Slightly more effort edition Last thread: >>679557THIS 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
>>681907also going to repost this:https://youtu.be/a3yLYy0Tr_YAll done with this now, good chance i'll change some small details but I'm done.Thanks for the help and support on this project!
Made it in the WIP image for the first time, nice.Btw I'm trying to figure out what is happening with the reflection of my ship since it didn't exist in my post. It looks like you even painted some additional details to it or am I wrong? Either way nice.
>>681913I guess it just looks like that at first because of the offset and reflections.
>>681913I just copied it, flipped it, distorted it, then reduce the opacity. works well at a distance.
I finished another antagonist character to pit against my heroine; a Minotaur with a huge veiny dong, but I'm not posting that here.
>>681916>but I'm not posting that hereYou should, tho.
>>681916do it coward
popnets are fun
Working my way thru the textures now, got the round edge shader to mostly bake correctly with some parts i had to clean but im happy, way better than without any normals. Ill experiment some with hand drawn engravings on the armor maybe. Im kinda teetering between wanting more stylized and still wanting that sweet lighting effect on the armor that exposes the shapes very well. C&C more than appreciated.
>>681956pbr shading is cool n all, but i think it would look way better if it was painted
>>681966Yeah, thats what with i have a PTSD from, i once hand painted every texture and backdrop to a video game and it was a nightmare even though the visuals were awesome
>>681967were your uv's bad or something, or were just inexperienced in painting?
>>681971no, i was inexperienced and was the lead artist for the project, my first game i was part of, so i hand painted each asset separately, along with all the walls and grounds n shit, using nothing tileable, you can check it out, its called thief of thieves season one. Also did all the lighting and post effects on it.
>>681972oh and its not that anyone told me better either, it was a very new studio back then, i really have 0 regrets, since there really isnt anything like it
>>681972>>681973post your aliums reference folder plsincluding any nda'd stuff
>>681978ahhhh, i would share my concept stuff i did for it, but i still gotta wait for greenlight to release it all, maybe i should ask tomorrow
>>681980did you guys get any assets from creative assembly or any direct reference materials from the ip holder? like original sketches n shit.also, your skelly is very nice.
>>681981All the assets were made in house, a lot of i designed myself, the only thing we got from fox was the model for the xenomorph but that one we had to retopo for mobile anyways and tweak to fit to the animations
>>681982>was the model for the xenomorphplease post this. i promise we won't tell anyone.in all seriousness though, very jelly that you got to work on an alien property.
>>681984haha, id get sued if i didBut yeah, it was a dream come true to a hard core alien fan, not something i wouldve expected to be my second video game in the making
>>681985i'm sure they'd understand after you showed them all the daz porn this board would make with it
>>681982>was the model for the xenomorphgodblessed and based as fuck
>>681986id expect they already have some of their own haha, isnt that the true giger way anyways?
>>681967>>681972You don't necessarily have to handpaint textures for stylized characters, you can get some great results by baking grayscale maps.For example: make grayscales of ambient occlusion, world space normal up, edge map, cavity maps, direct lighting, ambient lighting etc. and combine them all in photoshop for a master grayscale, and then colorize it with a color ramp in photoshop and use some filters to stylize it even further. Afterwards you only have to clean up a little and maybe add details and shit but like 95% of the "handpainting" job can be done that way, saves you shitload of time.
>>681972Looks interesting. Very consistent artwork, great accomplishment.
>>681992Thank you, gotta look more into this, the technical aspect of it escapes me but im sure ill make it work.>>681993Thanku
>>681907>mfw my progress is not in OPOP you had one job. ONE...JOBBBB!(btw still no progress to show on Owen Wilson)
>>682015>>mfw my progress is not in OPAre you sure? Look closely.
>>682026>>682035YOU BASTAAAAARDS! Made me kek. I do feel like I rekt my ribs after a hearty laugh.
>>682015I do feel a little bad about not putting it in a more visible spot but it was worth it for your reaction.
>>682052>>682026oh I thought the joke was that he hasn't made any progress but its actually there
>>682026This is like an updated better version of where the fuck is waldo. Has been a while since i legit lost my sides on /3/.
>>682052Naah, I love it. In fact, please do it in future.>>682065Yeah. When he said look again I immediately knew it will be somewhere dirty.
Working on fur modifiers. The fur on the abdomen looks a bit scraggly and the toes and legs are a little too fluffy. Still need to do his face. Maybe needs more length variation?
>>682086Fur looks pretty good. The hairless ears and face look decidedly more cartoon than the body, though.
>>681992Is there a more detailed walkthrough guide for this, for the life of me i cant figure out how to get AO or cavity maps to export out of substance painter.
Screw you guys! I'm gong homo.
