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File: Works In Progress.jpg (469 KB, 1000x600)
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New WIP Thread (all software) Let's go down to the river.
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>he doesn't understand
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Got it half figured out. Looks like I was wrong about one little detail as well. For some unknown reason, "render as" particles show up as all being the same object ONLY while true displacement is being calculated. They show up as unique objects/particles during the rest of the render (so the particle info node works for the material's shader output, but not its displacement output). Is it a bug 2.80? Just a limitation with blender in general? I don't know, but its pretty easy to work around anyways. I just used a collection of object that all shared the same mesh, but were located in different spots in world space. This allowed the true displacement's noise pattern to be driven by the Geometry node's position output instead of the particle node's temporarily none functioning location output.

A true displacement variance of a dozen different option, and a perfectly unique variance in the normals input of the shader seems to give roughly the result I was looking for (hue and saturation were also randomized slightly). Combining that with some randomness in particle location/rotation/scale really made them all feel quite unique... And it all fit in a less ram then 4k .png

Sadly, this render is already outdated. I made it this morning, but I've already figured out a much simpler solution for varying the bricks inset. Now that the bricks are a handful of distinct objects the Object Info node's random output can be used instead. Plugging it into a vector displacement node allows it to drive a tiny variation in the brick's location during true displacement.

>excuse the bricks sticking out of the ground... that's the collection that the brick particles are copying. Apparently, they need to be visible during render, but I forgot to move them off screen since they don't need to be visible in the viewport.

Whelp, back to trying to figure out how to bend the bricks using true displacement only. It'd be nice to use the same mesh for pillars/archways with different radius's.
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So many chores to keep her happy. And to stay in good graces with the neighbors way down yonder. This is what I have to do right now.
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>>678348
I just want a job god damn it.


UE4, used a rather long chain to produce the snow, I still want to figure out how to better produce the particle chain for the muzzle flash. All models pictured are less than 1.2k polies, all using single 1024x1024 textures. I was told on response for my portfolio wasn't clear about my skills and I feel like that's a, "You're fucking bad, kid." I'm still working on the displacement maps for footsteps as I may need to increase my land-meshes' polycount for this reel. I just wanna show off what I can do with low-poly and low-rez work.
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>>678372
I just want you to know that you're one of the few people on this site that frightens me
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>>678375
I thought the point was to make something good looking and then be surprised how its low res. Maybe your trying too hard to look like the low poly look instead of trying to make it look realistic? Don't most game modeling jobs just make whatever they want look good in a sloppy high res file and then spend time later doing retopo/normal maps? In this specific render its really disconcerting to put snow and smoke and realistic textures on such a low poly thing. Would probably look a lot nicer if you show off your low poly tank in a super unrealistic polygonal environment like that game shelter
https://www.youtube.com/watch?v=P-foKmBknUw
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>>678382
The dudes are low-poly too. I'm interested in showing what can be achieved with 'less-is-more' effectively.

I've got iray shots of the tank and I'm pretty happy with how they've came out-- I've been putting together shots alone just to pull together a narrative and then show my work without any context aside from how it's done at the very end. I make my models high poly then move down and then do some creative painting in Substance. I don't mind your idea, I was thinking about going with a drawn look a la Valkyria Chronicles for a while but I feel like cel shade is burnt the fuck out.
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>>677534

Just want this guy to know that I'm doing what he said, but I'm 12 hours in and I'm on frame 700 out of 1000. Y'all fuckers better give me some (You)s for this
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>>678382
Your overall lighting, scene setup, materials etc look good. Its hard to tell for sure from the blurryass pic, but it seems like you have a good general art sense, which is really important. The thing to remember with industry hiring managers is that 90% of them need to have everything spelled out for them. They want to see literally everything in plain detail, so you should really do more high-res work because thats whats in these days.

BTW, Im assuming youre going for environment modeler jobs?
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>>678375
it's just isn't good. just make good models of something until you are confident, then try scenes because those look good when they are filled with content and this one isn't.
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>>678348
Whow new wip image huh
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>>678388
Actually just trying to go generalist route. Showing off my skills with UE4 and some of the cool quirks I've figured from it. I have no problem doing high rez stuff either-- I'm just trying to think of ways to not do guns all the time. That's all I see in hardsurface shit and it's not that I have a problem with guns, I'm just sure others are tired of it. I do buildings and everyday objects rather nicely, and I like making clothing a lot. That's what those dudes are wearing.
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>>678393
Also good gob on not putting any of the relevent info:

Last thread: >>675593

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/vU7P8Vmi
If you’d like to add more links, post them here: >>637415 #
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>>678396
and this stuff is thousands times more pleasing to look at than blurry mess above. just abandon le artsy route and show off your modeler skills, i can see they are decent.
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>>678396
Guns have a lot of hard surface details and are a great way to show off your skills.
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>>678386
>Y'all fuckers better give me some (You)s for this
First the webm, then the (You)s.
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>>678404
That's fair, I was told a while back at a GDC hiring managers were tired of seeing them and they showed little to no creativity behind them. Like, I hear so much bullshit each and every way I don't know what to believe at this point so I'm just kind of doing a reel that I think is cool. Though, I will take all of your advice about maybe just going with showing my models only. I was also told that creating a narrative lead through your reel was a strong /need/ to set yourself apart. I'm just so tired of doing Second Life commission work, I just want to finally do some shit where I get paid enough to not worry about my dicks per hour.
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>>678406
I can see that I guess but keep in mind having a special unique portfolio is pointless if it doesn't properly communicate what your talents are.
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>>678406
>Second Life commission work
>dicks per hour
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>>678406
You could try some power tools instead, maybe going for a sci-fi or steampunk theme. You still get to show off plenty of hard surface details while not making guns like everyone else.
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>>678409
I was being light. I work generally with people who RP and want certain things for their SPESHUL OC or with the weirdos who like to competitively grief with each other.

