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File: 3-190118.png (2.21 MB, 1500x882)
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dunning-kruger edition

previous: >>661543

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
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WIP arcade map for KF2
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>>662589
>>662590
i know what you mean but C loops and all loops in general dont dictate the scope of where the mesh goes, especially with face morphs/blendshapes they are not bound by specific loops, because you define the scope that it can stretch. as long as its quads and atleast subdivded in 1 iteration to remove triangles and n gons then it will be fine, that jap guy is a good example. im all ears if you have rebuttals tho.
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>>662608
err deleted my post to correct a word and dont feel like deleting again to post the pic
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>>662604
That flow is still better than what you can see in >>662581
and it's lower poly too. None of those expressions really push the mesh. That's not even a full grin, it's like a smile of a girl who is going to have her parents killed if she is going to get a single wrinkle on her face.

You can make your face morphs look good by moving everything until you get the look you want, but interpolation between 2 morphs is going to look ugly. Screens of before and after are not enough.

Most people start to understand how topology deformation works after they try to rig their character so >>662581 anon, don't get discouraged.
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>>662609
That is gorgeous.
Working on the male hero.
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Also tweaking the female protag.
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>>662610
i have several areas where the flow of the loop is broken and thats what im going to fix, idk why you think that is the final. either way i dont think you know how deformations works.
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>>662614
>let me show you topology of that overly posted artist who makes his meshes out of triangles, instead of triangulating at the end.
>here, try spot pinching on a model with cell shading, it's easy to see, right?
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This is my first try of modelling a gun, so I chose something relatively simple.

Still in early WIP stages, but whaddya think?
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>>662643
The trigger guard looks a wee thin, but maybe that's just the reference.
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Progress from the last thread. Maybe I add some drawn details later, but I want it to be simple and keep the flat colors as much as posible
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>>662617
>he thinks thats how he always works
someones buttblasted from getting btfod
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So i'm trying to create a simple game asset for an RTS.
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I'm happy with her face now.
What do you think?

>>662592
not cropped this time
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>>662668
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>>662668
Aren't cheeks are too thick?
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Spent 14 hours today making models, scrapping them and starting over.
Great way to learn all the basics of blender, and also waste a day.
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>>662671
After max I tried to get used to blender for 2 weeks. It was pretty annoying but now I feel myself like an adept of some kind of sect and don't want to use anything but blender.
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>>662669
the lips are still protruding too far past the forehead you need to realize that the face is actually flat besides the nose poking out, and it doesn help that your nose is drooping
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>>662672
Im not sure what max is, but yeah blender is my first. my eyeballs are so dry from sitting here all day...
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>>662674
It's 3ds max. Recently I started noticing that my eyeballs hurts after few hours of modelling. Maybe thats because of lack of sleep and insomnia sometimes
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>>662675
Poor nutrition, not enough sunlight and lack of sleep will do it. :\

and to think ive only just begun my journey...im going to be blind by the time i can make something decent
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>>662676
Nah, you're not. I think you just will be bored and tired as fuck. Because probably one day you want to change your activity in order to not to get mad after hours of autictic vertices moving
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>>662677
Temporary at least
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>>662670
>Aren't cheeks are too thick?
I think they work for a stylized face like this.

>>662673
>you need to realize that the face is actually flat
I do realize that, but i can't seem to make that work with this model,
and it doesn't hurt it much either, imo.
But i'll keep that in mind for next time.
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>>662681
>but i can't seem to make that work with this model,
yes you can youre just neglecting it and it does hurt the model because thats not how faces work. it makes her look like she as deformed jaw thats pushing out too far
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>>662609
Damn. Nice
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>>662591
What's the story behind the grassy hill?
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>>662744
time to do fan art of it, lets go guys, ive always to wanted to recreate it ever since i discovered /3/
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>>662744
It predates me, but I believe it was some anon's project that he never quite finished but kept spamming the /wip/ with, so it became a meme after a while that turned into the /wip/'s OP image. It's been board tradition long before I came to this board, so we've just continued to roll with it.

>>662749
That'd be pretty cool honestly. I'd love to do some variations on the OP images, different lighting and all that shit and better inclusion of everyone's works, but I'm no envfag so I got no idea where to even start.
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>>662751
>>662744
>It predates me, but I believe it was some anon's project that he never quite finished but kept spamming the /wip/ with, so it became a meme after a while that turned into the /wip/'s OP image. It's been board tradition long before I came to this board, so we've just continued to roll with it.
He did finish it, but didnt go much further he was a beginner himself
It wasnt posted that much, not sure why it was chosen, its just that the guy who used to make the wips used this image, then when next anons came just kept doing it and it stuck
There isnt really any story to it, just a /3/ tradition from time when little was posted
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Seems like /3/ is really helphul. I finally baked these marlons and now all I have to do is to finish mapping of the faces inside the platform and also I want to make wooden floor. And I need to create entrance and all this shit that I had to think about during the blocking. I know that it's not the best normal mapping ever, but as these tutorial fuckers say "BUT I'M HAPPY WITH THAT". Moreover, this is not supposed to bring the view that close.
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Done with the bust. I added some plain colors. Its going so well at least.. My problem now is how to make really good shaded textures like how good anime modelers do.
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>>662790
cont without the wireframe.
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>>662790
>>662791
Well time to sleep for this day. Ill continue tomorrow. Been busy with IRL stuff . I dont know if i should make a full body or not.
Good night /wip/
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>>662591
Any advice I'm still pretty new?
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>>662797
What are your goals?
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>>662797
your scale is massively off, good heights of things and work in proper units.
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>>662801
google heights*
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>>662797
First, I really like this. What look are you trying to achieve? I'd encourage you to keep going in a 1920s kind of direction. Put a shaving brush on the sink. Add one of those round shower curtains. Find some more 1920s graphic designs like the rug. Get a King Kong (1933) poster on the wall. You could have a really great style.

