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File: 1529763265633.png (2.71 MB, 1500x882)
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Post all your work, incomplete or not, in this thread.

previous: >>629312
>>
More destiny warlock costume parts for printing
>>
>>631920
Negro, please learn how to take a screenshot.
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>>631926
Too busy, also, white
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>>631927
god i really hope you're joking
>>
File: rendered[1-120]_1.webm (2.66 MB, 1280x720)
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Here's a WIP of some crowds rnd I'm doing
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>>631930
garbage human
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>>631939
Actually pretty cool. Individually animated or automated? That one mannequin in the turns around a lot by the way, might wanna change that.
>>
>>631941
Thanks! It's a bunch of mocap from Mixamo, there are blends between animations but not implemented properly yet. It's automated in terms of it being a crowd sim, their movement is propagated by state changes and rules etc.

Thatt issue you mentioned is gonna be fixed soon, I've been running into some issues with triggering into ragdoll between state changes which is why that's happening.
>>
>>631943
Ah, I see. Still really neat stuff. I like how when two mannequins collide they just give up. Though, it'd probably be more realistic if they struggled to get up after falling down. Not sure how hard that'd be to implement.
>>
>>631939
Actually, this is good alternative to wall
>>
>>631939
there are two sims who just run into each other and then die
hahaha
we are the robots
>>
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Shout out to the anon in the other wip thread who pointed out that all the transitions between surfaces on this were way to tight. Softened out now - looks a lot better now. Salut.
>>
spend 2 days trying to figure out why pic related would clip all the time during animations
turns out I forgot to properly weightpaint it
[spoiler]just needed to rant, thanks for listening[/spoiler]
>>
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>>631957
LP done. Gonna get some snacks and ice-cream, get in my jimmies, get the girls round, stick a Bridget Jones DVD on and launch Quixel suite:
When I am texturing I am COMFY.
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>>631980
>>
>>631939
Some of them look back too often so maybe mix that value down in your randomness

Also some tripping/getting back up mocap would be great too.
>>
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>>632000
How?
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>>632001
How what?
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>>631918
>Gather all finished actors i made in recent years
>utter discrepancy in size for each one of them
>collect all from unreleased shorts and reescale
>suddenly, where are all the fucking textures
Nice to do 534 projects simultaneously, i may hunt for their skins, eyes and hair in two years or so.
>>
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Didn't get as far in as I would've liked because I always forget how...er... 'challenging' Quixel Suite can be some times. But still, it's looking alright. Finish tomorrow.
1/5
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>>632023
2/5
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>>632023
>>632024
3/5 Looks like I got some stuff on mis-matched smoothing groups here...
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>>632023
>>632024
>>632025
4/5 Yup. Definitely a smoothing group discrepancy there...
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>>632026
>>632025
>>632024
>>632023

5/5 actually I think it's just the SSAO in 3DO being weird. Good.

