PLEASE IGNORE LOW-QUALITY AND BAIT POSTS.>posts that are directed to the artist and not the work ("stop posting", "stop spamming", "you're shit", etc.)>posts that do not elaborate (stopping at "it's ugly", "disgusting" without actually saying WHY) >posts written intentionally to incite responses (nonsensically incorrect posts, anything that makes you irrationally upset) We can't stop the posters, but we can discourage them by simply not acknowledging them. we broke the streak editionprevious: >>670679Reminder!This thread is for comments & critique on whatever project you’re working on / have completed.THIS IS NOT THE THREAD TO ASK FOR HELP. If you need any assistance in your work, visit: >>>/3/questions/List of free resources (textures, assets, etc.): https://pastebin.com/vU7P8VmiIf you’d like to add more links, post them here: >>637415
>>671897well that was a pain in the ass for something not very good
>>671899it looks alright. what are you doing for the backlight? (baked lighting, gradient, something else?)
>>671899It looks fine but the spacebar looks a bit thin.
>>671900Just assigned an emission node to the face behind the keys. cant be fucked to do it the right way>>671901yeah just realized its offset, thanks for pointing that out
Making shield hero raphtalia right now for my hack and slash game. [spoiler]Its the kaguya anon[/spoiler]I should be hanging in vg/agdg/ and /a/ in a bit.Its been awhile since i made an anime game.
>>671914your model likes like a 6 y/o child rather then your ref who is at least 16. just because the matched the drawings hight doesn't make your proportions correct
>>671914doesnt look like the ref but i like it anyway very cute chibi
>>671829you know that third girl is just a shop of the second right? nobody has proportions like that unless they're seriously deformed.
>>671919Check Neoteny on wikipedia. Here https://en.wikipedia.org/wiki/Neoteny_in_humans
>>671662Big progress since, happy with the head and hair, but the body is bothering me.>>671824I can see the Taiga resemblance for sure.>>671793Using figures as reference really helped, thanks.
>>671921that's great and all but are there any real life photos you can show of a person with these features who isn't clearly deformed
>>671931Your center line is far to harsh and obvious, the nose for example is like a knife edge. The hair that meets looks stupid. fix that shit first.
my first ever model (minus the mannequin)vert count around 170k i guess
>>671916>your model likes like a 6 y/o child rather then your ref who is at least 16Friendly reminder that you are posting on a Mongolian horse breeding forum and that might be exactly what that poster was trying to do
Doing some test, i really hate my camera composition.
>>671914hips are too low lad
>>671939MORTAAAAAL KOMBAAAAT!!!!!! badam badam badam badam bam bam!
>>671944bed frame could use some better texture verity, joinery and uvs
>>671958Not sure even Jesus could save that one.
>>671958About texture and uvs im agree, but i did joinery, i think a should move or chamfer a coupple of mm.
>>671960hi man, hi, I hope you don't mind a small laugh at you expense. I apologize.
>>671969We are all lost.
>>671898Retopologize it for animation...but that's still far away, as life is too busy.just looking forward to finish it then retopologize everything
>>671879>PLEASE IGNORE LOW-QUALITY AND BAIT POSTS.>>posts that are directed to the artist and not the work ("stop posting", "stop spamming", "you're shit", etc.)>>posts that do not elaborate (stopping at "it's ugly", "disgusting" without actually saying WHY) >>posts written intentionally to incite responses (nonsensically incorrect posts, anything that makes you irrationally upset) >We can't stop the posters, but we can discourage them by simply not acknowledging them.Greater truths had never been spoken.Just hope we didn´t lost any great 3D artists to 12 year old edgy teens.
>>671960Only reason I mentioned joinery is I think it would be cool if you had some visible woodworking. Like wooden dowels, or a dovetail, not just use butt joints. Is this entire shot 3d?
>>671971You know your images are fairly decent, you spent a lot of time on this console but there is a lot of detail. I would just appreciate, I'm sure others would too if you stop trying to role play in the thread. You don't have to change much, just when you post an image ask for feedback on a particular thing you're working on, no need the writing on sensicall paragraph every time. You might actually get some good critique this way, I'm sure it wouldn't hurt.
A character for a game I'm doing with some friends.Any advice please? I'm quite noobyAlso. it's 2100 poly. Is this considered low poly?
>>672028Pretty good and yup that's lowpoly alright. Looking at the topo and it seems pretty animatable. Are you going for a game like Journey? I guess with that style you could add more vibrant colors.
>>672010Just ignore him. He's one of the weirder /3/ regulars. Used to post in the DAZ generals (or something similar), went on a manic spree heralding Blender as the best, even decided to create a thread dedicated to himself (which I was completely fine with contrary to /3/'s general-enforcing standards since it effectively acted as a containment thread). Guess he realised no one paid attention to him in there so now he's here. Interacting with him in any moderately critical way causes him to respond in some obtuse, arrogant and self-praising manner (like he just did). Trying to push it further causes him to spout some superiority complex derogatory bullshit like "Isn't it past your bedtime?" or "Shh, the adults are working". It's pointless trying to stop him is what I'm saying.
>>6720282100 polys or 2100 tris? if its 2100 the tri count would be almost doubled to 4000(probably more). and judging from the pic its more than likely 4000 tris because you have details that you dont normally see in low poly models. at this point this model is considered low poly in the sense that it can be thrown into one subivision to smooth it out and no detail would be lost because of poly count. i have a model at 1760 polys with 3364 tris and thats sort of considered low poly because i have details that you normally see in low poly, like no definition of the face using only simple planes for ears and a simple poly for the nose. in general low poly is in the range of 300-1000 tris.
>>672037>>672028also let me clarify that yes it is a low poly model,but it only has the atheistic of low poly because its blocky not an actual low poly model.here are some exampleshttps://polycount.com/discussion/41232/lowpoly-sub-1000-triangle-models
>>672040sorry that ones sort of deadheres this onehttps://polycount.com/discussion/41232/lowpoly-sub-1000-triangle-models/p277
>>671916This >>671943Though i might still tinker it for a bit. Im still experimenting on the cute/chibi formula. Also i forgot that spoilers dont work on /3/
>>671959Why aren't you making your dial instruments likes this instead. It would cause a lot less problems when you apply shaders plus it's a lot easier to make.
>>672049? theyre flat surfaces why would there be any problems
>>671931Lookin str8 DEEN m8, instead of superior UFOTABLE. Bring those eyes closer together. She's looking a bit more like Kirei rather than Rin.
>>672049My only argument is to keep poly count low. I am unaware of any shader problems that would result. Later today, today Anon. TGIF. Plus, you could have mentioned that like two weeks ago,
>>672077kekeke. Demanding people to read your mind and serve you. How much of an ego have you grown. Restrain yourself man.
taking a break from bedroom stuff, practicing using materials. Do I bite the bullet and try to learn UV unwrapping?
>>672081Yes, it's an essential skill if you want to to 3D modeling. That's like a basketball player asking if they should learn to jump.