The biggest problem is the composition. This angle is not doing this justice. Ask yourself how you can use the reflection in the mirror creatively. I don't know what the answer to that should be, but I think you should be asking it. Maybe change the shape of the room or reposition things. There's just too much empty space at the moment. The plunger laying there doesn't really make sense.

The second problem are proportions, shapes, etc. The mirror seems too thick. The baseboards are too tall. There's too much empty space behind the faucet. The cabinet/sink seems to come out too far into the room. The feet of the tub don't look like they have materials assigned. The rug looks like it's floating. The tub looks too tall (looks at least as tall as the sink even with the depth of the room taken into account). The toilet looks like it's floating, and the lid to the seat looks like an upside-down pie pan. The toothbrushes are definitely too large. I'd try to maybe use the units of what software you're using to compare to the size of real-world objects. Blender has metric units. Measure your tooth brush with a ruler and then use that to get everything to scale.

Lastly, the room is gonna need some grit at some point. Foam in the sink. Fuzz in the floor. Water spots on the mirror.

What are those things to the left of the mirror? What the the three yellow things on the right wall? They looks like yellow ears or something.

Don't give up! I love this. Keep making a few changes here and there, and it will slowly evolve.
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>>662797
Maybe it's just some kind of distortion, but the tiles don't look evenly shaped. The ones in the middle (see my pic) don't look perfectly square. It might just be camera angle, but I would look into this.
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>>662804
No you're right they're not thanks for the advice!
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>>662803
Thanks so much! In class people never go this deep and honestly this is ganna help me so much. I typically don't pay attention or scale just more getting the shapes right. The ear things on the wall are ganna be photo frames and I love the idea of an older theme. I'll be sure to update it and show later tonight!
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>>662801
How do you typically go about this? I don't pay much attention to scale and usually work on the shape and then kinda shrink or grow it to fit. Thanks for the advice though!
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>>662798
Make a kinda realistic bathroom honestly. Idk if I wanna go for a more realistic or cartoony look.
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>>662790
Please consider studying real anatomy even if you like the anime aesthetic. Then you can make characters like 2B, and have broader reach than just the Kyoani-look. It can be intimidating at first but you will advance quickly. Anyway, it looks pretty good!

I've been frustrated recently, I feel like I'm plateauing. Maybe I should try hard surfacing just to change things a little bit... One study at expression again, disgust/discontent this time.
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>>662839
your anatomy is also pretty wonky
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>>662692
better?

>>662839
That's exactly how i started.
When i started sculpting, i realized that it is easier to model realistic shapes than try to "fake" the anime look.
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>>662839
Personally I'm interested in making game/real time characters.
Maybe you could try to retopo, baking down to lower poly, uv unwrapping, rigging, etc.
I find those can also be fun to learn.
Unless you already do ofc.
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added some quick place holder textures on the model
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>>662850
i know the render isn't perfect and the glossy floor isn't necessary but i like it
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>>662850
This gun sword is looking great, but I just can't get over the bad design from your source. That thing would suck so much to try and shoot as you would either have to do it one handed or both hands would pretty much be in the same area and the front of that gun would be heavy as shit.

Other than my stupid gripes the model is looking great
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>>662853
I dont blame you about the design aspect. desu i feel like it'd only make sense in a fantasy game where they hold 20ft greatswords while being scrawny.

and thanks!
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>>662846
no lol the lips and chin are still sticking past the forehead apex, and now you made it worse by pushing the nose back, the nose was fine, its should be only thing sticking out.
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>>662844
I'm no grandmaster of anatomy, can you point out what please!

>>662848
I'll look into that, thanks.
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>>662855
meh, i don't see it.
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>>662860
In this comparison you can see that the depth of the face is a bit of a problem. The jaw/ear point should extend back farther and the facial feature planes should extend forward
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>>662860
It does not matter. We are all different.
Just making a tighter face for this girl.
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>>662862
BTW thank you anon who told me my faces are too wide.
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>>662839
>>662857
Your eyelids are in wrong position, you need to add an iris to the eye if you cant easily find the proper spot for the eyeball
Outer sides of the eyesockets are too thick, they are less than 1cm from side of the eyeball
bottom of the eyesocket is not defined
your masetter muscles are underdefned and your temporal bone plane lacks the proper flatness with the thickness of the temporalis muscle
But your problem stats at the cheekbone and continues to the zygomatic bone
Even your nose is too triangular, remember its an actual bone under there, it make very little give even in extreme facial expressions

basically fix the eye socket and its relation to the cheekbone and eye position, you can go from there
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>>662862
all of your models look like their from mass effect andromeda
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>>662861
you're right, ears seem to be further back on the head than i would have thought.
My jawline also could be a bit less steep and go further back along with the ear.

