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File: mirror mirrorwip.png (2.62 MB, 1500x882)
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/wip/ - Work In Progress

Last thread: >>701619

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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2D and 3D bff
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working on optimizing my models and materials for game use, threw them in unreal for testing, never used it before, gotta go thru the tutorials at some point. Made many more than whats in the picture but they require tons of rework/redesign
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>>708366
in comparison, here are my very first hard surface models i made about a year ago
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>>708366
>>708367
YES<3. it's great.
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>>708366
very nice
Is there actually a rl reference for a mace like mace 3?
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>>708368
Cheers!
>>708370
I could swear i saw one at some point or something similar and kinda winged it, ive been on the edge of redesigning that one too to a more realistic one, since it doesnt scream authentic enough, thanku
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>>708371
y it looks a bit off compared to the rest.
The bumpiness of the sword blades is a bit too much. While smithing you try to avoid a bumpy surface on a blade on a really pristine sword you grind it completely plain in the end.
Great work.
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https://sketchfab.com/3d-models/reines-el-melloi-archisorte-a489a32c201a4a0eadb17ac92dac9242
I got lazy after the unwrap and ended up reverting to gradient ramps. Might make a late halloween model next.
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>>708385
too many lines on the face especially the one between the eyes.
If you give your fingers more edgeloops you can bend them properly.
manage your UV space better stuff that is not monochrome needs space.
The spacing of the legs is a bit much.
Make her right hip higher then her left since she is putting her weight on her right leg move the foot of the right leg more to her right.
one vert of her bottom lip is misaligned.
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>>708388
*move the foot of the right leg more to her left
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>>708276
>Am I the only one seeing this?
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>>708390

Ur brain on coom.
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>>708388
>The spacing on the legs is a bit much
That's how the reference is.
>one vert of her bottom lip is misaligned
I put it there so I could move the respective UV down to give her a bit of lip shine.

Fair enough on everything else. Thanks for the feedback.
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>>708392
use more reference pics. Artists make mistakes you copied the one from your reference pic.
>I put it there so I could move the respective UV down to give her a bit of lip shine.
lazy fucker kek.
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>>708366
>>708367
It would be nice if they had a little more "character" to them; right now they look like any other Unity Store prop or like the output from a Substance Painter tutorial.
Mind you, that means you succeeded entirely on the technical aspect and there is nothing objectively wrong, so everything I have to say is entirely subjective I'm just encouraging you to consider adding something of "yourself" into your work so that it becomes expressive, unique, interesting while still being authentic and grounded.
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>>708403
Not creator
You are probably not a medieval weapons buff.
They are exceptional in terms of authenticity.
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Thoughts?
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>>708403
Thanks, valid argument, however the point of these is to get as close as possible to historical accuracy, and to make them as widely usable to make some cash on the side, so cant go too far on personalization, atleast not in design. A weapons buff with a sharp eye can already see that ive already taken some liberties there. Also people from those times werent so demanding on flashy designs when the main purpose was to just effectively kill another man. Once i have the pack ready (50-60 weapons in total im thinking) im going to make the materials more personalized and interesting, no sense to do it yet since im throwing the same few materials on each just to get everything balanced out
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>>708446
ad some smooth curves and diagonals makes it look less minecraft.
Looks breddy gud.
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>>708446
Looks comfy.
Are these gonna be in a game?
Would be pretty nice if you can make a lightweight simcity game with this.
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>>708446
Looks oddly claustrophobic with nothing running off the sides of the frame.
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>>708366
Redesigned mace nbr3 to a more authentic design, added leather wrappings for that "personalization", felt like the shaft was too plain without it anyway
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lmao can I ask questions here now?
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>>708567
what a great post anon
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>>708532
couple more to the mace family, at this rate ill end up with 50% maces for the pack, theres just so many cool designs to make
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>>708567
Make a /questions/ thread then anon.
Just don't put your question in the OP.
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>>708596
very nice, I like the new mace.
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I know it's shit but I am almost completely new. Been trying to get rigging and ik set up to start learning how to animate.
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>>708656
You can try but I would get a model with better topology to learn some animating find one on blendswap and work with that.
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>>708656
This. >>708661
Search for good rigs online, for some guidance there are pages comparing a few of the free ones. Forget about rigging for now, an animator doesn't really need that.
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>>708665
>an animator doesn't really need that
What do you mean? What if I am modeling then animating?
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>>708672
A better made model will give you less trouble and spare you confusion.
You should do both in my opinion. Make your model to your current best ability and animate it.
Also get a good model and work with that and then you will realize some things you did wrong. Learn some things by working with the models of other people.
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>>708674
Any idea what these widgets are on the various body parts? I am not search what term to use for searching for them. I've never seen them before but they seem really handy. I guess this is what actual rigging is? Not adding bones?
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>>708675
There might be a more correct term, They are basically controls. They are just shapes built in blender and than connected to the bones (shapekeys, drivers, ik bones) to make it more pleasant and visually cleaner for the animator.
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>>708675
Watch this short demonstration: https://vimeo.com/99567750
The "Character Setup" shows the interface of the rig. The rig is the program that controls how a mesh is deformed based on the input of the animator, and the animator interfaces with the rig through these (and possibly other) controls.

The video quickly goes over different stages of production. The animator works on the first two ones, obviously -- with a rig typically provided for them. The rest is the task of modelers, layout artists, lighters, technical artists...

