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too lazy to make a proper thread image edition

previous: >>637785

Reminder!
This thread is for comments and critique on the projects you've been working on. Complete pieces are allowed and please do post them in here.
>>
Kickin' things off with a small admin post while I'm here. Thread image probably was a bad idea, scrapped together something in a minute to post. Will probably try collating everyone's work for the next thread.

A fun fact about our generals:
The average /wip/ thread lifespan of late has been roughly 2 weeks, usually just over that. The last thread hit bump quicker than usual though, at just under those 14 days. Could see this trend continuing, but time will tell.
/questions/ threads on the other hand have been slowing down a massive ton lately. A few months back /questions/ and /wip/ had similar lifespans. Our previous questions thread took almost a month to hit bump though, and by the looks of it our current questions thread's gonna take longer than that.
Just a few statistics for you insipid souls to enjoy, since I've had the pleasure of keeping these generals refreshed for the past few months.
>>
>>639737
thanks for your continued effort senpai
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>>639737
I think it's because of summer vacation. I see people making their own threads to ask questions instead of posting in question thread.
>>
Found some photos of a fish knife, and decide to make it. Just missing the rest of the handle now.
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Did the eyelashes and eyebrows but hairs are worked on separately.
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>>639790
Nice. Glad somebody is doing realistic characters as well here.
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>>639816
>realistic
But a-anon-kun, it's closer to disney stylized…
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>>639816
>>639822
I'm trying to find some middle ground. I do 2D the same way. Glad >>639816 like it.
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>>639825
Looks really nice. Lips look like dry raisins though. Also are those pores hard modeled? How big polycount is that, 20 mils? I would sharpen some shapes on ears too, they look a bit like PS3 graphics.
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>>639827
Thanks. I know, I dislike the lips too. I found a nice tutorial a few days ago.
Here
https://www.youtube.com/watch?v=WLz6XEcjk78
and an oldie
https://www.youtube.com/watch?v=xIzndQBILhI
I will sharpen the ears. I have to work on them a bit more. I am working on it being a game model so I am trying to hit under 40k.
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I'm gonna need to try and sculpt hair after all because I tried using curves, and I ended up deleting everything 3 times.

Eyes have temporary materials, I'm going to try and hand paint them.

Should eyelashes be kept as separate object? No idea how to rig.
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>>639822
I knew some retard would write this.
>>
AAAAAAAAA HOW DO I EVEN CLEAN THIS UP PROPERLY?
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>>639884
Looks like doing some retopology is your best bet.
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tfw spent 4 hours making a wheel
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>>639884
The question is how did you end up with that mess.
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>>639884
just delete it. it is shit anyway .
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>>639884
Seems like an easy job for ZRemesher.
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Mostly done with the outfit/accessories.
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>>639924
And the watermelons monsters.
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does this topology make my butt look fat /3/?
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>>639958
OPEN BOB SHOW VAGENE
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>>639977
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>>639884
subdivide it
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Making the progress, hair doesn't look very good, but I'm glad I got the eyebrow spots working (They shrink and grow)

Hair is such a hassle to make look right, doesn't help that the 2D source material has pretty volumous long hair which gives it the 80s hair vibe in 3d
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>>639979
Before after Saitama.

Note he punched him so hard he lost his “ominous” very dark look.
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>>639984
Im not feeling it at all
First i think you lost a lot off mass of the creature and made a generic anime body with funny feet
when the monster girl in the original design seem rather powerfull, short but muscular, i imagined an off season athelethe or gymnast, big strong shapes but not much definition

Also those red dots on forehead, wasnt it supposed to blend even over its hair?
Like a chameleon which can change all of its skin i expected also its hair is more part of its body than human one
I didnt even think of it as hair, more like small feathers with the way they seem to blend onto the entire body
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>>639994
Your anatomy is still too wonky to read properly as stylized.
You really need to work more on your body landmarks especially with how many models you make with the same exact mistakes
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>>639999
this model in particular have his body unfinished, planned to rework on it.
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>>639984
>>639997
also pics
those are not drawn like hair, definitively feel like some kind of soft fluffy plumage
you can ask the artist to be sure

i was actually thinking of doing the same model, was gonna sculpt it and do the hair the hair sam as anime toys do, so those large planar structures
but i did so many monster girls recently, i thought this design didnt stand out enough to excuse another digitigrade leg structure humanoid in such short period
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>>639997
Your other points are valid, but I haven't found a way to get that kind of texture on one specific spot in the hair, as whatever material the hair uses affects the ENTIRE strand, and gradients would result in a boxy spot rather than an oblong shape, so I settled for the next best thing and put it on the forehead. I could experiment with hair cards and the like, if my next iterations on the hair don't work. Something I found interesting to note though is that in some of the references, the dots don't align with the perspective of the hair, almost as if they really are below it, but just visible for expression, similar to anime eyes in some shows.

As well, in the source material, the design fluctuates between stocky and and skinny when it comes to the arms, so I lean towards skinny because, you know, artistic license. Though I did slightly beef up the arms and legs just now per your suggestion.

Nothing is totally concrete in this project, and I'm really a beginner in everything not related to sculpting. What you see me post is all subject to change.
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>>640003
>>640004
To correct myself, you do have a point when it comes the the "hair" I'm gonna have to do a bit of research on how to do that feathery look

Here's a before and after of the slight changes.
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>>639790
Are using this as body?
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>>640005
I'd definitely sculpt the hair ..
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>>640012
nope. I can't get around to using other peoples work. I built this one from zspheres and retopoed a few times until I got what I wanted. That is a nice body tw. This is my base model. I still fo back to sculpting faces from zsphere and project onto my base model, use retipo to line up the topo to the new face properly and then project the higher subdivisions onto that new topo. I have to find a new way to do it because it can be time consuming and I want to make many characters.
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>>640012
He already went to artschool, mastered life drawing, and made everything in z-brush completely from scratch.

He's an expert modeler which I believe he's doing it as a hobby as opposed to an actual professional that you see in movies, cartoons, and video games.
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>>640035
>shadman
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>>640035
Okay now, this is just fucking gross.
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>>639984
The eye sockets are too recessed into her face, also.
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>>639984
Bro are you even trying? She looks like some ayy lmao. Just line it up with references, your model is nothing like her.
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>>640103
I have a sudden urge to research this character. What's her name?
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>>640106
Ada by Hushabye Valley.
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>>640103
Bruh did you even read my posts? that's why i acknowledged the hair I made doesn't look good.
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>>640113
Man I'm not talking about the hair or even painting eyelids and eyebrows, look the anatomy, it's just crap and nowhere near resembling Ada. Just do what I said in the previous post - align your model at the same angle as those references and take a good long look.
>>
Then lead with that first, rather than an unhelpful "are you even trying?"
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>>640116
>>640118
Ah fuck it, you're right. The style I'm going for is clashing with the style the source established.
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The whole boolean garbage failed, so I decided to make a subdiv model to learn more about proper topology. Thanks to whoever linked that IL&M dude in the last thread, he's got a lot of good stuff there, its been a real inspiration.

