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general-san's back at it

previous: >>635229

Reminder!
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.
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3D captain Mizuki, my progress so far.

>>637784
Got into 3d modeling two years ago, as for drawing I started in highschool, so 6 years ago I think?
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>>637787
>so 6 years ago I think
Ah, very cool. Have any resources to share? Thinkin' of bumping up my art game as well.

Bit of an admin post, anyone have any good ideas for thread images? Can be different from the standard hobbit cave thing, or any modifications to it.
>>
>>637787
>Showoff lvl ver 9000!
Keep going i'm just jealous.

>>637785
What happened to adding stuff in OP pic?

Traditions are there for a reason you New world order disney cuck!

jk
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>>637788
What kind of ressources?
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>>637789
>What happened to adding stuff in OP pic?
Sorry anon, I try to keep the threads refreshed as often as possible so there isn't much time spent in bump, so that leaves little time to collate all the work. I guess I could try to do it for this thread and just have a project that I update with every new post, but time constraints plus I'd have to go through the 'hassle' of removing any backgrounds. Maybe some other kind anon can do so and post the collage when we're about 300 posts in? Don't really wanna trouble anyone.
>>637790
Stuff that you followed and all? Tutorials, books, etc. Unless you've gone purely by reference, then that's fine.
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>>637791
> Stuff that you followed and all? Tutorials, books, etc.

First name that comes to mind is Michael Pavlovich. Aside from him, it was mostly random tutorials and references.
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sketch
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abandoned character i was working on 2 months ago then went back to studying drawing.
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>>637787
>>637790
>>637792
>mfw people think this guy is good
Better than most here? Yeah. Good? Nah. Still got a long way to go. The face is terrible and the anatomy is sketchy.
And he shows off a little too much for being so mediocre, bad habit.
Typical I-drew-manga-all-my-life-why-am-I-not-famous-yet type of "artist"
Don't fap too much to your self made waifu.
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>>637833
Ultimately perception of good or not is subjective. Personally, I just see good as being better than the rest, which even you admitted he is. Maybe you meant more of in the grand scale of 3dcg, but even then I've seen worse.
>self made waifu
Dude, what. He's been recreating OPM characters this entire time. Nothing he's shown has been his original work.
Which does remind me, @ the anon posting all of this, do you have any original work to show? Or are you a fan artist? It's fine if you're the latter, just curious.
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>>637833
Jesus anon, could you be any more wrong? It's like you haven't paid any attention to anything.
It's not a "self made waifu", it's actually from a manga, more specifically, One Punch Man. I'm not saying you should know the manga, or be aware of it, but if you paid attention to anything going on in the previous threads you might have caught on.
I'm not here to jerk him off or anything, but most of the stuff he posts is pretty spot on from the source material. If you're going to blame the anatomy, blame it on the source.

Seems like a lot of jealous talk to me. If you want people to jerk off your e-peen, post some shit. If not, your opinion doesn't really hold much of a flame to anything that's been posted so far.
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>>637833
Someone is both jelly and has no idea what he’s talking about.
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>>637833
>>637835
>>637836
>>637837

Ah, this is the kind of content that keeps me coming back to /3/
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>>637724
hard ops has a remesher?
>>
>character artist gets all the attention again
I don't want to comment on that particular guy, but this made me wonder again about something I've read in one thread on Polycount recently. Is it true that character artists have more prestige than environment and prop artists? I read a lot of people start with environments because it has a lower entry barrier but their ultimate goal is making characters. Are they harder to make than environments? I personally always pay more attention to environments in games and movies and have no interest of that level in characters.
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>>637846
Quality gets attention. Characters does tends to be more interesting than random props because it’s representing a living being, but either way it’s about it being interesting. Great props and environments are just as interesting to see as great characters.
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>>637846
In my opinion I believe it's just more of characters being more prominent than anything else. While I can see you take it differently, I think it's still public consensus for characters to just stand out because they're the first thing we're able to relate with. They're a projection of us and they're the driving point of a lot of the media we consume. An environment can tell a story, but characters within give it dynamic. Because of this, they remain lasting in memory due to how much impact they can give.
For example, a volleyball. Sure, you can model and texture it to photorealistic standards, but it's still a volleyball. But slap a bloody hand on it and give it a bearded Tom Hanks and suddenly you're bawling tears as it floats away into the ocean. To tie in back to why people want to create characters, because of all of this above, it's more of creating something that's easily memorable. It takes an impressive environment to stay lasting in memory, but you can easily recall that red lock of hair on some busty anime girl.
In terms of 3dcg though, while I wouldn't say it's necessarily more prestigious, I do think they're more difficult. The whole concept of uncanny valley plays to this. You don't do it good enough and suddenly everybody's disconnected from the character.. We as humans are incredibly sensitive to physiological flaws. Even subconsciously, we're able to tell when a human looks and moves differently. Hence it's always impressive to see a character that's able to act naturally, because that artist has managed to climb out of the valley.
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>>637846
>>637850
>>637851

I kinda agree to everyone here )..
characters get more attention, of course, that's why character artists are much popular. then there is other thing, that much more people strive to be character artists..
I'm not saying that characters are better than envoirment, but We are artist and we understand how this works.. we understand value of both. but 95% of people who are not artists value characters much, much higher than props, and env. in the end, artists are valued, especially now, how much people ucknowladge him/her, how much they like their work.
much more people will see your cool soldier/robot/etc.. or your mountainside.
there is also other factor, when artist becomes already reaaally good, then he/she'll be able to get as much following with Env. as with Characters.
ps: I have not been here for some time ) and have not done 3d. I had surgery, (nothing serious tho) then I was partying for some time )))

I scraped last character, I was doying space elf ))) now I'll make her into cyber/neon-punk ish Biker

hair is placeholder, also i'm gonna make her bionic hand. and bike and some dope glasses )) and new harnesses
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>>637858
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>>637859
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>>637858
>>637851
I agree that characters are more relatable, but it's interesting because IMO a lot more people will talk about how great the environment and atmosphere is in a new game, than about characters. Even now in RDR2, I don't think I've seen even once that somebody has mentioned in the YT, Reddit etc. comments how great some outfit is or how cool is that blonde woman. On the other hand, plenty of comments about mountains, vegetation, draw distance, atmosphere etc. Same for God of War for example, people talk a lot more about the unbelievable environments. Yesterday on Reddit someone posted a comparison of the newest Spiderman vs some old one, and there were hundreds of comments about the increasingly beautiful worlds. I think people love to move around and explore the amazing fictional worlds. I don't know, IMO the opposite is true. Artists give more attention to characters, than "plebs" do. Regular people care more about the worlds and beautiful sceneries. At least it's an equal.
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>>637846
to gun fanatics, guns are more important than characters

>>637858
partying after surgery, good for you anon.
Is that a mocap? Very interesting. Using that circular texture would be easier to map, than attempt cross hatching with lines that never go in the right direction.
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>>637866
matcap*
I woke up few minutes ago
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I'm testing some renders in Marmoset, the texturing is not finished yet. I have a problem so I have to ask - Marmoset seems to be very picky when it comes to booleans. Some areas are fine, while the others are a complete mess when I import the model. Notice how the holes where the sliders are and the holes on the far left have some overlapping polygons. What exactly can I do to fix this issue?