>>682159you have 2.5 months to deliver two likeness sculpts. why are you wasting time polypainting and sculpting useless hair. stop having fun and get back to work.
Sculpting Saeven Archeko, an OC by Averti on twitter.I'm definitely gonna have to redo the front of the vest, cuz that shits looking like garbo
>>682181Here's the rest of the body in its current state
Following a tutorial to learn stylized texturing workflowJust got the basemesh done
>>682159how much would you charge for a head?
>>682182Cenobite brought to you by Gucci.
>>682144Don't know if you still have this problem but:Go to shelf > project > right click map > export resourceAlthough I'm using an older version
>>682288For a fully detailed head, with polyhair, textures (albeido, normal, specular), detailed eyes, eyebrows and eyelashes, probably about 40-50$. Just the head with eyes 10-15$. And I am talking more detailed textures than above. That is just a wip.
>>682327Those rates are too low.
>>682327If it’s a head detailed down to the pore you should probably be charging between $200-$300 honestly
>>682327For the quality of your workYour price is too lowIncrease them by at least 50%
>>682327you should approximate your hours spent and give yourself a rate per hour, like with any other job, and then add the time it took for you to learn the skills on top of that with a percentage or what you feel comfy with, id easily take around 400 dollars per head, depending on the customer even more. Always negotiate up, if they really want your work theyll meet half way atleast. A new approach to the textures, starting with a simple and very toned down PBR and painting effects like dirt, rust, highlights on top and using some clever filter stuff i found from a tutorial, i think this is a compromise im happy with. A shot from sketchfab since i had to see how the textures and tangent space work with it.
>>682366armor and sword look good, the bones dont read like bone though, looks like plastic, might be the roughness
>>682366looks good, a bit too styrofoamish to me
>>682388>>682391Thanks, its a wip shot, been mostly working on the armor and cape, thought i post a wip before i finalize this, just to get opinions on the new approach, ill work thru the layers one by one
>>682395are you gonna take the maps through photoshop and change the lighting on them? also curious if u used texture sets instead of using one uv map
>>682396wait im dumb, its pbr, but still for the second question on texture sets
>>682397>>682396Propably gonna tweak some channels in photoshop yeah, its all one texture set out of convenience, i overlayed a bunch of the UV islands together to save space, like most of the armor parts and bones, leather straps and so on
>>682399> i overlayed a bunch of the UV islands together to save space,yeah i like to do that too, especially if the character is symmetrical and doesnt need a lot of detail, i overlap the uvs, id mirro, legs, hands torso ect. the only times i dont mirror is if i know theres unique details like the face has spec hits so i cant mirror the uvs otherwise it will show up on both sides when i only need it on one.
i combined flat shaded logo with smooth shaded shadows.kind of looks metallic.
>>681913same, two separate models very excited notice me senpai >~>
superformulas are fun, especially if you've implemented them wrong
>>682547what does this have anything to do with 3d
>>682551because it's a three dimensional shape
Demon Skull WIP
>>682552Hate to ask, but, is that pirated?
>>682572absolutely. maybe. why?
>>682572>what is cgpeers>>682573
>>682366Modeled a base for the guy, and tweaked the pose to more asymmetrical
>>682573>why?SideFX is one of the few companies whose software I'd say is uncool to pirate, given their free version is almost feature-equivalent to the commercial ones.
>>682575Isn't the sheath too small for the sword, or am I seeing it wrong?
>>682578Its the aproppriate length but maybe not wide enough at the mouth no, ill see if i can fix it, but it might look a bit ridiculous, maybe having the blade taper out less?
>>682577i'd run the apprentice version but then how would i get my pirated copy of arnold to work with it? mantra is slow af.i don't feel too bad though. i'm strictly hobbyist. no social media, no promotion. most i do is post things here.
>>682579>maybe having the blade taper out lessThe blade looks good to me with that size, it's stocky like the guy, but I'd probably adjust both it and the sheath, focusing most of the change on the latter though.
>>682581Fair enough. I do think they should open the non-commercial to external renderers. Hopefully at some point they'll do it.
>>682590eh, it's an understandable restriction t b h.we'll probably see overhauls of mantra before they lift that.i do wonder why mantra is so slow though, granted the benches on youtube are from a year or two ago. it's a decent renderer otherwise, but those benchmarks are on small scenes. i can't even imagine how slow it gets on bigger scenes.
How long does it usually take you guys to make a model from start to finish? For me it's usually about four days of intensive work, two of them being constructing the mesh, with a bit of rigging, one day of texture mapping and texture painting, and a last day of finishing the textures and setting it up for a test run in unity to make sure everything works. Then I fix any errors and load it up in whatever actual animating/rendering program I'm gonna use..
>>6826632 months cuz I'm one indecisive fucker.