>>678407
Absolutely-- though once again I'm at this point where I know I have marketable skills but I don't know how to convey it properly to someone who exists simply due to the oversights created by the corporate structure.
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>>678410
Already taking the dieselpunk route-- just low-fantasy in the late 19th century. Otherwise, I appreciate everyone's insight thus far. I begin to wonder whether or not any of my SL stuff would be worth showing, but I feel like that's a red flag as many SL creators are god awful at their hobby and create these poorly optimized nightmares of models with excessive 1024 textures and unoptimized LOD models.
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>>678377
you're not alone. I feel like most people are creeped out by him
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This geo hair is a rough placeholder, the xgen version will look pretty different.
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>>678433
never should have come here
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>>678433
I would say you're ancestors are probably rolling in their graves, but you might be Egyptian
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>>678433
lowering the bar of /3/ is quite a feat
well done you pathetic degenerate
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Making Uvs for this guy
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>>678445
>that wasit
comon now, that just looks silly.
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>>678471
waist*
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>>678375
>I just wanna show off what I can do with low-poly and low-rez work.
then work on models with curvature not a fucking brain dead tank model
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>>678405
well this is disappointing
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>>678474
I am going to say good job on this. You have learned a good deal and that is paramount to your future work.
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>>678474
>now that blender render is kill, n00bs can't tarnish blender's image with shitty renders
I can't believe you've done this

btw shadow settings are complex in eevee
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>>678474
https://youtu.be/bVERra6U4R4
non (less) compressed
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>>678479
ur a pretty gay boi arnt yah
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>>678479
>doxxing urself
but why eli you filthy neckbeard guy
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>>678475
i appreciate that

>>678481
>>678482
yes

at least im not starfleet lol
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>>678482
He doesn't care about that he posts the same models on the official blender discord

He's kind of annoying like the other prolific one rider
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>>678483
>at least im not starfleet lol
holy based as fuck
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>>678377
>>678428
Count me third.
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>>678486
Fourth.
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Starfleet keep up the good work and send the normies out of this holy land. Happy late Easter by the way
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>>678489
Fifth.
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>>678491
>no shitty trip render
but I'm the real Starfag
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>>678473
That's fair, you're definitely right.
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>>678477
I redid it without the volumetrics and it finished in less than a half hour -_-

Anywho, did some more tweaks to it, changed some colors, made the paths a bit more varied, and changed the size of the fairies. I'm quite a lot more happy with this

place to watch it not as a shitty 1mb webm
https://youtu.be/37tEnsKSCxM
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>>678495
Add another fairy, make them faster, flap their wings
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>>678495
hey fatso suk on deez
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>>678507
sure thing sport
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Trying to do the gun rack on the left

How the fuck do I into materials? I know the gun rack and vending machine part are both supposed to be metal but I have no idea how to get that particular look.
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Starting to add skin while also preparing for retopo.
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>>678508
atta boi
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>>678511

for the past year or so that ive been reading this board I feel like ive seen u post the same head a billion times. what is your endgoal? what is changing with each iteration?
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>>678511
Her nose tip looks fucked, it's like you missed the some bones there or something, forgot what they're called.
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>>678513
what you feel is irrelevant. the guy has been posting progress and listening to critiques.
>>678511
the lips look pretty basic but i think they would look better if you made them thinner.
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>>678474
many questions:
why didn't you test the animation before doing a 14 hour render?

why didn't like make the fairy/butterfly's wings flap?

why make a 40s long animation when you probably could have made it 5-10s long on a loop and get a very similar result?
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>>678513
Look at comparison from beginning to now. I am sorry if you can't feel the difference. I certainly can.
>>678525
I want her to have meaty lips. There will be other characters that will have thin lips. I do have to define them better.
>>678522
Look at pic. Everything is where it should be. I even made a skull for fun and reference. Will post next time.
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>>678510
nice ref, depending on what software your using it can vary a lot but it's mostly a similar process; you want to find the reflection, set it to max value and look for something near it called fresnel IOR (or something similar) that value will determine how metallic it is.

do yourself a favor though and just export your finished model into substance painter after you unwrap it, the unwrap doesn't need to be pretty the auto unwrap will probably work fine.
Don't bother using placeholder texture or trying to crate faces in your model to apply textures to, it will just slow you down
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>>678532
1. Me grog bigbrain
2. I actually tried to do something with rotation constraint but when I put it on a path the rotation the path applied to whole fairy made the other wing glitch out and react in strange ways. Seems like the kind of thing that would be a nightmare to try and work out for something that I felt didn't make that big of a difference
3. I was wanting a much longer loop because I was considering using this as a wallpaper, and slow subtle movements are aesthetic to me
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>>678536
Well I guess like the other guy said, you'll own for next time. Your issue with the link constraints shouldn't be something new, try ask on questions or the blender thread people probably had to deal with they themselves
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>>678525
shit taste
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>>678533
I kind of like the old one better. The new one looks like she's no stranger to 24h drug binges.
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>>678533
The old nose is actually way more realistic.
Why do you always make weird lumpy noses like that?
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Here's a new character. I will have to do speedsculpts on youtube. Some people requested them and it is becoming quite easy.
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>>678375
dont work on such low res meshes and textures while also using tech like displacement. the point of lowpoly is to make everything cheap and baked into thr diffuse map. dont worry about showing off technical stuff, like complex shaders, unless you want to be tech artist/programmer. focus on the basics, like just making nice models, textures, animations.
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>>678586
>it's becoming quite easy
Oh, Anon.
Please learn how to make a nose.
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>>678586
you need a reality check man.
trust me, just go to artstation and look at some stuff, also if you do this as ahobby then it's fine but if you ever plan to make a career out of this you should've moved on to other stuff a long time ago.
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>>678613
also just look at the whole neck area, that is not how that works man, i you can i suggest you take a little break and go and so some anatomy studies preferably drawings, like honest man you're good but you need to push out of your comfort zone, which as of now it ends just at the jaw of your models.
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Halo inspired generator room
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women are gay
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Just finished the retopo and placed some quick materials over on substance.
I have pretty much 0 experience in substance, so I want to push this model to learn.
Any advice on texturing in substance for a noob
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>>678619
nah, just yours are.
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>>678620
yeah, go and watch the tutorials on the substance youtube channel, everything you need to know is there.
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>>678626
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Working on some armour pieces.
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Here's the textures on the "Undersuits".
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>>678635
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>>678595
I hear you-- much appreciated
>>678636
>>678633
That looks really good, man. I would suggest turning up the roughness on your fabrics though to give contrast to the rubbery stuff-- I like it a lot though.
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>>678636
how long did this take to make it looks amazing
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>>678636