That same guy made a model based on some other dude's concept, so I just went there and picked another concept to model myself. Long way to go still. Crazy to think that a pro can pull stuff like this off in 6 hours or so.
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>>640005
>>640004
dont model in tpose
its an archaic dated method, bring those hands and tail down you want to know how the whole thing reads when in its neutral state
dont do haie yet, first block them out, even cilinders will do you want to see how the volumes read

https://www.artstation.com/artwork/wL65Y
towards the bottom of this artists you will see a gif how he blocked out the hair witha simple curved plane before breaking it up into smaller and smaller strips

dis is a good approach for doing shit
i might still do this piece i will show you then how i approach breaking in the silhouette and main forms first, long before i have any anatomical features put in place
i spend 50% on a time on a character just on getting the main shapes right, this lets me avoid redoing stuff over and over, basically sketching in 3d
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>>640108
Thanks, my dude.
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>>640118
How is my second post different than first other than specifically stating to look at the anatomy? You can pull anything in any style, but you need to know your basic shit first, like proportions and basic volumes. It's easy to cut corners on basics when you see the shape already in 3 dimensions, try to draw in on 2D plane - and you'll fail miserably.
>>640129
Np bro. Been working for half a year by my studio methods, but after discovering this guy I've realized I've been doing thing ineffectively or plain wrong in so many ways.
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>>640144
As a noob, its pretty crazy seeing what this guy is doing with just stock Maya, all this time I spent looking for a plugin that could make my models better... Turns out I'm the one who has to improve.
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>>640129
>Thanks to whoever linked that IL&M dude in the last thread
Can you please post the link? I skimmed through the last thread, but didn't see it.
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>>640147
https://www.artstation.com/andrewhodgson

warning: will make you feel innapropriate
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>>640148
Wow. Thank you.
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>>640148
Thank you so much.
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>fuck!! I want to do 3d but i have 0 time :'(
I made awesome harness )) and I made kickass Imm curve brushes(i mean I made curve brushes and I made harness wirh them)
i wanted it to look more sci fi, than just leather belts.
>any CC guys?

>>640019
don't get me wrong, I was not trying to "expose" you )) like anon >>640021 is thinking.. kinda proportions looked like it. especially legs. and they are same height, like 1,35 cm )))
it is Eugene Folkin's model, you 100% should check out that artist.
as using other people's works, I agree.. I dont do it either.. if artist can not make damn base mesh, how they will be to reshape others base mesh to look good?
(if you are good already, then I think it is not a sin tho ))
btw love your model!, you should work on the butt tho it looks strange.
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>>640191
harness is lookin pretty kinky
her jacket looks really "poofy" though, could try to tailor it so it fits her body shape better
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working on a portfolio piece. sorry about the compression.
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>>640191
Not to worry man. You comparing me to Eugen Fokin made my heart beat hard. His work makes me feel quite jealous. He just does all the right things. Hits all the right proportions. If there was someone who really inspired me to stick with making models, it is him.
>btw love your model!, you should work on the butt tho it looks strange.
Cheers. I know the butt is a bit bubbly so I will probably reduce it a bit. I'll see how it looks once I animate it.
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>>640191
Again >>640208 here. Forgot to say, I love your work too. Looks cyberpunk. The IMM brush you made is pretty cool. I still have to get into that. I haven't made any brushes yet. I'd love to see that harness underneath the shirt, or it actually might be better to imagine. Stimulates the brain more that way.
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>>640208
yeah, folkin is awesome ))
now that you posted your model i'll give some cc, what i'd improve.. (i'm no expert tho )))
i don't think bubblyness is the main problem. you should push spine in, especially where i highlited in picture(push with big move brush. also pull out love handles a bit..
elbows are too pinched, pull out its sides. also, it's like she has no muscles in lower arms, they are too flattened.
clavicle bones are two separate bones, there is a gap between them
hands are also tooo bony, especially thumb.
whole character is shaped very well, but you are pinching elbows too much, try smoothing places like that..

overall character is really beliavable! very few pulls that off.
>>640210
tnx!! ) it is cyberpunk, but not 77 )) I mean i'm not making fanart of the game (I really love the game tho.. I'm sure these guys will pull it off 100%)


>>640192
yeah, i'm going to rado the jacket, I'm even thinking to scrap it and do new one..
but first I'll make robot arm. then make jacket, with reaped sleeve at one shoulder
I'm also making bike for her..
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After 2 months or so finally decided to pick up 3d back again. Started yesterday, I have this by now. I'm doing the Star Citizen outpost modular kit, but I'm rather going to use it for some greater scale levels as I finally figured out how to do it modularily with things properly snapping together and allowing for custom shaped rooms; I'll probably do another, bigger kit after finishing this one for some DOOM-esque sci-fi arena levels to be integrated with this one. A couple of props too.

As always, I will add all those little details like bolts, panel lines, thos inset-ed triangles with mesh decals, I got my hands on a custom version of UE4 that supports multimasking and shit so it's going to look great. I even made a material function for this: https://www.youtube.com/watch?v=SqtUaJC_Ztg

Realized that starting off a blank canvas is scary and made me procrastinate quite a lot (though I take this as a hobby), but once you start it's thrilling, I can't wait to see this finished and I'm working like crazy on it.
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>>640223
Compression fucked the image up.

Pic related is what I'm going for. Again, I'm just setting up the base meshes now. Will add decals later.
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>>640214
>you should push spine in, especially where i highlited in picture
I had the spine in and they made fun it looked like lordosis. keke. I want the spine to be more pushed in. I'll correct that then.
>also pull out love handles a bit
I'll try
>elbows are too pinched, pull out its sides. also, it's like she has no muscles in lower arms, they are too flattened.
True. Darn it.
>hands are also tooo bony, especially thumb.
i know. Also, I also think I will have to make the fingers longer and meatier as you say.
Thanks for all the cc I used to be crap and I thought I was good. People told me my work was crap and I listened. Sometimes they were harsh but sometimes just as you, and that is proper cc. It helps loads.
>tnx!! ) it is cyberpunk, but not 77 )) I mean i'm not making fanart of the game (I really love the game tho.. I'm sure these guys will pull it off 100%)
I love CDPR and stuff they do. I actually wanted to make a portfolio and work for them but realized I have to work on my stuff.
I also have loads of projects I am working on and one of them was a cyberpunk game. It's old work but something.
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>>640214
>it's like she has no muscles in lower arms, they are too flattened.
Agree with all but this, man you dont know how little muscle some women have, its fucking rediciolous
I personally know girls that are all bone in their arms even if they arent anorexic
What he should do instead is widen the elbow region, that will be always the wides part of the arm in those lazy skinny women

>>640208
>>640240
also except what he pointed out fix that neck man
sternocleidomastoid, so the neck muscle connects as the name implies to the sternum, not the clavicles, it goes pass the clavicles and lower
hell go twist your head in front of a mirror at a 90degree angle, you will see how your neck muscles just keep on going down and down
also those shoulders are a mess
if you gonna do exposed arms and legs you need to focus on them

here, check out this scan i stole
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Theres a few clipping issues I gotta fix and Im gonna render a few more frames but Im just about calling this one done