>>6826632 days for basically everything, id finish the model in a day
>>682552hardly, looks like garbage shit you can do with after effects
>>682600>i can't even imagine how slow it gets on bigger scenes.From what I read, it scales very well, with the difference from other engines diminishing as the scene grows larger.
Finally decided to actually sit down and try to learn this shit instead of procrastinating. Still mostly bumbling around but this is starting to come together I hope.
>>682673Damn, that's pretty fast. I can usually only do that when it's something really simple and low-poly.
>>682674you seem weirdly upset about this, my man.anything you wanna get off your chest?
>>682682>>682683So original, haven't seen THAT before for sure
I'm trying to make a model of an oc, that's completed for once. Right was my last attempt from 4-5 years ago.
>>682738Its always a pain, anon, but here a few tips:- Details like armpit interiors, eyelids, crotch sides, finger bulges and intersections are NOT minor if you´re going to semi-realistic or realistic looks path (like DAZ models).- Have a scale dummy to load between apps and choose a fixed size for all characters. Doesn´t matter if your pipeline starts with Zbrush or 3DCoat and ends in Unity or Maya: too big or too small end up giving problems (i still have a bunch of old MAX characters i´ll have to redo all the rigging simply because they´re giganticly offscale).-For the love of science, backup the files in MORE than one storage device, and try and make the directory as obvious as possible (Z:/3D/3dactors, etc). I´m still finding models and assets from years ago, while several others were gone missing - it doesn´t matter if the HD is external or not, just make sure you have at least 3 copies, storage space be damned.
I think im finished with it, dont wanna fiddle around with textures any longer and am satisfied, shot taken from SketchFab, would link it but this place hates the links
>>682777that's pretty cool mate! well done
>>682777Cute low poly, trips.If you can rig it and export to Unity, you can make the big bucks.
>>682798sorry for asking random question here, but do you maybe know some simple rig and export 3d models guide so it would be good for unity /ue store?
>>682732I mean that was kinda the point.
>>682570do something original faggot
>>682820There is nothing left.
>>682804if you use max i can make an infograph on how to rig it
>>682825>everything I do is 100% wholly original with no references to anything but my own mindSo if you post your own work no one here would be able to make any connections or possible references to other works?
>>682777Really nice result mate, well done.
>>682826I know 3ds for modelling, for rigging I only touched CAT so far,Id greatly appreciate if you could put together some info on how to rig and prepare model to put into shop
>>682841its really easy to do, the hardest part is just the skinning since its a bit weird to set up
Little bit of progress, just need to finish the head sculpt and muscle detail.Then retopology, and all the little greebles.
>>682822yeah but you dont need to copy the tutorial 1 to 1, change it up a bit..
Anyone see the resemblance for this face?
>>682929A thinner/younger version of Jesus?
>>682931ahh not sure how known he but its mutahar from someordinarygamers
>>682929like >>682931 said the resemblance is sort of uncanny
>>682936>>682929based and guided by the hand of God
>>682936hey thanks for the jesus render, nice to see what i did wrong
>>682936Sweetie I hate to break it to you but Jesus was white.
>>682948>Sweetie I hate to break it to you but Jesus was white.I'm prepared to accept that, if you accept that being white includes having "dark brown to black hair, olive skin, and brown eyes," and an average male height of "about 5 feet 5 inches (1.65 m)". You know, like your typical Mediterranean sand dweller.
>>682936Are you ready to accept potato man as your personal savior?
>>682948>Galilean Jew>whiteholy keks
>>682570>>682899>>682820I feel like copying tutorials as close as i can is a good way to compare myself to the instructor and see where my weaknesses are, i'm not going to use this as a portfolio piece or anything of the sort.Just trying to learn a new workflow and techniques to apply to future projects.
>>681907I'll still do a turntable and some wireframe shots for Artstation, but I'm done with this one as it's starting to annoy me for more than one reason
>>682982what was the tutorial?
>>682990ah, too bad, there lot of small thing to fix that would make it much better
>>682997If they're small enough not to take more than an hour to correct, maybe I'll do it. So spill it, bro, critique is always welcome
>>682990I like the hair.>>682996https://gumroad.com/l/Texturing_Tutorial_FannyVergne
>>683006tried my best, hope some of it helps
>>683012Thanks man, some of it is valid and can be done. Will see what I can do
concepting some kind of modular hallway even though i'm not used to concepting sci fi stuff from my mind (I have a mood board to get the details/art style right)Any guidance?
>>682990you need a better lighting setup bro. throw a rim light and a fill light or two in there
A kitchen I spent 6 hours on this Saturday, I'm liking where its going, but I need to do something about the windows and walls
>>683044what did you render this with?
>>683044poor lighting and materials makes everything really flatscale of textures in the scene is inconsistentHDRI reflecting in the window is really low resmaterials aren't built properly (especially the chrome)that hot dog can give nightmares
>>683044>almostfinalrenderyou're so far from done...
