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File: normal.png (2.38 MB, 1500x882)
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photoshop normal map filter edition

previous: >>646034

Reminder!
This thread is for comments and critique on anything you're working on. Completed projects should be posted in here as well.
>>
>>648989
Shit. When I started, I didn't even understand normal maps. Now, I can see everything.
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>>649000
What's to understand? It kinda looks 3d already if you just imagine there are red and blue lights on it.
>>
Making Akane from SSSS.GRIDMAN
Side View. Kind of nailed it. Been awhile since i last modeled. Its fun.
>>
>>649024
Front View. I think ill make a bust of it today and tomorrow will be the body. I need to retrieve my old blend file with a perfect body topology in it.
Also ill try this models method of hair since they're almost the same.
https://sketchfab.com/models/b2d2b36629d0403f8c4c9f0a0d34aa97
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>>649025
Forgot pic.
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Oishi Kuraudo from Higurashi.
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>>649041
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>>649024
This view is fucked, weeb
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Sup /3/, I've been working on a sort of early medieval/slavic themed chess set.

So far the rook and pawn models are about 90% finished.

Whaddya think?
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>>649048
Here's a closeup of the rook.
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>>649049
And a short boi.
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>>649048
>>649049
>>649050
Pretty dope. What are you planning to do with them?
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>>649047
What do you mean? If this is topology then i had countless arguments about it in /agdg/ It can only be fixed by shape keys based how you view it.
Also if you mean the right side well. I dont have a right side picture of the character im modelling.
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>>649057
It's mostly just training, but I'm also learning gamedev on the side, so it might end up in some future project one way or another ;]
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>>649047
Also
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Not to make a new thread, guess this will do. Haven't done anything in a long time, started making something for triumphant return, but stopped in my tracks by texturing.
Guys, I think Quixel is fucked. I've literally been here all day, trying to figure out what I'm doing wrong.
Basically, why don't dynamasks work? Why don't smart materials work?
Here's an example. There's a basic model, and some basic normal map with groves and cavities, but it's like DDO doesn't see the normal map. It didn't make a curvature map. Or the one it made is just gray, with insignificant variations in depth. That "ditry grease" layer is supposed to have a normal-looking mask, applied to cavities, right? Instead it's just solid white.
I tried making a crease map separately, didn't work. Experimented with AO and depth maps, putting normal map in place of curvature, using only highpoly model. Nothing works. Some dynamasks are always solid black or solid white or solid grey with ugly sploches of additional texture mask. I'm at my wits end, help.
DDO is on 2.3.2 if that makes any difference.
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upperbody seems far less complex than thighs
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>>649042
very cool
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spider-bot.
kitbashing.
boxcutting.
marvelous designing.
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Finished it not so long ago.
I can post more renders if you are interested.
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>>649089
>>649087
these are great!
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>>649048
Cute. In a good way. Especially those pawns.
Maybe make the wood a bit less glossy though. Really make it look old, worn, and used.
Trying to make them look a bit more like they were carved as well might help.
Since you're not really using it for anything, it's important to tell some sort of story with the elements you're making.
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>>649092
Thanks! I have a lot of work in it.
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>>649098
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>>649099
I was testing it, how it would look like in a cinematic.
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>>649048>>649049
>>649050
I love these!
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>>649074
Please help.
I just want some edge wear where it should be. Do I really just have paint it all by hand? Feels like there's no other way, it just doesn't work.
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>>649074
>>649102
Try to render the basic maps (cavity/curvature included) in substance painter or designer. Sometimes I've had troubles with quixel in the past too. Then import all the maps in a new quixel project. If it's still not working, Just throw quixel in the trash. Sbustance is better anyways and practicing it would be more beneficial in the long run. The only thing that quixel does better than painter is that you have more materials in your library from the get go but you can download as much as you want for painter or with a little bit of work, you can export the quixel basic material maps you need. Painter has some pretty good smart masks too. So you can create your own smart materials there.
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>>649103
Alright, thanks. I was thinking of using substance painter instead anyway. Hope it'll work.
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>>649094
When I'm finished with all the pieces, I'm intending to add some wear to the textures, but I want to make a clean set first.
I'll also try to fiddle about with the normals/bumps to make them look more carved.
Thanks for the feedback :]

>>649101
Thanks mang!

Meanwhile, I've started working on a knight.
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>>648987
Just restructured the breasts... Well, breast since it's mirrored. In the process, I also readjusted the shirt (shrinkwrapped, symmetrize, and remap some sections of her shirt), removed the placeholder vertex painted bra with a textured one, and adjusted some places.
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>>649143
is that blender? have you tried modelling in subsurf? that body form doesnt look too good.
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>>649143
What the fuck is that topology.
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>>649041
>>649042
Pretty dope, you got a website or social media you post your work?
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>>649042
how long will it take to get to your level?
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>>649143
Fix that topology, son.
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Continuing Satoko.

>>649168
Thanks, I do.
https://twitter.com/TheGoldenSmurf

>>649176
I started sculpting/using Zbrush a bit more than 2 years ago (september 2016), so well. Already had some skills in drawings so that helped doing the transition smoothly.
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>>649215
Oh, you're that guy. Good work my man.
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Working some more on simplified anatomy. Now I'll just have to figure out a way to combine this with the rest of my character's body without the toes dynameshing together.