Have a look here for a recent list of different rigs, Mery among them: https://rustyanimator.com/free-maya-rigs/

If you are starting you shouldn't begin with a full character. You'll see some examples there of progressively more difficult rigs, each suited to different stages of learning.
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>>708685
Thanks for the info.
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>>708390
Give it time someone is going to make the op image into full on Goatse.
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>>708691
I was planning on that, actually. Since yesterday. But I'm a lazy man.
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>>708703
anon are these for render only?
do you retopo them?
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First project switching over from blender to Maya. Pretty happy of my result. Just need to make it high res now.
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>>708720
What's your impression of Maya so far? Comfortable to work with?
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I'm going to animate some shorts using this character.
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>>708728
lol
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>>708720
>>708728
Reminder that anyone judging Maya based only on the default polymodeling toolkit is not using the software for what it was designed for
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>>708744
No, that never was one of its strengths, but that goes back a long way, back to its predecessor in the 90s.
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>>708745
>>708744
>>708736
hush now

>>708735
if you made a few anims post some.
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>>708735
cute and funny
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>>708748
Just pose tests.
>>708755
That's the idea
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An Art Nouveau style house
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>>708712
i don't know. when the modeling is finished i'll try to learn anime shading and normals editing.
i do not retopo. i can't sculpt i just do polymodeling.
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>>708767
You can retopo any sort of mesh, retopology just means recreating a surface with more suitable geometry for your end goal, be that either reducing the amount of polygons a mesh has or creating topology more suited for animation. You could theoretically recreate a cube to have more polygons and still have that be considered retopology, as long as the mesh is separate and it suits whatever need you have better than the original.

The most widely seen use case nowadays is reducing the amount of polygons on a hipoly sculpt, but that does not mean only sculpts can be retopo'd.
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>>708770
yes. i try to avoid the need to retopologize following the principles of animation.
this is level 2 smoothing >>708703 i think there will be no need to reduce the polycount later if i decide to do anything more with it.
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>>708766
All in one UV?
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>>708735
curve properties > geometry > bevel > fill caps
also post feet
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>>708728
I really like it and am very excited to start animating since that's what the coolest part about Maya is. I am also excited for future projects.

>>708744
Yes, I am aware of that but I just wanted to try it out and do a full model on Maya to find out more on how everything works.

Is 3ds Max a good software for polymodeling? should I use 3ds Max for polymodeling and maya for animating?
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>>708782
>bevel
there's no such thing in 2.8 you clown, nice try tho
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>>708792
holy shit rekt
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>>708778
No. Separate maps.
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>>708792
Are you really this retarded or are you just pretending to be retarded.
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>>708792
fucking kek
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File deleted.
>>fucking kek
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>>708792
absolut destroy
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>>708677
>>708675
It's a rig generated with Rigify
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>>708446
I agree with >>708513
Add some comfy looking scifi highways going in and out too.

Would be pretty cool if they're skyscrapers and theres elevated highways. Gives it a good vibe.
>>
Gunna print this
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>>708850
very nice. Can you explain the model?
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>>708866
looks like a fluid sim
whats there to explain?
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>>708877
>>708866

The thing underneath the sim is a Qaudray Brot fractal decombinated with a Icosohedron.

The Quadray Brot is a particularly similar quaternion-based version of the 2D radial Mandelbrot formula, and I wanted to print the most identifiable fractal. Its easy to explain to the 4D complex number idea with it.

The tree shapes come from the Icosohedron, and I just love that math can produce something so organic looking.

I thought boolean combining (decombinating in fractal terms, its a lil more interactive) the two made a pretty cool looking floating island, so I added in the POP sim to drive that planetary idea home.
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>>708703
>>708767
Hmmm...
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nice matcap. very useful for what i want to achieve.
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Doing a photoreal character project, since I have some time off work.
Theme is 1920s construction worker.
Want to pick up new tools and improve my overall skillset. Learned MD and slapped together an outfit. Next on my todolist is blocking out the accessories, and start sculpting the hands and head.
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did the retopo of the head
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>>709154
What head?
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>>709155
a project that i posted in the last wip thread
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>>709156
T H I C C
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>>709154
is that the final topology, if so the mouth geometry does not look great, otherwise good job
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>>708280
which minecraft shaderpack?
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>>709196
what could i improve on?
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>>709205
look up some tutorials on topology.
https://www.youtube.com/watch?v=aZ-v3ixpHCw&list=PLWYpj38Gn0vFstNLsBQgrGOcmMWYLX5y2
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>>709206
that didnt help me at all, anon if you say something is wrong then damn well take your time and explain what and dont forward me to 1 out of a thousand ways how you could set up face topology.
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>>709207
keep the edgeflow around the mouth circular.
the mouth is the most animated part of the face keep the topology especially there clean.
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>>709207
ngmi
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>>709213
ngmi?
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>>709207
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>>709215
Yea you heard me, if I ask for a point out I don’t ask for a tutorial, you think I didn’t follow one for the topology?
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>>709211
Thanks man, will keep this in mind
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>>708276
Just testing embeds and see if they work with /3/.
https://www.youtube.com/watch?v=TPrnSACiTJ4
If it does i might post some timelapse modelling soon.
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>>709393
Oh neat. They do.
I guess when i have free time ill be making a timelapse stuff.
Would be nice if everyone of us makes one too after posting the final model.
>>
progress so far
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>>708532
>>708596
good work anon
>>
New to this

Criticism appreciated
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>>708280
blasting it with houdini?
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>>709828
show pantsu
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https://vimeo.com/372991690
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>>709828
you are talented man, keep going, heres what i feel like you could do to improve
>save just to be safe
>go into sculpt mode and tick dynotop
>set to constant detail and set the detail lvl to 34
>smooth the body out

>begin retopology
since your model relies on texture for mimic the face topology shouldnt be an issue. you will however need to redo the texture onto the retopo version
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>>709936
Thanks for the tips kind anon, this was done in vr so I don't know if I'm welcomed here because of that. If not, then I'll only post the retopo version
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>>710025
nobody is welcomed here. everyone hates everything and their mom
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>>709132
any progress?
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>>710055
on the contrary, i love your mom
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Trying to give pixel art textures a try, I'm liking how its going so far, but this took me several hours, which is like several hours minus 30 minutes longer than I expected it to take
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>>710197
Then you are probably doing something wrong or unnecessary. Modelling and unwrapping is like 20 seconds, what did you do in all these hours?
You might want to google Dan Fessler's index painting method. Also you should make more use of copy and paste.
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>>710203
Fuck, this is good shit. I use Aseprite, but I would love to learn how to do this shit

also, yeah. unwrapping and modeling took no time, it was just the pixel art that took all the time, it doesn't help that I was streaming at the time, but a lot of it was lost to endless tweaking and reworking. I'm much happier how this came out compared to how it was looking when I first started, but I really do need to learn how to streamline it
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>>710197
>>710204
You should try to make a custom bump map for it too.
Even though it's flat lighting, I think it would be cool to have some depth detail in there. Pixel stuff never does.