How do you do the female and the male with the same texture. Do you make one and shape the other.
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>>678638 Cheers, thanks for the advise, Ill make those changes before the handin.
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>>678627
are they any "must watch" videos? I can tell there's a lot of good info here but there's hours and hours of footage
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>>678638
It took longer than I wanted like 3-4 weeks while juggling other work + learning marvelous designer.
>>678644
Yeah basically that, I made the female one first then warped it to the male model. Also because of the rubber borders I was able to replace the topology and retexture that area so I don't get boob Ao / lighting on the male.
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>>678646
Flipped normals is normally my go to for tutorial vids. They are industry pro's and their videos are not boring.
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>>678650
Really? They just complain about how hard Zbrush is and how make a phylosophy out of everything just to prolong their videos. They just talk trash all the time. Pay attention next time. You will be unable to see it.
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>>678586
>>678613
I did a quick paint over, hope it helps , again i'm not expert but just wanna help.
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>>678663
Thank you very much anon for the pretty nice paintover and instructions. I corrected the trap and the skull as well as SCM. I also gave him some sharper lines. I am going for American Italian look.
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>>678667
You're
welcome anon, keep it up.
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Did a fast start for Carl Weathers. I am trying to work for reference for the first time.
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>>678678
>>678679
>>678680
Love that you used the chick pic on the board. Cheers man. Keep it up.
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>>678682
copy you. Starfleet out.
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choose your companion
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Still doing extra passes, but I think you guys were very right about dropping the artsy bullshit-- I've pulled these two from iray in Substance, entire scene is 12k polys and three 1024 textures on each character.
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>>678348
You're not allowed to do that.
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>>678377
>>678486
>>678428
Put me down for creeped out as well.
He reminds me of that TempleOS dude, only way less entertaining.

Should have stayed in his containment thread.
>tfw this counterfeit Wip thread is hidden because I filter Starfleet.
Nothing of value was lost.
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Some fanart for a game called Monolith.
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Some more.
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>>678659
I'll take your word for it on their next video but most of the time I hear them talking about the fundamentals which is super important so you understand the "why" behind the work/technique. It at least for me helped me improve a shit ton quickly since learning tools only takes time to get used to.
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>>678692
better, but you're still trying too hard with this realism shit dude like do something else. It's not that they look bad or that the color choices are bad, it's just the glaring inconsistencies with what you have to do with lower poly work that really breaks what could make your subjects look better. also, what's going on with your materials on the webbing? It looks like you called it a day on even trying to make that look cohesive with the materials in the rest of their uniform otherwise much better though. if you fix the shit render quality this is portfolio worthy, but don't act like it's going to be anything other than solid filler.

>>678699
you gotta work on those ears dude, I like the expressiveness of his face and I think the nose, chin and lips are sharp though.
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>>678692
>>678760
posing your work is a good skill to show. keep doing it. as for realism, its a fine style to do. the poly count would maybe fit in a rts game so show the character in that type of angle also so it cant be mistaken for a low quality fps character. and you gotta show off the wireframes. You might be better off rendering in ue4 since iray doesnt handle smoothing and raytracing on lowpoly objects well.
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>>678772
So back to UE4, got it. Should I just make my screenspace clean, not like my last ones? If I'm thinking RTS, I might as well just import all my buildings and shit that I made for a mod in Company of Heroes. Thank you for that idea, Anon.

>>678760
Thank you for the insight-- I have no idea why the webbing looks like shit and I'm kind of freaking out why Iray keeps fucking it all up. I might just multiply the normals up in UE4 since I'm taking >>678772 advice on that one.
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>>678680
Hey, I appreciate that nod. Thanks for the chuckle.
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>>678780
Make it so..
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>>678783
Naturally
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Another one.
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>>678393

Pretty shitty new image too. Completely missed it in Catalog mode. There's a reason why we kept using variations on an instantly recognizable image.
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>>678815
Yeah well Starfleet had to go and be a special snowflake and break tradition.
He's been here how long and still doesn't know how things work around here?
He's in his own little fucking world I swear, and we're all followers on his blog known as /3/.
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>>678877
>Yeah well Starfleet had to go and be a special snowflake and break tradition.

I must disagree, it's a strong tradition of /3/ to keep a resident namefag on hand.
Remember the greats, remember Millenia, remember Alioto.
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I'm makin a little houdini digital asset thing that produces shoelaces on a surface. The laces can bend with the surface as well and automatically get the right orientation (reverse of stitching in the middle).

Now I need to build a nice interface and handles to make it user friendly.
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>>678880
Is it also tradition that the resident namefag has a few loose nuts?
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>>678880
I don't remember them making new threads without the proper image or any of the links.