Other than that, feel free to give some feedback while this is still a WIP. I'm experimenting with multiple color schemes, the original one was beige, but I find this blue pleasant as well.
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>>637864
Depends of the game pretty much. A fighting game is gonna have people being way more focused on the characters. While RDR is a open world, so a big part is about visiting that world. See Shadow of the colossus too, both the colossus and the environnements are the main appeal, while Wander, eh, we mostly see him from the back and his design isn't particularly interesting.
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>>637864
At least for God of War and Spiderman I get the feeling that it's more, "Yeah I've seen Kratos and Spiderman about a billion times not much has changed between all the games and movies"
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>>637864
Well, you do have to note that all the games that you listed are open-world. Those definitely place a huge priority on environment since it's almost always going to be explored in full detail.
Now, I don't disagree with you one bit, but I was referring (posted 637851) perhaps more to traditional media like VFX rather than games.
On the subject of games though, I feel there is perhaps a slight possibility that characters have hit their plateau point in video game graphics. Outside of specific artistic direction, it's hard to be impressed by characters in video games anymore mostly because they're beginning to look pretty similar across the board. Pair it with fairly generic period dressing (R2D2's Wild West, Spiderman's modern period, to use your examples), and you just have characters that don't bring anything wildly unique and visually striking to the table. There isn't much in them that stands out anymore, because they wouldn't have bizarre skin colours or extravagant makeup to really push new identities that would last. We've already hit all the gold stars in what makes a visually appealing digital human. All that's left is to perfect it.
However, video game environments are starting to see their golden age. Limitations are constantly pushed further with every new generation of technology and artists are able to cram increasing detail into every scene they present. Characters that used to stand out due to how good they looked begin to assimilate into these environments perfectly. There are constantly new techniques being discovered on how to do foilage, landscapes, naturesque details, that are always being pushed in every new title that's released. Every single new game brings something new to the table in terms of environments.
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>>637887
>tfw r2d2
...obviously meant RDR2. Uh... no real excuse for that typo besides me being small-brained.

>>637858
Also, good to see you back, commissanon. It's been a while. Even had an anon ask around about you in one of the other threads. Perhaps you could try pushing the aesthetic further into "the future"? The very geometric eye makeup on the right looks far more futuristic and alien-y than nitty-gritty cyberpunk. That and the fact that I somehow can't see her as not an alien.
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>>637864
Whole games is a different thing than posts on instagran, experiencing env. In games is completely differeint thtan in renders And images. Individual artists can not persesent their work in a way that normal audience can experience, but in a game they can. Thats why they talk about witcher,etc.. envoirments. Because they've been there and done things. As I said in previous post, if env is exceptionally good, it will still draw attention, but characters can do it in much easier way.
>BTW I sayng all this about small, personal projecs.

both mediums compliment each other very much, but characters can stand on their own for showcase. Plain envoirments are much harder to sell, when there is no action going on in it.

>>637866
Actually that is not matcap, Idid it in post ) with bunch of filters and layers etc.. I wanted to make comic book look. Here is original image..

Yeah, partying is essential from time to time. Clubbing is my home )) i grew up there. Nothing is better to relax for me and blow out some steam ))

>>637835
Which gives me big fascination.. don't you guys want to create something? I mean .. when I'm doying someone elses characters I feel like I'm cheating myself. I get doying fanarts, I should make more of them actually )) but I'm always overwhelmed by my own characters.. but doying only fanarts??
BTW I'm not that guy who disliked OPM anon ))
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>>637891
>Actually that is not matcap, Idid it in post ) with bunch of filters and layers etc..
What passes did you use for getting the masks?
I'm asking because I saw >>637870 and it looks really cool. I never considered using zbrush for making still images like that, I wonder if making animations would be viable that way.
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I... i-i´m making children now.
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>>637895
This makes me sad.
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>>637895
oh no, please
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>>637888
Hey anon ) its good to see you too )
That makeup is kinda placeholder, as I said I'm going to make one arm bionic and also I want to make some cuts and implant marks on face, and some cables which connect to brain(To connect robotic hand )) that'll make her look more cyberpunk (i hope)

>>637892
In "post" I meant as in photoshop. I just used this screenshot (no passes nothing). It was just a test. I had not planned to do this. With passes etc, I think I'll get much better results tho.
As that comic goes, I agree it looks cool. But i'd still Prefer if it was touched up with drawing, on top of that. But still it looks good. I'm gonna try to achieve same(or better :P) Because that looks like daz models.. custom Models will Look way better.. .
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>>637895
It´s coming along fine now
No turning back
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>>637924
why your baby got the hands of a construction worker?
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>>637925
its a dwarven baby beard soon
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>>637924
Don't go down that path, anon
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Trying to learn how hierarchies work with primitive modeling, does the hierarchy on the left look okay if what I'm doing is try to parent the limbs to the body and keep the arms + legs mirror instanced? Kind of bothers me that they aren't selected when I select the body but maybe it's not even supposed to happen in this case.
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So many anime figurines ITT, wow.
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>>637932
> why is there animu content on "4chan"
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>>637933
Come on, this site is raided by America weebs, that's not an argument. This isn't 2008.
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>>637934
not every boards are, and this basically proves it.
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>>637693
finished the texturing so pretty much done now unless i make some variations, anyway learned a lot about uvws and got the result i intended, gg.
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More posing.
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Where can I get some feedback besides Polycount? Maybe I should join Dinusty's discord, that place looks like a great source of knowledge. I almost never get any CC here unfortunately.
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>>637937
6 pack on woman is so hot imo
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decided my next project will be a gun because everybodys gotta make a gun at one point right

i'm not a /k/ommando, and i'm pretty excited about DMC5 coming up, so i decided to make dante's ebony and ivory instead of a real life model. it is a mishmash of multiple actual guns though, so its no big deal.

as you can see, i'm sucking major ass so far. having some trouble with this sculpted shape thats right before the slide/release/whatever that thing is called. i have to cool down my single brain cell before going any further.
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>>637937
That already makes 5 poses, guess I should go back to working on other stuffs like the outfit and hair modeling, and improving the anatomy of the existing poses.
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>>637936
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>>637943
I quite like it! So is this just hand painted with simple materials in SP and then you reduce the size of the textures? I should probably try this style as well. I'm this guy >>637894 and now want to try something simpler which won't take me a week of work per prop.
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>>637942
I don't understand, so if this isn't low poly yet, how are you able to pose it and not ruin everything?
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>>637950
Hm? It does have a low poly, I guess you misunderstood what I said.
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>>637835
>Ultimately perception of good or not is subjective
Yeah, perception's the key word here.
I mean, a shortsighted person without glasses sees the world as a huge blur, doesn't mean everything's actually fucking blurry tho, now does it.
And since I've heard one too many times that "art is subjective" as an excuse after calling people out for having shit taste, just to be on the safe side I'll also assume you intended it this way and say that is the biggest lie of this generation.

>better than the rest, which even you admitted he is
Doesn't take that much to be better than Blender donuts.