I will work on eyelashes now, no idea how to do those yet.
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>>662865
A man is worthy as many words he can speak, and this is all you can say since a few years back. Glad to have you back anon.
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>>662868
you don't have to believe me, but i'm new to the board and not that anon

great minds think alike, i suppose
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>>662870
Good defense trying to play different people. I know your style.
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>>662870
>>662865
>all of your models
Yeah, you sure sound like you are new around here. Also selective change in writing does not alter the person you are.
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>>662809
it depends on the program, but im 3dsmax you can set your units to something like cm and all the numerical values will be in cms
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>>662874
all of your models in this thread and the last wip thread

not real bright, are you?
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>>662884
>not real bright, are you?
Sir, as I told you about a year ago. I will not indulge you. And you are repeating yourself in terms of your arguments. I shall respond no further! Good day Sir!
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Ceiling with pipes.
Needs even more pipes and cables.
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Could I get a critique on this character I made in Blender? I heard the legs were a bit too long, but I just want to make sure it looks okay and that the design is working.
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>>662892
Yeah her pelvis just isn't tall enough the z direction. Imagine the navel and then draw a line to her pubic bone, distance too short. I think the legs themselves are fine lengthwise. Shading makes it hard to really see her features etc but it looks nice on a glance
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>>662892
I told you update your graphics drivers man.
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>>662892
The eyes don't mesh well with the simple colors of the rest of the character.

I really hope this isn't a finished state for you.
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>>662893
Thanks. Here it is without the shading.

>>662894
Not me.

>>662896
I haven't textured it yet. I just want to make sure it doesn't look weird.
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>>662900
Is the pelvis really in a bad spot though? Maybe I'm just blind.
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>>662904
Dunno, looks a bit better from the front. Maybe her ass is a bit small, giving us the illusion that her midriff is short from view pictured? Or the long slit you made for the navel extends too far down so it presents the illusion that the midriff is too short? Not so sure anymore.

I just saw it on /ic/ so I don't know how easy it is but maybe try making her behind a bit bigger and test how it looks from this same angle angle. Or try moving the navel up a bit/cutting away the lower half of the navel crease or whatever.
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>>662860
first of all neither of those examples are profile faces if we can see the eye lashes. second look how far the corners of the mouth extend to. it reaches the eye so you can see with yours just how much depth its missing. so yeah, move it back.
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>>662860
Shooped it for fun
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>>662839
I do know im bad at anatomy but what part makes you feel like "eh" in my model? Since i just model by reference sometimes and try to see what looks good or not. Is it the jawline or cheeks? sometimes i get some complaints about them when i model heads.
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>>662860
i already fixed your dumb head last thread
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>>662591
https://www.artstation.com/artwork/q8dgz
its got a lot of images, so i thought id share the station project that i update often
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>>662954
heres one image from the wip so far
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Does substance designer count as /3/? Regardless, I'm piecing together a decorative ceiling just to see if I can. Trying to get the height map right, I'll look into proper materials later.
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>>662954
says you use mari? im about to try it out. i gave a quick look in a video and it looks like you can use opacity for pen pressure unlike substance painter.
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>>662955
I love that movie
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>>662963
>>662954
oh damn it actutally does use it, i might actually use this
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Felt Cute in this pic, might delete it later
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>>662944
No your model is fine for lowpoly anime head, just saying if you want to branch out.
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>>662864
Thanks, made another with slimmer temples and more pronounced zygotic process. Has irises too. Making this a quick sketch because feeling a bit burnt out, I'll leave it as a semi-ecorche.
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>>662986
Its not better
You really need to switch materials, this one just pisses me off, its like zbrush red wax, so low value range and hard to read
Get yourself mudbox inspired material or standard zbrush gray
First step of of good workflow is the ability to read shapes at a glance, this requires a material with lower specularity and a more uniform shading distribution as real time gi is not an option

Cheek bones are the widest part of the face by a huge margin, but the transition is very smooth, its extremely hard to tell where the zygomatic bone is located but its more of a smoth wide bump
You still have no definition of the eyesocket, you almost have a hole under the eye, but in reality its a very defined flat circular plane
Your eyeballs look silighty better but still are place too low, add color, color the iris and the pupil, you will at a glance know where your eyes are in position compared to the eyelid
Eyelid is another problem, you do not have the eyelid shape, your eye corners are too wide, and you lack the very distinct eyelid shape, then need to be perfectly matched, they come together as a perfect seal
Back of your skull lacks thickness, while cheeks are the widest part of the face, they are usually not the widest part of the head, most people have the back of the head much wider, not everyone but usually its the case for normal looking person

If you arent using front and side projections yet use it
Eyebrows seem right in volume, and cheeks are pushed rigt at 45 degree angle, but front and side view is wrong i can tell
Realistic faces are hard to do, took me a while to learn every muscle and bone in them and how they direct the fat distribution and wrinkles in turn
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I finished normal mapping and now I need to bring some colors (how the fuck am I supposed to do that huh?) and add a couple of details.
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>>662997
normal map looks so blurry,
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>>662997
>those edge seam
ayy, hurts to look at
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>>662998
>>662999
Yep, it is. But it's not supposed to be looked at so close
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>>662992
>3d scan with eyes open
this is a fake.
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>>663001
>https://www.youtube.com/watch?v=UWBsMaPPWTU
This better be bait
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>>663004
looks fantastic
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>>663005
looks gay
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>>663007
Why?
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>>662959
It counts.
Looking nice too.
If you're still in the mood for ceilings after that, try taking a crack at some Rococo styled ones. That'll keep ya busy.