Finished up a render yesterday.
>>683063looks like paperman but done in PBR
>>683075is this a new retarded meme? there's a whole thread about this nonsense...
can anyone give me critiques and pointers?
>>683082define the shapes more so it looks less like a smooth blob
>>683083what tools should i use for that?use flaten more? use smoothing less?
>>683084dont use smoothing at all at this stagealso subdivide only when you reach everything you could at that polycountwhen you subdivide and smooth in the beginings you get this blobs
>>683045Cycles.>>683052Sounds about right, still a beginner really>>683053I just name my renders random stuff to remember them, the next five renders from now on could be named "almostALMOSTfinalrender" and so on
>>683086thanks, il use it for the next onetried to define it more as it was, but i cant imagine how i could make it as defined as ive seen others make
>>683040I have them, the issues imo stem from the emisive materials+G.I., especially the titty light which basically is like a flashlight under her chin and fucks everything up, including the nice Rembrandt lighting I have set up for the face and the way her facial expression looks.
>>683090please post her back please turn the model around anon I need to see these asscheeks please
>>683037https://youtu.be/AkYnoaSB5xw?t=731you have a lot of same sized tubes running parallel, should probably add a little more variance. also the connectors on the grates are a bit too high imo they look easy to trip on.
>>683090oh no, not these cringe anime gamer girls againenough already
>>683063looks cool and also i'm not expert on homes but should you have a fireplace RIGHT beside the door? I could be very wrong and this could be common but this doesn't seem right to me
>>682990>>683090Add a bit of black and white noise to get rid of that color banding. It looks like ass
For no particular reason I felt modeling a sword today. I've never made one before. Yeah, I know about the baking artifacts along the edge. Feel free to let me know what you think.
Made an ingame ad for my game.
>>683121ok but thats not what baking is, baking shit is just taking lighting information from the render onto the model like ambient occlusion.
>>683149just to be clear its not just limited to ambient occlusion. you can take all the channels from the renderer onto a model, that is how you save render time.
>>681967I like the cartoony mixed with realistic texture style you got there
>>683093You'd be disappointed anon, they're covered and nothing special>>683119Which part are you referring to?
>>683086i used your advice the model looks lot better now, thanks. i used smoothing on the eyelid a bit and it made it bad, any setting or tools i should use ?
>>683175https://trinity3d.com/zbrush-35-comprehensive-introduction.htmlhttps://trinity3d.com/zbrush-35-character-production.htmlpretty much everyting I know about sculpting I learn from those 2, they're old now, but basic principles are about the same,also there is newer eat3d course for zbrush 4 from the same instructor, about making dwarf cowboy, I havent seen it, but should be good,the author also have youtube channel, with so many videos and regular updates for zbrush versionfor smoothing try to lower value, you have to keep pressing shift and then adjust it, for normal small features it shouldnt be bigger that 2-5 value, also you can start smoothing and let go of shift while keep left mouse/pen this changes the smoothing algorithm and dont destroy details that much, actually there is separate smoothing brush that do the same and you can pick it, but i dont remember its name as i alsways just let go of shit i I want to use thta.
>>683175A bit of advice you are getting too into the details without the structure. Get the loomis books and study head planes first.>>683148How is this neon sign being powered in a woods.
>>683155If you add a very very fine noise mostly on the background it will get rid of the color banding.You should be able to set up your renderer to mask out your character when doing this, or just bring the image into photoshop. Essentially it works like pic related creating a dithering effect that blends your gradient. If its too noisy at the point where you feel it blends the best add a very very light Gaussian blur. Also make sure you're working with 16 bit color depth on your exported images.
>>683183it's probably worth mentioning that he might not even be seeing the banding. i'm looking at the image on a 99% srgb display and there's no visible banding.
>>683184Ah prime example of why people need to preview their work on multiple monitors.If you look at his image on your phone can you see the banding? It looks way worse on my phone.
>>683188yeah, it's pretty bad on my phone and my shitty display. i can just about see it on decent display in my attempt at a CC'ed version.
>>683149I said "baking" because that's what the button in SP is labeled. Sorry for the confusion.
>>683189A trick that might work is setting the material of your background to have noise mixed in with your diffuse to try and fix the banding at the start. so it renders dithers and you don't actually have to do any masking or editing in post.
>>683193i'm not the lad who made the model. i just wanted to try CC'ing it for my own curiosity. i've probably jacked that face brightness up a little much now that i look at it. lad really needs to turn his emissive materials down.
>>683194oh my bad, but you're right about that his materials are too emissive and theres probably a much better way to get the glow he wants without creating so much color banding.The different light sources are kind of creating irregular color banding as well which makes it somewhat of a bitch to fix with just noise. I trust the guy will fix his shit with all this information we've given.