Also, looking up feet is disturbing as hell, you just know you're looking at someone else's jerk off material.
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>>649061
As in you could get away with the front view as an exaggerated cartoon face but the side view, while accurate to the refrance is horribly deformed to the point of it not looking like a face at all.
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>>649219
why do you have the feet in that angle while sculpting them?
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>>649224
Character I'm working on will have her feet in that position mostly. So I figure putting them like this will save me time when I get to posing.
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>>649215
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>>649150
Well, I had sufsurf on, but the screencap says it's off.

>>649157
>>649202
If you think this is bad, take a gander on the last one.
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>>649229
Have you considered actually trying to do things properly instead of being like "HA HA HA, MY WORK SUCKS :D"?
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25 minutes in Substance Painter.
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Blender has reached its limit, on my laptop at least, at 3.1m tris, so done with this sculpting exercise. Modeled all the bones and major muscle groups in the body. I'm very new to sculpting so I found it infinitely interesting.
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Testing out fibermesh for some practical ingame hair. It comes too high in polycount but it might be a solution.
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>>649243
Bravo. I am doing same but very slowly. I am making a zombie game so I need all the bits and gibs.
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>>649122
Be careful, he's got a sword now.
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>>649241
Looks good, i downloaded SP a few days ago but yet to touch it. Any tips, things you'd recommend?
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>>649249
Cool! You're going to do the intestines and everything?
Started another model after that anatomy study, and I'm much more confident with the brushstrokes already. Faces I still can't do properly, so I'm thinking about just grinding 2-3 busts as the next thing.
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>>649274
Their Youtube channel has tons of learning material. Instead of watching stupid TV-shows, make it a habit to regularly watch some of it.
In general SP is easy, once you learned the fundamentals.
Here is one tip for texturing in general.
Be subtle.
Instead of one layer with strong opacity, use several on top of each other with lower opacity.
Also, don't just use the smart masks/materials.
Always add a paint layer and subtract or add to the mask or mix several masks.
Get an account of their substance share and download everything that is free and looks nice to you.
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progress of my first low poly model
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>>649261
It's a cutie
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>>649243
be aware that your mesh optimization also relates to how you actually sculpt.
for rough shapes i keep my dyna res to 20, for mid size detail to 55, and for very fine for 70.
those numbers are low by the way. you can do a whole lot more without bogging your PC
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>>649229
>"What kinda topology do you want?"
>"Just fuck my shit up"
>"Say no more"
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>>649100
Didn't this guy just get made acting Attorney General?
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>>649222
Just wait for the end product anon. Anime is fucking exaggerated. You gotta always put it in your mind that you're making anime. Not 3DPD
or you'll end up with abomination "western style" anime like this
https://sketchfab.com/models/413dffcb80ef4bf789d637c207b950a9
https://sketchfab.com/models/087f4041bd554c6e89ea0e8ae7fc1c9c
Keep in mind that these are western styled shit. and "Staff picks by sketchfab"
While the "Deformed" shit you're talking about looks like this.
https://sketchfab.com/models/90ef50f4d3e14aac864719f70fb95bfe
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>>649215
is that blender? if so do you use any plugins for the clothes?
also do you use tapers or curves for the hairs?
Im still struggling with anime hairs actually and looking to do plane hairs for less tris
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>>649335
No, I'm on Zbrush. For the hair I made one strand which I duplicated and posed. A trick I use if the low poly strand gets too diformed is too simply smooth it to the max which makes it super thin, then I use the inflate brush on it (everywhere but on the tip)
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>>649337
Oh sculpt. Im more of a technical one than a natural artist if you get it.
I cant sculpt for shit. Thanks for replying though
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>>649276
Cheers for the advice!
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>>649279
Looks nice, what are you going to use it for?
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>>649333
Of the three links you posted the last link has the most anatomically correct face, it's still a little off with how sharp the chin is for a female but much closer then the other too. The second link looks very similar to the pic you posted. Shap, hard flat faces with no bone structure or crevasse. I not wasting my time typing this because i disagree on the artstyle with you, i genuinely think if you took the time and based your head primarily on a humans head and secondary on your anime ref you would have a solid model.
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>>649341
haven't gave much thought on my head shit but it works as an anime model somehow. But we have differences on how we see things but i believe that anime has really fucked figures. That its your call as an artists how to fix things while making it anatomically correct and being faithful to the reference image to make it look good. As i've said i can do and try to make it anatomically correct but the problem is that im not being faithful to the artstyle. If only can sketchfab support shape keys on what angle you see. It just pains me that most of people who dont watch anime and do 3D modelling gives me opinion like this. If you make it realistic then whats the point. Anime should be exaggerated. Follow what the artstyle is to the best of the ability. It shouldn't be confused with realism. Also most anime models can trick the user just using textures and i doubt face topology does even matter that much since anime usually panders in just one angle.
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> when she sees you playing with her tits size slider
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>>649343
Alright man, I tired. whatever floats your boat
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>>649353
lol, based

She is very cute and sexy at the same time. I'm not sure if I'm personally comfortable with that.
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First experience modeling in Blender 2.8.
2.8 will be the best.
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how does my mossberg 500 look so far? what am i missing? is there a better way to make holese like the ejection port or am i stuck with using knife project? im trying to make a heat shroud for the barrel but booleaning it just gives me shit geometry
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>>649450
Same problem here.
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>>649450
you need the bars that run from the bolt to the pump
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>>649451
yeah that's what I mean by shit geometry. is the best way really just doing it manually?
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>>649462
youre right, thanks
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>>649464
Stop fighting the polys. Just do it in NURBS/T-Splines, achieve your final form, and then retopo, remesh the CAD file, and bake it's detail on the retopo'ed version.
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>>649299
Thanks ;]
Almost done with this dude.
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>>649538
H-how old is she?
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>>649539
Above 18 of course.
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>>649540
*sigh of relief*
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>>649539
>>649542
Stop this.
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>>649508
>Just do it in NURBS/T-Splines, achieve your final form, and then retopo, remesh the CAD file, and bake it's detail on the retopo'ed version.
fuck i know nothing about this -- i failed to mention this is one of my first real models SshhIIT -- ill do some googling i guess, thanks
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>>649538
real talk -- your models are very impressive, they manage to remain stylized with an anime look but dont suffer from "stylization". i also wonder how you make these so fast but they turn out so good
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And Rika in progress too.

