not the questions thread editionprevious: >>664455Reminder!This thread is for comments & critique on whatever project you’re working on / have completed.QUESTIONS GO IN THE /questions/ GENERAL: >>>/3/questions/List of free resources (textures, assets, etc.): https://pastebin.com/vU7P8VmiIf you’d like to add more links, post them here: >>637415
>>666975Pokemon Character I am making customizable for some dude's mmo project
>>666992Good shit anon, keep it up. And remember; only cucks use screen cap.
another odd uncanny feeling again.help
>>667068Michael Jackson before and after
>>667068You seem to be suffering from the same thing that some rookie drawers suffer from. You can't see what's in front of you. Symbolism or some shit. You look at your reference and your brain goes>yo hol up imma model michael jacksonTo fix this you need to grab a square or draw a box in photoshop and place it over a good photo of someone's face. Place it around the nose, eyes, whatever. Cover up everything else but the nose. Then model the nose. Now screen cap your model and take it back in to photoshop and place it over the original image. Turn the top layer's visibility on and off to see how the contours, arches and dips of your model don't line up with the image. Look at the difference and try to model it again with these differences in mind. Repeat till /3/ stops replying to your posts.
>>666990>>666991>>666992Holy fuck this guy
WIP groza, the lighting in the mag was due to an edge loop, can i get some critiques going on?
>>667106For me everything looks as it should except the wooden part, which looks like plastic or fake wood. Also if im nitpicking the very front part of the weapon has that plastic-ish feeling as well, its like it has a different metal from the main body of the weapon. The rest looks fine
>>667106doesn't weapon usually have a barrel ?
>>667114It's a bullpup, so the barrel starts near the back rather than sticking out the front.
>>667110Looks like the front part is part of the foregrip that goes around the barrel. Odds are it's supposed to look like plastic or something different than metal.I agree about the wood though, doesn't look very good. It also sticks out too much as far as contrast goes.
>>667068Get your forms right before subdividing. Also you don't need so many polys.
little bit of work done on my demon guy.>>667068your mesh is to dense, if you try to modify your shapes with a mesh that dense you'll get ugly results, try duplicating your head, run a zremesher on the duplicate and then project the details from the high poly, divide zremeshed mesh and repeat until you have 5 suvdivisions or so, that way you can go back to your subdivision level 1 and modify your shapes more easily.did another paint over on your head.
>>667184ugly paint over.
>>667194yeah i'm i know i kinda suck at drawing, but i'm just trying to help.
Fiddling about with one of the older models.
>>667194Oh guys, its the "ITS UGLY GUY!" We missed you anon.
Hey guys, how is my super saiyan cabba looking? He's a pretty strong guy.
>>667086thanks will do that.>>667184my subdivide is around 3-4 at max.but anyways yes i have plenty of saved layers to go back just in case i fucked up like this one lol. thanks and saved.
Now this is some fucking topology>Have a DLP printer>Want to print a battlemech from Mechwarrior Online>take a game model's torso to prep for printing, hollow out and such>separate by loose geometry>the mech torso itself falls apart into 160 primitives>go through major cylindrical parts to subdivide them for smoothness>this shit doesnt sepearate>why?>the sides of the barrel are velded to the internal hole geometry, not the box mind you, the hole inside of it.This is the actual shipped game lads. With a 5M$ kickstart and all.
>>667249Here's the mech torso itself.It basically has no topolody, just intersecting primitives clipped one through another.
>>667215wtf are those muscles? go read a book you dork
Its mysterious on step... is another elf.
>>667284Stop existing immediately.
>>666975Stressful first half of February, but our studio finally upgraded to LW2019.
>>667250>no topologyWhy would you post a wireframe then?
>>667284Senpai, teach us the way
>>667284even his knees are erect
>>667291i guess he wanted to prove that theyre not one object?
Everything I do is lewd! help!
>>667289Why is upgrading a program a stressful time for a studio? I thought it would be a simple process?
>>667332Genuinely good composition.
>>667284Weirdest elf i ev... is a vulkan.
>>667344u'r killing me
i'm just gonna leave this guy right here.
>>667344Holy shit you're that Russian guy that makes Unity assets.
>>667332Lindo as fuck.