>>662972
Don't delete anything you do in 3d. It's not that you might need it later, but it's important to keep things for archival reasons.
Same as never throwing away sketches or drawings you do.
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Blocked in mostly everything yesterday. Working my way from the boots up. Blocked in her blaster pack and blaster today. I have no idea how I'm going to pull off her hair. I'm not going for cel-shading this time.
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>>663060
ew
>>
What type of STD do 3D meshes get?
n-gonorrhea
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>>662609
Might be one of the best animu-tier 3d characters i've ever seen.
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>>663102
>he thinks n gons are bad
ngmi
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>>662997
Think for a moment, why would the entire tower be made of bricks, and only the top bulwarks be made of roughly brick-shaped cobblestone?
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>>663102
>ywn recalculate your 3waifu's normals
>ywn shapekey her into a doughnut or anvil
Why even live?
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>>662609
Is that hair on the left a guide for the finished product on the right?

Or is it a different mesh?
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>>663134
theyre just placeholder planes, on the right their mostly polys since there is volume
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>>662613
>>662862
did you ever release a game demo, also what's your blog?
>>662594
>>662595
>>662596
>>662597
looks good
>>662846
>>662669
>>662668
not bad, what are these for, animation, game or just practice?
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>>663149
What is screen cap?
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Reposting from /ic/.

All of the pics correspond to the same model, who is supposed to be very busty, yet natural. First row is in resting position, bottom row is with the breasts being supported by an imaginary bra or other piece of tight clothing.

Bottom row just looks utterly ridiculous to me. Like she has two spheres bolted on. But I THINK that's how I'm supposed to make her. It's the kind of shape bras give, it's just that bras aren't invisible. Still, they look stupid. Any redlining would be appreciated.

I don't mean to make a realistic character, but I don't want it to look too alien-y and repulsive, either.

Any help will be welcome. Thanks for reading
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almost there
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>>663130
I was thinking of that during the process of sculpting the cobblestone texture, but at some point when I was sculpting I just said myself "Ah, fuck it. Let there be this instead of bricks." Sometimes it can be kind of meditative and you stop giving a shit. But thank you all for the notices, I definitely will remake it after getting diffuse map on this and import it into the engine. I've been creating this one just to see how it will work in there.
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>>663060
Now kids, this is what happens when you follow 3DGuy's tutorials
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>>663154
>baby don't hurt me.. don't hurt me... no more!!

I had internet shortage..
so I took photo and posted from phone
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Completed some work on the belly for this week.
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>>663141
>did you ever release a game demo, also what's your blog?
Not yet. I took a step back to improve my skills and the demo kind of stopped. No worries I will make it. In meantime you can check out the vids in here https://www.youtube.com/watch?v=DUZQTNKnz0I. I didn't update the blog in a long time and probably won't until I make something significant in-game, but again I think I will post all that on youtube as well.
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I know its shitty and unpolished but just bumping the thread.
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>>663261
change that fucking horrid lighting already
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>>663156
I think a bigger head would make xer/xir more intimidating.
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>>663263
>xer/xir
Not him, but use "It" bro.
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>>663264
Did you just assume zur gender?
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>>663263
Okay
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>>663262
I will. But withing Zbrush it looks that way and I hate Keyshot. Ideally I would render it in Marmoset or Substance but the model is a mishmash of high poly and low poly stuff. It will take some time to get to proper rendering. Any suggestion?
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>>663294
no buddy just remove that fucking blue spec light
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>>663294
Just switch out your matcap.
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>>663295
>>663296
Ok. Thanks guys.
>>
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>>663295
>>663296
Better?
>>
>>663300
god fuck yes, that blue spec was just eye jarring
>>
>>663302
Thank you very much. I'll play around with it a bit more.
>>
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BLUE SPEC
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>>663155
Make the rib cage a bit wider from the front view, at the moment it's so thin it makes her breasts look odd.

Maybe have the breasts rest a little more on the sternum aka add more gravity.

Her knees are fucked but i'm not familiar enough with modeling to tell you how exactly.

Spread the feet more so the legs are parallel rather than coming together, helps with rigging.
>>
>>663149
Looks pretty good.
>>
>>663306
that looks like shit too
>>
>>663327
nou
>>
>>663328
besides the shitty lighting those ears are tiny as fuck and i can tell you that, that is not how the eyebrow works, it does not that have that kind of definition on the temple. that is if its your work anyways. the rest is average for what it is.
>>
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To help me along with learning, I'm going to remodel pretty much everything I can from PSO. First one is already done. These simple models will be nice to learn to texture while I'm at it.
>>
>>663340
theres literally nothing to learn from low poly models tho
>>
>>663342
It's more about learning to use the basic tools in Maya quickly. Not about the skill behind it. Using simple models allows me to go through shit quickly and then I can add details on them to up them from low poly to keep going.
>>
>>663344
basic tools as in what? sculpting, poly modelling? what specifically
>>
>>663347
Transitioning from Blender and AutoCad. It's just to pick up where all the tools are.
>>
>>663348
have fun trying to mirror shit, even tho maya is pretty straight forward, you have to look for a lot of shit in menus, mirroring is one of the most basic work flows for modellin and and its pain in the ass to set up in maya
>>
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>>663349
I've already mirrored in it. it's very straight forward an easy, you just have to remember to + or -.
>>
>>663329
you're not wrong about the anatomy but I like the matcap so I guess thats just like your opinion man
>>
>>663350
not that kind of mirroring buddy
https://www.youtube.com/watch?v=yaueNw4rATM&t=177s
>>
>>663351
its eye jarring.
>>
>>663352
Maya does have symmetry these days.
>>
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>>663353
It does look calmer. I gotta get used to it though. Still playing with the values. Thank you. I can also see some of the models lack the details I thought I had. Thanks
>>
>>663355
that literally made your model 10x better holy shit
>>
>>662790
>>662791
>>662944
Cont.
Made the body now. I like how i did with the topology.
Front view Ortho. For reference.
>>
>>663369
Cont. Side and front view. Perspective.
>>
>>663370
I fucked up. Image here.
>>
>>663371
Back perspective.
Just did this in two hours at least. Played with some topology.I love how it turned out.
I hope it bend well when i rig it...
Ill texture probably tomorrow when im out of work.
Please feel free to tell your suggestions! i will really appreciate it.
>>
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>>663352
2017 onwards its one click away from the moment you first install maya ;)
>>
>>663141
>not bad, what are these for, animation, game or just practice
Thanks.
If anything, i would make a full body character to put in a unity game thingy. (I'm more of a coder than an artist)
but it's not like i have any ideas for a game.
>>
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>>663403
As for putting it in Unity, retopologize so it runs smoothly. If you are a coder that is a blessing. I do everything other than coding but still believe I shall prevail. Since your style is pretty it can fit into anything from a platformer to a fantasy game or even an adventure rpg. If you have trouble modelling the body it is dead simple with either zspheres or dynamesh. As for retopology it can get addictive and fun but you can also use zremesher and retopo the face to have proper topology.
>>
>>663372
>>663371
this is taking you way too long for something super simple
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>>662591
yo can anyone give me the original file for OP? im going to recreate it
>>
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>>663425
startin
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>>663425
>>663429
Hell yeah my dude.

