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File: 1538014228123.jpg (692 KB, 1500x882)
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Photoshop blending modes images edition

previous: >>643608

Reminder!
This thread is for comments and critique on anything you're working on. Completed projects should be posted in here as well.
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>>645937
your scale looks a bit off, like the walls and that cupboard are too tall and the light bulb on the left looks like its too high to me
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>>645841
I'm restructuring the hair. Also added hideous sandals & a floor.
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Is this too much detail for voxels?
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>>646119
I'd say so, maybe aim for 1 vox = 10cm
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>>646034
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>>646121
Looks interesting. The 2d and 3d together is neat.
Combo of grease pencil and meshes?

The drawing could be a bit more refined though. Seems kind of messy compared to the background stuff.
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>>646119
Another angle, changed some things. Does the yellow stack look like plastic trays stacked up?
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Messing around with Substance Designer, working from a torus.
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>>646133
Is this ironic?
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>>646135
it was an experiment.
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>>646136
That's what Roosendaal said.
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>>646131
How does it look from an Isometric perspective with back face culling?
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why do i have more polygons than verts? arent there susposed to be more verts? i dont understand this
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>>646208
>Discord Inc can read everything going on in every single server
>It's hidden guise it's a secret
Absolute state of tech illiterate right wingers
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>>646205
How many verts does a cube have?
How many faces does it have?

Congrats you just completed primary school maths!
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>>646213
>How many verts does a cube have?
8.
>How many faces does it have?
6.

Your point being...?
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>>646225
Technically, a cube would have 12 faces, because quads are split into tris in games, and each tris counts as a polygons. So yes, polygons > vertices.
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>>646117
So... Uh, how do I elbows? Pretty much gonna do just that.
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>>646227
what is a triangular pramid
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How is it?
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>>646250
Are all models triangular pyramids though? Don't be stupid, anon.
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>>646245
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>>646298
Thanks, mate.
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New model in progress, Kuroki Gensai.
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>>646347
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Do people even do box modelling anymore or is it all sculpts?
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>>646369
sculpt for organic & concept, box modeling for hard surface.
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>>646369
I almost exclusively box model, only exception being when i use splines
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>>646245
The first render, feat. Fresnel shaders.
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>>646347
How are you making these so fast? Do you use a basemesh?
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>>646398
Gratz, what you planning doing with that?
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i'm loving the zbrush trial
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Learning to do stylized anatomy, I don't have a head yet so I added the hemet
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>>646426
Could learn the actual anatomy before screwing it up and calling it stylized.

1 no pelvis volume, your legs are just growing out of abdomen
2 no sides or oblique muscules.
3 the chest is not an invards V it's a wide outwards C with rectus abdominis going from solar plexus down to groin and obliques going from ribs to pelvis
4 the hip bones aren't straight FFS, the are shaped like Г and sexy hips arent made with fat straight lines but with the outwrds Г turn
5 never point tits straight forward, they arent cannons on a battleship. It's a soft squishy fat bag on a round barrel shape of the chest, tits go sideways.

Literally every single fucking scrub whose only experience with anatomy is jerking off to low level hentai makes these mistakes, i'm fucking sick of seeing them.
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>>646428
You could have at the very least posted a FEMALE ref you know.
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>>646430
>Females have fundamentally different musculature than males
>Females are actually made of hamsters working in tandem with the leader hamsters in the breasts
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>>646430
Men are a better anatomy reference because they have larger and more easily distinguishable musculature.
Women have all the same parts but muscules are significantly smaller and harder to see under body fat. So if you want to know about female anatomy you are better off looking at male bodybuilders and then smoothing it out and toning it down.

Michealangelo famosly used male posers to draw female figures.
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>>646433
except you posted drawings showing the muscles. A female one would make no difference except it's gonna be obviously more accurate.
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>>646437
Now you are just making excuses instead of going to study. Stop being a lazy fuck, and apply yourself.
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>>646425
looks awesome anon!
welcome to the club ;)
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>>646403
.....I dunno. After I rigged the pussy, I'm gonna use it as primarily drawing reference, similar to this low-poly bunny girl I did, a while back.
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>>646433
Males may make better muscular reference, but that doesn't excuse you from using female references and models.

It also helps that you use as many diverse references as possible so you'll avoid the trappings of the same body syndrome.
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3D Muteba, wip.

>>646399
I do reuse previously made bodies which I readapt to gain time for similarly shaped characters.
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>>646498
Nigger
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>>646428
Ok yeah, thanks, at least I feel like it's a good enough place to improve, But I agree, female reference would have been better.
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>>646502
cout << "Nigger";
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>>646539
more smudge tool
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>>646540
It's called solidify in photoshop.
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>>646498
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>>646635
Sculpting process.
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>>646612
>>646635
>>646646
>>646675
Damn dude, you go one after another, are you practicing or are you planing to do something with that?
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>>646676
It's for fun, simply wanted to make them. Of course it's also always good training. I can continue them and make 3d renders and prints, I'll see.
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>>646680
>(((Intellectual property)))
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>>646398
Just begun texturing. Featuring some garbled green checkerboard shirts.
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>>646696
I-is that some z-fighting I'm seeing?
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>>646696
is this serious or just trolling?
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>>646496
:0 link the bunny, i didn't see it.
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>>646680
nippons don't want to license their shit here for a reasonable price so we make it ourselves
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hows my topology looking guise
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>>646711
oh man i have nightmares about this shit
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>>646699
>>646697
Temporary textures. Obviously the funky texturing is in result of an ongoing & stalemated war or mirrored polys to gain control.

>>646701
I posted this on the last WIP thread about a bit of myself. Webm related is the latest & presumeably last one for this model of Vivi. Filename is a potential end screen on my Youtube channel.
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>>646711
throw that algorithm in the trash bin, burn it and salt the earth
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>>646679
But how? Just by using modern tools and following some good video tutorial you should be able to achieve a decent render. Maybe post some work of yours because I don't understand.
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>>646696
Textured shorts, just for fun. Took me a while but this horseshit kicks in...
>Circular reference in texture stack
>Circular reference in texture stack
>Circular reference in texture stack
>Circular reference in texture stack
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Give me some feedback bros, this is a real thing, its the "Red Bull Ring Bull Sculpture" for reference's sake.

The arch is where I'm having some doubts, in pictures it looks like its made of concrete, but google tells me its made of cast aluminium. It has such a weird texture.

There's also that bit on the bottom of the arches which in pictures kinda looks like wood but because google doesnt mention anything about wood being used, I'm assuming its also made of aluminium.

And yes, thats actual rust on the bull. I was quite surprised when I found out.
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>>646909
Might be brushed aluminum. Brushing uses a very low grit abrasive, so the surface has noticeable scratches in it, the rough surface makes it a lot less reflective. To replicate that texture, you could try a high roughness metal texture and maybe add a very fine noise effect for the scratches.
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>>646911
It does seem to be quite a rough surface.