Some more work on >>663774 finally. Finished up the body and limbs, now working on the head, face and hair.I gotta be honest, I'm not really sure how to go about making the hair, at all. I've tried a few different things, but I just don't really understand how to go about making a shape like it. I've tried sculpting it, which is what I assumed I'd have to do, but nothing I did really helped. I tried starting with a sphere and going from there, but it didn't work. I'll be honest I've never really dived into the sculpting tools much, so I'm out of my element trying to do things with it. If anyone has some advice, I'll greatly appreciate it. I just don't know how to start with a shape like that.
>>667344Live long and prosp... IT´S DRACULA
>>667433>>667435You two are boring.
>>667452>>667435>>667433you three are boring af
im going to model this bitch, wish me luck /3/
Beginner here, I never did a human before I'm trying to do it and attempt to rig it
>>667460good luck to you then.And don't üpst images of a ripped model. /3/ would notice what's fake and real work.
>>667433Bleh,bleh, bl... OH, it´s... no, it´s really a Dracula.
She now has some of the main armor, need to add something on her arms and perhaps legs. Next step after that is to make her wings.. feathered wings, and after that cover 60% of her body in feathers.
sir billy is getting hungry what will he be served?
>>667500Poorly rendered Donuts is the only food available here.
>>667500>>667507That SSS is a bit strong. Also, either make your creases deeper/separate areas like the fingers, or try to fake it with an AO node blended with material colour.
>>667507This looks like my neighbor. I think he would support the current 45 but not me. I wonder what meal he is expecting?
>>667509thanks, il use your advice tomorow
>>667200>>667207what kind of game are you making again, and are you looking for a coder?
>>667509>or try to fake it with an AO node blended with material colour.lmao, love dumb people.
>>667250it was made in another program like a cad or something then script converted to meshed 3d, I bet.
>>667500I like how scary it is. Makes me feel like a tactile fever hallucination.
a pose/def test
Doing the hair next.
working on redoing my bedroom as my first non donut
still very much wip.
>>667585I gotta say playing around with shaders is really fun
>>667588greats you can make simple maps for roughness and color, something you can easily do on substance and not the retarded mess youre doing right now.
>>667594I didn't say I was good at it I just said it was fun
>>667600i did't say anything about your skills lol i implied doing texturing work on blender is fucking dumb when you can easily do it on substance. youre literally only fucking around with the pasting textures on these surfaces and show shiny they are, but you have a shit ton of maps already because blender has no system for masking ids like substance does.
>>667580is this for a porn game or animation?
>>667601Yeah I'd really like to get it at some point but $150 is a lot harder of a sell than free when I still suck
>>667604just get a student license
>>667585>>667587My fellow archviz brothers! I am still not even close to where I want to be but am getting there slooooooooowly
>>667611The interior so far
>>667602a loli porn game, hopefully
>>667537Yup. Looking for a coder. The idea I am mulling over is like Aliens franchise bashed into a 3D FTL (would require RNG stuff for a roguelike) where you try to exist as a transport company in a space filled with various stuff from space pirates to The Thing-like and xenomorph-like aliens that convert your crew to gain numbers. And there is sex somewhere along the way.
>>667615boring as fuck concept, almost fell asleep reading that
please god kill me
>>667619I love life. I love yellow flowers. Puppies: bring 'em.
>>667624a good modeler has no time to make cute names
>>667625thats like saying a good blacksmith has no time to keep their shop clean, that makes no sense
>>667626>that makes no senseexactly that analogy makes no sense.
>>667618>boring as fuck concept, almost fell asleep reading thatSorry. I know. I have a few projects I am working on but that one is made just because I love the Alien Covenant aesthetics (dim screens on the bridge) for some comfy feels. The part about the corporation is here and there. The most important part is surviving with your crew. So when I feel like it, I go back to this one. I just need to reel in my scope creep. But the fact that I hope to make money and jobs is something I have in mind. The concept of this game is pretty boring but space comfyness is key.
>>667615>>667632To me actually sounds pretty nice anon, do you have a website, fb page or something?
i am like 10% done making an ikea swivel lamp please someone turn my autism off
>>667499show edgeloops please
>>667606Don't you have to be a student?
>>667656all you need is a student email, which you can make easily with fake credentials. use that email for substance and screenshot the credentials when they ask you for a picture and then youre done. also works for all autodesk apps and the license is renewable
>>667657They will accept any random ass @gmail.com as your "student email"Autodesk licenses are literally just given away for free
sounds like substance is on the menu boysand fireflies, lots of fireflies
>Using blender>Inset face>Extrude face on the inside>Fiddle around>Messed something up>Ctrl + Z>CRASHED without warning.Fuckin' L. BTW, this is a simple low-poly baja/trophy truck I'm working on. Why does the inset face prone to crash?