>>672082fair enough, shame, I was having fun
>>671944Why did you leave the texture of the top frame like that? Normally long pieces of wood are cut along the wood grain, not across it. Plus you can take the oppotunity to cut the frame and creat a union there, giving it a more realistic look.
>>672028I like it, though I find that you dont need so much geometry in the mid and lower part of the dress, specially since the polys are so stretched there. They might deform in wonky ways once you add the bones.
>>672083gotta say eevee is pretty fun to fuck around with aimlessly, no waiting 3 years to see a usable image
>>672032I always recognize you based on your sculpts. You keep doing those giant creases on the cheeks and the pig nose. And one thing I noticed is that whenever someone is focusing on female models and then tries making a male model, it looks like trans / gay, you're not the first one.
>>672091https://youtu.be/yqydwpN-3eE heres one but not shit
>>672084I'm still working on it m8
>>672089>You keep doing those giant creases on the cheeks and the pig nose.Cheers anon. I do have a lot of things to improve on. I made some changes.>And one thing I noticed is that whenever someone is focusing on female models and then tries making a male model, it looks like trans / gay, you're not the first one.I wish. If I could do a decent trap, that'd be an accomplishment.
>>672028I like it :)
>>672137nose is too far in.
>>672152How do you mean. They result in different looks so there is really no real way to define how a made up person should look like. But by your suggestion I pulled out the ridge on the first one and it looks better.
>>672091ive fucked this up past recovery. time to move on and forget how badly I fucked up the geometry of this
>>672154looks way better
Another character just for fun.>>672162Thanks for the help.
And another try on a greek/jewish chick
>>672050You generally want to avoid having that many vertexes converge on one single spot even if it is flat it can create visible edges when you render.
Last one before sleep
Thank you anons, just keep hammering at me. I need to improve.
>>672173copy. thanks for the company.
>>672169no it wont lol
Hello, I am new to zbrush and want to learn how to create characters. If I post here my works will you help me with feedback please?
i got a gun, no girls
>>672183Stop being a weirdo I'm just posted you work man, be prepared to get shit on it doesn't happen that much if it does learn from it
Now that I have a bit more experience, I went back and reworked an old abandoned model. I ended up pretty much keeping nothing but the head. Any thoughts? I dread to rig and texture him because I know fuckall about it.
Heyo, I haven't really done characters before, so I tried to make an ecorche to get a sense of what's where. I'm not really looking to be super detailed, but I'd appreciate if you can point out any major fuck ups.
>>672231>I'd appreciate if you can point out any major fuck ups.Yeah. Yer boy ain't got no skin! He got muscles, an he got Them Bones (dun dununununun dun dun ahhhhh), but he ain't got no skin I tell ya what!How can he sit on a chair if he's got less than his birthday suit on!?It might be me though, but the torso seems a little long too. Then again, that might just be the way torsos look when it's all muscle/bone.Butt seems like it protrudes out quite a bit too, even when you factor in the fat deposits that might be there after the fact. Once again, it might just be me thinking it's weird.Are you going to be adding fat to different areas as well?
>>672231Thicc afThighs look thicc but as a whole it looks pretty biologically accurate, actually
>>672231her tits are too small
is there any way to edit keyframes in a world in this timeline menu thing? I cant figure it out
Some slow progress since i've been busy, lazy these past days.
>>672353>>672351I think it turned out ok somehow. Someone told me to make the hips wider and shoulders narrow. But its time to sleep..
>>672355Going to sleep now for real.
how's my first 3d Sallet helmet look? 1/2
putting out there that the texture/material is temporary, it's pretty shit.
Fence for my racing circuit scene.Not sure about the wire mesh, looks a bit flat, but my brain has stopped working for now. Starting to get a good handle of Substance Painter though.I'll give it another texture pass tomorrow. Please leave your thoughts and comments boys n grills.
>>672425>>672426Shape is good, just add some thickness to it with the solidify modifier and round out all the resulting hard edges with the bevel modifier afterwards. It's too obvious that it's an infinitely thin plane.
>>672430Looks fine, no-one will notice when racing anyway.
>>672437Well its not for a game, its just a small environment piece.I'll have to look at the big quadruple-A racers and see what they're doing.
Started work building some greebles, wall panels, and assorted set dressings that can be used to quickly kitbash together sci-fi interiors. Kinda fun, I've never worked on environmental assets before as clothing is really my bailiwick.The cut out I-beam took my longer than I care to admit to make until I realized I shouldn't be thinking of it as two triangle side to side but as a sort of Z pattern repeated over and over. Then it was easy to make.
>>672430If it really bothers you, just make the wires seem more rounded with a bump/normal map or something. That should be enough.Should be as easy as throwing a smooth gradient on each of the wires.
>>672449You should try to fix that or hide it behind another prop.
>>672449Its weird how you have so many different shapes. Like if the wall panels are gonna be rectangles with rounded corners, the door should be a rectangle with a rounded corner too. Its the future why would you put a world war 2 submarine door? I'd give them a sliding door. Those columns are ellipses, should be circles to fit the rounded rectangle vibe. Those roof thing = if its gonna be a big beveled triangle, it needs to be big like a real big TRUSS and only one of them. If its gonna be lots of tiny ones, it shouldn't be bigger or more complicated than a present day STEEL JOIST or a CASTELLATED BEAM. >rectangles with rounded edges are really cliche sci fi but whatever
>>672462Yeah I'm going to build some riveted L brackets like they use for joining real i-beams.
>>672464I'm going to make different doors but that door is one I have a particular plan for and it will be unique in the project and I want it to have a very retro look. I like those hexagonal beams you posted. I think I'll make some that look like that too. They should be pretty easy to make. I'm going to be making a bunch of old school CRTs too even though those are definitely an obsolete technology that really looks dated when you see them in sci-fi now.
>>672468>>672462There we go. Three different types of brackets to use.
>>672478Wait, is this some render preset I'm not aware of or are you the same anon doing the WoW gnome(?), the chibi robot and now this?
>>672479Yeah I'm the chibi guy. The guy who usually makes clothes for the chibi figure.
board game piece, saloon
>>672513Can't tell if that's a render or a printed piece on a lightbox. Either way, well done.
>>672523Thank you! I tried widening it a bit. It doesn't look as witty bitty cutey this way but it reads better as a saloon, I think.
>>672534i think a generic icon of drinking/alcohol on the sign would help differentiate it from some something else
>>672545something like "xxx" maybe?
>>672557That would probably imply a whore house.
Possibly my first post to /3/ so hey everybody!Some Quake II inspired character concept stuff I've been working on for a couple of days.Testing out some Zbrush to Photoshop workflows to try and determine which parts are faster to sculpt and which parts are faster to paint/photobash. This was a ~6 hour sculpt with another 8-12 hours spent in Photoshop. Things I noticed while doing this:- It would have made more sense to split all the individual parts into separate subtools for easier rendering/compositin with a nicely split clown pass- Keyshot can be a real fucking cunt some times- I definitely hould have spent more time in 3D overall. If I'd spent another 5h. sculpting this I could have been done with the whole image in 70% of the time- Should have taken a rust render pass instead of photobashing that shitDo you guys think there's a market for this type of thing? I mean, I'm obviously slower than a guy doing quick speed paintings/line art (I can do that shit too though) however this workflow gives me something I can send the modelers as a base for retopology and shit. Where should I put my focus? C&C welcome...