>>640204
That's pretty erotic
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>>640247
Shoulda got them wings to flutter a bit
Bretty good though, I like it.
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>>640248
I mean a bit more rapidly. I see you've got them doing it.
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>>640249
I got like 50 frames left to render. I'll try to add some more flutter in those ones to save on render time
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>>640247
Oh man that's cool actually.
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>>640242
Thanks a lot. I am trying to build a game demo so I will make these adjustments but later on I really want the game to look full on realistic. I feel my skills growing so I hope that will be a possibility.
Thank you guys for all the input.
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>>640242
How is this? Any better? I also have a problem with the armpits. Seems like the topo doesn't fold well in the back. Any suggestions?
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>>640242
I >>640258 just realized I fucked up the neck I will fix it. I am still learning muscle anatomy.
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>>640258
Legs are short and that butt is just tremendous.
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>>640258
Chicken legs.
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>>640242
This should be it.
>>640260
I wanted her short.
>>640261
Nope. Chicken legs are thinner but I know I have to work on them. Maybe the ankles make it seem odd. You might be right that part of them are too thin but definitely not chicken legs. I feel so sad when I see a hot chick and she has chicken legs. Bummer.
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>>640260
>butt is just tremendous.
Thanks. I like em short and with meaty butts.
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>>640264
Oh now I'm getting what is your problem )) you are doing everything with move brush, because you don't want to mess up the skin. And you are avoiding smooth brush like plague...
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>>640258
Such a huge ass yet those thighs are a shame. Give 'em some thunder, my dude!
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>>640267
Nope, he's character is clearly slav, they don't have massive (like hispanics or blacks have for example actually caucassians too, but way less) thighs if they are not overweight
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>>640266
Got me about the move brush, I do use smooth thoug but on lower subdivisions so when I get back to subdiv 6 I get most detail back.
>>640267
They are kinda small because the character goes through phases. I am planning it to be a game where she changes a lot, even grows old and possibly fat (shapekeys and normals) so if you train her to be fit she will grow muscle. I imagine a GTA San Andreas in post apocalypse with adult themes.
>>640268
>character is clearly slav, they don't have massive (like hispanics or blacks have for example actually caucassians too, but way less
https://en.wikipedia.org/wiki/Caucasus
>Slavs not being Caucasians lol
They are THE caucasians
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>>640268
she is of slavic origin I guess. but aren't most whites?
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>>640270
That low/hight subd leaves shitton of artifacts.. if you are not touching high sub ds. Also smooth brush fucks up lower subds. and it is seen on your mesh.
you should not add tertiary details untill. Almost in final phase. You are making your work 100x complicated.
At least add it on layers..
( I do literally everything on layers tho )

And BTW I never said that they are not caucasians.. but caucasian race is the most diverse race on planet.
>>
>>640272
>That low/hight subd leaves shitton of artifacts.. if you are not touching high sub ds
Fuck. You know what I do. I start off and say to myself, I just want to see what the detailing will look like and then I get attached to it and it totally paralyzes me from really digging into the model. I do this every time. You are right, I have to stop that crap but I convince myself that the detailing will make me adress some issues with the look later on, sort of sketch it out so I know where I am going with the model. I know what I am doing wrong and I do it anyway. Fuck.
>At least add it on layers..
I should. I love doing layers but the file size boats up. I did shape keys for facial poses and from 260mb it became 600+ just for about 5 face layers.
>And BTW I never said that they are not caucasians.. but caucasian race is the most diverse race on planet.
My bad. But you are pretty much right, I love slav chicks.
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got some work done today, dealt with a few tricky sections like the circular indentation on the far right, pretty happy with the results for the most part.

splitting the object into parts really makes some things a lot easier, old me would probably find a way to make the whole thing a single mesh but it was great to know that even the pros split meshes and use floating geometry

i wonder if theres any kind of quad i should be avoiding
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Just did a quick pose to see if it looks like I want it to. Yup. I like it.
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>>640264
If you want her short you need to tweak all of her proportions and in comparison with something, you can't just scale her legs to be this short, you are making a midget, not a short girl.
>>
I'm starting to learn Zbrush, I'm doing the shark sculpting tutorial over zbrush class.

One thing the video tutorial doesn't explain is how you use the move brush to move a part of the object in a straight line?

Every time I drag a portion of the object to go in a direction it moves but in two direction at the same time, so I could drag it horizontally but when I change perspective I see that I dragged it down but going back at the same time.
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>>640288
those dislocated clavicles look quite painfull
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>>640291 what about this? >>640012

Seriously do you think every human is 8 heads?? Because measurements artists make, is streamlined system, taken if person is high enough to be 8heads (fashion models). But in reality if your character is 7 heads . Arm(shoulder/elbow) length becomes 1.25. For example. But we don't do it because it is fucking complicated.. every bone scales slightly differently.. thats why there is that norm, people dont want to deal with it. also to streamline learning process.
also, teachers don't want to deal with students, on that level of detail. It is fucking hard and confusing.

But who is making really "realistic" humans should fucking learn realistic proportions..

He's character is perfectly acceptable as proportions go. Butt is too big, but that is very easily changable.

Anyway, don't you guys see people outside if inage boards and 3d models?
>there is no real "standard". That standard is made up to make things easy..
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>>640306
Eh, anon's not entirely wrong. I think the illusion mostly comes from the little femur protrusion point (don't know the anatomical term for it) being a bit too low, making her legs look as if they start really low and thus short and stumpy.
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>>640306
Who said anything about 8 heads here? You did, I didn't. Everything goes as long as it's ergonomically and physiologically acceptable, those short legs work too, but they *are* short. It's either is pelvis is too low or shins/hips too short, get over it and fix it if you want somewhat realistic character with "normal" proportions and not a dwarfy looking gal.
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>>640314
short legs my ass
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>>640316
Now compare this with your character and ask your bf to not cum you in the eyes.
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>>640314
>Who said anything about 8 heads here?
You said, because measurements you are preaching are based on 8 heads. As I said it is a system to streamline anatomy.
And BTW I'm all for it. But I'm not fucking textbook monkey, to go apeshit every time I see deviation, which is in reality, much more accurate than carbon copy 8heads model.
>but they *are* short.
Is anyone denying that? But they are not wrong or broken.

>>640316
You should have used DAZ models, on even higher heels, to show us how all females should look like..
>>
>>640299
I know. I just tposed it. I am half disgusted/half satisfies. Can't wait to rig it properly.
>>640291
Naah. We are all different. Check out Met-Art models. You will see how many different body types there are just there. Then go compare with female athletes. You will get freaked out.
>>640306
This is totally right. My art teacher told me to move on from humans and start doing something else. He told me I am paying to much attention to them. This is how much they care about your education. And yes, we used to have discussions on the topics and 7-8 heads is just a simple measure to lay out a standard.
>>640308
I'll fix asap but need to do other stuff on her first. I am shit at tpose master.
>>640316
Great example - caprice is a beauty.
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please tear me a new asshole.
I'm practicing making a base model for some stylized game character.
The arms mostly look wrong to me, but I can't pinpoint why. I think it's the size of the arms are too small (not the length but the radius size of it) can someone confirm?
Also how are my proportions overall
>>
>>640330
Have you tried perspective view bro?
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>>639924
>>639925
You're halfway there cause of your creativity.
you definitely need to read (and if possible draw the pictures in it) pic related. The problem with your sculpts is that they lack gesture and rhythm, your sculpts would improve a lot if you applied what mattesi teaches in his book. Also it would also be great if you can get the Zac Petroc character sculpting tutorials, specially module 5, he basically applies what the book says on zbrush.
>>
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>>640332
sorry this is the book I meant.
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>>640333
The first one is good one too though.
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>>640333
Any links to a pdf?
>>
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>>640338
Check tpb with the name. You will get about 5 torrents. It is the first one.
Here's something to show off my awesome zbrush tpose master skills. Oh yeah (I hope my moroseness translates well over the webz)
>>
>>640338
I guess I can do better
https://thepiratebayDOTorg/search/force%20drawing/0/99/0
>>
>>640340
>This page is currently offline
God damn it PirateBay, thanks in advance tho
>>
>>640341
Just hit refresh a couple of times. Its there. Don't worry.
>>
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Done with the high poly.
Time to start the low poly retopologizing.
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>>640339
Left looks like an aged up Arya Stark
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>>640348
My prime inspiration was Guerlain or Raisa from Met-art. I don't want that exact body and face but it is something that inspired me.
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So I ended up rerendering the whole clip. I went back to my recordings of wasps and they dont seem to flutter their wings while they're enjoying a meal. At least not 3 of the ones I was recording.