Using Blender 2.8: Last week we finished a cluster of instrument panels for NCC-Viking. Turns out we had to go back and separate each panel and clean up the orientations so we can snap linked copies anywhere needed.Well folks, I mean faggos, we are gutting the bridge. Tonight we are working on basic stuff like getting the colors and values something a bit more brighter. Like in ancient Greek theater they performed their plays in the broad light of day so that spectators could clearly see, and understand the message. From here on out it is artistic license. All right, good night and fuck off.
>>667643https://www.youtube.com/channel/UCsv9mHnd5B2_sAeXrNtI0cA - For now it is just a tutorial channel but you can expect more stuff after the summer ends - gameplay and other stuff.
>>667661you still need it for substance
this is starting to take fucking ages to render>>667669neat>>667612pretty nice
>>667614>loligtfo you pedo scum
>>667702as long as it's legal and not 3dpd i don't see a problem, Moralfag.
>>667702Fuck off moralfag.
>>667725>>667732Pedo enablers get the rope
>>667810Learn some damn anatomy. Fucked up shoulders, missing elbows, weird flat hands, clavicles are all just wrong, pelvis is structured incorrect, hell, I can bet you messed up the thorax too but you decided to hide it with unnecessarily massive tits.
>>667811Thanks for telling
>>667811>weird flat handsI'll try to fix the others however I'm not sure how to go about this one.
>>667812>>667814If you're serious about it, I'd say to redo it from the start. Find some anatomy resources, I believe /ic/ has some, if not I highly recommend Anatomy for Sculptors for a very good overview of everything. Should be able to find a PDF online quite easily. You don't have to do a fully realistic body, learn how to simplify, exaggerate, stylize. Keeping form is the most important though. Now go on and create your ideal waifu that not only looks good to you but to others too.
>>667815>redo it from the start.Argh. Kinda reluctant, since this was my first time so it took me a long while to reach there.I'll consider it though.
>>667810Flatten the face abit
Top of the mornin' to ya from the desk of Starfleet.The TOS flight panel will not match the new instrument panels on the bridge stations.. so: "what 2 do?" I've considered this problem for the last few days pouring over reference material and I believe converting the TOS flight panel to look similar to the Space Shuttle Enterprise flight panel. Okay- if there are any <i><b>adults</b></i> on this thread then I guess that means I will see you in eight years. No, but really. I think this is worth it and I feel I have the experience to knock this out quickly.This has been your S T A R F L E E T U P D A T E
>>667850Dude, >>667207 here. I am a trekkie. Do you need faces? That looks pretty cool.
>>667855uh no, not from you lmao. your dog shite
>>667855You (Anon),What we really need is a fucking miracle and another hit off this pipe. Some good Rock doesn't hurt. Man (Anon (that's you)), actually, you do good work there. And to be honest, I really appreciate the nice attention you put into puffing up those nipples. I'm trying not to be a pervert here but that is nice work overall. I'm looking at the pic you referenced >>667207 and that is a good skill level. Something compelled you this far, good hair sculpt, good features, it is really pretty good. What drove you to this level?
>>667850be carefuly the production company which owns the StarTreck rights is a fucking shitbag, which kills all fan based models or cartoons. they even killed fucking second life clubs.
>>667874Thank you Anon. Fortunately, they have not taken all of our rights yet, expression is still intact. For the most part. Using the flight stick controls to scale this diagram to the set.
>>667871Thank you very much anon. Glad you like it.>Something compelled you this far, good hair sculpt, good features, it is really pretty good. What drove you to this level?I always wanted more out of gaming and movies. I felt like I would do a better job in some things or at least improve on the existing formulas. My brain is just swirling with ideas all the time and I often just have to go to sleep because my head hurts if I don't start drawing or doing something creative. I used to consider that a bad thing but I managed to overcome that and now I am just going at it as much as time allows. Also I know I can do a lot better since I see a lot of people being way better than me. But I also know that I wasn't born with the ability to draw. I always loved art and stuff and it began in with 80's cartoons and toys. I actually used to make playdough armor on my Masters and Gi-Joes imitating movies like Mad Max and The Predator. I also couldn't always get what I wanted so I had to draw it or make it and play with that. Co I guess that is where my creative drive began.Also, although I want a fan ST game, >>667874 anon is right. You really have to be careful so they don't get a whiff of it. Keep it on the down low and people involved on a tight leash until you release a stable version so that it is too late for them to stop the spread. Just an idea. I am still very sad about what happened to the KOTOR fan remake.
