forgot that it existed editionprevious: >>631918Reminder!This thread is for comments and critique on any work that you're doing or have done. Complete pieces are allowed and should be posted in this thread as well.
genderswap black sperm.
Homeless Emperor, early modeling.
Fuhrer Ugly, also early modeling.
Gums, also in progress.
>>635281>>635282>>635283>>635284>>635285>>635287jesus christ what did i just walk into.
>>635281>genderswap black sperm.
>>635282>highly defined female body with tight spandex body suit folding in all the right places>male is just a face on a black silhouette i chuckle quite quietly
Atomic Samurai face sculpt. Took around 40 mins.
S class faces sculpts so far.
>>635316Tatsumaki lewds when?
>>635316Man, Maki is so good. Can you show topo on her hair?
Quick block out for a little scene I’m working on.
Started to get face topology and details like the face lines in.
Pig God.>>635325Tats' hair are still in shaping state, haven't finished them in the back, let alone detailing. I made them by deforming flat strands with bend curve.
>>635361>>635362you shouldn't be allowed near a computer
>>635368He should be allowed near all the computersA L L O F T H E M
>>635316>puripuri prisoner not the first one donemate
She's finally done, just needs to be rigged and posed.
Scrapped weapon from Half-Life 2s original concept. FIM-92 Stinger Missile Launcher high poly version.
I'm very new to high poly so there's a lot of areas I need to improve, some critique on how to do certain areas would be great.I don't have edge-loop in this version of max so it means I either have to bevel/chamfer to get the edges I want, or take the time to manually insert slices.Posting a close up of the battery in a sec, would like to know the best way to create supporting edges for extruded areas.
So this is the area I'm not happy with, I know the corner area doesn't look right, but I'm not actually sure on the most efficient way to create supporting edges for areas like this. What did people use to do this back in Max 2009?
>>635395>>635406>>635362>>635361>>635316>>635287>>635285>>635284>>635283>>635282>>635281How long have you been working on this? Are you doing it alone? Are you a professional? What are you going to use these for?
>>635439I must have started doing some in late 2017, tough most of what I posted in this thread is just content I did in the last few days (except Tats and the characters I didn't directly present). I'm on my own. I finished my 3d school last month so for now I'm taking vacations and planning to get a job soon. I'm initiallt just making them because I wants to really, tough it's also good training. You could say end goals are just making good renders and possibly 3d print.
>>635446Those are UE4 renders by the way.
>>635414you mean something like this?
>>635448Ah I see, an additional edgeloop for the top and bottom of the extrusion to match the two running up the sides. I'll give that a go, thanks for the critique!
trying to nail down basic material settings. feel like the plastic is a bit too rough/uneven.
>>635517looks ok but the material set is pretty basici can tell your'e using sp because of that rubberized plastic mat. use everything in your disposable, masks,brushes,smart mats,fill layers,alphas,textures etc. give the texturing process at least a couple of days
>>635536wew lad is it that obvious?
First exercise scene from Birn's book on lighting. I decided to begin by lighting them with only one direct light, and no GI.
Still trying to get the hang of modeling.Seriously need to get into anatomy so I can stop being a shitter.
>>635564well.. you could try to make a duplicate of that material and tweak the settings at each one.
>>635592Those eyes are too low even for anime. They are sitting well into the bottom third of her skull. For comparison, that is like having eyes at the same level of your nostrils... If it doesn't look that way on the head model, than the hair is sitting too high and pushing the head's ratios way off kilter. Also, usually things like head bands sit on or very close to the scalp. So that antenna thing might be implying an elongated skull (Again, if the skull's mesh isn't actually that high).From what understand, the anime aesthetic is more about big heads, and not really about small faces. Cute babies have big heads, but their faces are roughly the same size relative to the skull (individual features such as eyes might be bigger, but they are in the same spot).Also, don't use true metallic reflective materials. Even with the roughness punched up, that material still stands out as "too real."
dunno if im on the right way or not. feels like the only way of making something seem interesting is adding lots of wearI also made an absolute spaghetti of a layer stack and thus I'm yet to figure out how to run a mask on the other materials that wont go right over everything else. might have to do it by hand. i'll just cool my brain down a bit with some yakuzer 0
>>635732The metal needs a scratch layer added to its roughness texture... And the whole model looks like it needs a subdivide, but that can probably wait for a final render.You're on the right track though.
>>635733Oh yeah absolutely, my single brain cell ran out for the day though, trying to make sense of my layers is too much right now so I just worked on two materials.Its supposed to be a """""""""""""""""game model"""""""""""""""" but honestly, I have very little sense of where to add geometry or not, so I end up with... stuff like that. I guess it comes with experience?
>>635734If you want perfect AAA quality results, you'll want to subdivide the shit out of it and then bake a normal map onto a lower poly model. It looks kind of like you've already done that so its probably not a big deal.Just look at the model from a distance that you'd expect the player to look at it. If you are looking to optimize the asset, you'll want its polygons to just barely, every so slightly, be noticeable. Anything less detailed then that is bad for obvious reasons. Anything more detailed then that introduces the potential for wasted resources. 99.9% of the time the player wont be looking as closely at the model. If you can barely notice it from that distance, they wont.To be honest, that is probably too detailed... unless you expect the player to actually hold it in their characters hand with a first person perspective. Something like that would have like 512x512 texture maps, or maybe even less. I doubt that a game dev would allocate 20 or more mb of ram just to texture a drill... unless it was going to be 2 feet from the players face.