Though the roughness isn't what really confuses me, its the color, it almost looks like moldy/mossy concrete.
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>>646913
Oxidised metals, is all.
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I think I'm done with this. The high roughness and noise tip above made the arch look like concrete.
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Done some basic texturing on the face but inside zbrush. Can't wait to actually learn Substance so I can do it properly.
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I just got done completing this, I used to post my progress here many projects ago but sort of stopped. If you have any critiques regarding anything, even the description, I welcome it. Here is the artstation link cause I got 15 more images there and some posters including a vaporwave one https://www.artstation.com/artwork/L22OrR
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>>646951
I think you could benefit from harsher more prominent ambient occlusion currently you have lots of scratches and grunge maps but not a lot of noticeable dirt in gaps ect
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>>646929
her face is ugly as fuck.
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>>646986
Most people are.
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>>646986
i find her attractive.she looks normal and not like some plastic doll or animu.
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>>646986
>>646988
>>647009
I wanted her to look like an average girl so I guess I succeeded.
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Been working on this on and off for the last couple weeks. Been wanting to try my hand at a porn model for a while now as there seems to be a good demand for them. Currently starting on some retoplogy. There are a few things wrong with the sculpt that I figure would be easier to fix during retopo, like the bent in middle finger. Going to sculpt out a mouth, vagina, and anus later and attach them during retopo. Gonna sculpt them pretty deep too for fetish uses. I plan to sell this model once it's done. Mouth will probably go as deep as the stomach, vagina will go as deep as the fallopian tubes, anus will go up to the splenic flexure and maybe even a urethra up to the bladder.

But that is all still a long way from now. I really don't like the eyes, the hair is currently meme hair as a base mesh for retopology, which is actually working better than one would think.
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>>646908
A second render feat. white-haired Judi... Oh, and early textures are implemented.
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>>646909
I can't really comment much on the material but the segmenting towards the top looks a little weird.
In photos all the segments are pretty much the same length and equally distributed, but in yours it looks like a traditional arch with a keystone. I think that's contributing to the whole "looks like concrete" thing, at least psychologically, because stone/concrete arches tend to look like that.

Bull looks great though, is it a texture with alpha or did you actually cut holes in it?
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>>647018
colors reminded me of https://www.deviantart.com/thestoff/art/Wakfu-Amelia-510686365

but damn, your anatomy is bad. I wouldn't think of detailing genitalia until you get even basic forms.
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>>647037
Now that you mention it, that might be part of it as well. Such a weird thing to be mindfucked by. I guess I need more experience with this stuff.

It's just an opacity channel yeah, even though that asset isn't meant to go in any game or project, the idea was to make something that might see used in a real-time engine for something like a game or whatever.

Thanks for your words man, appreciate it.
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>>647038
and that actually is the character I am recreating. Can you give me some feedback on what is bad about the anatomy? Pic related is my main reference. Basically going for exaggerated sex appeal here, or at leas that has been the idea the entire time.
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>>647043
>some fucking cartoon is my main reference
If you can't see the problem with this, then nobody can help you.
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>>647049
He's making a porn out of a fucking cartoon, not a real life porn actress.

If he want to do that, he find an actual porn actress and make a 3d model out of that.
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>>647038
It seems like he doing fan porn of some short.
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>>647043
You may have to get some short of real life references to fill in the blank that the character sheet left for the sake of censorship.
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>>647051
>exposing yourself this hard
This generation's gonna be hopeless at art.
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>>647055
it's always hopeless with cartoons.

especially when they oversimplify anatomy for the sake of easy animation.
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Finally done with this animation type thing.
There's a few things that I'd fix now that I can finally see all the pieces moving together, but at this point I'm calling it done and moving on.
I am happy at least with the way it turned out, and it was fun mixing together some sound for it as well.

Here's a link to the animation. I really wanted that "found footage" look going into it.
https://youtu.be/uMWCfCcIqB8

But I do realize that there's some that aren't really into that, and so there's a clean version as well. It's in 4k, but I'm not sure if it's done getting that ready.
https://www.youtube.com/watch?v=gnEyhTZqn6s
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>>647051
This cleared it up for me a bit. Thank you.

>>647049
It should be pretty dang obvious that I am not going for realism here.

>>647056
Who the hell said anything about doing this for the sake of easy animation? There are a lot of assumptions being made here. For one I suck at animation and would never pretend that I am good at it.

I was never going for realism, it's a cartoon character, pretty sure the unrealistically proportioned hips, ass, head, arms, and hip to shoulder ratio should have been a dead giveaway and I don't even intend to animate this. I intend to sell it to animators or really anyone who wants to make smut with it. I mean hell, the character basically has kankles on top of several other deformities if you want to go there.

>>647051
This anon. I like this anon. The rest of you can go laugh at donuts made by newbies to to help your egos

literally the first time I post something stylized and I get my ass blasted. Should have known better. I have seen how badly you all react to stuff that doesn't follow reality to a T or isn't strictly weeb looking.
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>>647074
>>647051
>this is what gen z actually believes
>this is how real artists spend years of their lives honing their figure drawing and sculpting skills only to be shat on by children on Patreon getting away with $50'000+ per month while simultaneously not being able to tell a finger from a toe.
>people unironically defend this
>this is what humanity has come to.
We're sorry Michelangelo, Leonardo, and all you masters of the human figure and anatomy of the past, we have failed you. Not even art has been spared from the corruption of human stupidity. We can only hope for the nukes to come soon and annihilate this wickedness.
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>>647077
If you couldn't tell art was doomed when a bunch of paint spatters sells for millions then you must be brain dead
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>>647077
>>647077
Christ you are a drama queen. Do you get like this when someone invites you out to watch something like Moana? Actually, do you ever get invited to anything?
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>>647077
https://www.youtube.com/watch?v=Nee0Kg1LGCc

stay upset
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>>647074
Fuckers like you shouldn't ever be allowed to touch a pencil, let alone any artistic software.

Let's lay it down for you:

Using the term "stylization" to cover your shitty art makes you look like a fucking joke. It's the artistic equivalent of "cleaning" your room by shoving everything under the bed and calling it a day. It's an empty, meaningless word because idiots like you use it synonymously with "I don't actually know anything".

You know why that anon posted about using a cartoon as your reference? Because he knew that you didn't have any basics in art and you just decided to do whatever you want. You forgot to do your homework and you decided to go to the idiot of the class to copy his.

>>647049
>>647055
These anons are telling you to learn some anatomy. Why? Because they're the rulebook of any humanoid art. How the hell are you gonna "bend the rules" and give your 3d waifu huge fucking tits when you don't even know how regular tits look like? Learn the rules before you even think of breaking them.

Turning off the hostile tone here, learning some basic anatomy will seriously improve your art. You'll know where the curves of the body are and then you'll know how to emphasise them. You'll be able to give your model all the sex appeal you could ever want, and it'll never look weird and blobby in places.

Seriously, Anon. Show some respect, especially to your art. Take it seriously.
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>>647064
comfy

looks like the waves in the nearby pool "jump" at the loop point
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>>647081
>Assumes everything stylized is a shit attempt at realism

No really, get your head out of your ass.
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>>647083
Thanks.
I'll be honest though I don't see the jump. I might be blind or something. I've been staring at it the whole time and I can't really pinpoint it. At least in the 4k version anyway (which is the source the VHS one uses). That might just be me though, I mean I think see it, but I don't know if I'm imagining something there or not. I probably forgot to chop off a frame towards the end somewhere on the loop. In any case I don't know if it's too noticeable.
Like I said before, I never really had a great way of seeing it all in motion until it was all done, so there's a bunch of things I'd probably change in hindsight.
I'll probably try out doing some realtime animations using Eevee next time because rendering all the footage for this was a pain in the ass.
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>>647078
Nobody ever said Pollock was better than Michelangelo at rendering the human figure, though.
Plus, with the invention of photography, realistic art suddenly had no place to go. Those paint splatters had a reason to be. Some modern art concepts are actually quite genius if you analyze them and go over the shitty image. An easy one, e.g. futurism. It may not boast hyperrealism at its core, but the feel of motion and speed it portrays is unparalleled.