>>667878So I started out drawing, went to painting then the Internet came along. Was running hacked ZBrush, Maya, 3D viz until Blender 2.4. So this is a little embarrassing but I'm not doing this for a game, I'm doing it for ... church comics ... God, I can't believe I said that. But I got it figured out. I think. Somethings GOT TO GIVE!! Those bastards! Okay - of course we could use your work. Down low if you know what I mean. Because if any one found out I was doing this for the church it would ruin my reputation as a bad ass.I've got some previous work done, made some headway, established ourselves as the Dark Prophet and all, but man keep up the good work. If you believe in Nature, in Karma and Rock and Roll, then things will click into place. For all us worms. Peace Brother. Catch you on the flip and keep it up. One thin at a time, I must finish this set.
Starfleet out. Thanks. Off to my job.
>>667882>>667883Cool beginnings. I just wish I found how good ZBrush was before. Don't be embarrassed, I am agnostic so it is totally fine. Hope you post here more often. I will. Who knows what can happen.
>>667855Holy fuck BTFO, he's fairly decent man have you seen >>667830
small progress today. need to figure out a node setup for cloth
>>667830Ignore modelling, You need to improve your art. I recommend /ic/
made the mistake of not posting in the wip section but can anyone offer advice about thread related>>667917
>>667924to clarify>so im currently working on a transforming robot but im getting very antsy over some parts and how the hell am i supposed to hook up machinery to the shell in a believable way. i have to top of this shell pretty much done
>>667931heres all the pieces unhidden
>>667933and here's what im referencing
>>667934What a mess..... It's okay, I'm a janitor.Best route: model the goddamn shape closed, in transit mode. Keep the seams on it for now, just model the best goddamn closed position you can. Tweak it, sleep with it, take it for a walk. Then when your ready to break into it you might find some more solutions.
>>667937So just model rudamentary limbs, rig it and tweak the limbs to something more sensible?
>>667938Negative Cesar. Start from the other direction because all your machinery will be based on the best goddamn close position. Get that done then you will have the foundation for the parts and limbs.
>>667939well the closed shell is pretty much done, a mirror modifier makes it look whole
>>667939also you freaked me out but then i learned blender's file path is on the top of the program
>>667940You need a fairly detailed mesh for your operation.
>>667942detailed? its supposed to be like an eggshell, perfectly smoothunless you mean the other side of the shell in which limbs hook on?
>>667943You can make it low poly if you want. I would personally prefer a nice smooth surface with good edge loops.
>>667944ah so really cut and bevel it
>>667945I'm really hoping you just play with it tonight and report back. I won't be here tomorrow night, though.
>>667946i got this, a subsurf mod to really up that poly count
and this is what it looks like solid
>>667950problem is im terrified of working with all those verts if i apply the modifier
>>667950I thought that's what you were after. A few ways to proceed from here. A lot of ways to proceed from here.
>>667955to be honest it was, but again, i didnt want to get too crazy with the verts or else ill drive myself mad slicing it up
>>667954Make a copy of this and hide it away. Then fuck with it all you want.
ok i got another issue, you see i was gonna make it so the middle pieces seen earlier would pop forward, thus bringing the two outer pieces of the shell together for more manageable dimensions rather than being super wide. but problem is thanks to the subdivide all these loops are curved so its difficult for me to decide where to cut.
>>667958That's why you made a copy. Have fun with it. Keep your mouse busy.
>>667958>>667959Move this shit to the questions thread.I realize since it's wip and your working on it, it technically belongs, but at this point you're better of containing it to the questions since it's no longer about critique and more of "How should I do this?" and not "What do you think? Where can it be improved?"
>>667960Move yourself to the questions thread, bro.