Willing to call this done by now simply because I'm tired of staring at this shit. There's a couple of things I'm unsure or unhappy with though, adding some AO to give depth to the knurling resulted in some seriously fucked up artifacts, I'd have to bake the AO, reimport it back and paint over it to fix it, and I'm not even sure if its a good idea to have AO on something like that.Also I'm still not sure if metal scratches are meant to be darker or lighter than the base material. Oh well.As usual, fuck my shit up lads. I'm learning a lot.
>>635820I can't even wrap my brain around this. 3D goes way over my head. Like where do you even start? My head hurts.
Working in the industry is an actual hell for a beginner. Waking up at 7am and coming home at 1 am, because project manager always needs me to do 3 fucking at least >>635820 quality models a day. Can't even share with my beloved /3/ because of nda. I'm enjoying it though, it is what I longed for.
>>635833Hope you're paid hourly senpai
>>635836Ha-ha. Ha. Of course not, it's 36% of a price customer paid for the model.
>>635839It's only while I'm a junior though, after 3 months it will be 40% and after 6 - 46%.
>>635840How about you wait three-six months and then search for a job which abides by labor law? You won't be a junior anymore. Heck, even with three months of experience on your belt you can already go job shopping, just don't tell your current "employer" (i.e. exploiter) when you do.
Turning a hearthstone card into a 3D Model
>>635312that is fucking gorgeous
>>635844I don't live in the US and even with 36% it's a fucking good money for the area I'm living in. Most people here live for ~300 bucks per month and I'm making ~60 per day right now. Our company is a sort of freelance service provider for now and is the biggest and one of a kind in my country that works for international market and with international industry standards, because most companies here are stuck in 00s and only work for internal market with retarded price lists like $5 per m^2 for archviz with no regards to how complex the scene and models are. This is the best option I have rn, anon, but thanks for the care :3
>>635855The shoulder pads are the other way around lol.
How to make these crates look better? Looks so PS2 looking to me.I'm desperate for good wood texturing tutorials.
>>635965Here's a new version. Darkened the wood, added some more contrast and red undertones, and some additional edge wear. Maybe it is better.
>>635973It's better indeed. I would add a bit more of contrast with the wood rings/knots, they are usually darker in nature. There are a couple of them that look a bit out of place too, they need continuity with the rest of the wood. Also the grooves are maybe a tad too deep.It's missing nails. A bit of AO between the vertical and horizontal strips, on the inside of the crate, would also work well. The lines inside are too perfect I think, they need a bit of separation as there won't be a perfect fit between them in actuality -- just as you did on the outside.
>>635965>PS2>I'm talking BS PS2 hardware could not handle bump/normal mapping
>>635229Trying to make a modular scifi set, but the more I keep editing the textures the less happy I am with it.
>>635973It's probably the lighting too.Get some GI in there.
>>635978>>635986Here is the newest one. I'd need to remodel it a bit to fix the remaining issues, but anyway...Yeah, the lighting completely changes the look of this, I was just screenshoting my SP viewport. Here are a few additional renders in Marmoset on top and an SP on the bottom. Now I cringe when I see the first crate I posted, but this is still probably not great. I don't know which render to believe now though, because Marmoset if a fucking cheating. What's the point when it won't look that good in UE4.I don't know how long should props like these take, this is a tiny part of the scene anyway, but I wanted to spend more time redoing it for some practice.
I'm doing my first animation (on C4D) and I'm stuck on something. So I have a bunch of cloned little men and I want them to raise their arms/hands and from those arms/hands morph above all of them into 1 giant object. Combining all those individual little men into 1 big object, basically, that ascends and grows. How do I do this?
>>636001Summon Legion, the demon whose very existence is of many into one. And stop posting Pepe.
>>636007That's Apu you fucking uncultured brainlet.
>>636008>trying to defend frogposting as culture after it was run into the groundBut yeah, I'm a moron who only remembered after you pointed it out. I don't work in C4D, but can you break down the problem into a different one? For example, distorting the men and have the object start as some blobby sponge shape in the center surrounded by your men, intersecting with them, growing in size, and becoming neater with height?
>>635982Alright let some hours pass after I finished the last changes. Look at it now I am much more happier today than yesterday about the model and textures.
>>635336Looks pretty good anon!
I am a noob.Hope you recognise it.
Head complete. Time to retopo and finalize the armor, then the body.This is taking soooo long.Sculped in 3D coat, then making the high poly in modo.I need to learn zbrush so I can create a polished high poly there.3D is fine for simple sculpting, but it ain't cutting it otherwise.>>636030What program are you using?
>>635352Time for an update. Next is his hair, ears and mouth internals. His skirt is going to be the most difficult.
>>636104Also tested the rig. Needed to add in some stuff for his paldrons.
I wish I could model cars.
>>636116I wish I could model anything that isn't dead, a machine or both.
>>636095Damn anon, you kept his cheek and forehead penises and sticking out tongue.
>>636125I see the cheek penises but not the others.:/(Hopefully none of them will be obvious when it's textured).
>>636105You need to add a mask for the skin under his bracers. There's a little bit of clipping visible. Other than that it is looking good.
>>635592This fag here. Still attempting to push out shit, I think I got the hang of most stuff.Anatomy is still a big issue for me, though I learned a few things.Probably a bigger issue for me is anatomy with proper topology.
>>635855did you even look at the ref when modeling rofl? You got the general idea right, but so much of the details have just gotten switched around. Did you try to put your own spin on it, or what the hell happened?
>>636095Im using blender to model, photoshop to texture. And model is viewed in Unity.