This shit instead, it's like going to back at the roots of art and then pissing all over them, because I don't need too look at no stinking 3dpd crap to make my waifu, right? Then I'm gonna complain that it looks like shit and also complain when people tell me what I should be doing, but I'm too fucking dense to bother doing.
Fuck following in the footsteps of the masters, they're beneath me.
Also remember to pledge to my Patreon, if we reach 15'000 per month I'm gonna draw a 'stache on a photo of the David. That'll show that guy with the name of a ninja turtle!
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>>647104
>falling for the modern art scam
You should know, they only have value because of the name behind them. Become friends with a rich guy, "sell" him your stuff, get him to spout some bullshit about how he bought your art for "many dollars!", wa la! You too can roll deep in that abstract moolah.
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>>647018
Oh boy, anatomy shit.

Look, it's important to learn how bones, muscles and fat work before you draw the fucking skin. Also you have to realize that Wakfu use anatomy of realistic humans to design their stylized characters. So I highly encourage you make a 3D model of skinny old ladies, buff young men, and fat Donald Trump before you create that model like that.

What >>647054 said is the best critique out of this cesspool of a thread.
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>>647055
>This generation's gonna be hopeless at art.
This statuette is from 29,000 years ago.
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>>647106
Face it, photo realism only applies to live action.
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>>647018
I don't think you necessarily did a bad job, Amalia is kind of lumpy and unappealing without her distinctive clothing on.
I'd recommend grabbing screenshots from Wakfu and maybe compromising by using concept art of one of the female characters that wears skin tight clothing (Sram, or female Iop) and combining it with Amalia.
You might end up with something a little bit off-model when naked, but probably a lot more appealing, and clothing will ultimately hide the naked details (that you're having to fudge) anyway.
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>>647106
>>647120
Modern art unironically exists solely as a means for organized crime to launder money.
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>>647123
Same with photography and moving pictures.
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>>647104
nobody here ever said that they're even close to michelangelo at rendering the human figure, though.
If someone is genuinely dense enough to skip over learning basic anatomy before working with humans then they're just shooting themselves in the foot not pissing on art as a whole. If a bad artist makes a shit ton of money selling their shit art to mongoloids then they're clearly doing something right and if you're better than they are you should be able to do it better but the chances are that he'll put his shit art out there and people will call it shit art.
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>>647018
I'll give some better feedback than just "anatomy" and a bunch of insults:

Vaginas don't come forward like that, currently it looks like a weird extra bone's been added across the front of the pelvis. It needs to follow the curve inwards.
I have the feeling that tits don't connect the way you're connecting them, but I'm not an expert on it. Also they don't point forward like that, but this is a porn model so that's understandable.
The thighs lack definition near the knee.
The lower legs look too thick at the bottom.
It's a bit hard to tell because of the lighting, but I don't think the shoulders are connecting to the upper arms properly. Arms don't just plop out of a round hole in the shoulders, shoulders actually come quite far down the upper arm on their outer side. That's not a great explanation but you can see it if you look at diagrams of human muscles.
There's probably more muscle shape issues in the rest of the arms but it's hard for me to pinpoint and explain them.
The collar bone should connect to the top of the shoulder, not the middle.
It looks like there's not enough of an arch in the feet, or maybe they're too wide, or maybe it's something else. I'm not sure why but they don't look right to me.

Other than that, I don't see any big issues. Obviously the overall proportions are fucky, but that's just you recreating the character's actual shape.

Also, don't say "stylized" on /3/, it just gets you raped.
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>>647142
>Also, don't say "stylized" on /3/, it just gets you raped.
more like
>Don't try to justify your shit with "it's stylized"
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>>647150
Here's another prime example.
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>>647148
>>Don't try to justify your shit with "it's stylized"
But that's not what he's doing. He's not stylized anything, he's copying someone else's stylized drawings.

The conversation would have been totally different if he'd just said "the proportions are fucky because I'm modelling [character] and the artists draw her with fucky proportions, see pic", but he got jumped on because he expressed that as "it's stylized", and there's a ton of people here who just see that word, stop thinking, and start ripping someone to shreds.

Does it make you feel big to shit on beginners?
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>>647160
>Does it make you feel big to shit on beginners?

No, it just piss me off that everyone draw cartoons first instead of real men and women. The greatest western artists always draw photorealism because it prepare them for the inevitable task of joining the big leagues and help create AAA works, like Marvel's cinematic universe or Doom.

What I see were a bunch of pansy ass scrubs who couldn't model a god damned human being.
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>>647064
The birds looping kinda ruins it
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>>647142
Thank you, this is greatly appreciated. I have noted everything here and plan to make improvements accordingly.

A lot of what you said were trouble spots for me and the feedback is GREATLY appreciated. One of my issues is that I have done a realistic (at least to the best of my ability) model before. I wanted to get at least an understanding of real anatomy before taking on something like this and I am having difficulty figuring out where to fudge realism for the character style in some places and where to fudge character style for a better transition from 2D to 3D. Obviously I am no pro.

Also, noted on "stylized". I would like to say I knew better having seen people get torn to shreds for the same thing many times here, but I figured I would try anyway. Maybe there are more sensible people here than I have been lead to believe. Seriously need to find a 3D community I can be a part of. I have been very intimidated by others and honestly, the hostility here has probably made that search more intimidating for me.
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>>647161
Also, nice assumptions shitlord. I have completed 3 models already which were studies into human anatomy. Maybe try to not assume the worst of people. I can't say they were perfect or even 80% accurate, but I did them, and I did study anatomy before taking this on. So you can go fuck yourself and shove your high horse and arrogance so far up your ass that you can taste it.

Sincerely -Anonymous Newbie
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>>647106
Some modern art, maybe but people like Barnett, Pollock, and Rothko are all about composition and colour in its basic form. This does not apply to autonomy but things like cinematography, photography, and visualisation are all aided by these artworks.
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>>647164
Then why haven't you use those models as a fucking base like One Punch Sculptor here?

Just exaggerate some parts, and scale them so that they can match that cartoon you're making porn out of.
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>>647119
>Look at this thing I found that disproves your statement
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>>647167
Way to prove a point by posting a FUCKING CARTOON.

Idiot.
>>
>>647160
actually I only replied to that sentence, I have not read any prior comments,
I have not even read that guys full comment who'm I replied

so >>647148
this is not directed towards anyone.
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>>647168
That's a comic not a cartoon.

Idiot.
>>
There's no such thing as artists signature style; only simplification and exaggeration.
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>>647170
Same shit.
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>>647043
Learn proper anatomy while doing this character. Then when you start styling her to look appealing you will have a scene of what can be left out.

She seems to be made of big chunky shapes. I say you should watch the Wakfu and draw ever scene that she is in. Especially scenes that have new poses to get a scene of structure.

>>647018
I like it.

>>646612
How long did it take you to be great in Zbrush? I would settle for decent.

>>646711
NO! DEAR GOD NO, NO!

>>646929
The pig nose and slightly open mouth make her stand out while still looking cute.