>>683184That's exactly why I asked where it is. On my 2 monitors plus the tablet I can't really see it
>>682777Working on blocking in a stylized mermaid model for Mermay, not caring much about the actual geometry but on how the shading works, since its not going to be animated or anything
>>683148some of the other designs for my billboards
>>683176Thanks this is very helpful
>>683207It's *very* subtle, but it's there. I'm looking at it on a monitor calibrated to BT.1886, so the blacks pull up slightly. But anyway, without dithering there'll be banding, and it'll be worse on less capable monitors.
This ammo-belt gives me more problems than i thought. But I'll get there.
>>683185how many percent now?
>>683229how does it look like wihout subdivison?
>>68323156%you didn't fix any of the problems with your sculpt, instead you wasted time polypainting and adding a hair subtool that's going to get thrown out.
>>683232what do you mean, the ammo-belt?
>>683233is this better?
>>683241the big turret, when i look at detailed machine models like that im kinda beat on how its done.
>>683219working on adding some fishes now
>>683244its not subdivided anon.
>>683242Who is it supposed to be.
>>683242do exercise like this: find pictures of famous peopledo sculpts of them using only planar shapes like in this picture, your goal is to not smooth anything, and use as little planes as possible, only enough to make someone recognizable, you can over exaggerate features, actually its better if you do, because it will be easier to recognize the people you're sculpting with limited shape planespost results everyday here
>>683249its improvised,is it unoptimal to practice with improv?
>>681907Working to create a low poly model of Ada Wong in her RE2 Remake appearance
>>683250tom hanks and dany devito
>>683261great, try to keep up with it, you can try showing them to friends or family and ask if they could recognize without telling them who its supposed to be, try to do at least 1 every day as a warmup before doing other 3d stuff and you'll progress nicely
>>682182Updated the vest.
>>683301anon that looks very cool
>>683261the man who catfished his own daughter
>>682086want to hug him - no homo
>>683184That's because he's probably one of those normies who have their display blasting at 100% brightness and 100% contrast while having learned a new word he wants to brag about online with half knowledge.
>>683338you're doing better already.>>683301Thank you, though the character isn't my own, the artist in my first post makes really cool looking dudes and witches, and I want to translate more of his designs to 3D.
>>683343I looked at it on my phone like a normal human being probably would on artstation if the app still existed. Compared to every other image with a gradient background that's the only one with noticeable color banding in this thread. Why are you so angry? It's a valid critique
one last superformula image just to annoy that one guy
>>681676I also prefer the overly attached gf looking one. Mix them both mayhaps? Your cuter one looks good but she looks a bit generic. Ngl I really like them both but the older has some qualities worth transferring to the new one. (Sorry, I'm quite late)
>>683351Is it just me, or does it create a subtle "wobbling" illusion?
>>683348Did you look at it in Clover? I did (the PNG here >>683090), and saw the banding, but then I downloaded and opened the image in another app, and it looked fine (banding present, but barely visible).The banding is unavoidable in that sort of transition from pure black to slightly less black, but perhaps Clover is fucking it up more.
>>683370Holy shit you're right. Fucking floens fix your shit.Sorry for wasting the guys time. I don't know how it never occurred to me that clover was the problem. Its really weird though because it was just that image in particular that was doing it in the app. Theres a few other images in this thread with gradients like that and they looked better. Maybe its due to how it handles scaling images or something.
GUYS I just finished my degree and landed a job. Thank god I won't have to waste any more time in exams and shit, and I will have some time for 3d modelling again!Can't fucking wait to spend some time making sci-fi modular environments again, YAY!
>>683404>landed a job>I will have some time for 3d modelling again!Anon....
>>683351very trippy i like it
tell me I'm shit
>>683351again not 3D, take your shit somewhere els.
>>683462Wtf is it
>>683472It's a digimon I think.
I've only been doing 3D modeling for 6 months. This is my fifth try at a model, and I think I've finally got it. This is a bit stylized. I wanted the waist to be extremely small like it is. I'm at the rigging stage now and having a hard time. I'd like to mirror bones and the weight paints, but I'm not sure how to do that. How do you guys usually overcome this problem?Critique or comments welcome! I'm using Blender.
>>683476Ah! I almost forgot to mention. The 'Typology" section has been modified, and the modification can be viewed in the Render Preview and 3D View (all angles). I adjusted the neck so that is is not as droopy, because that was certainly a problem.
