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Post your first ever 3D object or the earliest one you have
>>
>>598343
My earliest 3D stuff is from 1989 and lost forever and I'm too lazy to pull my 90s stuff off from QIC-tape.
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>>598345
Could be pretty cool, post it if you ever decide to go down memory lane
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Kek
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The earliest I can find.
I have done mostly 3d simulations before that
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please don't bulli
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I'm that guy who modelled that cute low-poly rabbit from the WIP thread, and I give you THIS!

This I presume is from late 2011, and this was before I gave a shit about modelling things.
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>>598399
I'm glad you didn't give up, that rabbit was a cute
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This is the first thing I've ever modeled years ago. A cup you won't even see in your worst nightmares.
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>>598407
Cute. Would drink my waifu's fluids from that cup/10.
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>>598406
Thanks. I've actually pirated 3DS Max 2010, and I remember modelling a futuristic car based off the Suzuki Escudo Pike Peak at one point. Sadly, that was erased.
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Earliest thing I've still got, 2012 I think.
>>
I had a lot of free time
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My first 3D models were all from tutorials, so they're not cool enough to post them. The first one was some backpack.
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>>598456
>>The first one was some backpack.

Was this from Digital Tutors / Pluralsight by any chance?
There's soft-trolling, and there's Digital Tutors soft-trolling: the very first thing I made when I joined DT (as it was called back then) was...wait for it.... a dumpster. A fucking dumpster.
This was in a 'your very first steps in 3DS Max' baby type course - and they get you to make a fucking dumpster.
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Made this shit like 10 years ago. I've switched to Blender now
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>>598343
first one i actually 'finished'
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>>598399
>>BOOM SHAKALAKA SHOTGUN
kek'd hard
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>>598469
did switching to blender teach you how windows work
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>>598466
That's the series, yeah. Actually, true, my "first" model was a dumpster as well, it's only that my first render was of that backpack, which would be a second real model. Hard to tell which one would be completely my own, since I usually don't want to learn bad habits and I always look up tutorials for at least something while I'm making a model.

But yeah, I think that DT course was really good, the modeler has a bit of old-school techniques though, and it takes a while to model all of that, but it teaches you a lot. I quit at the radio tutorial lol, that autistic attention to perfect topology and edge loops went over my head. In the mean time I learned not to care about it THAT much. That girl character looked kinda shitty so I ignored it, but the knowledge it provides is also probably decent.
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>>598471
You probably stretched that term pretty wide. I'll go to /r/blender in a year and show my first """"real real real"""" model as well, I'll figure out some reason why I consider it to be the true first model of mine and I'll enjoy my karma and tears of envious and scared beginners who will quit 3D thinking they'll never "make it".
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>>598359
pretty cool desu

>>598415
also quite good

>>598419
nice
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hands
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>>598343
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>>598343
U succ
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>>598648
looks great
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this is my literal first try of modeling.
but I was fooling with 3d almost a year befrore I tried to model something
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>>598648
have you heard of Hideo Kojima? I think he has ripped off your necronaut concept
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>>598665
I'm seconding this, anon, sue him, and if you do, please make a company and please revive XSI
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>>598665
I'm totally thirding this!!
Sue kojima and tell him to give orman reedus to you! instead
>>
Threads stay alive a long time on this board, I love it
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>>598680
3 days is nothing.
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Did this after watching a few blender tuts on modeling. never got past this though.
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>>598719
It was for a series I was planning. but, that never developed beyond a few characters and locations.

It was going to be the MC's weapon after i learned more and gave it some polish.
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>>598719
simple but nice and crispy
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me and a buddy started game development, and i decided to do all the "art" for it. my first character, fully textured rigged and animated. This was early 2016.
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>>598781
Pretty hilarious to look at now!
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>>598782

I like it, it's like a children version of M&B Warband
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>>598782
That looks nice, what does your current stuff look like?
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>>598787
thanks!

>>598794
slightly better, i hope.
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>>598795
Thats great, are you still in game development? Anything clips to show?
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>>598795
cool. please post lewd wireframes of this sexy guy.
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>>598795
Wow, you've really improved a lot
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meh
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>>598822
yeah, me and my buddy are still making games. We are aiming to go full time at the start of 2019.

>>598823
can't remember exactly how many polygons, but it was less than 10k.

