>>626783
To really understand the problem with triangles you need to try rigging and weight painting a model. You'll see that bad topology is devastating, no matter how much work you put into weight painting the results come out terrible.

Also instead of doing what you're doing right there, consider zbrush or mudbox.
>>
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>>626772
>>
All done with my Chino!
https://sketchfab.com/models/123191fc2dff438bb97a36d53d80637e
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I'm just startin off, found out about SculptGL. Just havin fun and seein what I can do with it. I added more detail to the ears a little after this, but then my brush started actin out of control and I had to quit. It took two hours, ecch.
>>
I guess I won't make it for the Wild West ArtStation challenge... Haven't touched my general store in a few weeks. This sucks so much. Anybody else involved in the challenge?
>>
>>626825
Save often and keep posting, anon boi
>>
Retopoing chino now
so i can use it for my game
>>
>>626379
Fucking hell I spat my drink out
>>
>>626859
I dont undestand. Care to explain? Still lurking in the thread anyways.
>>
>>626824
Nice work, Anon. I am a bit troubled by the neck, isn't there a broken transition? Your Kotoha model has nice shadows there, in comparison.
>>
Between projects right now so decided to brush up a little on my hard-surface jiu-jitsu. Subject matter wasn't important so settled on the neckbeard JO material of choice - a 'hand-held fire-armament device'.
One of those things that the guys who post loads of pictures of that frog cartoon seem to really like? You've heard of 'em, I'm sure....

1/3
>>
>>626891
2/3
>>
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>>626891
>>626892

3/3
>>
>>626885
Neck is detached from the head. I kind of forgot to fix it. Its just reversed normals.
Going to fix it later once im done with the retopo mesh. That model you're talking about is 15k tris as i remember. Right now my retopo is like at 5k which i can use for a game.
it says 15k because i still need the high poly mesh to bake to the low poly.
>>
>>626553
>>626636
thanks for the feedback anons I appreciate it
>>
>>626891
>>626892
>>626893
Pretty slick, my guy. Your own design?
>>
Retopo chino done!
https://sketchfab.com/models/eb45cb6d623b41218b290dcb985ae083
High Poly Mesh
https://sketchfab.com/models/123191fc2dff438bb97a36d53d80637e
>>
>>627014
Nah, it's from the last Deus Ex game. I wouldn't have a clue where to begin when it comes to styling or concepting guns or other weapons.
>>
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>>627063
his face kinda reminds me of thrawn.
nice job overall
>>
>>627063
Very good. Hands are kinda on the HUGE side but I'm guessing this is in line with the overall style / visual language of the piece.

Great work.
>>
>>627063
Nicely done, Commissanon. Gave up on the paint job? Either way, looking forward to the fem you have planned ;)
>>
I feel pretty shitty compared to all you outstanding artists, but oh well.

I’m tryin to improve my low poly texture game. It’s really bad ATM.
>>
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>>627064
>>627065
>>627066
tnx guys! ) as face goes, your overall input made me change things (to better),
as hands goes,I was gradually enlarging them, I kninda like capcom's character stile. it comes from their character ideology, overall character also have it'sinfluence aside from hands.

I was gonna give up, because oof UVs, but then I rebmembered that I planned uvs. )) it has UVS besides these Hussar ropes (which had UVS, but somehow it got fucked up...)


here's Commisar in his UV pajamas )

>>627120
I don't thionk that they look bad, don't stop doying it and you'll be good in couple of months
>>
>>627127
>Capcom's character style
Fighter games have huge hands and feet only because it makes it easier for the people who play the games to track the character's movement

It's a compromise.
>>
>>627120
Oh, this looks familiar. It's from that one video about hand-painting a low-poly well, isn't it?
Some pointers:
Lighting is too dramatic. Your highlights are just too bright and too white, making the entire thing look very plastic-y.
Colours are a bit too vibrant. The roofing could use more brick red rather than plain red. The well itself could use a better colour choice, they're too blue at the moment. Having it be the same colour as the ground bricks would work better.
Unless you haven't gotten to that stage, smudge and blend your colouring. It's too clearly splotchy. You can try skipping this step by starting off with a softer brush when you're layering colours.
>>
>>627149
Thanks, good tips.