>>662751
>>
>>663417
i have a job anon. Busy one at that. I can only so things everyday 1-3 hours at most.
>>
>>663352
>move origin point
>duplicate special > scale -1 on the axis you want
>done
Difficult am I right
>>
>>663437
ty
>>
>>663439
>he thinks thats an excuse
>>
>>663440
i mean thats exactly what i did. but it did't mirror properly for what ever reason. i found out just now that my maya version was buggy as hell, so went to grab a different version and everything worked properly especially the sculpting tools.
>>
>>663442
Well im planning to quit my job so i guess it will be fine.
if you observe the timestamps in my screenshots i model things at 9pm at most.
I really wish i have lots of time to burn.
>>
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300 hours in keyframes
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>>663476
relax on the SSS buddy
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>>663479
what's SSS?
>>
>>663480
subsurface scattering.

He's saying the shadows on the skin are too red.
>>
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>>663446
>tfw tons of time to burn but struggle to use any of it productively because worthless fuck
>>
>>663485
Its fine. I used to be like that.
Gets better being a wagecuck. At least when i go neet again i have money.
>>
>>663476
Holy fucks 300hours? I could do that in under 1 hour. Step up your game pal
>>
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Working on the crash pod and ended up going off doing random shit to the model.
>>
>>663476
why is she breathing with her chest and not with her belly? is she retarded?
>>
>>662790

>2019
>box modeling of organic

Are you retarded or masochist?
>>
>>663355
your noses could benefit from correct anatomy
https://www.youtube.com/watch?v=nWZZ3SFmDS8
>>
>>663476
Where's her diaphragm, why is she so short of breath?
Have you even looked how how you breathe? Is a xenomorph going to burst out of her? Seriously, she looks super concerned.
>>
>>663670
theyre fine, a little funny lookin, but they are correct in terms of anatomy.
>>
>>663668
this is why 3Ds max is the best for box modelling. its sculpting freeform tools are not a mode you have to be in unlike maya and blender, so you can switch between axis controls and freeform fast. you can also freeze axis which i dont think you can do that with others. 3DS max literally offers anything you need for organic and box modelling techniques, especially non destructive editing which blender and maya lack.
>>
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>>663680

yes, sure, they've got all the right parts. I'm not saying your noses are wrong. what i'm suggesting is looking at the planes and constructing your nose with those planes in mind. those planes infer both orientation and thickness. it's a subtle change that makes a big difference
>>
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>>663677
>>663608
When you're nervous or excited, you don't use your diaphragm as much, but it's still a poor animation. I just animated the bone in the middle of her spine to scale up and down on the depth axis and made her back arch a bit.
I need to learn shape keys, I'll probably have one diaphragm breathing and one for chest breathing then I can combine the two in different proportions.
>>
>>663684
im not the artist, and youre wrong. the noses are fine. stop being autistic over it.
>>
>>663485
Same. Gotta break everything down into smaller chunks. If you have a big project that takes 10 hours, you won't want to dive into it. If you have 20 projects that take 30 minutes each, you can get through them.
It's the same psychology that allows an average person to binge watch a series on Netflix, when almost nobody would watch a 10-hour movie.
>>
>>663687
i am not the one being autistic about it, you are. i was merely giving constructive critique to a fellow artist. whether it's something he considers worth while looking into is up to him.
>>
>>663692
>im telling you its fine
>NO ITS NOT CHANGE IT REEEE
no buddy, you're the autistic one.
>>
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>>663670
Anon, they do. It is one of the first things I like about people after the eyes.
>>663680
Thanks anon.
>>663684
Thanks you. As you can see by the red lines I do try to mix it us as much as I can.
>>663687
>>663692
>>663708
Thanks for your critiques guys. I am sorry I was away for awhile. Usually this board is slow. And anon, thanks standing up for me but all of us see things different ways. I heard there are people who aren't even able to discern faces. Not even of their parents. I think it has to do with some disorders. It might be autism.
>>
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Working on the Robot's (>>662576) girlfriend now.
I've never tried to model anything with boobs before, so I'm kind of pleased how it's turned out so far. Obviously things are in their beginning stages right now, but things should progress pretty fast now that the hardest part is done.
I'm aiming for something softer and curvier than the robo dude, while still staying on model as close as I can.
Still though, I'm pretty happy with those bobs. They're probably not the greatest, but for metal boobs they're alright.
>>
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Working on an environment (Stylized PBR) How is it looking?
>>
>>663782
Did you just rip off of 3dEx?
https://www.youtube.com/watch?v=rB1f0EW4ps0
>>
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Another sameface. Well, at least I managed to refine it a bit more.
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>>663790
Might wanna dial back that neck a bit, senpai.
>>
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>>663792
Orly?
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>>663795
gimme that dreamworks face senpaitachi
>>
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I feel that I'm getting more and more comfortable with sculpting. I've gotta say, this shit is the most fun I've had in years.
>>
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>>663797
I was making faces while doing this. I haven't done it justice.
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>>663799
terrible
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I was imagining Michelle Trachtenberg but instead got Putin.
>>
>>663806
I'm okay with you expressing your opinion but I'd like to know the reasons
>>
>>663782
I thought PBR was only used for realistic results?
>>
>>663815
He means it's terrible that you're having fun. If you're not gazing fondly at a length of rope after sculpting you're doing something wrong.
>>
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It didn't turn out that bad.
>>
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Fuck. After seeing this guy I'm just realizing I was going about low poly all wrong. https://www.deviantart.com/eelgod/art/Soldier-Model-416425092