Now I'm gonna go drink a litre of Heineken and watch the SyFy channel before my girlfriend gets home because winning.
>>
>>632027
And I've just noticed there's a mistake in the text on the left side of the gun. Fuckyballs.
>>
>>632027
do a version in patriot brown and ill succ ur dick
>>
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>>631995
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>>632038
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>>632039
>>
>>631995
Th face looks good but please work on the anatomy.
>>
>>632000
>>632004
Is the images on the left render results of the mesh to the right, or just references? If that's a render I would like to know how to get results like that.
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>>632036
Nah you're alright.
>>
File: Nightclub3000.png (2.75 MB, 1920x1080)
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First ever Blender project pls go gentle..
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>>632062
not bad actually.
the reflections need more work but in general its nice for a begginer
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>>632047
Like?
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>>632062
The bricks are too shiny (even for plastic-glossed bricks) and there's a bit of confusion in sense of placement. Where exactly is this scene taking place? Is it on the floor? If so, why is the glass on the floor and why is the sign so close? If it's on a table, that's a really claustrophobic corner and it just doesn't make sense for the sign to be shoved in the corner as well. Not ragging on you about it, just saying that you should keep these things in mind when you move onto your next piece.
Otherwise, commendations for not doing the standard donut. It's good for a first render.
>>
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Pretty satisfied with how it's working out. Now I just need to change the textures to something more high-res and add a few things here and there
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>>632021
Oh, now I get it.. that middle monstre thing is their grandma or something like that, that's why your xharacters look like that
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Finally made more progress on my Goku model. Texturing is done. Last thing to do now is rig the fucker and posing him.
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>>632057
Left is obviously sprites from Chrono Trigger, right is "this isn't even a block out" tier junk
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>>632136
I thought it was something like pic related.
I was following one dev blog and he was using white meshes with really strong AO to turn them into sprites and then just colored them. I thought it was cool way to get around bad pixel art skills.
>>
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Gonna be redoing this from scratch. This model is a huge mess.
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>>632091
Yeah I can see composition being one of the hardest parts of 3D. I put it together without thinking of things like that just wanted to play around with lights and reflections. Thanks for the feedback!
>>
Gotta be posting my yuuri in sketchfab in a bit.
I got the grasp of the butt topology so it bends right. Im going to apply that to my chito model and future models.
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I've no idea what am I doing anymore. I just wanted a cute android girl…
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>>632200
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>>632202
Oh my, I didn't even realize 2077 trailer is already out. At first I was going for a Raiden kinda look so I extracted-removed the lower jaw, then with horns it looked like a flimsy Hellboy and then I thought it looks cooler without the lower jaw at all… I should at least sketch what I'm going to do first.
>>
>>632200
That has ahegao potential.
>>
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render from my latest short film based on symmetry and reflections. what do ya'll think?
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I also sculpted this yesterday cuz i was bored. this ones going in the trash but wanted to show yall
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>>632212
does he have leprosy?
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>>632215
he just needs some exfoliation
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making progress on my jungle
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>>632249
Turn down your FOV a bit, bike is really distorted. Try to use bigger ISO and faster shutter speed with 2.8 diaphragm if you're using camera-based render engine. Models are nice, but materials could use some work, try tiled bump on your walls cuz they look really flat.
>>
>>632212
spoopy
looks neat bro
>>
>>632200
Looks like something from Shin Megami Tensei. Maybe you can start going for something similar to that.
>>
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time to troll libtards ebin style
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>>632284
Did you actually want feedback? Because even in it's simplicity there's a lot wrong with this..
>>
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More progress on my Orochi model.
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>>632328
Do you keep all those muscle strands as separate objects?
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>>632329
Yes. He's pretty much made of dragon tentacles that are shaping themselves into muscles. For now that's just the low poly base.
>>
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Rate my table model. I obv still have to get the actually scenery down and lighting but the model was made in a cool way I think.
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>>632335
Interesting design. The detail on the tabletop looks stylistically different from the bottom. Also are you going to texture it?
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>>632330
I was thinking about using separate meshes for different hair strands to keep them edges nice and crisp, but I don't know if I could run into baking problems later.
>>
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>>631951
I ended up removing them being able to trigger each other into ragdoll, it kept happening way too often with higher density

>>631949
No idea what this means sorry

>>631996
I attempted to fix that, i think it's better now. I could have added some more states and animation blends but for a tech rnd it would just be too much time, I'd rather spend more time on juicy stuff.

Here's my latest lo-res WIP, excuse the dogshit camera shake. Everything is almost there though.
>>
>>632363
he was making a joke about the us border
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Hopefully this one won't look so damn bad
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>>632038
>>631995
anatomy still ruins your works man
come on roll out some refs
those biceps are the worst
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>>632342
Yeah I wanted to make it somewhat live edge. And I want to add a texture but I didn't learn how to that yet haha
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>>632372
Looks fine, and it's clearly stylized to looks like the manga anatomy.
>>
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something i did months ago, back to working on it
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>>632367

very good. i like hos it goes.. mouth looks promissing..
>>
All done with my Yuuri and Chito Models.
Added a dabbing pose for them too.
Ill be making a scene with them later.
Probably the one when they explore the temple.
Yuuri:
https://sketchfab.com/models/833e3b28570545d59377d1bed2a7f078
Chito:
https://sketchfab.com/models/a4b91795ee4b48f291b8e0abc6607768
>>
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Here's another scope, haven't gotten as much time as I'd like to do them because of work sadly.
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Working on this enemy from DK: Tropical Freeze.
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Orochi's shoulder and arm.

Good thing I recently bough a new computer, the amount of polys needed for the whole thing is getting crazy, my older one would have never been able to handle him.
>>
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Just started on the high poly
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>>632392
Working on a new model right now from Hataraku Saibou. Platelet chan.
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Welp, it looks like shit alright
>>
>>631995
>>632200
>>632328
it's good to see people here are starting to assimilate zbrush instead of using blender.
>>
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>>631995
>>632378
>Looks fine, and it's clearly stylized to looks like the manga anatomy.
oh fuck off you cunt, Murata actually knows anatomy and knows how to structure forms
thos biceps triceps and abs and neck are painful as fuck to look at
>>
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Doing my room just for some fun practice
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>>632554
Even the shitposts can't go out in wip.
The absolute state of /3/
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>>631918
I literally cannot model aircraft. Pic related is after 10+ attempts. How do I get better at modelling aircraft?
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>>632491
>>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, that's why I'm asking this kind of question.

What programs do you use?
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>>632582
There are plenty of tutorials explaining workflows in details, but you would normally do a base in a symmetrical pose, then pose, then continue out of that. There is no need to "animate", which requires rigging, just posing works.
It depends of the projects really. Some can be almost fully done in symmetrical poses, while others have more complicated ones which requires more work to have a quality result in that pose.
>>
>>632586
What is the difference between rigging and posing? My understanding is that rigging is something that you do _in order_ to be able to pose a character. Is that completely misguided?