I don’t consider myself much of an artist, but I think I can get the han of this.

You’re right, the video was my inspiration but I tried to do it without referencing the video during.
>>
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I'm learnding!
But I need to chop it up in to more subtools, make the chest bigger and then somehow figure out a cape. I could probably add an armor collar like in the movie, but he never doesn't have his cape on in the miniseries, so im not sure whats under it
>>
>>627127
I think perhaps the hands are just a *little* too big. It's a stylized piece, sure - but the other proportions around the figure are not as exaggerated as they are on the hands - they just seem a tiny bit too much, especially when compared to the size of the feet - they're bigger than the guys boots.

Yeah, just bring the hands down maybe 2 or 3% and you're good.
>>
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>>627138
>>627208
it's not only because of fighting games, it is also artstile. also I'm not trying to copy it BTW.

maybe perspective is playing part. here's from slight different angle, if you guys think that it is too big, I'll tone it down a bit.

thanks for CC BTW, it really helps.
>>
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>>626891
Found time this weekend to finish the HP.

1/4
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>>627244
2/4
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>>627245
3/4
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>>627246
4/4
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>>627244
looks sexy!!
t'd be better if it had incision where the trigger is, now it looks like the trigger is fused with handle, also slightly bigger bumps and cuts on handle itself. other than that, this looks really sexy!
BTW is this fusion?
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>>627257
Hey thanks.

>>t'd be better if it had incision where the trigger is,

There actually is a cut-out in the handle for the trigger to slide into, but BPR in Zbrush doesn't render booleans sometimes. But yeah, it's there. Well spotted, nonetheless.

>>slightly bigger bumps and cuts on handle itself

I'm probably gonna tool around with some polishing methods to distinguish the panel edges from each other.

>>BTW is this fusion?
Pic related: these are all the parts done in Fusion....
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>>627257
>>627263

And these are all the parts done in Max, plus a little sculpting / polishing / boolean work in Zbrush. I'm not a huge fan of the Fusion 360 mesh modelling tools.
>>
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>>627244
Ok here it is properly polished. *Now* it's done.
>>
>>627276
way to many failures.. fix them..
>>
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I was thinking of doing some r34, these two took me about 9 hours to do. Still need to make mouths and then do bones and rig.
>>
>>627279
The fuck are you talking about?
>>
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>>627307
>>
>>627309
....you're a bit touched, aren't you?
>>
>>627309
Hey m8, search "deus ex zenith".
>>
>>627309
BASED
>>
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Working on a jungle scene in Unreal
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>>627322
>>627309
>>627279

I am so confused right now
>>
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Sculpting Haunter from Pokemon (this is before i add alphas and whatnot)
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>>627284
b-but if mouths are painted, then they cannot be penetrated.
>>627325
that's a jungle, alright, keep it up.
>>627309
I never held a gun in my life, I think it looks cool.
>>627160
search for images of his toys, lego figures, or just improvise if you are not sure what is under it. You're doing great
>>
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>>626823
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how do you guys like my blade runner-inspired city? any critique?
>>
>>627510
That's... actually decent.
The first thing to note would be your compositing. Sharpness is way too strong to the point where it creates a white outline on nearly every object, even your border. You've also layered it incorrectly, seeing as some blue bloom leaks into the border. The border is, well, a border. It's supposed to go directly on top and frame out your scene. It shouldn't be subject to your compositing.
As for the scene itself, it's passable at first glance, however closer inspection brings out quite a few flaws. Firstly, it's too open to be cyberpunky enough. You have a huge field out in the bottom right. There needs to be more clutter if you want to really capture that cyberpunkness.
Then we have the logic of your scene. Judging by the foreground structures, this seems to be some kind of suburban commercial zone. Immediately, it stops making sense considering it just transitions to all the skyscrapers nearby. Throw in the Blade Runner cyberpunk angle, and it becomes even worse. The thing about that grade of scifi is that it portrays a dystopia where the world's running out of land space. Everything is extremely cluttered and tall. Your scene just remains too open and too short to convey that properly.
If you need more reference, look at how China cities are like. 20 to 30-storey buildings with scaffolding and neon signs popping out from every free space. That should give you some idea of the clutter that you need to have.
>>
>>627513
>passable at first glance
>the main flaw is it doesn't match my narrow view of a specific type of cyberpunk
well, okay, glad to know you think his scene looks nice at least
>>
>>627515
He specified Blade Runner and I responded accordingly.
>>
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>>627513
Sharpening and the border thing are both stuff i can fix straight away, thanks! These are straight out of the renderer, it's just a weird issue with compositing.
The open area is supposed to be a road, that's wet tarmac, although maybe that's not very clear. I'll try to add some more stuff, maybe a parked motorbike or something.
The final point you may be right but I'm not sure how to resolve without re-doing the scene entirely which I'm reluctant to do. Anything in particular giving you that suburban feel that I can maybe remove?

