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File: mirror wip.png (2.24 MB, 1500x882)
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/wip/ - Work In Progress
Mirror world Edition

Last thread: >>695891

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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Fucked up the last thread. My bad guys. I miss the dude who used to do the generals all the time. Don't know where he went.
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>>701619
ALMOST THERE
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>>701628
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>>701628
>>701629
Good shit. How are you going to do all those surface details like the exhaust port and bolt holes? Gonna take some real good edge loops to put those in without distorting the overall shape.
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>>701631
I've been putting those parts off now for obvious reasons
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>>701632
nice
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Hey there!
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Yeah, made a new eye that makes a lot of difference. The old one was from an old tutorial from Darrin Lyle and I went from Blender to Zbrush and used it since then but it was for a cartoony character. Now I did a Ryan Kingslien tutorial but his iris is too big so I had to do some corrections and comparisons to real eyes. Eyes are fucking fun.
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I'm getting over my creative slump with classic wow busts. The draenor models never really looked right to me
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>>701732
Thats pretty neat. You should do some 3D printing. The eyes on the female are a little bit too deep.
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>>701751
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>>701751
consider moving the canopy back a little.
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>>701722
Thumbnail reminds me of pic related. Nice.

You've definitely been hitting good strides these past few weeks anon. Keep it up.
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>>701762
It's a real plane m8 https://en.wikipedia.org/wiki/Bugatti_Model_100
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>>701778
Looks like shit
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>>701779
dude EPIC comment bro!
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Hello friends. Its been awhile. Im making a new anime model right now from saving 9000 gold coins.
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>>701800
Back view.
I think ill do some solid texturing and possibly try to learn how to texture better.
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can I get some feedback, mainly if the body and face look ok, every thing else I know needs lots of work.
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>>701800
Why are you not using 2.8? Also go activate windows. Seeing that watermark makes me annoyed on your behalf.
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>>701806
i prefer the old UI
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>>701806
not me >>701807
but yeah i prefer the old UI.
But ill try 2.8 for the new stuff.
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>>701800
>>701801
>>701809
What's the title of the manga? I can't really decipher it.
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>>701821
saving 80,000 coins before my old age
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>>701803

The hand pose looks strained. Unconventional curve.
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>>701838
Is it about a jew?
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>>701921
does this look better?
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how does this look, frens?
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>>702092
The scene is lighted as if it were night, but there's sun coming in. Drown out the interior lights a little by upping the strength of the sun.
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Little model I did last night for fun. Working on developing an art style across my works. This is one of various attempts.
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Getting happy with this one so far.

1/2
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>>702187

Blender + Cycles + D Noise

2/2
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>>702186
Looking alright, but kind of barebones in places. Seems like it's only halfway finished and only really a quick blockout.

>Working on developing an art style across my works
You don't go out and "make" an art style for yourself. That's fucking ridiculous. Your own style is something that develops over time, you can't force it. It's just a result of how you work (workflows, what shortcuts you take, programs, etc), what things you find look good combined with your own sense of aesthetics, and things you pick up from various places and implement in your own work (either from life, or other artists). An artist's style is just their technique, and what choices they make along the journey to create a finished piece. It's not something that an artist consciously decides like, "I'm gonna be the zig-zag guy" or "I'm gonna slap little neon things on everything and that'll be my style".

Once you start hitting strides and put out work, you'll find that your own personal style isn't something that's blatantly obvious, but something amorphous that has an overarching effect on whatever you work on. After that it won't be "your style", it'll just be how you work, and your style just comes off naturally from that.

Just keep working, and you'll start finding your groove. Play around with different aesthetics, mess around with different subjects, think about things in different ways. After a while you'll just subconsciously find something you like doing. Don't worry about grinding it out, or actively developing a style. You literally can't.
Best of luck anon.
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>>702189
>You don't go out and "make" an art style for yourself. That's fucking ridiculous. Your own style is something that develops over time
isn't that basically what he said
>>
>>702189


Thanks for the advice. I did really need to hear this in some form or another. I genuinely appreciate what you wrote up for me.


>Looking alright, but kind of barebones in places. Seems like it's only halfway finished and only really a quick blockout

Yeah this is true, I spent about 1 hour or so on it last night messing around with shaders. Just figured since this is a WIP thread that I could post it here. Honestly sometimes I do random small pieces just to get off my current larger projects, as I feel its a good way to shake of some blocks I usually get. It feels nice to create simple things without worrying that it will be good enough for anyone. I guess to that token maybe I shouldn't have posted it here.

>You don't go out and "make" an art style for yourself. That's fucking ridiculous

This is true, however I know the style of the companies that I want to work for, so I guess in a way I'm shaping my aesthetic to match theirs in some way. Perhaps that means it's not my art style. Whatever it means, I enjoy how each project looks like they could go together without much issue. It's not that I can't design in my own fashion, but if I'm trying to be in a certain field then I guess I better be practicing to seem like I could integrate into their pipeline easily.