>>637836
Jeez sorry I insulted your precious weebshit.
I meant "self-made" in the sense that he went as far as creating his own fap material instead of using the source, but that went completely over your heads and instead got all defensive over your jappo garbage.

>If you're going to blame the anatomy, blame it on the source.
Yeah lemme just complain to God Almighty that the human figure is a bit off and He should fix it.
Pass that blunt bruh I want a hit of dat dank shit you've been smoking.
Oh but that wasn't the source you were talking about, were you? Of course it wasn't. Well your first mistake was to take as reference some cheap stylized comic instead of a fucking anatomy book.

>>637837
Boy that's rich.
That's real fucking rich.
>your opinion doesn't really hold much of a flame to anything that's been posted so far.
Your second mistake was to think I attribute any value to your opinion of me.

But yeah I have to admit I'm pretty jealous of his ability to be so proud of his mediocrity. It also apparently sells really well with ya'll, even more so than actual excellence. So instead of working my ass off to get to the the top I could've just stopped at a 10th of the way and set up a Patreon or something.
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>>637952
You wrote so many lines yet I'm still missing any kind of argument on whatever you're trying to say. Are you complaining that I don't have a 12/10 skills even though I only have two years of 3d experience? Or that I only do girls? Because that in itself is far from being the case.
https://www.youtube.com/watch?v=rKPwyeKLh4M

> I could've just stopped at a 10th of the way and set up a Patreon or something.

Are you projecting or something? It sounds like you're talking about me as if you know all about me, when you could hardly be more wrong. How about posting your stuff instead of saying all that crap?
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>>637952
lmao imagine getting this mad that a post on an anonymous forum has more attention than yours
>>
I'm working on a Night Sentinel inspired medallion cuz DOOM Eternal hype n' sheit.
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>>637930
looks fine, if you are unsure, watch https://www.youtube.com/watch?v=pofK53AkrSg that part covers hierarchy rigging which is what you are studying.

>>637936
It looks like a cute toy car that would have a clown pop out of it.

>>637937
I don't think those abs match the manga
>>637954
don't worry about >>637952
He is like an old local band that never became big, and thinks people own them something.

>>637965
the hype is real
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>>637943
>>637944
Thanks, appreciate it!
Well thats what i tried at first, didnt work out so i made the size smaller from the start and drew everything with pixels instead, i use C4D and Ps btw.
I like your model, looks awesome, and about the boole problem you had ( >>637868
), when i get that error it works to just nudge the "cut" model a bit, but thats in C4D.

>>637979
Haha thanks i guess.

Anyway i made some texture variations after all.
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>>637982
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>>637954
Unlike you, I don't need to come where all the millennial/gen z hobbyists with fake depression and excuses to not work gather to get recognition for my work.
If you had put half the time you spent in making the renders and writing all the posts you've made in this thread and the previous one into looking up a real reference and fixing your waifu model, it would already look miles better.
No, instead you keep spamming your crap here to get attention. It's clear this gets you off and makes you slack off. That was the whole point of me posting in the first place, to try to break this cycle.
It's funny how everyone always wants the guy who criticizes them to post their own work in an attempt to "legitimize" their critique while at the same time not bothering to check if the people praising them have any idea what the fuck they're talking about.
It's like being a deviantart-level "artist" and wanting to be an illustrator and instead of going to the top dogs in the industry to get feedback on your work you go to the kindergarten instead.
But whatever, stay in your bubble for all you want. Words are wasted on ya'll and I already wasted too many.
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>>637984
You kind of remind me of this guy
https://youtu.be/ha7smLPz2GY
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>>637984
How embarrassing of you
>>637986
spot on
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>>637833
based and true
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>>637984
>Unlike you, I don't need to come where all the millennial/gen z hobbyists with fake depression and excuses to not work gather to get recognition for my work.

Says the guy posting here.
>>
Less arguing and more CC please guys.
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>>637984
...do you really think posting work to various sites is mutually exclusive? That if you post to here you definitely will never post to there? It's very obvious he doesn't make all this "just for my kind anons over at the Fourth Chan!!!"
But whatever, you're probably just a dumb troll inciting bait because no real person's paid attention to you in a while. Here I am too, guess I'll give it to you for making good bait :)

>>637999
Trips confirm that we get back to /wip/-ing.
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>>637999
I agree with this!
and i provide some sort of lighthouse i made a while back.
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>>638011
More old models.
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>>637984
>Unlike you, I don't need to come where all the millennial/gen z
surprisingly check. apparently you're a millennial if you were born between 1980 and 1995.
>hobbyists with
check
>fake depression and
it's real. proof in pic related.
>excuses to not work
i do voluntary work. thanks for the neetbux though, mr. taxpayer :^)
>gather
hi
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>>638149
>Dog
That's a cute bear anon.
Lern ur botany.
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>>638149
One of the better gun renders lately.
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>>638149
I've never seen a yellow horse before
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>>638149
that pigeon has the wrong color..
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>>637924
Little girls.
To make more, just change the hair.
And the panty colors.
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>>638186
what do you need them for?
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>>638190
Scaring the hell out of people.
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>>638186
There. Clothes.
Like candy wrapping or something.
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Getting the hang of lighting.
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Captain Mizuki's weapon and its different shapes. Made it into one single mesh with UV & morphs.
1- Default & running
2 - Pole vault
3 - Javelin throw
4 - Hammer throw (1)
5 - Hammer throw (2)
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>>638202
And her medal(s).
Did a curve brush for the collar, put it on a long straight line, then used bend curve instead of the usual curve brush or zsphere method, it's so much more efficient for this kind of stuff.
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>>638203
And her shoes (in progress).
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critique please
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>>638220
Atmosphere is okay but lighting can be improved overall.
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>>638222
anything particular on the lighting?
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>>638191
It's working
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>>638220
like said lightning can be improved, try to get more depth. maybe adjusting the contrast and gamma might do it, at the moment it looks a bit flat and just a little too dark. other than that it looks nice, i like the models and the scene overall, good job!
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>>638193
AND NOW... little boys.
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More work on the body details.
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>>638227
Mods! MODS! I need some muscle over here!
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>>638186
Wait, that shading style suddenly looks familiar...

Are you that weirdo that made the fugly cowgirl thing and talk about how we have no talent?
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>>638238
It's not him.
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>>638227
Man, another child ready to rig.
I´m on a roll today.
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>>638254
Your characters looks like retarded molten action figures
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>>638254
>sweaty everywhere
Got a good chuckle there.
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>>638231
I hope you are going to keep posting here
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Hi. Just wanted to share this here. What do you think of this? This is basically my first ever finished model I've done after many tries to get one completed.