>>672618No. XXX is pretty common to denote alcohol and stuff in a country/western setting. But I always thought it had more to do with moonshine than alcohol in general. >>672621Looks pretty neat. For obvious reasons, it reminds me a lot of the Revenants and similar in the Doom games, just more agile looking. So I guess it'd fit right in with Quake as well considering it's also an Id game. I wish there was some more color in it though. I think making the cyber eyes glow a bit more than they are now could really give off more of a menacing look to it as well. Knees look a bit wonky too I think.
trying to figure out 3d shit for the first time, ill figure out at some point how to make the renders not look like ass
first time i've ever made a face. Since everything is off I plan to individually practice each part of the face (mouth, nose, eyes, ears) so I can understand how they actually work. This is supposed to be a female face
>>672634I'm with the other guy, while I have seen xxx referred to alcohol it's much more commonly associated with sex.
>>672513>>672534Anon that is the most adorable little saloon I done ever did see>*spitoon clank*
Not WIP, but something I made a while ago and wanted to share.
>>672676I know it's supposed to be dark since it's in a cave but it's way too dark. I can't make out nearly anything in this scene
>>672634Thanks for the crit on the skeletron dude. Btw I agree on the XXX thing btw. If you ever watch really old western cartoons or read those comics that's what you're gonna see.I understand where you're coming from with the color thing but I really want him to look bleak like an old military machine. Maybe I should have given him some scifi military decals? I made the eyes glow a bit more. I get what you're saying about those knees but it doesn't really bother me. It's like some of those MGS robots with kind of wonky looking anatomy to distinguish them from a man in a suit. But yeah. Might be returning to this in a couple of weeks and I'll definitely take your observations into consideration /,,/.>>672647Nice job if that's your first face. Female faces are super hard to sculpt. You can deform male faces to shit and they can still look appealing. Female faces just look ugly if you deviate from the norm and you don't know what you're doing.I think you should look up some nose anatomy stuff. The tip of her nose looks like someone cut off a bit. I think she could do with some fuller lips with more dynamic shapes. There's a bunch of stuff you could do but this is definitely a good start!
Mostly Rigged now. I still gotta rig the hair tomorrow.
Remaking a weapon from a PS1 game using a (very low quality) screenshot for a reference (top). Probably should have just fired up an emulator and taken my own screenshot. My goal is to detail it quite a bit more and then bake it to something pretty low-poly like the source material. Trying to get the look of Early PS2 models.
>>672634>>672656>>672618XXX on a jug of moonshine denotes being triple distilled. Every time you distill the liquor you mark the bottles with another X.
A little composition i've been working on, don't really know where I wanna go with it right now, just have always been interested in crashed space ships in deserts, stranded boats etc.
>>672682Yeah, you're probably right. Will increase the brightness next time. Thanks for the feedback, lad!
Anyone know the best topology for the corners of lips? The mouth wont be opening. It's just a bust/likeness study.
Any thoughts on this, struggling a bit to add clutter
>>672722add some small water splashes/drips to the area under the water fountain.
>>672720why are you so concern about it, just fucking close it up its not that hard. and this is too fucking high poly, this needs to be subdiviced at least once to smooth it out and to get rid of tris and n gons
>>672690for the skin of the face, did you use a specific material, or did you paint the textures to create the subtle soft shadows/lights?
>>672730Ok. But its a just a simple question of best practice. Why are you so testy? There are no tris or ngons.
>>672691Have added temporary materials and began to detail parts of the lower receiver area. Going to redo the paneling. I like the bigger panels in the front of the gun more than the smaller, denser panels toward the rear.
>>672737Ah, forgot to hide the boolean objects like a total retard.
>>672695Looks interesting. Try out a few other compositions similar to this (same colors, shapes, themes etc...) and see which ones you like the most. Scifi stuff is neat.
>>672722Clutter ideas:>Discarded q-tip>A pair of shoes>Empty can of soda or energy drink>Gym bags>Maybe a forgotten t shirt on top of a locker>Make one of the locker doors slightly open>Deodorant>Trash can>Empty water bottle>Candy wrapper>Dumbbell>Old pair of ear buds>Broom, mop, dust pan, 5 gal. bucket>"Wet Floor" sign folded and put into a corner>Small towel on the floor>Pair of cheap looking goggles>Crumpled ball of paper>Gatorade bottle capThink of things people might bring to the gym or pool and what they might accidentally misplace or leave behind. What would you bring? What would you forget? What might you discard or throw away?
>>672745>What would you bring?Thots.>What would you forget?Their names.>What might you discard or throw away?Condoms. Before using them.
>>672745Cheers mate that's a nice list of things
>>672735because youre a noob and dont realize yorue worying about trivial things. i did't say there were n gons or tris. when i said to close it up you might get them and there are a cause for no concern when you subdivide fucking noob.
>>672720If it's just a bust/likeness and it won't be animated that means the topology is far less important than if it's supposed to be rigged. Placing your UV seams is 10x more important than the rest of the edge flow.
>>672746Kek'd>>672752Anytime, always glad to help out. I'd love to see an updated version of your scene later on!
>>672754Yeah, that's fair. I'm aiming to be a game artist so input on edge flow would be appreciated since it will be a portfolio piece. Having game ready/animation ready topology is always a plus if applying for games studios. I'll see how this retop goes then focus most of my time getting the most out of my uv space.
>>671931Gave her clothes, time to texture, which I've never done before, so wish me luck. Any tips on texturing and adding materials to an anime character?
How long should/would you expect retopologising a head like this to take?
>>672770oh god, the nightmare fuelthe hands are actual forks
>>672754Are you rubbing your dick to how superior you feel right now? Either that or you just got some harsh crit and need someone to shit on. Either way you're making yourself look like an asshat.I was asking in the general sense. Not exactly for this exact project. But in terms of what is best for animation/stretching and squishing. Would it be better to have a quad or vert in the corner of the mouth ecs.
>>672770Her face curved backwards so much shes kinda reminds me of this guy when shes not in complete portrait view. Revisit the anatomy of the eye socket and cheekbones.
>>672771its supposed to be long honestly. like 30 mins at least
>>672770Do you see what I mean? It looks like a rolling pin or cylinder has been pushed into her face where her eyes/nosebridge/cheekbones are. Push those out and formulate more of an eye socket. I know you're going for an anime look, but it looks like you've payed attention to the front and side view and not to the three quarter view so your model is skewed along those two axis. which is also why her mouth/nose/jaw area is pinched along that blue line to create the profile view without adding any actual volume to those areas.It is super important to constantly check your work from the three quarter view and just generally look around your model all the way through the modeling process.