>finish mesh>uwv and texturize>texture sucks, oh well>rig>morphs>texture really sucks>maybe fix some topology>retopo parts of the mesh>new uwv and texture>rig morphs>not satisfied>retopo mesh>uwv and texturize>rig>morphs>texture and topology really sucks>frustration>okay calm now>retopo and uwv>make new texture>new uwv>new texture>new uwv>new texture>new uwv>new texture>new uwv>new texture>need to redo part of the meshAt least I've learned to workflow.. maybe
>>636167So is that baked from a high poly mesh? If so, because the end result is so simple, you should look into quixel DDO and NDO, which I believe are free.
>>636177No its just lowpoly + normal map.
>>636199Does the band-aid have flipped-Y normals?
>>636200it shouldnt but it does kinda look like it at some angles
>>636202I think it does. Check it just in case. The light is coming from the top left but the band-aid appears illuminated from below.
>>636172sucks how much is still so rigidly sequential
Quick something I worked on yesterday mostly as an exercise in rigging and weight painting since I am seriously lacking in those two areas. I fucking hate weight painting. Is there an easier way to weight paint?
Is there a reason why walk cycle animations (and similar) need to be locked into a single repeating loop? I was experimenting with running the finger moments with a noise generator in pick related. It looks fine when you run it straight for extended frames but doesn't loop all that well. Do people just expect them to be a single looping cycle or is there a reason?
It's mostly just for the game industry as a player could for some reason run forward for like an hour and having an hour-long animation just makes the file extra super long while you could just have a 4-second loop or something.
>>636315Extending an animation just for finger movements is retarded, you would have a walk cycle and run a different animation on just the hands.
>>636315That walk cycle looks weird. The character isn't raising or lowering, also needs to lean forward a bit to throw off the center of grav. On a forward step the heel meets the ground, not the ball (unless she's a ball walker, which would imply she existed before the modern shoe was invented). Hip sway is okay, but the shoulders can have a bit more twist to counterpose the hip sway.
>>636344Yeah, the IK rig was being a pisser, and I kind of suck. The camera's fov doesn't help as well, but that to should have been noticed pre final render...But my idiocy led me to finding mixamo.com/ which animates the models FK rig smoothly (aside from its fingers)... All those google searches for free .bvh animations where wasted time apparently, lol.
hey yall, im trying to make Helen Parr, and the goal is to get her looking as close to the movie as possible, but i have next to no knowledge on how to do this, can anyone recommend a tutorial on how to do this? Im using Maya 2016 and rendering with Mental Ray, is this fine? or should i get Vray
>>636392sorry i forgot to specify that its the skin shaders im having trouble with, ive heard misss fast skin is something i should try, but i think i need to make separate textures for makeup, blush, ect.
Still trying to do a scifi modular set. Three parts created so far, wall, wall exstension and floor. Floor texture is being worked on. Each piece is maximum 150 verts per model.
>>636392This is really good, actually.
>>636392>looking as close to the movie as possibleYou'd have to use RenderMan, though you can get very close results in any other render engine.
>>636392I remember when i made her on that thread here.
Making a robot guy.going to texture it next.
>>636412Don't be fags and join forces, dammit!
>>636429How can I arrange UVs like that in Blender? Seems really neat.
>>636289unfortunately notthere's a much more accurate auto-painting algorithm called "bone glow" which somebody implemented in blender for their thesis project years ago, but the patch never got committed to the codebase
>>635312F U C K I N T I G H T
>>635820That's literally a picture of a real drill, fuck off. You're not fooling anyone.
>>636072noober here, not bad
>>635316this gives me boners,dude i would love to follow your works.no homo tho
>>636459Hey man, remember not to keep looking up when it starts raining. Wouldn't want you to drown. ;)
>>636500I was complimenting how well he did, not being serious. Wew lad.
>>635833teach us what we need to know senpai
bonjorno pleas rate my sesame prezel
>>636519log a shit
>>636437Nah, he has his own style, wouldn´t want to hold him back.
>>636526>come in the threads once in a blue moon to post progress or ask help>first thing i seelost hope
I made some mid century furniture yesterday,let me know what you guys think
>>636535>>636535nice, but they usually have furniture elastics
>>636537Here's the reference I used, couldn't see any furniture elastics.
>>636519Interesting choice of colors and texture.Use reference if you don't want your work to literally look like shit.
>>635229Haven't done anything with 3D for a year or so.Wrestling with surfaces and post processing, trying to get some kind of 90s Anime look. No idea if this goes anywhere. Probably not.
>>636528>not being motivated by 3d's natural calling
>>636565a lot of animes went with different art styles. are you going off of a reference?
>>636565Looks good, m8. Add a bit more "old television" grain to it and make the those sharp light reflections a little more artificial/drawn and you'd practically have me fooled.
I needed to take a break from working on my character, so I jumped into shading.I use a normal map to smooth the initial shading and then I mixed it with ao, but I think that made the shadows too smooth after all. highlights are made with a mix of really small rim light, and small softened highlights. I mixed outline with edited concave map for the lines. Colors come just from flat color texture, which is edited with nodes to give me shadow and highlight colors. In future the head is gonna use simplified normals from a sphere.Long story short I think I over-thought everything and got very mediocre results. I think that maybe I should do more texturing and then just use the flat shadows instead.Any feedback is highly appreciated.
>>636585REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE, use fucking linear interpolation for camera feyframes, you fuck! Bezier ruins the looping.
>>636587I did, but then it span too fast, honestly I just used a quick turn table settings, because that was not the point of the webm.