And sorry for the light plane, it's the middle of the night and I didn't have enough time to redo the turnabout with it turned off.
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>>638287
And here's a snapshot just from the front for a closer look
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And here it is once more in glorious 4k. I want to make a few renders in Arnold as well, and I'd still like to make some tweaks, but I have no time at the moment so it'll have to wait a bit.
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>>638293
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>>638294
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>>638295
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>>638288
post side look too.. she looks like has cone tits like crazy )
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>>638296
It's a really nice model, but the dirt/wear isn't exactly what I would expect form a device like this
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>>638303
Care to explain a bit?
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>>638303
>>638309
I think I have to reduce the damages, both the quantity and the height, I agree. Other than that... Not sure to be honest, maybe just a few reductions here and there. Here's a few renders of similar props:

https://www.artstation.com/artwork/r8rYO
https://www.artstation.com/artwork/1m3R3
https://www.artstation.com/artwork/aAKA8

The last one has the most visible damages, but they are smaller I guess. I'll see. Can you suggest something?
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>>638309
+ 1..
I think dirt is done especially well..
I mean, I've seen devices like this, if it is old and is used once in a while (because devices like this are not used often, nowdays) that's exactly, how dust will accumulate on it's surface. also it is accumulating greas as time goes, and dust kinda sticks to parts where it is getting touched the least. like in recessed crners.
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>>638313
What should I tweak then? I'm honestly not sure. This is a fictional retrofuturist device, originally I wanted to make it super clean like it was a newly produced model ready to get photographed for an ad, but then it seemed a bit boring and other people recommended to give it more usage, so I went with this look. I'm just not trying to overdo it. Now my "goal' was to make it like an older and well used PC model in a reteofuturistic setting. Btw, please do share some links if you've seen similar devices IRL, I'm interested.
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>>638296
Something that is throwing me off about this is the typeface used on the keys. You're obviously using some sort of fixed width typewriter font, but if you look at the keycaps of old typewriters and terminals they almost always utilize a typeface that does not match the actual text they create. Instead, it's usually a nice old corporate looking sans serif, often gently rounded, positioned to take up a large bit of the top surface of the key.

Here are some references I quickly Googled for you.
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>>638315
True, I was aware of this, they don't really use serif fonts. The reason why I chose this one? That seemed like the only decent font in Painter. From what I see now I can only import custom fonts with a Designer? Well damn.
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>>638296
>>638309
Look at the purpose of your device. How is it used? How would a person use this? What kind of wear would result if I use it every day in the same manner for years.

This is obviously some kind of typewriter/terminal thingy, so an operator or typists would hack away on those keys all day long, rubbing away the coating on the keys and grease and dirt accumulates in the recesses. Also somebody would rest her/his hands/palms on the lower part while typing, slowly rubbing/chipping away the paint.
Grease/fats from human skin are incredibly aggressive to paint jobs and lacquers. It turns paint dull in no time and peels it off shortly after.
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>>638294
I'm digging it. I would like to see it on, with maybe a vintage orange/green phosphor look. I think it needs visible power/data cables, though.
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>>638314
I'd also suggest to add dirt to keys but makle centers of keys cleaner. when using keyboard, the most touched places are keys. so they accumulate the most quanity of grease, but when you are touching it constantly, you are also cleaning it. from older grease and dust. centers of keys stay cleaner and corners accumulate dirs. also, not all keys are used equally, which are used most, have bigger clear spots. like in the pic.
also letters on keys are getying dissolved. same way as clean spots, some keys are dissolved faster.

the biggest change, I'd suggest to tone down scratch depth, its too agressive..

but witout all this, it still looks awesome.

btw, you also should tailor it's dust/dirt to the scene you are building. it it old times? when things like this was used constantly? or is it our time? where thing like these are retro/novelty items and is not used to it's fullest.

anyway, good job annon!
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Finally got to finish the retopo in the alien girl
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>>638332
The money shot (and the base of a 5.5m long tail)
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>>638332

>>638333
And the feet, kinda proud of how I handled them
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Caped Baldy head.
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Started studying how arcsys did the hair and how it works with the shader they built. I'm happy with the result though I need to add more variance in so it doesn't look too much like a cut and paste job
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>>638342
It's about time

>>638332
>>638333
What does it look like without subdivisions?
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Been working on a custom divergence injection setup instead of using Houdini's combustion model, stuff sims at least 4x quicker now.
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>>638342
Now for v2.
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>>638373
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>>638321
>>638318
>>638315
Thank you all, I did some additional changes based on your input. Still having some exhausting problems I'm desperately trying to fix, but for now I guess I can remove those issues in Photoshop. A lot of the things you mentioned about the usage I have already been aware about, but it was not noticeable enough. I don't want to overdo it, but now there is some grime in the crevices, additional dirt on the buttons (and a cleaner middle part, together with some fingerprints), more roughness and color variation on the edges where the hands would be positioned, and the letters are fading away a bit. I also reduced the damages a lot.

I have been looking at it for far too long now and can't really tell how much has changed, but it's very noticeable when you look at this and the previous version side by side.

I have to import custom fonts from Substance Designer, and since I'm not well versed in it yet and can't really find a tutorial for some reason, I'll do it later.

>>638320
Thanks, I totally agree about the cables, some thick ones going behind and along the side of the pc could look real nice. Yes, I want to do a few color variations. Atm I also have a beige variation I posted before, but now I have to tweak all the dirt and everything else I added to fit better with that light color, as it looks too messy right now.
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>>638297
Sorry, I was sleep so I didn't get this earlier. Is this good? And I figured the tits might have looked weird to people...
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>>638374
>>638342
>>638373
>>638231
>>638203
>>638204
>>638202
>>637951
>>637942
https://www.youtube.com/watch?v=wlMwc1c0HRQ
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>>638384
symmetrical hair, monkey mouth, bad shapes, noodle tube limbs, flat feet... so many things. Stylization without the knowledge of anatomy
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>>638374
variant of the doodle face, even goofier (particularly based on the shot where he appears behind Sonic).
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>>638389
is that vertex paint on the head, or separate mesh?
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>>638403
Eh? Which part? There are just the head and separate meshes for the eyes here.
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>>638404
so you sculpt shape of the head and add a separate flat mesh with painted eyes, yes?
and the outline is a matcap? plus you added black lines to eyebrows and inside ears as vertex paint on the mead mesh?
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>>638406
not a flat mesh, it's a big sphere for each eyes, big enough to still looks flat.
And yeah for the rest, here is how it looks without the outline matcap.
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>>636392

I just have to say, wow. I've seen a lot of models trying to replicate Helen but none of them got even close, this is the first time I have ever seen someone successfully do it. I know you have your own set of issues right now, but could you take some time to explain HOW did you manage to do it? Is it just a matter of understanding the shapes? practice? Is there a series of courses you took? There's something about pixar characters that is... elusive.
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>>638407
I see, so that way you can rotate the eyes, opposed to animating textures. Turnes out I always used eyeballs that were too small. Do you ever have the eyeball comming out of the skull in the wrong places like inside the mouth and sides of the head? Does Mizuki have larger sphere, or you just play with the shapes of eyelids?
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>>638413
This works if you intend to have standard normal textures. For shit like what I'm doing they need to be concave.
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>>638413
> Turnes out I always used eyeballs that were too small

Yeah, that's the trick, using big ones.

> Do you ever have the eyeball comming out of the skull in the wrong places like inside the mouth and sides of the head

For the mouth, not really, and for the sides, well, it's just about you sculpting it so that it doesn't come out.
Mizuki's spheres aren't any bigger.
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>>638415
Wh-what is happening with your topo there, mate?
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>>638415
do you put flat textures with transparency inside of them like pic related?
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>>638415
>>638416
Thanks guys for all the information. I always find new ways of making eyes, because there are so many different styles and approaches. It's always educational when people share how they make them.
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>>638418
The "eyeball" is a concave and in the shader it knows not to shade that very specific kind of white.