Also it's really bad practice for a name fag to make new threads with the name on in case he is filtered
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>>678887
>shrinkwrapping a torus array
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>>678906
>Also it's really bad practice for a name fag to make new threads with the name on in case he is filtered
Maybe that's why he did it, to force himself upon those who have him filtered.
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>>678887
Neat. Are you following a tutorial or is it your own R&D? If it's a tutorial, could you share?
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>>678909
No tuts, all my own! You'll need to get into vex to unlock the full potential of houdini, so try and learn focussing on that. I've been doing houdini for about 3/4ths of a year now, and tried to get into coding as early as possible.

Its better to discover nodes can do something you've already coded than to discover nodes can't do something you want and you'll have to code it but don't know how!
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>>678907
Well no. This tool uses points you place using a draw cruve node to generate a general path of the lace, and switching at the half way point to make a correct shoelace pattern. Shrinkwrapping would make the lace go flat, so I do some calculations based on the distance of the curve from the surface, and it also uses the vellum detangle sop to make it so the laces dont directly intersect eachother.

Making it user ready is a whole different challenge tho. This tool is fairly simple to make if you follow the entagma tutorial on geometry generation in vex!
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>>678914
Well ok. I don't use Houdini, but in other software you can shrinkwrap nearest verts only, or just a plane/lattice deformer as a guide. Or even just use an edge on the targets as a curve guide to deform to.
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Elon Musk.
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>>678921
Freddy mercury
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>>678922
kek. I know right? I'll probably do him next (pun intended).
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Just finished first day of Ryan Kingslien's 12 days of Realism. I can already see improvement. Can't wait to finish the course. I'm going now. Bye.
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Well, Kingslien is one cool motherfucker. This really makes my process a whole lot easier.
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>>678927
Looks nice on the front but the profile really could use some work! The eyebrows are way to far forward. It must be comfortable in the sun,lol. Also, the nose sits a bit weird on the face but I can't quite pinpoint why I think that. Great work either way! Keep fighting the good fight!
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>>678945
Cheers man. I will do a lot of these and hope some of those things that don't fit just right go away. I am just on the first lesson and it makes so much difference because of the structure of the face.
> It must be comfortable in the sun,lol.
kek. It is going to help him in the story (desert planet).
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Another one.
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>>678953
Send it.
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>>678348
woah thanks for including my wip.
i rigged her face, added hands and sculpted a few details. still wip tho
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>>678983
Is it anatomically correct?
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>>678983
+1
Must be nice to be talented.
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>>678994

>>665417
Don't dismiss him as being born with talent it's rude to all the work he but in to get where he is.
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>>679009
>he didn't come out of the womb with a wacom pen in hand
Sad!
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>>679011
i drew tits and tanks in kindergarten. they had a lot of talks with my parents and i even had to talk to a phsychiater. bitches and hoes dont know about tanks and tit beauty
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>>679013
i drew edgy sonic drawings with lots of gore and my parents did't bat an eye
>>
>>679016
pussies i tell ya
>>
>>679009
I didn't suggest any such thing, I simply meant to indicate that it'd be nice to be able to do something creative, something outside of my current capability.
>>
>>678986

Is that John Malkovich?
>>
>>678880
They were fine anons.
Starfleet is not.
>>
>>678971
It might just be the angle, but it looks like her anterior deltoid is slightly misshapen. It currently looks like her pectoral muscles wrap around her Humerus instead of inserting under her delts.
>>
>>679028
>Starfleet is not.
Why?
>>
>>679031
because youre a literal faggot
>>
>>679033
I'm not Starfleet. Just asking out of curiosity.
>>
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>>679038
only a retard like himself(you) would question it
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Rule #1: WIP talks, BS walks.
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Getting good fast renders with 2.8 and I'm using a NVidia 760. Going to render some more.
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>>679042
>>679043
I think Storfloat is a pretty cool guy. Eh makes ronders and doesnt afraid of anything
>>
>>679044
if you say so
>>
>>679042
>>679043

If Starfleet is nuts whatever he has sure isn't boring.
>>
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At ease soldiers and have a good weekend.
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>>679023
Nope, but I should really try making him. I have to compile a list. Now its Freddy Mercury (not ready yet) and John Malkovich.
>>
>>679052
mfw I still haven't gone through donuts tutorial.
>>
>>679051
>eblow gap
>its worse on his right arm
dude learn how to skin, those arms poorly deform when bent
>>
>>679023
Are you Stevie Wonder?
>>
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>>679055
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>>679057
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>>679052
ok I gotta admit this got me
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>>679054
>boomerguru tuts
what year is it?
>>
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gonna fix up the arms and change the design a little bit on the armor, or so maybe add to it
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>>679062
Relax your mesh nigga
>>
>>679065
absolutely no reason to
>>
>>679030
i most likely have made a mistake there, even if i am ""good"" at anatomy i dont have all the muscle groups burned into my head yet.
>>
>>679054
me neither anon
>>
>>678348
Love Daz but I want a new graphic card. A engine like Eevee in Blender would be nice.
>>
>>679062
Why did you choose to merge te body and the "suit"? Those tangly things could've just as easily been another mesh and you would have an easier time uv mapping down the line. It's not like it saves that much poly's either, if you're worried about that!
>>
>>679061
It should say on your bottom right of the screen.
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>>679070
Not him, but skins with several layers of mesh tend to create a lot of interpenetration during animation. If you have a nude body and want it to wear say a tight bikini it's better to build a version of it where the bikini is part of the continuous mesh so nothing slides around or looks to be so loose that it hovers on-top of the body rather than hugging it.
>>
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>>679070
pretty much >>679072
and the fact that this is not a high budget character by any means, ive studied dozens of low poly game characters meshes and they all had that going for them. also whether they are apart of the mesh or not does not impact uv mapping because they are assigned color id's so they already have their own channel for unwrapping.
>>
>>679045
kek

>>679042
>>679043
gb2/daz/
>>
>>679069

Why do her legs look like a burn victim.
>>
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>>679077
texture resize because my GC had not enough memory sometimes.
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>>679074
>>679072

Allright, I get what you mean, but couldn't you just transfer weighting to the clothing after you've weighted the body? Riggers I've worked with did clothes this way, and then adjusted the weights afterwards. To me, it doesn't seem worth it to spend time dividing up your model to accommodate such intricate armor.