> Don't worry about grinding it out

Afraid I can't help myself, it's the only way I see improvement, and I have a lot of fun doing it.

Thanks again for the words of wisdom.
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>>702092
maybe tone down the whites a bit down m8 its kinda bright. Also adding some texturing the those two lights on the left would be nice
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>>702186
Me again

I guess this is what I'm currently in the midst of making. In blocking stages of an art piece I found on Artstation.

Just needs a bit of zbrush and a coat of paint to bring it all together along with some updated base for it all to go together nicely.
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Just a mock-up for a toy-like sculpt.
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Been working on this environment. This is just the redshift render but I'm thinking of adding steam vents on the ground in post and color correcting it to look more like a fantasy realistic desert world. I also love god rays so i put a lot of them in even though it's not realistic but bite me. Also gonna be part of an animation so there's moving dust and shit
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>>702462
Looks nice, man.

Would trek through / 10
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I'm proposing this MOOOI wallpaper, furniture, stars look a like ceiling for starters to the client. If interest of any 3dmodel furniture let me know
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First time doing skin shaders lads. Is my skin looking good or does it need lotion?
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>>702462
Looks great. Houdini heightfields or something else?
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>>702462
The red on the bottom of the trench to the right is too saturated. Nice results so far though.
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>>702515
Looks like it has too much lotion.
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>>702471
Thanks bruuuh
>>702526
World machine plus layered displacements for close up shit. Yeah ill definitely mess with colors in post and I'm gonna try to make it look more alien.
>>702541
Watcha mean by that?
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>>702515
Is nice, but too stretched spherical uv map. Download for hands model? I need it for something, but can only find expensive ones
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Working on Clarion again. Started over from scratch since the last time I posted ( >>666323 ).
I still suck at hair but I'm much happier with how the face looks now.
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>>702593
am I cute? uguuuuu~
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>>702593
Unironically, the last one was better.
This shit looks like someone's deviantart from 2004.
The other wasn't much to look at either, but it looked more competent than this.
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my cube is evolving
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>>702678
Nice tit topology, I would remove that 3edge vert on both sides below the nipples and draw the entire edgeflow to terminate directly on the nipple.
Will make shaping, shading and deforming the boob easier.
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>>702681
woops, I mean 5edge vert
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>>702678
Nice stuff anon. Great topology but I would suggest you revisit the hip/leg part because you will have to animate it. Just imagine how smooth you would like it if she crouched or squatted. I have that problem and will have to redoo many thing from, shoulders, hip/leg and feet (I want nide and detailed feet).
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>>702593
Can you take a front-facing picture, anon?
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Working on a new model. I think the mitsuha one is too advanced for me at the moment.

Ill try painting in this model.
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It's not really a WIP, the render could be improved but i'm stopping at this point for now. Modeled in 3ds Max and rendered in Redshift.
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Progress!

>>702771
Why?

>>702870
Nice colors!

>>702847
Looking good
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>>702847
Looks fine so far anon, good job
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>>702882
>Why?
It'd be nice to check your model's eye distance and the overall shape of the head and the scale/placement of the eyes, nose and mouth compared to your reference. Not sure why you'd ever ask "Why?", are you afraid of being bullied?
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Sup
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>>702929
please bevel. You could decapitate someone off the side of that bed
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Evil plant NPC, model for this night.
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>>702955
step 2
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>>702963
step 3
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>>702967
a bit of color now.
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>>702968
no diaper?
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>>702968
Would look better without the eyes
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>>702929
So you watched a video of Polygon Runway on youtube?
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After a long hiatus due to stress and work overload, began making this bunny knight based on a design i made years back. Just about done blocking in the major shapes for the plate armor, a ton of work ahead, including a steed
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Isometric Bedroom I've made on Blender. Trying to emulate old era RPGs like Ultima Online. Please critique my work, /3/.
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>>702992
what is this for? Looks cool
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>>702995
Just a personal project for fun, thanks!
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>>702994
i told you to bevel your shit anon. Why are there comfy pink pillows but the bed (which is the main focus of the shot) look like it's hard and sharp as metal? Like I said you could kill someone off the side of the bed
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>>702997
Cause it's the death bed, senpai.
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>>702992
done with basic blockins for the bunny, now time to move to making the steed, i dont want to get too detailed with the character before ive posed it on top of it
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>>703019
and from behind with an addition of a leaf cloak thing
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HP of a victorian chair
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>>703032
Good shit, sculpting or subdivision modeling? If that's subdivision modeled then it must have been a nightmare getting all the edge loops just right to avoid artifacting.
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>>703041
i did a basic mesh in maya and sculpted the details in zbrush
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simple blockout of a character. boy do I hate navigating blender. I do like me the new 2.8 viewport options though.
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>>702992