>>672760Just uploaded this actually, this is the first building of three. Need to fix some minor issues, work on post and fix the render error on the kitchen. But it's basically done.
>>672794That's honestly some of the best work I've seen on /3/. Really great stuff, man. I think a lot of people would truly believe they're looking at a film, and not a 3D model. 9.9 / 10.
>>672770I understand what you're trying to do with following your refs to a perfect T, but you still gotta follow basic 3d animu rules in making it look 'right'. Remember, its a 3D model, not a picture. Like the eyes being really small and so far apart is not good for animu. The basic rule of thumb is to make the width of 1 eye be the same length of how far apart they are (pic related); it works in most stylized 3d models and safer to do so it'll look right in the 3/4s view. I would recommend looking at 3d models of animu; pinterest is the best site for this because it'll show you wireframes etc. of 3d models. Learning how to see proportions and details is the first thing I would work on. Also excellent job on finishing the mesh of the model and sticking through until the end. Persistence is very important in getting gud at 3d so keep at it, and you want to keep the momentum of this habit so it won't wear off.
>>672794What renderer are you using?
>>672794I remember seeing another webm of yours (webm related) and saving it to my inspirations folder. Absolutely fantastic stuff you definitely are going to be massively successful
>>672683thanks for the advice on my face. Good to be realistic at where I stand and how far I still need to go
>>672794This is really good, Anon. It's a shame what the compression is doing, though. I wanna see it in all its full-res glory once it's finished.
>>672827Will post when it's done!
something that went nowhere but I wanted to do a quick render for something to look back on
>>672805>pinterest is the best site for this because it'll show you wireframes etcNo, go to sketchfab instead.Start from there and browse the collections on the righthttps://sketchfab.com/3d-models/band-of-sisters-2f1c0626d4cf4fd286c4cf5d109f7a32https://sketchfab.com/3d-models/zashiki-warashi-ce3c0a9c952e4deda9136e79793a3ebfhttps://sketchfab.com/3d-models/kumiko-hibike-euphonium-82367f6a22644f6f88b462077611559ehttps://sketchfab.com/3d-models/prinz-eugen-2204d6fd12b546deb69a91621c08b6e1Also install the MMD importer addon and download some MMD models.
>>672864>sketchfabI forgot about that fuck, that one is good too because it'll let you see the model. As for MMD, you can export the models to obj using the English PMX editor (free) and then import it to whatever 3d program you're comfortable with.I use pinterest mostly because there's a a bunch of 3d tips like pic related, and you don't have to slog through twitter's shitty site and slog through food pictures of some nip's blog until you can find one 3d tutorial/wip from him.
>>672799>>672817Thanks a lot, I appreciate the prase.>>672810Using Corona
It's supposed to be an anthro caracal but I'm not done, haven't started the body. Sorry for the noise.
>>672955 You know what? It´s great. No one here can do better. Make the rest of it and make it dance the gangnan style. You gonna get rich on Patreon.
>>672955Wow! This is really good. I would make it without the sunshades or make the shades without lenses to really emotionally bond with the eyes>detective pikachu qualityred fur is a little off putting but you do you
last thread I made my first head and now i'm trying to focus on studying not to make dindu nuthin lips. First attempt was the one on the left and I find it weird how after toying around with all of them the first one I did ended up being the best out of the 3. All of them are still shit but it was a good exercise
trying this kind of thing
>>672986I really like the color tones and the style. I'd love to see an environment with a similar style/mood as well. The hand looks a bit weird from the behind view though, that pinky is way too thick.
>>672986Looks nice, but maybe add one or two more loops to the hair buns. They look like gemstones stuck into her head as is.
>>673009guess i forgot to mirror that texture. it's supposed to be the pinky and ring finger together while the other two are separate. honestly having them all separate would be the better course of action, would look more definite. also might follow up on the environment idea>>673037you're right about the hair, i'll see about adding a couple more loops to see what i like betterthanks for the crits guys
>>673054You could also just use a Geosphere, rounder with less poly than a regular sphere.
>>672966>No one here can do better.Do you have a single fact to back that up?
Remember all those stick figure flash games from the early-mid 2000s? I Always wanted to make one of those growing up. Made this in about half an hour. Have only done animation a couple times and I'm not looking to become an expert. Just need something that works. Not sure if I'll do anything else with it, just wanted to share this .gif of a dying stickman holding a rifle.
>>673127I member. My favorite was interactive buddy with the chubby gray ball you torture/make happy. You could probably make a hit indie game if you turn everything into emissive flat so its a really minimal silhouette that reads 2d>imagine your model in a bamboo forest, lots of thin vertical lines in background same flat black color as your guy
Starting to put together the racing track scene in UE4. Some materials dont look like they do in Substance Painter for some reason so I'll have to go back and do some tweaks.I also have no idea why the UV map is screwed up. That error doesnt show up on Maya nor SP. Though thats where I'll be laying down some stripe decals so it might not be an issue in the final product.I need that UE4 secret sauce. I'm trying to light this with just dynamic lights, because racing games these days have dynamic time of day and stuff, so I think it makes sense to get a feel for that while making this thing.As always, please feel free to leave a comment.
>>673133>>imagine your model in a bamboo forest, lots of thin vertical lines in background same flat black color as your guyImagine no longer. Well, I made a couple changes to the idea.This rig is very simple and limited. If I did want to make a stick figure game, it would definitely need to be replaced. In fact, the bamboo forest I made for this probably took longer than the rig itself.
>>672805You know your stuff, would you be willing to come on Discord and help me out a bit with this model, or is that too much to ask on here?
>>673127I remember making shitty animations in Pivot, it was horrible.
>>673193Pivot was one of my favorite things growing up! Would literally spend hours a day with it. Never really got gud, particularly with walking animations, but I had fun.
>>673193>>673201I just downloaded other people's animations and showed my dad pretending they where mine. Good times.
>>673193>>673201Honestly think my game making streak started back on pivot. What a nostalgia hit. Kids are missing out.
Anyone got any good tutorials for hair and beards?
>>673237This guy doesn't have a beard tutorial per se but he covers everything you'd need to know and is really enjoyable to listen to.https://jesusfc.net/tutorials/patreon-lessons/
>>673238This stuff is super useful if you're doing movie/cinematic quality models but as far as how this would translate into being game ready I'm not sure how I would do that/if this would be super useful.
>>673243For game hair, there is a course from CGMA on CGPeers which you can check out.
>>673245Thanks my dude, i'll check it out and post again once i've had a crack at it.
>>671879Hey guys. I'm looking to hire if any of you are interested. I'll be needing human modeling done like pic related. You'll need to be very comfortable with the human anatomy and be able to correctly create bodies in the right (stylized) proportions. Additionally, you'll need to have experience with making faces that are pleasing to look at as well with good topology. Anyway, if you're interested, shoot me an email at this address with your portfolio:firstname.lastname@example.orgWe only need one model. Prices are negotiable. We pay per completed model (not by hour).