>it doesn't help that I was streaming at the time
Do people actually watch your stream? I've been meaning to try it, but I've been afraid no one would watch it and it wouldn't be interesting. 3d fags would watch it (and understandingly judge every little action I do), but people who don't know about 3d would be a hard sell.
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>>710255
Yeah, right now I just have it on an emission shader, but I think I would like to try to make a bump and roughness map worked out, could look neat

Also kinda? I mostly just stream to my group of friends so its like 3 or 4 of us just hanging out while I work on stuff. it helps me stay focused somehow, I've never had any other 3D people come in other than people that I know so I can't say anything to the likelyhood of being judged
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>>710257
post stream link
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>>710258
this is probably not the wisest thing for me to do, but here you go

https://www.twitch.tv/eli_tv
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>>710259
time to spam nigger in your chat.
>>
>>709206
Not him, but what is the approach here? Do you model by vertex thinking "I gotta add those 3 outer eye spans", or is this a separate process you do overtop a high-poly sculpt?
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>>710268
this one was vertex modelling.
I started with some circles around the eye and mouth. the eyes are like a zorro mask that connects to the mouth which is a circle both sit in another circle. The nostrils are just insets. I start with low vertex count and when I need more I add edgeloops. There are only a few rules you should follow the edgeflow ( for example mouthcorner to ear) mouth and eye should have equal edgeloops top and bottom.
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The scans are almost aligned, soon™ I can start modeling.
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made this in maya, I'm almost done. I'm just missing the fingers then of course I have to paint everything but I'm mostly excited for the animation part
>>
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>>710412
>animation
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>>710412
Slim up the torso. The late UC aesthetics dont really match that chunky rx-78ish body
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best girl thread was deleted :(
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>>710570
For good reasons
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>>710570
Beautiful anon. Finish her and animate porn with her and post here and laugh when they all rage
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>>710570
Please continue.
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>>710139
Yeah! Took a little break to do another piece to shake the zBrush rust, but I have more or less wrapped up the blockout of all props and accessories. I also refined the pose, made the cloth less "Pressed" and pristine, and did UV's and retopo. All prepped to hop into zBrush now, to sculpt hands, head and fabric details, before stitching and buttoning.
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Doing this took far too long, so I started doing a bunch of speedsculpts to get my efficiency up.
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People kept saying to just use the MD autoretopo, but it gives nasty as fuck topology, so I spent an allnighter figuring out a better workflow using blendshape shenanigans
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>>710601
Nice mice. Got any more?
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>>710622
i was going to do a set, but I didn't want to overindulge into murry furries.
Gimme something to sculpt and I'll take a crack at it.
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Any critiques on anatomy?
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>>710636
it looks very elongated.
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>>710197
Since you textured it in a way that source of light is on top, and the box will always need to be flat on the ground to not make it look weird, I would like to question the necessity of texturing the bottom of the box, especially when it takes up 25% of your texture.

Instead of texturing the bottom that is never supposed to be seen, you could make extra variations for other box sides.
>>
>>710625
It came less off like furry shit, and more like that style that Don Bluth and similar people have in "older" animations. I can't put my finger on exactly who, but it's a really familiar look, that I've seen before in a movie or something.
In any case it looks nice and translated really well to 3d, which is surprising. I think you should do some more if you really wanted to.
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>>710641
Yeah it's part of the the design of the character. Any suggestions to make it more natural?
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>>710636
the gluts are weak for someone with such big oblique muscles.
>>
Gave her hair
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>>710659
Thank you <3
>>
just a house

>>708766
neato
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>>710734
Put some grass in that lawn
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>>710680
why does he have tits
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I made a crate.
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>>710625
Sculpting animals is totally fine and not furry. It's the anthropomorphism that makes it furry on top of the incredible stupid style choices and lack of artistic value.
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>>710680
you should see his ass
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>>710734
sketchup?
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>>710592
do not need to ask it is so much fun.

>>710586
good idea
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>>710871
how'd you do the skirt, just poly modeling by hand?
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>>710735
will do
>>710805
home designer pro
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>>710903
looks like its poly modelling
>>710871
did you use reference images? mouth looks far from the chin.
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>>710903

yes. i used edge crease to make those angles at the borders.
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>>710977
nice jewish cock you got there Mr. Amerishart, did you remember to donate the annual 38 billion to your overlords?
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>>710980
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>>710994
well played
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First project on Substance Painter. Basically just edited some smart materials and some shaders. I'm still just reverse engineering the SMs at this point but my next project I'll try and create one from scratch. Should be fun.
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>>711023
Looks cool, but I'd suggest you look closer at a reference of a keyboard and spend 10 minutes trying to make the material match. I mean really look close at a high res photo my friend. It's a drag at first but it'll pay off.

Very good for a first project though.
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>>711029
Yeah, the brushing on the plastic was something I didn't quite know where the setting was exactly. But I figured it out. I didn't make it quite as high res but this is already better.
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>>711038
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>>710994
saved
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>>711038
Adding decals and fine tuning the colors. I think in the end I'll change the case completely. I'll go for plastic I think.
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Hair cards for a bust I'm working on ATM. The cards on the sides don't usually clip into the skull, just a shitty Maya preview.
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>>711196
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>>711131
>I think in the end I'll change the case completely.