>>649552
Thanks. Not like there is any secret, I study anime style both in 2d & 3d and I improve my 3D workflow through making more models.
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>>649560
Ni-paaaaa~
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>>649568
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>>649571
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Here's a boi with an oversized matchstick.
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still working on the ar-15, gonna add a laser, maybe a flaslight... a weapon case to put everything... dunno.
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>>649577
Make those moustache faces planar, my dude.
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used modifers instead of nurbs, came out alright i think
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Just started on making rocks / mineral resources for my game

Pictured is coal/copper
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>>649594
pls rate
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>>649596
>>649594
Looks nice, what modifiers did you use for the handguard ventholes?
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>>649579
Looking sweet mate
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>the grind is real
please god let it pay off in the end
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trying out bodys the way i would also draw them, the midriff is the only thing i am having a few problems with
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>>649538
nice cunny
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>>649616
Check my speed modelling a face. I hope it helps some - https://www.youtube.com/watch?v=9UMbQjPybSg
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>>649635
I know it doesn't apply in blender exactly but I hope you at least get some stuff you can use to medel in blender. I mostly use move tool. It helps a shitton.
>>
update on the model
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>>649546
Stop what?
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>>649595
Nice, did you make that coal in ZBrush ?
>>
I mostly work in Solidworks but I’m trying to learn sculpting for work so I made a quicko Desktop Army body in Solidworks and I’m sculpting over it to make mini action figures.
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>>649649
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>>649635
thanks a ton dude, I'll do a set tonight/tomorrow imitating your style!
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>>649647

Meshes were made in zbrush, materials in designer

Here's the coal material
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Trying to go for a Shirow vibe with the "face" of the bot.
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>>649635
for you sempai, I'm still kinda stuck in my habits but your video helped a lot with the mouth
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>>649676
How about mastering the proportion of a human head before going into details like how the mouth looks like?
All of our human faces will look like shit until you understand the (literally) underlying structure.
Bones, muscles and fat.
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>>649678
Tips?
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>>649678
I made this a week back, it has the bones and muscles of the face. Just for some reason it doesn't turn out too good if I start sculpting a "skinned" mesh straight up, so I figured I'd start spamming our sculpts in series and just try to improve the new one after the old. Iterative modelling. Yeah it's shit so far, I don't have a lot of hours in yet.
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Vector Lower I'm working on. Getting my mind around doing hard surface stuff in zbrush
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>>649650
>>649649
that's neat
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>>649611
I'll post something when I'm at my PC but its surprisingly easy,
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>>649679
What he is doing >>649685 .
Get some anatomic references and start to copy them. Do skulls for a couple of weeks, concentrate on bones and muscles for a while. Then when you have understood the form, you should start with an actual face.
Always use references and always work from the inside out.
And you should never have the mesh resolution so high when you are still defining the forms. Keep it as low as possible for as long as possible.
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ring ring
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Back again, this time with the full Animatic. Ending is strange but not sure how to fix it; the music I'm using is around 3 mins long, but the animation I'm making is 2 mins so I had to cut it, making the ending a little jarring.

Again this is just an animatic so there are no lights, textures are basic, models are not final and z-cliping is just the viewport glitching out. I did turn off most of the proxies so you can see some models now. looking so feedback on composition, flow and general editing I suppose.

https://www.youtube.com/watch?v=ev4GRCNDBR4
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Practicing uwrapping and texturing on these low poly war hammers i modeled, lots to learn, for a personal project. C/C appreciated
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>>649747
pretty much all of the edges are way too sharp. you'd tear the shit out of your hand if you tried to swing that.
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>>649652
>>649676
No worries. I will be doing a full series on how to make a character soon but I feel like I have to brush up on my skills. I want to show the whole retopo process and detailing the skin and all the hair and clothing stuff.
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>>649715
senpai... I am that guy...

Anyway it is a good advice, working straight on the skinned sculpts isn't going anywhere with me to be honest, so I'll go back to building them from the bone. I just figured that because people making videos build them straight without any bone/muscle intermediate form I should aim for that kind of workflow too. Maybe when I get better.