I'll probably just slap this on instagram and call it done now
>>
>>640355
>RibberArt
I knew this felt familiar.
>>
>>640355
Cute. Love the hat.
>>
>>640357
>>640358
haha thanks :)

Its nince to be recognized!
>>
Can anybody please answer my question?

>>640296
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>>640371
She's a big girl.
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>>640372
>>
>>640368
you can not be that precise with move brush. if you literally want to move object use gizmo, and you'll be able to move objects in on axsies.
>>
>>640355
I recognised instantly tho )
btw I went on your instagram now, appears you have not posted for a long fucking time.. why? )
>>
>>640347
T b h this guy looks like he has a super small eyes and nose, a giant penis on his forehead and has his tounge sticking out down his chin.
>>
>>640355
Why is everything so shaky?
>>
>>640347
>>640412
other anon is right, this shit looks hilarious
clean it up, try avoiding symetarical dots placed where eyes are or you end up with really ugly designs
>>
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>>640426
>>640412
>>
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>>640347
Its him
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>>640410
I don't want to move objects but part of the object that I selected with the mask tool.
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>>640411
I've been trying and failing to make my own game for 9 months :(
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>>640448
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>>640450
>>
>last 4 posts
what in the fuck
>>
>>640448
>>640449
>>640450
>>640451
Wtf are you taking anon?
>>
>>640448
>>640449
>>640450
>>640451
Is this going to be a game? It looks pretty unique. I'd love to play a game with such a wacky cast of characters. Something you don't see everyday.
>>
>>640450
>6'0"
>5'11"
>>640451
>5'11"
>6'0"
>>
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>>640474
yeeessss. made my dic twitch. i hope that doesn't offend you. in ann honesty, you should make a cyberpunk porn game.
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>>640453
OPM dose you could say.

>>640459
Polycount isn't adapted for a game, they aren't rigged for animations, I'm not an animator, and coding is another world for me. Not that I have no interest in a game, but with my capabilities and time, I'll stick to models creation, render, posing and printing.
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>>640474
>"an artistic representation of a white woman in 2048
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>>640482
>Polycount isn't adapted for a game
Learn to retopo. It is pretty easy you loose your marbles with it. It is actually fun now. I retopo all my models from scratch.
>they aren't rigged for animations, I'm not an animator
Not too hard. If you persist, you can make your dreams come true.
>and coding is another world for me
Find one. Use unity as they are trying to ease the process for creators so they have to code as little as possible.
>I'll stick to models creation, render, posing and printing.
good, good, good and exciting. I love 3d printing and can't wait to try it. But I see you have a lot of potential. Don't stretch yourself as I am trying to do but don't limit yourself either.
>>
>>640499
> Learn to retopo.

Not like I don’t know how to retopo, still don’t find it fun in the slightest though. Also, I was saying my models have more poly because it’s intended, just want to have a good quality rather than one optimized for games.

Anyway, not gonna rush things, I have plenty of time to try to get into rigging and animation if that ends up interesting me.
>>
>>640499
>Learn to retopo
Was about as fun as nailing your balls to a burning tree
>>
>>640501
I want to see your shit out there. You have skill.
>>640503
>Was about as fun as nailing your balls to a burning tree
keke. I understood what madness means when I started to enjoy it.
>>
>>640474
Needs some period blood on her face, and she can go join next slut walk

>>640503
not that anon, but I enjoy retopologizing.
>>
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Messing around with stuff.
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>>639888
Looks good. You wheely outdid yourself this time.
>>
>>640481
Hahaha no it does not.. 4chan compressed the image tho -_-
If I only had enough time to at least finish the damn character.. then I'll think about the game..,

>>640522
Calm down ma man, there's no need to be frustrated this much.
I'll copy her and give her dick instead of pussy, just for you.
>>
>>640559
>give her dick instead of pussy
You get more based day by day, Commissanon. God bless.
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>>640499
you still lack those important fatial features, your underlying forms still feel too smooth
no curves under the eye and around lip corners


anyway, didnt post my own model in a long while
a quickie demon sculpt
>>
>>640561
Thanks. I want to work on it but every time I try she starts looking like another person. I will have to grind at it until I get what I want. I am totally aware that she kind of looks like she lacks human facial features but I am afraid of alienating the main features. I will go through some Ryan Kingslien and Steve Lord tuts and hopefully get better.
On the other hand, your model looks pretty good. We should really have a contest with someone giving a sketch of a character and try out best within a month or something. I know we used to have collabs before.
>>
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You guys inspired me to make sexy women. Not as good as some of you guys though
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>>640579
>every time I try she starts looking like another person.
Not that anon, and not as good sculptor, but I think it is because you are too used to the way she looks now.
>>
>>640526
looks good, very 2D
got any more?
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>>640644
are you sure about those proportions?
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>>640646
Idk actually, i'm open to suggestions..
I was trying to achieve something like the zootopia proportion style.

Could you give me some tips?
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>>640637
I do daily practice models, so I'll be posting here quite a bit.
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>>640644
>>640650
none of characters in zootopia wear shoes. I think your character looks weird with human legs.
They all also have much shorter legs.

It's just something I noticed
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>>639528
Not sure if it's an adapted thread for this, but 3d printed him.
More shots:
https://twitter.com/TheGoldenSmurf/status/1036590248720052224
>>
>>640662
Thx dude, I will fix it
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>>640630
Thanks. That's actually a good philosophy for life. Things change in life and you have to get used to it.Sculpt your life, not just into something that looks like a fake idea of life, but sculpt it until it belongs and it becomes real.
That kind of shit.
>>
>>640651
Yay! Another daily poster.
>>
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Still trying to do some scifi/futuristic tile set for my game...