Had to backtrack in mid weighting because of misaligned leg and wrist joints. I'm back to working 63 hours a week not 82.5
Feel tempted to make a model Skaven roman army irl. Maybe I should learn how to do it in Zbrush instead?
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>>647162
Well I mainly do loops in the first place, this is just extended out to about 4 mins.
I think only 1 or 2 flocks repeat though. I rendered out about 10 different flocks doing different things, but about 3 of them were unusable. So I had to make due with what I had. I flipped some around, and some are in different positions. This is one of those things I would have changed like I mentioned.

I really didn't want people to just sit there and look at water for 4 minutes though. The birds are more of an accent to the scene to add movement that it was missing. It was never meant to really be something to intently watch. Just like something to zone out and immerse yourself in the scene and sounds.
I'll agree with you though that repeating the birds does take away from that. I don't really have a lot of time between jobs to do personal stuff, so it is what it is.

I feel like I'm trying to explain myself the same way people are like "it's stylized", but I'm just explaining my intent and why things are the way they are.
I respect you opinion though, and thanks for watching and giving feedback.
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>>647174
No worries man, the only reason i mentioned it is because the video is long. If it was in a different format like your retro car GIFs i probably wouldn't have even noticed. If you did want to do some quick and dirty maybe try and mask out some of the birds out of the groups to make the flock sizes less uniform. Going to rewatch now.
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>>647173
Started with 3d and Zbrush roughly two years ago.
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>>647166
For starters, OPM has a lot of detailed imagery when it comes to the human form, lots of details in many shots of peoples bodys both in the anime and manga plenty of which is based in reality or at least appears to be with exaggeration in many cases. Wakfu is rather flat and lacking in details like any regular cartoon, not anime. I probably could have done this with a realistic base mesh, but realism isn't the goal. Big, under detailed cartoon tits and ass are the goal with somewhat detailed genitals. Id rather start with an unrealistic form that fits the style and work from there especially since the only thing based in reality with the character styles is that they look human. I don't want to have some creepy, uncanny valley mash of realism and cartoon proportions. Pic related is basically what I think I would have avoided by starting with this things own base mesh. I get that pic related is intentional, but it's not what I am going for.
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>>647180
Yeah after watching the video again it looks like the birds just go on a straight line, apart from the one that goes from the left upwards. Adding some variation between the birds such as number and density could help a lot. There are lots of these videos that are quite crazy but if you can get something even close to this I think it would be a really good.

https://youtu.be/Dd2iiVBtj4w
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>>647183
I see a whole lot of realism in: >>647043

Especially with her arms and legs.
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>>647186
You're just desperately trying get the last word. Fuck off.
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>>647183
Are you saying you can’t transform a realistically shaped base mesh into a very cartoony one? Because that’s totally wrong. The details and shaders are what really takes apart the choice of style, if it’s just the mesh you can transform it into anything.
>>
>>647190
>style
stop using that fucking word.

use design, appearance, ANYTHING BUT STYLE.
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>>647185
Yeah I was definitely looking at stuff like that for inspiration. I really loved that giant mass of birds as it's own organism.
There's one flock that I tried to do something similar (at least in movement) where they roam about the scene (it ended up taking up a few thousand frames). I imagine if I stuck a few hundred more birds in there it'd look decent. The only problem is getting the boids system to do what I want. They all tend to straighten out after flying for a while, and they don't really get very blobby. Then you've got the ones that spaz out completely for some reason (like the ones in the vid where they come at the camera).
I was honestly fighting with them till the last minute.

I really wanted to have a metric shit ton of birds, and to be honest I could have probably pushed it way more. It's just been a balancing act of having a ton of birds and rendering 3000 frames of them at a few seconds a frame. That and once again, it's hard to see it all in motion properly until it's all rendered. I have a pretty decent PC, but it chugged hard trying to show the birds realtime at that volume at 60fps, most of the time it was showing 15-30 instead.
It's been a learning experience at least. I'm happy with the way most of it turned out. I definitely plan on using birds in the future in some scenes, so I'll make a massive flock just for you anon. Again, thanks for your critique. It's hard to really crit your own work after staring at it for such a long time.
>>
>>647191
Someone is triggered. Style works, deal with it.
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>>647163
>the hostility here has probably made that search more intimidating for me.
Dude, you came to fucking 4chan. Home of the word nigger and antisemitism out the ass. Don't know what else you were expecting if not pure unfiltered autism.
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>>647164
Ok look, you started off on the wrong foot with the whole "I'm doing this lewd model of this porny character so I can make money off of it" business.
Congratulations, you are person #1134536779 who had such a brilliant and original idea. Here's your badge.
With that you already showed that you might lack a genuine commitment to your work, which is why people making lewds like you are looked down upon.
You shouldn't have expected a positive reaction at first.
Plus, like all the others like you who came before, you show complete and utter disregard for learning the very foundations of what you're trying to replicate, i.e. the human body, and just brush it off as a "stylistic choice".
No, I don't care how unrealistic you want it to look like, if it's a living, breathing humanoid, there are skeleton and muscles underneath the skin and if you don't know your landmarks and gestures, it's gonna look like crap, no matter how much you work on it. And you don't learn that shit by looking at some stupid cartoon.

In this situation, nobody worth their salt feels compelled to help you.

In the rare case you had actually been well-meaning and just made a poor choice of subject, you would have grabbed the hostility hurled at you by the balls and not let it affect you negatively. The most important skill an artist can learn is letting go of their pride and ego to be able to question themselves.
Instead, you got all worked up and sought someone else to support you and your flaws, which proves you're just yet another rent-an-artist looking for attention with cheap lewds.

>>647183
Lies, excuses, and more lies.
Keep being garbage. You were told what to do and you keep ignoring the advice given to you because of your own stubbornness.
I have absolutely no doubt selling your shitty model to some lonely virgins will make you rich. No sarcasm.
But if you gotta keep this farce up and waste everyone's time, then please don't and fuck off.
>>
>>647198
>Home of the word nigger and antisemitism out the ass.
I think they finally confine those in both /b/ and /pol/
>>
>>647161
>No, it just piss me off that everyone draw cartoons first instead of real men and women

I dread to think what you tell to children when they draw anything.
>>
>>647168
It seems you have something against anything that doesn't go for realism.
https://www.youtube.com/watch?v=7w3nXOoHWEw it may help
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>>647161
What does it really matter though?
Why get so angry over something like that? Critique it, say your piece and move on. If they ignore it or go "muh stylization", just chalk it up as a loss and "never gonna make it".
Just do your own thing. All you can really do is recommend they learn their anatomy. If they want to get better, they'll learn it. If they put it off, then it's just something they're gonna have to learn the hard way down the line when they stop improving.
At the end of the day, it doesn't impact you apart from staring at shitty anatomy.
>>
>>646133
coolest donut i've ever seen, and i've seen a few
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>>647021
Updated the shorts textures & added some real sandal textures (although they're 90% flat colors at the moment).
>>
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>>647226
Some closeups on textures.
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>>647218
>never gonna make it
>Implying people don't become filthy rich every day thanks to sub-par lewds.
>>
>>647232
Because that was the main point of the post...
People get filthy rich off of cheaply made garbage like that because they corner a market that relies so heavily on extremely niche shit they've got no choice but to fork over their autismbux to get more. They're only going to make enough to a certain point until people either get bored of the shit they're making and move to something else, the market gets saturated with better quality competition, or the "artist" jumps ship.
No one is going to "make it" with half assed models that don't add anything to an already oversaturated niche as porn based off a cartoon. Now if it was something ridiculously autistic like vore bestiality inflation shit, maybe you'd get somewhere off of that. Provided you networked your shit where these types of people like to hang around. That's not really "making it" in the sense that you have any dignity as an artist or could market yourself.