Few weeks of skulls and muscles it is.
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progressing work on Ava, experimenting with a way to create her ribbons. It works quite well, but the look of it doesn't allow for much space to sculpt in finer folds. Also realizing that I'll likely have to rework her face soon.
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Made this sword in about 1.5 hours. For the time investment, I'm pretty happy with out it came out.
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update on the model
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>>649776
gross nipples
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>>649770
looks pretty gud anon
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>>649749
Thanks man, took me a while to figure it out but im getting there, heres with some smoothness baked in
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>>649785
The detailing is nice but I mean the base shape is retarded anon. Imagine holding that thing and how uncomfortable it would be. Why did you decide to make the handle rectangular? Not to mention the handle is far too big in ratio to the hammer head.
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>>649786
you sure about that? it was common to have thicker, rectangular handles on medieval war hammers, for easier indexing and preventing it to slip in your hand. Ive done my research, there are many many different designs of these
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>>649785
>>649786
Maybe it's not big on the realism side, but it looks hella cool. Keep it up anon!
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>>649786
but maybe the head is a bit too small, i kinda agree with you there, easy fix
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>>649786
this was the inspiration for the handle
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>>649785
You should scale the head up a bit more. It looks anemic on that hella thick handle. The spike's fine though.
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>>649786
Handles are often rectangular or oval with the long axis aligned to the striking/cutting surface, it helps with properly aligning the blade or striking face towards the target.
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>>649787
that's not rectangular, it's octagonal. You can see the taper in the closeup, just after the joint.
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>>649776
I know it is rule 63 pyramid head, but it reminded me of Raincoat Girl from Splatter Beach https://youtu.be/Q5z4ZPYw-iM?t=550 damn, I even managed to find a youtube video
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>>649580
Yeah, they seems to look better this way, thanks for the tip.
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>>649764
I like it
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>>649794
Yeah, noticed it too late, had a 17 hour modeling spree and could barely see straight. Heres the proportions tweaked and the other one smoothed and fixed, some issues still but i need to move on for now. Thanks yall for comments
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>>649635
I need to actually start using masks.
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>>649841
tell me, why does he wear the mask
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>>649841
Yup. They help loads.
>>649851
kek
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>>649087
What purpose does the cloth around the joints serve? Doest it make too unnecessary problematic and risky with the cloth getting stuck during movement?
Looks cool otherwise

>>649579
Don't overdo it with too much unnecessary "bonuses"
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>>649859
Its for protection from the environment, i guess.
The REAL reason however is a) i was too lazy to build a proper working joint
b) wanted to try out Marvelous Designer
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Just a unicorn
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>>649864
dont get me wrong, it looks nice and ive seen other people use the same principal.
im just not too sure it would be practical to use irl
>>
>>649866
as opposed to having dirt and other shit gunk up the joints? It doesnt hurt having them there either, so why not?
>>
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>>649808
Fooled around with the material settings to see if I can make it appear more "carved". Think I'm heading in the right direction.
Not entirely sure about the look of the eyes though.
>>
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>>649866
I saw it and immediately started thinking of the foil and stuff you put on shit you'd send to space (pic related). It isn't unheard of to put coverings on joints like this, though I can't remember where I saw it. Maybe amusement park rides?
>>
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Mion Sonozaki wip.
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>>649896
>>
>>649896

senpai how do you make the hair?

meshes attached to curves or what
>>
>>649899
it's all move + smooth + inflate brushes, tried a bunch of methods before but for anime hair that ended up being my favorite method for making the shapes.
>>
>>649900

excuse me for my autism but thats all sculpted? is it already retopologized?

my initial thought was that you sort-of box modelled that hair.
>>
>>649904
I have a UV ready mesh I keep duplicating and shaping up. If I need to add details to the hair, I can do it thanks to the UVs too.
>>
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>>649896
>>
>>649905

alright thanks
>>
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Decided to give hair tool a try. I need to make my own hair materials and textures.
>>
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>>649866
I am no engineer, but what >>649869 says makes absolute sense. Also i posted an image from Boston Dynamics and their robot prototypes, so if they do it there must be a reason for it and its probably dirt and shit.
>>649888
That tinfoil stuff is more likely to protect from heat or keep the heat inside, since it is highly reflective and you definitely want to manage heat in space.
>>649909
Noice tiddies!
Already 250% better than what the other dude is able to do. (you know, the one with the super-ugly anime chicks who look like they escaped from an mental asylum.)
Do us all a favor and when you're done doing her nipples, post some pics. Don't censor your art.
>>
>>649916
it's fine to post nipples and vaginas here?
>>
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>>649916
Done texturing the legs.
Here is the head.
>>649919
Technically no, BUT there are no mods here, everybody else is doing it....
It shouldn't be a blue board in the first place.
Nobody asked us.
They can't do shit except deleting the image and banning your IP(worst case) which can be simply circumvented by rebooting your rooter (getting a new IP).
The only reason not to do it is if you like to follow authority blindly or if you have a fixed (non-dynamic) IP.
Its basically a offense which has no consequences.
>>
>>649916
Are you a pro?
>>
>>649919
More or less. We're an art board, so you can always make the argument that it's just artistic nudity.
Plus, /3/ isn't actively moderated. Maybe your post will get removed if some cunt reports it, but a lot of things slip by. We had a long-running digital vagina thread, the eternally great "wallpaper paste" general, hell, we had a breast physics thread that hit bump.
>>
>>649932
yes and no.
I was working in the industry some time ago but due to health issues and poor (self) management i got out, now i am on the way in again.
I am coming back with a vengeance and as a better artist.
Just need a great new portfolio, but as you can see, i am working on it.
Shouldn't take that long.
>>
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>>649761
didn't see your post somehow.
Go watch some Flipped Normals videos about sculpting on Youtube. They can teach you more in 20 minutes than i can in hours here writing long posts. I am also not really a good character sculptor, even tough i now the principles and basics.
Sculpting characters is not easy, doing realistic faces even less, so its only natural for you to suck at it if you are a noob.
The basic lesson is to keep on doing it, you only get better with practice.