Thanks for the reply by the way.

>There are plenty of tutorials explaining workflows in details
Do you know any one that shaped your way of working in particular?
>>
>>632588
rigging is made to animate and takes a long time to setup properly. Posing in Zbrush is much faster but gives much less control.
https://www.youtube.com/watch?v=hjYfYvjGcG8

There is also this method which is kinda an inbetween.
https://www.youtube.com/watch?v=oJKIOWMjB20

In a nutshell, the more you prepare a rig, the more options you'll have to pose your character, but it's not always necessary, depends of what you wants to do.
You can also use a base from Daz 3d which have detailed rigged human models for free.
>>
>>632578
nigga you don't need to get better at modeling aircraft, you need to get better at modeling
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>>632591
Sweet deal, thanks.

When you create a character, do you sculpt it from a simple piece of geometry or a ref body? Haven't used ZBrush, might be a stupid question.

Basically, will I theoretically be able to create similar stuff to yours with ZBrush? Colors and textures and lights and all? My bad if there's too many specific questions.

>In a nutshell, the more you prepare a rig
Basically slap together a dude in ZBrush and add things that make the limbs bendable?

I'll watch the videos
>>
>>632592
You're right, my dude. That's something I've been working on this year, but, it's not panning out quiet like I would like it to, to be honest. I guess it can be mostly attributed to a lack of discipline and focus.
>>
>>632599
Have you looked at sub-d modeling tutorials? Modern aircrafts have a lot of soft, flowing shapes which means subd is essential for them. You probably won't find aircraft tutorials unless you're very lucky but there should be some decent automotive stuff.

At the very least, I'd look up Arrimus on youtube. And try to find some tutorials of people modeling either vehicles or semi-complex props (guns, etc) so you can understand their workflow on approaching large modeling projects with many pieces.
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>>632154
Cute
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I guess this counts as wip?
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>>632677
Congrats. But what's the deal with the "hours" edit?
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>>632694
For some reason they wrote it in local language instead of English so I just clarified.
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>>631939
lovely.
>>
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Just finished this practice piece.
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>>632816
Oi mate. Excuse me. Do you have a loicense for that knoif?
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>>632367

>patch modeling
>2018

come on bro. sure, do what you enjoy but come on bro
>>
>>632822
Am a britbong so no lol
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>>632824
Maybe you are just a lazy, untalented cunt ?
>>
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making a park for myself in unity for vrchat. never textured, used unity, or modeled anything but simple stuff in sketchup so i don't know what i'm doing but im okay with it
>>
>>632848
You should add a guy in a trenchcoat to this for some nice finishing touches
>>
>>632844

there's no need to be bitter. if you want to get anywhere in the industry nowadays you need to start sculpting. whether its zbrush, 3dcoat or whatever else. you can always retopo this stuff later. what you're doing right now is honestly a waste of your time
>>
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Modellan woman!
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>>632871
uncensored where?
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>>632816
Can you show topo and ref?
>pink
Really weird shapes. What's going on with the pointy part? Why fuller is in a shape of long droplet? Looks like a render artifact as well. At the base of a blade, does it go above the guard?
The handle is good though.
>green
What are those? This seems like either very bad hdri or you just messing around with photoshop default brush.
Handle texture is nice and readable, but blade is really bad both geometry and material wise.

Wood is really cool though, link please?
>>
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>>632816
It never occurred to me before, but I never modeled a knife, thanks I actually learned something new.
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>>632871
>raghead
and where's her penis? even an adorable little girlcock couldn't hide behind that tiny black mark.
>>
>>632871
She looks too russhian, mix other refs when doying faces..
>>
>>632871
The navel is too high, her elbows look too pointy, her shoulders need more definition, the transition from her butt to her thighs is a bit too exaggerated.

>>632881
Maybe anon's making a russian?
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>>632873
>pink
this was my 3rd attempt at modeling with blender after >>632062 Still getting used to it. Topo is fucked too, I fiddled with it loads to try to fix reflections.
>green
It's just a HDRI.

It was more a practice with making materials. Metal is hard to make from scratch.

Wood's just from cgtextures. I messed with it loads to try to get the varnishy reflections and shadows.

ty for the feedback!
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>>632871
Why censor the model?
>>
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>>632893
>It's just a HDRI.
Then mats and topo is fucked even more than I thought lol.

>Metal is hard to make from scratch.
Not really, I don't know what exactly you need to do in blender, but this should be a matter of 3-4 sliders: fresnel, reflection and reflection/highlight glossiness. Oh, and don't forget almost black diffuse except if it is painted. In most cases you only need to crank up fresnel to 7-30 depending on the metal itself and set glossiness to your liking. To add color of metal itself (i.e. copper), set reflection color, not diffuse.
>>
>>632893
The largest issue with your knife blade is that it's too smooth and thus reflective. Blades aren't mirrors for the most part, and have sort of a "milled" look. Use an anisotropy shader (or the aniso slider in the principled) to mimic that. Of course, there are blades out there with mirror finishes, but getting those to look right is pretty difficult and it's just easier to hide the imperfections with a little roughness.

