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File: Untitled.png (1.96 MB, 1920x1080)
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Another blog post of a guy hoping to make it.
for reference i never complete any projects cause I'm lazy and I lack discipline, also because I have a day job.
Let's see if I can finish this time, goal is to finish a base mesh with game res and textures, as well as eyes and hair cards.
Also, please feel free to destroy me, I value your opinions.
>>
File: Untitled2.png (1.58 MB, 1920x1080)
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Planning ahead with a mouth bag and fleshing out details a bit more.
>>
>>970317
Time to move on anatomy schizo. End of an era for Pixologic. Blender still isn't industry standard. Autodesk is still king. Mass layoffs happening right the fuck now in addition to WW3 happening soon. It won't be long till you see actual ecorches when it starts.
>>
>>970317
who dat jav
>>
>>970324
>schizo
based on the rest of your post I'd say you're projecting
a lot
>>
>>970324
You are the only schizo here and you sign all your posts
>>
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>>970324
I don't care about industry standards, I'm not trying to get an industry job anymore, I just wanna do my own thing.
why are you even talking about the end of the world man? ha ha

I'm just gonna continue sculpting my sexy jav girl if you don't mind.
>>
>>970328
beats me
>>
File: Video.webm (1.75 MB, 1920x1080)
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Going for a Julia type body here.
>>
File: Torso.png (1.38 MB, 1920x1080)
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>>970399
>>
>>970402
Anon, that ribcage is atrocious, put more volume on the front, because it makes the breasts look deflated
>>
>>970402
I'm not seeing the relationship between the latissimus overlapping the serratus anterior, also your infraspinatus is lacking volume, and the teres major is not well defined. You're also missing the insertion of the obliques into the anterior superior iliac spine.
>>
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>>970413
>>970425
The ribcage definitely is quite off still, thanks for pointing it out, and once I connect the arms I'll be able to refine more the muscle groups interacting between the torso and the arms.