Didn't want to say it before but yes do this, it looks pretty bad with metal. Go for a less beaten up plastic, and then try some dust/dirt where it would naturally build up and maybe some sun fade (even though it's indoors, it can still look cool)
>>
>>711198
Good point, I just mirrored that sides and back part of the hair, but I should add some of the swirl pattern into it. Not sure if the natural swirl of the hair will really change the top much though seeing as it's a sort of pushed back pompadour style?
>>
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>>711186
all done I thingk
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>>711210
No you ain't, look at all that noise, boy.
Render out a few frames at different noise seeds, and blend them. 50%, 33%, 25%, 20%...

For some stills it's better than throwing a bunch of samples at it.
If it's not render noise though, you might want to work it in better make it a bit more "artistic".
>>
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who do you call when you want some pepperoni
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>>711210
Awesome concept but it needs so much work but it's till 80% more creative than anything else in this thread. also yeah what>>711234
said, fix that noise PLEASE
>>
>>700390
>>
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Hello anons, I'm still learning but I think I'm getting better, shit on me pls.
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Just started making a few props for a scene i'm working on. The actual scene is much more impressive but i need some stuff to fill in the gaps.
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>>711303

Is it meant to be so low poly. You would cut yourself drinking from that cup.
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>>711327
Yes, but it looks shitty on cup, I agree.
>>
>>711303
looks like a 2001 console exclusive
nice work
>>
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>>711310
still heavy work in progress but
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>>711374
That looks pretty good
>>
>>711260
What's going on in this picture anon?

>>711300
This is great
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>>711374
how are you texturing them
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Is this the thread you ask for assistance in? If not, which thread?
I fucked up.
I am days old into Blender, so I'm following tutorials, for 2.8 as that is what I have. I do exactly what is said in multiple tutorials, and it doesn't work for me.
I am trying to connect the bones to the mesh, but it's not working.
I suspect because I imported a .obj from a different file it might have something to do with it? The light blue lined head from my first attempt. I liked the head, but not the body. I also made the body segmented as I want to animate the body parts separately.
Is it being segmented the issue?
Is it the un-applied mirror modifier?
Please assist thank you for your consideration.
>>
>>711429
A mix of substance painter and blender internal texturing but a lot of the textures of the scene are still just place holders atm
>>
This is my first head sculpt. I don't have knowledge about anatomy and didn't use a reference. Apart from the obviously missing ear, what can /should I change and improve?
>>
>>711491
Learn about anatomy and use references you idiot.
>>
>>711491
use a reference
>>
>>711492
>>711494
What about it is bad tho?
>>
>>711495
You didnt use reference
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Marmoset preview, still need to texture the skin, it only has a normal map ATM.
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>>711495
Everything is wrong and bad, and it started the moment you thought you could do an character without knowing anything about anatomy and on top of it you didn't even used reference.
That is as bad as possible, like trying to do an vasectomy without studying medicine. You'll never ever do good looking characters without these 2 things, so you can stop right now wasting your time doing the impossible. It's fucking stupid to think that you can.
>>
>>711499

David Lynch? The hair is pretty good for Marmoset did you use a huge texture for it.
>>
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>>711506
Thanks, yeah it's David Lynch. I used a 4k texture for the hair but it's extremely poorly optimised. This is my first time doing hair cards using xgen and my laptop is slow as fuck so I've been pretty slapdash about the hair textures and there are a lot of things I want to do differently when I get a faster PC.

I'm using this texture as a 4k TGA but if I optimised it better I would absolutely not need that resolution.

Also I don't have Normals for the hair yet because I couldn't get it to work, anyone have any ideas? I think it looks okay without them but I'd like to try it at least
>>
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Having a really hard time with the cloth, but I'm just gonna keep throwing hours at it
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>>711518
Wonderful realistic sculpt.
Find a way to T-pose, Z-remesh, Unwrap and export to an animation software/game engine and you´re set
>>
>>711521
Fuck game engines
>>
>>711521
I am sculpting in pose to get better folds - end goal is photorealism in UE4. Clothing is already unwrapped to streamline the texturing process, but I doubt I'll be doing any rigging/animaiton. Especially since I'm planning on doing peach fuzz, and blendshapes for that is hell
>>
>>711491
> Didn't use reference and never learned anatomy
> cranium looks like megalencephaly and jawbone stretches back at 45 degree angle

What did you expect?
>>
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Modeling a setting from The End Of The F***ing World (a tv show). The background and the ground are probably temporary, I just wanted to see what it would look like with some trees and some snow on the ground.
>>
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>>711492
>>711494
>>711546
okay thanks guys. I used a bit of reference now, so is that any better?
>>
>>711565
Looks pretty good anon. I'd work on improving the hair shading, and maybe adding SSS.
>>
>>711565
Kinda reminds me of Brock lesner a bit
>>
>>711567
Thanks man
Yeah the hair and skin tone was just done very quickly because it's 5 in the morning here...
>>
>>711568
His first one reminded me of Chris Roberts for some reason. Maybe God is trying to weave a metaphor about what happens when you don't have a clear and well planned creative direction.
>>
>>711565
Learn to sculpt something smaller, like a nose/mouth first before taking on one of the most difficult tasks in 3d.

A nicer note is I can respect you jumping right into it, it's not horrific for a first time. With some study and practice, you'll make it.
>>
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>>711590
cute ass, not a fan of the shader.
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>>711565
The whole head extends too far back. The jaw is still at a 45 degree angle. Also missing the surface plane of the zygomatic arch. The facial features are pretty good but the skeletal structure is missing.