Thanks for the feedback though, it's nice to get something relatively positive on /3/ for once!
I have some more shots on the go but they aren't quite as finished yet, would be interested in any thoughts you have. These are stills from a short film I'm making so some of them look better in motion but hopefully you get the idea.
>>
>>627325
>Working on a jungle scene

>>627333
>that's a jungle

You cannot seriously be this retarded?
>>
>>627517
Ah, okay, the scene makes more sense from other angles.
>Anything in particular giving you that suburban feel that I can maybe remove?
Well, the thing is that the suburban feel comes from there not being enough in the scene. So it's not to remove but rather to add. You could probably just stack more buildings on top of each other and hope the darkness occludes any errors. From the last image, either there are rendering errors (all the floaty bits), or you actually have buildings just one-storey tall which rarely are a thing.

The top two shots are actually pretty nice, by the way. There's a bit of a toon-like feel to it that I can't really describe, not sure if that's what you're going for.
This is just me nitpicking at this point, but you might wanna revise your signage choice. You have a ground level of Chinese neon boards, and even a Chinese street sign, which leads me to think that this is some district in China. But then you have that Network 23 sign that's very Western-looking and a Robocop ride advertisement for an amusement park in England? It just kinda throws off the sense of location.

...also, is that the ocean clipping through the road in the last two shots? Haha, just thought I'd point that out.
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>>627518
it's almost like it's a W I P
>>
>>627508
What are you doing in my swamp?
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obselete computer: simon stalenhag edition
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>>627635
Post some wires
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Need to work on texturing, anyone point me in the direction of some good tutorials or tut channels?
>>
>>627635

Fuckk that looks good.
>>
>>627635
OPEN TOPO SHOW WIRE
>>
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I'm following grassetti's anatomy tutorial
how am I doing so far?
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>>626824
Looks awesome, anon. Is that an original character or a model of an existing character?
>>
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Practice piece. Portrait. Was looking for crits, if you will.
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Does anyone know any good IK rigs for spines.
>>
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>>627806
Were you going for terrifying demon child or normal human being?
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>>627898

Lol! The latter! What's wrong here?
>>
>>627919
It really depends on what age/race/gender they are. The most obvious parts are the overly long philtrum, the eyes being too large and the mouth looking kind of like they're pulling a duck face.
>>
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How's this for stylized textures? (going for a style grounded in reality but not something like PBR realistic), Never textured anything before last night.
>>
>>627952
I like the boxes, though they seem a little bit too pristine. The bins seem to lack enough detail, in comparison.
>>
>>627953
Could you explain further? I need all the help I can get.
>>
>>627954
The lighting needs to be improved.
>>
>>627952
First the boxes. They're serviceable for a background prop in a cluttered shot,, where you're not going to be able to distinguish much of them, but right now they look like brown cube primitives. Tell a story : is someone moving out ? is it inventory boxes in a supermarket ? is someone using them as a couch for some reason ? maybe they got kicked a bit when people transported them, maybe they have accumulated dust, maybe a mouse has eaten a hole somewhere, maybe someone was sloppy or over-generous when appying the tape, maybe they were branded for a certain company, ... Even pristine boxes have some dents and irregularities from when they were packaged

Now onto the bins. Right now they look like superglue tube caps. Handles and a trashbag inside would probably be a good starting point. look at pictures of the real thing. The ridges are off in their proportions : usually you have some plain space at the top and bottom of the bin, and the the width ratio between ridge and protrusion is somethinglike 1/8 to 1/2. Once you're there, add some life to it, (again, tell a story) : dust, mud, stuff inside, etc.