Brothers and sisters,I thought the side panels would be easy after the main front panel was completed. But actually, for character shots the side panels would be more visible and thus would require even extra attention to detail. Refined techniques continuously and CONFIDENCE IS HIGH that completing this operation is within our scope.Starfleet out.
holy dicks the tip of my pp is so itchy
>>673263How long are your offers available?
Just starting to learn about subdivision and skin modifier modeling with this lady
>>673288As long as it takes for me to find someone that meets the requirements. It's not easy to find artists that are not only good at human anatomy, but also have an eye for creating 3D anime-inspired characters. If you're even remotely interested, don't be shy. Send me your portfolio to that email address and I'll take a look.
Small animation I've been working on as a school project. Can't upload the 60 fps webm :///
>>673308Give it some more snap and pop. It doesn't have any personality to it.Instead of having the capsule open linearly, have it pop open quickly, give it a little bit of a wobble when it reaches the furthest point so it's got some inertia. As for the spinning bottle, maybe give the spin some more variation instead of an ease in- ease out. Maybe start slow, with it tilted like it is at 45 degrees, straighten up and speed up the spin (like a skater tucking in when spinning), then go back to the initial angle and slow down. Right now it's just boring to look at. It needs some P I Z A Z Z.
>>673309Also, camera movement.
>>673310That too, but I don't know if that anon might need the camera still for anything. Maybe he'll put text in it or something.Not to mention, when people are doing 3d (at least inexperienced ones), they tend to really go overboard with the camera.
>>673311>Maybe he'll put text in it or something.>not overlaying text with compositing nodes...Anon, I...
>>673321>t. hates seeing others get paid for what he wishes he could do, but can't
Blendlet and zbrushlet here, Worked on a Maximilian helmet a day ago. Not satisfied with the visor or rivets so I may redo them but the shape of the actual helmet itself is what i'm proud of, i'll need to seperate the cheek plates soon.
>>673335Here's how it's sitting with a work in progress Cuirass and placeholder Gorget, I need to get a better male model since this one seems fucked up.
>>673321I'll fuck off once I find a modeler
>>673321>>673348This is a wip thread, either post your current project or critique someone else's, otherwise fuck off and make your own post that no one responds to.
>>673351You literally haven't posted a single image with any of your whining you dipshit, how about you point out your work to us in this thread? Why are you so mad that I want to pay people to do stuff they like? I don't want to make my own thread because I don't want my small thing taking up a slot in the catalog.
>>673351Please don't listen to anon, some of us are looking for actual work here and if you have the financial backing some of us would appreciate it.
>>673353I know, there's always that one faggot in the thread that acts like a massive tool. If you're interested in the job, feel free to email me >>673263. I have the money and would love to help an Anon out.
>>673356Well, assuming you're not lying, I'd be willing to pay you for some work too. I'm needing some interior modeling done as well as the human modeling.
>>673312That's what I mean Mr. Anonkun. Never said anything about 3d text.I'm saying he might be leaving space in the composition for text later in post, so moving the camera around might mess with that and overlap.Then again, the way he has it now, with the fly in/out, and it popping open, there's not really any place for a ton of text to really hang out. Maybe at the corners though.
>>673358Then go make a commission thread or one for your project.
>>673354any luck finding someone?
>>673263What aboput textures and shading?Is it diffuse only, normals, cells shaded or what?Is there a concept to work with or will it be just a description?Good topology? You going high or low poly, some more detail would be nice if you know what you looking for.
>>673263Does it require the same style that GG uses or just the model?
Just some progress
>>672155The overall design is shit anyways
>>673263Speaking of GGXrd...https://www.slideshare.net/ASW_Yokohama/guilty-gear-xrdtips-124324946I usually see people post the GGXrd presentation at GDC when making animu renders. This slide mostly talks about how they modeled their meshes (face especially). It's not for absolute beginners, but its still worth looking at because it gives out tips to common modeling problems when making animu. If you want translation, the bottom text copy/pastes what the slideshow says in their corresponding slide number so you can use google translate and what not.
Ahhhh, back to her... New computer. New me. Gave up on my dreams of a universal procedural texture though. Decided to just port over the DAZ texture pack I was using for reference on my attempted procedural textures. Hoping to use cycles instead of Iray... Or rather, I am hoping to use blender's node editor instead of DAZ's god awful menu system.The current results are decent ([pic related]'s settings are extreme for visibility's sake). That said, I get the feeling that I'm going to have to rethink my approach. The way I am currently assembling the multiple bump maps looks to be creating very subtle edges at material seams ([pic related]'s armpit is actually one of the less obvious examples of this issue). I also have no idea how to convert shininess to roughness properly so...I think I might just steal the grain from the shininess map I have and mix it into a desirable roughness value instead. Right, now I'm trying to just straight convert it from shininess to roughness, but the related info I could search up was sparse and mostly said it couldn't be done... Apparently, they were right. [pic related] was supposed to be the default shininess to roughness, but its way to oily for a default.Whoever made this texture pack is a dick as well... Half of the textures are using some super esoteric color profile that crashes blender when switch to preview render. Maybe its a problem with 2.80, but meh. Its still fucking annoying having to import the images to gimp, convert their color profile and save them. There is probably some way to batch the conversion process, but I don't know it...Anyways I'm off to buy a new monitor. This old flat screen tv isn't cutting it anymore.
>>673486I like the new: you.
Working on a realistic door with all internals and functional mechanisms.
>>673336Cool. Reminds me of knight I did a long time ago(not really a knight but anyway).
>>673511Ahhhh! So fucking clean! Is it a sculpt or what? I can see some nice quad topology here and there but it's kinda hard to tell. Sorry if I'm asking stupid question but what line of work are you in?Really love everything about it. It's not too fantastical but the design still looks interesting. I'm asking this stuff because I don't really know what I want to get into... I'm >>672621 and I can do a bunch of speed sculpts and cheap Photoshop tricks but I've never attempted anything as elaborate as what you're showing here.
>>673528its sculpted its so obivous as hell, sculpt faggots never fix the smoothness of those faceted quads because theyre brainlets. you can also tell by the poorly sculpted shoulder plate.
>>673531Post your work polycuck
>>673531somebody's insecure about their own work.
>>673531Damn man. That's a really shitty attitude to have. What's up with the tribalism? You sound like one of those kids who gets into arguments with people over different game consoles. Grow the fuck up.
>>673540keke. I think he thinks modeling has to be purely simetrical and precise. He is an autist. Read the SMACK IN THE FACE BIG LETTERS in the title of the thread - NO ENGAGING THESE FAGS. Btw, I really like the >>673511 armor because it looks like it was handmade over an anvil. The imprefections really give it charm.
>>673534>>673536>>673540>>673543t. assmad sculptfaggots
>>673531I dare you to box model that pussy
>>672694is the tail moving because of a bone or is it physics ?