The character in the picture is the one and only character i ever did and its a fucking ugly Mofo (even stylized isn't easy)
I need a lot more practice, like most of you guys when it comes to sculpting anatomy.
>>
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finished, now to add boob physics
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>>649944
good luck brah. though with your skill there's little need for luck I guess, just a matter of time.

how much time do you put on portfolio pieces? I'm building mine and I can't help but feel like commiting to something really good will just take months to finish.
>>
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ever so slowly trying to sculpt a skull in blender. I'm just doing my best to work from images and other models I can reference in sketchfab. Haven't finished putting in all the things like foramina etc. yet

my issue is the skull atm seems like it's been cast out of metal or something - how does one go about making it seem more 'organic' rather than smooth and perfect? Does anyone know of any decent starting courses for sculpting?
>>
>>649949

That's going to be a pain in the arse to rig with the arms like that.
>>
>>649962
i think you give it a skull "feel" through texturing. so far seems good.
atho, you have minor imperfections on the skull, maybe try to fix them
>>
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Making a battle axe now, maybe the handle too thicc, have to test
>>
>>649949
What is happening under the pyramid? It looks like the head grew, and started to spill out of the helmet.
>>
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Getting the cuts right enough on the ejection port for this thing was a complete pain in the ass.
>>
>>649957
yeah, good stuff takes time. I am 8 days into the robot spider project. Probably half way through it. And that's just the model, i am probably doing a small environment to put the thing in. So another week or 2 added on top.
But take into account that i do use kitbash models on this project, so i don't model every piece myself. If i would do that it would easily double the time.

If you feel you spent too much time on a single project and you loose motivation, cut them down into smaller chunks. Don't compromise on quality, but on scale.
One of the most important lessons.
I think its better to have several smaller works than one big one.
Also put in your portfolio what you want and can to do in the future. It makes no sense to do a character design if your strength is hard surface stuff. You will be judged by your worst piece in the folio not the best one, so cut everything out that is weak, better to have less work than one mediocre thing in it which spoils the rest of it.
>>
>>649957
I have no idea how pyramid head looks below the mask, a hentai fouling once suggested the mask being it’s head and that there’s a tentacle like mouth underneath. If I had to describe the form of the tentacle I’d say it’s a horse Vick with mouth.
>>
>>649967
I rigged it when it was in an A position, this is the posed version, boob jiggles work now too
>>
>>649986
Yeah I've been doing small objects so far to keep motivation high, but seeing the scale of the popular works on artstation was making me wonder if I should put a month or two into one big piece.

Should I be worrying so much about artstation funny fingers anyway?
>>
>>649991
No you shouldn't. Artist make up maybe 1% of the population, Artstation has all that bundled in one place. It appears that everybody is a genius, talented and gifted artist, when it fact all of them struggle, fall down on their face and stand up again.
You don't know how much time those artists spend on honing their craft and the suffering that comes along with it.
Disregard that feeling of unworthiness and stop comparing yourself to the best, but rather compare yourself today with yourself of last year or last month.
Regarding bigger projects, ask yourself: do you want to do it, or do you think you have to do it?
>>
>>649993
I'm focusing on environment art/props so I do feel like I have to make one big project to try to stand out a little bit. I think I will not be able to get a job with a portfolio full of single objects.

But then if I spend months on a big project I'll never get a job because I'll never have enough of those pieces to make a portfolio out of.

I guess this is just some mental mindfuck I'm stuck on. Thanks for your words brah, appreciate it.
>>
>>649996
>I think I will not be able to get a job with a portfolio full of single objects.
Yes you will, depending on the quality.
Also you don't have to model all the stuff yourself when doing environment art. Quixel megascans, speedtree, using free available assets etc. are ways to maximize your productivity.
If you working as Environment Artist the focus is the whole scene not the individual assets.
But you also can enter the industry as props modeller and go from there. Don't think so linear, there are faster ways around some corners.
>>
>>649975
What kind?
>>
>>649997
That makes a lot of sense. I'll have to think if I want to commit into a bigger project as my portfolio is made mostly of low poly objects, the kind thats meant to be seen from far away. I realize I need to really increase the resolution if I want to impress but I only have two pieces in my folio that have higher polycounts/texture resolution.

I might make one last single prop before thinking about a bigger environment. Thanks for your thoughts man.
>>
okay i got a problem, i managed to make the boobs jiggle when the main rig moves, that i did with dynamic bones that control a extra mesh that deforms the visible mesh. i use a soft cloth deformer for the jiggling
this works fine, however the deformation wont appear in the image renderer. pressing shift + z gives me a preview of the rendered version and there it shows said deformation.
what could be wrong?
>>
>>649999
now that i look at it again i can see its part of the skull, nevermind.
>>
>>649962
If you don't have perfection autism then make it asymmetric.
>>
>>650010
Have you tried baking it?
>>
>>650020
what does baking do? yes i am that new
>>
>>650030
Baking saves all the physics of your scene so the computer doesn't has to calculate them every time. Sometimes if you don't bake, and you're rendering a frame other than 1, the computer skips physics.
>>
>>650032
and if i were to render an animation the computer would render the physics nomally without baking right?
>>
>>650038
Uh, what makes you think that? The computer will just render the baked simulation. You already have it, why bother recalculating it?
>>
>>650038
ok let me explain, this will also be an answer to many blenderfags that struggle with this issue.

when you do a physics simulation, its not like animation where the data is saved as keyframes or actions. the simulation only exists one time and there is a reason why. its because simulation is subject to change depending on the environment around it, unlike animation where its just meshes moving in space and there are no 'phsyical' rules to obey.

in blender you have whats called "physics cache", there are several simulations in blender that have this option. you have to "bake" your simulation into the scene so it can blend with frames and other things.
if you have problems just press free all bakes and make a new one.
>>
>>649999
those are some nice quads you have there anon
>>
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i think im done, need to make couple more, opinions?
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>>650054
would beat up monks with that/10
>>
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Any suggestions on what to improve? This is my first time doing anything like this.
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>>650074
Here's a 3/4 View
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>>649909
Goddamn anon that looks so good.
>>
>>650074
>>650075
I'd subsurf it and add more details to the texture.
>>
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>>649611
ALRIGHT im back so heres a quick img tut
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>>650094
you probably dont have to do the cutting it down to 1/4th thing but i do it cause of convienence, but pretty much the crux here is the edgeloops, deleting faces, then arraying it
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Cavalry axe, i think im getting faster at this
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Think I'm more or less done with these guys, gonna start working on the king now.