>>632916
Blendlet here, it's way easier than that. Just use the principled shader tb h. Set Metallic to 1, adjust base color, adjust roughness, and wa la.
>>
>>632917
I wish we used latest vray at work, I saw there is metalness slider in vray next, but every time we need to fiddle with all the parameters in reflection to get right results because we use old version.
>>
>>632917
Ahhh okay yeah I see where I fucked up.
The node editor is really fun I just wanted to see if I could recreate materials by just experimenting. On actual projects I'd just use principled and PBRs tho
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>>632881
what's wrong with russian?
>>
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I've been told my model looks uncanny, and I think I can kind of see where they're coming from. I'm just not sure how to fix it.
>>
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>>632975
It's 100% the shader. You're using the cycles toon shader but with soft shadows; change the light settings so you only get hard shadows, also adjust the world setting.
The best results may come from a world setting of black, but you'll want a colored background (that doesn't contribute light), you can do that with a simple node setup like pic related (make sure the Globe icon is clicked)

Also I'm still using 2.78 so if the UI changed recently, I've been lazy about updating
>>
>>632917
>wa la.
The expression is "voilà", it's french for "there it is"
>>
>>632980
That's what I had before, but another guy earlier told me to add another "something" to make the shadows look better. I didn't really know what that meant so I just started playing around with settings. And by hard shadows you mean an instant transition from colored by light to shadows, right?
I kind of have my nodes set up that way, but I just did it twice so that there'd be a smaller, darker shadow beneath the other shadow. Is it too weird? Should I abandon it completely?
>>
>>632983
I'm pretty sure it's viola. Trust me, I know sarcasm.
>>
>>632983
>>632986

Actually it's Violer ta mère la pute
>>
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My little attempt. Toon outline + NPR rendering.
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>>633006
Why Pepe?
>>
>>633022
because Pepe is the Mickey Mouse of 4chan?
>>
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And another scope
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>>633058
Some misc details
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my dog. any constructive feedback about how to make it look even more realistic would be appreciated ;)
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>>633066
less specularity, more bump
>>
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I'm trying to get back into 3d. I'm going to stop obsessing over toplogy and low poly stuff as if it is going to go into a game and just start modelling.
>>
>>633071
good topology means a lot more than saving on polycount.
>>
>>632975
what is it with /3/ and furflips?
>>
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>>633068
thank you. i don't know how to make a bump :)
>>
>>633095
This thread is now officially for 3D shitposting
>>
>>633095
hey friend. try some depth of field and chromatic aberration
thanks.
>>
>>633095
Why, WHY?!
>>
>>632454
>>633058
>>633060

zbrush and quixel/substance?

looks fucking rad brah
>>
>>633095
Terrifying.
Keep it up.
>>
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>>633117
Correct.

Painter over Quixel, I got the scans/textures out of Quixel a while ago to use in Painter, but the slowness of Quixel suite is inexcusable.
>>
>>633095
That was dank as fuck, my mina really wants to believe every subtle little fuckup in this video was 100% intentional.
>>
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>>631918
blarp
>>
>>632984
>Should I abandon it completely?
No, you should find a style or method you like and then use that.
Right now you're trying to "create" something but you're going about it by sort of tweaking things with minimal direction while hoping to find something that "looks good" (a not at all uncommon, but wrong, approach among artists).
Can you post a reference (or a couple references) as well as point to a style of toon shading you'd like to emulate?
>>
>>633122
Man, I wish I was a scope
>>
>>633122
Quixel is pain and suffering. It's just.... murderous.

But the quality.... the quality of the materials and the viewport - unparalleled.

Every time I launch Quixel I experience a unique combination of excitement and dread, because I know it will make something look great, but only after 8 straight hours of making me want to stab myself in the throat with my stylus.
>>
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I feel like a degenerate for coming this far
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>>632021
I kinda don't want to see the finished projecr
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>>633155
Hahaha agree with this 100%..
But I love quixell..
it has very biiig bonuses, if you are good with photoshop. You can make changes in document layers as you please, you just need to name it correctly, then you refresh and quixel accepts it.
You can change and tweak masks, you can use photoshop tools (for example curves or exposure, filters, etc..)
You can paint on layers.. IDK you can do shitton of editing and quixel has no problems
>>
>>633166
yep, up until it crashes and even fucks up the file for you.
I like the results of it, but the software itself is trash.
>>
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Finally finished this thing! Was fun learning crowds

>>632366
Oh how did I not see that woa
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>>633100
ok :)
>>633096
>>633116
>>633119
>>633123
please don't bully me :)
>>
>>633210
You're outdoing yourself. Make more.
>>
>>633196
Why don't you make a real scene out of it?
A couple of textures, a little-bit of background, a sky HDRI and better camera movement, maybe some cuts to an closer angle....
It looks great, but also unfinished.
>>
>>633220
Hey, thanks! It's an RnD, so the logic I follow is that since I already know how to make a real scene out of it, that time spent would be wasted not learning, when I could move onto another RnD instead.