Take some time to study the form of the human skull. Learn where the bony landmarks appear at the surface. There’s a reason figure artists keep skulls lying around the studio.
>>
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>>711604
thanks man, your input is very much appreciated
45 degrees from front to back or upwards?
>>
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A Panzer Dragoon clone I am building for the PlayStation Vita.
>>
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Getting around to this again. Finished the detailing now on to baking. I will do the rest in substance painter. Is Sketchfab any good. I'm thinking of using 5 2k maps for this and it always goes over that stupid arbitrary Marmoset file upload size on Artstation.
>>
>>711651
fyi, it's ridiculously easy to steal 3d models from sketchbfab and marmoset viewer.
>>
>>711643
Looks cool but isnt the pita dead? Is it performant enough to make an app out of it?
>>
>>711656
Really?
Because I've never been able to grab models from Sketchfab. I'm calling bullshit unless you prove otherwise.
>>
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>>708276
>>
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Working on getting the face normals right so it does the anime thing. Sampling and gamma adjusting colors from the old anime.

I want to make a shader that does scratchy lines for the outline.
>>
>>711656

I don't mind. It's not really my property anyway. I will try out sketchfab and see if it has upload limits anyway.
>>
>>711657
The home brew community is very much alive, and it’s pulling 60fps with this shader, which has 6 passes (because the outlines are animated) and 4xAA, which means each pixel is drawn 24 times so....yeah, it’s plenty performant.
>>
>>711664
you better stop
>>
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I feel like there has to be a better way to make textures than the way I'm doing things.

I just want to put a leather or skin type material on top of a normal map I generate from a high poly object, and right now I'm doing that through GIMP and it's really slow and doesn't look very good and the scale on my textures isn't uniform and i underestimated how much space I'll need for the detail I want.

What's your advice anons?
>>
>>711689
>What's your advice anons?
Substance Painter.
>>
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current progress
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sci fi bench thing, haven't added the actual seats yet, just using it as an excuse to learn more detailed hard surfaces
>>
>>711499
Eyeballs seems too big, check the radius isnt larger than 25mm if the head is right size
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>>711828
Too much detail.

t. Elon
>>
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>>711897
Update on this bust and hair.

Only problem I'm having now is that I can't turn off backface culling for the hair cards in marmoset because there are like a hundred different cards that I would have to change the settings individually for.

I tried merging my mesh in maya but it still shows as individual cards in marmoset? anyone have any idea how i export the hair as one single mesh in maya so that it is recognised as such in marmoset?

>>711890
I always seem to have a problem making eyes too big, one thing I noticed though was that marmoset lighting never really gets good shading in the eyes, so if I add some extra shadows in photoshop afterwards the eyes won't look as oversized
>>
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pretty proud of this now... completely done in blender
>>
>>711898
>>711897
it's fine, pedophiles usually have freakishly large eyes.
>>
>>711933
Ouch. Might want to try Zbrush kid.
>>
>>711949
Zbrush won't help him learn anatomy.
Only learning anatomy will do that.
>>
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the thread was deleted but i have saved the op's image for later.
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>>711950
Yes it will, because the only decent anatomy tutorials are made for Zbrush. Following Blender tutorials is a guaranteed road to ruin.
>>
>>711965
pleb.
not looking at medical documents for anatomy.
neck yourself.
>>
>>710994
God bless you anon
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>>711965
You know you can study anatomy without using a single piece of 3D software right?
>>
>>711828
>>
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>>711659
not him btw, it's not "ridiculously easy" but its still doable
>>
>>712049
IM HORNY
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>>712049
coom coom
>>
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finished
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couldnt get a proper angle on her.
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>>712061
Intersecting legs. Fix it.
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>>712053
That perspective looks just awful.
Whats the focal length there, 25? Bump it up to 70-100, come on.
>>
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>>712066
Apologies anon-kun is this any better?
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>>712076
Get out.
>>
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instead of telling me that I suck (I'm aware, it's my first sculpt), can anyone give some more specific constructive criticism? I used lots of references now, anatomy and photos.
Thanks guys
>>
>>712078
For real though thanks, going to render it with a better focal length tomorrow, I suspected that it looked a little fucked before but I've always had this idea that you shouldn't use too high a focal length or it will look "flat" or something. I guess it looks better though
>>
>>712079
Using multiple references to create an imaginary head like you're doing now is a lot harder to do properly than you think. Everyone has different proportions and features so it's hard to know what you're doing if you're using multiple models as reference before understanding the underlying forms like the back of your hand.

Obviously you're willing to take people's critique and that's great, I commend you for that, but if I were you I would stop working on this model for now and actually do a study of a specific model who you can find reference of in multiple angles, that way you can really analyse it and see exactly how you need to adjust things. And we know exactly what you're trying to do so it's easier to give advice
>>
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>>712080
Photographers consider >70 mm focal lengths to be more flattering. Pic related.
>>
>>712083
Funny thing is this would be common knowledge for me if I was actually taking a photo with a camera, but I guess I never really made the connection with 3D I guess, and I didn't know the exactly numbers either, so thanks for that, I'll keep it in mind in the future too
>>
>>712081
I heard that doing a specific model is one of the hardest things you can do and it's better to start off making more generalized faces
>>
>>712098
Creating an absolute likeness is incredibly hard, what I'm proposing isn't to create a 1:1 reproduction of a specific model. But to use a specific model to create an anatomy study based on them. And moreover do many of these, focussing more on learning the structure and noticing pattern and variations rather than trying to copy their likeness.
>>
>>711933
Ho-ly-sheet, that's a lot of improvement! It's not perfect, but man, you managed to make a face that looks human
>>
>>712079
My advice?? You did it, move on to another face, maybe try recreating an actors face or something. Call this project done, it's good enough, and you'll learn more starting from scratch again
>>
>>712119
>>712120
Thanks guys, I really appreciate it