If you (not you specifically) actually learned how to properly animate, and model correctly, then I guess you'd have applicable skills for a real job and just distance yourself from the porn stuff. But that's not really the argument here.
We're arguing about 3d French "anime" titties, which is kind of ridiculous, that was the point of the post.
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>>647236
>applicable skills for a real job and just distance yourself from the porn stuff.
There are people out there who don't think of making porn content as a stepping stone towards "real jobs". Some people actually feel passionate about this, and would rather do that, than get one of those so called real jobs. Different people get happiness from different things, you shouldn't be so judgmental of others just because they aspire for different things. Your goals may mean nothing to them, just how theirs may not be seen as "making it".

One person may see themselves successful by owning multiple mansions, and other one can just be content with being able to surf every day, or woodworking. Sure, the richer one could belittle the others because he wouldn't be happy as a poor scrub in their shoes, but that doesn't mean they are not even happier than him.

I think the problem to many of those people is they measure their happiness from simply financial point of view, so they feel like bashing others when they get money for things that are outside of their perfect plan, such as making 3d pron.

If people concentrated on working their best at what they want to do, and stop being envious of others, we wouldn't have so much bashing of people who don't live by same principles.
>>
>>647236
>People get filthy rich off of cheaply made garbage like that
that's fucking bulshit..
in "people" if you mean 10-20 persons on whole world then you are fucking stupid. and if you think any of them is "Filthy rich" then you have 0 concept what rich fucking means.

you are just delusional..

oh and I agree that artist should learn how to properly do his/her shit..
>>
>>647252
Don't look at me jackass, I was just quoting >>647232
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>>647253
sry )) then it was directed to that person..
this thread became TOO TLDR..
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>>647254
No worries, it's all good.

>this thread became TOO TLDR..
No kidding.
I made an attempt to steer shit back with >>647218 but it was all too far gone at that point.

Only thing that can fix it now is just postin more wips.
>>
Here's another thread >>647259 for you autists to continue fighting it out. I think it's an interesting enough topic to warrant its own thread, plus we should stop thrashing the /wip/ around like this.
Like >>647256 said, post more WIPs!
>>
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Usually wouldn't post something this early stage but I think we are in need of a new topic. Looking for any feedback if you've got some. early stages so almost everything can be changed.
>>
>>647267
Pretty fuckin' sexy. Love that ceiling design. Would like to see it fleshed out more before giving proper thoughts, but for now that water looks incredibly shallow. I don't think that muddy-green hue is appropriate for it either, pools are usually deep blue (though that's more due to their walls and floor being blue too).
>>
>>647013
the teeth gap in her front ones is yarring.
>>
Fuck your eyes.
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>>647227
Cute. I like where this is going.
>>
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>>647275
I will make her teeth a bit smaller but I did that on purpose. I like bunny teeth in my chicks.
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>>647173
>The pig nose and slightly open mouth make her stand out while still looking cute.
Thanks. Most people don't get it but I guess it is an acquired taste. Glad you understand.
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>>647269
thanks man, yeah water does looks very shallow now that you mention it. i think it's just refraction making it that way but will deepen it. like you said about the colour, the floor is going to add a lot so i can get rid of a lot of the waters hue when i texture things
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>>647013
i meant the sculpt and texturing not the girl...
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>>647322
I'm confused...
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>>647291
Alioto?
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>>647335
Who? Got a nick Prosper because I couldn't think of one myself.
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>>647335
>Alioto
>not an anthro
definitely not
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>>647335
>>647338
I meant like this.
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>>647278
ow
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>>647338
Oh fuck I remembered the name but not what he did, cleft lips and beam shaped torsos, fucked anatomy from head to toe.
I'm having Nam flashbacks
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>>647355
I miss him.
All we have now is 3dguy.
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>>647227
Sandal textures. I came up with a fake designer's brand, ASUZA because I need to keep shit symmetrical. Done this type of thing for a while, and saves space on the textures. Coincidentally, there IS a Californian city of AZUSA which I never heard of until now. A bit fitting, honestly.
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>>646929
She'll hopefully keep kids off drugs.
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>>647473
yeah, can you come up with soething different?
jealous cunt
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>>647491
there is nothing to be jealous of, you cunt
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>>647380
Updated the fuck outta the sandals & shorts. The sandals are pretty much the more finished part, btw.
>>
>>647473
>>647503
Well, you must be one of those kids who can't differentiate faces. I feel sorry.You are trying to provoke people though. Meaning you are also trying to compensate. Also your always snarky comments of others work are tedious especially when you accuse them of being arrogant as you always do. Understand that you will never become anything and go anywhere with such behavior. You will be a first class shit talker and a person most qualified to piss on others work without a shred of knowledge of what it actually takes to accomplish anything. Basically - your progress in life is stuck and you will accomplish nothing while I try and try and try and your comments feed me with more and more will to become better. You see, I am a person who is capable of understanding a lesson where people like you would not be able to perceive that there is one. You will probably not even bother reading or understanding this text because in this day and age, reading is a lost art.

>>647491
Thanks man. I do appreciate what you are saying and I totally agree with you. Some people can't help themselves and they are too cowardly to admit they want something. Something like being able to produce anything.
>>
>>647473
>>647503
You newfag edgelord, fuck off. Next time you post you better show some shitty work you do.

>>647517
All that shit you say about compensating, he probably has a small dick too. Faggot like that has to compensate somehow. Keep on doing what you do. I like your work. I like anyone posting anything on here as long as they are civil.
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>>647518
Sorry. It must be the same guy who shits on everyone's work and then disappears. Glad you like the stuff.
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>>646133
Substance Designer? So the icing and sprinkles is a normal map/texture? That's pretty cool.
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>>647278
Oh no, he is going to steal all are waifus.
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been a while since i made anything 3d
feels good to be back
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>>647513
Textures currenly working on: Hair. The bottom part of her hair will be transparent, although there might be some setbacks.

...Anyways, I've updated the shorts to give it more depth & stitches, the sandals have a dark edge on the straps, and made the shirt lighter & with lettering.
>>
>>647630
would he win in a fight against saitama
>>
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Made a gmaul
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>>647679
Nofucking way that mace will work.. it has too big head, it'll be unwieldy and handle will hreak in first use.. bone handle is also bulshit, bone is brittle and not that hard. Wood is the best choice, it's light , rigid enough and flexible enough. Bubut head like that will break anything.
>>
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making a skeltonized AR-15,

need to make the bolt, fix some stuff and a few addons more.
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>>647679
sit kid
>>647691
thanks for your input. I take it due the reasons you've mentioned that his project isn't part of a 'realistic' setting.
>>
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I don't have any art background but I want to learn sculpting. I make the skeleton, then put the muscles, then skin. It still ends up goofy looking, long road ahead.
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>>646250
Stop working against yourself dude.
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>>647291
I like it, don listen to spergs
Coud use more details in some regions but looks good
Im not sure about neck, would have to see no hair and zoomed out
Seems you lacking the zygomatic bone
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>>647716
if you gonna sculpt with blender i recommend you upgrade your brushes, there are free brushes around and you can make your own.
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>>647691
:^)
Works just fine in pvp.

