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File: wip.png (2.52 MB, 1500x882)
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back to basics edition

previous: >>653448

Reminder!
This thread is for comments & critique on whatever project you’re working on / have completed.

List of free resources (textures, assets, etc.): https://pastebin.com/vU7P8Vmi
If you’d like to add more links, post them here: >>637415
>>
It’s your stupid ol’ general-san back with a lame admin post to kick stuff off.
Hope you guys like the collage, was easier and harder than expected to make. I tried to add everyone’s contributions, but as you can tell some didn’t make it.
>just didn’t fit
Sorry arch/envbros, while you guys are doing great work it’s a little hard to fit something like that in the collage. Not trying to devalue your work, it’s still great stuff.
It’s also a little awkward for some of the pieces, shit like weird background or poor subject framing makes it hard to extract it and throw it in.
>anon gave up
No point adding someone’s work if they’re going to throw in the towel and not see it in the end. (bipedal titty anon from the previous thread)
>not final
Either it’s a little too early in the process, or you’ve posted an updated version of it later on in the thread.

Also, you may note that there’s now a pastebin link to free resources in the OP. Thought it would be helpful for our fellow newfags.

Cheers, enjoy the thread.
>>
>>655754
Nice work OP, thanks for the links. Image is great!
>>
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>>655753
Going to post again for visibility hope that's cool:
Did some rendering last night, these shots are not complete in length just edited together what i had.
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>>655762
And some stills
cont
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>>655763
>>
>>655764
done
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>>655762
good job man.
scene is well dressed, lights are in the correct place,good camera angels.
i would do some more post-prod work but that's more of a personal taste thing.(especially when its a winter scene)
>>
>>655768
Thanks anon, not done much in the way of post, just a little contrast and white balancing. What would you recommend?
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trying to follow anatomy tutorials while keeping close to Ganon's proportions
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>>655780
What tutorials are you looking at? Unrelated but here's a TT in the best matcap setting.
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>>655780
needs a fat veiny dong
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>>655770
a little more tonemap and perhaps a tiny bit of film filter.
not sure what colors you like, but those 2 filters can wash up natural tone so be careful
>>
>>655802
cheers, will have a play
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>>655785
the form of anatomy, from zac petroc.
I have been following it for the chest and the neck so far and I didn't do it very well either.
I plan to have a full pass of the whole body and then check again maybe with more references.
>>
>>655780
I dont think this design would work unless you add a huge cock
>>
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Still messing around with the building. Playing around with cheating the interiors with some perspective mapping windowbox type shit. It's just a setup that I found online (windows are just flat planes with a room projected based on view angle), so I'm still trying to figure it out which is why it doesn't quite match up. That being said, I also just realized I can't texture for shit. It's gonna be a background building and in the dark so I guess it doesn't matter too much, but damn I need to figure out how to do it. The scale of the texture is pretty wrong, but when I tile it higher there's a ton of shitty patterning. Gonna have to keep playing with it I guess.


>>655754
Nice job on the OP image generalissimo-sama, I like it. Really feels like a community and a family of misfits.
>>
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>>655753
my model made it into the image
thanks kanye, very cool
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Just a tad further on the tracks. I think I'll finish this section up Sunday and then get to work on the body.
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>>655923
>starting a tank model with the tracks
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>>655944
what if he makes a tank that is only tracks
tracks everywhere
tracks for movement
tracks for armour
track cannons that shoot tracks
>>
>>655948
Hilarious comment dude
>>
>>655948
Well, that would be a very attracktive looking tank!

...

...I'm sorry.
>>
>>655948
>>655951
>>655956
Is this Reddit?
>>
>>655965

No this is patrick hahaha /s

r/epicredditwins
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>>655944
Since it's a 3D print that is going to be modular, I could start where ever I wanted.
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File: truck 1.png (1.29 MB, 1900x1069)
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going to rework the Chassi and make it modern as well ass wheels and maybe a tarp or something to cover the trailer
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hows this?
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>>656043
and this?
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>>656043
First one looks like he's has severe autism, second one looks like he has no bone structure, his face is too indented but passes as more human than the first
>>
>>656053
yeah thanks, he looks a bit mushy.
another question, how do i make the eyebrow hair horizontal, tutorial said fiddle with the gravity, but that only makes it go up and down
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>>656064
forgot image
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>>655792
>>655823
yes sir
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>>655871
this is really cool, could you link me some information about how to do this viewing angle texture thing?
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>>656141
Now we're talking
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>>655871
Hey nice. LW had a plugin for that a few years back, VRoom, but I think it's no longer around.
VirtualRoom does much the same, but nodal based for newer versions.
http://www2.trueart.pl/?URIType=Directory&URI=Products/Plug-Ins/VirtualRoom
>>
>>656043
thats one angerey nibba
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>>655871
Show wires please?
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>>656141
can you make a flaccid version too? I think it would be better if it was flaccid. Like with some cum dripping off the end that would be so fun haha
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Trying to get a Trump likeness in a somewhat cartoony style.
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>>655762
>>655763
>>655764
Very nice

>>656141
Based

I'm trying to learn Blender (after using Cinema for years) on this project for uni. I don't really know what I'm doing desu
>>
>>656174
Eh, what am I looking at?
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>>656176
It's a project for some university course. Emphasis on *university* course. 2deep4u
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>>656176
It's supposed to become an abstract-ish render for my arch studio project. Alternatively, an easy way to impress the profs without much work
>>656190
No need to be rude
>>
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>>656147
Well it's just a node setup I found, so it's not really my work. I'm still trying to figure it out and get it to do what I want. It's pretty messy, but I think I understand WHY it works, just not exactly HOW. I'm trying to reverse engineer it a bit to figure that out.
Pic related is the node setup. It's pretty damn messy but that's how it came. I've found a few node setups that do what I need, but none of them are working correctly with Eevee or can use GPU rendering.