If it's not high budget I'd especially go the other route since it's way easier. But you do you man, that's always the thing with 3D shit, there's about 8000 ways to rome.
>>
>>679069
What is Daz and why does everything I've seen made with it look like uncanny valley nightmare fuel? the look is very distinct
>>
>>679081

Its because almost everyone uses the same base model as far as I know. "using" daz is basically just editing (read; changing some values) of said base model, putting on premade clothes and then posing it.

It always looks the same because most people exclusively use stuff from their marketplace because they lack 3d skills to make their own.
>>
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You really have to keep polishing a model. I have no clue how I imagined the left one was OK. Fuck. Now I doubt the right one is fine either.
>>
>>679085
Who are the main artists behind the Daz base models? Their models are pretty high quality these days but you never really hear about who it is that actually made them.
>>
>>679080
>t doesn't seem worth it to spend time dividing up your model to accommodate such intricate armor.
look buddy, youre not wrong, but youre not seeing that those details are simple, so why would i waste time trying to make them separate when they are just simple extrudes? if the details were anymore complex then yes i would make them separate its not an alien concept to me and ive done models that way. rigging is its own game of setting things up the way you want, so i cant speak much for that.
>>
>>679080
Yeah it's very common to transfer skin weights from a rigged 'nude' body to clothing, but when doing so you also typically make a new version of all the body parts that stays nude to go with the new model.
So that if your model say wears a T-shirt you transfer weights to the T-shirt, then you make a copy of the naked skin, delete all the geometry that is underneath
the T-shirt and transfers weights to that version to be used in conjunction with the version of your model that wears the T-shirt.

The exception to this is if you're not dealing with realtime and have a highpoly mesh that can have active skin-wrap running on-top of the mesh calculating the offset of the wrapped geometry.
But outside of offline rendering that stuff is to expensive to run if you're making a fullblown game where a lot of things compete for the limited resources.

But even then when you're making things that are so skintight that they really should lightly poke into flesh, like bikinis or underwear etc, it's really best to make it part of a
copy of the model and create extra loops to describe meshing of the cloth against the skin and take it from there.
>>
>>679079

Is that a monkey on the left?
>>
>>679093
yes, hey, do you recognize her ?
>>
>>679087
someone good in Zbrush...
>>
>>679090
Allright, thanks for the thorough explanation!! I'm not familiar with realtime and game workflows at all when it comes to characters and that kinda stuff, I'm mostly involved in traditional (albeit gpu rendering) 3D animation type stuff.
>>
>>679097
please stop posting bad daz renders in the wip
>>
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>>679107
looks like youre going with that Prometheus look
>>
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How do I make sexy aliums?
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Pixarface!
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>>679114
Just give her big titties and a penis. Someone will masturbate to it.
>>
>>679117
kekeke. I will not give her penis but I will make the males feminine. Also, big tiddies YAY! Are 4 ok (2 pairs)?
>>
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Give hugs!
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>>679118

>not giving a feman a pener in 2019

lmao
>>
>>679118
>I will not give her penis but I will make the males feminine.
Why not make the species sexually "tri-morphic" to cash in on the cuckoldry fetish. Sheet, you could even go all the way into "quad-morphic" to doubt dip into fem dom.

Maybe the female bulls only have a single pair of smaller titties, but the high estrogen females have four gigantic giggly wigglies.
>>
>>679125
UUuuuh. Nice. I might do this. I'll definitely make something that makes them a distinct society. Femdom is good if they are a matriarchy.
>>
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>>679129
I half wrote a short story based on viking lore a couple years back. The "vikings" weren't human, but rather a genetic offshoot of homo sapiens. Long story short, their tribes were all run by post menopausal women, but the adult males were all gigantic lumbering beasts. The women went through a sort of second puberty after loosing their futility so the elderly women were very large as well. This allowed them to essentially run the show since the males were all exiled from the tribe after reaching adulthood... Well, they were sent to wage war against the "ice giants" (i.e. wolfmen/yetis that were the ancient enemies of the Vikings). The only time adult males were allowed back into villages was if they accomplished some heroic feat during battle. This allowed them to be sent to "Valhalla" (i.e. they got to go home for a couple months and breed their tribe's fertile young women). This basically resulted in Viking villages being full of dommi older women, hyper fertile and sexually unsatisfied/competitive young women, and twinks...