>>712112
Ah that makes sense, thank you
>>
>>712083
oy...
>>
>>710734
I don't like your roof.
ridgecaps are ugly and thats unavoidable, but you can normally just not have any facing out into the street, but you had to angle that roof down
>>
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Gonna call this done now, pretty satisfied with it
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>>712295
cool

this is a mech I'm making for a mobile game
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>>712076
Why does this look like Jimmy neutron’s dad
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>>712614
looks much better than before, the cheekbones are too soft.
the ears can use some work.
The broad nose makes him look like a nigger.
>>
>>712615
he's a gnome. he's supposed to have a big nose.
>>
>>712614
there are still many problems with the anatomy of the head. It look pretty good for a beginner model, you got talent son.
I would stop the modelling and move on.
Don't get to invested in your first few models.
If you intend to make some characters make a new face and focus on one part ( mouth, ears, ect.) look up how the bones muscles fat skin look for that part and while doing that you build a funny little creature.
>>712616
that's pretty racist of you desu
>>
>>712604
bobble head mecha T-Rex.
Feet don't look so good
>>
>>712633
That isn't much fun though... Why not work on all these parts on a full model so you have some context? Look at how >>712295
Improved. Might not be perfect but progress none the less
>>
>>712659
What I mean is try not to make a whole good model at the start make it good enough and focus on one feature and learn about that feature what you can.
I don't mean just make ears over and over again.
Make a whole model to a good level and focus on ears on this one (you take your time look at the anatomy and many different references), and on the next you spend extra time on the nose for example.
>>
>>712663
The ears are definitely a part I'm not satisfied with. I do want to keep this idea in mind for future reference, but I'll probably be able to make a fresh sculpt more quickly now.
>>
>>712671
Important is to really do your homework. You can improve significantly faster if you take your time and study in detail. If you try to beat in depth learning with mass you might end up conditioning yourself to do something wrong.
>>
>>712676
I've taken some time to look over ear anatomy since last night, so I'll be seeing what I can do to make a more convincing sculpt. Thanks for all the feedback.
>>
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cola arena
the plastic and glass colas are from the net
>>
>>711965
>only decent anatomy tutorials are made for Zbrush.
The best anatomy tuts for the human figure are by Proko and he only does 2D.
>>
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I'm not happy with it but I don't know what I want with it either so I'll probably not touch it for months and just forget it exists.
>>
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>>712637
Is this any better?
>>
>>712743
Looks visually fine but I question the physical soundness of that thin horizontal piece behind the knee in combat
>>
>>712743
I do not like it, but I think texturing might fix that. The arms just feel really fuckin small for how large the rest of the body is.
>>
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>>712748
like you think it couldn't support the mech
>>712765
what textuyring job would fix it in your opinion?
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>>712172
Damn, nice and smooth. How many polys?
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>>712779
in that picture there is one level subsurf 30456 quads. without subdiv it's 15228 quads. I want to end up around 50000 when finished.
>>
>>712719
Scott Eaton
>>
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Trying my hand at making a Squeenix-tier model for the first time. Thoughts and critiques would be appreciated, because I'm feeling like wrapping it up and rig her before the year is finished.

And if you know who that girl is, you're a pretty cool dude in my book.
>>
>>712882
Don't know the character but looks good mate, How'd you make her and her clothing?
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>>712883
its Leanne you uncultured swine
>>
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>>712882

Reanbell. Amazing job. You have an artstation or sketchfab?
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>>712882
Beautiful model I am very horny
Only critique is the low nose bridge makes her look like she has FAS, otherwise the quality is fantastic.
>>
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>>712883
For her clothing, it's all made in ZBrush. I thought Marvelous Designer didn't give me the control over the clothing folds than if I had manipulated every single crease on my own. That goes double for the lower part of the jacket, where I thought it would give me the least headaches in terms of UV unwrapping and weight painting if I had kept everything symmetrical.
>>712887
>>712893
Knowing there are people on here who still know about this game is definitely going to make my job a lot easier now. In any case, I plan on maybe opening a Pixiv or Artstation account once I'm finished with her.
>>712897
I had to strike a balance between her in-game model which was very stylized and anime-like, as well as real-life examples of White girls with strong shapely noses and Asian girls with small rounded noses. In the end, I just gave up and settled with the pixie nose. But glad to hear you liked the rest.
>>
>>712882
looks nice, her arms seem a bit long.
what did you use to make the hair?
>>
>>712882
Nice work dude. I always loved RoF/EoE for it's character and world design.
Are you rigging her for animation or just for posing? What's the plane for the final result?
>>
>>712882
ears too big for sure, she has grandma ears now
neck seems too thick and dosnt transition too well into the body, its also too short or the arms start too high up, can you show the underlying body? the proportions look wrong
clothes wrinkles on arms look weird as hell

Rest looks good
what you used to make the hair? look really dense
>>
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>>712998
Here's a screenshot with the legs exposed. I believe the general rule is that the wrist has to be on the crotch level. She's shrugging a little bit in her default pose, but for the most part it seems to be of the appropriate length, as far as I can see.

You can also check out the bust's x-ray for her neck length (and ear size).

>>712948
It's all hand-placed cards/curves using the Hair Tool add-on by "bartoszstyperek". The texture was made using Substance Designer. The procedure was basically:

1. Scratch Generator (to generate strands)
2. Anisotropic Blur (to smooth out the jagged edges and pixelization)
3. Warp (to gently push the strands)
4. Repeat as necessary.