>>656150
Yeah I saw some stuff like that, and a few OSL shaders that do the same thing. I'm going to be rendering real time with Eevee though, so I don't think those would work. I'm hoping to get some sort of cyberpunk-ish animation going, and if possible do a 360 video for it as well. Having it done in a realtime engine will save me a ton of time.

>>656168
Here's wires. I ended up going back and re-doing the whole thing using mirroring and arrays (how I probably should have done it to start), so it's still kind of messy and needs to be cleaned up a bit.
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>>656217
Thanks, this is pretty cool
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I got around to some simple extrusion modeled folds. It's really neat cause now I can take these and shrink wrap them onto any other article of clothing I want
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>>656232
or just paint the folds instead like https://www.youtube.com/watch?v=hxCvZCkDUow just use some stamp brushes for clothing
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Little ortho kitchen I did on a whim and never completed.
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>>656169
maybe after I'm finished with the face
(that is taking me much longer than I hoped... ffs) I have priorities to take care of, but a big fat flaccid cumming dong is always welcome
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>>656254
I like this method better cauuse It'll open up the opportunity for users to make their own "modular" clothing. Also, It's super versatile with my non-destructive workflow
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>>656277
>>
>>656277
Whatever happened to using those textures with all the freckles and stuff?
I kind of miss the uncanny detail.
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Someone tell me how this banhammer is going. I've got two pics coming up
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>>656287
second pic
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Not really a WIP but idk where else to post it. Rendered in Eevee. Editable file here: https://files.catbox.moe/hakqpz.blend
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>>656286
I'll throw something on next post
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>>656277
Since you want to make it modular for users, I would like to ask how you are going to make the folds weighted correctly?
>>
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I know nobody asked but my laptop restarted so I had to make a new one, and here is the Banhamer 2.0
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>>656232
neat, how do you get the normals to blend like that?
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posting this here because i started getting back into 3d and learning polygon modeling once again. how is my poly count and loop flow? what els could i work on?
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>>656305
I second this; I really want to know

Did you tweak vertex normals?
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>>656313
Polycount and loop flow are mostly okay. I think you have too many poles, poles are bad when you're modeling and should be kept at a minimum

You should work on the aesthetics of your model, it looks like shit, use better references (or use references at all if you didn't) next time
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>>656315
yeah the model is shit since i did't use references so i was winging it hard. thats fine though now that i gained a better understanding of modeling so i will focus on the look of it more. as far as the poles go i did kind of abuse since im a fucking noob, i spent the the entire day trying to minimize the damage by adding more loops to cancel them out, but i guess it will come with better understanding of topology? thanks for the crit man
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Once I start rotating past 3/4 view into profile, shit starts breaking down. Not exactly sure how to deal with it
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>>656340
the face looks a bit elongated, maybe moving the chin back would help?
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>>656351
>t. receding chin beta
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>>656340
The overall shape looks fine for the most part. I'd say your biggest issues are with lower lip shape, and ear shape. Find some proper pictures, study the trends between them, fix those shaping errors. There are probably some underlying bone structures that are slightly incorrect, but I can't identify them for you since my facial anatomy isn't that strong. It otherwise looks fine for the most part.
>>656351
As far as ideal physiology goes, a straight face profile like that is pretty desirable. It's indicative of strong jaw structure, i.e. manliness. It so happens that in reality many people don't have that feature, which is probably why you see it as odd.
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>>656351
Moving the chin back actually made it look a lot better. Thanks a bunch man.

>>656359
Probably right. The lower lip does look a bit odd. Think I´ll put some quality study time into the mouth and ear, find them pretty tricky. Thanks!
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>>656340
>zbrush
>sculpting
theres your problem
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>>656301
The grip is boring, zero effort there. I also think it would look better if the text was cut into the hammer and not raised up.
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>>656370
Thanks for the feedback. It was something I put together in 5 minutes as a meme so I'm noot really gonna continue it
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>>656372
>I was just pretending
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>>656297
Are you talking about moving the folds to different positions on the cloths at runtime? I probably wont do that. Just different "areas" where you can turn folds on and off. You'll be able to turn yoga pants into jeans for example by adding pockets, folds, belt loops, changing material etc.

if you did want to move an object and get proper weights at runtime, I bet you could get weight information about vertices on the base mesh in the surrounding area of your floating geometry.

>>656305
>>656314
Data transfer modifier with weight groups for smoothing around the edges
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>>656390
yeah, I thought what you meant by making it modular was letting users change the position and weights at runtime. Enabling and disabling mesh renderer is definitely easier.

I wanted to know how to weight at runtime because I will eventually need to figure out how I want to make swappable hair and helmets, and hats. I could parent everything to the head bone and just disable mesh renderer on all of them except one, but if I am going to have many of them, then that is not performant.
>>
>>656393
Im not to this point yet but I'll have to implement the same system. I was gonna use one mesh and replace the mesh at runtime so I dont have to have too many useless objects in scene.

Im pretty sure this works

[code]
public Mesh skinMesh; //whatever mesh you want

void Start () {
gameObject.GetComponent<SkinnedMeshRenderer>().sharedMesh = skinMesh;


//but then you have to assign the correct materials to the mesh
[/code]
>>
>>
>>656373
Fuck off retard
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>>656402
Reminds me of Pixar
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>>656395
that does not set weights to bones, it just makes it able for you to change the rendering. You can maybe make prefabs at correct position to a model character in t-pose and parent it with 100% to one bone, or you will need to weight paint every extra accessory externally.
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>>656407
oh I didnt know your accessories werent weight painted yet
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>>656405
>triangles
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>>656408
Well I was thinking since I do not need hats and helmets to deform, I will just need to parent them to the head bone to save me weight painting, or find some way to just add 100% influence to that one bone.
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>>656409
there is literally nothing wrong with using triangles
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>>656413
Thank you, black Jesus.
>>
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At this point I'm just posting these to save them to my cellphone
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>>656417
also someone please tell me how to not make the resolution look like shit
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>>656419
3dsmax? Press f10, go to resolution. But it looks like your not rendering it?
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>>656417
please post the same hammer another 10 times so we finally get it.
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>>656423
It's so it can go to my cell, retard/ Read the text. And they're different hammers. I fixed the handle because another anon told me to
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>>656425
dont care, looks like the same hammer whatever you write on it
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>>656425
>It's so it can go to my cell, retard