Nice.
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>>702994
>he didn't include the chair that everyone has in their room with a pile of clothing on top
Looks good tho senpai
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>>703032
The lions ruin it
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>>703078
why?
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Just about finished with the guy apart from fixing the ears and some minor details
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stylized ghost. cc apreciated
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>>703080
Not that anon but maybe it's style/quality? I feel that your lions would fit something early medieval better. They're not bad, I find them amusing in a way. As for your chair it could use a bit of polishing overall. I see you did not make too many subtools but in my opinion it could only help your workflow. Here watch this playlist https://youtu.be/cxRc4FzGYzk
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>>703119
That's a cute rabbit. Give him a halberd.
Cant wait to see this bun textured.
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practicing
i haven't retopo'd the green parts yet

the face topology looks like utter ass but I'm more focused on finishing the model first
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>>703032
Very nice. I like the lions, I don't think you should change them.
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>>703176
Thanks! I gave him a lance, but a halberd wouldve been a gud choice also. Finished unwrapping and threw in a quick color scheme test before moving on to model the steed and posing and whatnot
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>>703206
and a quick pose and render test
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>>703206
>>703209
The lance was definitely the better choice. In any case he needed a long weapon.
Aren't rabbits like way bigger than guinea pigs though? Seems kinda weird he'd ride one.
I'd recommend a ferret or something, but that's not much bigger. I guess it could work with a capybara too, plus they have them long spindly legs and are vaguely horse-shaped.
Obviously it's your thing though. I'm digging it.
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>>702556
im late as fuck senpai but here you go. Also the stretched uv was part of the aesthetic since it was a cheap way of making skin look stretched out on a ball
https://www.turbosquid.com/3d-models/hands-rigged-3ds-free/932376
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>>703213
Thanks, the guinea pig was referencing an old painting of mine, but now on a second thought youre right on every point, a capypara would be a more sensible option, ill have to think it over, cheers.
>>
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this is my first ever sculpt
i realise i did forget to do minor skin/noise kidna details, ill remember in the future.

please critique
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>>703241
It's shit.
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>>703243
well he did better compared to my first shitty model; he's gmi compared to me
>>703241
if you want to make those monster goblins, you have to master making the standard human face first.
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>>703241

It looks like it doesn't have a skull underneath. You need to make some planes on the cheeks eye lids etc.
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>>703241
keep going anon
hmu if you want some quick tips. Always happy to help <3
Lawlipopsicle#4865
>>
>>703241
never gonna make it
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>>703241

Is this the rumoured third Bogdanoff.
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>>703302
what kind of pedophile name is that
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Made new characters today but this one I am happy with.
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>>703389
Very nice topo anon.
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So i sorta compiled a section of the new gm_bigcity in its infancy. Feeling cute rn so I might just compile the rest overnight
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Have barely touched 3D in the last couple years due to getting a pseudo-normie job and having no motivation. Making a Wind Waker inspired pig, and trying to focus on decent edgeflow / topo.
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>>703209
>>703213
Ended up going with a guinea pig after all, got tired of arguing with myself over what the animal would be, ill fix the size issue when i make the environment, to the scale so the rabbit looks normal size and its just one huge ass guinea pig.

Finished making the armor and most of the shaping for the pig, still gotta figure out the armor straps and hind legs
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>>703435
o shit, that's cool. My pig needs a saddle and vagabond rider now.
>>
>>703436
Thanks!
>>703417
omg this is awesome
>>
>>703435
If you plan on having barbarian-type dudes riding guinea pigs, you could put tusks on their pigs. It's a pun on wild pigs having tusks and it'd give them more of that savage aesthetic.
>>
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>>702997
Fixed the bed for now. What do you think?
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>>703435
This looks very good and you seem to be pretty consistent. Did you have a concept btw?
>>
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>>703448
Its not a barbarian though, but thanks! maybe the version with textures on the rider illustrates it better
>>703468
Thanks! Its based loosely on an old painting i made years ago, but with revised design
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>>703473
I could tell he's a knight, but if you plan on making more characters in the setting and some of them are barbarians that's an idea I had.
>>
>>703435
It's cool. I like this a bit more than the capybara. I think proportionally the capybara might have been maybe too big.
I love all the detail and stuff on the saddle and armor though, it's all really coming together.
What are your plans for this once it's all finished?
>>
>>703473
this is soulful, well done
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>>703473
Rabbit is a good boy.
>>
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Head fix
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>>701722

Why doesn't he have bottom teeth?
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>>703507
Now that you say it, i know exactly what ill make once this is finished, cheers
>>703509
Thanks, ill throw it in sketchfab and post in artstation
>>703537
>>703569
Cheers!

Trying out posing the fur potato, but its nowhere near as easy as i though, a lot of work ahead. Textures be placeholder
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pretty new at zbrush, how am i doing? anything needs change?
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Pretty much finished, now I need to buy a tablet to paint some better textures and maybe sculpt some details in the clothes.

