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File: IMG_5361.jpg (3.52 MB, 3264x2448)
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Time for new one
>>
>display photo
Why???
>>
>>629312
Thanks for starting the thread again. Been looking for the original WIP picture but I couldn't find it. Anyone have it on hand?

>>629313
Believe OP got banned from posting for some reason so all he can do is phonepost.
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File: DE_6.jpg (200 KB, 1827x968)
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1 or 2 (big boobs or small?)

also, some progress...
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>>629314
>so all he can do is phonepost.
Well then, another variation of the WIP image to keep.
>>
>>629315
I like that you've made the face more feminine. Wanted to point out in the previous thread that the head was very masculine but I kinda forgot.
I'd be more concerned about the shape of the tits rather than size, to be honest. Maybe you could say "it's Eldar physiology" but something about them looks off, like the top wants to sag but the bottom is very toned? I'm no boob expert so I don't really know how to explain haha. They just look unnatural. Those are some huge areolae too.
>>
>>629315
smaller, but as >>629321
the shape is weird. I think they are pointing too much upwards, especially the smaller breasts, also smaller breasts usually have smaller areolae, so keep that in mind whichever size you go for.
>>
>>629312
Praetor assault launcher WiP for tabletop sim.
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>>629325
Crassus assault transport, the assault launcher’s chassis is based off of this design
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Really struggled with this one since it was mostly designed as I went. Im not totally happy with the wings yet or how they attach
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>>629321
Yeah, face was just WIP, I also want to make second variant if face, more asian, (like in Pic related), but I Also like how mine turned out, she has that fashion modeley look)
BTW I think that guy has the best depiction of dark eldar, at first I wanted to go in that direction.. maybe I'll try to scult other face too.

>>629324
>>629321
As boobs go.. I'm going with small ones, I was joking about enlarged ones, I have boobs on layer and big ones are dialed to 1.7 size.
Also I don't think that they look that unnatural as shape goes, it's just has relaxed and natural form and they are perky,
but overall I agree they need more work
also, these are not areoles )) it's just shadow from move brush.
tnx guys for


>>629314
You are welcome annon.. I have WIP but, it's a hassle to get into Iphone from PC..
I really don't get why mods banned me... ban says that I was using TOR or VPN.. but that's bs..
I criticized that nazi thread/post, (with a joke), and I got banned at that time, also my post got deleted, maybe we have some angry Mod with micro penis ) who knows.
Anyway. I could go and post somewhere else, but I like here. i startes 3d with that sticky ))
>>
>>629356
On second revision, yeah, it was mainly the bigger size that made it look so weird. The smaller size definitely works better, however what >>629324 said still stands. The nips just seem to be pointing too much upwards, creating this weird look of uneven volume.
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>>629356
You are cool mate, just disregard dumbo mods.
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File: 1523336993502.png (2.71 MB, 1500x882)
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>>629314
>Been looking for the original WIP picture but I couldn't find it. Anyone have it on hand?
>>
>>629377
Oh shit, thanks Anon. I'll help start the threads when we hit bump next time. I quite like the /wip/ generals.
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>>629383
WiP and Questions threads are the only threads on /3/ that are actually productive. I guess software generals are fine too, but tier below.
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>>629377
Did that fucking faggot ever finish that fucking scene? Jesus christ it looks exactly the same way it did 5 years ago.
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>>629392
Had a bad day, anon?
>>
File: sculpt done.jpg (1.21 MB, 1902x3000)
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Done with a rough sculpt.
Gonna retolopolgize and refine in modo.
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File: Progress 1.png (994 KB, 1024x1024)
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Doing my first character model. So far have some of this base mesh sculpted, the shoes and Gi are practically done. Just gotta do the upper body, head and hair. Debating if I want to keep the head connected to the torso and do the entire upper body together or do the upper body separately from the head.

Current progress in next post.
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>>629430
>>
>>629430
>>629431
I really like how you made the feet pointy to fit the pointy dragonball shoes
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>>629392
Take that anger out on my bussy, daddy
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>>629436
Thank you!

Just finished doing most of the muscle work. Shaped the hands a little better in the process. Probably going to do a shirtless version so all the muscle work I did doesn't feel like as much of a waste.

Next is the face, then hands, then wrist bands. Not necessarily in that order.

Also made my own sort of matcap like material for cycles. I didn't like how the default material felt like it was washing away some of the model detail.
>>
>>629315
forearms to look either to muscular compared to bicep or they seem to be clenhced
>>
File: 1_Idle.webm (1.24 MB, 640x640)
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Posted this in the last WIP thread but it was just a couple of post and the last image before it reached limit.
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>>629541
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>>629542
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>>629541
>>629542
>>629544
Animation is very floaty, I would go back to blocking on this and get some nice key poses.

I am working on this character model at the moment ^^
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>>629544
>>629542
>>629541
it looks really good but personally i would speed up some parts
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>>629568
Shrink head
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File: flonne.png (99 KB, 717x767)
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made this to practice subdiv modeling. will texture it tomorrow
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>>629663
What's your process on making the hair?
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Well I got this far with it, but im not feeling the wings, but i refuse to do batwings. Not sure, maybe it'll work better once I can move it around
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Been working on a custom turbulence microsolver in Houdini to drive the shape of pyro sim.
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File: HighresScreenshot00009.jpg (2.08 MB, 3880x1924)
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more plants for my jungle scene
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Placeholder materials because I suck at textures. Will focus on modelling more props.
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>>629655
This is a stylized character based on more Disney aesthetics but with less super skinny body. I don't think a smaller head would suite the character I am making ^^
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>>629783
Is the face supposed to be attractive?
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>>629783
Add more volume to the cheeks and just below the eyes my guy. She looks malnourished.
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File: dos-sketchf1.jpg (611 KB, 1349x1200)
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Did some first renders setup on sketchfab of my DoS model.
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>>629802
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>>629803
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>>629802
Damn. You are good. How long you've been learning?
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>>629730
keep calm and extrude

done with the texturing. anyone who wants to see/download the model can find it in sketchfab. just search for flonne and it should show up.
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>>629824
cute
Nice job, anon.
>>
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>>629450
Some progress on this and a decision to make.

I don't know if I want to take a more stylized approach with the muscles or a more realistic approach with the muscles. Once it's all done, I do plan to bake in hard shadows or paint them in if I have to, and paint in some contour lines. In the end, I think I am going to try and mimic the cartoon, or at least get a cartoon feel / look out of this with few, hard transitions between colors, lights, and darks; with an offset shell for an outline.
>>
>>629808
I got into modeling around september 2016, so a bit less than 2 years by now.
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>>629849
Wow, you had some art knowledge prior? Drawing?
Anyway, very good, i can only dream for half of such skill..
>>
File: CS_Revolver3_F1.png (1.54 MB, 1433x907)
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Made my first CS:GO skin. Pretty limited what you can do, since you can't control spec and gloss through normal and albedo, like you normally can in Suurce Engine.
Feedback?

https://steamcommunity.com/sharedfiles/filedetails/?id=1423259702
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>>629880
Yes, drawing, both that and 3d goes together, so since I already had drawings skills, beginning 3d sculpting went rather smoothly (not that it made easy learning all the softwares and tools tho). Likewise, doing both at the same time definitely helps getting new points of view and improve from each sides.
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File: Untitled-4.jpg (118 KB, 1116x935)
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Another prop
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Hey guys, here's some progress.. I made face a little moody and worked on the body a little more..
I'd hear any CC, outside eye is always refreshing! Also Tnx for all suggestions, I'm not replying to all of it because I'm banned(as I said already) ..