Posted a long time ago but trying to achieve cel shading. Still got a long way to go
>>636589>I did, but then it span too fastthen stretch out the keyframes, this shit isnt hard you just have put in a little bit of effort
>>636589>I did, but then it span too fastKeyframe them farther apart then, m8.
>they sculpt anime charactersGrow up.
>>636585Here's what I got now. I'm still fighting with ramps on shadow and ao to get shading better, because it's too sharp in some places, and too curvy in other. Comments appreciated.>>636600>>636601I used linear interpolation for the light, hopefully it doesn't move to fast for you guys. I just don't want to render more frames
>>636618I'm starting to run out of ideas to make this cell shaded look to work. Maybe I should go for my hybrid look like pic relatedI think I may try to blur the shadow mask, remove shadow mask from it and use that as a mask for the AO to soften the cell shading.Also a question: If I have 3 color cell with black, gray and white, how do I separate the gray color?
I just downloaded blendy today and it's pretty fun to learn
>>636624Good luck man.
>>636595Try rendering this with outlines. I'd like to see it.
>>636624>I just downloaded blendy today and it's pretty fun to learnAre you migrating from another software, or are you new to 3d in general? What tutorials?
>>636627Thanks. I just have a lot of free time before classes start up, and it seemed like something fun to try out.>>636630I've never used 3d software, I'm totally new to it. I've been following this one:https://www.youtube.com/watch?v=aAO4C_8y0w8though with less detail at the moment. I wanted to try emulating low poly styles.
>>636631good luck man, enjoy your newfound hobby
>>636633thanks dude, same to you
noob here, how do I model spherical surfaces? Im using c4d but im guessing its the same process in other programs. Im trying to make a helmet but cant get the spherical shape on the flanks, it ends up just looking like a loaf of bread
>>636624for your first model, you're off to a good start.
>>636636use primitive spheres?
>>636637Thanks!Although I have a question, at some point I fucked up and got two vertexes off-level, leading to some awkward edges that aren't straight. How do I go about fixing it? I tried rotating the edge, but still couldn't quite get them straight.
Just know that you're all better than the 75% of normal normies who never create and only consume, even if your game is shit.
>>636642I need a screen because I'm not sure if I got your question
>>636644Only the 75%? That's a downer.
Working on an alien girl I saw in a comic
>>636653It's reasonable to assume 25% of people have a creative passion
>>636659those feet make my peepee the big peepee
>>636659what comic, and I take it you have a fetish for high heels?
>>636623Here's what I got nowThe Ao is only visible now on lighter cell of the shading. I would like to achieve a softer transition to the unshaded areas, but I have no idea how to achieve that with nodes.I'm aslo going to post webm of two shaders mixed together
Mix of >>636665 and >>636618I'm not sure if it's better than just >>636665 on its own.
>>636519The ground is weirdly bumped, the lighting is bad and it's weird the nuts are only at one bit? Beside that it's pretty alright
made Goomba girl or whatever these characters minus8 made are called, will make the others later
I'm just going to end it for tonight with back view of >>636665 set up.
>>636679is it me or colors are different? still images match my preview, but the videos seem different color
Update on this robot fella
>>635449This shit is fucking cool.
>>636688heh, you fixed the shoulders and a bunch of my other complaints
>>636535How did you texture the pillows to look so comfy? The way they interact with the light somehow is just hnnngh!
>>636666Are you able to control your shadow/highlight colors independently of the light? Or at all? I'm not really sure what renderer you're using, or the node setup, but I can try giving some advice from an artistic standpoint. I'm this guy (>>634767 , >>633479 ) btw. I'm not pretending to be an expert on NPR, but I come from a traditional art/graphic design background, so maybe a different point of view might help. Hopefully, anyway.I think you're going the right direction with the painted-on details, but the cel shading could still use a bigger push. You might look into using some basic color theory to really push it into an artistic realm rather than just cut and dry cel-shading. Try using compliments in your shading and highlights, but push towards cooler tones in the shadows and warmer tones in the highlights (pic related might help). Get painterly with it, rather than relying on just what the renderer puts out. Doing this should help a lot and can give you a bit more control back into what is coming out. You could even think about an extra layer that adds some slightly different tones into certain parts of the shadows to really flesh out the color and the forms.I think having less of an extreme transition between light and dark might help as well. You can keep it sharp, but having a slight easing between the tones might be beneficial, maybe adding a texture or something that breaks up the transition in a different way could be interesting. I don't know how NPR you're really trying to go, though.Hopefully this helps at least.
>>636697Here's what I got so far>Are you able to control your shadow/highlight colors independently of the light?Everything listed in my image has its own mask, so I can change colors however I want.I have just one Base Color texture, and the 2 other colors are just from increasing or decreasing brightness from that texture. I am aware I should also change the hue and not just brightness, but I still don't know how to choose colors. In future I would like to have 3 color textures ready to be just plugged in, so I won't need to edit them on the fly, so that's a temp solution for now. I recently bought https://store.steampowered.com/app/579920/Swatcher/ so I hope that is going to help me.>Get painterly with it, rather than relying on just what the renderer puts out.I have no idea what you mean by that. Are you still talking about choosing right colors or overlaying a hand painted texture?>You could even think about an extra layer that adds some slightly different tones into certain parts of the shadows to really flesh out the color and the forms.Right now I have 4 layers, not counting black lines, and I felt like adding more takes me farther away from cell shading.>I think having less of an extreme transition between light and dark might help as well.I would like to try that, but all my masks except for the highlights are pure black and white with no easing, so I have no idea how to do that. I thought I could blur them to give me an extra shade of gray in-between, but I couldn't find a node for that.>maybe adding a texture or something that breaks up the transition in a different way could be interesting.that's what I am doing with the AO texture on the tone between shadow and base color, but I gave it the same color as the shadow to blend it in. I'm using AO, because I would like to show off more detail, than just what poor cell shading look gives me >>636585, but at the same time I don't want the AO to be visible all the time in >>636623
>>636697continuation of >>636711Which is why I thought of masking the AO texture on a second tone of the shadow (between shadow and base color)I'm probably going to spend next weekend on finishing the model (poor girl doesn't even have eyeballs), or painting fake SSS and blush, because I want that redness in some places, so that is probably going to make it more alive.Thank you for your post, if you have any more ideas, I would love to read them.If anyone knows how to add easing to 2 tone, pure black and white mask in Cycles node editor, please let me know
>>636677Are you going to remake the animations too?