>>712982
Thanks. I just plan on just posing her for now in Marmoset. She's my first attempt at creating a game-ready character, so the topology is probably also good for in-game animation, but right now that's not part of my goal.
>>
>>713004
>fantastic
uff, yeah, those are big ass ears
did you have a full torso and delated it? anyway te torso seems pretty long, if you dropped the whole jacket region down with the arms it would look better, the paddingon those sholders is pretty crazy now
>>
>>713005
>>713004
the fuck did i ever quote here with that "fantastic"?
>>
>>713004
>>712882
stylistic suggestion: make the eyes wider. you got the face at 5 eyes width right now, but anime tends to run 3.5 to 4 eyes wide. upper lip could be slightly thinner, and the nose could have some more volume. what you got right now looks like those shitty daz porn models.
>>
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>>713076
Never model in weird poses
model standing staright, then repose before baking or rigging
anyway wings connec weird into the bakc, head is too small and neck dosnt connect under the clavicle, also leg seem wrong shape from font but with this weird pose its hard to tell
>>
>>713080
Isn't M pose close enough to A pose?
>>
>>713082
I never tried it but that seems like a disaster for IK rigging the legs
>>
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>>713080

the weird pose is me trying to model her playground.
>>
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>>713041
like this for example if you wanted to make it a bit more anime. ears also need to come down a bit
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haven't sculpted since last year been so busy with work, so yeah heres this, please advise dear sirs
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>>712998
>>713005
Her spine was bent backwards more than usual in her regular T-pose, so that's probably why the torso seemed smaller when viewed from the front. In any case, I compressed the torso down a few inches. This had the double effect of also exposing more of her neck, which also fixes the issue in regards to her neck length, as you've pointed out. Arm length was also reduced, and ears should be more of a reasonable size now. Unfortunately for the sleeve wrinkles I can't do much for those at this point.

Big thanks for the help.

>>713086
>>713041
I tried making the eyes wider in the past, however it kept ruining the serious look that I was aiming for. Your example reminds me of Marie-Rose from DoA5. It's a nice look for what it's supposed to do, but it still feels a bit too stylized for my liking. I still took your suggestions about the nose and upper lip though, and now she looks slightly more normal now. So thank you for suggesting those.
>>
>>713086
Actually way fucking worse.
You turned her into a fish.
>>
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>>713087
I think you forgot the neck area. The knee and area behind the knee need to be more connected to their shin bone. The pelvic area looks rather more sunken than usual, and the back is missing dimples.

Other than that and the oversized hands, pretty good start of a sculpt.
>>
>>713111

My only nitpick would be the symmetrical hair on the bottom but I suppose it's gameart.
>>
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>>713130
That's super easy to fix. You just select all your mirrored hair's UV's, select the "Individual Origins" pivot option, Ctrl+M then X to flip the UV cards on the X axis and you'll get your illusion of asymmetry.

The reason I keep my meshes as symmetrical as much as possible is because then I won't have to weight paint everything twice. Once everything is rigged, you can mess with the hair whichever direction you want anyway.
>>
>>713121
thanks bro appreciate that
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>>713168
>>713121
>using 3d models for refs
Fucking just stop
Go to sites like 3dscanstore.com or others to use real refs, if you need refs for basic anatomy that means you dont know it, so you cant judge if the model you are copying has serious mistakes or not
use 3d scans, real photos and professional breakdowns
>>
I'm still relatively new to this. How does my geometry look? Am I retarded? I started by just cutting the backs off of cubes and adding vertices to get the shapes I want.
Excuse the retarded UV. I set that earlier just to see if it was working.
>>
>>713297
It's better to get one shape at a time properly than to do the entire form and have to refine it all at once. First make a blockout with very simple shapes, cubes and cylinders stretched along axes, get the proportions of the weapon down and make sure everything matches the reference picture from multiple angles without going into fine details. Then work on a small bit at a time in a higher detail version using your blockout as a size reference, like make the grip and get everything shaped right, then extrude outwards to get the tripper guard, then start working on the lower receiver, etc. Watch some Arrimus 3D videos on guns, that'll have good pointers.
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>>713299
Extrusion is essentially what I've done throughout, so I'm glad that's right so far. My biggest issues are trying to use the merge vertices tool and having them meet at a midpoint fucking up one of their positions, and figuring out how to cut in to a shape without having to go back and reattach something later. (That's probably just a bad habit) I'll check out Arrimus, much appreciated.
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>>713299
Oh this poor man
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>>713300
I'm not sure what the tools are called in Maya, but I'd just select whichever vertex isn't in the right position and snap it to whichever one is and then merge them so only one vertex gets moved. Maya might also have an option to merge to the first or last vertex selected, so you could just select them in order.
>>713301
He also did Shrek by request.
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>>713134
hey, do you have any guide to how you textured the skin and face? i would really appreciate it
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>>713414
Do you mean guides for Substance Painter skin? There should be a decent number of them online already (Substance official channel, Michael Pavlovich, FlippedNormals...)

If you mean how I personally did mine, then it was mostly the same way as they taught it:

1. Painting the color zones (red, yellow, blue...)
2. Tweaking the colors (adjusting the values above)
3. Adding shadows (with Multiply) and highlights (with Lighten (Add)).
4. Then I start adding make-up such as the lips and blush, and continue highlighting things I want with foundation. Also, I add eyebrows before exporting the rough draft of the textures to check inside Marmoset.
5. Finish adding make-up such as mascara and eyeliner, and start adding moles, going back in forth in Marmoset/SubsPainter to see how it looks and adding further things in the previous steps that I may have overlooked (ex: adding orange/green colors in step #1, or tweaking the shadows/highlights in step #3, changing lip color in #4, etc. etc.)