>>598824
thank you.
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First I can find. But my real first was probably a cube with a wood texture or something
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>>599045
picture might help
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This was the very first thing I built when I was working as an art monkey for a small local studio which is now defunct. Made it in 2006 with Maya. My job at the time entailed making a shit load of small, low detail props and set dressings. It was the first time I'd worked with 3D graphics since college in the 80s.
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>>599049
Tbh with how much tech has progressed, having this kind of job for games now would pretty much be the dream for the chance of making really detailed props.
Shame it's all getting outsourced to third world countries now.
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>>599051

The really fun part of my job entailed spending overcast days going around town with a digital camera looking for textures.
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my first autocad model
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here niqqa, my shitty early tryouts with maya
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>>598343
Does Road blocks Studio Count.

(Its a Robotic Arm That I made in 40 minutes.


The software I Used is like Building with legos and almost no limitations.
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This is my very first try car design in 2011
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Not technically the first but pretty close to it. Many files are lost to antiquity specially if you aren't in the trade. I guess even in the trade you anons may have lost a lot of your earlier works as well, yes?
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>>598343
Anime model circa 1999.
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Guess the game
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>>599638
>>
>>599638
Dead or Alive Xtreme Beach Volleyball
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>>599638
oblivion
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>>599638
Super Mario Twins
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>>599638
>>599644
Thought it was winterhold college from Skyrim at first, but the model is a bit different from what I remembered there.
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Not my oldest model, but the oldest one I can find and still one of my firsts.
All the way from 2010, using blender 2.49b... those were some nightmarish days.
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>>599485
I tried to save everything of mine. But I'm missing the first few months due to a missing backup.
I think it exists somewhere, I just can't find it.
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>>599644
Ding ding ding! ^_^
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My first.
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>>598343
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>>600092
>>
>>600092

show us what you are capable now!!
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>>600099
Not much
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>>600100
You've worsened
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>>600092
That's a vagina for a nose you lewdster
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Couple years ago I tried to get into 3d after drawing for a year or so.
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>>600284
Some recent studies, trying to get more into hard surface stuff.
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>all these proper looking models
Have you all started when you were already adults or something?
My earliest was when i was like 13, 20 years ago, and it looked like absolute horse crap

>>600284
>1 year drawing experience
>trying out 3d
yeah no, fuck you, i don't believe that bullshit. Unless you copied a tutorial 1:1 there is no way you could do that on your first tries after just one year of drawing experience
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Earliest one I made all by myself?

Probably this bowl honestly. I'm still very new to 3D modelling and can only make props so far.
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>>600316
Some people can handle sculpting way better than drawing. Plus, all you need to do is look at references and think about how a head looks IRL.
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This is the first one I did as a project in school.

Look at those fucking textures. I don't even want to go in and see the topology.
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>>600316
Well I myself tried 3d after >>600316
>yeah no, fuck you, i don't believe that bullshit. Unless you copied a tutorial 1:1 there is no way you could do that on your first tries after just one year of drawing experience

With drawing experience sculpting is a cakewalk. So yeah If you can just draw a face or a ripped dude from imagination you could just sculpt it without any experience.

Box modelling texturing and shit is a whole different story, but sculting is like drawing but much easier.
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>>600334
I agree with this. 3D sculpting something decent is a fucking cake walk compared to drawing something decent.
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>>600334
ONE year drawing experience, think back/look up of the first time you started drawing, after one year your drawings still look like deviantart crap.
I've had more than 20 years of drawing experience and several years of 3d modelling experience and i am nowhere near as close as>>600284
Yes, i may have no talent for it even if it may be my dream, but i have seen it all the time on the internet with other people that even they take more than just ~2 years to get something "decent" looking.
that head is far better than decent
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>>600337
Well that face looks pretty off so I believe it, especially if that had a reference.
Maybe you just not confident in yourself? A child could sculpt with a ref.

One year after I started practicing drawing I was drawing mediocre human skull studies. And by practicing I mean busting my ass all day every day with good books. I set myself A landmark to earn first money one year after I started and I did (it was 20$ and it was horrible but i did it)

"Drawing experience" is a streetchable term, I've seen one guy who claims to have 17 years of experience and is doing shit tier flat and malformed Naruto fanart.

Another guy I know has became a professional illustrator from zero within 5 years.
It quite cool he started a blog from drawing a spoon and his fist 1 point perspective boxes and posted there until he was a literal professional.

I personally would think what it takes is studying hard.
to be a professional boxer is 99,9% weight lifting and 0.1% hitting people.
To be an artist is 99.999% drawing boxes, perspective grids and studies and 0.001% making your dreams and visions come true
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>>600287
Hmmm looks horribly ideal, without imperfections there's some sterile/synthetic feel to it.