>>629849
Heh ) I checked my first post on instagram, and I also started modelling 21 september 2016 )

Btw, your 2d is awesome! I wish I Have not abandonned 2d... I must get back into it..

>>629824
Awesome job anon! Looks great!!
I want to do this kind of tings!! But when I start working, I go to more stylized/realistic way..
>>
With different shader..

>>629451
Noted. Tnx

>>629783
As annon said, add slight volume to cheeks and eye sockets, she lookts too unfed.
Also, I'd work on ribcage a little more, it is not a fused thing, and does not have that uniform shape.
If you are going for stylized/Disney style, you should(must) follow Dylan Ekren (dekren), he is modeler from disney, he's works is one of the best in that style. (IMO he is the best, because he is not bound only to that stile, and experiments a lot)
Also He started posting on Youtube lately, check him out )
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>>629891
Forgot an image...
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File: moos02.jpg (1.46 MB, 3786x2018)
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Moos Texture done in Substance Designer.

C&C please....
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>>629743
That's pretty noice.
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>>629802
>>629803
>>629804
Amazing. I'd love to see her textured.
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>>629902
I was working on most of the UVs of it yesterday, so the textures will follow soon. Still need to finish the hair too. Once all that is cleared, the model will be available for viewing on sketchfab.
>>
Since we don't have a general thread atm...

How do you feel about the fact Deamau5 is better at 3D than you?

https://www.youtube.com/watch?v=xH9AO_0UlyA
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>>629896
Id be able to give better feedback if I could see the node lay out.
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>>629846
Considering the cartoony style I'd say a stylized approach is the way to go with the muscles but you do you.
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File: snakehead.png (392 KB, 648x725)
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snake head i made on the spot, would make it more hard surface lookin with more alphas but my PC starts to die at around 500k polys
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>>630010
Use Z-brush and your PC will easily do 10 Million poly's.
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>>630043
I am using Zbrush. I am working off a prebuilt office PC, though I bought some parts and I'm in the process of making a new PC, however
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File: tats-sit1.jpg (279 KB, 1343x821)
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Began remaking this Tatsumaki panel in 3d.
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>>630046
>>
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>>629885
try to add more variaton to your color, right now it look like you just used some smart material over your object
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>>630064
Going well. Metal is a bit samey, though. I suppose you'll be adding variation at a later stage.
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>>629891
Thanks a ton man those references where really good :)

Model update ^^
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>>629999
Thank you for the feedback, was wondering if my model was just so shit no one wanted to comment on it. Yea, at this point I have already decided on going with the cartoony hard edge look. Gonna be trying to apply the same look to the pants if I can.

Haven't really made much progress since my last post, mostly just tweaking things and added ears. Just gotta do the hair and bands around the ankles.
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>>630087
Have you seen the GDC panel where they go over how the shaded the Guilty Gear XRD game?

Its really good if you want an anime look ^^
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>>630090
No I haven't, thank you I will look into it.

My current problem is that I am not thinking abstract enough. I got so used to doing everything as realistically as possible. What doesn't help is how I am working in Blender cycles. I hardly know shit about Blender internal, but I already know more or less how to get this to look the way I want on Sketchfab, but applying what I know about making a cartoon look in sketchfab to a sculpt is where I feel I am fumbling the most. I can make a figurine like sculpt, but I am struggling to visualize making the end result look like it belongs in a FighterZ screen shot.

Thank you for reading, the feedback and the info. I really appreciate it Barhex.
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>>630092
No problem hope it helps, that talk inspired me a lot :)
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File: Progress 6 Toon.png (704 KB, 1024x1024)
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>>630097
So far yea, already have some good ideas from not only that video but some other stuff I had read before. Kinda combining techniques and playing around with shadders, light bounces and all kinds of shit. Only thing that sucks is I am going to have to bake a lot of this for Sketchfab. Gonna try the approach to line work as in the video you mentioned. I like how they controlled the linework based on UV coordinates. Retopoing this and unwrapping it is going to be a cunt! lol
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>>630108
Changed the leg pose to a crossed one.
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>>630177
>>630108
wonky anatomy in many places, the alien face dont help
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>>630184
stylized =/= wonky
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>>630185
>>630177
I dont mean stylized, i mean undefined and weird looking
The neck is a huge offender, lack of any definition in clavicle region when lifted shoulder always make clavicles more pronounced
the fact the breast are too close together which makes the torso seem scaled down instead of just underdeveloped like tatsumaki is supposed to be
the lack of proper pelvis structure etc
I wont even get into those eyes, where are cheeks where are eyebrows?

Why do shitters always use the style excuse
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>>630187
>Why do shitters always use the style excuse

because they're the same people who are incapable of just accepting criticism as feedback and improving themselves i.e deviantartards
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File: wl.jpg (171 KB, 1600x805)
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you guys know where can I find a tutorial to render a model like pic related? I'm using keyshot, but is it possible to do it on marmoset?
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>>630220
Uh, that looks like it was rendered on Zbrush to me.

But obviously, yes, you can do it on marmoset, you should get better results than on zbrush directly. No need to waste your time with keyshot.
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>>630220
you blind? Its obviously zbrush highpoly
What you hacing provblems with here, one main white light and one fill light one back light
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File: unknown (2).png (1.05 MB, 1437x883)
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Update based on feedback
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File: blaster.png (651 KB, 960x540)
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Finished this Blaster. Gonna take something simpler next time.
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>>630240
Lookin' pretty good. The cheekbones are still a bit too pronounced/protrude too much, imo, giving her the sunken-face look. Her waist is also a bit too narrow and more importantly too sudden, it makes the top and bottom half look like two distinct pieces. You might wanna reposition your irises too, unless she's looking upwards. If your character is looking forward, irises tend to be right in the middle of the visible sclera.
>>
File: gojn.jpg (468 KB, 1536x936)
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Just started work on this about an hour ago. Its very early days yet and i've got a lot of proportion issues i need to sort out first, but has anyone got any crit?
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>>630270
update
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File: Progress 7 Toon.png (825 KB, 1024x1024)
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>>630106
More on this bitch!