>>650054
>>650131
These look pretty cool anon. Keep it up!
>>
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it's sometimes really painful to consider how slow my progress is. But at least I've blocked out some basic hair and it's helped me improve the likeness somewhat.
>>
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>>650231
Here's a different angle if anyone's interested.
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>>650231
The second from the right just looks like Santa Claus with sunglasses. Try them without eyes
>>
>>649450
>is there a better way to make holese like the ejection port

Look up videos on the Boolean Modifier.
https://youtu.be/pcUe-ab_jQs
>>
>>650094
shit solution, too much poly's in the end.
>>650247
absolutely disgusting.
>>649450
https://www.youtube.com/watch?v=MpsURXZvcsU
starts ~ minute 23:20
>>
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>>650250
Cool stuff yo, very fast and reliable method with clean results, thanks mane
>>
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Made Oliva from Baki.
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>>650259
>>
>>650259
I'm guessing that's what he looks like in the manga but his bicep is fucked.
>>
>>650259
How did you start? First creating a low poly model and then sculpting using it as a base?
>>
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Giganiggas assemble.
Oliva (Baki) 180cm
Muteba (Kengan Asura) 199cm
Darkshine (OnePunch Man) 235cm

>>650261
I'm a bit bothered by it too, I'll check more references for the manga if it's really intended.

>>650262
I keep reusing the same low poly body to go faster.
>>
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>>650231
Thanks man, love the look of your chess pieces, definitely have a load of character and style in them, are you 3D printing them once ready? Id like myself a set of those.

Decided to add a little bit more love in this, added a belt clip like the authentic version has, and mirrored the flangettes on the buttcap
>>
>>650269
Man that is a weapon is gorgeous. I total want to wield as my main in DnD. Even Vlad the Impaler used one like that from what I know.
>>
Learned that I could bevel inwards today, making 90% of my ejection port worries go away. It makes a few ngons that I'll have to go over when I'm done tho.
>>
>>649229
So it's been a while, but thats' mostly because I was doing some /3/ unrelated things. So the cat lady was frickin' wasted one night, and had her fingers shredded by a blender. All that's left is somehow her fingertips. Relax, I could afford this procedure. We have the technology.
>>
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Gonna add glowing runewords to the shaft and something on the handle.

No clue what to do with the face of the hammer though. suggestions please!
>>
>>650250
neat
>>
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first pass of textures on shotgun
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>>650298
>that magwell angle
>>
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Made this dragonfly yesterday, today I animated it(just the wings up and down easy mode) and made some sound effects so I can use(or perhaps sell) it as a blueprint in UE.

Any tips on adding the materials? I'm still quite new and this is always giving me a headache.

Should I add the materials in blender or UE?
>>
>>650328
Looking p good. Are you using any general-purpose seamless worn metal textures there or is the wear entirely custom mapped in the UV for the mesh? Do you mind sharing if its the former?
>>
>>650328
Looking very substance-y. I'd suggest turning down or better managing the edge wear.
>>
>>650521
>>650522
lol yeah its all done in substance designer, I'm gonna do second pass in painter for actual detailing like wear and tear that makes sense, most of the textures I got from textures dot com
>>
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I am figuring out photoscanning.
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>>650590
Thanks asshole I just got fired. I lost my pension and everything.
>>
>>650592
Getting fired over a titty? Gonna have to try harder there, bud.
>>
>>650583
>far right one
MOOOOOOOOOOOOOOOOOODS!
>>
>>650611
Did you find it arousing or what? What are you, a pedo?
>>
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Some progress on a new character.
>>
>>650010
Blender sucks when it comes to bone physics. You should connect emptys to the vertices of a deformable helper mesh and connect bones to these empties. Then assign the bones to deform the normal mesh.
Or use the ad-on jiggle armature, so that the bones get jiggle pysics directly without those shitty hacks.

Instead of fucking up the UI they shoul have just worked on that. Yes I am butthurt.
>>
>>650624
I think her face looks way too soft. You shopuld make her like angelina jolie as tomb raider
>>
>>650627
I realized she is missing the nasolabial fold and a few other things. By soft, do you mean she should look more chiselled than meaty?
>>
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Some more.
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Working on captain flint from black sails. Any crit?
>>
>>650640
Neck is looking thin. And the eyes seems a bit large?
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>>650641
Hows it looking?
>>
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>>650306
Just barely started rigging. Just gonna show off some updates like the vertex shading, refined modeling, and some detailed textures.

Reminder: Vertex painting is likely prone to crash when attempting to undo. Really hated that shit.
>>
>>650663
in case you're wondering why I haven't show off her legs is because they're not even textured. Next time, I'll get to that.
>>
>>650590
Post more, please.

>>650640
You posted this exact image a while ago, didn't you?
Anyway, I really think you should be sculpting a neutral expression rather than that current stern/tense one, unless you aren't planning on doing anything outside of a simple bust.
>>
>>650666
I did. I started developing a mobile game after taking a break from this since some of the big problems with it was basic anatomy issues. I went and studied a few weeks on online lectures on head anatomy and I've picked the model back up today.