>>667959>>667958this is why you dont model in blender, and use max instead.
why are there two threads for functionally the same purpose:>provide feedback to improve a modelthe only reason im here is because someone ree'd at me for asking what i should do to continue my modeland now im being ree'd that im asking questions instead of solely asking for critique? i thought that went hand in hand
>>667965>absolute state of /3/
>>667965Hey, general-san (i.e. OP of both this and /questions) here, read your posts and you ought to have posted in the /questions/ general. The moment you're asking anything, especially a "how to", it goes right into /questions/. And no, the generals are functionally different and distinct, just read the OP texts, which should be clear enough in describing their purposes. If they were the same, this thread wouldn't have been "not the questions thread edition". Please, you (and that anon that pointed you here) should lurk more before posting. Cheers, and welcome to the no-fun zone of 4channel. :^)
>>667961I don't think you belong here either. You just popped up with incoherent posts, that switch thoughts mid sentence in broken English, and seem to have no clue about how things work here. I'm quite sure you're some 50+ year old boomer, which is fine, but generally it's accepted practice to lurk before posting to get a feel for how things are conducted before you just burst onto the scene and expect everyone to welcome you with open arms. That way people don't disrupt the "fragile" state of the board and start another 30+ argument because a namefag can't be bothered to learn the board culture. Honestly, you're probably better off starting a blog for your work, judging by the way you've been posting. Either that, or just observe for a while, and take things slow.
Not sure why I'm wasting so much time making clothes for a Warcraft Gnome other than I wanted to see how my character would look like in biker leathers.
>>667915Hey mate, so first off your lighting is shit; you can do a night time render if you want but people typically don't because natural lighting from a window tends to be a lot more pleasing, if you do want to stick to night time it still needs to be a lot more brighter, look at image attached for ref, more contrast, more exposed, more blue.now the models: they aren't great. fairly low quality I imagaian you made them yourself, and that's fine but you need to spend more time on them and their textures. The wall is actually hideous, either massively lower the bump or just remove it and use a defuse paint texture.composition, the camera is very uninteresting, you have something going with the mirror and the table if you but something on the green mat as a: focus, you don't have any when you look at this image your eye just wanders not really looking at anything in particular, this is partly because of the composition but mainly because you don't have a hero model or anythingColour palette, yours is all over the place. You have reds oranges whites greens nono of it goes together. You're probably making your bedroom or something but since your remaking it may as well make it looks pleasing to the eye, for simplicity stick to a colour temperature, use a professional photograph you like, or just use the ref I posted as a guide.Good luck man
>>668016I appreciate the input, I'll do my best to focus on those areas and see how I can improve today. also yeah it is my bedroom and yes I did make the models. They actually aren't really uh.. textured. I'm just separating the different colored parts of the mesh and giving them different materials. as for the composition I really actually wasn't focusing on it right now because I've kinda been leaving my camera in the same spot while I get everything modeled so I can make a time lapse of renders from start to finish to show my progress, but I will take what you said into account when I do start on my final pass for the render. Also the wall would probably be horrendous because its litterally a noise texture node plugged into the displacement with the scale turned way up lmao. Kind of going for that paint wheel bumpiness look without putting in the effort, but as it appears to be very noticeable I will stop being a lazy ass about it. Thanks again
still working on it but it's coming along and kinda unsettling, for the most part just working on environments
Greetings again. Using the Space Shuttle Enterprise's flight panel as our reference we have laid the foundation for the NCC-Vikings new and improved retro as shit flight panel. This is going to be fun. This is what modeling is all about. Unfortunately, my presence is required on the other side of the galaxy, but don't despair because Starfleet is always tuned in.Catch you on the flip - Starfleet out.
>>668068shut the fuck up weirdo and that wire frame looks retarded
>>668069Ten year olds sure think they can talk.
>>668070I think the wireframe looks fine but you are being a weirdo.
>>668074>>668069Honestly, at this point it's a good thing he's namefagging.Makes it easy to just filter him.
>>668069Why would he be a weirdo?>>668080Why can you still see him then?
Trying to practice face modeling from photo reference
>>668122I appreciate that anon, my first four were pretty terrible
>>668109yeah youre doing fine for now, are you using free form tools/sculpting tools to push the mesh? i hope youre not just doing it the hard way
>>668131C4D because like the UI/UX>>668132Nah, I'm big on poly modelling manually because I hate myself and I don't have depth perception IRL which makes sculpting a Sisyphean Task
>>667954If you are doing subdivision modeling, you don't apply the modifier until the very end, and even then just for one subdivision, so you get an all quads mesh. Making the surfaces smooth is the job of the render engine. You want it as low poly as you want, so your modeling is easier -- think of the vertices as just control points for the end smooth surface.
>>668144>I'm big on poly modellingI am too but youre doing it wrong if youre not using sculpting tools. You dont have to do anything fancy. You just use the push and pull tool to shape youre mesh and you can smooth/relax it.Pic related is a face i poly modeled and used sculpting tools to push, pull and smooth the mesh. you're going to have hard time making adjustments with just selecting vertices and edges.