Modeling for the most part is done. Just gonna go over and make any necessary tweaks, then retopo, then rig, pose, then bake lighting / shadows to help me paint in pencil lines and proper shadows.
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>>630289
P.S
don't mind the materials. Just threw on some basic colors for preview purposes.
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>>630193
This guy has 10 years of experience Im 99% sure hes using a default pre made character hes sculpted before and plans on correcting the muscles once he has the pose set.
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>>630240
Usually women have wider hips than shoulders if shes supposed to be thin built try bringing the top part of the torso in more.

Also the cheeks are sucked in too much shes looking skeletal in the facial region. I would bring the cheek bones in a little bit, in the front view they look too far out, I would also just bring in the side of the head more in general, usually in most cases you cant see the base of the ears from a head on view of someone and if you do its just barely visible so again tuck in the side of the head more, partly why her face looks so wide.
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>>630368
I don't have 10 years of experience at all but the body is indeed not finished, it's just a low poly smoothed for now, hence the lack of details in parts.
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>>630370
I thought you were the guy who did nothing but one punch man models. But either way Im sure it will come out looking good.
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>>630371
>I thought you were the guy who did nothing but one punch man models.

Well, I'm not just doing OPM models, but yeah, that's me.
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>>630046
>>630108
>>630177
moar
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>>630380
>>
What programs y'all usin?
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>>630398
>>630273
zbrush.
>>
>>630398
blender
>>
dynotopo is frustrating me

anyone have any of their own examples of decent (or otherwise) dynotopo sculpting?
>>
>>630273
Another update
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>>630414
https://www.youtube.com/channel/UCWWybvw9jnpOdJq_6wTHryA
https://www.youtube.com/channel/UCfjswDVU0XHyBN7UFG0Mi5Q
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File: Moss_Final.jpg (843 KB, 1960x1066)
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final version of my moss texture
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>>630442
That looks nice man, how long have you been working with (what I assume is) SD?
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>>630446
for a year now
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>>630455
You're doing well man, do you have some other things I could see?
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>>630442
looks cool, but you must break up the colours.. moss does not look that uniform. you should add more yellows here and there. so smal patches look like they have dried up. etc..
just google moss. look at moss coverage in forests. not jus moss close up photos .
>>
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loving 3D Coat. Oh the freedom...
My only regret is that it can't handle as much polygons as Zbrush.
and i know the design is retarded, just havin some fun
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I made this today
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>>630486
Where's his big fat dicc?
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Its become clear I still need to focus more time on hips and below.

>>629802
fucking goals right here
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I decided to take her to kinda 80's style
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>>630462
thanks for the advice. i broke the color up a bit and made the colors more vibrant
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Trying to figure out character making. Help please
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/3/-branded piss bottles.

just threw it together to test out caustic rendering and the good ol' liquid in a clear container IOR nonsense
dunno why the caustics are all stripey though
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>>630590
Good work, anon. If someone can knock together some shit stained y-fronts we can probably all just pack up and call this thread done.
>>
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Which one of these barrels look the best. This is just a little test because I am still trying to learn to texture properly and what goes with what. Some advice or hint would be nice, and please don't recommend Substance Designer/Painter since I have no intention in buying/using that yet.
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>>630551
Damn son that looks tight as shit, my only critique would be to push the yellow a bit further in some areas. Can you share how you got it so dense looking?
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>>630593
The blue one looks the best but not by much. The biggest issue is that in all 3 the wear and weathering don't make any sense. It's very obviously just a worn texture thrown on. Try it again but looking at some reference. Also buy substance painter or the quixel suite at least, it will make your life so much easier.
>>
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Wnet back to an older model I left in A pose and began posing it based on a manga panel.

Not that satisfied of it yet, initially I made the models with references here and there to make a solid A pose, but since I picked this pose, I wants to make it more faithful to how she looks in the panel.
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>>630599
>>
>>630599
It looks good. I know it's an anime style but I feel that the blue bit needs more material definition, it could be clay at the moment. get those spec/gloss maps on there boyee
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>>630603
Yeah, it's just for render purposes here, I usually put the matgrey to see more stuffs. It won't look like that in the end anyway.
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>>630590
What render engine did you use? Not all are created equal, as regards caustics.
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>>630590
Add some frosting/condensation to the outside of the bottle. Maybe some water marks where a hand has gripped them. they look too perfect.
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>>630596
Thats difficult to explan without goibg through each note in SD (which i shared earlier btw.) In general I would say the AO information is pushing the density a lot. you can see how I did the pattern in the graph
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How is this looking?
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>>630638
like you tried https://cubebrush.co/3dmotive?page=2&product_id=cr0msq
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>>630590
>why the caustics are all stripey
Because the bottles are ``perfect'' tubes.
The caustics you're familiar with occur because the glass blown into real moulds have imperfections on both sides of the glass.
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>>630645
yep, but does it look good ?
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Made this little experiment for instagram to test out a new character I put together. I'm trying to see if I can make stepped animation look good but it hasn't been going very smoothly so far (haha).
Let me know what you all think.
>>
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>>630660
Here was another piece I did but didn't bother with an retopology.
Comparing the two now I'm not sure if taking the time to retopologize the guy above was even worth it. He was a little easier to animate but the knight just looks so much cleaner...
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>>630660
>>630663
Are these laggy on purpose or is the framerate low?
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>>630591
>shit stained y-fronts
I'm guessing you meant weathering? I'll post the label texture here if anyone wants to give a similar render a go. (crushed at the bottom with a lot of wasted space since I threw the model together in about an hour, feel free to steal the parts and make a proper UV-mapped label)
>>630609
Rendered in, gasp, Blender Cycles. As to how I got those caustics, every man has his secrets. Only needed around 2000 samples for a clean, almost noise-free render too.
>>630611
Yeah, I know they're really pristine. Wasn't supposed to be a proper scene, like I said I was just testing out rendering bottled liquids.
>>630650
Ah, that makes a lot of sense. I wonder if a slight procedural noise displacement would help create those imperfections.
>>
>>630664
It's not a framerate thing, but laggy isn't really what I'm going for either.
It's stepped which means there's no automatic tweening between frames. It's not really how you're supposed to animate but I kind of like how it looks so I'm trying to make it work.
>>
>>630667
probably not. The imperfections found in glass are extremely miniscule. Take a look at a pane of flat glass and shine a light through it at a very steep angle. You will see caustics indicating that there is clearly ocean-wave-like imperfections hidden in the pane, but as far as you can tell there aren't any.
>>
>>630667
>>shit stained y-fronts
Whoops, just realised what you meant. Thought it read 'shit stained-y fronts' for some reason. I mean, I do have a copy of MD on hand...
>>
>>630674
> It's not really how you're supposed to animate

That's exactly how you animate. The next step is changing keys to linear or spline and adjusting the splines to get the flow you're after. Then adding detail passes until you have the LoD you want.
>>
>>630686
>The next step is changing keys to linear or spline and adjusting the splines to get the flow you're after.
Yeah no that's my point. I'm trying to see if there's some way I can leave it in blocking that still looks appealing- basically putting a lot of extra work in the the hold poses that would ususally go into cleaning up after making your splines linear.
I did some research since posting this and it looks like I need to add some splines. I'm going to go rewatch Cloudy With a Chance of Meatballs since the holds in that movie are pretty intense and stylized.
>>
>>630659
I like your floor.