4chan is not your personal file storage faggot
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>>656426
They're completely different models
>>656430
I don't even use 4chan
>>
>>656413
>>656417

yeah we get it, theyre fine for flat surfaces. its still bad practice.
>>
>>656433
I dont think you do get it. Why dont you stop being so autistic and actually make stuff instead of thinking about triangles all day?
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>>656434
the only other way it would be acceptable is with loop reduction on a 2 to 1 ratio. unless youre talking about doing low poly shit by triangulating everything, thats something enitrely different.
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>>656431
my point still stands, they all look the same, doesnt mean they are the same.
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>>656174
macintosh plus, is that you? no really though that marble looks real enough to fit into a courthouse.
>>656141
based
>>656430
the animation speed on this looks so old fashioned and i love it. those 90s feels man. it feels like I'm playing an arcade machine
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>>656402
>irises casting shadow onto sclera
????
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>>656356
>>656359
>this roman senator chinlet slaps your girlfriend's ass and sends your ass to the cross
Did another likeness study from old busts, went all hardmode and kept symmetry off. Fucking difficult.

>>655696
sorry for the late reply! I am busy with work at the moment. It had symmetry on for a LONG time and my ears are always a mess. I will work on it!
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>>656446
sculpting is for fags, prove me wrong.
>>
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I have done more work on the face shapes, I'm now creating whole expressions and the I use masks to break them down with masks into separate shapes roughly based on FACS. Works pretty well and doesn't feel as abstract as trying to create the individual FACS shapes first and then trying to make them work as expressions.

>>656141
In my opinion a tiny penis would fit the character much better considering how he is always angry at the world.

>>656232 >>656277
I do handle my folds with shape keys, but I guess it works, would have never guessed from your in game screenshots that those are floating geometry.

>>656393
Just weight those swappable parts in your 3D tool, (soft stuff copy weights from base mesh and hard stuff just set the weight to a single bone) and removing/adding them at runtime shouldn't be a problem (In unreal set your base mesh as master pose component then the attached part will get all it's animations copied (the attached part doesn't need to have all bones only those that are relevant for it and it can even have additional bones to drive with physics or an animation blueprint).

>>656430
The light should turn on like a fluorescent tube.

>>656446
Sculpting without symmetry is great for practice because you are often sculpting the same things twice and have to go back and forth between them improving both sides. The base of his nose looks a bit twisted, but then I have seen real noses that are worse.
>>
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Anyone knows a good tutorial/wiki/something else about materials?
I'm still trying to improve them, but I kinda hit a brick wall and can't really make them look the way I want them to look...
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>>656438
>it feels like I'm playing an arcade machine
Glad you liked it anon. Here, I made another version for you.

[spoiler]would you be interested in the .blend file? It's rendered with Eevee and completely editable[/spoiler]
>>
>>656454
>Just weight those swappable parts in your 3D tool, (soft stuff copy weights from base mesh and hard stuff just set the weight to a single bone) and removing/adding them at runtime shouldn't be a problem (In unreal set your base mesh as master pose component then the attached part will get all it's animations copied (the attached part doesn't need to have all bones only those that are relevant for it and it can even have additional bones to drive with physics or an animation blueprint).
So I rig my character, then copy to separate file, delete my character and all bones except head bone, import my helmet, skin it to my head bone and export. Inside game engine (I use unity) I import my character, then I import my helmet. as long as their rotation, position and scale are the same, and the character is in T pose, they line up perfectly and both have their own head bones. What do I need to do to make the helmet's head bone cope the movement of the character's head bone?
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>>656454
ugly model
>>
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>>656460
>cope the movement of the character's head bone?
That's where I can't help you, in unreal it's the "master pose" functionality, pic related is my entire skeleton (plus a root bone, because unreal always wants one), each hairstyle can have it's own individual skeleton and I can swap between them at runtime.

>>656463
Any tips on how I can improve it?
>>
>>656460
you can just export all weighted objects at once attached to the same armature as FBX. In unity, delete the unused objects from the scene (They're still part of the project after deleting from the scene) and switch the mesh out with that >>656395 code
>>656463
you jelly fuck

>>656464
I'd ignore this critique as it's not going into any kind of depth or logical criticism.
>>
>>656454
I think the blow up part looks a little strange, I think it blows up too much at the back by the jaw and the falloff doesn't seem sharp enough.
>>
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>>656466
If he manages to formulate something more than "ugly" I might be able to fix it.

>>656467
Thanks, I'll try to fix it. Didn't use any references for that pose and just kind of winged it.
>>
>>656470
honestly it looks awesome I dunno what that other guy is talking about
>>
>>656466
>you can just export all weighted objects at once attached to the same armature as FBX. In unity, delete the unused objects from the scene (They're still part of the project after deleting from the scene) and switch the mesh out with that >>656395 code
So do I have to keep everything as one fbx and delete unused in unity, or can I have them as separate fbx? I would like to have them as separate so I can keep adding more, as I go.

>>656464
I will research if Unity has something like that
>>
It's your local generalfag here with a small request:
Theme your posts with a little bit of that yuletide cheer! Keep this extraordinarily speedy post rate going too and we should have an extra comfy Christmas /wip/ thread + collage just in time for the holiday itself. Already have something similar prepared for the /questions/ general since that's nearing bump.
>note: don't go and immediately modify whatever you're working on, since i'll be following that "not final" guideline as mentioned in >>655754, i.e. only your latest contribution will be featured
Cheers everyone, keep up with the good work.
>>
>>656474
>not final
>work in progress
what did he mean by this
>>
>>656476
It's not the final version that you've posted, i.e. you posted an update to it later on.
>>
>>656473
you can just export them as separate armatures with a bunch of objs on them. Unity should only care that the vertex groups are the same and let you swap the mesh onto a different rig with the same bones.
>>
>>656473
Look into UMA it's a very powerful framework for these kinds of things. You will most likely want to swap out the default character.
>>
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Goddamn, this is horrendous! Im gonna try messaging unity support
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>>656470
>Thanks, I'll try to fix it. Didn't use any references for that pose and just kind of winged it.
Feel your own face, muscles that close the jaw stop the blow-up effect from happening if the jaw is closed
>>
>>656481
you mean https://assetstore.unity.com/packages/3d/characters/uma-2-unity-multipurpose-avatar-35611
I will look into it.