Selling rune scimmi 20k
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>>647755
what type of stuff do you recommend? I need some handholding, I have zero experience
>>
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Been fiddling about a bit with an idea I had, going to take a step back now and maybe come back to it later to fix up some issues and start adding hair to it.
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>>647638
Looks good man!
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>>647786
Looks pretty rad, I'm interested in your progress with this.
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>>647018
Not bad
Good luck rigging that vag though

>>647054
The blanks don't need filling when they already drew it for us
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>>647811
the tits are easy,
it's the cunt and head that were the most difficult to draw.
>>
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Almost done modeling this, just needs some tweaks to the tire's sidewall because actual measurements aren't to be trusted.

No real regard to poly count, it's meant to be a texturing practice prop.
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>>647641
So basically, the transparent hair textures aren't working out, due to the lighting being a dick. So I decide to scrap the transparent hair texture, repaint the vertex surfaces (usually, the vertex colors are merely placeholders), and restructure her hair with subdivision surface.

Then, as you look at pic related, I started to replace the "Chrome Dome" with a fresher one. Now known as "cHROME dOME 2.0" because Caps Lock, it feels a bit off, sort of speak. Although this is just before I started moving things around, tilted the cat ears a bit back, and eventually, get things right.

The reason being is that I was originally going to make this model with little than 4000-5000 tris on it, but I decided go beyond that. Apparently, the current amount of polys I have on right now is just over 75000.
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>>647736
>I like it, don listen to spergs
Thanks.
>Coud use more details in some regions but looks good
I will add more as soon as I become better at adding them (lol). I still need to study anatomy a lot and skin changes too.
>Im not sure about neck, would have to see no hair and zoomed out
I'll post some but please comment onthis one first.
>Seems you lacking the zygomatic bone
I could probably explain it as being recessed but that is pandering to my inability to do it properly (better). But what you said made me fiddle around and I aged her up a bit. I want the model/character to be able to age. So please tell me if I am on the right track.
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I made a skull tool just so I could determine if the structure is ok and also for fun.
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Some more tweaking.
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Doing warmup when I am fed up with "tweaking".
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>>647811
Damn I got to re-watch that show.
>>
>>647829
your character reminds me of Ashley from Until Dawn. liking it so far. I'm guessing the hair is wip?
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>>647830
that seems really useful for character guys! is the skull adjustable or is it just an overlay?
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>>647860
Yeah.I like Ashley. I might re-install tonight and replay. If am able to achieve Until Dawn level of quality, I would feel like I have accomplished something in life.
>>647861
Unfortunately not atm. I just use the move tool to place it on proper locations and see if it looks like a proper skull. I am still working on the skull.
>>
>>647849
is she supposed to look 50?
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>>647883
Yup.Just an npc.I want to do as many different ones as possible.
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>>647824
Here's a Super-H-Rez pic of the updated model. I've yet to do some hair textures, but I just redid her head, along with redoing her ears and tweaked her hair, too.

Her ears are much slimmer than her previous ones, although I think I need to tweak it further, to avoid making it resemble like dog ears.

The head is the biggest change. I had to retool her head, since it was messy, so I had to redo that with a fresher one. Along that, I had to readjust the eyes, which is frustrating, because if I set it too close, it looks weird, or set it too far, it looks like an alien. Luckily, I got a perfect reference of a cute cat girl that matches her, and I got the head done.

Now, what's with the shadows? I just set the lamp dead center, at a 45 degree angle, and it gives her clothes some weird shapes, but I attempt to make some gaussian shadows, but the end result is pixellated. I'll work on that, when I got the other shit done.
>>
>>647860
About the hair - I am trying to do fibermesh and convert it to polys. It works but you end up with lots of polys. So in order to do it properly, you have to limit the fibers in small hair patches and arrange each hair patch bit by bit. It is super easy and better that what I was doing (trying to adjust each long hair card by hand).
>>
>>647849
Are you the same anon that's doing >>647829?
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>>647953
Yup.
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>>647517
do you project your Uvs, too?
cuck beit.
>>
>>648004
It took you about a week to come up with a comeback. Thumbs up!
>>
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>>648008
I usually check this board every other month; so thanks.
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>>648011
>waiting to get in line on family computer
I feel for you man.
>>
making an animation with 3 buildings, I've got a preview for the first two building's cameras. let me know what you think.

https://www.youtube.com/watch?v=f4bf2h1Z2Wk
>>
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>>647939
Took me this long to give her a mouth and it's half-assed. Also, I applied textures for her hair. I just used a single hair texture and spammed it to death while the Multiply blend is applied.

I think I'll make a separate material for her mouth like I did to Viv's, but with an expanded set of expressions.
>>
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blendlet learns anatomy!
>>
alright so i made a female bust last year and it was too crude, hair was all over the place and some of the anatomy off.

so i decided to make some fixes, and took the opportunity to build a new bust ontop of the old one, still needs work. but im glad that i could push blender to where i wanted.
i haven't found a solution for the lids yet
>>
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>>647849
Your face lines are too sharp for the age you going for, face lines like that dont get hardly defined until your 50 ties.
laugh lines and bags under the eyes even in a woman with those wide eye sockets so her eyes seem a bit more popped out have smooth lines.
Your forehead is pushed also a bit too forward or eyes too deep, draw a line from eyebrow and cheekbone and eyelid should not bee too much deeper or too much sticking out form it, since it the former t will start looking weird and in later she will start looking asian.
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>>648115
thanks, i think i got an idea about the eye lids, its just a matter of being extra careful.
also i pushed back on the eye area and narrowed the jaw.
this is hard to gauge but ill get it eventually
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>>648117
>>647849
You also lack the second very subtle circle under the eye
First is the eye socket shape, second is the eye muscles
They are extremly thin when your face is relaxed, but over the years they create that shape of bags under your eyes
this scan is great as the angle and material shows perfectly bot, also shows that weird sideways line connecting them that some peopel have, but its random and just defined by body
And since skin has some varying thickness and expression move it a lot it can crate additional circular shapes driven by those two, especially in old people you will see many of them one under the other
>>
>>648118
>>648117
>>647849
Especially in very old, you can see 3 circular lines
In young its more a very smooth form change that wont be visible in normal photos, or if you dont have enough sleep, im not a med fag so dunno why skin there gets red there due to chronic lack of sleep
>>
>>648120
thank you for the advice, it helped alot, im trying to fix the eye area.
i didn't realize our eye area was so far back in our head. that's a detail i shouldn't miss in the future
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>>648121
>i didn't realize our eye area was so far back in our head.
It varies a lot, especially by ethnicity
Asian have face flat as someone hit them with a shovel, blacks look like apes, and whites are all over the place
Eyelid and surrounding shapes will be driven by the skull mostly, bodyfat distribution influences it a bit but not that much
One of the reason for the epicanthic fold, so those asian eyes is that when your eyes are a bit further in the face, any additional body fat will make no place for they eyelid to go under the eyesocket, so even few millimeters of difference in the place where it connects makes such a huge impact on the whole eyelid, Funny enough in asian makeup there are tools to change its look, they literally push it in with a pointy stick.
>>
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working on this hand-painted dagger
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>>648156
Geometry is neat, but you need painting lessons.
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Who here ready for fall?
I'm using a particle system in Blender. How can I make the leaves not intersect each other, or at the very least, minimize it? I don't need to keep the leaves as a particle system, so I'll consider just about any solution.
>>
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>>648232
Turn on particle collision. Assuming they're just textured planes, you should be fine without chugging too hard.
Does it really matter though? Depending on where they are in a scene you probably won't notice it. Hell, it's hard enough to really notice here unless you really look for it. The more glaring issue is how homogeneous the leaves look.