Pillars and door are too bright compared to the walls and barrels. Your top to bottom gradient is also too strong.

You have large areas that still look very flat.

>>630688
Not that guy, but I advice adding some speed lines and smears for quick movements for one frame over the copied key frame.
Basically study cheap animation if you want to go for more 2d feel like anime, or https://www.youtube.com/watch?v=6pb4qBra-0g if that is more what you are aiming for.
>>
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>>629312
Temporary UV seams to help me see things.
I wanted to build my own base mesh, but I also wanted to try out some new things.
I kinda recycled my previous model, but instead of just working on the low poly, I made changes in voxels just to get shapes, and now I am tackling topology. Instead of making legs as just tubes, I'm trying to match muscle flow and give extra edges to areas that may require extra editing and definition. My plan is to build a mesh that can be easily edited with modeling alone, after that I can subdivide, and sculpt over it, if there is need for extra detail in some parts.

Basically instead of sculpting a finished character and then retopologizing, or modeling base mesh, sculpting over it and then retopologizing, I am kinda doing things the other way around.

1. voxelizing old models
2. simplify shapes
3. retopo

after I am done with that I plan to:

4. make changes by modeling, and new UV
5. subdivide for sculpting details
6. baking onto the retopologized and edited mesh from 4.

Now that I wrote what I have done, and what I am going to do, I am ready for painful, yet helpful criticism.
>>
>>630663
>>630660
I see what you are trying to do, and I like it. This came to mind. Maybe something worth studying?

https://www.youtube.com/watch?v=GiAX8YVAuNs
>>
>>630599
Ok how do you do the hair strands? Whenever I try to dynamesh everything gets fucked at the merging areas and if I dynamesh at higher levels it becomes impossible to smooth them together.


How the fuck did you do it?
>>
>>630723
There is no dynamesh so far, all the strands are separate meshes. Unless you're planning to 3d print, merging everything isn't necessary at all. I'm still working on the hair too (gonna try to make them a bit more similar to this panel >>630600 ), so it lets me modify as much as I want the model.
>>
>>630724
They look like they are already merged together I can barely tell which strands are individual parts weird.
>>
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making a fembot
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>>630769

from behind
>>
warlock sword handle, for 3D printing, in Solidworks
>>
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made this car, testing out a new method for bakes. personally quite happy with it. 260 tris. anybody else /lowpoly/
>>
>>630791
It's nice, what is your baking method you speak of?

I never studied really low poly models for e.g. mobile games. I would like to make some models one day, but I never really got around doing that.

>>630776
It looks cyberpunky.

>>630769
>>630771
Heydee redesign?
>>
>>630723
Why the fuck are you dynameshing the hair? ))
>>
>>630667
My guy, do you have the label in SVG or similar format?
>>
>>630812
Sorry man, didn't save the Illustrator file after making it.
It's very simple though, all flat colours with a very slight gradient down the middle strip and a rip of the 4chan logo in the white circle. The colours are all sampled from different page elements of a blue board, the gradient done from the background of a blue board page down from the list of boards to the board content.
Personally I find it to be a pretty half-assed job though, and I'll probably remake it when I get the time to find out how to render condensation on a bottle. I can provide proper assets then.
>>
>>630723
dynamesh by nature merges stuff together. why are you trying to use dynamesh for that in the first place?
>>
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>>630707
Update!
I'm actually happy with my hands for once. I still need to finish adding knuckles to the thumb, and finishing the shoulder which was a disaster on my previous model.
>>
>>630834
did you use a tutorial or any reference to make this? I always struggle with hands.
>>
>>630836
I always recommend https://www.youtube.com/playlist?list=PLOfeIBx8uZO1sV9I0phHEfYYrFfBwmiP- there is a hand overview in the playlist. My fingers are pretty much that, and the rest of the hand is me getting rid of all the extra edges and forming shapes I need at the same time. Feel free to use my image as a reference inb4 someone points out some flaws.
My advice is to always start with the key edge loops, always leaving space before connecting everything in case you need an extra edge somewhere and to keep it clean. I always check where my edge goes by switching to "split rings" tool because it gives me a preview of where new edges would go. Leave the knuckles until the end.
>>
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>>630795
i make a higher poly model of the same object, but instead of unwrapping and baking it, i rather render the sides with ortho persp. and lower the render res to around 120x90 (depending on your lowpoly mesh UV)

may not work too well with human models though, but some simple objects work quite well with it
>>
>>630863
Do you find it faster to make a higher poly and project the render onto low poly, than making low poly and just painting it, or are you just having fun trying out different workflows?
>>
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>>630864
well, the projecting high poly on lowpoly is slower, but in the end i like the result a lot more
(handpaint / render projection)
ive been using handpaint for a while, but i feel like this workflow is much more efficient result wise.
>>
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Just finished working on the textures of this crate, what do you guys think about it?
>>
>>630932
Cool crate, but isn't that hinge too fancy? Maybe put the knuckle outside and make the hinge rusted, like those nails?
>>
>>630831
Because some art styles have hair set in a way where strands branch off from the main form, I never figured out how to make that look seamless
>>
>>630834
The knuckles and top joints need extra topology but the underside needs less. If it bends the inner side of the bend always needs less and the outside needs more. Also you need a ring on the outside of the thumbs first joint
>>
>>630946
Thank you, I always need feedback from people who know their rigging and deformation.
I'm going to work on the thumb tonight.


Now that I am rereading your post for the x-th time, are you talking about triangles on the side of each joint to split top edges into two, or is there some better way?
>>
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Some progress, I blocked in more clothes, inner layer, now I'll start to add armor pieces and pauldrons
then her Hover board, Neuro Whip and Needle Pistol ))
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>>629312

mrgrgr in HD
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>>631021
I'm all for chibi and simplified nsfw models. Minimalism is great.
>>
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>>631034

It really is.
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>>630945
I’d say you indeed could need dynamesh in some case, but avoid merging everything if it’s not needed.
>>
>>631045
I hope you are not going to add too much detail
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>>631057

I make sure to have duplicates and save copies just in case I change my mind. This is mostly me playing around with things I've never done before because I recently started with Zbrush and I'm trying to get used to the brushes.
>>
>>631064
>I make sure to have duplicates and save copies just in case I change my mind.
Which is what anyone should do for any project. >>631021
is she going to have a nose? even some tiny triangle?
>>
A complete 3D newbe here, I've got one question regarding 3D character modeling. Are the characters modeled first naked and then dressed up or are they modeled dressed up from the start and you couldn't strip them, because e.g. the pants are his legs and there is no real leg underneath?
>>
>>631064
SLUTTTTT
>>
>>631074
You don't waste tie making parts that are never visible/useful to your project. So if your game, or animation doesn't need to have undressing motions, then you wouldn't model legs underneath trousers, or toes inside shoes etc.
Feel free to ask more questions, ideally in the Questions thread (use catalog).
>>
>>629430
This is zbrush right?
>>
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Made this one start of the year, don't think I ever posted it.