>>668150>to shape youre meshmeant to use your*sculpting isn't doing anything fancy compared to poly modeling, sculpting only moves the vertices It doesn't touch edges or faces. thats how you can sculpt low poly objects too.
Because i've been lazy it took awhile.Models done now.https://sketchfab.com/3d-models/kaguya-shinomiya-0bb705c9c5e6412c8abb09156dfc3537If i make a chika fujiwara model id be probably flocked. Guess ill make it in my "free time" too.
worked on the nose
so this is pretty much one half of the whole mech, but with dowels for limbs instead of... you know... actual fucking machinery like what >>668193has going on at the back of his jet. but this right now serves as a basis for how this thing will be rigged. the outer shoulder and arm plates will be moved to the front of the middle plates, while the outer plates of the leg will become thigh plates and the middle plate will become the shin/foot.
>>668247hidden the main body to show a clearer view of the limbs
>>668149shid i wish i saw this comment earlier
>>668170anon you had one job.
>>668170I want to praise you for the being the first anon finish his project. Still, it seems to me that the leg proportion is wrong. In my opinion if I had x-ray eyes, I would see that under her clothes, her torso is larger than her legs. The knee is definitly indicating it.
>>668170The character is really boring, but your topology is fantastic.Well done, but I would love to see something more visually interesting from you.
first time ever working with zBrush and anatomy. Only past experience is with hard surface with another program. I tried to work based off a reference the best I could but I would appreciate some pointers on this shitty anatomy
>>668285why are the eyes tilted? also, the skull is a little too vertically condensed
>>668179Maybe make the appendages and limbs less bulbous?
>>668257ill update it in a bit.i felt like it wouldnt bend good.>>668258ill fix it once i come back from work. Thanks for the heads up.
>>668285The Zygomatic process is hollow. A tendon passes under it and attaches to the coronoid process.
Another 9 days have passed.Update to >>666891. I'm a bit surprised that she is also in this thread's thumbnail. Very cool. OP, have a (you).Finished hand-painting all the outfits and extended the maid costume aswell.Pic is one of the outfits. Also changed the haircolor and baptised her after the name the anon >>666290 gave her. Here, have a (((you))) if you read this.
>>668334Credits, where its due, must be done right.I meant anon >>666297
Armour set I'm working on for a mod, textures aren't done yet
>>668336wtf is that helmet design
>>668340Have you played a souls game?
>>668336>>668337That's sick. Nice job. What's the weapon supposed to be, though?
>>668345Curved Greathammer with Bleedyes
>>668342I don't play video games, but I'm a medieval reenactor and this is nonsense.
>>668353>I don't play video games, but uhrrrrleave. Now.
>>668351>Curved Greathammer with Bleed
>>668353it's a video game about fighting demons and monsters what were you expecting
>>668287>>668292thank you anon's i'll keep these things in mind as I try to better understand anatomy. This is the first thing i've made in zBrush and i've never done anything on anatomy in either 2D or 3D so getting some pointers besides people saying "it's shit" is really helpful
>>668179I´m the Batman.Wing membrane will be NURBS on max.
>>668109>box modeling of complex organicAre you stupid or masochist?
>>668380clearly not box modelling.you sound like the stupid one.
>>668380It's reserved only for the pros.
>>668380That's just poly modelling anon, 'box modelling' is this strange variation on polygon modelling where you operate mainly by extruding faces.It was fairly common to find practitioners of this ineffective variation when I first started out back in the 90's, so I did me some box modelling as a kid.However it was soon discovered and well understood that we where all being massive retards and it largely died out around the turn of the millennium. It was replaced by the now conventional approach of building surfaces by extruding edges and moving and connecting vertices.It's weird to see this legacy term resurface here again, some tr/3/pot must've found some really OG tutorials in printed media or something.
>>667810I'm still trying to fix the model, but in the meantime I threw it in Unity to test it out.I wish there's a better breast physics thing I could use.
>>668385You are just shit and a sculptfag :^) no talent at all, just pushing the pe(e)n
>>668391A guilty yes
>>668389dont most people just assign dynamics to a bone?