The idea is yours if yeah want to adapt it. I'm too lazy to finish writing the short story (it turned into a lot more then a short story in order to explain the intricacies of their society and I'm not that great of a writer).
>>
>>679114
Depends on how alien you want them to be. You could take the general structure of a Draenei for example and add some more interesting features like iridescent irises with a non-circular pupil and different hue skin. More or less though for maximum coverage as far as sex appeal is concerned, you'll want really pretty faces with a variety of body types. You'll generally want to adhere to the human silhouette though, breaking it at the extremities for effect.
>>
>>679132
Alioto's time is coming to a close-- this ass appears to be built for sex.
>>
>>678359
>spend two weeks figuring out how to make particle pillars
>stumble onto duplifaces page in blender manual
>literally REEeee....
Fuck... Imma just go do a donut tutorial. JK, but fuck me, senpai. Time to relearn half the shit I just did.
>>
>>679132
>>679107
>>678983
I'm aroused and miserable that I will never empty my balls into a xenomorph's ky jelly soaked womb irl
>>
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Was inspired to make a Raphtalia after seeing another anons Raphtalia WIP on here.
Only wall I've hit is that I have to learn how to rig this fucking hair w/ dynamics (in a way that won't make it have
epilepsy) and I only know how to make basic-bitch rigs, barely ever touched on rigging with dynamics. This is gonna be a long night.
>>
If this is the shitty Daz /wip/ where's the regular one?
Why doesn't general-san just make a regular /wip/?
>>
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I'm making a shitty waifubait mascot for blender.
>>
>>679042
>>679043
He started the /wip/ thread namefagging, and now self-inserts as some kind of overseer for the work posted here. Why am I not surprised?
>>
>>679162
That sucks man, but you probably have a very good understanding of it now.
>>679178
This isn't the daz thread, Starfleet highjacked the wip thread gave it a new image and didn't include any of the info. Otherwise it's the same as any other wip
>>
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I have Retopoed Everything from Zbrush and baked must of her into "low-poly" (from 60mill to 80k polies) still need to bake the Wings, but my Machine keeps crashing when i try to export the High mesh.. must try to reduce or borrow a more powerfull machine.

Just started the texturing bit.. long way to go. and have also worked on some hair for the poor balled bird-lady
>>
>>679178
>Why doesn't general-san just make a regular /wip/?
I hope he comes back soon and saves us from this misery.
>>
>>679179
let me see her pussy and tits
>>
>>679208
i'll take that into consideration
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>>679179
>if she's the blender mascot she needs a hair pin shaped like the 3d cursor
>gray outfit with dark gray parts and black text
>starting cube earring
>>
>>679217
im not designing her based off of the ui, im designing her based off of the logo
>>
>>679217
however those arent entirely bad ideas actually..
>>
Im making a 3d model for the frist time and its of this boobed pot. I just wanted it in simd 4. I have no idea where to start
>>
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>>679179
>Not making some anime hair sticking out in the shape of the logo "wings"
Come on man, gotta go full tilt anime.
>>
>>679249
an ahoge would imply that shes an idiot

would you consider blender to be dumb? thonk
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Started this one today. will finish after the weekend
>>
>>679248
>>561987
>>
>>679252
How are you going about it?
Sculpting cave/landscape and then scattering points in it, and then instancing cubes on it or something? Or do you have some way of doing it directly?
>>
>>679251
Just do a couple of little sprigs, that'll make it more fun I feel!
>>
>>679184
i found this quite funny
>>
A little test render. I think her nose is too small.
>>
>>679265
anon the armor and body are top notch, but the face looks a bit weird. not to be mean but her nose is compared to the eyes way too far down. if i were you i would take a break for a day and then come back to the model to see the things i pointed out. but damn i gotta ask how did you make the shoes and socks?
>>
>>679265
also, i dont know if its fixable by scaling up the nose but i think its worth a try
>>
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>>679060
been kinda bummed for the last few days, getting back into the swing of things
>>
>>679266
>gotta ask how did you make the shoes and socks?
sculpted in Blender with dyntopo. quite badly
>>
>>679270
dynotop is the bane of my existence. i cant use it because my mac cant take too many polygons
>>
>>679273
Use the sculpt branch, OpenVDB remesh, and turn off dyntopo completely.
>>
>>679273
>>679270
thats why you use zremesher
>>
>>679276
whats that, i am blender uwu
>>
>>679273
Seems like macs are the actual bane of your existence.
>>
>>679287

Macs dont even have proper thermal dampening. I would say his one will be dead within a year if he carries on with the 3d stuff.
>>
>>679289
mac is dog shit
window is eternal
>>
>>679289
yea but its a macbook p r o
i know i should get a better computer but right now this is all i got
>>
>>679254
I get really high and place objects bit by bit till it looks like something. Its pretty relaxing, like painting
>>
>>679273
>>679270
You can remesh very nicely with a new modifier in the latest separate sculpting branch of Blender 2.8.
>>
>>679306
I'll take the bait :')
You're absolutely insane.
Please learn houdini. It'll help you do stupid shit like this without you having to do all this pountless work
>>
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>>679251
The Fullmetal Alchemist isn't an idiot. Saber isn't an idiot either.
I think it's just a trope to make characters look cute.
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modeling ugly man
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>>679340
I'm shocked you're able to do that with box modeling. You should try Zbrush sometime, I'd bet you really fly.
>>
>>679343
Or, you know, just use Blender's own sculpting tools, which are pretty much identical at this point?
>>
>>679340
>mirror modifier
Das not how ugly ppl work.
>>
>>679334
>I think it's just a trope to make characters look cute.
It isn't working.
>>
>>679344
>which are pretty much identical at this point?
I sure hope this is true, so Pixologic lowers ZBrush's price.
>>
>>679344
you sound like one retarded arrogant faggot, who again has no concept of what subdiv modelling is and especially sculpting.
>>
>>679355
Subdiv modeling has absolutely nothing to do with sculpting. What the fuck are you on about?
>>
>>679356
no i know who u are faggot because u have the exact same set up for blender, and only a retard would be retarded enough to do modelling in blender. youre the same faggot that thinks he knows how to model and trys to pass off his ignorance by saying he can freely use tris and ngons as "tools". like nigga fuck off.
>>
>>679358
>>679356
not to mention all your models still look like literal apes
>>
>>679358
>>679359
What have you been smoking, bro?
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i made a thing
since i post so rarely i might as well
>>679340
polymodeling chracters? man, oldschool
>>679196
what you baking in, substance? If so then yeah, it will die if you dont have enough ram no matter what, just decimate first
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>>679361
teh sculpt
>>679344
identical my ass
i cant get over blenders clunky ui, its even worse than zbrush
even after months of using blender every day, i still have no clue how it works and why half the time nothing works as it should
also zbrush is at lest 20x faster which is more important
>>
>>679360
fuck off faggot, you and your ugly ass models
>>
>>679361
polymodeling chracters =/ subdiv modelling
if that was a poly model character his mesh would look retarded because he doesnt know how to relax and have properly topology, all essential things for poly modelled characters. all subdiv retards have broken ass topology because subdivision is lineant on it
>>
>>679358
>Lowercase calling someone else retarded.
>>
>>679367
waah wahhh waaaaaaaaaaahhhh
thats what you sound like faggot
>>
>>679365
lmao
>>
>>679368
Did you forget to have your medication?
>>
>>679370
youre clearly a woman
>>
>>679053