>>703180
Very nice. What's your process for modeling hair?
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Was supposed to be a female head but looks more like a druggie. I missed the mark on every part of it but I think it was good practice. Any critique on specific parts would be appreciated.
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>>702681
>>
>>703762
Too detailed too early. No reference images.
Classic beginner.
Keep the mesh resolution as lowpoly as possible and keep sculpting until the basic forms are absolute perfect. If you suck at anatomy (which you do) download a skull mesh and put it underneath and sculpt on top, that's a good exercise.
Go and watch all flipped normals videos on YT about sculpting before wasting more time doing everything freehand and blind.
>>
>>703826
This is my 2nd attempt at making a head so i'm not surprised it looks like utter shit. Thank you anon i'll take your advice.
>>
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>>703631
Been working my ass off with this one, especially the environment, far from finished yet, all the color/light etc are prone to change
>>
>>703836
S O U L
>>
>>703836
Majestic.
You got an Instagram or somewhere to follow?
>>
>>703836
That piece of grass the guinea pig is eating is a nice touch. Are those berry stains on his mouth or just red lips?
>>
>>703634
the neck is too thin
I mean... the neck can be thin but you need to make it constant. It seems like the character is wearing an invisible choker. Either thin out the top part connecting to the head or widen the middle part of the neck.
>>
First time trying ZBrush. I downloaded a few courses on cgpeers and I'm feeling quite happy with how it's coming through for my first time.
>>
>>703836
Very nice! How do you do these leafs on the trees?
>>
>>703837
Thanks!
>>703888
Cheers, i have one but i never post there, you could follow me on artstation though, www.artstation.com/kjkallio
>>703895
Just placeholder texture
>>704028
Modeled one and just scatter cloned it a few times and adjusted them in a bunch in local space, then duplicate the branches. Separated the leaves in 3 UV islands for color variety

Finished, i would post sketchfab but 4chan hates those links, should find it in my AS
>>
>>704034
>Modeled one and just scatter cloned it a few times
Thanks dude!
>>
>>704034
Was that a paid work?
>>
>>704036
No, personal work in between gigs
>>
>>703631
>>703836
>>704034
great work, very cute.
>>703964
that's good progress for your first time, have you used other sculpting softs before?
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>>704034
Excellent job, Anon.
>>
>>704034
That's some amazing texture work, the entire scene has less triangles than some realtime models but it has so much detail to it. Any books/videos/other resources that really helped you develop texturing skill? Looking forward to seeing your next work.
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I had enough UVs for today
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>>704093
di concept
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learning Hard Ops. My normals are fucked.
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It takes so much work to get this shit to subdivide how you want it to. I have the urge to drop this project and move on to an original design I've been thinking of but I don't want to get in the habit of abandoning projects and I won't be able to make them turn out well either if I can't do this. I spend more time sitting around wondering what to do next than I do modeling.
>>
>>704040
>>704042
Thank you!
>>704046
Cheers man, i have never really taken upon any tutorials or such apart from all the technical know how pertaining to the software im using. I have years of illustration experience and handle my texturing in the same vein, make it a painting of sorts, and texture everything in projection painting, so yeah its all hand painted there, with some minor filter tweaks here and there.
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>>704142
Everything looks pretty solid, but the canopy looks like it's made of bent paper.
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>>704172
Canopy is still in the blockout stage, the only part of it that I've started detailing is the frontmost window. I've been focusing on just the wings for now, all of those marked corners need to be very sharp so a flap can fit in there with barely any seam, but this is such a flowing shape that it's hard to sharpen the edges without distorting everything else. Even adding all of this extra geometry hasn't helped much so far.
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>>704176
You can't just crease it?
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>>704185
These are the various ways I've tried, each causes its own type of artifact. Maybe I'm not doing it right, but I see Arrimus manage just fine with the top left pattern. Does the same thing with creases along the whole length of each edge, I just selected only the nearest edges to make a quick demonstration.
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>>704187
Have you tried shifting your loops around? I feel like a lot of the trouble is coming from that 5 pole right next to it, which is making it hard to bring in that corner. Especially right next to the one with 3 to the left. You can't get rid of that or space them out somehow?
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>>704196
The 5 pole is there so I get a face loop going all the way around this area lining the flaps, but I did a quick test removing it and it cut down on the artifacting by a lot. I'll have to experiment more with it tomorrow after I've slept. Is it normal to not use supporting edge loops when you're using creases? Learning proper topology improved my results so much that I never considered not lining every detail in an edge loop, thought creases without edge loops was just an opensubdiv thing.
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>>704187
can you post the part of the model you have trouble with in obj or fbx? i wanted to fiddle around with it
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>>704200
Here you go. https://anonfile.com/T8e1Zf7ene/SB2C_Wing_obj
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>>704187
>>704203
why not just add some extra edgeloops to tighten it up?
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>>704209
Here without wireframe, it adds some bulges at the red rings but those should be an easy fix with smol manipulation
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can i post anything?
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ok Im trying to post 3d model of connor from detroit, rip from game relly nice, but I keep getting error message about spam
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uggcf://nabasvyrf.pbz/P8D6M070ap/Pbaabe_ene