>>668393It's expensive to buy that from the store. I'm still schooling so I don't have a job
>>668394what are you talking about
>>668395Dynamic bones for Unity. Turns out some of the stuff from Blender can't be used with Unity so dynamic bones needs to come from Unity itself.Unity have default presets for "Dynamic" bones like spring and etc but they're not really that good.Some people actually made better ones and sold it on Unity's store itself.What's more they're a bit expensive for me to purchase since I'm not working
>>668396why are you using unity lol
>>668398Using it to make a gameI have not learned the art of Unreal Engine and want to beat myself over that.
>>668400its not that hard to pick up unreal
>>668403id say when you have absolute free time to just get it installed and setting up a file, just to get that out of the way since its a long install
>>668404Well, I'll try it out later and see which one I could use for this mini project
>>668337Armor looks good. Anatomy is fucked. Legs are way too long
>>668423anatomy=/proportions you dumb blendlet
>>668258Still quite confused because im using a reference image and im not good that much in anatomy. I blocked it somehow is this better?
Game character I'm working on
>>668461Forgot to add that I haven't attached the ears yet
>>668459I don't know which proportion you want to go with, so I went ahead and picked the most attractive one. Use this pic related practise to your model. On secound thought, I think that the reference has an evenly proportioned design. Meh.
>>668379Fly my pretty.
Making some kind of drippy evil hole thingy for fun while I'm waiting for other shit. Probably going to rework the hole composition though. The drippy thing should be way bigger I think.
>>668484i like the light. I think the composition needs work. I wanna see it with a deep focus and square or portrait aspect ratio - like a poster. It would be nice with an almost flat composition and lots of contrast.
>>668489That's actually originally what I was going for to be honest (pic related was a shitt quick ass thumbnail I made a while back for it just to get the idea down).I want it to be multi-leveled following a waterfall down the composition.It's in a super early state right now though, so I'm still working on it heavily. I'm def going to have a long vertical comp though when I get to it.
>>668150that Maya or Blender 2.8?
How do these folds look?
doing an archviz scene with no pre-made assets. this is a small part of it. shaders not really final.
>>668561ps. this is just a prop for the scene in a lookdev environment, not the actual scene.
>>668461>>668460Kind of curious to see how those eyes turn out, might be pretty neat. Mouth looks weird having that much space to the nose though...slightly lower ears and extend the nose down a little maybe?
>>668571i dont understand why he would indent the features of the eyes. makes 0 sense
>>668576Maybe he's got some amazing plan, I don't fucking know, anon.
Greetings from Starfleet.
So I promised an asian. Watching Jackie Chan movies lately but this one is just out of my head and it was meant to be a younger guy. I guess it would be alright for a Ken Watanabe/Cho Yun Fat type dude. That is what I will go for.
>>668594Also it is done in about 15mins so sorry for the rough look.
>>668561Nice work. You can always make improvements to this kind of thing for like a product shot type render but if it's going to be a prop for a larger environment it's quality stuff.
>>668600Have a Pixar for that one!
quick anatomy study from a sphere, the front turned out okay, but I really need to work on the back and buns
>>667663The proportion is awful. Reduce the body volume and tilt the dlos.
>>668617Don't worry, in about 15 years that look will go away.
>>666975How do i go about learning how to create a good composition? I'm usualy just rendering single game assets but theyre so underwhelming as a still image
>>668596thx bb. i want to go a little overboard with everything on this project and treat most elements like just a little below hero prop level. for this thing specifically i want to work on the normals that drive anisotropy behaviour in arnold.i also want to try and strike a 'used but well taken care of' look for all assets. i need to stop falling into the trap of overdoing roughness maps and making everything look like it was from a post apocalyptic videogame.
>>668651>i need to stop falling into the trap of overdoing roughness maps and making everything look like it was from a post apocalyptic videogame.oath to this
>>668590nice bong, you use that for tobacco?
>>668602this is solid mate, nice work
>>668650Like most things, start by replicating work that's better than yours. Pick a target shot with similar assets to yours, and just get as close to it as possible.
>>668258>>668459>>668466Many Japanese and Asian women have longer bodies and shorter legs. It's one of their genetic neotonic features. You see this proportion used in some japa ese character designs like in K-on!. It's considered cute or kawaii. https://en.m.wikipedia.org/wiki/Neoteny_in_humans
Anyone work with tree carcass? looking for some good reference material on joints to other materials. like wood beams > metal I beams. nothing too fancy like a dovetail, just practical stuff that might look cool models
>>668673>It's considered cutebecause it is.
>>668677this is nice, cheers mate
>>668684Thats Caprice on the right isnt it?
Started rendering some detail.