>>636675only on one side because I got bored with individually placing them all to be random. Is there a more efficient way to randomly disperse them??
>>636711>>636714For colors, a quick and dirty solution would be to invert the color then move it closer to a blue hue if it's in shadow, or a red hue if it's a highlight. It's not necessarily a hard and fast rule, but it can help get you started. Think less about going by-the-book and using exact values and just use your eye. One value will feel just right. Sometimes just adding blue to a shadow is enough.As for "getting painterly" what I meant by that is think from a different point of view. Think about how specifically you want light to interact with something. Be deliberate in everything you do in regards to a character, as well as your composition, like a painter. Basically just think outside the box.For the layering, I kinda mean just another layer of color. Something beside light and shadow, maybe something that emphasizes flesh tones like SSS. Though I see you're going for that already, so I guess it doesn't matter.It might take away from the cell shading a bit, but I think if done right, it'll still look fine from an NPR standpoint. It depends on what you envision the final to look like and how much detail you want to keep or omit I guess.Without seeing the way you have your masks set up, I can't really offer up a suggestion, but maybe using a color ramp node with some fine tuned values might work. Then again, you probably have that, so I can't really help here.Lastly, what I meant with the texture, is maybe using something like paint strokes as a mask or something to make the transition between light and dark broken up slightly so it's not just a perfectly even line around things. I don't really know how best to explain it. My bad.I'm attaching a quick edit with a different color palette that might work. It might have a bit more contrast than the original, but it's easy to tone down. I also added a bit of redness to certain parts just to look a bit fleshy, though I don't really know how they'd work with a goblin's (I'm assuming) skin tone.
>>636718not sure yet, not too great at animation
>>636727Thanks for your feedback and tips>maybe adding a texture or something that breaks up the transition in a different way could be interesting.I never heard of that trick, so that is going to be a good starting point>getting painterlyWell I was never a painter, nor a 2d artist, so thinking outside that box is going to be real hard. I picked up 3d last year because for some reason I thought technology got good enough to compensate for my not artistic side. Of course I quickly learned that 3d requires a lot of studying, but I felt like I was improving more, than any time I attempted 2d, so I got hooked.>maybe using something like paint strokes as a mask or something to make the transition between light and dark broken up slightly so it's not just a perfectly even line around things.You mean on top of my AO, or the shadow? I looked into giving model a crosshatching look before with generated lines, but I never found a good way to map them to a model. It's either from camera view which makes it flat, or UVs which doesn't work. I think giving the model more watercolored paints look would be nice, but to broken up the even line I need to figure out how to soften the masks.I like your edit, it looks much better. The redness makes it more alive, but I was wondering why you painted it in those areas. It looks like you used the direction of the light source, so now I'm thinking that maybe I could skip painting, and add a soft, red, layer to hightlights instead.
>>636629left is no outline. Right is with outline. Posted this same pic in another wip but I agreed with other anons saying it just doesn't look very good
>>636808rightmost is best
damn i hate making interiorsatleast it looks nice
>>636808I prefer the rightmost one, because it brings out the shapes of the head and the hair.
>>636595Cute! How did you do the eyes? May I see the wires?
>>636839There isn't much to them they're just ovals with the faces assigned each colour
>>636843Ohh, I see. Thanks, they look nice!
>>636808Even pros have a hard time pic related. Shaders on animu geometry give lots of errors, so they go for simplified shadows, but it then ends up looking too simple and clean. There is always something missing.>>636843but how are you going to animate them, what do they look like from side view? Is behind of the eye just white flat plane or a hole?
>>636789>I like your edit, it looks much better. The redness makes it more alive, but I was wondering why you painted it in those areas. It looks like you used the direction of the light source, so now I'm thinking that maybe I could skip painting, and add a soft, red, layer to hightlights instead.Yeah, I painted there based on direction of the light, but also based on reflected light/ambient light. That's why there's some in the shadows as well as the highlights. Areas in darkness aren't always fully in shadow or fully in light, they have a bit of reflection to them. Of course, cel shading is a little different since you're simplifying the effects, but I still think adding some flesh tones will help it in the long run and make the colors less monotone.
Looking for critique on how to get the proportions on animu girls right. My biggest mistake by far is the polycount with the face compared to the body as you can tell but there is still quite a bit off>>636858Same anon here btw. That model was just box-modelling and shading practice I wasn't really planning to animate it. Right now that model just has a hole where the eyes should be and the oval eye object is just placed inside of it. If you look at the inner side of her eyes you can see that the eye doesn't even fill up the entire hole
>>636864to get proportions right, use a character sheet, and/or measure out your head/body ratioareas of greater detail will, naturally, have a higher polycount - that's just the way it is. Perhaps you could separate the head, slap some multires/dyntopo on the body, and sculpt a nicer body, then retopo starting with the edge loop from the neck
>>636696I’m using the microfiber shader in Marmoset Toolbag.Nothing special about the textures, just a baked normal map (from highpoly sculpt)and a secondary detail normal map for the subtle fuzz.