>>683476Your legs are super far apart man. How did you not see that? I know you want some wide hips, but damn, you could run a truck through that thigh-gap.Eyeballs are crosseyed in the preview, and there's a seam all the way down the middle like she's made out of molded plastic. Eyebrows look like floating turds.Ass is fucking out there like the pelvis is moved back a crazy amount. The front of the pelvis is matched up with the front of the neck in yours. Even if it's stylized it's gotta look like you at least know how a human skellington looks. It's "salvageable" if you can fix it. Mostly it's just moving some shit around and cleaning it up. I won't talk about the face since overall it needs work.
>>683478Can you talk about the face, or perhaps redline it? Can you tell me what aspects about th face you don't like?
>>683476this is just.... i cant tell if youre serious.... i think im gonna...
>>683463Where would you suggest it belongs?
>>683476you haven't finally got it
>>683476I mean you're still learning so don't beat yourself up too much but I mean at least the hair looks pretty cool
I hate every moment of retopology with a passion, being the main reason why none of my work every makes it out of the sculpt phase.
>>683488Yeah I hate retopo too. What I do is have a livestream of someone doing 3D stuff playing on my background, the guy has to be commentating along too. Like the Oney guy making some 3d monkey. There's probably others out there that do the same thing, find one you like or whatever.
>>683486Thanks anon! I'm gonna keep working on it. Hopefully next time is a little bit better. I appreciate the nice words.
>>683488thats not how you retopo
>>683474You mean one o them pikachus?
>>683492Ok, would you mind elaborating?
tried my best at magicavoxel to make star
>>683496the whole point of retop is to make the mesh usable. that shit is way too dense for a retop. you are trying to go for all quads in the most retarded way, like how you have these weird ass elongated quads because you thought to yourself, as long as its a quad its a pass xdddd fuck simplicity and even topology lmaoo right??? its just simply atrocious of a wireframe. its uneven and fuck and messy. you need to learn how to model in general, stop sculpting and go learn how to model and LEARN what an evenly spaced wireframe looks like.
>>683498>voxel artI know you want it to look good but if you don't get down and actually learn how to make a model with subd and soft selection theres no point in this. Its a colossal waste making voxel art. Its unusable, time consuming, and completely segregated from every skill you need to really get good at 3d.>only low testosterone artists paint the model black, everybody knows you do white to show off and black to hide crap.
>>683503>muh subdivshut the fuck up.
>>683410In summer, we'll do 8:00 to 15:00 non stop, I'll have from 15:00 to 22:30 every day for myself.
>>683504He's right, though. 95% of the time a model will be subdivided for rendering, so it needs to be a proper subd mesh. And if you don't know how to build subd meshes from scratch, you're going to have a bad time retopoing.Plus, if you know how to subd model, you can retopo at subdiv 0 and let the subdiv algorithm give you the all quads mesh, with much less effort.
>>683508stop talking like you know what subdivision modelling is, just stop.
>>683512maybe you could point out what he said that is wrong and enlighten us with your knowledge
>>683503OK so i painted it and subdivided is it beter
>>683515my poor eyes
Trying to do some cute stuff :3
>>683463noooo, please approve of me senpai
>>683517those toothpick legs could never hold that weight.It really makes me uncomfortable.I'm seeing this and am worried the slightest impact or wrong movement would snap them and that thing would lie screaming on the ground with broken legs.Other than that it seems okay to me.
>>683518you are not modelling, you are not working on anything specific, you are not animating, rigging or texturing you are not doing anything related to 3D in any terms. messing with your cute little code means literally nothing here. same goes for shitty visual effects and simulations, brain dead shit anyone can do.
>>683520lmao, you're so upset by this.
>>683519top keknever change /3/
>>683520He's working in a 3d program to create 3d things though?He's no different than someone working on anything procudural
>>683517pic not related?
>>683518this is little more than public masturbation
>>683526hey man, don't judge
>>683476>I'm using Blender
>>683476Don't let all these industry pros in this thread get you down. Your model isn't as bad as they'll say. They're just crabs
>>683530huffing paint thinner is bad for you anon
>>683531>replying to someone on /3/ less than a minute after they post>just to try and start an argument>on the wip thread on /3/Don't be like this guy
>>683476This creates a very sexist portrayal of women. No women has a spine like that and they are not perfectly 7 heads either.
>>683534found the sjw.also >no womenis pretty discriminatory, what about those few who do? Don't they deserve to be represented, too? Or do you have a problem with minorities?
>>683535show me one (1) woman that looks like that
>>683537I honestly don't care enough to put time into this.
>>683534I'm the one who made this model. Proof picture related (I'm working on the rig; unfinished).I'm literally a woman and think this is the dumbest thing I've ever read. This is going into a porn video (I wasn't originally going to mention this, but fuck it), so it's supposed to have exaggerated features. You're probably just mad because you're fat and can't look like this. Seriously, if you're going to give criticism, at least tell me that my anatomy sucks by redlining it instead of 'omggggg this girl is hotter than me and I'm soo mad!!1". It's pathetic. Redlines and pointing out anatomy are much more respectable that 'it's sexist'. Why are you even here?