>>656479
I see, I was worried I may end up with extra head bone for each hat
>>
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How do I go further with my models from Maya? I really want to texture some stuff but I'm still saving up my leftover uni money for substance painter so I don't know the limits of my textures
>>
>>656485
what do you mean, for polygon modeling?
>>
>>656482
your models are ugly
>>
>>656484
Yup that is the framework. Here's a good channel to help you hit the ground running: https://www.youtube.com/channel/UCjIhCVu3eN5qLAX7H9Uo6jg
>>
>>656486
I just want to texture and render this shidd. I've been thinking about exporting a maya model to blender and texturing it there, Is that a good idea?
>>
>>656492
Modeling in Maya and rendering in Blender? That is a pretty ass backwards workflow lmao. Model in Blender then render in Maya.
>>
>>656489
Yep, I watched the first video, and it looks like just what I need. I will need to swap the base, but I can already see it is possible. Also I saw Akeystu in there, which is what I use for rigging, skinning and animating. Anything close to my workflow is always good to see.
>>
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following a lightbulb tutorial using Blender 2.8b.
can still see sphere geometry and the some grain.

my goal is to become proficient through the knowledge I acquire in my quest to recreate pre-Blender 2.8b icons in a fully realized 3D format...so that they can be packaged and animated as part of a colorful memorable UI.

I strongly dislike the monochrome set that was added in this beta. The community is polarized pretty strongly on the topic and somehow I imagine the dev team will manage to tune out the side that opposes their decision.

The new GIMP icons annoy me in the same manner but at least I am able to revert to the previous theme without modifying source code.

The 3D set will include very effective LOD scaling and cute borders just like in the original.
I'm a 3D noob but learning will be a good distraction from violent videogames and racism/general misanthropy that I've resorted to out of shear frustration with the world.
>>
>>656501
Fuck off namefag this isn't your blog, faggot.
>>
>>656503
it can be if I try hard
don't be the guy that makes Christopher try
>>
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the icons used to be so kawaii :(
>>
>>656446
the res at the eye area is super low.
i can tell because the triangles are popping out
>>
>TFW I see everyone's creations actually coming to life but I'm stuck with my gay little safe models
>>
>>656474
Give another heads up when we get close to bump/image limit.
I'll add some cheer to mine.

Looking forward to seeing the next collage!
>>
>>656507
This isn't WiP.
This doesn't belong here. Stop fucking up our board "culture"
>>
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i wanted to do the 15 min dog challenge, but with appropriate time i decided to try again
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>>656512
what do you mean by 'gay little safe models'?
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>>656518
probably not challenging himself, getting out of his comfort zone.
>>
>>656470
>when she sees your dick
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>>656485
You can endlessly use the substance trial for free by repeatedly registering new email addresses. Unless you need a commercial license.
>>
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>>656454
True, fixed the nose a bit.

>>656508
Yeah, upped the reso a little where needed!

Going to leave it at this, I think it is better to grind out more projects than get lost in all the little details. Thanks for the input.
>>
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I made guides to draw a circle in the centre but it snaps slightly off on both axis. How to make it centre perfectly?
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>>656536
>>/gd/
>>
^ >>656536
But also just hold control and shift while dragging.
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>>656549
*Alt shift
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>>656507
>the icons used to be so kawaii
then go and make a plugin that implements them in 2.8 and stop littering this thread
>>
>>656507
wtf are even half of these doing? Iconolets, I swear....
>>
>>656507

They looked cartoony and dated, typical ugly open source design.
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>>656563
To be fair, the style is quite similar to the one used for Houdini's icons.
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>>656537
>>>/gd/
>>
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cartoonish Trump
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>>656522
>>656518
see this
>>
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Might delete later desu
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>>656596
Wait thats one of those german code machines that were massive overkill right? That looks really cool
>>
>>656455
Would buy a set of these desu.
>>
>>656592
I don't see anything gay about that... unless, that is, it's full of balls inside?
>>
>>656596
I really dig the surfacing on the metal parts. The wood panels look too perfect, however. I think they need some subtle low-frequency displacement, although perhaps making the grain relief more visible could be enough.
>>
Anyone know good places where I can get reference for people's faces front view and side view?
Or am I stuck building a folder of celeb photos.
>>
How are you dudes adjusting to the Blender 2.8 interface. Almost feels like a totally different piece of software. It's going to take quiet some time for me to adjust.
>>
>>656612
3d.sk
>>
>>656617
Go here: >>653430
This is a WIP thread.
>>
>>656618
Thanks, that's really useful.

>>656619
Sorry, won't happen again.
>>
>>656622
No need to apologize, it's just nice to have discussions organised. Check out the catalog first usaly helps.
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>>656290
10/10 gonna use as reply material
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Something weird about the mouth, no?
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>>656260
Oh wow.
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>>656658
No, not really
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>>656658
maybe a touch too high.
>>
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Finished the viking sword, i could keep fine tuning the textures till the cows come home but im getting sick of it
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>>656658
Looks flat
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>>656658
It's hard to see, but your mouth might be too flat, try pushing the lips out a bit from the center... and maybe lower them.

>>656746
Neat! How do I into texturing? Can it be done in just blender?