Going to try and redo my textures now
>>
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some more progression
>>
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Check this out
>>
>>663842
Is the border of the pool not parallel to the border of the image? Otherwise, it's looking good.
>>
>>663851
Rose? That's pretty cool! She needs to be thiccer, tho.
>>
>>663842
yeah the camera is mildly tilted, didn't want it to be perfect
>>
>>663858
Fair enough. Personally I'm overly concerned about that kind of detail, but it's just my style, wanting everything perfectly aligned.
>>
>>663868
if your going for realism I wouldn't recommend it in most cases, maybe in something like a lab. but yeah if that's your style own it
>>
>>663842
If it wasnt on /3/ i wouldnt even think thats a render. how long it took - modeling, texturing, rendering?
>>
>>663900
at this point im about 3 weeks in, working on texture what i have right now when adding more detail. for this render i just left it on over night but I'd say it would take a bout an hour to get something similar in quality. Thanks for the praise
>>
>>663842
is the ivy something you've seen at a real indoor pool? i like what it adds to what would otherwise be a sterile environment, but it makes me question the reality of your world
>>
any thoughts on this? it's my first time trying to make a complete character and i'm way over my head, should have gone for something simpler.
i understand my topology is kinda bad but i rather just move on to substance painter cause i'm not planing to animate this anyways.
>>
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>>663908
forgot my image.
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>>663909
is this bait
>>
>>663912
no, why would it be bait?
>>
>>663905
It's definitely not something I've ever seen. At least not in a public Olympic pool, i've seen green walls in private pools before but it's a very diffrant environment. It's a little strange but I don't think it would be something that could not exist at the end of a day it's just a plant in a very humid environment, the pool has filters and chemical cleaners.
>>
>>663909
yeah this is pretty bad, you have objects that are not even a part of the mesh, and the only way too add that kind of high dens into low dens is through booleans. and this model doesnt look like its been subdivided, considering how straight the wireframe is. i would get into technical bits about how to fix that but yeah this is in general not a good workflow for characters.
>>
>>663300
your 4 pack is in the wrong spot, m8.
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>>663943
Naah. Its OK. I just haven't finished sculpting. Its my fault for not adding everything and at this point. I did that whole body in about 5 mins out of the fat hobo wizard dude and there is probably a lot missing. The way I did it is just zipped from location to location and after I was done, I haven't touched the body in a while unless to pose it. You are totally right in saying I should have recognized what was missing sooner. Oh, and it is an 8 pack, 6 pack or a 10 pack. People are built different. Just google each of these or read an anatomy book.
>>
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>>663429
im gonna be slow on updating this since im working on other stuff, but i will def try to complete this from start to finish
>>
>>663949
also i think im going to try and make seasonal versions for it, atleast try.
>>
>>663949
>>663950
I came here to post this. Seasons man!
>>
>>663945
sure, 8/10 packs are just relatively rare and i've never seen a 4 pack in the config as your model - always above / almost intersecting the belly button, but if you're planning to add the rest in then carry on.