>>636864>proportions of animu girlsIf you watch anime, then you should know that there are just many different styles even for how many heads tall they are, from chibi characters (2.5 heads), through schoolgirls that look like kids (4-5 heads k-on) to Boa Hancock who is over 10 heads height.so after you decide which style you go for, I guess it's best to gather references.As for the polycount, it is not surprising to see animu characters with denser mesh for their heads, but at the same time I'm sure you can go higher for the body since you're probably not making a mobile game.Judging by your initial head shape, my guess is you are going for the 00s to early 10s kyoto animation style moe look, so here's a side reference. Pay atention to how much farther the jaw, mouth, and nose is pushed out of the skull. Oriental people tend to have flatter faces, and smaller appearing eyes, because of their eyelids, so they do the opposite in their designs. Also the ears.
>>636526Nope.(gone from artist block, to summer cleaning dumped/donate 8 garbage bags of stuff to working 50h to 82h a week for 3 months total now, hence slow progress)
>>636912Hey rat waifu anon is back. I see you are working on rigging?
>>636914 Blend Shapes, next texture touch up, then I can redo the proxy mesh then skin&weight her. Took Anon's advice and raised the mouth and lowered the nose. Has flaws but that will be fixed in implemented in next project. Still working 82h a week, not sure when they will have a replacement (next month, next year, not at all?) so progress is slow. Upside I lost 12Lb and I,m pulling $1250.40 ever 2 weeks after tax.
>>636916Are you working in some sweatshop? I don't think that money is worth your health, but I understand you may feel like you got no choice. The most hours I worked in one week was 60. Is that normal for US, or did you convert your wage and you work in east?On 3d related note she looks very cute. How did you make the eyeballs? Are they spheres, or planes like >>636843 or is it a flattened sphere with a lattice?
>>636918Eyes are sphere, couldn't wrap my brain around the flatten sphere with lattice. Not saying its a bad choice to do it that way. https://www.youtube.com/watch?v=-2F-ba_nLZsWell 65 is working the rest is transport or waiting for shift to start. I do security and scenes the staff like me because I do my job I can slack off, and screw up at times and not get in trouble.I make most of my meals, lots of rice, bean with vegetables and lean ground meat or tuna. Or half a cup of pasta with 1.5 cups of veggies and lean ground meat or tuna.
>>636936Should of mention is Canadian and transport is the bus system. Up side I live on my own and my living expanses are $1000 a month while my income is 1250. Government takes 400. Its a kick to the balls when you find out the city gives welfare bums in there 20s that due drugs or sell drugs a min of 700 up to 900 while also having the chance in getting an emergency food fund of 150. Or the government apartments they could chose to live at whs rent is 400-200 a month. That is not even getting into the 1k they steal in grocery's a month or pan handling or 600 they get for each child ect....
>>636937Damn man, what a grind. Sorry you have it so hard. Your rat ninja is beautiful.
>>636916>>636936Sounds fucking horrible man. Longest hours I had to work was ~80h/week, crunch time for a feature length movie, slept under my desk, shit gave me kidney problems and almost killed me.
>>636944>>636945Finally, someone who cares not to use shitty pre-painted eye highlights. Thank you.
>>636945Real nice work.
>>636944>>636945Mind sharing some of the secrets of your node tree? I not want to offend by asking for the full break down but I am going to take some shots in the dark.I am guessing that you are using some kind of matcap like solution for the reflection with a normal for the distortion shape. And I am guessing that you are using the light direction node to grab that light data.But if I had one question it would be how you went about that parallax effect especially with the way the iris clips the pupil at extreme angles?Again if you have secrets and don't want to answer that is fine, I am still going to take a stab at replicated some of this because it is very cool stuff.
>>636936>>636937Still sounds rough. It's been a while since I heard anything good about Canadian system.I'm considering lattice because whenever I use spheres for eye, I find my eyesockets too wide, and to fill them up eyeballs pop out too much.>>636945Looks cool. Would animating viewing direction be done through mapping nodes, or is it possible to use bone rig? What about eyelids? Shrinking mask vertically, or something?
>>636937>Work 2 hours a day 5 days a week>Make 11k a year>Work 8 hours a day 5 days a week>Make 20k a year If you are luckyThanks Canada...
>>636688Can you show your UVs? Quite interested in the texture and how you did it.
If only the technology was there for me to be able to make a high poly and go straight to texturing. I'm dreading the moment I'll have to start unwrapping my model...
>>636289This guy again. Had fun working on that Finn model, so now im trying to make a scene for it. Trying to recreate his Tree Fort. Not going for 100% accuracy as there are certain details I am really not sure how to implement or remake faithfully in 3D.This is going to be rendered shadeless like the Finn model in the end, This is only rendered with lighting to help show some of the in progress detail.
>>636507If you're up to work in the industry, try hard and learn all the basics of all the software you may encounter. Max, Maya, Substance Painter and Designer, ZBrush, Marvelous Designer, CAD, even Rhino. Photoshop at upper intermediate level is a must. Learn how to work and create materials from scratch in all the industry level render engines - Corona, Vray, Marmoset etc. ~Then~ learn the ways to model stuff the company you're applying to does. You can actually do this while working, if the company is not a complete trash and people there are not dickheads they will help you out and if you know your shit you will pick up actual techniques and won't lose a fuckton of time to learn how the buttons work.Also don't take tasks you're not sure you can finish in a day, because the client can change their mind the next morning. Monday morning I started three new props $150 each, still working 8am - 12am, every time the client was trying to have a free new model or material variation disguising them as amends and today decided that they don't need those anymore. 3 full fucking days and I'm not getting paid even a cent.