>some super ripped torso
>npc from Crysis3
>a scull from anatomy book that looks super generic

Try modelling some anorexic girl/soyboy a random old man who is not a movie actor and some actual reall skull of a real person, that wolud be MUCH more interesting to do and to look at.

And that also is a greater challenge.
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>>600339
>I personally would think what it takes is studying hard.
from my own experience, i can tell you that is bullshit. There is at least 50% raw talent that is needed, and the other 49% is having a teacher that can teach you things that tutorials don't cover(and they don't cover A LOT, as they merely assume you know, don't care if you don't know or actively hide information to avoid having more rivals in the industry. I don't know the reason, but it happens.). The rest 1% is practising(i.e. having what a teacher told you burned into your memory)
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>>600344
>titorials
Tutorials is a trap you may think It's a short way but it wont get you anywhere, they are made by DA/Patreon Noob Masters to get attention.

The real deal is the hardcore courses like Scott Robertson and Vilppu. Having an experienced guy to explain shit to you is also great.
Sometimes pros offer individual lessons and that may be a good buy when you feel like you need guidance.
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>>600344
post your stuff
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>>600349
Thanks for those 2 names, bookmarked.

Do you guys know of some good courses (that I can find on CGpeers or just YT) for 3D head sculpting? I started with some stylized characters, then wanted to model a good male base mesh, but I'd rather just focus on busts now and make some nice portraits in Arnold. But I need good and detailed explanations, I could just watch some YanSculpts, CG Cookie tuts and such, but they are kinda "eh". I want something long and hardcore which also goes through the process in realtime so I can follow it, too.
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>>600357
>post your stuff
why do you guys on 4chan(whether it is here or on another board) always say "post your stuff" when that person(in this case me) already admit that it is shit? Why do you guys have such a haterboner? Can't you just jerk off to naked women like the rest of us?
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>>600367
Because we want to see if you're just having a case of dunning-kruger or not. I'm geniunely interested how some of your work looks and why you consider it to be bad. No hate in that. I can see what is happening with you and you'll keep spiraling to the bottom if you continue roasting yourself like that. It's not healthy.
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>>600368
As i said, i have been drawing for 20 years and 3d stuff for several years as well(even though my first one was 'technically' 19 years ago or so) so you don't have to worry about me giving up.

Here is one i tried everything i knew on(without spending months on a single image)
The only thing i neglected to work on was the armpit as that was going to be covered up by something else in the final edit, but the rest is indeed the best i could do after years of learning. This is laughable compared to even some of those "my first 3d image" you see in this thread, much less to some of those in some of the other threads here

i have to go to work now, so i can't respond until tomorrow if you reply to this

p.s.: If you feel the need to critic it, don't. Unless you have an actual solution to fix it, chance is very high i already know that this or that looks bad, i just wasn't able to make it look better.
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>>600369
Okay, reply when you can, I won't critique anything but I have to ask this:

Exactly what learning sources did you use? Forget how many years you were doing this, how many hours per day did you invest into it? It is also VERY VERY VERY VERY important to be aware that you could do something for a loooong time and still be not quite good at it, because you didn't actually work smarter and wasn't mindful of your actions. Tell me, how many hours did you spend on this particular model? How many hours did you spend on, let's say, the mouth only? Have you ever tried LITERALLY copying every single brush move by your tutor on the areas you had a trouble with? On my first try at sculpting, I spent about an hour working on a segment that took less than 5 minutes in the video. Are you actively using references and constantly analysing the differences between them and your work? Are you downloading premade models and inspecting them in your 3D software? Do you watch and read art breakdowns and articles about 3D industry?

I can go on and on but don't have time now, so first answer me this if you can.
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>>600316
I posted that head, for reference here are some of my anatomy studies.
>>600343
Thanks man I'm gonna concentrate on doing more organic looking sculpts now, I guess it's just a matter of learning how to add tertiary details.
>>600358
I found one called Bust Sculpting in ZBrush but don't know if it's good or not.
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>>600370
>you could do something for a loooong time and still be not quite good at it
that was my entire point, "you just need to practice A LOT" is not the main requirement to be good at art stuff.

>how many hours
obviously it depended on how much time i had, so even giving a rough estimate is impossible. I can just assure you it was not "I practised for a single hour in a week, that meant i had one week worth of practice"

>because you didn't actually work smarter
And i can totally assure you, THIS was absolutely not the case

>how many hours did you spend on this particular model?
countless, the base of the model(that is not the clothes) was done over the course of several years, i continued on and off working on that single model i intended to use as a base.