The bust isn't going to be used for anything. I wanted to try and get as realistic a render as possible. Other than that its just a likeness study.
>>
>>650666
Also it wasn't this exact image. I've worked on it since. Although its only been anatomy changes to the head. I'll not bother posting a before and after but the anatomy was pretty broken beforehand.
>>
>>650580
>>650583
lookin good
>>
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>>650590
recommended learning resources?
>>
>you will never get perfect bone deformation on organic mesh without morphs
>>
>3ds max
>pose rigged character
>that one time forget to press auto key
>5 hours later
>notice default pose is slightly off
>try to assume skin pose
>model becomes twisted mess

I'm so fed up with this shit. What software actually works?
>>
>>650774
None, anon. It's a constant rage against the machine with lots of duct-taping and half-assery.

Seek peace and comfort in the knowledge that perfection is unobtainable. Rather the 95% solution now than 100% never.
>>
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>>650731
technical training?
People that make stuff on youtube is pretty good to watch.
But don't waste your time on tutorials that are longer than a few minutes because they are made by shit artists and shit teachers most of the time.
Bing is also pretty good for specific things.
If you are learning the basics, look for high level artists paid videos that you can torrent. You don't want to learn the basics wrong by somebody that doesn't know anything.
>>
>>650789
Don't do this to meeeeeeee! MUH, MuH! Give me face I am a face man. I need to put face to that bosom. SHow me more.
>>
>>650808
Why are you acting like such a pathetic faggot?
>>
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>>650235
The general idea was that only the pawns won't have visible eyes since they are so much shorter, but I'll try what you're suggesting to see how it'll look.

>>650269
Thanks!
I wasn't initially thinking about printing them, but the further I go with modeling, the more I like the idea. Obviously they'll need some serious retopo, but I'll worry about it when all the pieces are done.
>>
>>650811
>>650811
>Acting
Good that your subconscious got that. Also, liking boobs makes me a non-faggot. Being an asshole to others like you do is being a faggot.
>>
>>650813
>>650814
Thanks for saving me the trouble of having to embarrass you.
>>
>>650818
Anyways. I don't want to talk, show me >>650789. If you want to talk, go pay someone to listen.
>>
>>650818
btw,I (>>650828) am so cool. Me ftw.
>>
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>>650808
here you go friend
>>
>>650832
Thanks! Keep up the good work.
>>
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>>650844
Explain that bulge
>>
>>650832
Care to tell what's your work flow?
>>
>>650846
You know, women's crotch aren't flat, your dick must be quite tiny if you're thinking that's comparable to a man's crotch.
>>
>>650849
Hey idiot, you realize women have a cleft there, right?
>>
>>650850
not every bodysuits shows a cameltoe.
>>
>>650852
No but they should, nimrod.
>>
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>>650853
There was one but I ended up removing it for the pose.
>>
>>650854
Kudos on the puffy vulva though my man
>>
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15 minute mockup of what i think voltorb would look like in the new pokemon movie. I don't know if I made it hairy enough though.
>>
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>>650747
Your telling my. Took me two and a half hours to make this leg up 120d blend shape.
>>
>>650857
give up
>>
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Taking a break from random racetrack objects to figure out how to integrate zbrush to my workflow.

I'm starting to feel like, at least for hard surface work, 99% of it happens outside zbrush anyway. Feels like for an object like this, making the bevels outside zbrush would be faster.
>>
>>650860
>hard surface modelling in zbrush
Literally just use blender, dude.
>>
>>650861
I made the base object in Maya, I'm just experimenting with zbrush to be able to make some nice and smooth bevels and add some wear and tear.
>>
>>650859
That was rude. It was supposed to be bad not a representation of skill. its literally a sphere and two triangles with some modifiers and particles and the worst lighting I could manage. I don't know how I could make it worse.
>>
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>>650858
reminds me of chad
>>
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Not yet done with the body.
>>
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>>650847
here you go friend
>>
>>650872
Uh, so the water and milk are separate meshes that are mostly invisible with an alpha? Didn’t think that could work well.
>>
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>>650858
Turns out the fingers joints are in the wrong place..... And I cant get export and import weights to work properly...

Moving on...
>>
>>650874
yes, the water is the same mesh just using displacement so it sits ontop. and the alpha is a cutout also so everything but the droplets doesnt show.
There are better ways of doing water, where you procedurally generate each drop as a mesh but it's not something i've bothered learning because i never make stuff like this. Except yesterday when i didn't have any internet and had to make my own porn.
>>
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A crusader sword
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>>650876
>inb4 some rando from /3/ tracks you down and begins to cut your internet every once in a while in hopes of more tutorials
>>
>>650872
>almost sticky worthy tutorial
>about making very nice to look at tit renders
Thank you man. I like titties.
>>
>>650872
Well, goddamn. Mind sharing the mesh itself? That shaping itself is already some good shit. Upload it to like mixtape or something.
>>
>>650888
This desu, I want to um study the topology and texture work... (nice trips btw)
>>
>>650872
Fuck yeah. Awesome stuff man. Cheers for this.
>>
>>650870
zbrush?
>>
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>>650663
>>650664
Now on this story: Furry legs. Don't mind the rudimentary panties (since I'm gonna use her as mostly a reference model anyways), but my gripe here are the foot-claws. I dunno, should I ditch them or find a good reference in the unholy cringy hell of furries?
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>>650857
pretty good, but the eyes need veins and the bottom half should be blotchy white skin with zits and liver spots
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>>649579
Why are there so many holes? This doesn't seem normal. I don't know how this weapon works but I don't think this would work.
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>>649866
Maybe you've seen in in just about every fucking car on this planet.
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>>650924
no
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>>650966
It's skeletonized; material taken out of otherwise solid surfaces to reduce the weight. I'm not a gun guy, so the only example I'm aware of is the OA-98.
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>>650966
what
>>650975
said, I'm using real parts as references, and just building my AR-15 with the cooler ones.
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>>649279
How many polygons this got? I might do a low poly version of mai waifu and myself.
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>>650872
Is this possible in 3ds max 2010? I use older one because reasons.
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>>650990
I would recommend taking the barbs off of that dildo and adding a subsurf to it. it would be a lot more popular and realistic.
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>>650976
>what
I think he's talking about the holes in the metal around the barrel, and I agree with him. Looks structurally weak, especially since the metal is so thin. It would probably bend if you dropped it against a rock.
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Modelled in maya, comped in nuke
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>>651037
kek, looks more like a cycles render