Glad I learnt 3d from this shithole, I believe in you cunts that you can make it. If a retard like me can, then you sure will!.
>>
>>631074

It depends on what you're modeling. You would probably make something basic when blocking out just so you can make the clothes look fitted if the character is wearing something baggy or not form fitting. It'd probably akin to barbie doll anatomy, and you wouldn't subdivide it.
>>
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Last little gun practice project seemed to go down quite well so.... welp... I went there.
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>>631158
2/3
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>>631158
>>631159
3/3

What have I become
>>
>>630932
It looks pretty good, my critique would be that it seems to have a pretty flat roughness map, so it doesn't catch the light too interestingly. Also the wood's basecolor seems pretty flat as well. My biggest issue is the text. It seems like its too perfect and is just sitting on top of the wood instead of being painted on. Especially for how roughed up the rest of the crate is. Maybe a bit more dirt or grime where the side 2x4s meet the flat planks would help ground it too, the corners seem to clean and that IRL is where it would accumulate. It reminded me of this: https://www.artstation.com/artwork/1veJX
>>
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Doing some home test scanning. Currently lacking a CPL filter needed to make this not shit.
>>
>>631158
nice slick work so far, no pinches
how do you intend to do the noise pattern on the grip?
i think the triggerguard is abit odd, but maybe its a different version of the deagle
>>
>>631176
Wtf is a cpl filter?
>>
>>631176
circular polarizing filter
>>
>>631184
>>nice slick work so far, no pinches
Thanks.

>>how do you intend to do the noise pattern on the grip?
Not decided yet. And I've not decided what type of pattern/design I'm gonna have on there. Right now I'm thinking:
1. Boolean cut out the patterned areas to separate subtools and recess them a little, polish to give nice round edges.
2. Assign unique polypaint and bake vertex colour map and keep my fingers crossed that Quixel Suite has a noise pattern that's close to it. If not, I'll generate one with the NDO photo-process workflow from a pic of that material.
>>
>>631064
brapped too hard
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yeah
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forever in progress fml. sorry for fireflies, i'm too impatient
>>
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Finished base mesh. I'm going to start detailing the face this weekend.

I think feet turned out too small, and I will want to square them off more to match the hands.
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Quick and dirty blockout.
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trying to make a nendo of my waifu
h-how am I doing so far
>>
>>631176
Too noisy i t seems, dunno how the volume holds up, but stuff looks deformed to me in some places
>>
>>631239
large gap between legs, but it's still just a quick blockout with primitives.
If I were making a base for nendo figure, I would box model and subdivide the hell out of it before putting it into sculpting software.
Who is your waifu?
>>
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>>631243
I tried box modeling, but it went badly
so I decided to just sculpt and plan on retopoing later.

my waifu is more like husbando
his name is Asura from snackworld.
>>
>>631244
>snackworld
I never heard of it, but it looks cute.
>>
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>>631245
yeah its some cgi animu

also how is my hair so far? I'll fix it later when I get back to it but it looks off-model.
>>
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Just gotta add trigger and I'm about done with the HP I think...
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>>631257
>>
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>>631257
>>631258
>>
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>>631260
>>631258
>>631257
>>
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>>631257
>>631258
>>631260
>>631261
>>
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>>631257
>>631258
>>631260
>>631261
>>631262
>>
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>>631263
>>631262
>>631261
>>631260
>>631258
>>631257

I'll stop spamming now - only posted lots of shots because feedback encouraged; I've got a few little problems with the sculpt right now, and want want to see if other anons point them out before I spend time fixing them.
>>
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Ok then. HP = done.
>>
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>>631278
>>
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>>631278
>>631279
>>
>>631278
>>631279
>>631280
>>
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>>631278
>>631279
>>631280
>>631281
>>
>>631282
Dude, this is beautiful.
>>
>>631282
are you doing these with Boolean or box modeling?
>>
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Here's a little hut I made, I'm relearning everything from the beginning and this is finally the first project I did from start to finish, the model is made in Blender and the textures are made in Gimp. Your thoughts?
>>
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going to push my ass tomorrow and finish this thing
even if it looks like complete ass I'm going to at least finish it.
>>
>>631292
Thanks man!

>>631293
A combination of techniques. All the organic shaped parts (handle, grips etc) were box modelled quite thoroughly in Max but then quite heavily worked into in Zbrush.
All the other parts were at least roughed out in Fusion360 and then finished in Zbrush. Some stuff is totally unchanged from when it was made in Fusion.

But yeah, a bit of everything; box, booleans, sculpting.
>>
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More progress on my DoS model, working on the texturing and lighting on UE4.
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>>631349
>>
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>>631350
>>
>>631349
hnng good lord
Why UE4 though? Just for the real time?
>>
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Having trouble with my dinos animation blend tree
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>>631349
>>631350
>>631352
This makes me not even want to post my stuff anymore haha.

Finally made a bit more progress on my Goku model. Finished doing the retopology and baking my normal maps. This is currently 4 total meshes, one for hair, one for the entire body, and 2 offset meshes for the outline. All together sitting at roughly 60,000 tris. This being my second character model, the first didn't even have an outline mesh and easily was over double that tri count. So feeling pretty good about this right now. Just gotta paint in some of the linework, fix the normal map a little, rig, and finally pose.
>>
>>631349
>>631350
>>631352

I recently had an interview* for an AAA studio. The lead campaign artist for the dept I'd be working in was a woman, the lead environment artist above her was a woman, I was interviewed by the (female) campaign artist and another dude and was told another senior artist (who I happened to know was a woman) also went over my portfolio.

I'm not judging you or telling you what to do with your art - I'm just giving you a heads up, that's all, but if I had that piece in my portfolio and I had to talk about it in front of two women I personally wouldn't be all that comfortable, and I reckon they wouldn't be either.

Again - it's your work, and I'm not lecturing anyone here so don't flame me; I'm just telling you how it is so you can make up your own mind(s): if you apply for a position in a big company in the UK or the US - you will almost certainly be interviewed by both male and female interviewers, all-male interview panels just do not exist now.

Draw your own conclusions.

*No i didn't get it, but senior art director later told me via email that I finished in the top 6 of 240 applicants and that I should apply again in a year.
>>
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>>631383
>>
>>631353
I tried a bunch of softwares through the year and was simply satisfied the most by Unreal. I was on Toolbag previously but Unreal is way more complete.