Nowhere near happy, going to finish a full set and then remodel/retexture again.
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>>640662
What about now?
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>>640347
You seem to have skill, but I think you lack in the design aspect. Overall, this literally looks gross. Almost like something out of Warframe, but actually unsettling. I like that your trying to do something different, but it's just not working. Maybe try looking at other conceptual helmet designs. Try looking up sci-fi helmets on deviant art for some ideas maybe.
>>
>>640710
I think it's a step in right direction, looks better in my opinion.
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>>640662
Pretty sure all the Starfox characters do though, which is what >>640644 instantly reminded me of.
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>>640739
they still have much shorter legs thou
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>>640737
Thx man, another update.
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>>640316
>using women in heels for proportion
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>>640417
if you try to take a macro shot of a wasp with your hands its gonna be.
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am i kawaii uguu
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working ona pickup, would take a while till its done
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>>640818
Geometry looks really bad already, bad overall shape is nice. Why not make everything clean from the start?
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>>640820
it looks fucked up because i had to separate everything, when ill rejoin it will return to normal
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Any suggestions?
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>>640837
Are you baking ambient occlusion? I'd suggest using bump/displacement maps and shadowless diffuse instead.
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>>640839
I do yes, thanks for the advice, makes sense..
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>>640839

I could do it like in this example maybe...
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>>640700
I think it looks too flat and clean. I get that you don't want your environnement to look grime, but it's better to have an environnement that looks a bit grungy than too flat.
I say that but I'm trying to design a "clean" environnement too, although in a different style, but i also feel it looks too flat. But It's supposed to a renovated industrial structure, so I don't want to make it look too grungy either... I guess i'll bake some normal details to make it look cooler.
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>>640781
smug
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>>640727
>unsettling
That's kinda what I was going for. I wanted them to look familiar but unsettling, but not as obvious as just being skulls.
Not as familiar and family friendly as Iron man.

I was mainly inspired by the Doom 3 and Quake 4 art style, and the art by people like cki vang, alex Figini, kenneth scott, paul richards etc.

>Maybe try looking at other conceptual helmet designs.
I have pinterest boards with HUNDREDS of references for sci-fi characters, environments, anatomy, fantasy etc. (see pic)
>>
>>640426
>>640412
>>640727
I'm working on a second guy.
It's really just a different head and shoulder pads.
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>>640855
>still a forehead peepee
Look man, I think you're doing a great job but maybe try not having a forehead ornament?
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>>639728
I just think it looks so plain/uninteresting without anything there?
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>>640857
was meant for
>>640856
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>>640858
>>
>>640857
the problem iwht this is the base model,not including the booleans.
should have made it slicker
>>
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I've been slowly working on this KV-1 model for a few months on and off. I still need to learn how to make good hand painted textures before I can finish it though.
>>
>>640857
You need to learn about rest and detail areas
and how to use focus points in your sulpts so it does not feel busy
Empty places are important as they allow the detail to shine
check out how doom guys or halo guy helmets glass has no pointless detail
>>
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>>640872
Halo Guy(s) definitely.
Armor and visors get more detailed with each sequel.

The main doom guy doesn't have anything on his visor, but multiplayer models are more detailed in the face.
>>
>>640860
Good lord, that wrinkling looks terrible.
>>
>>640854
there is a HUGE difference between unsettling and ugly. the aliens you posted are unsettling and scary but also very cool looking. what youre making is just.........ugly. you need artist to design for you, then you model what they show you
>>
>>640843

Thanks for the constructive criticism. I agree its way to flat. The ratio of clean vs grimy is so hard to get right. Grimy textures imo is the easiest to produce because it gives so much variance to the texture, rather than a clean one.

Im not going to use any of the models and textures of that set, but it was a good exercise.

Which program do you use to texture?
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Boostin ma cartoon skillz.
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finally finished putting together the hair.

is the overall torso anatomy look right so far? he won't be naked fully but just want to use the body so I know where to put wrinkles on the clothes etc + its a learning experience.
but at the same time I don't want the anatomy to be too detailed for stylistic purposes.
>>
>>640561
He does not have anything "devilish", he's neither threatening/intimidating or tricky/sinister and of course not seductive either.
He looks more like 55-60y/o Chinese man, whom real devil tricked and traded his nose into horns from korean MMO..
>>
>>640996
Boost your polycount up while you're at it.
>>
>>640857
One thing I see, you are not thinking about function in your designs.. thats why it does not look good.
Don't just add random lines on your armors. Everything should have meaning. That is literally fitst thing what you should think when designing armors, characters, guns, vehicles, etc..
And no one is telling you that in their cc-s..
>>
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Any new from this based gamedev? He didn't post any update on his game, it has been a year I think.
>>
>>640865
My nigga, KV1 best tank
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>>641116
refined the parts.
>>
>>641174

I won't need to. I'm using an ancient technique employed in Sunset Overdrive where the textures and normals are baked.
>>
>>641182
>not sure if this is "Iggy Pop body.meme"(anime version) or not
>>
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Currently working on this Fat-Tailed Gecko. Sculpt is done, currently in the middle of retopology. Planning to do scales eyes and other markings in Substance. Not gonna very detailed. I intend to make him into a cartoon styled scene.
>>
>>641185
>Iggy Pop body.meme
wtf is it/what does that mean
>>
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>>641193
And after what turned out to be an all nighter. Here is the relatively finished product. Still going to do the scene I had in mind, but with how much time I put into texturing, now im married to making it realistic looking, or at least as realistic as I can manage. The whole point is to put this on sketchfab, so im not going to break my neck over making it perfectly photo realistic. Not that I am confident I could anyway.
>>
>>641222
cute
>>
>>641222
Friendly gecko! I like it.
>>
>>641173
wasnt going for anything comedically evil or scary, wanted to go for something more relaxed and natural
at first he had this angry face and scary mouth, but i smoothed it out since i liked the forms more then
>>
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Making my first material in substance designer. Still need to work on some detailing and roughness. I'm pretty happy with it so far.
>>
>>641222
leezard
>>
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Decided to throw out my soul and make use of 3d waifu modelling skills to make money.
I guess ill make porn now instead of cute games.
Abandoned my platelet chan simulator.
>>
>>640035
W E T
E
T
>>
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Making this arcane construct thing
>>
>>641265
any good substance tutorials?
>>
>>641287
Looks like a GW2 Asura golem; if you're going to have the feet be so tiny, maybe exaggerate other features (unless it's going to hover or be supported by plant vines or something) either in the modeling stage or the texturing stage
>>
>>641222
Some more progress. I rigged up some of his face and gave his eyes some pupils as well as made the first prop for the scene I want to make with him.