>>683515That's cool, but if you had a mesh model you could get the same effect, with the plus of being able to rig, pose, and animate it. If you are having fun with this and still don't know how to model, learn to model.
>>683542>I'm literally a womansure you are anon, sure you are
>>683518WHAT A TWIST
>>683530Thank you anon. I'm trying, but I'll work on it a bit harder. I am going to modify it a bit to make it a little more anatomically accurate. I really do appreciate the feedback. I don't let people discourage me, the entire point of 4chan is to get anonymous criticism. I actually really enjoy that this isn't a massive hugbox because I don't want to be told 'wow, this looks awesome!' if it actually sucks. Even so, it's very heartwarming to see encouragement from time to time because I rarely expect it. I'll pull out my Loomis book and check the anatomy more. If there's anything you think should be fixed, please let me know. I did post it for criticism, afterall.
>>683544Do you need a timestamp as proof, anon?
>>683547What I need is for you to continue posting WIP.
Alright, fair enough. While we're back on topic, is there a way to make my fingers a bit more accurate? I'm working on this rig. I'd like the fingers to have more prominence at the joints. Currently, it's too round. I followed a tutorial for this rig, but the creator doesn't seem to go into detail about making the joints more pronounced. (Here's the tutorial if it matters https://www.youtube.com/watch?v=NR5q3zsKHew)
>>683548I forgot to tag you. >>683549
Beginning to explore what I can get out of this simple setup (simple geometry copied with animated cumulative transforms).
>>683551n1, m80. is this a bunch of copy sops or is it all happening inside a wrangle?
>>683476Either go tall and skinny or short with big hips. This is unattractive cause her leg is as thick as her ribcage.>boobs could be a lot bigger>I like how you did her hair can you do that for her pubic hair too? Like a cute swirl or something, could be nice
>>683553Shit, this is actually decent advice. The picture actually put this into perspective for me, as hilarious as that is. I'll work it a bit more and actually follow this, thank you so much for the feedback anon. I'll likely be writing down this guideline and following it on future models for a long time.
>>683462It's fine. UV it and then take it to high poly so you can get a decent normal and then texture the low poly.
"finished" sculpting the rest of his body, now to export to Maya for retopo.Problem is, I've only ever used blender kek but I'm trying to learn Maya
>>683090What's with this shitty trend of putting band aids on everything with all these anime fags? Find something else to add visual interest to an already generic af piece.
>>683547that or gtfo
>>683247A lot more work on it, premilinary posing that still requires working on it a lot, such as the fingers etc, doing a quick texture test to see how it works with the lighting. What you guys think?
>>683568sweetDo you have any good sculpting learning resources?
>>68347610/10 hair6//10 face3/10 anatomykeep practicing anon, you can do it
>>683338star trekk scotty
>>683476Actually, your modelling skill itself looks fine. You executed it superbly, you must be a great sculptor and builder, but your anatomy is bizarre. Unless that retardedly massive ass is your fetish, which, well, that's not problem I guess. Fix the chin, though.
>>683517Got a chuckle out of me at least.I could see him just being a real dick of a character.
>>683530It is as bad as we say.Just fix the damn hips and pelvis.
>>683581Looks pretty neat anon.Lighting looks really nice. The lowpoly look doesn't look like shit either. You obviously know a thing or two about what you're doing.Reminds me a bit of OoT's graphics but less blocky.
>>683581I really like it, reminds me of tomb raider oldschool.
>>681907just gotta add some small details and bolts then paint i think.
I think i am done with the ammo-container.
>>683503Not everyone who makes 3D shit wants to make a rigged anime waifu for porn. Dude just wants to make a voxel statue.
>>683610mind posting wires, my man?i think you said somewhere earlier that you're not subdividing? is the workflow mostly highpoly primitives + booleans + high division bevels?
>>682738I'm wondering, does anyone here use marvelous designer? I tried making her some clothes but it seems you need to have some good tailoring skills to make stuff that looks good.
>>683630MD is pretty damn good it just has its own learning curve, the blockout stage is super important in MD you should probably learn how to make good slopers first just getting it to cling and hang properly can go a long way for the later stages. there are a lot of useful tuts and timelapses around on youtube and art sites for it but outside of that you can learn a good bit from real tailoring tuts.
>>683633>you should probably learn how to make good slopers first just getting it to cling and hang properly can go a long way for the later stagesYes, I'm still trying wrap my head around simulations. Even the most simplistic dress patterns I make get screwed up somehow. So yeah, I probably should try to understand how tailoring works.