A quick Random walk vs Christensen-Burley SSS comparison. I made the renders to analyze the color contribution pass to see if the Random Walk SSS was blueing mouth corners and eye lids... It doesn't seem to be any worse then the Christensen-Burley setting; at least, not at a 1cm scale setting. The blueing is very noticeable when SSS scale is set larger then that. Thankfully 1cm scale was roughly the setting I was hoping to use on the material's SSS so I wont be needing to create a mask for it.I figured I'd post the renders here for anyone that wanted a comparison. All of the material's other settings are still set very high, and I've obviously not done any work on her eyes. No post processing in this one either so its a little under exposed. My last post had some white balancing.I do really like how fleshy your lips ended up looking, and the lack of glow around her nostril and in the folds of her eyelids. This is basically why they added random walk though so I'm not surprised. The random walk did saturate her skin a little more, but that can be easily compensated for.Both images were 512 samples. Christensen-Burley took 3min and Random walk took 3.5min... Honestly, not that bad for what they said was going to be a lowbrow, brute force solution.
>>673558actually easier to model that with box modelling methods then to sculpt it lol
>>672794hi fren, this is very nice stuff. if you're still around do you mind answering a couple of questions?1. how long did that take to render + what specs?2. how much of the furniture is custom modelled vs pre-made assets3. do you have a good tuto or tips for cloth shading? yours are impeccable
>>673578oh also:4. how long did all that take you? (minus render time)
>>673578cheers mate:>render timeTook about 1.5-2 hours per frame usually. I was originally going for 1080 but had to settle for 720 because the 1080s where talking about 5 hours per frame. I don't have the spec on hand unfortunately.>furnitureI would say about 50% was straight up downloaded and just placed while the other half can be split into download then kit-bashed / drastically changed or modeled by me. found out in ArcVis almost no one good makes their own furniture, wastes too much time.>cloth materialsI haven't used a material tutorial in a long time so I can't recommend one unfortunately, most of the texturing knowledge I have now it just knowledge of what the nodes do mixed with trial, error, and problem solving to make them. Pic related is the chair seen in the kitchen if your interested in the nodes. honestly though they node graph is a little silly and unnecessary you could probably get something very similar with just a defuse, spec and bump map, I'm just lazy and can't be bothered changing maps for specific models.>how longIt's a little hard to answer because this is only 1 building of 3 im working on at the same time more or less but this is the only one nearly done so i can't approximate about 3 months.
>>673583Here's a pic example of the kit-bashing i was talking about
>>673583whats the purpose of all this garbage if its just for the base and reflection map
>>673528First of all I'm pretty sure I'm not better than you.>Is it a sculpt or whatFor the most part it is but I modelled some things too. >Sorry if I'm asking stupid question but what line of work are you in?The one that's called NEET. By the time I finished university I'd realised I didn't want to be a programmer. That being said take everything I say with a grain of salt, I'm a NEET after all.>I don't really know what I want to get intoMy opinion is that you're at a good place right now. You can sculpt/model and you can draw. Basically can nest anywhere from these skills. It's up to you which direction to take but maybe it's a good idea to explore your local market. What jobs are available? Or maybe you're ok with moving to another city/state/county? What If you want to freelance? When you roughly know what you're up to talk to some pro and ask them for advice. I for myself chose to spend a lot of time gitting gut before even thinking of applying for a job. Ideally I want to work on game environments and that's my last post btw >>670380.>I can do a bunch of speed sculptsspeedsculpt is more than something polished. You can always polish your speedsculpts. Translating your ideas into 3d space within reasonable amount of time is the real skill.>>673336Your model looks exactly like mine in wip stage. That's why I felt the urge to comment on your post. Get your blockout done and then with a bit of polish it will look like my last post or potentially even better. Also I'd suggest to work on lower subd levels and don't be afraid of completely changing pieces you don't like.>>673531Hmm what program could it be judging by the background gradient?
>>673586it's essentially making a highly realistic fresnel light falloff, like I said though most of it is unnecessary if you just make a map specifically for your model, my original bitmap is just a generic fabric map
>>673588yea but you dont need that mess of nodes to do that lol
>>673595lol. Go fiddle with your toonshader, you plebeian.
>>673597all of those nodes go down to one simple map my dude, its only usefulness in that is that its procedural which im sure for those textures you really dont need that so youre doing more work for no fucking reason, kid.
>>673587Thanks a bunch for your answer! Sounds like we're in pretty similar situations... I don't know if you're from the states but I'd imagine there'd be a bunch of junior positions in game companies there. I'm from Finland so the circles are pretty small so you pretty much need to know the whole pipeline if you want to work in games or you need to know a lot of people to get a job. It's always:- At least x years of work experience- At least 5 shipped games- You like to work on cute mobile games ^_^International stuff is difficult because you're competing against some wunderkind motherfuckers from 3'rd world countries who are willing to work for peanuts... It's too bad if you don't want to do programming because the market for that stuff is huge (at least here). However, I bet could be a valuable asset to a company if you could sculpt, model, work in UE, and code in C++.Our day will come! (Or not. Ehh...)
>>673598He already explained that he was using generic texture images. He had to mix and mask them to get the desired results. There is no point in spending the time baking all of that into a single image if you computer has the ram needed to load that many images... The only argument in your favour is that he could have shaved a couple seconds of his frame render times be reducing the amount of image manipulation his shader has to do to get the pixel values. However, like I said, this would only shave seconds of his render times. Is a minute or two of saved time on each frames render worth the hour or so worth of work per object? Maybe in a production environment, but I'd rather let my PC do the work since my landlord is paying the electrical bill and I have no deadline.
>>673601yeah pretty much this.
>>673601>He had to mix and mask them to get the desired results. There is no point in spending the time baking all of that into a single imagethis is how i know you faggots dont know the slightest thing about texturing and voids your entire post, dead brain faggots.
>>673607Look mate I'm not going argue with you if you individual textures for your models that's fine it works to, I prefer using the nodes to change textures in Max rather and making individual textures. Neither reproach is wrong, there are upsides and downsides to both.
>>673608shut the fuck up you dont have the slightest clue about texturing.
READ THE MESSAGE IN THE OP BOYS LET'S NOT DO THIS AGAIN
>>673612Yeah no worries he's clearly trolling so i'm not going to argue with him
>>673607>>673609And I ain't even started on porting the eye textures and makeup. Shit, there is still acne, spider veins, age spots, stretch marks, etc. before I even get to those.
>>673614this is a prime example of what not to do when yo utexture. not only is a fucking messy but the results also look like shit.
>>673583>>673585thx 4 taking the time to answer, friend. very helpful.i'm a little surprised corona hasn't gotten a 'sheen' style feature that arnold implemented recently. would probably be v.useful seeing as how archviz focused corona's community's become. your results are real nice tho.
>>672955Update on the model, progress has been a bit slower than expected.>>672968Reduced the saturation a bit.>>672966I hope you're right anon.
>>673713Don't add refraction to the glasses. Just do straight transparency with some gloss. Otherwise it's gonna be distorted like it is now.
Guys anyone know why substance painter is pretending the faces on the mesh here face in the other direction? Because they definitely don't.