He was really great in that movie where he played the retard. I have a cousin who is a retard so as you can imagine it means a lot to me to see retards portrayed on the silver screen so compassionately.
>>
>>679097
>>679103
My first impression was that this subject was being portrayed as a sex slave, an object, a toy.

However, I do not know with certainty that abuse is being depicted. The artists intent may have been to portray a woman in shackles of her own making, a person living in their own self inflicted prison.

>>679097 is welcome to contribute to this thread.
>>
>>679348
Says some random faggot on a Bhutanese yeti discussion board.
Your opinion doesn't matter, nor has it ever.
>>
https://sketchfab.com/3d-models/naofumi-iwatani-437446153a3241f39b57c4a8011ef1d8
https://sketchfab.com/3d-models/raphtalia-dba5bae39fd44d9fb4b677148472dc29
Published two of the models that i was using in my shield hero fangame. I kinda gave up on gamedev right now and just want to focus on my art.
Also why is the OP image different?
>>
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>>679393
>Also why is the OP image different?
I felt that a creative thread should not be so stagnant.
>>
>>679393
normal WIP thread OP was taking too long to meke a new thread after image cap got hit, namefag took initiative and made a new one in his own style
>>
>>679344
then why do 99% of sculptors still use zbrush? Have they just not heard the good news about our lord and savoir Blender?
>>
>>679393
Because Starfleet is a special snowflake.
>>
>>679394
You felt this thread should be about you, you egotistical cunt.
>>
>>679398

See Rule #1
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>>679400
ok boomer
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>>679376
Oh I'm sorry clearly you're a mod of this thread now, why else would you be handing out permission?
>>
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The last instrument panel figured out: tambourine, guitars and cowbells.
Mission Control style instruments for the stations reside in a separate file for linking into this set. We are getting near to completing this task.
>>
>>679376
By now, you should know that Daz renders go in their own thread, not here in /wip/.
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>>679408
I see.
>>
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>>679396
>savoir Blender
>>
>>679405
Not a mod, but a gentle critic with some education in the arts, including those of war.
>>
>>679366
>polymodeling chracters =/ subdiv modelling
Same thing you retard
subdivs is no more than a shading model here to round stuff up, but you still model poly by poly
>>
>>679419
>subdivs is no more than a shading model here to round stuff up
actually retarded, and no you cant just apply a subdivision iteration and expect it to look good, you will have artifacts. you cant compare a low poly cage model to a general low poly model, one is meant to be viewed the way it is and the other is used to control how the subidivision takes effect because of how well the low poly is optimized. the main thing you will see with low poly optimized for subidivision is the creasing, something you wont find on a general low poly model because it doesnt need it. there lots of other things because a general purpose low poly puts most of its efforts to areas that need the high poly count and closing those off on triangles because it just doesnt need to continue.
>>
>>679362
>i cant get over blenders clunky ui, its even worse than zbrush
u wot m8

>even after months of using blender every day, i still have no clue how it works and why half the time nothing works as it should
Sounds like a rather extreme case of PEBCAC

>also zbrush is at lest 20x faster which is more important
It isn't. Blender handles over 16 mill tris on my computer without slowing down, and it can do over 50 mill even if it slows down.

>>679358
Wow, that was a lot of projection in one post, buddy. Maybe see a doctor about these issues of yours?
>>
>>679396
Blender only recently became a good alternative. It's no mystery that msot people don't know about it or that Zbrush still has a way bigger market share.
With the new functions in the separate sculpting branch of 2.8, Blender is really becoming a great tool and a real alternative to Zbrush.
>>
>>679420
>model, one is meant to be viewed the way it is and the other is used to control how the subidivision takes effect because of how well the low poly is optimized.
No it fucking isnt, even "low poly" art uses tricks like vertex smoothing to make it look rounder, subdivs are no different.
And unless you model something really smooth like car mask you dont give a fuck about any smoothing errors, topology dosnt matter.
No clue what your point even is. If you need topo for animation, fine make some edge loops flow around deformation regions, but if not the do what ever you want.
>>
>>679429
>the separate sculpting branch of 2.8
Are there binaries readily available to try out that branch?
>>
>>679433
you have no idea what youre talking about you fucking dumbass, stop replying.
>>
>>679428
>Sounds like a rather extreme case of PEBCAC
No shit sherlock, that what UI is, an interface between the user and the software
Thanks for the great insight there, you are fresh on the case

The UI is shit, thats the problem
>It isn't. Blender handles over 16 mill tris on my computer without slowing down, and it can do over 50 mill even if it slows down.
On mine 1080gtx 30gb ram and i9 it runs fine enough when you sculpt one single mesh, but try adding meshes switching stuff and it start pausing, lagging, and eventually you workflow turns to shit.
You get fucking 10 sec lags, its unworkable at that point, on other hand its hard to kill zbrush by throwing meshesh at it, i work with 5x50mln objects, with multiple meshesh within each, with layers and morph maps, that would make blender shit itself long before i got anywhere with it.
If you make smaller stuff, sure, you can use mudbox, or even modo sculpting mode, but good luck with that on large projects, or blender sculpting.
I use blender mostly for retopo, blockouts and some polymodeling, but i always have to go to zbrush and modo to start to go into detail.
>>
>>679438
Nice fucking reply there mr know it all, if you have nothing to say and are out of your depth just dont reply at all instead of posting worthless shitpost in hopes you wont look like a retard.
>>
>>679440
The UI doesn't exist "between the chair and computer", Anon... This might be indicative of your room temperature IQ, which seems to hinder you a lot.