Anudda MIRRORfree sculpt. Fun, except for the ears and eyes.
>>
>>656768
in substance painter, and thanks! dont know about blender, but substance is where its at. Looks great, youve been imroving a bunch, keep it up!
>>
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Still working on this Mech Bust
Re-did the back Spine part
Will texture the metal next
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Added some variation between windows and stuff. Changed up the material of the building a bit too. Still not happy with how the building's textures look though. Is there a trick to texturing large scale objects or what? I guess it doesn't really matter since it'll be a background object but still.

Added a shitty looking snowy version for upcoming Holiday wip.
>>
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>>656802
You just have to outdo me now, dont you
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How annoying will this be on a scale from 1-100?
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>>656797
That seems weird to me, having the windows so inset like that. It would catch debris and be a bitch to clean. Like the sills would be a great place for birds to shit on and piss off the people inside.

However it does look nice with the snow.
>>
>>656807
actually i just did it and it was really easy, so a 10 maybe
>>
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>>656809
I'll agree with that. I'm mainly just going off a reference from a random building off Akira. Figured it looked cyberpunk-ish.
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>>656806
yeah, I did, because you were being a twat.
>>
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>>656313
studied some topology and got a better taste of where to put loops and minimize edge poles
>>
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I made a UFO. How do I make it cuter?
>>
>>656824
Alright. That's fair. But since I have no counterargument to being called a twat I guess I'll just call you a blendlet.
>>
>>656850
Give it a tiny hat, and this face :3
>>
>>656844
...please work with a reference.
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>>656864
im studying the basics of polygon modeling im trying to really understand it and have a better work flow. the aesthetics are the last thing on my mind buddy.
>>
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>>656454
you have convinced me
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>>656882
>no balls
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>>656658
Not sure how I can improve the face further at this point, any nice alternatives to ZBrush for texturing? Thinking maybe substance painter
>>
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question for the pron game anons: is there a better way to rig a dong than just a chain of FK bones?
>>
>>656912
I'm not really good at rigging, but the last time I tried to rig a dick I did a chain of IK bones, and then set it to track to a target so I could just aim the dick at whatever by placing the target near it.

It worked okay.

Oh, and don't forget to rig the balls also. It's fun to scale them down as the guy cums, even if just slightly.
>>
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>>656908
Bit more refined
>>
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What's the best way to make that kind of baroque ornate objects? I do it the subsurf way now, then i may add some additionnal details with Zbrush for highpoly baking, but I have the feeling that sculpting from the scratch may be more convenient. But then i wouldnt have the controls of beziers etc... I'm kind of lost on this, help me /3/
>>
>>656923
there is no rule on how to model these.
you could use a combo of sculpting and modeling
>>
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>>656746
Shot from sketchfab
>>
>>656959
That's one sexy blade.
Question, how easy is it to use Substance Painter, and what tutorials (if any) would you recommend? Been thinking about making the switch and leaving Blender's dumbass ""texturing tools"" behind.
>>
>>656963
Thanks man! Substance is pretty intuitive but you gotta know some technical stuff about it if you want to make anything, this is the tutorial i started with, pretty much covers all the basics:
https://www youtube com/watch?v=Qk_YRkDsJrQ

Textures for the viking sword took me atleast 2 days after half a day battling with baking issues, this time i took my sweet time fine tuning them.
>>
>>656969
Ooo, thanks! Should have figured that they'd have some official tutorial stuff, haven't looked much into the Substance ecosystem 2bh. Looks like they have an updated tutorial set for the 2018 version, hopefully it's good.
/playlist?list=PLB0wXHrWAmCwnqWfKdGEmbtSKN2EzvLrY
I'm guessing you're the same anon from the previous thread that kept making all those weapons, from start to finish how long did one of those take? It felt like you were pumping them out pretty quick.
>>
>>656972
about one per day, after i get home from work, so about 7-8 hours? im still pretty slow but its getting better, the couple more recent ones took 2-3 days to make, as i want to increase the quality from the last
>>
>>656969
Legendary Digits
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>>656882
You really need to fix that posture
>>
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>>656882
>>657017
Here, a quick, what was it, 30 min study on such a man bear pig creature

You are fallowing an awful nonsensical concept, your arms float, your legs look funny, overall you are giving a giant monster forms that dont fit him and a silhouette of a female hourglass
Strong characters always get simplified into squares or inverted triangles in cartoons, thats what makes your concept so bad, the artists does not understand the fundamentals of character design
At lest fix those arms, lower them, bring them closer together, get those leg closer, always model in a natural pose, never in an awkward t pose like we are back in 1998, or i would recommend finding better inspiration ;f
Also pigs dont have hooves, they have pointy fingers
>>
>>657026
At the moment I am just trying to learn how to use zbrush, however the end result is supposed to look somewhat like
https://www.youtube.com/watch?v=4RE3CpE-CM8
>>
>>657040
(cont.) when I started the model the game wasn't out yet so I only had that old concept art (or a very old n64 model) to use as reference

I'm not saying it's a good work, it's not. Yet.
>>
>>657040
>>657042
A good advise if you are learning pick things you can break down and find refs on.
When doing standard poly modeling this would always go down to doing simple objects, fire hydrants, desk, chairs, but in sculpting you might wanna focus on characters with actual modeling sheets and ones that look decent.

You cant get stuck on fucking around with one thing for days, you want to go over as many things as you can in quick time, especially when you are learning.
>>
>>656853
not the same guy, but that's not blender you twat
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>>657073
Looks like blender to me. What is it actually?
>>
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>>656912
I wanna know how vertamate does it. Those are the best penetration physics I've ever seen in realtime

On my old game, the penis had AI that would entice it to find the nearest orifice and lock on to it
>>
>>657092
Those are some crazy eyes
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>>657092
>the penis had AI that would entice it to find the nearest orifice and lock on to it
So, in essence, a male brain?
>>
>>657104
upvoted
>>
>>657073
you can tell its blender by that orange dot in the center you dumb dumb
>>
>>656866
Good, because that ear looks prolapsed.
>>657092
Her back has to be killing her
>>
>>657092
Ayyo, I'm seeing those moles/freckles. Or something bouncing around there.
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>>657092
Glad to see you back working on these games.
>>
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>>657049
I like being stuck and take on challenges that are way out my league, fail miserably and get sad.