Don't be afraid of using photos as reference, to pick up on what would happen to the object and how it would look, even if you're going to transform it to fit your style
>>
>>627927
that's my son, anon.
>>
>>627956
Cheers for the advice, will adjust accordingly.
>>
>>627962
"your"
>>
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I'm kinda fucking around. I want to make a retro FPS with sprites, but instead of just having single frames I want to brake down my characters into body parts and construct the characters out of many individual sprites on a IK driven skeleton, kinda like the squad members in Terra Nova: Strike Force Centauri (if someone remembers that ancient game) but I'm a bit lost atm.
>>
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haven't done 3d in a while
>>
>>627745
>>627797
>>
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Initial/rough paint job gone down. Will finish tomorrow.

1/4
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>>628266
2/4
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>>628267
>>628266
3/4
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>>628266
>>628267
>>628268
4/4
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>>628269
>>628268
>>628267
>>628266

(before anyone says anything - I know the fibre-weave material is bullshit. It's just placeholder stuff right now)
>>
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>>627508
>>
>>628269
round the trigger guard and its a portfolio piece
>>
>>628266
Did you use HardOps?
Is it baked? How did you do it?

I tried baking a HardOps-made gun some time ago, and the normals got fucked in all kinds of weird ways.
>>
>>628298
That environment is great, but that 'house' is really trash. The design is ugly as hell and it's too pristine, and completely out of place.
>>
>>627635
Did you use Marvelous Designer for the cloth?
Or just cloth physics in Blender/Maya? How did you do the attach points and the stretching?
>>
>>628318
I sculpted it in zbrush my man
>>
>>628329
Really? Huh
Well done, then.
>>
>>628303
I needed to tweak the lo-poly a little anyway so I actually added a couple edge-loops round the trigger guard, just for you. X

>>628312
No idea what HardOps is, so no. The more square-edged parts were all done in Fusion360, everything below that (the more rounded shapes eg. the handle) were done in 3DS Max, everything was then brought together in Zbrush and Dynameshed at stupid high resolution and I did a fair bit of polishing in there as well as some extra boolean stuff and a little sculpting to refine the shapes.

Painting it up in Quixel now, nearly finished, will post final this afternoon.
>>
>>628312
>>I tried baking a HardOps-made gun some time ago, and the normals got fucked in all kinds of weird ways.

Missed this part in my last reply; like I said I've never heard of HardOps but if it allows you to output an ObjectSpace normal map, you can convert that with HandPlane to a tangent space normal and it will probably fix whatever's wrong with the normals.

Tangent space compatibility can be a headfuck sometimes.
>>
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Here’s some WIP cardboard boxes for a scene I’m working on.
>>
>>628364
those are actually really nice
>>
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Ok rather than finish it I decided to, y'know, completely redo the UV layout and baking again because OCD. Oh well... next weekend I guess.
1/3
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>>628380
2/3 I wish Substance could handle type as well as NDO does.
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>>628381
3/3
>>
>>628380
>>628381
>>628382

10/10 would kill myself with
>>
>>628397
Ah... thanks, I guess? Banish such thoughts, anon.
>>
>>628345
>if it allows you to output an ObjectSpace normal map, you can convert that with HandPlane to a tangent space normal
I know some of these words.
I just did the baking in Substance Painter, with no special settings. It has always worked nicely for organic stuff, but fucked flat planes on my gun real hard.
See: https://sketchfab.com/models/639e23220e3e4f7a83daeb44a37e758a
>>
>>628422
That looks like a problem on the low poly to me although it's pretty hard to see because you have gone absolutely nuts with all the post-processing effects.

Anyway - make sure your low poly is all on one smoothing group. If exporting an .obj, make sure you're exporting norms and smoothing groups. If you're using FBX, make sure tangents and binormals is on, and smoothing groups.