I'm still early on in the process so the model is gonna look wonky for a while, hopefully comes together at the end tho.
>>
>>970324
>Everyone's goal is to be employed to the machine
>>
>>970493
Why do you want to be employed by that British boxer? Does he have a company or something?
>>
File: T2.png (1.08 MB, 1920x1080)
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Managed to do a bit of work today.
Merged the arms to the rest of the body and refined the torso and back a bit.
>>
>>970556
Nice anon, looking pretty good
>>
>>970556
This your first time doing character art? Either way looks good bro. Keep going
>>
File: Untitled.png (1.33 MB, 1920x1080)
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>>970562
thanks anon, I'm trying my best this time
>>970683
not my first try but also haven't successfully finished any characters ever
>>
>>970691
it looks good bro, Im going to save this thread to learn from your sculpting workflow
>>
>>970710
I'm not really doing anything new here to be honest, just some good old sculpting
>>
File: Head.png (1.2 MB, 1674x984)
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Time to work on the face
>>
I wish I could make realistic sculpts like that.
>>
>>970745
You can, it's just a matter of time and practice.
>>
File: ZBrush Document.png (1 MB, 1419x984)
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Update on the face, this is pretty much as far as I'll go before retopology, I'll flesh it out more once I add subdivisions.
>>
Please let me know what you think.
>>
>>970943
Looking good Anon, are you going to paint the details, i love sculpting that shit
But people nowadays use xyz to make high frequency details, I guess it has much more detail
>>
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>>971037
I'm gonna use xyz for the color map and some of the skin details but only because of time constraints, I usually do a combination of projected details + hand sculpting, it is fun to do but it takes a long time to do only by hand.
>>
File: Untitled.png (1.75 MB, 1908x1068)
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more work on the back
>>
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>>971136
almost ready for retopology, please let me know if there's anything off so far.
>>
>>971137
It looks good anon, pretty clean sculpture
>>971135
I agree it takes a lot of time, are you going to make her realtime or use Arnold/cycles?
I have tried to get decent looking skin on cycles but it's just not right. It always looks a little bit plastic to me
>>
File: 彼女.png (1.78 MB, 1920x1080)
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>>971151
It's gonna be real time, I got no idea how to render anything on Maya, definitely harder than real time.
>>
File: BT.png (1.25 MB, 1708x1080)
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After giving it some thought, I'm gonna go for the slimmer type this time.
>>
>>971136
Female ass has little diamond of fat where the back meets the butt crack. This fat pad is unique to women.
>>
>>971398
thanks, I will add it
>>
>>971377
looks better anon
>>
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>>971416
I think so yeah
>>
>>971545
Are you going to start retopo?
>>
>>971377
First body type is kino
>>
>>971545
You and Cris are the only ones posting nice things on this board.
>>
File: 彼女練習.png (1.33 MB, 1674x984)
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>>971593
very soon, I'm gonna learn rigging with this model so quality is my upmost priority here, before moving on to that I need to make sure I'll be able to push the final quality of the model once I have subdivisions.
>>971609
agreed, that's why I ended up going with that one.
>>971659
used to be a lot livelier that's for sure.
>>
>>971715
>used to be a lot livelier
I know that, I am an old fag, and a really old one
>>
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topology bump
>>
>>971908
Nice Topo anon, you should put not geometry where deformation occurs. I can't wait to see the final results
>>
>>971715
It's for a lewd game?
>>
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>>972090
Finally able to continue, I managed to upgrade my pc, I was still using an Amd fx cpu from 2012 so now I can work more comfortably.
>>972167
Hopefully, I want to learn how to rig and animate, maybe I'll do some nsfw stuff if I see a chance of it becoming a viable income source
>>972090
Thanks for the advice, hopefully comes together.
>>
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We got clean geo now
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>>972650
Good work anon keep posting , i really like your workflow
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>>972650
nice, maybe the neck is a little slim on the front?
>>
>>972657
Thanks anon I'll do my best
>>972677
Yeah I still got to project the details from the sculpt, add subdivisions and flesh out the model more
>>
>>972650
Armpit topology looks garbo
>>
>>972650
Why does this look like a child
>>
>>972750
Grey Alien are usually depicted as tiny and therefore somewhat reminiscent of human children.
>>
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>>972733
We'll see how it goes, I'll probably do a few revisions as I go, I tend to iterate a lot, my goal here is to finish the project to the best of my ability cause I have trouble finishing things I start, as long as the end result looks good I'll be happy.
>>972750
I'm going for an Asian petite kind of body, I have someone like Ichika Matsumoto or similar type in mind
>>
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One last refinement pass before unwrapping and texturing
>>
>>972802
Once done, how do you plan to exploit it/use it?
>>
>>972802
Do you plan to "paint" or use existing textures set? Hand painting can be quite convincing in Arnold but look like shit in Daz/Iray.
>>
>>972850
Arnold shaders are top tier, but yes in other render engines it's not that easy, I cycles you have to paint nicer textures, also in reality time ones it's really texture dependant... I have never tried iray
Anon said that he was going for real time, so unreal I guess
>>
>>972849
I honestly have no clue, first I'd like to actually finish it, and I've been wanting to learn how to rig, but I really would like to make some money off of this, I applied for jobs cause I wanted to do character art but I was rejected every time. so maybe I'll do some nswf stuff cause I think people like that.
>>972850
to save time I'll wrap an existing model and then transfer the textures on to mine using r3ds, then clean them up in painter, I'll be using unreal engine cause pbr textures is what I know how to do.
>>
File: uvs.jpg (1.54 MB, 2048x2048)
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Uvs done, let's hope textures look fine.
>>
>>972904
>>972944
>move your head to separate udim
>grab a vface (you can pirate 3 korean/japanese heads)
>wrap and transfer maps
>head textured 90% of the way there
>dress character up as some vidya/anime shit
>make lewd poses
>???
>profit
>>
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>>972948
also, i'm feeling nice, so if you don't have a cgp account i'll upload one of these for you if you want. it's about 3gb/head so pick a decent host.
>>
>>972904
Look for the process to become a Daz's "Published Artist" then.