I am feeling pretty good about how this is coming together.
>>
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Been making this hoe from league of legends for about 2 months now without any knowledge of basically anything about 3d. Probably animate her getting railed eventually. All critiques welcome. (i know the vagina looks bad ill get around fixing it)
>>
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face closeup, created the eyebrows with yeti but even those are fucking up my render times quite a bit so I imagine once i add the fur on the tail and hair its really gonna shoot up my render times (using redshift) reading about hair cards atm and not sure if i should just continue using yeti or those
>>
>>641307

Putting a realistic skin shader on a low detail toon body is creepy as fuck.
>>
>>641307
Looks like shes been pounded a bit too hard.
>>
>>641307
the lack of any bone land marks make her look like she is melting
>>
>>641341
Yeah I agree, thinking about making the clavicle more pronounced and maybe the sternum /chest, any pointers?
>>
>>641310
I guess, something that I hate personally about 3d porn is that the skin always looks like plastic so I tried to put a lot of focus on the skin (and it still looks like plastic imo) and especially the eyes. There's plenty of stuff that I haven't even used like sss (mainly because sss crashes maya). Any ideas on how should I proceed? Ty
>>
>>640955
I use Substance Painter. The workflow is way faster than with Photoshop (since you have real time preview of your work and can paint directly onto the model). Their interface is also pretty intuitive, it took me about a week to get used to it.
>>
>>641288
Daniel Thiger started releasing some SD basics videos, which seem awesome. SD masters courses are a good learning source as well probably. I just found some free ones on YT and the rest I'm figuring out by myself now that I understand the general workflow. Allegorithmic's YT channel and Get Learnt were useful to me. Also, as with everything else, download free substance files and analyze them. Substance Source has a lot of them.
>>
>>641344
https://www.youtube.com/watch?v=Qwt_wggUFHg
https://www.proko.com/landmarks-of-the-human-body/#.W5Q8kFpjMdU
>>
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Update. Does anybody know how can I randomize the horizontal offset of tiles in Tile Sampler (in Substance Designer)? Every second row is perfectly aligned and I want to break that.
>>
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I'm going to document the newer version of the shader and release it. Is there a perfered "place to release shit" for the 3d community?

I know of gumroad but still.
>>
>>641384
gumroad, polycount, artstation maybe
what are you using to make the shader?
>>
>>641384
Post on ArtStation with a link to your resources at Gumroad.
>>
>>641391
blender nodes

v1 worked blender internal but only with opengl render.

v2 works with blender internal but with normal render

v3 I'm gunning for cycles/radeon support

v4 Whatever the fuck 2.8 has
>>
>>641394
is it like https://blendermarket.com/products/toonkit-for-cycles ?
>>
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placing down my body parts; it looks stiff right now but I'll fix it later when I dynamesh.

is the face acceptable? I'm pretty much complete with it but still I don't know how to feel about it.
The hair will be posed later too. I realized that the middle bang is too thick.
>>
>>641346

It looks like creepy plastic. I'd use a toon shader for toon figures.
>>
>>641404
what about eyelashes?
>>
>>641404
Your proportions are completely off, if the goal is matching the picture.

>is the face acceptable?
Dude, it's anime shit, what do you think?
>>
>>641404
>>641207
)) sry I suck at memes.
what I meant is, body looks like old man's body.
creases under pectoral muscles, line over belly button, indentations near external obliques are too defined and also flat at the same time and it makes muscles look saggy. tone things like that down..
I like how face turns out tho, keep up good work anon )
>>
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>>641425
>>641404
>>641207

Here's what I meant BTW
>>
>>641425
>>641430
ah, I see now. I don't know many /mu/ celebs out there so sorry about that (I'm a dweeb who listens to animu and vidya osts). and thanks for the advice, I'll try fixing it.
>>641419
>the proportions are off
the head size was initially matching the pic (bigger head).
I might keep it- but I'll attempt to try to match the pic (smaller chin and lower the mouth etc.) If it doesn't turn out well then I'll just stick with what I have now.
>>641410
yeah I thought it was missing something.


thanks for the help /3/
>>
>>641397
>https://blendermarket.com/products/toonkit-for-cycles

Nope. That seems to be a straight up toon shader
>>
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>>641433
fixed the head/face to match the pic
I'll ask for feedback again once I fix and finish the body, don't want to spam too much.
>>
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Look what I made today. Direct reference is currently sitting below my monitor.
>>
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https://youtu.be/LbAgbk6dp80
>>
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Still working a fuck ton of hours and just getting over a summer flu. Still have to fix the finger controls, got blend shapes 95% done. Need to set up face controls.

When I get the chance my next character will be done in Zbrush. Got to learn a real modeling program and stick to Maya for rigging and rendering.
>>
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>>640561
and update
>>
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Guess I'm finished with this.
>>
>>641462
How much longer till I can fuck her in VR?
>>
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Working on a jacket in Zbrush. How hard would it be to take up Marvelous designer?
>>
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>>641491
Some more.
>>641466
I'd love to have some monthly challenges. I might work on a demon character of my own. Nice work.
>>
>>641491
Not hard at all. I love Marvelous Designer. It's incredibly easy to use and the results are pretty good. A good tutorial to get you off your feet would be the one by CGElves.
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>>641488
Too long. Worked 84h a week doing overtime because no one in my company wants to work this easy job. Made $1,592.87 Can, in the last 2 weeks. 9th week of double shifts. Lost over 20lb down to 228 :).

Found a simple solution to the breast rig by adding parent constraints to the upper and lower spine joints the breast bones that there connected to.

The mouth needs work its to square when open. Wanted to change her so she has 3 fingers but I'm afraid it may break the rig. Got to rig something up for the tongue, right now focused on getting it done.

Looking into auto rig from CG peers. Want to start my one man studio. Got a whole garbage war theme I'm cooking up at work with a woman that was raised by a geeky Dad. So getting great feed back at making cute, cool concepts (will post in other thread next Sunday). Working on art is so rewarding, its literally what gets me through the week.

I'm seeing such amazing work on this thread
>>641492
>>641477
>>641466
>>641461
>>641446
>>641445
>>641384
>>641287
>>641281
>>641222
>>640855
>>640526
>>640373
>>640355

Seeing you guys post amazing work and improving is driving me to be better. It no longer bothers me how long it takes for me to learn or do something. I given up on almost all video games, miniatures, hobby's, junk food, and drinking to pursue art. Couldn't be happier.
>>
About 30 minutes of progress into my first sculpt attempt.
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>>641500
It would be better to model the back spines as separate objects so you can duplicate and scale them. If you wish to combine the geometry you can do that later.
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>>641466
Wanted to do a demon, came out as a ballsack, ape alien.
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>>641504
Some more.
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>>641497
thanks for the compliment /3/ friend,
I wish you the best of luck too
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>>641477
This looks good but would look better with a higher subd level. You can see the vertex on the outline
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>>641492
>>641491
Hey anon, your flaws in anatomy are still there.
How about you post yout model from front back and side(include side view, it is crucial) screens and I'll give you more detailed paintiver than I did here>>640214 i'll put examples there to better explain points.
Aas Marvelous Designer goes, it's fucking easy and amazing software, but I'm trying to avoid it, because I want to git good )) also it has kinda it's own look.

>>641466
Eh.. do something about that expression man, make him slightly more sinister or evil. the detailing and firms are very good. But your daemon is lacking in design. I'm not saying to make him into caricature or go cartoony way BTW,
>>
>>641462
I really like how your model is coming up. Nice work there.