here is the link, fucking ROT13 it to work (rot13.com)
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>>704240
not clicking that shit. especially if you have to go through 10 hoops to make it work.
The URL and post reeks to hell and back.
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>>704241
this is anonfiles link, it wouldnt let me post it, no matter how many spaces I put, here you can rewrite it if youre scared of rot13 encryption
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>>704242
If you wanna share a 3d model use known methods like sketchfab. Or even better just post images and don't link to external pages.
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>>704244
This is a model people wanted for some quite time if I remember thats why I shared, what good are images for? dont you know how connor looks?
holy shit I shared it because I remember someone asked a while back, not sharing anything anymore with this level of autisms
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>>704245
Ignore the paranoid retard who can't even into rot13.
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>>704246
>>704245
just saying, read the rules.
It's shady if you need to resort to those things when there are more well known safe ways for what you want to do.
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rerendered with eevee and fixed my normals with weighted normal modifier
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>>704280
why so few faces on the cylinder? its pretty obvious
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>>704209
>>704210
I thought that added an ugly crease at the corner, but looking at it closely from multiple angles I see I was overestimating the size of minor shading errors. Probably won't be visible in the final version once it's got drab paint instead of a reflective matcap.
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One step closer to having a full scan of my car. Underside is still missing and the three parts in the picture are still only crudely aligned, so I'll spend next week writing a Blender plugin that makes aligning pieces easier for me.
I also have a high-res scan of every individual part that needs to get aligned, so there's lots of stuff to do until I can use it as a reference for a NURBS model.
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>>704457
Jesus, convoluted. Just get the official blueprints for you model and do the NURBS model right away.
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>>704458
None of the blueprints are accurate enough. I checked.
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>>704459
Plot twist: the car wasn't made to spec.
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>>704461
Doubt it, it's never been in an accident either, both sides match up if you mirror them.
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Doing a Dark Souls 2 armour set. Happy with the proportions so going to start detailing. Yes I know the crotch is too big.
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>>702515
that's the scariest looking fleshlight I've ever seen.
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>>704034
what software do you use for the painting ?
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>>704579
>crotch is too big
you make it sound like a bad thing
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>>704611
And it's historical!
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>>703403
fuq i need to optimize this way better
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>>704611
Well, it's not very socially acceptable for women to have a big bulging crotch, and much less to make a notable display of it.
>>
https://sketchfab.com/3d-models/soldier-girl-06ace785c2434ca7bba660fedf3a169f
Models out.
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>>704579
crotch isnt too big you just havent adjusted the cloth properly
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haven't done this in a while because I was drawing instead
I finished retopoing everything though etc.
>>703678
just sculpt it
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doing my own mecha with a bunch of different reference but with original parts
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This is how far I got now. I started adding alot of small parts to the legs and detail and I started working on the body. I'm gonna try to make the body have the same aerodynamics as the legs
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>>704657
Sculptfags leave
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i just wish i could model faster -__-
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>>704707
same, I usually get distracted watching a video, just stall and look at the model or modify a bunch of things. But then I guess the more you look and modify the model the better it could look :/
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First time I've ever followed all the way through to completely making a character model that I don't hate ( up until now I've been able to make it up to meshing up to the torso before I just gave up out of frustration ) ( i am very happy i was able to get this far ) ( i know its not great )
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>>704955
one more ok sorry bye
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Made this shitty scene. Should I throw in a rather large cactus along with those rocks?
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A Art nouveau house.
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>>705472
Compositing is rather bland, what are some other camera options? Do you have a lighting or material reference, would really help you figure out your image mood. I would suggest applying some basic textures, flat colours with the right reflection if you have to as it will change your lighting and tone massively.

>>705490
Bring that building into substance my man. It's a decent base but the lack of texture variance is killing it, far too 'clean' and flat for a rustic building.