>>668144I prefer mono modelling myself. What does poly modelling bring to the table? Isn't it just having two Max open with two mouses and working on two project simultaneously?
had a week off school and i've been working on a personal environment piece for the past few days. Pretty much done with the scenery but I'd like to add some life to it, maybe some animals or people? Working in Blender/Cycles
>>668690shit man, thats some really nice work, any plans for what your going to put in the center?
>>668692Initially I was going for a waterfall but liquid simulation is a bitch and my computer is slow as fuck. I might do a paintover later and add the waterfall in post
>>668693yeah that looks good, unless its animation no pint simulating water, matte that shit in. saw this art a while ago, may or may not be useful
>>668690>>668693very nice. are you working off an existing concept or just freestyling?
>>668690If you post proof that you made all this in a past few days I'll live stream myself blowing my brains out with a 12 gauge
>>668693>>668698y-you wouldn't lie like that would you anon, on the internet?
>>668697this one was heavily inspired by Eddie Mendoza's "Meditation garden". I usually design as I go but this time I felt that I needed a clear end goal to finish the project faster.>>668698Ok ok now that I checked I started it 6 days ago, but you always gotta exaggerate your skillz in the internet
>>668702nah, post actual proof, explorer screenshot, test renders, assets other angles. hell, put a 3d timestamp in the render
>>668702nice. i'd up the hanging vegetation density like the concept. maybe some cloth banners or ribbons to inject some colour?also, is the brick work on the pillars just normals/bump? it's a bit of a pet peeve, but if you've got the time try and do displacements.
Working on textures and models, any thoughts?
>>668720I can almost smell the pine. Although the blocks in the middle of the skylight serve no structural purpose. Old school carpenter here.
>>668721This one? if your a carpenter, i would really appreciate your advice for the roof, don't really have any experience with this stuff
>>668723Yes, those are the culprits. They took my warm sunlight.
>>668730Oh, the skin detail.
>>668690Gonna jerk you off too anon, looking good. The lighting and composition really sells it. That and all the little details.How are you going about lighting? I think some animals would be pretty great for this.Maybe some cats walking into the structure, some monkeys on the ledges eating/grooming, some birds perched and some flying.Either way it's looking good, keep it up.
>>668684Why the fucking heels thou?
>>668759It accentuates leg and glute muscles, better 4 anatomy purposes
>>668581>>668576I was trying to replicate the resulf of a scan I saw earlier, doesn't matter though I'm starting over cause I think it's shit. I still dig the identing, gonna find someway to make it work.
>>668690>blenderI wouldn't have guessed it desu.
Put some more work in on >>668484Ended up re-doing the composition and the drippy thingy to match the shitty thumbnail from earlier (>>668490), I like it a lot better. Right now I'm working my way down the image to get the waterfall and bottom sections filled out. Right now the waterfall that's there is a placeholder/blockout. I plan on getting something a little better there.Ideally, I'd like to have a pool for the waterfall to go into at the bottom, but I'm not really sure how to go about having it, as it'd be a mix of 2 different perspectives. I don't really wanna pull the camera back or mess around with the focal length, as I'm happy with how the top section looks. I guess it'd have to be something I do in post I think.
>>668690materials are bad
breaker breaker one nine Starfleet on the line:all we got done today in this navball instrument. was thinking about throwing a flat texture on it but that isn't what this is about. N O NO.in our defense we were required to do other chores on the ship and meet the obligations normal men everywhere must recognize. a little here, a little there, gets things done.looking forward to seeing the progress of other WIP's on this thread.Gentlemen.
How should I put in edge loops to correct these smooth shading issues? This piece is mostly done, I just need to give it a thorough looking over to correct any problems, add some bevels to sharp edges, and fix the shading. Almost finished this damn gun, once I make the hammer it's just a once-over of everything to correct some old mistakes and a few major adjustments.
>>668794I'd fix it by going to the questions thread and asking there.This isn't the place for it.
Shitty mock-up but I like it.
>>668786Care to elabor8, m8?
>>668799I >>668798 love it. Man if I could do any of that I would feel like a complete person. I can't even scratch environments. I have no clue how I am going to dare go into space ship making.
>>668706old progress render>>668710Definitely more plants, I'm also experiment with colorful plants like the red ones on the right. Just normals&bump, but now that you say it the pillars probably need a little bit of displacement
>>669641get rid of the n-gons around the holes, make it all quads or at least all quads in non-flat areas