https://www.daz3d.com/community/community-publishing

If it fails, and i'd be surprised, you still can use renderotica.com and renderotica.com

Easy money on the side.
>>
>>972977
*renderhub.com*
>>
>>972948
>>972949
Thanks anon, I actually got the Sook #69 Vface,
it's the one I'll use to transfer the textures
>>972977
I'll look into how Daz works, I wonder how profitable can it really be cause models usually take me a very long time to make, nevertheless I'd like to create some value in my work, something people would be willing to spend money on, maybe even a patreon.
>>
>>972989
>Sook #69
good luck. if you're going for the coomer audience her imperfections are little harder to clean up than shihio (not very visible in the preview, but she's got some acne). the texxyz site has a bunch of free utility maps for makeup so grab those.
>>
File: Textures.png (1.62 MB, 1920x1080)
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>>972990
You're right, far too many imperfections, I'll go with Shiho.
>>
File: Projection.png (1.81 MB, 1884x984)
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I got lucky, projection came out really clean, barely any extra work, texture transfer and clean up is next.
>>
>>973005
good projection. i think you need to have another look at neck. i think it's too skinny and needs more volume towards the back. it 'tapers' a bit too much as well - i think it's the way you've doing the sternoclaidomastoid that's causing this.
>>
>>973006
also, the cranium feels too big and round imo. it should be squarer around the sides
>>
>>973006
>>973007
thanks, I'll make those changes, should be fairly easy to make changes at subdiv 1, I'll review the anatomy right at the end before exporting to engine.
>>
File deleted.
Amazing how good a job Wrap does, this right here took 30 minutes to do, at the most it'll take a couple hours to clean up in painter, all in all I think it saves a good 10-15 hours of manual work.
>>
>>973099
Also this is the point where I start noticing anatomical errors, like the forearm being too long compared to the upper bicep portion of the arm, etc.
>>
>>973099
What are you using for the body's texture?
>>
>>973114
>What are you using for the body
only my right hand the left one is busy
>>
>>973099
this one:
https://www.3dscanstore.com/base-mesh-3d-models-and-textures/textured-male-female-base-mesh
>>
>>973114
>>973122
>>
>>973122
thx

>>973116
lel
>>
File: ZBrush Document.png (1.69 MB, 1674x984)
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hey guys any feedback here? need some fresh eyes on it, been looking at it too long, textures and anatomy are still wip.
>>
>>973323
Thorax-rib cage/legs depth ratio is off.
I find the scapula a bit high.
I know strong legs are not uncommon with Asians, but still, strong legs are strong.
the neck feels like an inverted pyramid instead of being cylindrical of slightly pyramidal, also as the anon said, neck looks too thin.
Ears are too strong, out of proportion.
Calves/ankle ratio, whole legs...

At this point you should take a break and come back to it later.
>>
>>973323
>>973338
> I know strong legs are not uncommon with Asians
I like the legs anon, they are really Asian specially the Japanese bowed legs are top tear taste, maybe slighter less calf volume to match with the thighs, but the rest I agree, definitely the back of the neck needs some volume
It's looking good Anon, keep the good work
>>
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the wrinkle in the face makes the character look old.
slighlty bigger thighs and smaller nose would make the character look better in my opinion.
>>
>>973323
Don't be afraid to ignore feedback if your refs say otherwise, because bodies irl are weird from person to person
With that said, don't be afraid to ignore your refs when you are making something nice to look at
>>
File: 1.png (1.4 MB, 1785x914)
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>>973338
>>973369
thanks guys the feedback really does help a lot,
tried and tweak more a few of the things pointed out, hopefully this looks better? I'm really not aiming for perfect anatomy here but the closest I can get to something nice looking the better.
>>
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>>973395
yeah got rid of that wrinkle, and widened the thighs a bit, still needs work though.
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>>973396
yeah I'm going for appeal before accuracy, I tried going for accuracy before and it was just plain boring, this girl ended up being my main reference.
>>
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>>973418
>>
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I gotta say my first attempt at female anatomy has been magnitudes harder than male anatomy ever was, way harder to make an appealing model.
>>
>>973417
>>973420
Bowed legs are peak aesthetics, I would recommend to try to match the reference in that regard
>>
>>973417
The armpits are too fucking high anon
Lower them a bit
>>973422
Nice one, it looks great
>>
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>>973417
coming along nicely. i would try and correct this silhouette a bit. too straight down the torso and the transition to the hip is then too drastic as a result.