>>637013>not sure how to implement?
Thanks for the advice /3/First print and I think he's looking pretty good!
>>637023Should have just said remake. My bad.
>>637005there is, it is called ptex which is per vertex painting.
>>637029That turned out well, good thing nothin broke off.do you have your own printer, or did you send file to some company?
>>636624Third attempt completed! Now it's time to figure out how UV maps work
>>637041ThanksI printed it on my moai at 50 microns in 7 parts just to be safe.
>>636968sorry its 2500 a month after taxs. im running off of 5 hours a sleep and that post was 10min after i woke up. been bothering me all day if I got the math right.
Got rid of the cheek penises.
>>637047How much money did you save on printing it yourself? Are you going to paint it yourself too, or to games workshop and commission someone, or something?>>637057Did they start bothering you after one anon pointed them out?
how do i retopologize the hair into alike the reference?inb4 im doing it wrong and i should feel bad.
>>637057Are you even trying?
>>637078Aha, you've got me, they're nostril penises now.
>>637069Did you download hair on the right and try to edit it to look like hair on the left?Is that Blender? just press O, and then R or G and move your mouse around, also scroll your mouse wheel a bit
>>637113I downloaded for reference only. I sculpted the left from scratch. used zbrush.
>>637123it's a shame you didn't keep strands as separate poly groups. I don't know what software you are going to be using for retopo, but as far as topo goes you want to have main edges following the direction in which the strands are curving. If it's for animation, the most movement you are going to have at ends, where strands are separate, so you want clean tube like topo there. Areas that are not going to deform can be messier. Are you going to bake normal maps? Is it just going to be shadeless texture?
>>637079>>637078why so many weiners? what is this freudian stuff
>>637069Even if you don't like blender, retopoflow is great and free. It's definitely the fastest way to get a clean manual retopography.
>>636662>what comicthe ADA comic by Hushabye Valley on tumblr>Fetish for high heelsLook closer, that's not a heel
>>636392>but i have next to no knowledgeFuck you mate, MFW i make a somewhat accurate Helen parr but she doesn't look too appealing.This guy poops out something better than my model, more appealing and doesn't- ugh FML
>>637079Now I'm done with the head.I don't care about the forehead or "Tongue".
>>637227ok, at that angle it looked like the toe was commin out from the heel>>637246it's the eyes, and lack of eyebrows.
>>637246and the hair is lazy as fuck
>>637013and it's done! Or at least I am at a happy point with it. I would like to add at least Jake and maybe some other characters. Planning to also do a panoramic, single sided cylinder with the surroundings from the cartoon.
>>637246hey im the one who made >>636392but forgot to specify in my post that it was the texturing that I couldnt figure out how to get right, i made decent UVs for her but i dont know how to get that skin like texture all these Disney movies have
>>637125i'll be baking the normal maps, after i project it to a new retopologized hair model. the hair has different polygroup in each sides, color may look similar but they are definitely in a different group. thanks for the advice anon.pic attached for polygroup sample mesh.>>637226i just don't know how to use blender, never touched.i don't hate it,my friend uses blender and he does amazing work on it ie low poly and textures
>>637273I'll update my model, I have motivation now to kick your butt.
Slowly approaching the end of the modeling phase on this one.
>>637290Is this the beginning of the Lewd Parr Wars?
>>636866I used pic related as the reference and i'll pay attention more to my head/body ratio>>636879This is really helpful thank you for your tips
>>637290i wanted to team up not compete :( rip
>>637310Nice dude,reminds me of We Happy Few.
>>637272Really nice work my dude, would love to see more of your stuff
>buy a texturing tutorial>spend a few hours working on it>realize you have only gotten through 20 minutes in a 4-hour tutorialI mean, I knew I was bad, but I didn't realize I was this bad.pic related is where I'm at.
Almost ready to call this guy done, just need to work on the textures a bit more to get it looking more like the concept(color variation etc.)
>>637382I like watching all tutorials first, and then rewatching most important parts I don't remember as I work on my own models. I prefer doing it that way, because it gives me more understanding of why some things are done in certain way to get the specific result later.
>>637388I`ll try that, and write down some of the more important stuff to remember it better
>>637386give it a dick
Simple low poly car model that i planned to texture, anyone got tips on uwv mapping in general?
>>637386i like his bra :^)
Everything you guys create is so fucking incredible and inspiring. Keep building up and post more, I wanna see more!
My second exercise in lighting, again with no global illumination.
>>637363Thank you! Here is a link to my sketchfab if you wanna check out this in real time as well as my previous models.https://sketchfab.com/slimjim3k
>>637386if your goal was to get it looking like the reference, then youre not even close to done
Broly's texture is in the background. Rotated his 3 personal light sources to demonstrate how the DBFZ node setup reacts. He has a main light, a secondary light for controlling the darkest color specifically, and a specular light for controlling the white highlights on his armor and eventually hair.
>>637490alright, all he needs now is a huge veiny dick and you are in business
Kind of a late wip update... I was planning on showing my progress on this piece, but got a little too into it after I started and forgot.
>>637534Still have the stock, mag and scope to go.