I tried following your advice about the pose, would you say the arms are still "floating" ? Other indications?
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>>657115
>Good, because that ear looks prolapsed.
funny enough i did another
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>>657125
Honestly with how wonky your anatomy is you might as well ignore it and just push forward to establish a workflow from start to finish.
But if you are gonna do a next model you need to work on something you can study, something that wasnt made up by a retard who cant draw.
You can start adding and blocking in the clothing.
>>
>>657204
I'm not ignoring this model. Will try to fix anatomy asap.
>>
>>657204
>>657205
oh and by the way I have been looking for tutorials about clothing and yes I will start block it out soon.
>>
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>>655753
Aww you guys put my spider in the image
Anyways, here's a start of my battlestation project
Pretty much done with the desk and the chair (apart from the textures, I have yet to find a decent tutorial in unwrapping, or maybe I'm just that retarded) and now moving on to the mouse, keyboard, monitor, and a couple of decorations and finally a room with a window and a closet or something
Maybe even add a lamp to make a night scene idk
>>
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>>657254
another angle to show the railings
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>>657145
Why do you use those brackets?
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>>657263
you mean the bounding box? thats just there...
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>>657145
>>
>>657285
Not bad shape-wise. Should have planned your topology a bit more beforehand, because that looks very chaotic. A small tip for pleasing topology is to try and get everything equally spaced as well as you can. Also, remember to compensate for the phalanges the next time you do hands again.
>>
>>657290
>A small tip for pleasing topology is to try and get everything equally spaced as well as you can
yeah im looking into that guerrillacg video to see how to use the reverse loops better, since i keep fucking it up and get left with a messy topology

>Also, remember to compensate for the phalanges the next time you do hands again
what do you mean, like the joints? if so then yeah i will do that. im gonna try feet and this time with better topology.
>>
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Made another cyberpunk skyscraper, as well as an alternate profile for the previous one. It seemed kind of squat for a skyscraper.
The new one is something of a super high density living area type thing. It was based somewhat off a building from Blade Runner. I think the next thing I'll do is make a few variants for the rooms to keep things from looking samey.

Something that's hard for some reason is getting that "woah, fuckhuge" look like BR has, while still seeming believable. There's the old Star Wars/ILM adage of adding a fuckton of lights to make things seem bigger, but I feel like there'd be a point where it gets really bullshit looking if all the windows are super tiny. I guess it'll be down to having a point of reference to make things seem really big.
>>
Question regarding modeling objects. Do I need to make ever single object I make a single mesh? Or can it be multiple meshes pieced together?
>>
>>657343
Theres no reason to worry about it unless you're gonna be switching meshes out on the character.
perofmrnace wise, game engines can handle their own the.
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>>657347
Okay, so it's fine to make pieces of an object and then piece it together. I only ask because I can model like that just fine, but taking something like a car and modeling the entire thing out in one piece seems really hard
>>
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>>657312
Said fuck it and cranked it up to 11.
Now it's starting to feel like Blade Runner.
Gotta get some full-facade neon signs now and it'll be comfy.
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>>657364
The bigger you go the better it gets, do some Bubblegum Crisis type shit next.
>>
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Doing Retop, Wishing I had thought about the horns sooner.
>>
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>>657312
>>657364
Some tips:
Crank up that emission way higher. I know this isn't final, but trust me, it'll have a lot more of that cyberpunky neon feel immediately.
Play with more geometric shapes. Slopes, towers, even rounded ends. It'll help break up the blocky feel of things, and further help to sell a cyberpunk illusion.
>There's the old Star Wars/ILM adage of adding a fuckton of lights to make things seem bigger, but I feel like there'd be a point where it gets really bullshit looking if all the windows are super tiny.
Not necessarily. Cluster your lights up, have big patches of illuminated windows and "off" windows, and you can still pass it off.
You probably have your references already, but check out Syd Mead's BR stuff. Pic related pretty much encapsulates what I've said.
>>
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>>657367
>The bigger you go the better it gets
No kidding. Seems like shit just gets cool as fuck when you add 200 floors.
I took a look at Bubblegum Crisis, definitely going to have some of that in there.

>>657372
>Crank up that emission way higher
Not even there yet, but will do. I was planning on really punching the neons and lights really hard, just was working on buildings by themselves for now.

>Play with more geometric shapes. Slopes, towers, even rounded ends.
Doing that too, now that I've got a workflow down. First building+variations was really just to get a quick flow down to knock buildings out quickly. Now that I've got it down, I'll be really going wild with designs and stuff. Especially since I can crank out a building in about an hour or two.

I've been mainly just taking a random select and using that to pick which windows are lit up. Figured it'd work out especially for background stuff.
My boi Syd Mead is in my references, don't worry. Actually met the guy at one of his shows, he's got a ton of great work. I actually saw your pic related irl.
I'll keep your tips in mind though when I continue on. At best, this city is just going to look like a hodge-podge of cyberpunk buildings from all sorts of media. Should be good variety at least.

For the most part, right now I'm just getting a volume of buildings to populate a background cityscape. I've got an animation that I'd like to do sometime down the line, and I'm just laying the groundwork.
That being said, I couldn't resist doing a half assed render with what I've got now (sorry if it's a bit dark). Eevee just doesn't light up how you'd really expect it to. For some reason I can't get emission planes to actually emit light.
>>
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>>657376
Jesus that came out super dark when it's uploaded here. I swear it's not that dark when I look in a regular viewer.
Here's a levels-adjusted version, hopefully it's a bit better. Sorry for the double post.
>>
>>657376
Ah, I see. Very nice. Random select's a good idea, I'd recommend ctrl+clicking around too just to deselect/select entire rows to turn on and off to give more of that layered feel to things.
>For some reason I can't get emission planes to actually emit light.
Haven't used Eevee in a long time, not sure if things have changed, but do you have screen-space reflections turned on? Plus, any emissions off-screen won't work (unless they're light sources) since Eevee operates wholly screen-space and doesn't compensate for anything outside of that.
If you haven't already planned for it, play around with the emissive colours too. Throw around more blue and amber lights.
>>
>>657378
Yeah I'll give some manual picking a go too. Not everyone's asleep at midnight, especially in a dystopia.