If you still can't get it to look right:

1. bake just an object space normal map and export it.
2. download handplane baker (free) - you only need to use the legacy baker.
3. Tell it where to find your low-poly mesh, and object space normals
4. Pick tangent space normal as the output type
5. Hit render, it converts the obj normal map into tangent space without all the bruising from your low poly. Use that in Substance and it should work. Bake all your other maps in substance as usual.
>>
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Nothing creative, just a byproduct of learning how to reduce render times with Mantra. I mean, what the heck, why should this render go to waste?
>>
>>628424
>>628422
btw I think in Substance it's not called 'object space normals' it's called 'world space normals' - but it works exactly the same.
>>
>>628425
Here's a name for your image: "Unlimited Tea Pot Works"
>>
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Having spent pretty much half of this year struggling with XGen, and I came to the realization that I'm no good at this.
>>
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>>627508
>>
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Wzp guys ) here's prommised female character )
I'm making Female Dark Eldar/Elf Hellion..

>Alo I'm fucking banned for 90 days.... and I don't even know why.. ban tells me that I'm using VPN or TOR but that's BS.. wtf is wrong with mods?!
>>
>>628545
Also, I'd be happy to hear from anatomy fags some CC )
>face and hair are placeholders!! Don't stress on these..
>>
>>628424
Hm, interesting. I'm away from my desktop at the moment, but I'll try that approach once I get home.
Thanks!
>>
>>628545

There is too much to fix. Go to /ic/ download anatomy for sculptors.

Go to Gumroad and get some of Eugene Folkin model. Try to copy what he is doing.

Adam Skutt if your doing male anatomy.

Then, just have to look at what he does in 3D and copy.

Learn like the old masters. When I did clay sculpture I just copied brague plates 5-10 hours a day.
>>
>>628545

Also, please sculpt with a less shiny matcap.
>>
>>628597
>brague plates
I googled that and, holy crap, they are good. Can you give more info on how to get quality source?
>>
>>628597
>>628606
Answering myself.

The book with the plates, in 600 dpi: https://archive.org/details/C.BargueDrawingCourse

A methodology for working through them: http://www.davinciinitiative.org/uploads/3/8/6/4/3864305/bargueplate9-12.pdf

And my gratitude to the Anon that mentioned this in the first place.
>>
>>628533
nice edit anon
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give critiques
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>>628533
nice
>>
>>628640
sorry you need to retake a bread anatomy class or look up some examples
>>
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First time making sculpting for environment. I'm making a tile-able texture. I've only done 2 bricks so far, and I wanted to ask if it is going to look too repetitive with that level of detail?
Please give any pointers and feedback.
>>
>>628640
What did you use for baking?
>>
>>628654
It depends on the scale of what you're texturing, as well as the variation between your bricks & amount of unique details.
Right now your two bricks stand out a lot, because they're the only two that are sculpted, and are thus easy to pick out. But if you give all the bricks a similar treatment, the repetition won't be as noticeable.
>>
>>628533
amazing
>>
>>628640
post wires
>>
>>628658
Ok thank you, I guess I need to finish more bricks, and then see if I need to tone down the unique details. It may be too soon to say anything, because I just started but I find sculpting like that much easier than painting textures.
>>
>>628597
You could have just said "git gud", I know that I should use reference material..

I guess I have not explained what I'm doying, it's more of a creature than female.. Eldar are aliens, I want her to look wierd kinda, also they are very tall, slim and muscled. But i have gone too far maybe.
>>
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First time trying to take a crack at a decently detailed head, have no idea where to start with cutting eyeholes and how that's going to work.
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vs reference
>>
>>628727
and yes, i'm well aware i fucked up dimensions and angles.
>>
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>>628545
You should just sculpt a human and then change her proportions, unless you are really going for pic related, but even minifigures, and video games don't go for that Eldar look. I think you need to decide if you are going for the more alien look, or try and making her more appealing by turning her into tall human with long muscles and elf face.