honestly it might just be worth lining this up in zbrush and 'tracing' it
>>
>>973416
Technical isn't your weak point, anatomy is.
Don't get me wrong, you're better than i am, but still.
>>
>>973473
I wouldn't consider anatomy my weak point, it is certainly not an easy subject and I don't think it needs to be perfect most of the time, I feel relatively comfortable with the knowledge I have and if in doubt I can ask for feedback, the rest I can leave to observation, which could be highly subjective and driven by personal taste, the tech side of things... now that can really be a headache.
>>973427
agreed that shit is kino, I'll focus on matching that.
>>973441
>>973460
didn't notice that, thanks
>>
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few old studies cause I don't feel like working today.
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>>973488
i'm having another look at this >>973460 and i think the whole head (minus the ears) could be 5-10% bigger. give it a shot and see how it feels.
>>
>>973493
Jigs up we know you work in the industry so stop flexing chud.
>>
>>973606
I don't know if you noticed but all the stuff I'm posting here is not finished and most of it has been lost, point of this thread is to change that and finish a project for a change, maybe then I'll have a shot at getting a job but so far no dice. so no I don't work in "the industry" whatever that may be.
>>
>>970394
nice dragon
>>
>>973642
thanks, it's from dragon quest
>>
>>973493
Something about his head feels "off' but I can't put my finger on it.
>>
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>>973737
admittedly my anatomy is kind of wonky, so there might be something off with it even if not immediately apparea2kmnt
>>
just posting old images and masturbating to yourself instead of actually finishing anything i see
>>
>>973788
How is your waifu sculpture going anon?
>>
>>973801
no you
>>973807
I've been too busy playing video games
>>
>>973824
Games instead of sculpting your waifu?
What kind of Coomer are you?
>>
File: ZBrush Document.png (2.7 MB, 1734x980)
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>>973833
I am a full on neet at the moment, so I will enjoy it while it lasts.
That being said I will not neglect my duties, so here's some progress I made today.
>>
>>973843
It's rather subtle but I added and cleaned the displacement map.
>>
>>973843
Looking nice my neet friend.
You inspired me to start sculpting my own realistic looking waifu too.
>>
>>973889
I'm glad to hear that anon, feel free to post in this thread, we'll make it the waifu general
>>
>>970399
>>970402
>>970320
>>970317
yo wat the fuck is this thread holy shit. fucking nightmare...
>>
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>>973930
yeah man show me a sculpt that doesn't look like shit for the first few hours.
>>
File: ZBrush Document.png (3.68 MB, 1674x984)
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halfway through the skin details, working with layers in case shit goes south, appreciate the feedback guys.
>>
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>>973938
>>
>>973937
>>973930
lol I take it back, just got to bottom of the thread. Fucking amazing.

...you just frightened me with those tits, and the multiple mouths at first.
>>
>>973938
Love it, are you going to use the displacement from the texture itself or are you baking from the sculpture? If you are baking, go a level of subdiv more
>>
>>973938
>>973967
guy who suggested the vface, personally the way i'd do it is:
- don't bother projecting details in zbrush
- bake a regular displacement in zbrush
- then in the renderer directly mix the zbrush displacement with the uncalibrated displacement map from xyz
- uncalibrated disp map needs to be split into r/g/b channels and mixed in different ratios

that map is huge, but you don't lose any detail this way at all. eventually you can just bake your mixed map out.