I've got SSR turned on yeah. Doesn't seem to be doing much, even when I crank the sensitivity up and lower the roughness of materials. The building on the left should definitely be getting some of the light and even some reflectance from the display on the right, but it's not getting shit. I dunno what's up. It's really hit or miss with Eevee for me. Sometimes it looks great and works how you'd expect, and other times you have to fight with it to even do basic shit. I've had good results with other scenes using mesh lighting and reflections, so I don't know what's up here. And yeah I threw on a cooling filter after I posted it here and it really pulled it together. I'd feel kind of shitty posting the same thing 3 times in a row though, so just take my word for it. Definitely going to be playing around with a wider palette in the future.
>>
>>657377
The internet sucks at colour profiles, make sure you save it with the default one and it'll look the same everywhere.
>>
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>>656596
not sure if you are a coworker from my studio or you just used the same reference
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I'm following Grassetti's anatomy tutorial.
is the torso alright so far? Ignore the arms/deltoids
>>
>>657412
Shoulder muscles and chest muscles are not separate entities.
>>
what gun should i model
for real this time i swears
>>
>>657437
guns are dead memes. Model something colorful and stylized.
>>
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>>657412
Hit or miss on that anatomy
Sternum is fucked, clavicles non existent, sternocleidomastoid in wrong place chest muscles should connect to the arms, biceps loo bad
i would recommend modeling in a relaxed pose for starters

I like Grassetti work but he has one of the shittier workflow when it comes to blocking in and creating main forms
Maybe he improved, been a while since ive seen him sculpt

Suplement yourself with your own anatomy refs, i for one always google each body part that gives me problems even if i have a front back and sides refs just so i can isolate and understand it better, but at my level i jut remind myself as its pretty much impossible to keep this in your head unless you do exclusively body sculpts
>>
File deleted.
>>657348
I wouldnt worry about it too much. You can really do it either way. I encountered an issue where a single mesh cant have over 65000 verts in unity, but it turns out you can import more than that using the 32bit mesh import checkbox
>>
>>657120
thanks man :) This is a lot of fun again
>>
>>657443
like what
>>
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rate my first finished project
>>
>>657412
You should treat muscles not as shapes but as fibers that start from landmark A to landmark B, if you do that the final look will be much more organic.

I suggest Zac Petroc Form of Anatomy or the youtube video top tips for improving your sculpts by flipped normals
>>
>file deleted
OY VEY
>>
>>657370
>>
Hey!
It's the always-here general man here to tell you guys just once more:

Please theme your posts with that festive cheer!

Trying to put together a nice comfy collage for the next /wip/ thread in light of the current season, so it'd be great to have a unified theme going. Additionally, just some small notes so your work will be 100% featured in the next collage:
>frame it appropriately
Don't crop out any detail from top or bottom, if not I'll have to shove it into a corner somewhere. Also, give it a good angle. Don't want it to look _too_ out of place.
>proper background
Ideally, something with a transparent background would be the best. But as long as your background is simple (i.e. no super harsh gradient and your project is well contrasted against it), I'll have no problem cutting it out.

This thread's been one of the fastest /wip/s we've had. Might even make it in time for the big 25th itself.

Ciao everyone, enjoy the thread, keep working hard, and have a merry Christmas.
>>
>>657525
No.
>>
Question that has been confusing me for a long time.

When I look at models in Maya/MODO I see people create really smooth meshes that can turn and curve about without edges all over the place? How exactly do you do this? I could never get it to work in Blender. It always seems like I have to use a fuck load of edges/vert to get that section to be smooth. But something like this image requires only 2-3 edges to make a really smooth curve.

>image
At the top of the head there are only like 2-3 edges, but it's so smooth? How do you do that?
>>
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>>657542
In Blender that's a subsurface modifier. Other programs call it smoothing, turbosmooth, etc. etc.
You can enable the edges to 'follow' your mesh by clicking the third and fourth button of your modifier, see image attached.

Also, why are we getting so many questions in the /wip/ thread? This is probably the third or fourth question we've gotten. There's a /questions/ general, my guys.
>>656785
Post there instead.
>>
>>657543
>subsurface
Fuckin' christ, I keep getting this mixed up. SubDIVISION modifier, subsurface is something else. My bad.
>>
>>657543
>>657544
Thanks, and my bad. I put this into the wrong tab I had opened.
>>
>>657488
Where's the 3d? It just looks like a horrible collage of terribly done perspective.
>>
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I hate walk cycles they are annoyingly difficult, yet some of the most important because they'll be seen all the time. The side ways walk animation is a bit iffy and the chest and head on the forward walk probably a bit too stable, but at least they are blending well together.

>>657092
>the penis had AI that would entice it to find the nearest orifice and lock on to it
I tried the same but was never really happy with it. I'm currently back to hand animating it, mostly because it's not just animating the penis but also the vagina so that everything fits tightly.

>>657370
Looks cute, will she do lewd things? You could try to keep her horns separate from the head mesh, so you can swap them against different horns.

>>657377
Looks kinda cool, but I agree you need to make those lights much more vibrant.

>>657412
I agree with the other anons. But if all you focused on was the torso that looks fine to me.