>>628721
That doesn't look like sculpting, so why all the triangles?
https://www.youtube.com/watch?v=im9XZf2C1s0
>>
>>628731
I have the triangles because I am sculpting, if only a little bit. I'm using Maya, and I'm switching between poly modelling tools to lay a baseline and create detail and the sculpting tools to shape the model and smooth it out. I have a few head assets on hand of which I'm using screenshots of for comparison/formation inspiration, but they're certainly not carrying me.

Thanks for the quick response.
>>
>>628657
TOP KEK
>>
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I'm using 3ds Max and V-Ray Next. I'm very new to this but playing around with the vray fur and megascans textures is pretty fun. I ended up making some disgusting thing.

However, I can't get the hair shadows to show up on the vray fast SSS material. They show up fine on a regular vray mat. Anyone know why or what I could do?
>>
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I'm gonna call it done.
1/3
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>>628749
2/3
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>>628749
>>628750

3/3
>>
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>>628731
As face goes I agree, as body goes.. I'll make some compromisses,
The thing in Eldar is, that humans are always repulsed with their alienness, they should be wierd and strange from our perspective, but that's hard to explain to people )


Pic related: how does the hair look? Is it "cool" ?? ))
Also some facial direction variants, but I think both suck.. now I'm starting new face..

> Oh And BTW, fuck the mod who banned me till september .. And blaming that I'm using VPN or TOR.. because I've never used neither, at least for years..
>>
>>628740
Oh god, why?
>>
>>628749
>>628750
>>628751
Cool stuff. what did you use engrave the letters?
>>
>>628774
Thanks. That was all done in NDO.
>>
>>628773
I need to learn v-ray and I was always intrigued by the "creature" textures on Megascans.
>>
WIP. Getting near it but the hair particularly and a few other parts needs more work.
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>>628795
>>
>>628797
>>
>>628795
Second best girl. I love your work.

>>628769
>The thing in Eldar is, that humans are always repulsed with their alienness
It wasn't always the case before certain lore retcons.
by the way, I think that elves in divinity original sin are closer to what eldars are supposed to look like than most eldar fanarts I see on internet.
>>
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My progress. Does it look too repetitive so far? I think it kinda looks like it is made out of clay. It's supposed to be sandstone. I'm not sure if I should be adding more holes later. I was looking at many reference photos and sandstone comes in many varieties. Some of it gets chipped, others have many small holes from sand hitting it, others get cracks, and you can also get very polished ones.
>>
>>628802
That one brick stands out a lot. Might wanna resculpt it.
>>
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>>628667
here u go anon
>>
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>>628802
Any Feedback?
Should I add more holes? I'm going to be hand painting it, but I also thought the tweaked shader to the right could be good to bake out.
>>628807
better?
>>
>>628802
>>628841

anon the reason this looks so weird is you have rows of identical sizes but then none of the whole rows are the same size
it looks weird
you are better off having them all look more uniformly random
>>
>>628844
yeah, my plan was to have smaller bricks at the bottom and just tile the texture to sides. It doesn't work well when I change tiling thou. I think next time I am going to sculpt some bricks first, and then start placing them. Thanks for the feedback
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Finally done my first character model. This was from a tutorial. Same character design from the tutorial with some minor artistic differences and several skill based differences. Hands are pretty fucked if you look close enough. Pictured is the model after I baked everything to a lower poly version of the model so I can upload it to my sketchfab once I finish texturing it, the tutorial doesn't cover baking or texturing so for that I am on my own, but thankfully the tutorial does end with rigging and weight painting. The later of which I tried to do myself before on a different model and got incredibly frustrated.

Can't wait to start doing my own characters!
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>>628841
Sandstone is literally compressed sand so it needs to be a lot more grainy and porous. You can achieve that easily with a normal map though instead of sculpting to that level of detail and baking.
>>
>>628820
Coloured sheathes should be a uniform thickness. Does the black outer sheath only wrap the camera-facing side?
>>628860
Baking normals from high to low poly is quite straightforward. There are a ton of tutorials on YouTube.
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>>628862
Oh yeah, thank you, but I already did the baking. The model on the right is low poly with baked details. I'm so tired and probably not conveying my thoughts very well.
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>>628799
these look more like wood elves, from fantasy ) not eldar tho..
have you seen dark eldar concepts from last codex? they look awesome, but kinda too ugly..