>>702994
get some good photography references (not 3d), lighting, colours, normally camera but you'd have trouble finding good isometric refrance
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>>704956
keep going anon. Threads are really slow and i wish people would be more specific in their models sometimes.
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Burned out on my plane so making random quick projects in the meantime. Got a sci-fi thermobaric grenade with placeholder shaders (gonna get SP this Friday if I have the money to finish it up) and a beer bottle, going to work on a victorian dresser next, more environment stuff that can be reused in later projects.
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>>705532
>Compositing is rather bland
I didn't composite it at all past a film sim. It is still a wip. But thanks for the tips.
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Finished the crown of the dresser, took me an hour and 45 minutes. Is that a good time? I feel like I work too leisurely and need to up the tempo to reach a professional level.
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This is Alice.
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First Test
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Its me again.
Working on a kuma kuma kuma bear model.
Should be done with the onesie later.
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>>705596
I feel like you could have done nearly all of that in like 10-15 mins just using curves. Just make the profile with one, then just use another to make the 4 corners and have the profile fill along it.
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>>705607
You're right, I used a curve to draft out some of the places there but then I traditionally modeled them only using the curves as a guideline. I'll have to figure out the patch modeling tools and start using them.
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>>705604
are you the guy that has been making anime models like the girls last tour ones and once blogged about wanting to make games and being a NEET? Not trying to talk shit believe it or not but I don't know if that's (you) or another guy
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>>705624
Yeah its me anon. I found a job then i became a neet again. And now im finding a new job but im still modelling whenever i feel like it.
>>
hui
>>
Hello, I want to get used to Unreal Engine, are there good tutorials?
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>>705646
Their official youtube channel and documentation should be more than enough to start with.
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I've tessimated it down from 1.5m to 170k polys but zBrush crashes every time I attempt to remesh it from here lol any suggestions on getting this lower?
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>>705637
good on you to keep doing what you enjoy. I hope it works out for you anon gambatte
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>>705637
You made Girls Last Tour models? Good taste. The Kettenkrad inspired a vehicle design I've been building in my head that turned into an entire artstyle project.
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fractals are fun
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>>705573
I've not seen your sci-fi project but you should try to stick to a project for a least a week, jumping around different projects like you're doing doesn't really help you at all all to improve. It may only take you you an hour to make the base model but it's the detail you add after that that takes skill and practice.
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>>705673
Try instant mesh, but what is it you're even trying to achieve?
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>>705693
I didn't want to get too sidetracked from the plane and end up abandoning it, especially since the sci-fi project is all original designs and it's more tempting than continuing to copy real stuff. Guess I'll start doing bigger stuff like guns and melee weapons for that when the dresser is done.
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>>703826
>>705686

This looks fun, how did you make the "fractal"?
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Made a Hexagon tutorial for a fellow Daz user who wanted a low(ish) polygon penguin. So I showed him how to box model one easily in Hex starting with a geodesic cube-sphere as the source.
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>>705756
The armpits could use another loop and the toe loops can almost all be removed, you got to think about where the detail needs to be, the feet are so small that it's a waste to spend entails polys on them while the arms are like 20-30% of the mass and have stretched quads
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>>705785
If I was doing real low poly instead of faux-poly I would just use a single polygon for the wings, toes, tail and beak.
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>>705786
Fair enough, so what's the application of this model? Stylised render/game asset?
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>>704581
substance painter, though for hand painted feels its way too laggy, maybe 3DCoat better for it
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>>702188
The glass of the table is too thick. Also the lighting is too "ambient" and boring. Put some lights in the scene
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>>705727
Quaternion Mandelbrot sets.
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>>705815

Honestly, I'm probably never going to use it for anything. I just wanted to show someone how you can quickly knock out a box modelled penguin in 15 minutes in Hexagon.
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>>702462
>terragen from 2003
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>>705888
post your work fgt
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>>705848
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>>705851
>Hexagon
but y tho? There's Blender, Max, Maya, Modo... Why Hexagon?
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>>705888
It's actually using world machine plus layered tiles textures in Maya for the small details. First time using world machine pls b gentle
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>>705931
Mandelbulber
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>>705954

Hexagon is free and has a great UI making it easy for someone who has no modelling experience to make something.
>>
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Making intricate, self-contained props in a shape you want isnt too hard, but usable landscapes are few and far between
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This is my first time using Arnold and HOLY SHIT, the lighting is way better than Marmoset.
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>>705604
Been busy these past days. Back on working on it.
Coloring soon.
I might have more days to make some other models. Dont know if i should participate in the new /agdg/ jam though.
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>>706688

How long does it take to render.
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>>706741
3-5 minutes @2K with a 1080Ti.
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>>706688
Love the plastic model look,
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>>706822
how do I post vertical photos right way up?
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Im gonna make a bedazzled beetle
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>>706787
It's following the lookdev tutorial by Tom Newbury
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>>706823
Rotate your phone ninety degrees
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almost finished. feedback appreciated!
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>>706883
Face looks like a mask (intentional? beneficial?)
Hands are a tad big
Clothes don't curve back at the wrists
Needs retopo and polishing (it's blobby)

Cool design, keep going
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>>706924
thanks a lot!
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>>706956
if you're planning on using that for animation i suggest adding more definition on the elbows, or else the deformation is going to look like hella weird, but it looks rly nice anon :3

Also, i started working for tv as a rigging artist and i want to test my knowledge and help 4chan frens, so i'd be delighted to help with any rigging questions or ideas (especially for Maya).
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team fortress classic shotgun i made for a certain video game
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Trying to rig sacks of fat properly, but it's becoming a huge pain in the ass. I'm currently binding about half the tit with its own bone, that follows the clavicle's rotations by varying degrees depending on the axis. I'll use a softbody to make em jiggle properly afterwards, but is this going the right way for skinning?
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>>707062
In this situation i would honestly just treat it as a male chest during the skinning phase, if you are going to simulate the tiddy there is really no reason to create a system to move it yet, just focus on making all of the deformations work properly.
Also, if i understood the image correctly, there are two joints for the chest, i would remove one of them, if you look at the mirror you will see that the part where your tits/lungs are don't bend too much, but if you really want it to bend for added realism make sure to use it veery sparingly for minor movements.
hope i understood the question :3
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>>707100
Huh, I actually just droned out while working out the spine, thanks for pointing that out.