>>637536oh shit the lug is at the wrong angle again for some reason
been trying to get it as photo-realistic as possible (i'm aware it's not even close), but not sure if it's just not enough effort on the materials, on the modeling or on the lighting.it's also becoming pretty frustrating because of the amount of noise and the time i have to spend rendering to have any feedback on the changes i makei probably shouldn't use branched path tracing i guess
>>637538Looks pretty good to me. The models and materials seem fine, so I guess you just need to optimize the lighting more, which seems a little too flat and dull right now, which you can particularly see on the eggs- they just look like two brown ovals.
Been working on a Bladerunner inspired scene. First street prop pretty much finished. Thoughts?1/6
>>637543>>637544>>637545>>637546>>637547>>637548...ok there were actually 7. I'll stop spamming the thread now. Sorry.
>>637538I'll give up on branched path tracing, pic related looks good enough for now. Will start modeling some other stuff to add in the scene today
>>637559This is not too bad, just needs some slight improvements. Here’s some things that stood out:Back material looks too artificial and unrealistic,in fact most of the materials look to have either incorrect texel density or uniform roughness details. Incorrect scale and interest in design (e.g. pan too small, stove too basic/lacking any interest) Try following some reference images from showrooms or cooking/food magazines, these generally have good lighting and interesting ‘story telling elements’ that sell the realism.
noob here, how do I align all the points and edges so that it doesn't look jagged and out of place? manually line up each point or something? C4D
>>637634not muscular enough. I also think she is taller.
>>637642Muscle definition is still in progress.
>>637397managed to make decent uv map and make simple textures for the main body and tires, wanted a more pixel art look to it but not sure where to start, add more details?
>>637651my guess is your texture size is bigger, than what you would want for pixel art look
>>637645The implications are off the chartsalso darkshine is a gook
H-how do I model a hand?
>>637659Look up a tutorial, get good reference, proceed to make hotdog fingers anyways.Its okay even professionals do it, just look at blizzard.
>>637656>>637657>ywn be crushed between those thighs keep it up senpai
Got started on retopology for the alien girl, glad I could keep a few essential details without baking if you know what I mean
>>637656She needs to have her right foot touching under left achilles tendon for the crushing to work.>>637669It's been a long time since blizzard was good, probably because most people who used to work there left.
>>637672Wireframe and an attempt at gridlike eyelid geometry because I saw it somewhere and I'm retarded, but let's see how it goes when I rig it eventually.
Starting on his hair. Trying to find a way to do his hair so that I don't have to do a seperate mesh for his enraged form's hair, I can just spike it up or enlarge what exists.
>>637674That's really dense, how many polys are you aiming for for the whole character?
>>637397>>637651>>637653yes the texture was 1024px, changed it to 256 and actually worked with pixels instead. starting to get the look i want now, also turned of aa for more edge
>>637684That's just the subdivided version, I think this is 1 level of subdivision
stuck on making folds in the shoes around the ankles. Tried the clothing modifier, but might settle with just sculpting.
>>637645>>637634How are you getting these out so quickly?
>>637710Dunno, it doesn't take all that long? I have some base bodies and faces I made that I can readapt for each new characters, so that saves me some time.
>>637712You're making relatively low poly, posable characters that are accurate to the source material at rapid speed in comparison to me >>637682 which this will easily be a 2-3 month project. That's fairly impressive.Maybe I should invest in base meshes.
>>637714Well, I started to catch on methods to create some parts and efficiently reuse what I have, and there is also the amount of hours you put into the projects. You don't seems to be using Zbrush?
>>637715>You don't seems to be using Zbrush?Nien. I tried learning it eons ago, but at this point Blender has all the equivalent functionality.
>>637716As long as it works I guess.
>>637717I'd love to pick it up some time, I tried learning Z-remesher, but then Hard Ops came out for blender and its super similar.
>>637731Do you have twitter or tumblr where you post your stuff?
I'm losing my mind. Someone please help. Every time I move a line of points to try correct the shape, it bends out of shape another angle of points and every time I try to fix it, it does it again. My reference pictures are not accurate to each other, but I'm at a stage where I'm just trying to smooth the surface and have the general shape idea.
>>637746>Good 2D artist as wellughI dun like you no mo
>>637669Why did they make her tits so low poly? Bothers me every single time I see that potg.
>>637746is that bakker reference I spy there
More progress.>>637757No idea what you're talking about honestly.
>>637758Is that an extrusion or paint with sculpting on the body itself?
>>637764so far, just paint. Makes things simpler. I can always then extrude once I'm sure the body and clothes are properly setup. Honestly the quality I have as paint already works pretty well, but might as well still do it to add some skindentation.
>>637765Yeah it works well enough as paint.Fits that comic book mentality as well of basically the characters being naked with their suits painted on.Keep on 3D bro
>>637746B L A C K E D
>>637734Why does no one help nubs here?
>>637734>>637774Well, that's why I avoid "tracing" from different angles at the same time, you're doomed to have parts not fitting. The best advice I can give you is just to try to find a good middle ground.
>>6377341. The images aren't 1:12. You probably have some form of proportionate editing on.
>>637765How the fuck is that only a texture but it looks different enough to be a material?
>>637779Because I added folds.
>>637774bby this is the /wip/ bread and not the /questions/ threadThat does remind me, we've hit bump so one new /wip/ thread comin' up!>>637746Man, you're good. Your 2D stuff is just fantastic as well. How long have you been doing art in general?
>>635820Hey this is pretty good. What apps are you using to make the textures and are you using photo references?
Just starting to texture this and why does she look so cross-eyed? Is there any advice I can get to fix the eyes?