>>628795
>>628797
>>628798
love your character man ) I'd slightly define musculature and bony landmarks on the model tho.
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>>628866
Yeah, I'm indeed planning to do more work on the body details, like defining and adding some skindentation effects.
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>>628795
>>628797
>>628798
>628798
You still doing OPM stuff?
Anyway work an anatomy definition, way too many forms are too soft making it feel less defined to the point the black contrast of the clothing is the only visual element you can focus on
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>>628902
The body is for now literally just in low poly with a dynamic subdiv, haven't began working on the details of it yet, so it's normal.
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>>628866
>have you seen dark eldar concepts from last codex? they look awesome, but kinda too ugly..
No I haven't, but given how new Daemonettes compare to the old ones, I can imagine.
By the way, Eldar minis have smaller proportions, than those from artworks in codex's, so I think many people prefer the mini designs when making fanart, even thou they are less eldary than intended.

>>628861
what about when textures are really small? I even looked at minecraft sandstone, but that's just too few pixels for me.
>>
>>628920
>what about when textures are really small? I even looked at minecraft sandstone, but that's just too few pixels for me.
Well it ultimately depends on whether you're going for a realistic or a stylised look. I would probably avoid using Minecraft textures as a reference for any kind of work but that's just my opinion and you're welcome to disagree.
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>>628922
Stylised. I want to have a hand painted look, but also have normal maps and I'm not good at drawing, which is why I wanted to sculpt everything, generate normal map, and the edit the diffuse from curvature map by adding so gradients effect, and doing as little hand painting as possible. I agree that the minecraft textures are not good source of reference.
>>
>>626313
Ha, there is definitely a trend. In the few art courses I've taken, the loudest, cockiest guys always end up sucking horribly and have nothing to show for all their talk at the end of the semester
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>>626404
That is tight, anon
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>>627226
I dunno, the hands don't seem to big to me. Just doing a quick comparison on myself, my hands (when gloved) are about the same size as my boots.
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>>628797
Body details.
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>>626276
https://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
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>>628941
HNNNG
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>>628941
>>628958
And skindentation. A before after of my progress of the last few hours on DoS' body details.
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>>628920
MInis is kinda it's own thing, they were using very exaggerated proportions in minis. Huge heads, short everything, etc.., , but Now they are changing to more realistic proportions.. dark eldar are old models tho.

Pic related: some progress ), does she still look like shit guys? :v


>>628959
I think you can do even better )
Btw, my character is also gonna be fetishy one ) but not with that much, but I also want to make pure BDSM shit, I'm just always doying other things..
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>>628959
>skindentation
>no indentations where the clothes meet the skin except for at the legs
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>>628968
Eldared version., but kinda still meh..
Tomorrow I'll make body better..
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>>628860
And this bitch is done! I can finally start on doing my own character models. Wish me luck guys, I seriously need to improve on sculpting hands.
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>>628983
I assume your focus is on the modelling and sculpting process, but those materials really aren't doing you any favours. The grey default material looked better.
>>
>>628983

Cute, would suck his shota peen.
>>
>>628990
Oh agreed. I need to study other character models. Honestly just wanted to be done with this tutorial so I just made one color materials with some roughness differences. Only actual textures are on the hat and jacket. My lighting could have been better too, I could have also gone the extra step to offset all the meshes he is made of so I can at least give him a toon like outline. I could have even darkened up some of the details like the seams on his clothes but Honestly, I just wanted this be done with this guys so I can do the stuff I really want to do.

Would you happen to know any guides for texturing / materials for stylized characters? I haven't bothered to look yet. I intend to look up stuff before I start my first character on my own tomorrow, but if you or anyone here has some info they are willing to share, it would be helpful and much appreciated.
>>
>>629001
There's a really good overview in an issue of 3D Artist from last year by an artist from Creative Assembly who gives a nice breakdown of a character from one of their war games. I'll see if I can find it.