Of course, it helps a lot to have reference pictures on hand. I'm talking about photo-scanned textures or even head texture files of DAZ girls that you like. Those are really useful for giving you hints on where to paint blush or highlight certain areas of the skin. Oh yeah, and don't shy away from looking up videos of girls doing make-up tutorials online... It really helps the make-up part of the texturing.
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Thoughts?
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>>713430
another one
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>>713429
oh, do you not use any normal map details for skin? thanks
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>>713430
comfy, don't like the blanket at all.
The table legs are too thick.
>>713431
the fog doesn't look good at all
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>>713432
Yes absolutely. I did all my normal maps before getting into the diffuse/spec/gloss part, because cavity maps are very important for the texturing process down the road. Most pores can be done using the ones included in the software. For the most part, I just used "Human Bumpy Skin" and "Cells 3" by generating several layers of varying scales and sizes, and then using white masking to apply them where I wanted. Any other pores that had to be added manually, I used a "Spots Spray" brush. For creases like the ones on the neck or the lips I just used a small sharp brush to manually carve them in with smooth strokes enabled. There's no need to use ZBrush for small normal details anymore (at least for me), but if you plan on doing them in Substance Painter you have to be careful not to have too much UV distortions, or it's going to mess your paint job up, even if you use things like "Camera" alignment for your brushes.
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>>713430
Seems desaturated. Try adding some color such as a blue hue to simulate the night time (see picture). This will help accentuate the warm light on the desk even more. Also, the monitor should be emitting more light than that.
>>713431
The fog is too strong, and everything is decontrasted, so the viewer doesn't know where to focus his eyes. The white light looks like a random spotlight more than a clock.
>>
Anyone know where the xgen menu is? I can't seem to find it.
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>>713430
Your levels of detail are all over the space. Have that duvet on the bed drape over the edges, work on the table some more and put something on the floor to add something to that big open space.
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>>713430
also take a look on pinterest for some reference
www.pinterest.co.uk/pin/571323902721229239/
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>>713441
the xgen menu is usually here but its not there anymore?
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>>713445
forgot to add the picture.
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>>713441
Button to open xgen window is here
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>>713452
Also in the upper right corner you can choose Workspace -> Xgen to get a few different windows
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>>713438
thanks bro, i hope i can show you something cool someday
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>>710734
inside

>>712161
it's based on a real one, didn't have much of a choice
https://www.youtube.com/watch?v=bv5vhdfr2JE
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Does it even matter if I have n-gons in my model if its all going to get converted to tris?
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>>714135
If it's a flat surface it doesn't matter. If it has any curvature you should just manually triangulate/quadrangulate it to make sure it doesn't cause issues.
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I was doing COOM sim. I kind of botched together a "thixotropic" kind of fluid but I could get the right variables out of the sim to be totally correct to reality, so I based viscosity on current speed, and I made it so that the velocity doesnt directly influence the viscosity, it kind of lags behind a couple of frames.

I did it with houdini, just by interjecting a SOP solver in a flip solver at the particle forces input and changing the viscosity attribute via a wrangle there.

When the emitter stops emitting, the total particle count is around 25 million, and I simmed 88 frames that took 12 fucking hours, Now its meshing time.
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>>714154
This is more disgusting than people who cum on their figurines hundreds of times without cleaning them. This takes effort.
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>>713905
>giant fucking raindrops
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>>714168
Thanks :D
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>>714281
Anatomy is fucked. The cubes eyes are too far apart and it also doesn't have any eyes.
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ignore the shitty post blurring, i rushed it, based on alien isolation concept art
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man this board really is dead
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I'm going for a pixar/disney style, but I've been told it looks uncanny and creepy, what should I do to improve it?


>>712882
that looks fantastic.
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>>714911
try giving her lower eyelids
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>>714928
do you mean give her lower eyelashes, or define the lower eyelid?
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Hospital corridor, critique welcome
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>>712882
I would like to rest my sword on her mouth pillows if you know what I mean.
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>>714281
Thats gonna be hard to UV. Also, do you plan on using Substance? Whats your workflow.
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>>714930
I don't know how you derive eyelashes from eyelids anon
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>>715508
I thought you might of meant eyelashes, but didn't speak english well.
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>>708792
Really nigga
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Made this knight. Should I just start rigging and animating I don't really know how i'm gonna texture this (colors, using photorealisme or not, using game textures.

Also, I would like some critique
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I started using Blender a month ago as a time killing hobby at night before going to bed.
I finally challenged myself to create something with a bit more discipline and finish it instead of giving up halfway through the projects.

This is my first ever character model. This is Peach by Dmitry. It is still a work in progress. I created this in 2 weeks - giving 1 to 2 hours a day. I am learning as I go with this project and I learned quite a few new things doing this instead of just wasting time on simple shit.
One thing I want to mention is that it a fucking pain in the ass to model a character without sculpting, it is just too tedious. Unfortunately living in a third world shithole, I have to think more than twice before buying a drawing tablet just for a hobby. The cheapest, low end, entry level tablet is still expensive.

This is far from done as I tried to keep it as simple as possible. I timed myself to do it as quickly as possible and not to waste time moving the vertices for eternity.

I am gonna hit the bed after posting this and I intend to complete this model of bust of Peach. I also intend to model a body, texture/material it, rig it, animate it for the porn, obviously, but that's me getting very ahead of myself.

I am looking for criticism and ways to improve my skills and models and learn the fundamentals like topology, anatomy, lighting, etc..

Expect a post form me every other night or so as I keep improving it.

For now please tell me where to improve the model. Right now I am looking to improve the cheek bones and the jaw but I don't know what to do, like, bring out the jaw outside more but if I do that then he loses the curve of the cheek in 3rd quarter view, he looks like an alien because of the chin, it feels too pointy. The lips looks swollen and need to be improved as well. I want to make it as stylized and keep it as close to the 2D source as possible.

I don't want to post it on reddit so sumimasen for the plebbit like post.
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>>715740
>One thing I want to mention is that it a fucking pain in the ass to model a character without sculpting, it is just too tedious. Unfortunately living in a third world shithole, I have to think more than twice before buying a drawing tablet just for a hobby. The cheapest, low end, entry level tablet is still expensive.
you don't need a tablet to sculpt anon. I have a cheap tablet but just use my mouse since it's a pain to use sometimes with shitty drivers.
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ah yes, perfect.
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>>715740
I started sculpting with a mouse
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>>715743
>>715937
I did sculpt a bit with the mouse but the lack of pressure sensitivity is just a no no, so I am stuck with edge/vertex modelling. Not complaining, it's just a thing I have to live with.
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>>715569
That is pretty cool anon, I can see the low poly game aesthetic in there but good one.

Mix of stylized and realistic would go great imo.



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