>>641497
>Worked 84h a week doing overtime because no one in my company wants to work this easy job. ... 9th week of double shifts.
But be mindful of your health, mate. Don't push it too far.
>>
>>641466
slocik?
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>>641534
Here's the body.
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>>641534
And the face. I like the body but I also liked the abominations I made a few years ago. So please tell me how to improve.
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>>641534
Sorry. Forgot to mask the arm.
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>>641534
Also I >>641546, >>641547, >>641548 have neglected the ears. I will work on them later on. I will have to practice that separately from this one and come back to it after I feel ready.
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>>641539
y-yes?
>>641534
>Eh.. do something about that expression man, make him slightly more sinister or evil. the detailing and firms are very good. But your daemon is lacking in design. I'm not saying to make him into caricature or go cartoony way BTW,
i tried removing skin from the lips and making the teeth visible as that was my initial idea, but i felt it looked way too aggressive
but i might do 2 versions
the left one is the initial design before i changed it

>>641504
focus on your mid level detail, you abandon main forms way too quick to pursue detail that ends up being just noise anyway
forms gop always over detail, dont worry about your model looking too smooth, and if you think detailing whiole model by hand is too much work then you are right
i just do few focus points, next i takes slash 2 brush with very low intensity and draw so squuigless like i got parkinson going out of thsoe details to blend it into empty space
then unsculpted parts are covered in random noise, be it standard with spray alpha, surface noise with the erosion plugin or what ever
>>
>>641534
>Hey anon, your flaws in anatomy are still there.
His flaws in anatomy are there for like 2 years at this point.
Multiple times people redlined his shit, he always says "ok ok" and never fixes anything.

Don't waste your time, mate.
Some people just never learn.
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>>641556
Experimenting with shapes. Is this what you meant.
>>641564
I did fix the model and it looks a lot different from all the crap I used to do in the past. If you are the same person who red lined stuff for me before then you know there was progress. But again I remember having made corrections and not getting responses. Is that you? I am definitely willing to get better and from what I understood working with you guys in the past is that I just have to get rid of some stuff I do like you would shake off a bad habit. So the problem is not that I don't want to learn. The problem might be that I can't. And that is what I am worried about. I honestly want to get better.
>>
>>641556
>next i takes slash 2 brush with very low intensity and draw so squuigless like i got parkinson going out of thsoe details to blend it into empty space
Kek. Thanks. I actually went over this too quickly. Good tip.
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>>641564
Anon, I sense you are somehow dissatisfied by my participation on 4chan. I remember you from other threads. I don't know how I offended you but you always seem to hit and run. You say stuff like this and never explain what I have done to you. Please tell me.
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>>641568
ye, all those wrinkles were done with slightly modified slash brush
i make it very large brush size and just cut in
i want thiose deem hard cuts dam standard wont give
then if need be i go over the hills with standard brush with 12 intesity and 0,1 lazy mouse step to make them seem overlap each other
>>
>>641571
People like you are on par with trump voters, we tell you how things are but you stay ignorant.
That's why i hate you.
Educate yourself please.
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>>641564
Also, I haven't been active on the threads before last year. Long time lurker though. I was here since 2004. Back when Popcorn mariachi provided for all your requests and rs/ was still active.
So this is one of the previous works I posted. It was from 10/04/2017. If I haven't progressed since then, one of us is very wrong. Also, I am a very humble person just trying to rationalize you. I am just looking for an honest opinion. Also, each time you posted, I asked you to show me your stuff so we can compare. I love comparisons. Bu as I say, it is always hit and run with you.
>>
>>641573
You still don't make sense. I will just have to give up on you. I hoped we could have some kind of communication but you seem to be incapable of reason and understanding. I also told you before, I will not shitpost because of you. You can say all kinds of shit against me from now on, but please at least make some sense. There is nothing constructive in what you are saying. You are offended because of your idea of me, not of what I am in actual fact. I feel sorry for you anon.
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>>641574
>I am a very humble person.
That's a funny thing to say considering how you acted back in /weg/.
>it is always hit and run with you.
I'm not the same person.
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>>641568
>>641572
and if you care youc an make some nice shapes this way
quickly add wrinkles to even most nonsensical shapes, you only have to fallow the lager forms, brnahc off your strokes form pinch points etc

and wuth some planning you can do more complex shapes like the inside mouth on the right, was all done clay buildup with alpha 06, slash and standard
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>>641392
>>641391
I'll be doing it with Gumroad and Artstation. Thanks.

Though I'd love to see what the OPM guy's models look like with it on. Its going to be rough getting this guy to work with Cycles as it doesn't let you reference the angle of the light source (because of bouncing). Its seems that I'll have to make a separate version for Cycles that uses an object with drivers vs light vector data.
>>
>>641577
You must have missed half the posts apologizing without knowing what I did to you. Will you accept my offer to start again and fresh. Please. If you are so vocal and active, you might help me. But keep in mind, not all of us have same tastes. I think that might have been the problem with some of the guys back there. Also, what I posted and what I had in mind back then were two separate things, I realize that now when I look at these. If I can get from there to here, I hope there is more. You might even have been one of the people who made me get better but you haven't read it. Bottom line is - I want your help and let's have a fresh start.
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>>641578
Whoah! Freaking nice. I will try and post back.
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>>641573
Also I don't care for murrican politics or politics in general.
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>>641578
Thank you so freaking much. I have never used this brush. It is amazing. I can finally try doing some Gigeresque stuff with it.
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>>641580
Seems like he proved you right. btw, the girl is cute but a bit stumpy. Something is also off with her hands.
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>>641578
I like the way it is heading.
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>>641577
I go through all this trouble of pointing some things out and you leave the thread never to return. As I said, hate me, whatever. I feel really sorry for the whole situation especially since we are all pretty lighthearted in here. You should relax.
>>641534
Anon. I still want you to show me the redlines. The thread went a bit offtrack but I really want to progress so please give me some redlines.
>>
>>641578
I checked your devart. You have some nice skill. Man. Love your stuff. Can YOU give me tips on >>641546, >>641547, >>641548 pls?
>>
>drama on my /3/
My, and I thought this board was still dead. Someone mind TL;DR-ing the story here? Interested in some board history. Find it impressive too that you guys recognise each other solely by posts.

>>641546
I'm no anatomy expert, so I can't provide anything of much worth, but from the waist downwards she looks very stumpy. Like her thighs are too short or something.
>>
>>641600
>drama on my /3/
>My, and I thought this board was still dead. Someone mind TL;DR-ing the story here? Interested in some board history. Find it impressive too that you guys recognise each other solely by posts.
I am working on a few game projects, some are too ambitious while others are realistic. I used to post on /weg/ since the games I want to do have loads of sex but in the way you would read off an adult comic like Druuna or other european comics like that. There is action, some bigger point but also loads of sex. Sex is a normal thing and I want to break that barrier current games have. Mix normal with porn games. So I posted and got critiques and as with this time I asked for a critique and he told me I am not listening to him. Another thread, same thing until I started messing about with him and he took it wrong. From the beginning he is like this. Accuses me of not listening and then leaves the board. Next time he sees my post, same thing. I even gave links each time to how he ran away and he bails on that thread too. Anyway, long story short, he is still doing the same shit. I care less about his attack, but the thing is I did listen to him and improve but he can't seem to accept it. I am happy that he gave me the initial critique but he never posted his stuff when I asked him to. That's about it.
>I'm no anatomy expert, so I can't provide anything of much worth, but from the waist downwards she looks very stumpy. Like her thighs are too short or something.
Thanks anyway, I think that might be my main problem, I want her short but not stumpy looking. I kind of dislike that about her.
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>>641600
>impressive too that you guys recognise each other solely by posts
why would that be impressive? This is an incredibly niche art and there is a whole extra dimension for styles to shine through
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>>641606
Oh, I see. Excuse me for the brainlet-tier question, but what's /weg/? Sorry, only been on /3/ for just shy over a year and a half, don't browse the more mainstream boards either.
>I want her short
What height are you aiming for? If you gave a figure, say maybe 160cm, the other anons could help to correct the proportions.