Basically just trying to maximise my time for learning. Especially since with crowds specifically, you need to have a ton of different outfits/textures for it to look decent and not repetitive, and that setup is quite tedious and time-consuming. Since I'm more familiar with crowd sims now though, maybe the next crowd project I do I will have more time to do something like that.
>>
>>633196
this looks really polished but missing major components (obviously). Overall if you truly finish this it could be a great addition to your reel.
>>
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>>633145
Well, I had just been following tutorials for toon shaders. I might have been able to just go shadeless with my model, but I wanted to see what I could do with shadows. I guess I may have been going for a second shadow like how pic related looks, but I have no real idea on how to go about it. I just thought I would be able to go with what I had so far with some editing on the shader and the normals.
>>
>>633210
How did you do the thing where the bat wings appear?
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>>631939
Looks great, got any tuts that taught you about this? Or is it all trial and error. I'm struggling to learn more about Houdini because the tutorials really differ in quality
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I've been playing around with NPR, and I see I am not the only one in this thread. No post processing. That's probably as far as I can get without manually editing normals.

I just reused my older loop animation

next test I'm going to try maybe more stylish lines, and eventually maybe overlaying some textures for that comic look.
>>
>>633241
Thanks! For the purpose of FX I'll still put it on my reel, but next time I do a crowds project I might finish it with textures and shading.

>>633285
Cheers. There is one tutorial on crowds that's really good, it's called "Crowds for Feature Film in Houdini". But overall in terms of learning Houdini, if you're struggling with finding quality tutorials, try and stick to SOP stuff until you have a great understanding of it, and then the rest will fall into place. Entagma, Adam Swaab, and a bunch of stuff on Go Procedural is pretty good.
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>>633196
This is production quality desu.
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>>633307
Do your FX RND with models you can easily multiply, like Storm-troopers or HL2 Combine forces. Something like that.
That way you'll only texture/shade one of them.
I am pretty sure you can get some for free.
Same with the environment. No reason to build it yourself, take something decent from the web, put some minimal effort into making it look ok in Mantra or whatever and that's it.
>>
https://imgur.com/a/DY7tZlD
R8 my shitty animation anons
>>
>>633386
Quite shitty and too long, too blocky and too twitchy. At one point I thought it's looped and was even impressed that it is so bad that it's good, but then it went on and on and I'm quite disappointed.
>>
>>633329
Is this a slighter older Apu?
>>633386
Really bad. Awful motion, textures and modeling. Also >reddit's favourite image host
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Played through CS:CZ Deleted Scenes recently and was inspired to do something oldschool.

First version uses 512x512 texture, which I then downsized to 256x256 + did colour mods to. Experimented with downsizing using a combo of both bilinear and nearest lookup resampling, as well as smart blurring and sharpening edges to bring out finer details.
>>
>>633386
>https://imgur.com/a/DY7tZlD
It would be really great if it were a dick, and at the end, it ejaculated gleefully.
>>
>>633417
Do you uv unwrap first then texture on the uv libes or make the the texture then wrap it on that, pretty sweet
>>
>>633417
W-why? The world strives for better performance with better looks, more realistic representation of real world through computer graphics with less computational resources involved, why would someone spend their time for things that were not just already done but already deemed obsolete? I understand low poly and other minimalist styles, but this?
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>>633422
I use the following workflow;

1: Create mesh

2: Super basic UVW planar unwrap

3: Create super temporary texture. Usually I'll make a basic planar map using an orthographic photograph texture that I've used for reference/creation of the mesh. I'll also shrink it and simplify or stylize the phototexture using smart-blurs, sharpen etc where necessary. Allows me to see how the final thing could look.

4: Proper UVW-unwrap, hand paint texture using as I go. Usually I'll start with a reasonable sized texture (512px)

5: Once the texture is complete, I'll shrink it down. Again, will use a combination of areas being sharpened/smart-blurred to create detail where needed, also downsizing using both a nearest-lookup version and a bilinear sampled version so I can take the best preserved details from both. Soft outlines from the bilinear, and sharp stuff from the nearest.

Technically, you could argue 'why not just create the texture at 256x256/128x128 to begin with'. I tried making some of these originally, but I feel it's more period-authentic to downsize larger versions, as if they were being optimized to run in some 2002 era game engine. Stuff like text etc on the side is never 100% crisp and clear, but often still somewhat readable.
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>>633426
It's therapeutic :)

I struggle with depression and motivation issues. Doing next-gen stuff always involves a commitment to either 1-5 days of solid work to get quality. Every time I'd start something, I'd make it halfway then lose motivation and feel like crap cause I never finished it.