>>631383
That kind of design is nothing crazy in video games, plenty of pro women are used to them or creates them themselves.

Plenty of women at my school saw it (teachers or students), but funnily enough it’s just a few guys who "complained" about it. Besides, the design is fully from a very popular series.
>>
>>631389
Sure. I get it - this stuff exists commercially, there's a market for it, and it therefore has to be made by professionals. Fine. Again - I'm *not* laying into anyone here...

BUT....

All I'm saying is, in this day and age - unless you are specifically applying for a company that makes the kind of products where a character like this is featured - you are very probably putting yourself on your back foot in the interview stage if you show work like this.

Like it or not - this kind of character is contentious now, so unless you've got a very specific studio in mind, spending time on portfolio pieces which are gonna raise eyebrows might not be the best way to spend your time.

There's a reason why people paint the walls in their houses magnolia-beige when they're trying to sell them, if you get what I mean....

>>631386
Welcome to an adult conversation.
>>
>>631383
Echoing >>631386 real hard here.
Personally I don't really find Anon's post to be necessarily inappropriate in any way, it's not like it's doing anything explicitly sexual that would raise any alarms. It's just a showcase and paying homage to something he enjoys. Furthermore, the character acts like that, so it's just being faithful to source.
And jeez, dude, you're projecting double standards real hard there. So what if it's an all-female panel? Do males all act completely different from women? You imply really heavily that men will just go "haha hell yeah bro sweet tits", while women will call you the devil and want you removed. It's just not like that. Men can express disgust, especially in a professional environment, and women may be accepting of or even enjoy such risque content too. There's that one incident a while back about some blue-white super-busty anime chick that SJWs were going wild on, calling it "oversexualisation by men once again". But it turned out a woman had proudly designed her, and that her track record was full of similarly endowed eye-candy. So yeah, women can act like this too.

>>631390
As for this, I'm not making any arguing points here, I just want to express some thoughts.
I guess this says more about current societal norms than anything, but if someone's really going to be turned down because they made scantily clad women in their free time and not because their skillset isn't proficient enough for the tasks, that's just honestly ridiculously backwards. And I get that that kind of thinking is prevalent nowadays, especially with the whole #MeToo thing.
But to seriously value acting politically correct over having raw skill and talent? It's just a major shame to miss out that badly.

>>631389
Ah, I see. Why not something like a ray-tracing renderer though? Just prefer having instant results?
>>
>>631391
> Why not something like a ray-tracing renderer though

I used vray at first and it was a horrible experience. Ray tracing isn’t worth it at all for what I’m doing.
>>
>>631021
>>631045
>>631064
I wonder if you do commissions...
>>
>>631383
You forget that porn itself is just an industry, like anything else.

Who cares if the stuff you model is NSFW, the thing they're looking for is if the models are decent.
>>
>>631253
the hair seems too long and wide passed neck.

>>631390
>There's a reason why people paint the walls in their houses magnolia-beige when they're trying to sell them, if you get what I mean....
the house is a "product" you sell, but when you make a portfolio to get a job, you don't simply sell something and be done, you get a place to work. You're going to spend majority of your hours at that place, so if you can allow yourself to be picky about those things, it is best to get the job which caters to your interests and doesn't demonize you for them.
Just as you wrote if he is aiming for a place to work that wants that kind of fanservice then fine. Having sexualized pieces in your portfolio may keep you away from some jobs, it is true, but what I am trying to say is, if you really want to get jobs like that in the first place.
>>
>>631404

You know, I just started using Zbrush, but hell -- maybe. It's a fun program and I want to get better with it.
>>
>>631414
Is it easy to get into?
>>
>>631418

I have a background in traditional art and 3d modeling, so that probably helped.
>>
>>631400
>Ray tracing isn’t worth it at all for what I’m doing.
B-but my dude, that beauty calls for the path-tracing treatment... Perhaps you could try Redshift, or go (if you want something straightforward) with an unbiased renderer like Octane? Or, heck, even Cycles. All of them GPU based, and thus quite fast.
>>
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Getting there, a few more stuffs to finish texturing, and the big last part I still haven't modeled properly yet, the hair.

>>631423
Eh, maybe. Wait, isn't there a vray on UE4 now by the way?
>>
>>631390
>unless you are specifically applying for a company that makes the kind of products where a character like this is featured

What, you think I'm gonna apply for a company specialized into hello kitty and SJW products? The company I wants to join have no problem with those stuffs, hell, the staff even uses boobs mousepads.
>>
>>631426
that palm looks unfinished, which is kinda a center piece in the "ohoho pose"

>>631427
>The company I wants to join have no problem with those stuffs, hell, the staff even uses boobs mousepads.
From now on, that is going to be my new way of judging if I want to work somewhere. It's a pretty good way of checking if you fit in there or not, when you think about it.
>>
>>631426
>Wait, isn't there a vray on UE4 now by the way?
I dunno about UE4. I know however about Unity, you can use Octane with it for free. Last time I tried it, it worked decently well.
>>
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>>631430
>boobs mousepads
Boob mousepads for the majority of men and the minority of women who like them... and balls mousepads for the rest?
>>
>>631430
Honestly the palm never bothered me until you pointed it, you're right, could be improved.
>>
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>>631432
Yass gibe ballz musepad for us gaybois
>>
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>>631479
Shaved or hairy?
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>>631491
Silly anon, gaybois doesn't have pubes.
>>
>>631495
I do.
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>>631491
why not both ?
>>
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>>631505
That blue light looks too greenish
>>
>>631426
What the fuck is happening in that armpit

The red color makes it worse on top
>>
>>631426
Also where are her butt cheeks?
>>
>>630667
Blender Cycles is pretty good if you know how to use it right, don't let people tell you it's shit.
>>
>>631513
It's just incomplete.
>can't do proper caustics
>takes forever to render materials with transmissions (though it might just be me having insufferably poor hardware [tfw laptop gpu])
>depth of field is ass (no bokeh bias, no bokeh detail, no spiralling, poor approximation of bokeh, no depth of field noise, the list goes on)
Wish these weren't problems considering how long Cycles has been around but I'm pretty sure the render devs have all been working on Eevee. Maybe one day...
>>
>>631432
>>631479
I'm actually an ass person.

>>631426
Was he hair color confirmed? I always thought she would either have silver platinum hair, or light pink/purple with red eyes.
>>
>>631542
>>
>>631512
Are you blind?
>>
All done with my chito model for the remake of my game
Will post to sketchfab later.
>>
>>631426
>>631570
Are you?
Something missing isnt there?
>>
Ported in unity.
The shader i slapped is really nice.
>>
>>631575
i like how you rename everything
>>
>>631580
>Cylinder
>Cylinder.001
>Cylinder.002
>Cylinder.003
>>
>>631580
That's how it must be done.
>>
>>631383
Jeez, you sound maladjusted.