Working on a sci-fi soldier. Pretty generic, but I'm actually trying to finish a character for once
>>683605if it weren't for the filename I would have never been able to tell what that is
>>683587Thank you anon! I'm going to work on it more throughout the day. I'll post an updated version when it's done. I noticed that the face was off as well, I'm not sure how to fix it but I will look at other models in a similar style to see what they did. >>683589Thanks for the comment on my modeling skills, I was feeling a bit down about this model but this cheered me up a lot. I will fix the chin and anatomy. I'll update soon.
I for the life of me can't think of a clean way to get the eyelids for these chest eyes. They don't need to animate, is this one of those occasions that tris or ngons would be fine?
>>683476I knew that head reminded me of something.
>>683629yes, i used Subd on some objects, mostly the cloth, but the majority is booleans and bevels.
r8 my low-poly raphtalia wip
>>683680why the shading tho? show what it looks like with base colors only
>>683674>>683676thx, mang. ngl that hurts to look at a little bit, but whatever gets the job done. have your ever thought about just going to fusion or moi3d for this sort of thing?
>>683670People normally sculpt this kind of stuff and retopo over it later.
>>683687wouldn't change much, since the end result would look the same. I actually did some parts with fusion, but i stopped using it since it wasn't faster. I am not going to to do retopo just for an ideal topology...its a static model, there is no deformation, so fuck it. End result is all that counts. At least that's my mindset for this project. Next project i will probably use retopo and proper quad-topology, maybe using Fusion and ZBrush in the process or i might go the Star Citizen way using weighted normals and decals.
>>683680Bretty gud but the face needs the eyes to be a bit further apart
>>683605actually quite like this.the shading lets it down a bit and i think it just needs detail work to avoid the ambiguity this anon >>683655 is experiencing, but carry on.it is OC or are your working off a concept?
>>683637Woh Nice, is it sculpted in blender or importef from zbrush?
>>683713Blender, but only the backpack, pants and body are sculpted
>>683552It's basically a Copy Stamp with animated parameters. I use a Wrangle to define the @orient for each stamp point, but that's it.
>>683588the man who bullied jake paul.
>>683745wew ladi can feel him smelling my money through the screen
>>683690Anon, that's what he's doing.
i made a robot for a shitty game.
>>683773here it is with some background.
>>683606how do i texture better lmao without just adding damage and dirt, i see some models that are pristine but still look so realistic.
>>683776Roughness and bump. You just need a little noise in the roughness and just a vague semblance of some paint imperfections on the gas tank for example. Maybe add some rubber foam handles to the bars. On the handle itself it could use a much bumpier bump. That turbine housing could use anisotropic features.
>>683762>>683690I know the mesh is really bad, I tried to make sure the important loops for deformation were ok, but this process is so fucking tedious it makes me not want to learn proper.
work in progress
>>683793Wtf is that thing even
>>683800What you could really use is a creed that uplifts all.
>>683773It looks like a 6 year old drew it.
Sorry anons, still no Owen but I worked on an older model.
>>683971you get paid $352 per month to make xenomorph porn. Fuck this gay earth
Last part, after this it's all tweaking. That rounded base piece for the hammer will be a pain.
>>683734tried to likenes of christina hendricks, critiques?
>>684016cheeks are more angled down, chin is much narrower brows are lower and thinner, doesn't have neck flab, has smaller nose, also her nose is slightly crooked irl, top lip should be thinner and bottom lip rounder/longer around
>>684036also, sorry for double posting her neck thinggys are more V shaped and her neck is thinner, as well as her eyes are smaller
I really didn't wanna add dirt and grime to make it more realistic, but i guess it works : / comment? critique?
>>684039You might be able to make the reflections a lot more realistic by adding this setup to all the materials that aren't metal (ignore the glass, just put the color stuff you already have there instead), so everything except for that unpainted cylindrical thing. This makes reflections more or less intense based on their angle to the viewer, and makes them pure white, only metal has tinted reflections. You might have to adjust the color ramp a bit, different settings work for different materials.
Halo inspired Scifi scene C&C welcome
>>684037thanks for the help
>>683680>>683686What do you mean by shading/base colours? I painted the texture map in photoshop. That's the only mapping I'm using on the model. Can you be more specific?
you know we hit bump right? make a new thread. I've been doing it for last few times but I don't have time right now.
hi I haven't modeled in a month because everytime I try to polymodel a butt it turns out completely fucking lovecraftian.
>>684103>>683242ive goten better!
>>683090did you use marvelous designer?
here is my anime girl in progress
>>681907https://youtu.be/kfQa_qd8b7UAny idea how i can create this flowy effects on the hair in maya? Timestamp 11:31
>>686573Old thread, anon
>>683476Face and hair are quite nice. I don't like the body stylization. Fix that sharp crease down the centre and try to improve the eyebrow shape
>>682159how much would you charge for head?