out of curiousity, is the 8/10 pack basically carved out of the fat pad or is it a genetic anomaly?
>>
>>663954
also, afaik (i'm going by scott eaton's anatomy lectures) as a general rule, a 6-pack would develop above that belly-button area as well. correct me if i'm wrong tho.
>>
>>663903
why did't you bake the textures?
>>
>>663954
As far as I understand they are rare and dependent on genetics but they make for a badass look. I still can't believe I haven't noticed it on the model. I guess I am obsessed with making heads, but that's another problem.
>>
>>663957
4 pack or a 6 pack but rectus abdominis is a whole muscle that varies from person to person. Also the belly button placement might be lower than the 4/6 pack drooping into the 2 or 4 pack below.
>>
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Creating hair cards for the first time. Not sure if i'm supposed to be doing this in zbrush or 3ds max
>>
>>663959
Why would I? If I needed to change anything; lighting, material, position I would have to rebake it. It's also an animation and wouldn't even save much on render time.
>>
>>664030
but it would render faster, rebaking is worth it if saves you a lot of render time
>>
>>664026
depends on your addons or if youre exporting it to some other surfacing program, and you sually want to start with bigger mesh strips. you dont want small ones like that.
>>
>>663851
>>663855
MUCH thiccer
>>
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A cube.
It´s sad.
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>>664047
Bigger mesh strips it is, thanks anon.
>>
>>663851
Looking good anon, but if you want to get closer to her design, she should be fatter
>>
>>663783
Imitation is the sincerest form of flattery
>>
>>663851
A beautiful rendition of Rose Quarts, and you eliminated the fat, which was very ugly!
Good job anon. Make her thinner.
>>
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Some progress on the barbarian. I want to go with a He-Man and Conan look.
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>>663909
This is sexy asf.
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>>664070
kill it
>>
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>>664070
I-i´m... i´m... I´M...
>>
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Trump
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>>662972
ford probe?
>>
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>>664098
HARD
https://sketchfab.com/models/b86710da847c41fc98931dbc2b848ee5
>>
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A witch Im working on, based on a concept I found online
>>
>>664099
Based and KKKpilled.
>>
>>664112
you do realize everyone is bored of you at this point right
>>
>>664120
Your insistence only makes my shitposting stronger.
>>
>>664121
yeah but everyone knows who you are and shit, your shitposting is too predictable at this point its just boring yawn.
>>
working on a bat monster for a client
>>
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The door at the end of the corridor.
I went a little overboard with the amount of dirt.
It looks fine from further away but too much from close up.
Gonna do another pass tomorrow in Mari, i think.
>>
>>664112
Make something from Alice in Wonderland
>>
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>>664072

>quartz warrior
>fat

Whole "rose is fat" is just a tumblr meme
>>
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I think he should use a hammer or a double sided axe.
>>
>>664114
The tip of that hat is way too high. Ruins my immersion.
>>
>>664147
>no corded muscle rippling under the skin on his lower back
>>
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>>664161
I know I am shit with the backs. That is one of the areas I have to improve on promptly.
>>
>>664126
Are you sculpting or using wire frames and subdividing? It looks like your sculpting.

I prefer to wire frame and then subdivision surface. Usually has a nice look and the animations always turn out very well for me. Sometimes it's necessary to go to a file before you applied the subdivision surface to add in extra loops on clothing, but generally works for what I do.
>>
>>664165
I would guess this is wire framed with subdivision surface (correct me if I'm wrong though). For as far as you are in the progress, it looks smooth and good anon. Would like to see the hair when you're done.
>>
>>664112
your shitposting would actually be funny if you knew how to model/texture anything
>>
>>664132
Looks good, only thing I saw is the object on the floor near the vents where the rays are coming from, it kind of looks untextured currently maybe give it some more dirt like the rest of your scene.
>>
>>664168
It is just a jumble of sculpted tools in zbrush and the wireframes/topology is a mess. I will have to model it with all the details and then use either zremesher or do the re-topology myself. Zbrush is a great tool for sculption out fast concepts and it is even easier than 2D to me. In 2D I have to think about every angle and render shadows and details. In zbrush you immediately see the model for all angles and you don't really have to worry about shadows or rendering. Each tool has a different subdivision level as each is modeled pretty mush separately including the extracted shapes which have their own polycount.
>>
>>664185
Wrong thread, this goes in /questions/. >>662167
I'll post my answer there.
>>
>>664176
Yeah, i think so too, maybe it's also too bright. The grey wall in the corner needs some more dirt too.
I'll take care of it.
>>
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Back to working on this chick again. Did some work on her face and body as well as sorceress clothing.
>>
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>>664112
For my next model, i shall................
...what the fuck?
>>
>>662591

I keep working on the OGL renderer for a potential retro-ish fps >>5326823 with sprites and low res textures.
It's more a testing ground for ideas and tech right now, the prospect of doing a full proper game scares the sh*t out of me.

other parts in work right now:
- non-euclidean rendering
- IK-driven skeletal system for characters made from sprite segments(you read that right), currently for bipeds only, future implementations will include multipeds. allows for correct foot/limb placement and reaction to outside forces(i.e. ragdoll like behavior)
- a dismemberment system working with said skeletal system
- a decal system for "complex" decal handling, including liquids correctly flowing on surfaces and proper cutoff at surface borders
- procedural layer of detail, i.e. prop placement
- basics of procedural map generation
>>
>>664240
oh look same technique and everything different model zzz
>>
>>664251
He keeps getting your attention, so clearly he's doing something right.
>>
>>664240
Strange crocod... wait a minute.
>>
>>664253
its the only attention he he will ever get
>>664254
booo you suck your shitposting SUCKS
>>
>>664265
You keep feeding him, he grows stronger.
>>
>>664267
booo you suck your shit posting SUCKS
>>
>>664269
No, I'm not "sucking my shit posting sucks". That doesn't make any sense. What are "sucks"? How does one "suck their shit" (unless it's diarrhea)? Get real, or leave the place.
>>
>>664273
nice bait, get better at shit posting m8. its not 2008 anymore
>>
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meh...
>>
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here's a cartoon dinosaur I animated in 45 minutes
I was going to spend 2 hours max on it.
was.
still thinking about it.
[pixel-esc due to weak computer; upscaled]
>>
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>>664365
Pretty sweet looking my man. I would just make the eyes smaller and hands a bit bigger.
More progress on the guardsman bitch.
>>
>>664365
Use anime figured as a reference not the 2d art.
>>
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>>664368
dankeschön!
I see you doing progress. Each time it makes me more her bitch than she would be to anyone.