You need to understand that the feeling that female bodies are "icky" is purely a male construct. Women don't feel that the female body is icky. The reason why, exactly, should be obvious. Talk to a woman one of those days, you'll quickly understand the gig.

Women are far more accepting of erotic pictures, because they are far more objective about it, on average. The entire section of your brain that goes crazy while watching a half-naked model don't exist inside a female brain. When you are stammering and trying to rationalize, women just say: "yep, it's erotic, good job". They can appreciate it on a purely technical level and won't be triggered by it, not like you are biologically.

Add to that that women have developed, by nature, a strong exhibitionist instinct, and they like to self-insert into capable hypersexual characters just as men like to self-insert into capable hypersexual characters, and you'll be surprised how level-headed, accepting, and even appreciating they can be of risqué art. I've found that men on average are far more easily triggered by 3d titties.

It is globally the same thing with prostitution. Talk to an average woman about her views on prostitution one of those days. The discussion is always enlightening. Men are a bundle of repressed and contradictory instincts when they think of prostitution. Most women see it as a perfectly normal job, or even one that is glamorous (when done in a classy way, escorts gaining mad cash and everything).
>>
>>631577
Not all asses do that.
>>
>>631594
This post gave me an erection.
>>
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>>631505
>>
I think im done for the day.
Tomorrow will be yuuri. Though in making the model earlier i've had problems with the deformation. I should make a base model for my low poly models soon.
>>
>>631628
looks cute. post your uv maps next time
>>
>>631630
Im not really that great in making a uv map clean and making seams. But here.
The face is another object so that i can switch the facial expression realtime.
>>
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I've followed the tutorials in https://www.youtube.com/channel/UCqHa5bmORg-H_EMELJ_ww6g but it's in progress and my current head is how far it goes.

I'm a newbie but I'd like to try finishing the model myself and attach the hand that I already made for an earlier project. I'd like to rig (is that the right word?) the model so that I can turn it, etc.

Is the hand even in a usable state? The fingers are made as pieces (I'm not sure why I initially did this). I need to join everything together, right? And isn't there topology stuff to consider to make the hand work ok with animation?

Also, what about clothes? Do you do them as separate objects and then link them to the body in some way? How do I make the clothes follow the body (making the skirt follow the leg instead of having clipping, etc)? Is that something that you fix by rigging?
>>
>>631637
I've followed that tutorial. It was daniel kreuters right?
Yes theres topology stuff. You need to knife the main part soon enough. You need to join the fingers first though.
Also in seeing that face model of yours be careful somehow. You just might want to follow one side Like a front perspective only.
Remember that if you're dealing with anime characters the front and the side will not be always the same.
>>
>>631632
seems alright
>>631637
yes the hand is in a good state imo. but you wouldn't be able to add more loops if its not 100% quads
>>
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>>631638
Yeah hand's from Daniel Kreuter's. Here's a better detail.
>You need to knife the main part soon enough.
What's the purpose of this? You mean the wrist?

Also yeah we'll see how the face turns out in the end.

>>631639
I guess it's quads?

But yeah, what about clothes? I model them separately and deformation is solved in rigging, right? But what about the insides of the clothes? Do you model that side too? Guess I could fuck off and search for a tutorial but I'd like to just start quickly and see what happens.
>>
>>631641
you model the clothes directly on the body. there is no need to have a unified mesh for everything
>>
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Wonder if I can use this old torso if I just fix the proportions and raise the arms? Not sure how to plop the head on though, it's got so many more verts even with subsurf turned off (right)

>>631642
Sorry if it's a stupid question but why would I do that? Because they're simple in my case (just a skirt leaving the body pretty much), or? Wouldn't it be an issue if I want to do different clothing sets? Or should I just create a new body for every clothing set? But wouldn't that open up for proportional discrepancies between different clothes?
>>
>>631644
ill show you an old example something i did back long time ago.

the body was just some human model off the internet. i used snapping too and shrinkwrap modifier to create new polygons on the existing body surface, then i used solidify modifier to give it more thickness.
it doesn't really matter how you create the clothes (if its a part of the body or separated). the only reason you'd go with separate is for different clothing items
i recommend making the clothes not puffy or blown up, so they will sit on the body tightly, this way you can weight paint nicely. without clipping issues.
also, you can hide the body mesh when weight painting, so it becomes easier.
i haven't tried rigging stuff with clothes yet, but with a model like your's it shouldn't be an issue.
also, don't be cheap on polygons when you do clothes, because they need to have decent deformation. using auto-weights is cool too if you place the bones correctly.
>>
>>631648
>don't be cheap on polygons when you do clothes, because they need to have decent deformation
I suppose it's most important around areas of deformation (joints)?

Thanks, I'll consider what you said.
>>
>>631649
>I suppose it's most important around areas of deformation (joints)?
yes.
also if you are making a dress, then the legs are going to push it up
>>
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I'm trying an old Patrick Stewart sculpt..
>>
>>631653
Triangular fossa and antihelix of the ear need to be deeper.
Cheekbones need to be a *tiny* bit higher.
>>
>>631653
damn how did yu make sucha photorealistic render?
His eyes look fake but rest is ok.
>>
>>631599
Do what? exist?
And not all elbows crease when bent? Are you retarded?
That pose especially with one leg back and legs interlocked would create creases even if she has the flattest ass on the planet.
>>
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Blender noob here. I modeled this from a cylinder as practice.

What I didn't think about when I started is that the lid knob and handle need to have different colors than the rest of this teapot. How do I best solve this problem? Right now I simply have a red Principled BDSF node on the entire object.
>>
>>631668

You select the parts you want to have in a different color and make a new material and then use the "assign" buttom below the little mateiral window.
>>
>>631656
Thanks for the feeback!

>>631664
That's the reference, lel...
>>
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I'm making a violin render, but before I continue, I need to make the wood look realistic, as if it had varnish. I'm showing it here how it should look: there should be a bright reflex on these parts. That's how a violin works.

But how could I make that? I'm using blender nodes, so I don't want to just throw a texture there. Anitrosopic and Glossy didn't seem to work by themselves.
>>
>>631683
Principled node, use Clearcoat.
>>
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>>631684
It does look better, but I want localized reflex.
>>
>>631688
Set up your lighting correctly then. Use area lights so highlights are easily captured.
>>
>>631673
NO! That is your render!
>>
>>631641
Nope going to the thumb.
anyways. Dont follow his ways that much. Hes obsessed with quads. (well for my experience)
I must remind you that even if he has lots of experience in these things that he is still a student.
>>
>>631579
>>631575
Sketchfab link up
[spoiler]https://sketchfab.com/models/a4b91795ee4b48f291b8e0abc6607768[/spoiler]
>>
i think its my best procedural so far (even tho its far away from what SD can do) i just wanted to see what the stock procedural could do
>>
File: Desert19_Retop.jpg (1.98 MB, 4240x2340)
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Currently retop'ing this.
Can't decide whether to include these raised grip details on the back of the slide in the mesh or just leave it to the normal bake. Any thoughts?
How do you all decide on what gets built into the mesh and what gets left to the normal bake? I generally have a rule that it only gets modelled if it forms part of the silhouette - but there are borderline situations like this where there are small details in the sillhouette, but to include it in the model will increase the polycount quite a bit... Don't know how to make a decision here.
Thoughts?
>>
>>631728
I've no idea why that rendered at 4k before you ask...
>>
>>631728
It depends on use case I guess. If you're just optimising for a studio render, leave the geometry there. If you plan to take it into a game, I think it'd be better to bake it.
>>
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>>631728
>>631730

I want it to be considered as game-ready or at least close to game-ready.