The iris is made from a simple sphere that is flattened, cut in half and also made slightly concave.
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>>638423
Kinda curious how much it could work (a Toriyama designed character) with sphere for eyes rather than this technique.
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>>638423
how would you animate that? bones with origin far away inside the dead and locally rotating? moving the iris with constraints? Using set up shape keys for the iris positions?
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>>638427
Arcsys doesn't use shape keys for animating as they need to have precise control of what it looks like and whatever angle, so they have everything rigged.

Their rig is a nightmare to mod for let me tell you.

However, my plan is to just make bones for the eyes. The eyes "rotating" is just moving the iris so that it looks like what it would be if it were drawing.
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>>638434
Makes sense, think I saw some examples before of how they re-adapt face structure to that it looks better at particular angles.
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>>638416
Is the pupil off center? Does it still move correctly when she looks else or does it distort?
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>>638434
so manually moving them, and tweaking to look good, ok. That answers my question, thank you.

What is up with your topology thou? I get it you don't need to worry about triangles because you are not going to get any pinching errors with that shader, but I just don't understand why you would have so many thin faces everywhere. It looks like you accidentally inset all faces individually, and started cleaning i up, but I know it is no accident, so can you explain?
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>>638443
I don't see where there are thin faces, unless you mean the ones that are there to support the face topology for the lighting.

Im trying to hit as close as I can to what they did without copying their model directly.
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>>638442
Why would it distort? The sphere just rotates. The position of the sphere is more near the middle otherwise you would see it on the sides of the face.
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>>638444
Could it be the wireframe in >>638423
is for the mesh, and the multiplied mesh for the outline? Because that would explain it.
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I was gonna animate the wast disliking people's posts on facebook but Im not sure how easy that is to illustrate
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>>638463
one leg hitting the laptop and thumbs down icon moves down, then the icon fades away, and the wasp hits the laptop again. loop
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>>638464
maybe. I want the viewer to be able to tell what content the wasp doesnt appreciate tho
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>>638465
Cut to a first person view of the monitor, animate outraged antennae and one leg hitting the thumbs down, then cut back to the body view, animate her shaking her head in disbelief, then going back to the computer to scroll down, and loop?
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>>638466
I like that one
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>>638367
Here's what she looks like without Subdivision, felt like I had to straighten the toes with the rest of the foot for rigging purposes
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>>638480
I don't know what you are going to use the model for, but there are many places where you could decrease number of edges, and it would still look good e.g. the number of edges under the knee is the same as above the ankle even thou the latter is much smaller.
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Allosaurus for a dinosaur game I'm making for mobile
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Guys I need CC!! Pll...
and I know that hair looks like sphagetty..
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^
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>>638489
I was aiming for relatively even horizontal edge loop spacing for Consistent deformation once I get to rigging, as the majority of the rig will use bendy bones for motion similar to pic. I'm not exactly sure how dense is too dense, but I'm willing to experiment when the time comes.
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>>638502
pretty hot my guy
The forehead's way too small though. Gotta push the hairline further back and maybe bring the eyes a small bit lower. Could also raise her cheekbones a little.
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Webcomic Fubuki.
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>>638502
the hairline is too low but i would leave her face shape exactly as it is rather than make her into a stereotypical clone.
>>638503
bring that waistline in and either thicken up the legs or slim down the arms - her thighs should be a lot bigger than her biceps.
also obviously add an enormous dick.
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>>638447
Yes, there is a solidify on. Acrsys has unreal doing it live, so I use blender's equivalent to understand the models.

>>638530
What does your base mesh look like.
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>>638530
cute, can you morph between the 2?

>>638516
That only explains why you would have so many edge rings, but not the number of faces in them. Compare your wrist to your ankle joint.

e.g. if you upper leg has 20 verts in a horizontal edge loop, you could get them to 16 below the knee, and then to 14 at the ankle.

I'm not going to ask what animation you are going to do with those nipples for that density, but areas like jugular notch, or even the belly button can be achieved with textures. General tip for those areas is that when they don't give any detail to contour, you can fake them with textures.

>>638502
forehead is really low. I cannot really comment on the appeal of the character. Her lips and eyes are her most feminine parts, other than that, kinda manly, but that's cool just not my thing.

You already know about the hair.
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>>638538
It would probably be a good idea to hide the hull mesh, when showing your wireframe.
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>>638538
>>638539
> can you morph between the 2?

Not this one. I originally just wanted to slap Saitama's face on her, but ended up tweaking it so that she looks like her webcomic counter.

Then again, I could just remake it out of Fubuki's manga face mesh, wouldn't take that long.
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>>638539
I admit a lot of that extra detail is there pretty much arbitrarily and most of my topology is sourced from Google. Though the character is actually naked in the source material, a lot of the density (the nipples for example) exists because I didn't really know what to do with all the edges when they converge to a point like that.

I've already implemented some of the reduction this morning, and will keep trying after I get out of work.
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>>638524
yeah, I should push the hairline agree,

>>638531
what do you mean in ?
>bring that waistline in
yeah, agree I'll slim down the arms, I like legs how they are tho, I don't want to push her in "thicc" teritory. (not because I don't like it, I just don't want to play either on cute or on curvy aspect, 95% female characters are based on these two design choices)
i want to use cool/badass/edgy aspect to try and make sexy character.

>>638539
yeah, hair line is the main flaw.
as I said to anon, I'm not pushing for cute or curvy appeal, but I don't see her as manly(interesting).


tnx guys you help a lot, as always )
when you work on character for some time(especially when you design on the fly, without concept) you get used to it and miss shitton of flaws.
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Base hair is set up, I have a better way of doing it now.
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>>638544
Too bad, having Murata's design transform into ONE's would be fun.

heh, Charanko.

>>638547
That's cute design. I like it how mouth goes from unrealistically small to unrealistically big I would probably make two heads and swap them when needed instead of trying to get topology to accommodate both.

Keep working hard anon.

>>638557
and what is the better way? Curves?
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>>638571
I'll at least do that with Saitama and Tatsumaki. Fubuki also have a recognizable difference as seen so I could take the time to make it work for morphing.
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>>638571
Had to change how the material read alphas on the ilumination map so it would do the hair right.
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>>637965
>>637979

Real as fuck m8, real as fuck.
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>>638617
Argent D' Nur is such a beautiful place. The only bad thing about nu-Doom was the small variety of locations in the campaign, even the shitty MP had more varied levels with different art direction/themes per map.
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any tips on how to differentiate characters? practicing the sculpt > retopo > texture workflow, I started from scratch for both of these but the faces came out pretty similar
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something tells me that i shouldn't have relied on maya booleans to get the job done for me this time

can i even save this garbage or should i toss it in the bin?
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Can anybody figure out why this eye texture looks so bad and out of place?
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>>638731
You have her eyes are flipped, her left eye is on the right and the right is on the left. See the eyelashes? They should be flaring outward.
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Working on another NPR type render thing. This time going for something with a different feel.
It's a very much work in progress though.
Ignore the shitty pose for the dude (and lack of gloves), and the chunky as fuck tong thing, I plan on fixing both of them next. Going to flesh out the background some more as well.