>On mine 1080gtx 30gb ram and i9 it runs fine enough when you sculpt one single mesh, but try adding meshes switching stuff and it start pausing, lagging, and eventually you workflow turns to shit.
I only have an i7 and I don't really have problems like these. Sure you're not just being retarded and doing retarded shit in a retarded manner again?


>i work with 5x50mln objects
That's pretty insane. If that's what you need and Zbrush handles that, then sure, use Zbrush. I very much doubt that Zbrush runs fine when sculpting on 250 mill tris, though.

>you can use mudbox, or even modo sculpting mode
Those are outdated trash and incomparable with Blender/Zbrush. This just shows you don't know how good Blender has become.

>i always have to go to zbrush and modo to start to go into detail
Why? Unless you're talking about your fantasy 250 mill zbrush sculpting, then Blender is completely fine for adding loads of detail.
>>
>>679441
im not going to explain basic shit to a brain dead retard that cant articulate sentences
>>
>>679443
>The UI doesn't exist "between the chair and computer", Anon... This might be indicative of your room temperature IQ, which seems to hinder you a lot.
You gonna now pretend you dont know what the saying you yourself used means? Now thats fucking hilarious.
>then Blender is completely fine for adding loads of detail.
Yep, thats why blender is the leading sculpting software and part of every pipeline, right?
>This just shows you don't know how good Blender has become.
Oh i know blender i use it professionally, thats why i know its bad, but here there come babys first software user to teach me about the ways of blender, this is why people hate blender fags.
Now fuck off, the wip thread is always full of retards like you shitting it up with your worthless noob opinions.
>>
>>678348

son what are you even doing with that wip image? sit down
>>
>>679453
Change must be welcome, as it lies in the heart of creativity.
>>
>>679458
fuck off
>>
>>679466
Did you find your favorite cereal box empty today?
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>>679470
your 3D work is garbage and so is your life
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>>679471
Thank you for your input.
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woah it got heated in here
anyway i added ahoges to her as someone suggested

i dont personally like this but what do you guys think
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The ridges on the temple look jank because I need to add some topology in the base mesh.
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>>679418
You ever wake up in the middle of the night and just cringe thinking of all the gay shit you type
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>>679479
I think fuck you, I was going to make a Blender-tan during my summer holidays.
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>>679490
dont let me stop you kek

the more blender waifus the better
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>>679492
Oh well, yours is probably going to turn out better anyway. Looks cute so far.
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>>679493
appreciated
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>>679494
My plan is/was to make one that looks a bit older, with a three-pronged ponytail, or possibly three hair thufts pointing up from a clamp on the back of her head.
I really like your bob, though.
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>>679458
No, you were hoping your dull WIP image (which prominantly featured your own work) would become the new defacto WIP image thus supplanting a time honoured part of the cultural consciousness of /3/ with a testament to your own ego.

Yes change is important to creativity but so is honouring tradition and common cultural experiences.

Change for change's sake is what gives us Star Trek Discovery.
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>>678772
Now, if I'm going to be doing like an RTS shot-- should I be showing some sort of bullshit RTS UI and everything in these shots?
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made a bit more progress, did a cool shirt design too
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>>679536
Are you going to release the model free as in freedom?
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>>679537
hmm, maaybe?
depends on if i think its good or not in the end
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>>679538
I hope you do anon.
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>>679536
>dem hips
Oy, is that a cameltoe I see?
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Any CRITIQUE Welcome

Hi guys. Trying to get used to Zbrush.

Self critiques: pose and background a little boring, horns' shape and placement a bit off.

I had fun with color here (i rarely work in color)

Critiques, especially on **facial planes** is hugely welcome. Maybe one day I can return the favor.
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>>679536
Reminds me of the girl from Dimension W.
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>>679526
nah keep it very simple, what you have now is fine. make sure to properly uv that road right now it looks a bit shit
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>>679552
oh shoot I remember her
she was my waifu for like, a month or two
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>>679549
also yes it is.
was unintentional but I think I'll keep it
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New >>679557
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>>679479
I take it back.
Go with the hairpin like the other anon suggested.

Those are way too thick. They won't make sense without the context of the rest of the logo.
>>
What's the best place to find 3D artists to commission a 3D model around the 200-300 dollar range?
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>>679610
Right here, what do you need?
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>>679090
Hey man, you got any links to a tutorial that goes through what you are talking about?
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Nebula by Curtis Holt.
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>>679802
looking good bud
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>>679830
copy.
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>>679625
If there are any I've never seen them. Way I learnt this stuff back in the day was reading about it in forum posts at cgtalk and polycount etc
then opening up game files of things I played to look at how stuff was put together in games like Fallout, skyrim, GTA etc.
In max this is then mainly achived using the 'skinwrap modifier' and the somewhat obscure 'SkinUtilities' hidden away under 'Utilities' 'More...'.

Just googling for 'skin wrap' and the name of your package should let you what's availibe for transfering skin weights in your package.
Any game with tools for modding that let's you import models to your 3D editor will allow you to inspect and reverse engineer how various things where achieved.
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