So I decided to start simplifying; I can churn out one of these textured oldschool models in anything from 30 minutes to 3 hours, easily one per day.
>>
>>633426
>I understand low poly
>But I don't understand low poly
What?
There's nothing wrong with modeling in the same limitations as old stuff, anon. It's just as important to know where you've been as it is where you're going.
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>>633431
Very true. Even John Carmack has said he wants to go back and revisit the essentials; remake the Commander Keen engine from scratch.

I think it's also kind of fun to make this stuff; it forces you to work within serious limitations and that's where you have to be a bit clever and use more tricks and optimizations. Knowing where to place your next slice or edge to convey the same message as if you had infinite polycount. Doing crafty stuff like using a translucent planar textured hubcap to create the illusion of a smooth round tyre instead of an 8-sided cylinder.
>>
>>633432
limitation breeds creativity
>>
Yeah the thing to notice was the differences in the HL1(GoldSrc) & Source modding scene speed. Back in the day huge fleshed out mods, maps and campaigns were made in a matter of a few months, where source projects often dragged for ages on and suffered from being bogged down in production time due to just how much time had to be spent on art assets.
>>
>>633428
Consider taking some shrooms, dude.
I too suffer from Depression and motivation issues.
1 gram of shrooms gives me 4 weeks without symptoms, 3 gr more than 2 months.
If you can't stand the effects consider micro-dosing.
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>>633436
I noticed this too! There's so many completed mods and entire 'games' / TC's for Goldsrc. Most of these were also made by teenagers who only had a few hours after schooldays etc.

Afraid of Monsters + Afraid of Monsters DC + Cry of Fear were all made by the same guy, and he completed most of them when he was just a teenager (albeit with help from a few others).

And yet there are very little in the way of completed Source Engine mods. It seems 8 out of 10 Source Engine mods consisted of some 3dsmax weapon renders, a few WIP map shots, and then never progressed any further.

I remember an artist once telling me that creating more complex workflow + hurdles will place massive constriction on creative fronts. A single person can create an entire city in GoldSRC that -represents- their vision, and it can be completed in a day. It may not be high poly, it may not be detailed or rendered realistically, but it conveys their vision.

Doing something in Source Engine that did the quality of the renderer justice would've taken many times longer.

We see it with the indie games market too; 8 bit pixel art platformers are much more do-able for a team of 4 guys with very little money than some next-gen shooter.
Personally, when I start my own personal project to publish on steam, it'll probably have the 'hl1'-era aesthetic.
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Tried to do this %100 in 3D Coat since I bought the indie version, but that program only seems good for rough sculpts that are retopologized in other programs.

I think Zbrush is better for highly polished hard surface sculpts, but I don't want to have to learn a whole new program.
>>
>>633438
I remember reading up on it; the penalty in Australia for possession of them is apparently absurdly high in comparison to other countries, and doesn't seem worth it.

Funnily enough, when I was put onto Tramadol for op recovery, I became insanely motivated / passionate about everything; I could just get absurd amounts of shit done like one of those high-flying wall street sociopaths. I was also able to actually focus and take in new details on whatever it was I was working on or studying, and it was a neverending drive. Wonder if they'll ever figure out how to put that into some form of anti-depressant.

Exercise + getting other stuff done (usually a full clean of the house) seems to help though; I always feel motivated after that.
>>
>>633441
duh, it’s an opioid. you feel fucking good on them. they used to be used as anti depressants in the 1800s, but they stopped because they were addictive as fuck.

i wish psychiatrists would stop shilling SSRIs that make you emotionally numb
>>
>>633440
3d coat's retopology tools rival topogun. Many people sculpt in Zbrush and retopo, set uvs and texture (hand painting) in 3d-coat afterwards.
>>
>>633441
If you don't want to risk it then read up on Syrian Rue/ Peganum harmala. Its an plant rich with Reversible MAOI. Its legal pretty much everywhere, but you have to watch out for food and drug interactions (the day you take it).
It also makes you slightly nauseous, but you can train your body to tolerate it.
Not as effective as shrooms for me, but it still can end a depression pretty successfully in a matter of hours.
>>
>>631960
C4D?
can you weightpaint by polys? I have no idea how to
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>>632869
>how to have shitty uneven unoptimized geometry 101
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>>633444
I love 3d coat's retopology.
Its UV mapping is OK in my book.

Allow me to rephrase:
When it comes to making a refined, polished hard surface sculpt, it can be done completely in zbrush.

With 3D coat, I feel it's only good for a base sculpt to be used as a starting point, but you retopologize it for proper edge flow (because 3D Coat sculpts with TRIANGLES/ Triangulated voxels) and do %75 of the work in another program, compared to Zbrush where you can do the entire thing and have it look great (see attached), then just retopologize and bake.
>>
>>633448
I agree Zbrush is vastly superior sculpting program it's just that >>633440
>only seems good for rough sculpts that are retopologized in other programs.
made it sound like you would use something else to retopo, even thout that is one of the strongest 3d-coat points.