>>657437
If it has to be a gun an old decorated winchester could be nice.
>>
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>>657525
>>657540
Aww, come on. At least he tries to do something nice.
>>
>>657563
> I agree you need to make those lights much more vibrant.
Yeah no doubt. It's a bit of a balancing act trying to get everything looking right, they either come off as too bright and look super fake, or to dim like they are now. Right now the rooms/lights are a placeholder shader so I'm not too focused on it just right now. I plan on making some different room types, adding some neon decorations, advertisements and other stuff to the buildings once I get a good chunk of buildings together. Figured I'd make a big batch of ads and stuff that I can place procedurally and then fine tune by hand once they're all put together.
Thanks for noticing me Witchdev-sempai.
>>
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>>657570
Put together another building while waiting for dinner to cook. It's a pretty simple one, but should add some good accents with the vertical stripes. Gonna be working on a few "weenie" buildings next.
Here's my Christmas submission with the buildings cut out. Probably won't add any snow to any new buildings, so this is it for now.
Kinda makes me think that snow would look kind of nice in a Blade Runner-esque setting.
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>>657542
>But something like this image requires only 2-3 edges to make a really smooth curve.
The additional edges are there, but they aren't shown for comfort. It's an optional display setting.
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>>657563
>I hate walk cycles they are annoyingly difficult
Move her spine, make it smooth like a cat but at the same time you should add some "force/robotics" to it so it doesn't look like shes made of jelly and actually have bones.
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>>657582
Ironically, this is how some of the highrise architecture in Tokyo looked and still looks today.
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>>657370
Progress. I've got to get this this thing done by January 7th so I'm rushing.

>>657563
No, this one isn't for lewds. But at this point I'm considering doing another project like this in the near future to try and do a proper, timely job for once.
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>>657608
I can see that, they're pretty conservative designs in terms of skyscrapers. A lot of concrete styled buildings and not many glass sided facades. Not a lot of frills or crazy designs.
I plan on adding some visual flair on the weenie buildings when I work on them. Hopefully that will break up some of the monotony of concrete structures.
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>>657606
She looks like she's trying to hold in a really liquid shit right now, but also has some kind of compulsion to walk one foot in front of the other.
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>>657621
Yeah it's exaggerated silly goose.
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Test
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>>657623
Is it just me who can't post files?
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I have less and less an idea of what the fuck I'm doing.
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>>657588
u wot mate
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>>657639

PetiteElvenQts VS PigOgreBigDongThingy
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>>657642
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>>657658
what if Zelda was a grill
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>>657692
You could make some tasty hamburgers on her rack.
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newfag reporting, to this board and 3d modeling in general

I can't draw for shit, and I've never modeled. How am I doing? I'm on vacation from work and basically spent my whole day trying to put this together.
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>>657709
My image didnt post for some reason, promise I'm not that retarded.
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>>657710
Keep on practicing. You are already one or two steps above the shitheads who shit on each others software all day.
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Does anyone here have anything to say about chinese tablets with screens and sculpting? I'm thinking about upgrading from my old small intuos. I've been using it for a couple of years, and my main peeve with it, is the scale. I've been looking into xp-pen artist 12, since it's fairly cheap and have some good reviews, but I'm worried about the size again.
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>>656043
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>>657285
so i think i was able to end up with cleaner topology now, so im gonna work on aesthetics now
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Projects are never completed.
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>>657809
>missing eye lashes on bottom eyelid
>eyelashes going off the eyelid
?????
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>>657810
yep finishing touches
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>>657815
>finishing touches
Yeah.
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How the heck do I make boobs?
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>>657855
1. Stop jerking off
2. Pick up a book on anatomy
3. Study and practice hard
4. Go back to Blender
5. Realize that, through your studies, you have reached enlightenment and have no desire for lewds anymore
6. Become the digital Michelangelo
7. ???
8. PROFIT
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>>657865
I'm not horny anon I just want to make cute things.
Besides, how does learning anatomy translate into good digital boobs?
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>>657874
I really shouldn't bother posting to people like this, but think for one second.

Do you know what Anatomy means? It means the body. Simply put, the human anatomy means the form, structure and understanding of how it all comes together. If you don't know how to recreate the human form, go back to books and study. You cannot recreate what you don't fucking understand.
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>>657874

Not dissing >>657865 and >>657875 anon, but I think a simpler and faster way to create boobs you find appealing is just to go on sketchfab, search for female basemeshes that are downloadable, find one with boobs you like, superimpose that on top of your existing mesh and then just match your mesh to the base. There are tons of these bases on the internet and most of them are pretty passable for uses like this.

Anatomy books are fine as quick references when you're already deep into a sculpt and you want to know how bones connect to muscle under flesh. Dropping everything you're doing to study one in-depth is akin to practicing bowing for five years before an old master will let you play a musical piece for the first time.
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>>657855
1- delete some vertices
2- loop select + smooth vertex
3- loop select + extrude titties
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>>657885
this pretty much
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How is this new boob?
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>>657894
Made me think of Daleks.
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>>657894
Not remarkable, but it's progress.
Are you trying to do a dress?
Sometimes, you'll have to model "uniboobs" with clothing.

Pic related.
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Both combined
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>>657897
Yea I'm trying to something similar to:
https://vignette.wikia.nocookie.net/soulcalibur/images/4/41/SopSC1art1.jpg/revision/latest?cb=20140930155847

How's this uniboob?
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Looks shit right now yeah. Having fun with poly limits
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>>657900
You may want to pump the polygons a bit there.
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>>657902
if you're limited you may want to achieve the serrated effect via alpha/transparent materials.
Just saying.
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>>657903
I'm afraid I won't be able to manage a higher poly count and the boobs will lose form.
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>>657905
I'm only getting about 120 poly closer to my limit with the jimping, but yeah thats the first part I think I'll cut down on if I get past my personal limit. I think I can easy get it down to about 60.
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>>657906
Tits are meant to be defined, young padawan.
Plump and smooth
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>>657903
easy on the noise dude and tits need to be spaced more
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Thanks once again for all your contributions, enjoy the dumb little postcard.

>>657915
>>657915
>>657915

Was originally going to make little santa hats myself but my "copy" of MD decided to be a cunt, so I had to use the same anime hat.
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How should I go about sculpting breasts? Nothing I do seems to look correct, any tips?
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>>660869
Shit this is the old thread



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