I did try to skin it like a male chest, but suppose I want to blend between the input shape and the simulated jiggle, I wanted the input shape to be somewhat shaped like a properly stretched boob.
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working on this, about 95% done, just need to figure out a nice glass material and learn how to present properly
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Just started using realflow yesterday. I'm kinda new at modeling but I love it.
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>>707147
Looks good.

For presentation, might I suggest a high camera angle, riiight above the floor/table? A lot of products' advertisements are presented like that.
>>
>>704955
It would look way better if you gave it a better pose. Right now it's facing away in an awkward angle and looks like he's gonna fall over.
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Finished the Allegorithmic Academy series on the lantern, Substance Painter is badass. Time to learn Substance Designer now.
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Rate cactus wip.
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>>707128
WTF!
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>>707232
crank up samples
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Working on a house from Balmora in Morrowind, I need to start doing the small details and I forgot the doorway on the 2nd floor but what do yall think so far
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I'll try this one >>700390
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Simplified some geometry.

>>706972
The geometry on the elbows is the same as on the knees, it's just covered up by the arm muffler things.
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>>707276

Is it to scale. Try using a grid and unit approach.
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>>707268
I know that. I'm asking to rate the shitty cactus. Let me know how bad it is.
>>
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night city wip with magicavoxel
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>>707248
thx anon <3
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>>707328
cool dude gonna put a fountain in front of the semicircle building?

i love fountains
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>>707340
maybe, want to do some sort of courtyard i think

few more buildings and some material tests
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>>702678
imagine the smell
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>>707303
No it's not to scale, I never properly learned how to do that in maya do you know how to because I would love to know.
>>
>>707361

I meant did you import the reference house into Maya I take it this is the one. They normally snap geometry to those grid points. If you look at the construction set and start importing stuff you will be able to see what scale they used. You can then make any number of houses using prefab pieces.
>>
>>707367
>>707276
Make sure to send someone from the Fighter's Guild to take care of the rat problem.
Can't have those pillows ruined.
>>
>>707322
It's hard to see it because your sample rate is so low and it's blown the fuck out, bring your highlight compression down and turn your samples up. Is it even worth making your own cactus when it adds almost nothing to the image it could be any plant doesn't really matter.
>>
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>>707348
>>
>>707367
I had a reference image yes, I tried to keep everything as close to it. Idk how to size images correctly to keep a scale persae, I know some people have told me to import a body mesh and change the measurement settings to get things to a real world scale.
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>>707469
>>
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>>707471
Methinks this is what that anon meant in general terms:
- Set a scene scale and grid subdivision that makes sense for your project. If you're not specifically making something for an engine, I would consider it fine to just set a grid division you find appropriate.

-Whenever possible, make things snap to to the grid. Walls, recessed pillars, steps, windows, torches, you name it. Obviously you don't need every vertice in the object to adhere to this, but at least the part where they *connect* should snap to the grid. For instance, the back of those curvy pillars, the back end of that stick on the wall lamp, the corners of the steps, etc.

If you follow this approach, you'll soon have a bunch of objects that are easy to duplicate and snap together, at that point allowing you to focus less on the inherent scale of every object in your scene and more in playing gay lego in morrowind. You can also set movement snapping to an absolute value if you double-click the movement tool for that extra level designer immersion.

If this is just a little fun project and all you want to do is the one-off house, I think it's okay to not really worry about that stuff. If you were planning on building the whole town though you'd have some problems in your hand with your current approach.
>>
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fucking banana peels are never enough
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>>707483
This is great, it's not often that a style like that gets made.
>>
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>>707472
>>
>>707479
oh ok, your visual approach here helped me see what he was talking about. I haven't done that and I might just to make it easier to duplicate things then, what would your approach be to making the whole town? I'm always down to hear different opinions on things especially if it's gonna make my life easier.
>>
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Made a new poleaxe, learning a lot about smoothing groups and i think im getting the hang of it
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>>707557
Testing how it would look in a 1st person game
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>>707513
>>
>>707591
I never would have thought that a voxel building program would come with such an advanced renderer.
>>
>>707609

What program?
>>
>>707611
Magicavoxel.
>>
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Learning Substance Designer right now, what's a good way to blend rocks in with the background? If I turn off conform to background, they get badly artifacted edges. But with it on, they follow the curvature of the underlying ground too much. I've tried a few different variations of shape splattering the rocks onto an early version of the ground without any of the fine detail and blending that with the current version, it conforms just how I want it to on the low detail ground but the blending causing problems.
>>
>>706731
Definitely a step in a right direction.
Solid colors but still looking nice. I learned how to compress all of the textures in one file too!
Total is : 1.7k+ verts, 2.9k+ tris
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fucking banana peels