As for hard surface sculpting, I would never try sculpt from scratch, I juast cannot get it to look clean, but detailing like https://www.youtube.com/watch?v=E5oQnOfM7Jo seems more passable.
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>>633453
>made it sound like you would use something else to retopo, even thout that is one of the strongest 3d-coat points.

Yes you're right, I corrected myself.

>>633453
>As for hard surface sculpting, I would never try sculpt from scratch, I juast cannot get it to look clean, but detailing like https://www.youtube.com/watch?v=E5oQnOfM7Jo [Embed] seems more passable.

That's kinda the path I took with what I'm working on, but I found it just takes soooo loooong.
And I know hard surface can be dome in Zbrush only because that's the method they used for DeusEx, and other games because it's so much faster than starting in a sculpting app, then having to fine tune it in a traditional modeling app.

I really had high hopes for 3D coat it because it has great retopo tools, but from what I've seen, it doesn't hold a flame to zbrush for hard surface sculpting.
>>
>>633331
Thank you my dude

>>633384
But that's sorta why I didn't, because I would rather matte grey everything than have every model with the same texture and a half-assed environment just for the sake of it. To me it's all or nothing, I either wanna texture and shade it at high quality, or I don't bother. Personally I prefer the look of the matte grey to that, but I get that you don't.
>>
>>633455
Well Zbrush has its own poly modeling, and 3dcoat doesn't (unless you want to use retopo tools for that, which is not ideal), but nothin stops you from modeling in maya or other software, and importing into 3d-coat.

I've seen good hard surface sculpts made in 3d-coat, you can do many cool things with the program, but then again you can sculpt in blender, and skilled 3d artist can use any software to make something good, but neither of them live up to zbrush when it comes to sculpting capabilities. If money is not a problem, then zbrush is just the best.
>>
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bike wip
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We showing off NPR?

I'll be honest, I've never tried it before but I've made an attempt.
Was trying to go for something inspired by Moebius or similar. I think I fell a bit short of the mark. His style is a bit weird to emulate, though it wasn't supposed to look exactly like something of his, just inspired. Trying to mix large flat-shaded areas with gradients and stuff is harder than it seems from just a cursory look at his work.

Honestly I wish I knew how to use Freestyle. I'd love to put some linework in it, but I have no clue how it works.
That and figuring out how to make a 3d render look like flat 2d.
>>
>>633428
>>I struggle with depression and motivation issues.

£10,000 says you have undiagnosed ADHD-PI. The PI stands for 'primarily inattentive'. It's the version of ADHD that goes completely under the radar because the kid isn't necessarily jumping around and going nuts - he just appears to be not listening and disinterested.
It stems from the same problem with biochemistry though - poorly regulated levels of dopamine, and is treated the same way - with a dopamine re-uptake inhibitor; methylphenidate hydrochloride, aka Ritalin/Medikinet etc.

Go see your doc about it. Seriously. Getting put on methylphenidate changed my life.
>>
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>>633474
Nice. Are you that guy who did that weird Pepe animation?
>>
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How should a straw roof texture look for this style of buildings?
>>
>>633479
Composition wise bottom of your image is too empty.

>>633488
Desaturated yellow? You weren't specific in your question, but I am sure you can find some references.
>>
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Everyone Hop on the NPR train!

Here's another test, I wanted the outline to maybe look dirtier, but I think it turned out too thick
I'm not sure if it's better than>>633301
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https://www.ikea.com/au/en/catalog/products/90329093/
>>
>>633516
Don't know if this is what you're alluding to in your post but you know every image of every product in the ikea catalog is CG? Absolutely 100% of what you are looking at in any Ikea literature is synthetic, and apparently every single product shot, no matter how minor - like a door handle or table leg - is rendered to something like 10,000 pixels in case they decide to use it in a giant billboard campaign.

Is true.

Ok, carry on....
>>
>>633517
I know it's all 3D, just modelling something on my desk.
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>>633518
Ok - well crack on with your.... Apple store fishtank or whatever it is. Looks like a lot of fun.
>>
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>>633440
>fat guy sticking his tongue out with a dick on each cheek and a cock and balls on his upper forehead
>>
>>633516
The description reads like something straight out of The Sims 4.
>>
>>633523
Last Sims game I played was The Sims 2, and I agree.
>>
>>633520
Do you realize archvis is a thing, bruh? This model is 10-20 minutes to make, and as much to texture and costs about $20 if your CM is any good.
>>
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>>633522
What the fuck bro how do I unsee this
>>
>>633532
>CM
What's CM?
>>
>>633540
Client Manager.
>>
>>633507
>Composition wise bottom of your image is too empty.

That's on purpose, I do graphic design mainly, and this is the cover of a catalogue/calendar for a university. The bottom is the space I left open for the title and information.
Just didn't want to include all that in the render because I'd like to stay somewhat anonymous.
>>
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>>633481
I've been diagnosed with Autism Spectrum Disorder, I always thought that was the cause, but you could be right. I've always had issues finishing/focusing on tasks. I'll go see a doc, thanks for the suggestion.