Just tested a mesh with half the details modelled and half left to the bake. Looks ok front on (pic related).... but I don't know if it looks a bit weak when viewed on angle...

1/2
>>
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>>631728
>>631730
>>631731

Angled view. 2/2
>>
>>631731
Yeah, it looks completely okay baked. What's the use scenario? Do you intend for it to be an FPS-view gun? I mean, even then such details in geometry are difficult to spot unless you're using a model viewer to scrutinise, because it'll be easily hidden through constant animation.
Also, that better not be your final gun texture, if it is you should worry about getting that detail first.
>>
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>>631728
>>631731
>>631732
Fuck it I built it into the mesh. (pic related) It looks way better from all angles. I may present another version where it's all baked. We'll see.


>>631733
>>Yeah, it looks completely okay baked. What's the use scenario?
It's just a practice piece really. I'm an environment guy, not a hard-surface/props artist at all. I just want it to look good on my ArtStation to show I can do this stuff if I want.

>>Do you intend for it to be an FPS-view gun?
If it's for FPS - isn't it *more* important to get these silhouette details looking good? I mean, the player is spending the whole time looking at a totally fore-shortened view of the prop, and those viewing angles are where lack of mesh detail is most noticeable, no?

>>Also, that better not be your final gun texture
Pfft. Yeah right. That's the 'Quixel Steel' preset in Marmoset (where I do my baking). Its nice to have a (very) rough albedo/gloss/rough map on the model while I'm sorting out the bake.
But fuck no - this guy has got approx 18 hours of getting comfy with me in Quixel Suite in it's future.

Also general question - why do people who have Toolbag installed not use it to bake? It's literally light years ahead of anything else.
>>
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>>631741
Closer to an FPS view. Polys definitely needed to be there imo.
>>
Is there a thread like this one but for nsfw content?
>>
>>631742
texture res and texture itself are out of place
>>
>>631761
ORLY THNX ID NOT NOTISED

(maybe read the thread)
>>
>>631764
but whats the point, if you want to test your map get a grid map
>>
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>>631741
add the polys mate.

>If it's for FPS - isn't it *more* important to get these silhouette details looking good? I mean, the player is spending the whole time looking at a totally fore-shortened view of the prop, and those viewing angles are where lack of mesh detail is most noticeable, no?


Yes. guns and characters get the most love. You can take an extra 1-5K tris on a gun.

>Also general question - why do people who have Toolbag installed not use it to bake? It's literally light years ahead of anything else.

I always use toolbag to bake. It's goat.
>>
>>631769
I'm not testing the mapping I'm testing the low poly and the cage.
Fuck off.
>>
>>631770
Cheers. I figured as much.

>>I always use toolbag to bake. It's goat.

Don't put one of the preset materials on the mesh while you bake though or you'll upset >>631769
>>
>>631772
kek, wanna laydown your UVs too for a peak?

Gun looks good by the way, can't wait to see it spiced up.
>>
>>631773
Nope it's all just automapped bullshit right now. Like I said - just getting the low poly in shape:
Adjust mesh > apply flatten mapping > export > bake > inspect > repeat.
>>
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>>631774
>Adjust mesh > apply flatten mapping > export > bake > inspect > repeat.

Ah I see. Modo is more friendly when dealing with UVs so you can UV at the start and change the mesh and all that and they won't really need much touch up after.
>>
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>>631774
>>631773

This is where we're at btw.

(Standing by for yet more helpgul 'that texture isn't good enough' input)
>>
>>631776
aight lay down a wireframe my man
>>
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>>629312
Making a Resource Boxes for a game I'm part time developing.
Did these four with my morning coffee.
Trying to go as low poly and low rez as possible for many reasons:
>1. To cut down on Development time
>2. Do to Scale of the project one day it will need to have many more Items on screen at a time than now
>3. It's a VR mini-game in VRChat at the moment, so system resources are limited for my already aging Laptop.
>>
>>631784
Sorry for not running a render and cutting up your eyeballs with jaggies.
>>
>>631784
Bruh, theyre literally just beveled cubes with horrible textures
>>
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Started texturing some scopes this weekend, probably gonna make & sell a pack of 7-8 of them on asset stores to see if there's a market for money to be made selling realistic weapons (probably not, though).
>>
>>631776
Too late for this one, but your bevels are much too tight for game meshes. Heck, I'd wager they're tighter than the real thing at this point. I would try softening them for your next model, you'll get much better looking results for realtime/game art.
>>
>>631840
Your so right, what was I thinking.
A box only has 6 side, so why am I complicating a box of resources.
Miss well not leave any room to improve for the next 3 tiers.
And while I'm at it who the hell needs color coding and Icons to distinguish a difference.
I thought this was a work in progress thread.
That was the Mk.3
>>
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>>631840
Here's med kit Mk1 & 2.
I'm trying to Make a Simple reusable Design that can be reused for six different point systems by swapping textures.
>>
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>>631784
I'm aiming for as low memory use as I can to keep my fps high with my vr headset.
I have a Nividia GTX 860m, my headset requires a GTX 980 or grater.
Right now my 4 box models(tris 92) and 24 textures(128) will come out at a rough total of 256kb.
Sadly to me size matters.
>>
>>631870
I can go back and widen them. Fusion360 timeline innit?
>>
>>631865
Quality.
>>
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>>631870
>>631938

Widened fillets in Fusion (I heart the F360 construction timeline) and merged into sculpt (I heart keeping safety copies of my boolean cutter objects). If it's still not soft enough I'll round it out further with polishing.
Thanks for calling this out btw - I had my doubts. I guess I needed to hear someone else say it.
1/2
>>
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>>631870
>>631938
>>631954

It's hard to see from these snips but the transitions between surfaces is quite a bit softer. And like I said - polishing can push it further if needed.
>>
>>631350

In generally doubt people make these from scratch, primarily because I'm a salty motherfucker. What reference did you use for the modeling of the anatomy and did you do a sketch for the pose?
>>
>>631350
What's the process for these? How does one create the characters? Do you model characters from cubes, animate them and then pose them, or do you sculpt them from a block somehow? I've got only a few weeks of 3d experience, keep that in mind.

What programs do you use?
>>
>>632575
zbrush, m8




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