>Have you ever tried LITERALLY copying every single brush move by your tutor
As far as that was possible i did, like i said before, many tutorials simply assume for some reason that you know this or that. For example look at pic related. Between A and B the artist just said, i quote
>Once you have one piece of hair, simply duplicate this, reposition and reshape until you cover the head.
when there are several other steps missing that is required to make it look like B

>Are you actively using references
see reply below
>analysing the differences between them and your work?
yes
>Are you downloading premade models and inspecting them in your 3D software?
yes
>Do you watch and read art breakdowns and articles about 3D industry?
i would have to say "a little", because i have read nothing that tutorials didn't cover.

>>600381
i appreciate it, by i have literally(!) thousands of reference images(even more if you count references for 2d art)
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>>598343
Real basic stuff here, I kinda like pointing out flaws in my old work.

>What are reference images ayy lmao
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>>600478
>i appreciate it, by i have literally(!) thousands of reference images(even more if you count references for 2d art)
Dude I meant as a frame of reference.
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>>600478
This is done with box modeling. You were amazed by that guy's character which was made by sculpting. Have you tried sculpting your characters? Show something if you did, please. Box modeling is completely different, and IMO a lot harder to get right. Also not sure why would you box model characters in 2018 anyway.
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>>600615
>This is done with box modeling
Obviously, the steps prior panel A showed it quite clearly. The other panels plus his explanations also provided information how he did the rest(at least enough to make it yourself with some trial and error) but then between A and B it stopped and it was just "just finish the rest"

>Have you tried sculpting your characters?
Yes, and i do use it occasionally
Hm, i'm not sure if i have anything right now to show though. When i said "i do use it occassionally" i meant as the first step before i make a cleaner version and then delete the sculpt version. Also as i have literally no money to spend i can't use zBrush, thus i have to rely on Blender. After our talks last time i decided to screw around with the head of the previous model i showed, but as it is female i couldn't add too many wriggles and whatnot, plus the limitations of blender, let's just say it looked better before(though for some reason i was finally able to make the ear look better today, what do you know. Eureka moments like this are the ones that helped me at least somewhat during all those years)

>Box modeling is completely different, and IMO a lot harder to get right.
Huh, funny that you said that, because finding out about box modelling made a lot of things a lot easier for me.

>Also not sure why would you box model characters in 2018 anyway.
I feel it is a lot easier to hair and clothing with it than with sculpting. Especially if you intend on making the character eventually moveable.
>>
>>600615
Because fuck you, that's why
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>>598419
i had a friend named Corey who literally did this exact same shit. tanks, planes, and boats
>>
you people are fuckin idiot liars. you all know you took a sphere, and tried to morph it into a face and it did NOT work and you deleted it. post that shit
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>>600663
Look, I'm not really a pro character artist, and somebody say if I'm wrong, but as a character artist today, you'll pretty much sculpt your models, and usually do it with Zbrush. So, I do find it strange that if you are so passionate about it and have been doing it for a few years, that you still spent a lot of the time just with box modeling. After sculpting, of course you'll have to retopologize it to make the character usable. But it is a lot easier and natural to sculpt the characters, and you'll be able to achieve more details that way, too.

That being said, Blender is inferior to Zbrush, that is the fact, but that doesn't mean it is not a capable program, and I'm sure that you haven't used Blender's sculpting tools to their full potential. Have you looked at some scuplting tutorials for Blender? YanSculpts is a good starting point, check him out if you haven't yet:

https://www.youtube.com/channel/UCfjswDVU0XHyBN7UFG0Mi5Q

Also, there is CGcookie (paid), which has both character sculpting and box modeling tuts. I'd expect you to know about them, though. The answers you provided were pretty much what I expected, you just said you tried everything. I can't know how true that is, and really how hard you tried, but I have a feeling you really didn't and just think you did.

I mean, I don't know what to say really, and just want to understand and help if possible. Just following and finishing the tutorials should result in some good models, you can't go so wrong if you follow exactly what is shown and use some logic to fill the gaps, unless you completely lack any talent, but I don't think you do. It's funny to me that you keep saying how that guy didn't explain the process from A to B good enough, since it really IS that simple, just duplicate the hair pieces, scale and move them a bit and that's it. You also did it quite well. I'd really like to see something else you made to have a better understanding of your situation.
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>>600687
I assume you somehow got offended because I said I don't see the point of box modeling in 2018. There's a nicer way to express your opinions than this. If you like doing it that way and that is your main way of creating characters, I don't judge at all, it IS a fine way of doing it. But afaik, the fact is that in the industry, most people sculpt and retopo their characters. If I'm wrong - do correct me.