>>664369
Nah using that much help is gay.
>>
All that Anime stuff in 3D doesn't really work too well. The resulting topology is so weird, especially for heads. I've thought about doing corrections to the general shape and expressions with a 2D camera/screen space lattice in Maya.
>>
>>664384
Why would you want to do anime in the first place ?
>>
>>664382
>>664369
I agree you should use a real figure, 2d art isn't designed in real space and the models produced from it are always garbage anime trash.
>>
>>664382
>Nah using that much help is gay.
False.
>>
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https://vimeo.com/313565229
>>
>>664397
Could look pretty good with some post, don't really understand to point of it though, no cam movement or narrative. what is it for?
>>
>>664382
ew.
>>
>>664392
not so fast newbie

Raw render viewports like >>664382
always look offputing and wrong if you do 3D anime art. The truth of what it really looks like is to keep going
til you finally put the textures & shaders on. Then you see the real deal.
Todays 3Dlers rely way to much on instant feedback from their basic vertex-shaders in their 3D softwares, especially in sculpting.

Look at >>664368 for example.
It's a sculpt and look at how detailed it already looks. Sweet and ready, even without texture maps.
Today 3Dlers and amateur 3Dlers rely on such vertex-shader feedback way too hard. And this is point is where 99% of all 3Dlers abort the project just because they can't 'see' it and start to post stuff like >>664369 did.

I'm out.
>>
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>>664397
Imo this looks much better, use your render elements it make this look better.
>>664406
I disagree but whatever floats your boat
>>
>>664413
easy on that spec hit its a fucking tombstone
>>
>>664415
your replying to the wrong person
>>664397
>>
>>664416
yea sorry. still fix that spec hit.
>>
am making this retro sci-fi thing and im not sure if i should proceed with this interior
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Some progress on the priestess. I wanted to go for the milf physique.
>>664382
Thank you anon. Keep up the good work you do. What are you making it for?
>>
>>664367
Looks cute. I would have wanted to see more big dinosaur tail swinging about behind her.
Could have given it a lot more of that secondary movement that the dress is doing.
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Sat down last week and worked on her basic anatomy, Bought a ton of high-res photos of a buff female to get some more real and better reference for this project, Did an anatomy overhaul and streched the legs (found it easier to work with) her head also got slightly bigger,

sorry about the clay-build brush, just want the basics in order before i polish it up, going to adjust her head a bit aswell
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>>664441
better image of the torso
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>>664428
Lol you forgot to censor the back view

MODS
KILL HIM
>>
>>664442
Good Sculpt. Gonna rig and animate after remesh and texture, or export to a game?
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>>664382
keep practicing. This is my first 3D wire frame anime style model. Only has shorts on right now and the forehead could use a little work.

Things will begin to smooth out the more you keep looking for ways to improve shape. It's worth the practice you put in.
>>
>>664444
\(o.o)/
>>
>>664444
OH. FUUUUUCK! Please don't look! Can I delete!?
>>
>>664444
SHIT! I can't delet! Oh, well. Its been good knowing you guys. Bye.
>>
>>664450
You should be able to. I'll tell you how if you tell me your thoughts on this image >>664446

The lines you see are because the head and arms aren't merged yet.
>>
rolled some tripdubs for you boys

>>664455
>>664455
>>664455

Cheers,
your neighbourhood general-san
xox
>>
File: head.gif (3.87 MB, 470x360)
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>>664446
>>664382
the major problem you both have is that you dont understand anime figures in 3d or in 2d as a matter of fact. in 2d we mostly focus on how things are presented in an X and Y axis and both are used to give depth for the zed, but there is no zed. which is a big problem when you try to convert these flat objects into 3d even with orthographic references. you need to apply depth accordingly while still following proportions, that means you really need to define those features and not just leave simple dictations. the rest can be taken care by shaders, so that it doesnt render soft shadows.
>>
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>>664464
better example
>>
>>664450
Chekc the box in the upper left side of your post,, next look on the bottom right of the page and check the delete file box. Then after, press delete.
>>
>>664468
>>664464
Thanks, it's appreciated. Really good example too.
>>
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Godlord, all this anime talk

There are 2 versions.
One will look good from any angle which is important in 3D production but will fail misserbly when it tries to make the facial expressions
from the 2D realm. That would be >>664464 image. It's a real face with lotta depth values on it. Even the eyes go far around under the temple.
Result: A western disney anime try-hard. Shaders will definitly help but not solve the problem. See>>664468

The seconds are >>664446
and >>664365
They have rather more flatter faces but the anime magic of expressions will work aslong the view is somewhere in the 90° angle from the face but fails
misserbly when rotating around the head. Not that great for 3D production.

In case you ever wonderd why many japanese 3D games have facial front conversation/dialogues, it's because of version two.
Japanese will always go for the 2D magic rather than disney style.

Each version works for a different purpose. But calling the other one shit and eww is outright stupid, unless you try to express that his artstyle doesn't appeal to you and your religion. Then that's okay.

>>664365
make the eyes abit smaller and sideview results. Disable the hair for that,too.

>>664446
The eyesockets are too deep for version 2. Unless you want it that way.

>>664406
I only agree if you said it was for the photorealism art.

>>664428
Lewd
Currently working on pic related.
>>
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been doing 3d for 8 months, this is the first work im doing for a client
im using zbrush to sculpt, sp for textures and blender for posing
need to create a bat character for an album cover
questions are:
>how much should I charge him considering I'll be doing 3d work and graphic design?
>why do all of my renders look to lifeless? I dont see the detail pop up even though im using normal and ambient occlusion maps.
>why do all of my colors look so lifeless when rendered?
>how the hell do I find an interesting pose + lightning for this fucker? Cant think of a way to showcase his ribcage nicely



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