>>700390
>>
>>707702
All uploaded to sketchfa. Plus with outlines.
https://sketchfab.com/3d-models/yuna-kuma-kuma-kuma-bear-0c833e947fe843fbad3bc0fda5037470
>>
>>707775
Can u teach me plssssss
>>
second time actually skulpting, i used to hardsurface bodys like this because autism
>>
>>707848
Not bad but the pubis area is waaayy too distended. As it stands it's about 2x as long as it should be.
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>>707859
that was actually intentional, i know people often say that to brush their mistakes under the carpet. but my thought process was that a body with such muscles would look odd if the length was normal, thats why i made it a bit longer. the arms are also a tad longer because its supposed to be a action cyborg thing.
also the screenshoot was taken with perspective for all thats worth :)

this is my design idea for her. the shoulder robot arms are the biggest issue right now, that and the fact that my laptop is dying
>>
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finished the upper arms, today wasnt such a productive day since i am still thinking about whether i should go balanced design where she has organic and mechanic parts or if i should go full in and leave everything organic and then just touch on things with textures
>>
Done, my first Substance Designer material. Substance Designer is badass. I watched their "creating your first substance material" series and used the information to make my own material instead of copying the instructor.
>>
>>707978
Yeah, Substance Designer is badass. Your material is not. Keep on trying.
Maybe you should stick to an tutorial and do what they say instead of doing your own stuff, at least for the first couple of times.
>>
>>707987
It doesn't need to look aces the first couple of times. If he's learning and getting more comfortable with the program and its features then props to him. That's better than just being an uncreative copycat and he will inevitably get better with time.
>>
>>707899
Really good work on the fleshy-ness, friend. She looks like she has random tumors on her though with some of the anatomical oddities.
>>
>>707899
I like it, but then again I'm into toned/strong women.
>>
>>707995
You are right, nobody expects a beginner to dish out ace materials with the first try. The question is, does one learn more by sticking to the instructions of an tutorial or by going freestyle this early? I would recommend to stick closer to the tutorials and not do own stuff for now.
Designer is easy to start but hard to master. Doing a couple of series of tutorials will give him a broad range and many examples he can then later copy and paste into new graphs and reuse.
>>
>>707987
>>708018
I do most of the templates they say, but I tweak the specific noises, grunges, settings, etc to get my own result. What are some improvements I can make to my material? Maybe more dirt noise to the heightmap to add grit and finding a better way to do large rocks?
>>
File: image0 (6).jpg (51 KB, 1688x787)
51 KB
51 KB JPG
>>708015
oh then the arms are packed full with em
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>>708029
that is so fucking disgusting
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>>701619
Do you guys use a drawing tablet? What model?
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>>708029
Keep up the good work
>>
File deleted.
>>708058
thank you man, i adjusted the breast size and fixed the lower midriff. mind you its not supposed to be realistic. thats just how i draw robo mommies. next thing on the list will be her ears, some leg mechanic and then hair. and after that the dreaded part of hand and feet
>>
>>708067
Could I convince you to remove that tumor from her upper arm and give her a normal looking biceps instead?
>>
>>708067
Don´t shy away from us now, Anon.
Show us her animated, fully painted and rigged version when the time comes.
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>>708057
I have a Waccom BAMBOO FUN - old as hell, but those things are so expensive that i never considered buying a new one.
To keep it running i replaced the main cord (compatible with smartphones, thank god for that). I´ll only panic when it stops working, which amazingly, it still didn´t.
>>
>>708067
You are tank-guy, am I correct? Recognizable style.
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>>708091
Yea man, also
>file deleted
Weak mod desu
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>>708071
But that would be boooring, there’s a normal shoulder underneath tho
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>>708054
>>708058
>the duality of man
I actually agree with both of them
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>>708112
I dont get why would they delete files. /3/ is an art board like /ic/ /i/
Porn is allowed on /ic/ right?
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>>708140
it wasnt even porn, just small tits
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>>708144
>>708140
The natural shapes and creative deviates of the human body (or probably any biological body) are shameful to uncultured people.
Also step back in line and only create art they permit going by their own personal judgement and bookburn everything else.
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>>708156
ah yes, those fags
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>>708113
Nah man. As it stands it looks like she got stung by a bunch of malaysian bees and has started forming pockets of pus in her arms. Granted it's not textured but I honestly think it'd look heaps better if she just had two strips of neatly defined biceps brachii muscle tissue fambinorino
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>>708196
thats fair anon, like i said the normal shoulder is still underneath so nothing is lost. once i am done i will see if i like it better with or without it. after all its a learning process for me
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>>708202
Absolutely friend, I like the design so far and I don't wanna seem like I'm imposing on your creative vision. You do you and I'm sure it'll end up fire
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>>708204
thank you anon



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