Make a few more variations, some curled up, some broken up, and some different colors.
You can get some different colors pretty easy by setting up a color ramp that defines the colors you want, and hooking a "random" node up to it. So every instance of the object will have its own color that falls within the color ramp. Throw some slight SSS up to your leaves and they'll look pretty good.
>>
>>648094
Can I see just your skull?

in fact, everyone post skulls you've sculpted... I like skulls
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>>648252
You ever gonna stop making these creepy ass horrible anime faces or what?
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>>648252

>>648254
(you)
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>>648254
Does it ruin your fap?
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>>648242
You're right about the homogeneity of the leaves. I have a few others that I scanned that I plan to add to the mix, this is really just a test render to assess the overall effect. And I think you're also right about how minor the leaves intersecting is. Probably not worth the time.

I never knew you could use a color ramp to randomize the color of individual objects like in your pic related. That's awesome. Thanks, anon.
>>
>>648254
4chan says I'm the one that posted this but I wasn't even home when it was time stamp. What just happen?
>>648255
>>648256
>>
>>648263
Probably dynamic IP and you just so happened to be that lucky to receive that anon's IP when it changed.
>>
>>648252
Now we're talking
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>>648263
>anon develops a split personality
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>>648263
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coming along nicely, trying to figure out a good roughness setting for the painted stuff, going to add a whole lot of them after.

does my rubber look ok?
>>
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Taking a stab at making a character. I've basically never tried doing human/organic modeling before.
>>
>>646724
>>647021
>>647226
>>647227
>>647513
>>647641
>>647824
>>647939
>>648093

Hate to be that guy, but the reason you are not getting a lot of feed back on the board is that after a year you haven't really improved. Its great that you have one complete character but you have to go outside your comfort zone to "git gud". If your focus is on animation then follow every decent animation guide and reference everything.

A lot of improvement can be done by just doing tutorials and learning how to use scripts and plugin. My stubbornness cost me 5 weeks of progress. No need to re-invent the wheel.

That's how everyone gets better. I had to sacrifice a lot of video games, painting miniatures, partying and still feel like I'm behind the ball " which I am". But almost a year of doing this even with the long hours at work what I have is vastly better, but still can be greatly improved.

Why don't you pirate Zbrush and learn to sculpt in it. Then import to Blender for rigging and animation?

>>TL;DR Just do every tutorial that will help you improve. You can stick to one project which is 50% of what you need to complete any artist task. Something I had to learn the hard way over years.


I thought of you when I saw this.
https://www.deviantart.com/sefice/art/Bonnie-WIP-1-388972414

Even I had to reference other peoples models that are vastly better then my to improve.
>>
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Been trying to learn some sculpting stuff these past few days.. It's insane how much different something can look after a 5 minute break and it fucks with me so much. How do you guys keep looking at your stuff objectively? Basically every night I've come home from work and changed everything over and over.
>>
>>648295
You change everything over and over because you have no fundamentals in place and you have no clear vision.
Do you use references?
Did you start from a sphere or a basemesh?
Do you know how a human skull looks like?
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Put together using default mats in Arnold, almost ready to UV
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>>648271
Looks good to me mate, would be tempted to add some wear but totally your choice
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>>648303
Yeah I'll make a nice and clean version first then I'll make a worn out version.

Thanks brah.
>>
>>646711
How do you even uv that? Most importantly how your software doesnt crash with that many polys
>>
>>648093

>>648289
That and it's a pretty boring model.
Incremental improvements on things that aren't even noticeable aren't much to really critique. This isn't your blog, you don't have to post every time you change a subtle texture.
Post whenever you think there's a significant change and need some advice on where to go next or want some fresh eyes on your model. Not every time you move a vertex.
>>
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>>648244
I got 170 hours in blender, so I'm not that good yet. I can't wait to be at 2000h.

>>648272
not bad for first one! keep screenshots of your old work, that's how I record my progress, it's really motivating to see your own improvement
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>>648026
A..any feedback guys
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>>648391
im not gonna a specific advice for this video, alone. but more generally about you and where you can improve.

i like how you pick your camera angels but that's about it. i think that you should improve on everything, and im mostly talking about modeling in general,lightning,texturing etc.
even without ray-trace you can still produce great looking images/videos.
i suggest you learn everything about how lightning works in 3D, for starters. if scenery is your thing then lightning is going to be very important. secondly is modeling and materials.
there are plenty of tutorials online. even free ones.. you don't have to tear down your scene, just make the necessary improvements.

i think pic related is a good level you can reach in within a few months to a year. go get em tiger
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>>648397
Thanks for the feedback but i think there is some confusion, the video I posted is a previs, essentially screenshots from the viewport animated. The box's and littles dots are proxies. Pic related is a quick render i did of the first building.
>>
>>648397
Looks like he's just asking for feedback on composition, camera motion, and stuff like that my man. It just looks like it's a viewport render, of course it's not going to have any lighting/texturing/materials.

>>648026
Really I'd just want something to tie the 3 buildings together, they don't really flow well into each other. Why am I in a house, and then at a pool?
>>
>>648400
Extremely valid point, I've never really thought about it too much. The chosen building where mostly picked at random based on how much i liked the feel of them. Do you have any suggestions for a narrative on how to tie them?
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>>648400
regardless of what he meant for it to be, it came out shit. and im not trying to beat on the guy - im just telling him what 'looks good'.
if he really wanted to do a previs he would use a realtime engine instead
>>
>>648419
moron
>>
>>648419
I don't understand why your digging this grave. I probably didn't give enough info in my OP but the previs is just a quick way to get an idea for the animation, composition and editing. It's just a story board, pic related is't a nice piece of art but it is a good way of conveying what the artist had a mind. You suggested putting it in a real time render do you realise that's a lot of extra work just to get a previs out considering it won't be real-time anyway.
>>
>>648422
>>648421

Not using real time for arch vis is fucking retarded m8.
Even vfx studios are switching to vr.
And need I remind you real time ray tracing is now a thing?
Ue4 would shit on that render of yours any day of the week. And it renders 60 times per second.
If you don't see the advantages of being able to navigate a scene in real time for pre vis, then you're a moron.

>boohoo learning new stuff is hard
Change hobby/career.
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>>648435
>I have to render out every single preview animation at final quality to get an idea of how a camera moves through a scene
>I can't envision what a final product should look like without it being directly in front of my eyeholes

It's as if real studios don't use flat-shaded viewport models to preview their own animations.
>>
>>646133
try to use more grunges overlaping with the colors, it looks kinda plain
>>
>>648456
KEK that was SEVEN YEARS AGO.
Do you know how much time that is in terms of computing, even more so computer graphics?
A shit ton.
Ue4 wasn't even out yet.
>It's as if real studios don't use flat-shaded viewport models to preview their own animations.
Yeah, and they soon won't.
>>
>>648467

Yeah let the layout guy do the animation, texturing and rendering with lighting all by himself.