(You can download PDFs of 3D Artist and 3D World on Cgpeers btw)...
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>>629001
>>629008
Here ya go. 1/7
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>>629001
>>629008
>>629009
2/7
>>
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>>629001
>>629008
>>629009
>>629010
3/7
>>
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>>629001
>>629008
>>629009
>>629010
>>629011
4/7
>>
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>>629001
>>629008
>>629009
>>629010
>>629011
>>629012
5/7
>>
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>>629001
>>629008
>>629009
>>629010
>>629011
>>629012
>>629013
6/7
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>>629001
>>629008
>>629009
>>629010
>>629011
>>629012
>>629013
>>629014
7/7
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>>628971
Uh, she isn't made of blobs of meat, even with her tight clothes adapted for skindentation, I don't think we would see much of it considering she's fit.
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>>629023
He's talking about her tits, Anon.
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>>629015
Based. Not the anon who asked, but thank you for this.
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>>629042
No sweat. I figured a few people would get something out of it. X
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Guess I'm near done with DoS' body and outfit, added some more skindentation effects, and added a few straps that were missing or undetailed. That leave finishing the whip and hair if I didn't forget anything else.
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>>629055
I really need to get better with zmodeler damn.
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>>629055
Also how do you get the butt cheeks to come together like that, always have issues with the two surfaces being too close
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>>629062
Use polygroups and topological?
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Going for a generic sci-fi cop or soldier.
Will only be a bust because I suck at hands and fingers.

3D coat.
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>>629055
Damn I thought I was gay til I saw this
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>>629066
Don't worry, maybe you're still just bi.
>>
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Windows 3d viewer is actually very nice, but very limited in features
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>>629065
As a 3d coat user, I advice you to use pose and cut out tool with hard square alphas like https://www.youtube.com/watch?v=amSG32yd-ZY
combination of many primitives https://www.youtube.com/watch?v=7BAQGYDUKRc
and starting from the bust template. https://www.youtube.com/watch?v=E5oQnOfM7Jo
Basically get the hard, edgy forms first, and then start detailing with alphas.
>>
>>629073
Thanks.

That is the bust template underneath.

My intention is to simply blockout/sculpt basic forms in 3D coat.
But I have been using that lasso (in the 2nd video) to make organic, more rounded cuts.

Most of the work and refining, details, baking etc. will be done in modo.
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Damn, why didn't I try bend curve earlier, it's a great tool to make strands of hair.
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>>629086
Isn’t it amazing? Such a game changer
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I'm 3d modelling a girl. But I'm struggling connecting the arm to the torso. How does the arm connected look?
>>
>>629069
>>629091
Glad that someone brought this up. I don't know if you have run into this issue, but I have had a hard time getting textures to show up in the 3D viewer.

The easiest way I have done this is using Substance painter. If you already have your own textures, just import them and then when your ready to export, there is a GLTF export option that exports both a packed .GLB and a .GLFT with all the textures. Or of course make your textures in Substance Painter then export if you like.

P.S
The windows viewer is a bit finicky with textures, I know for sure that it supports a single 4096x4096 per object in your scene, but even that seems finicky some times. Often I just reduce all my textures to something like 1024 for the 3D viewer since you can't zoom in too close anyway.
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>>629100
Thanks. I'll try that.

It's definitely an elegant way to show off models to non-technical people, without much setup required.
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>>629093
follow the muscles of a real body for your edgeflow
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>>629092
Suddenly, making quality long hair seems way more feasible. This is gonna be such a massive help for Tatsumaki's hair, I was trying to see how I could manage the hair twist with curves, but bend curve makes that so easily.
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Kinda good with the whip, that leaves mostly the hair left for the modeling.
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>>629118
Fuck yeah man, I wonder if you can do better than LESLyzerosix
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Been working on this guy recently. My only experience in 3D was viz and product rendering for advertising back in college but I've always been interested in characters and more game stuff. This is the first character I've done on my own without constant looking at tutorials and stuff. C&C is very welcome.
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>>629118
All of the new deformers on the 3D gizmo are incredible, this might change how i do box modeling, shits insane man.
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>>629180
where is the penis?
>>
>>629256
Which else do you like besides bend curve?




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