Also been experimenting with using modular assets to create a low-res/lowpoly game world in Unreal 4 lately, although it has no consistent style, so I'm gonna start narrowing down a more refined 'look' for it.
>>
Base female mesh intended for a short animation
>>
>>633587
>>
>>633587
>>633588
Is it supposed to look human, or attractive? Just download a base mesh.
>>
>>633591
Yes and not necessarily.

Whats wrong with doing it myself?
>>
>>633587
>>633588

too many vertices too early

your ''female'' is proportionally out of whack. the face looks like an old white guy, the "breasts" look like misshapen pectoral muscles. The clavicles are shaped weirdly, the form too much of a deep V shape, and there aren't any sterno-masto muscles. The stomach is far, far too flat, and there aren't any feminine hips at all.

At the moment, what you have looks more akin to a skinny guy with low testosterone, and two low-reaching cancer nodules latched to his pectoral muscles.

What you need to do is start over, in all honesty. Grab a background image and use that as your reference. Go to Sketchfab, search for highly rated female anatomy models, and familiarise yourself with their proportions and muscle placement ( 'ecorché is a term you might want to remember )

As for boobies, I always recommend that you sculpt the female body first, and simply the pectoral muscles without the boobies. When you're done with that, mask out where you want the boobies to be and pull them out from there. Otherwise, you could push and pull a sphere of some sort to get a nice shape, then bool it to your mesh.
>>
>>633595
Now, this is actually fucking useful.

I reused the body from an older project, and used half spheres to create the boobs. (Pictured)

I think I badly mangled the proportions when I tried to make the body "leaner"/"skinnier".
>>
>>633191
Actually crushing don't fuck up your foles..
you just need to save your file at least once. If photoshop crashes, when you reopen it, everything will be on it's place, with (recovered) on filenames, you just need to owerwrite over project PSDs.
Or you can just open quixel after you opened photoshop, it'll open where it was, but then you'll have to save recovered project as new one.. ))
I know this still sucks, but it's much better than losing everything..
>>
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>>632250
here is an update. I still need to work on the plant density though...
>>
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Is it ok to just keep increasing dynamesh resolution (I'm currently at 256) as you continue sculpting? Grassetti seems to have subdivided his mesh in the torso tutorial. I guess he's using dynamesh too but it's not expanded so I can't really see his resolution.

>>633708
>>
I don't really know what to change in the face anymore. Any tips?

Also, how should its skin look like? It's supposed to be a greek god for an animation. I know greek gods usually are handsome but I want a new view on it
>>
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>>633741
>>
Done with my Platelet chan!
https://sketchfab.com/models/fbb11a6769944060867232dbca3ea10e
>>
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>>633721
Looks nice. Turn down your fog density and play around with exposure and sun intensity, there are areas that are too dark and too bright. To clearly see your contrast without colors set the image to grayscale and pinch your eyes really tight, this will help you see what is really going on. You need to easily distinguish every important area on the picture while pinching your eyes, now there are two really bright spots - the sky that is one with the roof of the farther shed and "ray" on the bridge, and two really dark shed parts that do not catch light. Actually plants and everything else is easily distinguishable. Here are some quality references we have in our company for newbies. I clearly see the mood you're going for, but you're doing it wrong and I'm not sure what would help you because I only do interiors.
>>
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>>633745
Here I outlined bright and dark spots.
>>
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>>633484
Not that guy. I wish I had enough time for it.
>>
>>633723
You went too high in resolution too fast. There is no right way, but I've found that doing low poly base (like 32 dyna) right and then only using subdivide levels is generally more advantageous than remeshing very often, because you lose a lot of details each time. Also you need to work on every part of the body at the same level, which subdiv levels would help you with, because you have a solid base for torso and the head is totally undoable at this resolution.
Also proportions are a bit off, legs and pelvis are too puny for this type of body and a bit short.
>>
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>>633741
Are you doing this by yourself for fun as it goes or do you have any specifications from somebody else? How many polys is this?
This face (head?) looks like it had it's skull beneath it smashed with a concrete block, especially in the middle third. And also it looks like a leaf blower blows at maximum power in it's face and the face just wiggles randomly because of the air pressure.
See image anyway.
>>
>>633551
I like this image, it looks like stockholm and goldsrc and really gives me a Cry of Fear vibe
>>
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first time using blender
here is this thing lmao
not really a wip just messing around
>>
>>633058
>>633060
>>633122
Fantastic. Can you show topo?
>>
>>633432
>>633417

Do you have a site/artblog?
>>
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>>633095
>>633210
Oh god... this is the best thing I've seen on all of 4chan in a long time. I literally LOL'd. Thank you. Great work!
>>
>>633587
Looks like Aloy from Horizon.




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