Your point is just garbage and means that you don't know how an animated movie works. So before you use buzzwords, you should propably learn what steps you need to make when you make an animated movie.
>>
>>648485
>Yeah let the layout guy do the animation, texturing and rendering with lighting all by himself.
Just give it time. With EEVEE, working like that will be even closer.
>>
>>648485
He's right.

>>648467
give up and fix your flawed pov
>>
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Making progress on my american diner environment
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Main thing missing atm are the round tables inthe middle as well as tons of deco assets for the wall, further assets like a coffee machine etc. critique welcome....
>>
>>648523
looks nice man, the space in the center of the tables looks a little too big though, maybe add some more tables there or just reduce the width of the building?
>>
>>648528
thats the plan
>>
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>>648093
Personal blog, right here. Currently working on various textures, so here's a joke variant, because I was playing Deltarune.
>>
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pushed eyes back, added lids,added more hair definition, worked on the ears abit
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Working on some anatomy. I'm struggling a bit.
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>>648532
The cloth should be more straight between the breasts.
>>
>>648542
Doesn't look like it.
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>>648603
I'm not sure. I'm staring at it so much and I keep seeing things that just don't feel right. I'm going to go over it all again and see where I come to later today. I've got anatomy for sculptors and Burne Hogarth to help me out.
>>
>>648610
>I'm going to go over it all again
Yes, and then again, and again, and again... until it feels right. And when it does, take a break and do something else for a few days. Then come back to see if it still looks right. If it doesnt, repeat.
>>
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Making the weapons tomorrow
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wip slate roof in substance designer, feedback appreciated
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just messing around with houdini
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>>648610
Who are you making models for?
Clasical masters who fap over a well sculpted anconeus?

Proportions and anatomical suggestions are enough, depending on where you're using themodels will dictate how far you go.

For animation even less detail
>>
>>648678
Well I am mostly trying to improve both my sculpting ability, my grasp of anatomy, AND consolidate that with appealing flow and form. For the final result most of this won't matter too much, true, but I'm letting my perfectionism run free. I want that anconeus to be bloody perfect.
>>
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Been at least a month since I worked on this/posted here.
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>>648687
The forehead dick is even more noticeable now.
>>
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This is supposed to be an oxidized bronze/copper great axe, basically a fusion of the Dragon Bone Smasher and the Dozer Axe from Demon's Souls. I've no idea how to properly draw textures (yet (or I might just learn substance painter like a scrub) but this is a tangent), so I just did some color splotches and ran it through quite a few filters. There's some UV issues I'm noticing around the handle's bottom.
>>
I didn't want to make a whole thread to ask so i'll just post here. Is there a place on 4chan for programming threads? I'm a game artist but I want to learn c# in unity to develop mobile games. I need some help writing a mechanic I can't find resources on anywhere.

pic unrelated. Its just the last character I made.
>>
>>648712
/agdg/ on /vg/

The discord will be more helpful than the threads
>>
>>648712
/g/ has a plethora of threads on general programming in various languages, though given your context you'd want to check out /agdg/ as the other anon said.
>>
>>648714
>>648713
Thanks a lot for the fast advice guys. :)
>>
>>648682
Sounds foolish mate, what is the end goal then, when will you stop?
>>
>>648669
it looks more like concrete stairs than slate roof

>>648690
here we go again.

>>648712
I started learning unity and c# 2 weeks ago (no prior programming exp).
I got basic course on udemy, unity website and youtube. The best unity youtubers I found so far are:
https://www.youtube.com/user/Brackeys/featured
https://www.youtube.com/channel/UCifiUB82IZ6kCkjNXN8dwsQ/featured
https://www.youtube.com/user/Cercopithecan
https://www.youtube.com/user/quill18creates/featured
if you look at their playlists, they got some nice introduction series.
this weekend I'm going to start https://unity3d.com/learn/tutorials/s/2d-roguelike-tutorial
>>
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Red dot sight I'm working on for a project. Most complex shape I've ever modeled or baked. Took me 20 hours to get to this point. I'm hoping next time it'll only take 10.
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>>648726
Another view
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>>648716
I'm giving myself until the end of the week to get it right. That includes hands and feet.
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>>648727
Don't mean to be rude, but why'd it take so long to make? looks good, but shouldn't take that long to make
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>>648736
No it shouldn't, my issues were mainly that along almost every step of the way I would do something incorrectly and have to go back and redo an hour or so (or more) of work. I've never done much hard surface stuff so it was a lot of trial and error.
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Just finished making and naming the Proxy rig. Basic weighting is done 95% done (Shirt is left). I can rebuild the rig and transfer the skin weights but....
Is this just my inner perfectionist telling me to do it or would this hard a mid-tier production?

Want to move or corrective blendshapes and a face rig today. Will be fixing up textures this afternoon.
>>
>>648690
>>648687
Just turn the forehead dick into a down pointing arrow.
>>
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Im new to modeling, learning modo, started a week ago and making a medieval blacksmith´s forge, so far just simple assets, havent yet decided on the style of the actual building itself, how am i doing?
>>
>>648775
also, are there any discord channels dedicated to 3D art?
>>
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>>648272
Added head, arms, hands, feet. Connected the meshes together and shifted things about a bit.

Side profile and ears/head topology could use some work. There are some mirroring artifacts on the head I need to smooth out. Open to comments and criticism.

It doesn't really fit what I'm going for, but I might see it through and try adding clothes/rigging it.
>>
>>648807
fix proportions etc first.

>>648761
If it doesn't get in the way of animation leave it, get onto the next process and don't dwell on each one.
>>
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>>648762
I wish it were that easy. It's modeled into the mesh then baked. It's not like an alpha stamp.
>>
>>648855
just ignore the dick comments and finish your project. You've been at it for a while, and you would probably improve more if you finished several smaller projects, than one big project that takes so long.

I was there
>>
>>648870
>just ignore the dick comments
They're compliments compared to the feedback I got when I first started posting here.


>you would probably improve more if you finished several smaller projects, than one big project that takes so long.

Forgive my ignorance but I'm unironically asking how does this "work"?
That's been advised to me before, but I get caught up in my imagination and repeatedly dream big.
>>
>>648872
essentially you pick up little skills and shortcuts when doing smaller more manageable projects.

Instead of making a house you make a cabinet and learn how to get a really nice finish on the wood.
>>
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>blendlet learns anatomy part 3
It's fun, but it does take hours and hours. Soon can start doing the hands hopefully.
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>>648872
By learning principles, and reusing your knowledge in repetitive process, you build solid foundations and gain more experience that is going to prove more useful to you while working on bigger projects in future.

You are also less likely to burn out and stay focused on smaller projects, and finishing them gives boost of new motivation.

>>648960
Who is this semen demon?
>>
>>648532
Y'know... I should really, really, REALLY fix the breast section. Oh, and I just started the "big texture," which is for the main section (body, arms and legs).

Also, some updates:
-Readjusted the eyes
-Restructured her face
-Added textures for ears
>>
got a new one goin: >>648989
>>
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I have just finished this recently.
>>
>>646675
Work on your Yamashita, the cheekbones stick out too much. His mouth goes wider than that too.

Also Muteba's eyes are smaller than that and his necks longer
>>
>>646131
It's probably fine





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