Still workin on shit for my pathfinder campaign, whats going on in here
>>673765>A revolver with a tube magazine...Why though?
>>673766they're capacitors, its meant to be like a coilgun thing. I wouldnt pay too much attention to the practicality of this thing since there isnt even a visible way to open the cylinder
First pass on her eye's materials... I seem to have run into an issue with random walk SSS. The model has a couple faces behind her pupil that are coloured pink. I assume these are there to simulate the reflective surface of the back of a human eye. However, those faces are far too close to the front of the eye IMO, and [pic related] evidences that. Its so close that the reflections practically make her pupils glow... I'm probably going to have to switch to using the back faces of the eyeball itself instead of those mesh faces. We'll see if that solves the issue. Maybe I'll mix a blacked out emission shader into the surface to just manually compensate for it. I don't know if masking sections of the models mesh will fuck with the volume scattering of random walk sss
I did not realize until a couple of days how fuckin sweet sketchfab is. How come everyone isn't using this? what's the catch?6IOXE
>>673779Eyes are a little too red and too dark on edges, looks sick/tired. I think your overdoing the skins roughness, if it was just a little smaller, scaled down pores, more subtle. It might help to have a rectangular light when your doing this to find the specular parts of her face, shes too diffuse and your flat lighting makes it more offputting. Add some gloss to the eyeballs, lips, skin etc.l>if this is for a porn thing it would be more attractive if you gave her smooth moisturized skin or makeup skin with even less of your textures showing>plz give her placeholder eyebrows shes too creepy chemo to look at right now
>>673782>what's the catch?The models can be ripped.
>>673783>Eyes are a little too red and too dark on edgesYeah, Its my current project to fix that. Pretty sure its a problem with random walk SSS not liking intersecting mesh (the eyeball itself and her teeth/jaw are mesh islands that intersect with the main mesh). I'm going to try to fix this by moving them to their own object and turning that object's visibility off for "volume scatter" rays. I'll probably have to Christensen-Burley SSS on the eyes and mouth because of it, but it isn't a huge issue since the mouths isn't super visible and the eyes are smooth enough to not need the detail preservation of Random Walk.> I think your overdoing the skins roughnessRandom Walk can be thanked for that. The detail preservation is wonderfully photoreal.>It might help to have a rectangular light when your doing this to find the specular parts of her faceI've set her face's material to a specular of .406 which, according to algorithm on the principled shader page of blender's online manual, is the specular setting for a material with an IOR of 1.44... Google told me skin has an IOR of 1.44.That said, one of the texture images in the pack I am using is labelled as "S." Its a grey scale image that I've assumed to be shininess seeing as the pack doesn't contain any other images concerning roughness or shininess. It doesn't seem to be in line with my first paragraphs assumption of a specular setting of .406 either as its mean value is closer to .3 (although it does have a significant overlap into the .406 range)... Maybe I should go figure out what that texture is supposed to be.>shes too diffuse and your flat lighting makes it more offputtingMy lighting is set up to simulate a cloudy day. Its a little under exposed, but my point wasn't to make her look good. I'm trying to work with natural light so I know if the colours, etc. are correct. I could use an HDRI, I guess, but I don't feel like finding one I like.
>>673783[pic related] is the same image with a little white balancing. Is this closer to what you'd want to see?
>>673793This is more what I meant. I get that you want to use the exact numbers for things, but you are basically a makeup artist and if it looks better when you break from reality then its ok to break from reality. I kinda liked your body renders >>673614 because they look like a real, approachable girl with rough flaws whose naked in a changing room or non pornographic sense. Normal girls don't put make up on their body but they do put makeup/lotion on their faces. Seeing her so plain without makeup either gives her a diseased, im in a hospital/soup kitchen vibe thats a turn off.
>>673801Ah, I see what you are saying... I built a couple sliders into my material for exactly that purpose. Its basically just a multiplier for the bump maps. The last pic I posted was the default (intended to be "natural") setting, but I can just crank the slider to 0 if I want to remove them completely.As for make up, I just don't want to get into it yet, lol. The texture pack has a folder with like 30 masks for all the different places to put make up... I don't even know how to put on real life make up so just learning what each mask is used for is going to be a whole different learning exercise.>>673789Update: it looks like just moving the eyes to a separate object removed their influence from the Random Walk SSS shading. No need to turn off their volume scatter visibility.
done some more work, decided against adding garbage since although probably realistic would make the place seem a little trashy. did kit it out with a bunch more thing, thanks for the suggestions last time.
anyone know how to replicate the Spiderverse shaders? this is the closest i got, using the ShaderFX in Maya 2016, it uses a screentone texture for the shadows, but it doesnt look like the same can be done for highlights. is there another alternative?
>>673819Dunno if you can replicate it in shaderFX but here's how it's done in Blender. https://www.youtube.com/watch?v=M_Js07VVimY
>>673819/r/vfx had a post about this. A SPI lighting artist explained that a majority of the Spiderverse look was done through many many AOVs and custom compositing, not through shaders alone. Looks like great ShaderFX work though, I can't see how it could be improved all that much!
>>673743Because you touch yourself at night and don't post in the questions thread.
>>673782weird remote alarm thing
>>673819There's a greyscalegorrila Tuto about it
>>673825Looks like a RC car controller
Working on a modular cathedral kit for UE4, using Blender and Substance painter.https://youtu.be/5p6cF_mZFmw
>>673612I often learn the most from arguing posts, it can be very productive. Stop policing the thread, faglord.
>>673874Ah yes, because posts like >>673586 >>673595 >>673598 >>673607 >>673609 offer eye-opening industry-changing knowledge that we should all learn from.
>>673877Actually hes right, arguments are the best way to learn. It brings creative thinking in that just by praising someone wouldnt. You want to try to prove someone wrong and usually you cant take someones word for for it so you go and find credible resources to prove them wrong. it will be a back and forth thing like from a month ago people were arguing about HDRI's and Subdivision and some other shit, that was fun and funny to read but also educating in a way.
>>673886And I'm not saying he isn't. They are really great when both participants are actually trying their best to dispute each other. But we often get posters like those I quoted who just go>UR WRONG U FUCKING RETARDIt's a completely different situation when the arguments have zero substance to them. I probably wouldn't mind arguments so much if they all didn't go the same route every time where one anon just refuses to elucidate their points. See >>670802 onwards, is there anything to be learnt from that besides "/3/ is an absolute hellscape"?>You want to try to prove someone wrong and usually you cant take someones word for for it so you go and find credible resources to prove them wrong.This just doesn't happen on /3/ from both sides.
>>673890grats u missed the point
Is there an alternative to having to manually move every goddamn vertex into alignment???Smart UV project is quite the poorly named feature because what it actually does is completely retarded UV projections. So that's no use.
>>673894>Dat ngon...Bet you thought you could sneak it past us by scaling it down in the UV view, didn't ya?
>>673894>UV mapping in Blender
>>673825Looks like something that one would put close to the clit.