i will say i think you're missing a lot of mid-frequency detail in your face sculpt, esp if going for photorealism. this will probably put you in more doll like territory. you'll see it when you go into render and compare to for e.g. one of the scans.
>>
>>973488
>>973490
>>973492
overconfidence is first step to failure, thats not good anatomy
i rike your model, but you are anatomy be bad

you cna create main forms, but you understanding of muscle and tendon position just isnt there
>>973843
most annoying to me is how high the pecs connect to the shoulder on the humerus, leaves very little room for delts, also sternocleidomastoid connecting to clavicles alone annoys me
>>
>>973939
tone down the bump mapping. this is not normal human skin, this is some kind of anti-slip surface on a steering wheel.
>>
>>973967
I'll bake a normal map, this is a game model
>>973991
Man that is pretty similar to what I did, I separated the uncalibrated displacement map's rbg channels into their own files and put them on different layers in zbrush, then manually sculpt the rest, thing is, this is a game model so I'm going the PBR route and will be baking a normal map, colour, roughness and spec for use inside unreal engine so I will not be applying displacements inside a non real time renderer.

>i will say i think you're missing a lot of mid-frequency detail in your face sculpt, esp if going for photorealism

This is on purpose, I want this model to look like a modern final fantasy character or similar, since I really like that style, if I start pushing secondary shapes and tertiary details too much it will look too realistic and make her look older.

>you'll see it when you go into render and compare to for e.g. one of the scans.

I've done tests with a skin shader inside unreal, they look busted, real life people are ugly.
>>
>>974003
I know where I stand in terms of anatomy knowledge, I am by no means done learning and I value feedback always, so no, I still don't consider anatomy to be a weakness for me but I know enough to get where I need to, which means no, I am not overconfident when it comes to what little I know about anatomy I don't even know what gave you that impression.
>>
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>>974016
more studies, this is something I constantly do cause I really want to improve
>>
>>974018
meant for
>>974003
>>
>>974015
It needs to be done this way so that I can bake a good normal map, in engine I will be able to reduce the intensity by adding a slider.
>>
>>974016
>I will not be applying displacements inside a non real time renderer.
>I want this model to look like a modern final fantasy character or similar
oh fair enough in that case. i don't really do real-time or stylised stuff. fwiw:
- get into unreal asap, you'll make a bunch of changes after seeing how it shades. it's always the case
- maybe go up a subdivision if your machine can handle it like the other anon said. it does feel like you're losing too much detail during project. or just blend the maps in painter or smth. that said, i think you'll probably end up barely using it for that ff look, so yeah just do a shading test first.
>>
>>974033
I believe that's the case, he needs to go 1subdiv more, since he's projecting the displacement to later bake on a texture a normal map, because it's real-time and 16k displacements are not what it's used on realtime.
If he needed to render in Arnold I wouldn't even mind to project on Zbrush, I would use the textures like they are.
>>973938
I recommend go 1 more subdiv and mask and inflate the details for the lips, so they are more noticeable, I usually mask by texture and I use the cavity map to do it.
Now it's still a bit noisy, but it's just lack of resolution. The body is ok, I don't think that is exaggerated, because with sss it will tone down a bit.
>>974003
I don't think that he is overconfident, he takes criticism of his form and anatomy, and correct a lot of things Anons pointed out. So you are taking things completely out of proportion.
>>
File deleted.
>>974033
Yeah I agree, I decided to take a look at how the model looks in engine, here's a first quick look inside unreal, I'm kind of skipping ahead a few steps and jumping into the engine but from here on out I can go back and forth reimporting textures as needed.
Also got to get cracking at the eyes and hair.
>>
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>>974044
yeah ended up baking a normal plus a detail normal texture tile in engine.