I am a bit confused as to how to reliably shade the guy though. I'm trying to go for hard shadows, but if I push it too far, the dude just comes out 2 tone, and if I let it slide with a gradient it doesn't look 2d. I've opted for more tones, but now it looks like some Obama poster shit.
Maybe I should stop going for 2d and just go full on ridiculous and make shit up as I go along. Best of both worlds type of shit I guess.

I know there's not really much to see with this one, but I'm just posting it to post it. Maybe you guys can help shape some kind of direction.
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>>638732
The eyes aren't flipped, they're just plain wrong.
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>>638731
Try adjusting the UVs to change the shape, the look derpy atm.
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I'm at it again!
I tried to make the webm in good quality, I hope it's visible.

I think I got what I want, but anon's feedback is always welcome.
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>>638725
It's all in the facial structure and your fundamentals. If you never varied the way you learnt facial structures and all, all your characters will end up looking the same. Very prevalent in anime, where all the chicks pretty much look identical save for eye and hair colour. Of course, that's not saying you have to rebuild your basics from the ground up. It'd be easier to just modify after sculpting. Introduce variances, such as eye shape, mouth width, lip thicknesses, jaw squareness, chin pointiness, the whole list. Study faces and see how they differ from each other and start incorporating those differences. I'd also suggest having a base mesh that you just copy and modify as well, adding clothing and all that once you're happy with face (and body) shape.

>>638730
What do you mean? High polys can really be as messy as you like, it's the low poly that matters.

>>638731
The largest would be the eyelashes. That "forking" point where it splits into tails should always be on the outer edge, not the inner one. There's a small issue with shape, the lower eyelash should either follow the general curve of the eye shape or if you're going for a slight squint should be perfectly horizontal, rather than at the current slant.
The projection onto the model looks odd and far too tilted inwards, though I suspect that's probably because your field of view is too high. One of the issues with 2D > 3D many people don't get is that 2D is, well, two-dimensional. It's a flat plane and therefore should ideally be orthographic if not viewed with a very small field of view lens. Try orthographic projection, if not turning up your focal length to somewhere in the 200-300+mm.
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>>638758
I was trying to make that the low poly and have something like a rounded edge shader do some heavy lifting for me. I might try retopoing it in Houdini and see what happens.
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surprised at how good houdinis rounded edge shader looks even with just random floating geometry and weird maya booleans

>i can test changes by just changing nodes

UNLIMITED POWER
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>>638220
as annon said, it is kinda too dark. I also think that it is too empty.

but overall i reslly like it!
it's awesome to see other things besides characters! (i'm making cgaracters myself tho)
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As pointless as it is to fully flesh out a mouth like this, here's the Alien Girl's horrifying disgusting mouth.

It was fun to make
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>>638731
are you using reference? try this one
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>>638779
Man, throw in a Normal SOP for the good of the handle's shading.
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>>638789
My dick thanks you, at least.
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>>638809
Yeah I'll definitely do something about that. Been thinking about taking it to zbrush and doing the whole dynamesh -> polygroups by normal -> polish by feature thing but I'm not sure if that's a faster workflow or not.
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>>638789
cute
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>>638755
Can someone give me feedback on my colors? I switch between desktop and laptop and colors look different. Do come of the tones look remotely green? Or is it some flat tints of yellow?
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>>638834
These were my initially chosen colors, but I thought it turned out too green, so I added a bit of red to everything.

Part of the problem for me is not knowing which one of my devices displays colors correctly
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>>638834
>>638836
I think something in between these two would be better.
Bottom is a bit too green, but the red makes it feel like it's brown overall. I'd maybe lower the opacity of the sketchy lines as well. That's just my opinion though.
Looking a bit more stylized than last time though. Maybe get some eyes and stuff in there. It might bring it all together.
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>>638839
Yes, I'm trying to keep the stepped look like in cell shading, but also stying to make it hand drawn, because I cannot draw for shit. Adding eyes, eyebrows, eyelashes and hair is definitely going to help finalizing the look, but I still don't know how I'm going to make the eyeballs (flat planes, large spheres, reverse hull, or lattice eyeballs)
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>>638834
>>638836
The first one is a yellowish green, the shadows look washed out. The second one is clearly green, a bit 'moss green' on the shadows, a tiny tiny bit yellowish green on the highlights. I'm viewing them on a calibrated monitor.

I suggest you calibrate yours if possible, otherwise you can go by the numbers using a vectorscope. It's not ideal, but it may help you in cases like this one.
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>>638843
that is very helpful. I tried opening screens in 2d software and using color picker to check rgb values, but I am not knowledgeable enough.
How do I calibrate my monitor? Do I need to buy some tools for that?
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>>638849
>How do I calibrate my monitor? Do I need to buy some tools for that?
Yep. Personally, I went for a ColorMunki Display, reasonably cheap among those devices of similar characteristics, and when used with DisplayCAL you get access to practically all calibration functions you need. Have a look into this, it's a good guide: https://displaycal.net/#concept
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Nyan.
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Fuhrer Ugly, remade the proportions based on the new chapter.
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>>638859
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>>638859
>gave him a micropenis
such detail
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>>638851
Damn that is way out of my league. I'm trying to choose colors based on numbers now.

What do you think of my palette?
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>>638883
6 shades of puke
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>>638884
sounds good for a goblin
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>>638858
But why the nyan? Is it because you taaaag things like graffiiiiiiiiti?
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>>638843
dude.. stop!!! start doying new character, you are stagnating yourself beyond anything with that character...
i think we started nearly together doying 3d. it is two years and you are doying same character...
I think one of the best traits of an artist is to know when to stop.
you are losing time and patience like this.. then you'll say that "you don't have it in you". but in reality, you just have not even tried...
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>>638900
That's his name.
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>>638883
I'm no graphic designer, so this is based mostly on 'eye feeling'. But consider this alternative. I felt the brightest color a bit out of place, so I added another one to soften the transition, and also to keep a medium value, well, in the middle (your fourth). I tweaked a couple of colors slightly, too. At that point, however, I felt that the transition across the high values is smoother than across the dark ones, so I removed one high color to balance things out around the middle. This leaves again a six colors palette, which would be my pick.
>>
>>638913
this is not six colors tho, its (almost)one color just different tones. what do you need this pallete for?
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>>638859
And done with the clothes.
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>>638920
Turnaround.
https://youtu.be/ysIRdj6pbLs
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>>638904
If that message is intended for
>>638834
>>638836
I started that character last month, and I haven't even been doing 3d two years ago. Is there someone who made a similar character?

>>638913
I see, so you think the transition for soft colors is to sharp. I still need 6 colors so I made changes to the 5th one pic related I subtracted hue by 3, and saturation by 5, and added 8 to brightness. Like I mentioned before, I'm only trying to work with numbers now, because I cannot trust my eyes.

>>638917
I'm going to replace colors on >>638836

>>638920
Did you simulate, or sculpted those folds?
>>
>>638960
>Did you simulate, or sculpted those folds?