>>641607
Maybe "impressive" wasn't the correct word to use there, but it's more of how >>641564 just came in and was instantly recognised by the other anon. To an outsider like me, that's just a completely innocuous post.
>>
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This was my main inspiration for the body. Any suggestion?
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>>641609
Western Erotic Games. They discuss what the title says and there are some devs out there. I was looking for like-minded people who might enjoy the idea of playing a game with some unique ideas. I haven't found a place to talk about stuff like that before like I explained in >>641606 so I decided to stay there for some time. I also like that there are other people doing similar things like mine so I try to encourage them. I am working on a base mesh kit which I hope to give the community so they can kickstart their development and have some fun. I have so many ideas and little time and sometimes it feels lonely. That is why I want to stimulate others to keep at it. I also recognize that I made some nice progress here, both through constructive and nonsense critique.
>>
>>641609
>What height are you aiming for? If you gave a figure, say maybe 160cm, the other anons could help to correct the proportions.
This is the bodytype. It is Guerlain of Raisa.
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Is this any better? Am I coming any closer to the body?
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>>641626
Why is she trying to crack a nut open on her back with her shoulders? Can you do a more relaxed pose or smth.
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>>641610
Ohhh i think I get why the other anons say she looks stumpy. Compare the thighs of the inspiration vs your model. Your model has thunder thighs compared to the source who has somewhat skinny thighs which makes it look like there's much more muscle packed into the same place similarly to the musculature of a dwarf.

I'm ass at anatomy too I would suggest toning down the forward bulge on the upper thigh to see if it has an affect on the way she looks anatomy-wise
>>
>>641610
Just to be completely sure, are you in perspective mode when comparing your model to the ref with those lines?
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>>641626
>>641546
sorry anon for being this late ))
I'm in a middle deadline/crunch time.. that's why I have not replied, I have not even looked here.
>>641567
I'm the person who "redlined" not him.

anyway, here are my cc-s
first. spine goes the wrong way(where it ends). and place where spine meets butt is bulged out on your model. it should be a flat plane(not literally). just like on examples.
that is the main error in your model.

second thing, smooth out these two abs, there is no way girl like that would have promminent abs.
elbows still stick out tooo mmuch. (again look at examples.

I highlighted with turqoise overall places where you should just smooth out things, they are generated because of incorrect workflow(from what I understand)... because you added skin phores and wrinkles too soon and now you can not use smooth brush on higher subdivs, but smooth brush is not made for low subdivs, it destroys the mesh.
just smooth out skin details, and use smooth brush to clean out these small imperfections,

you shuld add skin details and things like that on literall end phase.
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>>641651
bro, stop changing every little detail when someone criticizes your work.
if you try to make something unironically good people will always have something to say about it
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>>641673
Perfection
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>>641644
I think that was at least one of the problems. I made her legs a bit longer and I will try to thin them out a bit.
>>641647
Yup. I was in perspective mode.
>>641651
>first. spine goes the wrong way(where it ends). and place where spine meets butt is bulged out on your model. it should be a flat plane(not literally)
Oh. So it should kind of cave in flat into the butt. I think I get it. I will do it now.
>
second thing, smooth out these two abs, there is no way girl like that would have promminent abs.
elbows still stick out tooo mmuch. (again look at examples.
Sure thing.
>just smooth out skin details, and use smooth brush to clean out these small imperfections
Ok. No probs. It was kind of the only model I put so much detail in so I kept all of it in. It became a mashup of what I probably should have done on other models. Thank you tor enlightening me.
>>641663
But, he is right. Overall, the model might be alright but I want it to fit the type of body I am trying to portray. Instead i picked up stuff which I liked off other artists and models but haven't given a thought if it actually fits the person. Thanks for the support.
>if you try to make something unironically good people will always have something to say about it
I have not reached that level of cool yet. I still feel like I have to earn it.
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>>641534
>Eh.. do something about that expression man, make him slightly more sinister or evil. the detailing and firms are very good. But your daemon is lacking in design. I'm not saying to make him into caricature or go cartoony way BTW,

meh, i still dont like the teeth version

>>641597
i didnt upsate my da in years
for crits, this anon >>641651 gave you a mixed bag
elbows dont stick out too much, i knwo girls that are all elbows and knees, but what is wrong is that you forearm bone just below it is not twisted with the muscles overreleing it its seems like it curves up
your spine does lack curvature, but its more your scapulas not sticking out properly
for abs. its mostly about body fat not musculuture, yours are in fact too small, you are modeling an active person, but you get that deep middle line only when sticking your chest out, so push it a tiny bit up
as for lower spine i dont ever see it flat, thats the problem of using 3d models for refs, other artists are usually shit when it comes to anatomy, why i only use real life refs
that region changes too much based on butt size, bdy fat level and posture

i can do some pic refs, but in 2 days when im back home

you got some other serious mistakes, mostly shoulders m neck, scapula back od your legs and your lower leg shape
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>>641651
How's this?
>>641695
I know, I like the elbows too. i will make more definition. About abs, I hope I got it right. I understand I have problems with the neck and shoulders, i will have to address that area too. I am working through it, one bodypart at a time it seems.
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>>641695
He's really cool m8. Demons don't have to be sinister or menacing looking, it's perfectly fine to be skinny wimpy demon-thonker rather than El Diablo incarnate. Love your mortally challenged as they are #no_to_demon_species_shaming
>>
>>641697
Bruh it would be much better if you did a few écorchés of the areas you need to work on an then applied the knowledge to your model. Your main mistake is to focus on one model too much, there is no way you can really improve by looking at the same photos and model all the time and fiddling with it. Do 10 another girls as close as you can in reasonable amount of time (1-3 days, no more) and revisit this one after, I bet you'll scratch it and start over again. Which I would do actually if I were you.
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>>641698
thanks
dunno why i made sucha huge part of skull for that tiny bit that is seen, guess i hate time
its a gorilla+human, as those fucks have some lien looking skulls
>>641697
for now fis that spine and make scapulas
your elbows look worse now, its not that they were too pointy, its that they lacked the ulna bone of the forearm just under it
its a curved bone going off at an angle
image in next post
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>>641702
it may look like its extremely curved, but its just that the bone is twisted 90 degress and goes into the body
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>>641699
That was kind of my plan anyway. i posted the previous models I made above. I see them as abominations. But I am making a game prototype. I think this will have to do for now.
>your elbows look worse now,
I know. I like more definition.
>>641703
All our bones are somehow curved to allow the best of movement. I guess I have to go study Ryan Kingslien.
>>
We've reached bump, so as per usual the thread's been refreshed.
>>641708
>>641708
xox from general-san
>>
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Not sure if this is the right place to post but I want to get into level design and make a world to explore. I haven't touched Maya in years and used Unity back when I dabbled in game development.

I downloaded UE4 and I'm thinking of grabbing Blender. I want to rebuild Dark Souls with a Halo theme. Just start with firelink shrine and see if I want to continue from there. I want to make level design a hobby but I'm essentially new to this again.





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