>I recommend go 1 more subdiv and mask and inflate the details for the lips, so they are more noticeable.

yeah I'll just crank up the layer with the details in zbrush and rebake the normals, I'll probably do it a bit later just to do something out of zbrush for a while.
>>
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>>974057
added the eyes, still gotta work on the roughness/spec/makeup and all that but I think I'll tackle the hair first just to get a better feel for the look.
>>
>>974251
It's looking nice anon.
Yes, I think that you should put eyebrows, and eyelashes as soon as you can, because faces change a lot when you put them
>>
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>>974057
>>974058
>>974251
pretty good so far. the lipstick mask looks a bit smeary, but not sure if it's just weird SSS.

also, a few people have pointed out issues with the clavicles, but it's still the weakest part of the sculpt. i've done pic-related to highlight problem areas.

i think you're misinterpreting the shape of the clavicle and yours isn't curvy enough. i'll post an anatomy reference next
>>
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>>974295
>>
>>974251
>>974295
Agree it's too rect, also I would slim the ribcage on the top just a little bit so it's not as boxy, and also lower the armpits.
>>
>>974296
>>974295
>>974251
Op can we get a top view?
> I would slim the ribcage on the top just a little bit
This
>>
>>974295
Don't bother, that guy moved on to port his character before solving anatomic mistakes.
>"I wouldn't consider anatomy my weak point"
I still think he has a lot to learn.
>>
>>974310
They are simple corrections, even with a small corrective shape key you can fix those issues. Working on the textures doesn't mean that he can't fit them
>>
>>974310
it's no big deal, man. back and forth after checking renders is very normal. should happen dozens of times during personal projects.
op's anatomy is pretty decent, but he has some blind spots. he's taken feedback well so far.
>>
File: feedback1.png (1.34 MB, 1920x1080)
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>>974258
yeah need to get on it asap, admittedly I struggle with the hair workflow, I don't know which technique/software is the best but I'm thinking of going alembics for the eyebrows and eyelashes plus maya gs curve tools for placing cards. I saw a workflow of placing the cards in zbrush but I don't know if that would be faster.
>>974295
>>974296
>>974301
>>974303
ok here it is, I made a few small changes and compared to a scan, what do you guys think?
>>974310
Again man.
I've seen people stuck on anatomy studies for years unable to move further along the character creation pipeline thus being unable to understand that there is more to characters than just getting trapped in the zbrush perfect anatomy sculpt loop, just because they saw one too many Raf Grassetti videos and now they're stuck endlessly working on perfecting their anatomy. I don't wanna be one of those people, there is more to creating appealing characters than just "perfect anatomy", whatever that may be.
>>
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>>974330
taking another look at it, I probably need to narrow the shoulders right?
>>
>>974331
Looks much better Anon
No I don't think that it needs narrow shoulders, but that's preference
>>
>>974331
I would take the redness down her breasts she doesn't have boobs big enough to have that coloration there, other than that, Anon is right, eyebrows and eyelashes are a must
>>
>>974331
The transition between the collarbone to the tendons of the neck looks weird.
The collarbones are also too pronounced towards the shoulders.
>>
>>974542
>>974543
Thanks for the feedback, I'll take a look later.
>>
File: Untitled.png (1.34 MB, 1920x1080)
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Working on creating a hair shader from scratch, shit's boring so I'll be abandoning the thread and hope it doesn't die by the time I'm done.
>>
>>974953
I can't wait to see the final results anon, been lurking the thread
>>
>>974953
Looking good Anon
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>>974331
Are you making a 3d Tulpa?
When you concentrate so much making digital sculpture do you accidentally create a Tulpa?
>>
>>973420
>>973460
>>974295
MODSSSSSSSS
she looks 14
>out of 10 lmao
>>
>>972904
NSFW stuff can be potential big money maker. Wish you all the best. Keep posting, your work is very interesting compared to the other stuff I've seen around here
>>
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ngl struggling to finish the project, turns out I have a crippling addiction to video games and browsing 4chan, haven't even gotten started on placing the alpha cards for the hair
>>
>>975796
I saw your thread, the answer is no
>>975688
>>975692
thanks
>>975900
well yeah but I imagine you'd have to have a decent output for it to be profitable, that right there I have to figure out.
>>
>>976683
>I have a crippling addiction to video games and browsing 4chan
Don't we all.
>>
>>976940