Made the outfit and a good amount of folds with Marvelous, then added more through apha brushes.
>>
>>638960
>I started that character last month, and I haven't even been doing 3d two years ago
b.s.
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>>638964
My first finished tutorial dates February 2017 pic related. I am just curious now why you wrote those things

>I think one of the best traits of an artist is to know when to stop.
I do agree with this thou. I would hate myself for not moving on if it weren't for learning so many different things, like how right now I am tackling colors.
>>
>>638913
NO! You never mix with black. That's a no no.
Mix with blue or a contrast and drop the value slightly. It will read as a shadow and you can push it further than you can using black without there being too much contrast.
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Whitered Sprout.
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>>638984
I'm this guy>>638960
all I'm doing is pic related adding or subtracting hue saturation and brightness. I'm not sure how that is mixing with black. My darkest color is hex 060a00, what am I doing wrong?
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>>638789
>that tongue length
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>>638992
When you're decreasing brightness, you're basically adding black due to the color mode. When you do that, you lose color information, and things tend to ramp up in contrast by a large margin with small edits. When you use colors and shades, you'll have a lot more control over your values. It also looks more artistic. Read up on some color theory, and understand some really basic fundamentals about painting and color mixing. It will help you now, and in the long run, even on things that aren't supposed to look 3d.

As for how to figure those colors out...
You want to use a color picker like pic related.
Notice how the colors on the slider are the compliments of what color you have picked. When you lower the slider, you push it more into the range of the compliment's color, and then you can alter the shade/value with the big square.
I don't know what program that is, but I think Gimp, might have something like that. Photoshop definitely does, you can access it by pressing the "R" button in the color picker.

At the end of the day though, it's your project, so go for what feels best. I'll agree with some of the anons that you're taking quite a bit of time on this, especially the coloring.
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>>638960
so after testing this, I am convinced it looks shit.

>>639033
Thanks, I'm going to try adding more complementary colors.

It may seem like I spend a lot of time on fiddling with colors, because I do other things. I finished >>639034 tonight, so now I can test it on other models. It's also hard to move on, when I had no good results.
>>
>>639032
It's at least two feet long
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I give up. I feel like it's never going to click for me. I just cannot pick colors. I'm going to be an awful person who steals other people's palettes because I cannot make anything look decent that isn't in black and white. I spent hours fiddling and I still don't know what to do.
>>
>>639033
Would you recommend buying https://www.youtube.com/watch?v=3VKpxiZsh0Y
>>
>>639056
you can switch to that (which anon suggested) colour picker in photoshop.
its called hsv (or something like that)

you are testing these colours on wrong model.. just take some drawing, and pick colours from there.
the other thing is, you have too much colours..
>can you explain what you are doying?
I'll try to help. you are doying something wrong, because in reality i just dont get what you are trying to do. (I'm graphic designer btw)
>>
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Dry Deep Sea King.
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>>639149
Wet Deep Sea King.
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>>639151
And some monsters chart.
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>>639153
Coming out nicely. Are you going to do something with them, or are you just sculpting them for fun?
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>>639154
For fun, for training, but also to do some nice looking renders and ideally 3d prints.
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>>637785
This is the third time I've posted about my Club penguin rig. Here goes nothing. https://www.blendswap.com/blends/view/92264
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>>639170
I don't know shit about Club Penguin or Blender, so fuck it
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>>639032
>>638828
>>638814
Since Some of you guys liked it, I decided to give the alien girl mouth a little bit of a pose.

Untextured, no normal maps yet, just shaders. Had to downgrade back to Blender 2.79 to be able to use bendy bones.

I'd be lying if I said this isn't awakening something inside me.
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>>639197
Another Angle
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>>639197
what the hell is bendy bones?
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>>639197
>I'd be lying if I said this isn't awakening something inside me.
You and me both anon.
Get some drips on that tongue and them toofs.
You gonna try to fit it with the rest of Alien Girl's mesh?
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Done modeling. Still just a bunch of floating geo, so I might merge a couple of things so they dont generate some weird normals due to their edges not aligning correctly. You can see this in the front sight for example.
>>
>>639197
Stop, my penis can only get so erect.
>>
Wings 3D you nerds
>>
>>639206
As the name suggests, these are bones with subdivisions which can be bend.
Good for cartoony animations or even facial rigs and lots of other stuff.
https://www.youtube.com/watch?v=JS8V4_Ncn0w
>>
>>
>>639237
those are some funny looking donuts
>>
>>639153
>>639151
>>639149
do you ever finish these? or do you just enjoy working on them for a bit and then posting them here? id like to see a finished work by you
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>>639197
>>639198
Oh sweet lord, time to wank. Can't wait to see the textured version, and how's the face coming?
>>
>>639309
https://youtu.be/mwNBB3tBv6c
A bunch of them are finished. It’s honestly indeed more fun to start a model, but I do plan to have them all done sooner or later, but obviously it takes time.
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Done with the High poly torso armor.

Next are the shoulder pads, then body suit, then it's time to retopologize, UV, bake, texture etc.
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Any news from the guy who made these?
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>>639335
I'm a colleague of his. He's doing some nice shader work. I'll show you where he posts when I remember it.
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>>639336
I'd like to follow up his work, no blog or anything? Has he updated his stuff around here?
>>
>>639337

I'm rarely on three, so I'm not sure if he's posted anything, recently. I'll ask him to send me some wips to post here, next time I catch him. :D
>>
>>639335
btw this guy builds his shaders in unity so this stuff runs on real time.
there a mini game that was supposed to come out but i don't know where that stands
>>
>>639335
archive search isn't working. got any wires for these?
>>
>>638993
i should use that ngon tech, its pretty awesome ))
wonder why no one have noticed that ))
but you should learn sculpting tho )
>>
I think she's hot )
>>
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>>639359
I pulled her hairline a bit back as you guys suggested..
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>>639360
That looks great.
What program is that?
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>>639360
She has a male hairline (M shaped). Lift it quite a bit more and give it a curved shape.
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>>639359
Reminds me of Wendy from Breakin Bad
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>>638238
No, this is the dude that did the female bowser challenge and Helen Parr. I can tell buy the deep gouges in the hair
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>>639312

Yeah the entire mouth and tongue fit snugly inside the rest of the mesh.

I'm working on rigging the rest of the model and here's my progress so far. Automatic weighting in blender has definitely gone a long way, I'm going to have to do very little cleanup once the rig is finalized and mirrored.

Gonna do the hair later.
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>>639329
Done with high poly shoulders.
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>>638251
>>638254
>>639374
(You)
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>>639395
>>
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>>639395
Why do you do this to yourself?
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>>639398
id´ love to see them animated
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>>639402
It's not character animation, but I'm almost done with a little video showing this model in particular and a few others on the sides.
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>>639327
>this is a finished product
oh... nevermind..
>>
>>639415
(you)
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>>639402
>>639413
Here is it.
https://youtu.be/wBT_WBtLXnM
>>
>>639359
>>639360
>Nose piercing
Fuck off with that shit
>>
>>639422
Amazing sculpt, but i´d rather that you had focused on the girl instead of the baldie
>>
>>639431
It’s because she’s not totally done yet (I keep procrastrinating when it comes to her hair), so take it as a extra. She’ll also get a video, longer than this one.
>>
>>639436
>priorities
>>
>>639422
Nice,

How can i contact you?
>>
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The Alien Girl's mouth again, this time with a shoddily rigged face that I'm probably gonna have to tear up and redo in the next few days.
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>>639454
Just like before, another angle.