>>600692
See, that is to be expected if you ignore the tutorials and just want to figure everything out on your own. But I'm sure all of them started by learning good practices, so it's true, they really don't have a failed morphed sphere as their first model. That's why I'm always really against trying everything on your own. You'll just learn bad habits. There's plenty of free tutorials - use them.
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>>600694
(i was agreeing and disagreeing with a few things in your post, but the comment became too long. Since it didn't really matter, i decided to remove most of it)

> since it really IS that simple
i figured you would eventually say that, it shows you have the same problem as most other people do who try to teach such things to someone who doesn't have the necessary knowledge/experience or talent to fill the gaps that you think don't exist.
I have noticed it even when i was a complete amateur young kid, but of course back then i thought "It's just because i am not good enough yet, not because they suck at teaching" until i got the level myself and realized how much they neglected in those explanations.

I will look up the tutorial you linked
As for CGcookie, i have heard of them, but i have pretty much ignored anything that requires payment, because i am indeed poor. Every month i am losing money i have saved despite my two jobs i have, thus i can't waste a single cent.

>You also did it quite well
thanks

I can't show you that much though i have done
As i said, i have spend most of the time i have worked on 3d on that one particular model i showed before. The only other one i have is an anime-ish model, kept simple on purpose. I guess i could show you this just for you to see something else i have done. See pic related.

I DO have also spend a lot of time on backgrounds though, buildings, objects etc., and even though they could be better, they are not the ones i feel talentless about. Though everytime i finish a piece i feel like it was more luck than actual ability that made it look good, as everytime i try to do a particular piece again i fail haha(like the background in the previous image i posted, i have done all those things you see in that image much better in previous renders, but trying to do it again for this particular image just didn't work).
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>>600696
btw. just to stay on topic a bit, THIS is my first 3d character object i still have saved (i was like 15 in the year 2000)
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>>600696
>i figured you would eventually say that, it shows you have the same problem as most other people do who...
I expected you'd say this when I say that as well haha. No, I'm aware that is the problem with some tutors, I really do, but for this particular case, I think there really isn't anything complex about it, and since you did that part well and it looks very similar to the original, I know you figured it out just fine. Tell me then - what exactly was the problem with that hair? You get the right side literally by just repeating the pieces and slightly scaling them in z-axis. The left side is similar, you just need to move them and curve with proportional editing behind the ears. Okay, only those short strands are a bit different since they have pointy ends, I agree. But again, a little bit of scaling that part with proportional editing should be enough. Now, if you struggled with positioning and scaling, that's just the problem of you not being familiar with the program, then.

Okay, so you spent your time doing a couple of those characters. I now have to ask you why didn't you do studies of different parts, like noses, eyes, ears, hands etc? Did you go through some anatomy book (for artists)? YanSculpts has recently been uploading studies for different parts of the face, so maybe that would be a good thing to try out and see how the sculpting will work for you again. Just investing so much time into a particular model, and even worse, starting with a full body + clothes isn't a very good idea, especially if you are still a beginner. My first character work was just a bust, and even that is probably a lot for a beginner. You start from small pieces until you master them, then you try something more complicated.
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>>600699
> and since you did that part well and it looks very similar to the original, I know you figured it out just fine
you may have forgotten, but i said prior that i combined two tutorials into one to make it finally work, my piece had a LOT of improvisation in it to make it look decent.
When i just did it the way the original tutorial implied, i had countless bald spots, the way the meshes intersected looked horribly with textures on it, adding smaller strands had to be done from scratch with a different procedure to get it somewhat looking like he did
it was horrible

>I now have to ask you why didn't you do studies of different parts, like noses, eyes, ears, hands etc?
what makes you think i didn't?

>Did you go through some anatomy book (for artists)?
not particular books, but countless references, countless individual images that show how muscles, bones, skin etc. work, countless tutorials etc.

>starting with a full body + clothes isn't a very good idea
nono, the clothes were done in just a few days(i mentioned that, but due to the length of the discussion you probably forgot)
and i did start with a head first and then naked body

>My first character work was just a bust
this is like my 20th character
i could show you works that are older, but that would be pointless.(of course i don't have all 20, but some of them should still be somewhere on my harddrive)
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First thing that wasn't a donut tutorial.
Actually the only thing I've made so far.
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>>599280
i can make moar wid raodblockx eccks dee

srsy tho im a dev
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>>600860
fuck off nikos
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>>601454
what
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>>600757
you can totally make a "retro aesthetic" game with this
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>>598407
Better than my first cup by a long shot.




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