care to post wires?
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>>651038
Yeah, comp and lighting aren't something I've had experience with before so it's pretty lackluster.

Wires are pretty messy but the shape of the body was a real cunt to make with the indents and cutouts
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>>651037
>>651042
Don't listen to that brainlet, it looks great!
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>>651037
looks realistic but lacks artistic value.
Why should people find this image interesting?
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we're at bump but your neighbourhood general-san's been banned for "Reasons Unknown" so he's gotta ask someone else to create a new thread thanks
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>>651048
Might not appeal to you but I appreciate the realistic render style. I'm striving towards being able to render at that level of fidelity and find it fascinating.
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>>651045
Nah any criticism is valid, thanks for the kind words :^)

>>651048
The aim was going for photorealism since that's what most employers look for in a reel.
If you have any suggestions for my next project i'm all ears, I'd definitely like to do something a bit more creative.
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>>651037
The drum looks too glossy next to how dusty the guitars are. The image is good enough I thought you were some brazilian guy from the guitars general on /mu/ but those aren't obviously brazilian rip off guitars.

Keep up the good work!
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>>649087
Great

Do you need to crank it with the gun in your face to start it thought? Seems pretty dangerous.
Also the bullets could get stuck in a leg when the gun move.
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>>651037
That gross ass carpet is great.
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>>651091
hehe, that's actually one of its arms.
Take a look at this image >>650870 that's how the body looks now.
Regarding the bullets: they are fed into the gun with the belt coming from the cylindrical container on its lower backside. Its just not placed/modeled correctly yet.
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First 3D project. Fusion 360. Meant to be 3D printed terrain for D&D, buddy is going to throw it on the printer tomorrow.

How'd I do /3/?
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>>651107
Looking good m8
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Rip it apart for me. Hard to find honesty.
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>>651118
That edge wear on the metal surfaces feels out of place, and some of the specular details feel excessive. I'd suggest experimenting with using cleaner surfaces for this scene. The grimy details clashes unnaturally with the otherwise clean aesthetics.

I'm also not a fan of the huge floor tiles. In my mind it feels like it would be uncomfortable to walk on, and feels like an unnecessary detail. I think a sleek, flat walkway would look and feel better, honestly.
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>>651050
yes that's fine but if you weren't told it was 3D or if the person didn't care about 3D the point still stands.
>>651051
I've been turned down from employers because of my work lacking creativity. It's really important in a creative industry to be atleast somewhat creative.
You should make something that is pretty clearly fake but looks real. You can accomplish that in an infinite amount of ways.
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>>651118
It's a little sterile and the light and panels between braces damage is not consistent with the damage to the braces. Either everything is all beat to hell or just the outer edges of the braces and floor.

I can't tell what function the bottles in the panels have.

The floor should be consistent front to back. The horizontal panel ridges and breaks in the light track on the floor are annoying. If you look at a rear exit cargo bay it is consistent from front to back even if it's not flat side to side the rails are uniform.

The beat up grip tape is great as is the overall lighting. I feel like the scene would be helped by a burnt out tube light on the wall or ceiling. The planet in the background tells a story, as does the worn grip. Some parts are inconsistent with that story (the all around damaged beams, the too perfect lights and crisp between panels are inconsistent with that story). What do the bottles do? Is there a panel missing or an incomplete repair or jury rig to be seen?

Technique is top notch, composition is good, it's the narrative that is lacking in my opinion.
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>>651119
>>651175

Thanks for the extensive critique boys. I imagine the bottles were meant to be some sort of cargo, and the ship to be a worn freighter. I actually built most of the scene off some concept art.

Here's what I'm going to use as the render for now.
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>>651176
Heres the original concept art. Close enough, heh
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>>651176
>>651177
The floor. Why does it look like its been snowing in the ship? A little bit of moisture is to be expected, but a wet ship pairs much better with less intense lighting and stronger shadows to really contrast the blinding yellow lights. Blue is your friend.

Here is a screenshot from alien, its a little more blue than your concept you're copying but you can see a good example of moisture on surfaces in a way that looks pleasing and sort of makes sense for a large space installation.
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>>650930
Rate my rigged hand & fingers.
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>>650990
No idea what im looking at
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refreshed: >>651287
>>651049
an entire day and no one cared /3/ is truly dead
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G
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>>649048
great work dude, they look awesome.

how'd you come up with the design for the pawns?
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Unfinished of course. I really want to be able to make characters. Practice practice practice I do



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