That's a hook in her mouth to make it look like something's forcing it open like that.

I'm really not satisfied with the way the face rig turned out. Who knew the sculptor had little experience in rigging and animating? I'm still happy with the progress I'm making though
>>
>>639455
Sculpt blend shapes to compliment your mesh )
Also, I want to see whole face in action, i kinda did not liked the face in base mesh. Maybe because it had clossed eyes?! )
>>
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First model, so I can have a base to do whatever with
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>>639454
I can fap to this already. Good fucking job anon.
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>>639489
There's a shortage of 3D Star models. This needs to be solved.
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>>639494
I actually did one crappy model when I just started with modelling. Lost due to hdd fail though and was too busy with work to fix it.
>>
>>639430
how can someone be so insecure!?
the only thing missing from this post, to drive the point at home even faster, is pepe.jpg.

you guys should interact with the world outside of small bubbles that you are in, isolation is a very bad thing.
>>
What happened to these threads? I've never seen a higher percentage of female (anime) characters before. It is becoming more and more NSFW. Guess it's time to move on.
>>
>>639370
actually problem was head shape.. now I corrected it, and also pulled hairline upper. tnx

>>639369
>all hail Zbrush

>>639371
dude.. really? I think you are mistaking Wendy in someone else.. pic related is Wendy
I don't remember Breaking bad that well, (I'm not a big fan of it)
>The Wire FTW ))


>>639430
weew soooo edgyyy


>>639498
what do you mean in NSFW?


>>639329
that dick on the forhead tho ))
what potpose does it have btw?
>>
>>639479
The big problem i saw with my face rig was that it didn't have enough control handles/improperly configured ones. It led to a large degree of unpredictability when deforming, but i did learn quite a bit from that experiment.

I'm also going to go for using corrective blend shapes for pretty much every deformation on the face and body after i nail the rigging down to a point i can be satisfied with.
>>
>>639498
>It is becoming more and more NSFW. Guess it's time to move on.
Can't you just recite a Pater Noster and call it safe?
>>
>>639498
I guess that happens when you can make more money with 3D porn on Patreon than by working for any company.
>>
>>639498
>people who are afraid, that someone will see anime image on their screen..


>>639522
I think(hope) he moved on already, from this NSFW, female filled, hellhole ))
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Now on sketchfab for those who wants to take a better look at this handsome monster
https://sketchfab.com/models/f63af7ed3dff4c89aeb5108494d42b7c
>>
>>639525
This cmparision is fucking stupid.. you are comparing singular individuals to entertainment industry.
How much successful porn-patreons there are? 20-50?
With that logic, some people are winning lottery with 1$ tickets with doying nothing at all, you should be angry at them too..

And most of these porn-patreons are doing content for very, small niches and are only ones who do that.

>being stupid=being salty a
>>
>>639496
>hdd fail
this happened to me yesterday. I managed to save my files, but I cannot do anything until I get new drive.

>>639497
Not that anon, but I understand some people are just not into that no matter how common it becomes anon.
>>
>>639498
maybe if you were bothered by dick and balls in your art you should perhaps move to a community more your style, like children's picture books
>>
>>639550
I'm not saying anything about being into it. I don't even like that shit.
But bragging how you hate shit like that, shows how much of a sissy bitch you really are.
Just mu two cents
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getting really frustrated with how absolutely fucked up my bakes end up being. not sure what im doing wrong.
>>
>>639559
what are you using?
>>
>>639560
I'm using Houdini for its rounded edge shader. Just importing the mesh as an obj, Auto UV, Quick Material for the rounded edges, then Simple Baker to export everything.

The mesh I'm using is made of a lot of boolean shapes and floating geometry. Though even after making perfect quads out of some stuff they still come out completely fucked up, you can see it around the vents for example.
>>
>>639559
Is that Substance painter? If yes, don't bake in substance painter.
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>>639566
The screenshot is from Substance Painter but all the maps and the model are Houdini exports.
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even taking the mesh from maya straight to substance painter gives me this garbage, so at least i've narrowed down the issue a bit
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>>639572
What the actual clusterfuck is your topology? You realize you need it to be as much quads as possible, ideally all quads?
>>
>>639577
I thought ngons were fine if the model isn't supposed to deform?
>>
>>639579
Ngons are never fine by any standards.
>>
>>639583

That's a bit overkill, they can be fine on flat surfaces.
>>
>>639591
They *can*, but most of the time they're not, just look at the mess of a shading on >>639572
. A good production quality model will never contain any ngons and bare minimum of triangles.
https://www.artstation.com/artwork/mYVE1
>>
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and it looks just fine in toolbag

fuck me
>>
>>639598
I also would suggest chamfering most of your edges, just half, or less, of a millimeter, so that edges don't look sharp as knives, this will bring some more realistic detail to the model.
>>
>>639598
3ds Max man here.
This is clearly a smoothing groups error when exporting to other softwares.
Its always more important how it will look in the final animation/render package you´ll be using.
>>
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>>639605
I believe its something to do with the vertex normals, deleting them in Houdini (making all the edges soft) shows similar shading errors as Substance Painter.

>>639603
Part of the goal with this model was to evaluate how much I could rely on a rounded edge shader to get detail. As I can't really make my edges soft without hecking everything up, this is what I get with Toolbag.

I guess this whole soft edge/hard edge issue just highlights the limitations of the modeling "technique" I used in this. An important lesson I guess. Shame I won't be able to texture this POS though.
>>
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Since I am planning on making some changeable hairs, I am starting with the easiest. hairbangs and ponytail. Btw anyone know a good way to automatically bunch up hair cards according to poly number inside blender?
>>
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More progress on 3D Captain Mizuki, working on her outfit. Now it's no more litteral bodypaint.
>>
>>639497
>you guys should interact with the world outside of small bubbles that you are in, isolation is a very bad thing.
wtf? Because that fashion is somewhat accepted I'm socially inept if I think it's ugly?


Fuck off you hipster faggot.
Not only it's ugly, but it's not even a "nose" piercing, it's a middle nose piercing, the one you see on boars...
>>
>>639612
>rounded edge shader
What the fuck is that. I've literally never heard of this shit or any single sane person using abomination of a feature known as smoothing groups in the industry in 018M2.
If you want smooth edge — turbosmooth or meshsmooth are your guys. For flat hard surfaces (machined 90 degrees surfaces — furniture, metal structures etc) just chamfer your corners and that's it.
>>
>>639637
>Fuck off you hipster faggot.
yeah, you are socially inept

also >>639555 this.
>>
refreshed: >>639728
This thread hit bump faster than I was expecting. Do apologise for the garish thread image, got lazy and resorted to playing with colour and content aware scale in photoshop for just about a minute.





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