>>673896what sort of pokemon? it's been a long time since the last time I played anon, sorry. but he sounds very powerful.>>673897am I doing it wrong? Is Maya the way to go?
>>672694she walks like a toy solider anon. look at some refs of actual women walking
>>673825Fuckin finally got finished making models for all the icons for my campaign. This was really good practice. I think this is the first 3D project I've gotten all the way done with
>>673922These are extremely hard to read as icons let along ugly. You can use these as in game models but things like pic related would work so much better, you want a clean outline that at a glance anyone would know what it is.
>>673925I appreciate the input but its meant for a tabletop rpg to go with item descriptions
We're doing this. We're making it happen.
>>673943Does it have a thorn in its hoof? Why does it have a limp
>>673894In the UV editor I scale multiple verts into alignment by selecting the vertices then scaling to the axis X or Y by zero.I am not a robot.
>>673871Nice but gothic arches > roman arches
>>673804Looks good bud, nice wet patch
>>673943is that eevee? did you use the new plugin to get it in there?i just took a model in last night actually she looked great but i didnt play around with the morphs, just wanted to take a look at her
>>673903>am I doing it wrong? Is Maya the way to go?Not necessarily, but it doesn't help you to use software with serious limitations for UV mapping, as you have found. You can try the TexTools add-on to have some better tools. It will help you with alignment issues, but afaik it doesn't come with improved flattening/layout algorithms.It may be worth your while to go through a series like this one, just to get access to better UV tools: https://www.youtube.com/playlist?list=PLkzopwqcFevZLnQIIU8GTGwg4o7RaarZU
>>673782That switch in the hammer's place is one cool detail, nice!Learning hair.
Attempt number two is a resounding failure. It also looks like I was half wrong about moving the eyes to a separate object to remove their influence from the Random Walk SSS. It appears to have only shrunk its influence to that sub scale setting sweet spot were the RGB radius's aren't aligned. Its the ting of blue in her "lacrimal caruncle" (the little pink thing at the corner of the eye). I wont be working directly on this issue next, but hopefully my next project will address it by proxy.I'm not liking the fact that her eyes have double mesh; one for the tears/cornea, and one for the iris/pupil/sclera. Having a pretty much clear, watery layer made from actual mesh seems unnecessary when blender's principled shader has a built in clear coat slider. It also introduces issues with lack of lighting. I can't seem to keep that mesh based clear coat from reflecting all the light that is supposed to be lighting the eyeball itself. Using the clear coat slider in the principled shader doesn't seem to have this issue. I'll probably be masking out everything other then the cornea from mesh based clear coat and just using the principled shader's clear coat. However...This doesn't entirely address the problem of her dark eyes. SSS doesn't seem to be quite the right effect. I'm not looking to spread the light out. In fact, that appears to be the opposite of what I want. Spreading the light with SSS actually darkens the eyes as a lot of the eye's mesh is hidden insider her body... What I want is for the light to transmit through her eye, be reflected by the faces that intersect her eyeball (the ones I mentioned in an earlier post), and then backlight her eyeball's exterior. This should also solve the tiny issue with Random Walk SSS near the very, very edge of her eye. That issue is caused by a lack of light hitting the the lacrimal caruncle at the parts just inside her eye... Hopefully.
>>674043That’s a pretty nice shoe anon>>674043
>>673986you're making this harder than it needs to be, stop wasting time doing what ever it is you are doing.
>>673986Ah, you're doing what I did a couple months back. Here are some things you should know that could help to solve your issues:If you're using Principled Transmission / Glass BDSF on the outer eye mesh: Congrats! You've run into a fundamental flaw of the Cycles render engine. It can't render proper caustics*, meaning it casts shadows. That's likely why your eyes are so dark. You can attempt to remedy this with this method I found: https://docs.blender.org/manual/en/dev/render/cycles/optimizations/reducing_noise.html#render-cycles-reducing-noise-glass-and-transp-shadowsAs for your Random Walk SSS troubles, well... it's an inherent issue with Random Walk. It's not one to do with Cycles, even Arnold users face the same issue. Whenever subsurface radius is set to red, very thin parts of your mesh will end up blue. I guess it's got to do with how RGB light transmits under the Random Walk algorithm. (red penetrates the furthest, blue penetrates the least?)I guess I should post how far I got before I realised learning to make this shit from scratch would be more satisfying and fun than toying with Daz. I never perfected the shading of the eyes, and if you zoom in to the eye you'll notice the Random Walk blue tint on the lacrimals and eyelids. * - it can, but it requires so much computation that it isn't efficient. You can attempt bruteforcing caustics rendering by bumping up Transmission sampling, but it'll always stay noisy even set in the tens of thousands.
>>673986>>674078The reason you get blue areas with very high amounts of SSS is because the red light penetrates all the way through the object and comes out the other side, leaving the blue (cyan) light reflecting back to your eyes. Seeing this effect means you've turned SSS up too high.
Working on a tavern, can't wait to finally have a reason to test out eevees volumetric stuff when I make it all smokey>>673985thanks thats the only part of it I liked making and thought was a good idea
Excuse the tiny image. I accidentally saved over my base render and didn't feel like spending the 15min rerendering a 1024x1024 image.>>674073No.>>674078I ended using your linked doc instead of masking the clear coat mesh. It works a lot better now, thanks.I also ADDED a translucent shader instead of using SSS on the eye. It solved the issue of blueing in the lacrimal and also added the "red eye" in the pupil that I wanted to preserve. I still have some reading up to do to figure out exactly how adding, as opposed to mixing, a translucent shader into a material effects light rays. Does it duplicate the number of rays or does it apply both effects equally? I know it duplicates for some shaders, but I am not sure exactly how the translucent shader work and its documentation is sparse.I also want to mask it from the iris, but that's a quick fix. Its currently ruining the grain of the iris, and it'd make sense seeing as the iris wouldn't be as translucent as the white sclera.
>>674120Whoops, forgot the pic.
>>674094this is fun
>>674125you should do lighting full before you start texturing. give everything a gray texture then go hard on lighting
Got a lot of texturing work left to do. Nothing is permanent yet.
>>674125is it a brothel?(just askin for a friend)
>>674043Good shoe. Looks like it goes on a foot or similar appendage, nice shoe.>>674138Probably a tavern/inn that rents beds too.Or it could be a brothel. Out back where the trough is could be where the whores sleep :^)
>>674138>>674140It's a tavern>>674127I know you're right, but I was starting to get burnt out on modelling all the little bits and bobs and just wanted to see it with some color to make sure I was going down the right track. Will keep it in mind for next time though. thanks
I tried to animate a dick in a pussy in blender and I could not for the life of me figure out how to properly do spreading/push pull of the lips. Does anyone know how to do that? I tried softbody physics, cloth sim, jiggle bones, none came out with even a hint of realism. Can anyone share the workflow if you know it?
>>674155have you tried going to church and praying to god about it
>>674157I pray everyday, but not for that stuff
Sorry for the delay.>>674186>>674186>>674186