after being laid off I used the severance money to build a new pc because I saw wanted to work more efficiently, but it's been very detrimental to say the least
>>
>>976683
You can do this, Anon!
>>
>>976945
At least you are not a Coomer
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>>976978
I am though, but I haven't gone off the deep end yet
>>
File: ZBrush Document.png (2.16 MB, 1674x984)
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Almost got filtered by the eyebrows
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ok I'm taking a look in engine with the eyebrows and eyelashes on, gotta do the hair now, good thing I have the hair shader good to go after spending a couple weeks on it, so let's see what happens, hopefully comes together.
>>
Mods please don't delete my posts, i believe nudity here is justified as it is part of the process, I also want to look at past posts as a reference for how the project evolves.
>>
>>977287
+1 for mods dont delete bcs she is hot af
>>
>>977287
holy lookin good
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>>977287
Looking really good, hope you keep going!
>>
>>977368
>>977396
thank you anons I'll keep working on her
>>
File: HairBlockout.png (2.16 MB, 1855x971)
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Here's the hair blockout.
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>>977474
I'm waiting for you to finish modelling her and cook something good lol
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>>977538
well anon I suspect I might be creatively bankrupt, but we will see
>>
>>977287
Even though female faces are really soft in terms of plane changes, the Vermillion border, Mental fat (chin), Depressor labii inferioris, and the Modiolus need more distinct definition. Also, where the philtrum and nostrils connect needs some tweaking
>>
>>977786
I purposefully understated certain facial features to avoid making her look too realistic
>>
>>977474
Lovely!
>>
>>977802
ahh it's just that the body was anatomically realistic, so I thought my feedback would help the face reach the same level, my apologies
>>
>>977828
well I wanted to create a more realistic character at first but ended up going in a different direction later on, basically I had no clear idea or direction of where I was going with the character because my primary goal was to actually finish a project, something I've never even done.
hopefully the disparity between the body and face is not too jarring in the end.
>>
>>977474
Literally a tourist from /his/ but have to bump this thread. Keep on keepin on.
>>
>>977474
Anon you are slow, I started sculpting my waifu because of your thread and I finish her 2 weeks ago.
It's looking good bro, you need to finish her
>>
>>977940
His problem is his own pride about making everything himself. Could've just resorted to being a base mesh boy to help him finish this faster. No direction = never going to finish. All he has is a nude jav model to go off of. Not even a concept art to follow. No other organic assets. No idea what the final render will look like. Nada. He probably just wants to edge on his project and call it quits.
>>
>>977936
Thanks anon I will
>>
>>977940
I promise I will finish soon anon, I'm glad to hear you finished your waifu, it certainly is no easy task.
>>
>>977956
ngl you make some good points, but I prefer to make my own stuff cause most of all I enjoy the process of creating something from scratch
>>
File: Maya.png (1.35 MB, 1920x1080)
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Hair takes time anons please understand
>>
>>977961
Impressive, but I can't help but notice how recessed her cheekbones are. It's especially noticeable here >>977474 and it makes her face look flat. Is that intentional?
>>
>>977962
Definitely not intentional they really do look too flat, I'll do some final adjustments after I'm done with the hair, thanks anon.
>>
>>977956
Nah, I made everything from scratch and I finish it earlier, but I'm more used to work on a deadline, also I don't fap to my models.
I don't think you need a concept, just a reference, because its just a naked Japanese girl, maybe he can put her on a kimono or something, but you don't need concepts for that, just references. If it was something like a fantasy Japanese samurai girl with a weird costume/armour your definitely need to concept more, but what he is doing is just an attractive Asian without any clothes
>>
>>977959
No, it's not easy, but you are going to make it bro, take your time
I'm more quick because I do work with heavy deadlines
The hair is looking good
I wish I could post it on here, but already some people on the industry think that my character is too sexy, so I guess I did a good job. Fuck I hate this gay industry so much.
>>
>>977962
>>977963
I don't see the shallowness. Like at all. Be careful adjusting her face. Be careful that you don't sabotage a good thing.
Asian faces are typically flatter than other races. Not trying to insult asian people or anything. It's just a trait that makes asian people look asian. If you remove that flatness, then she might look very different.
>>
>>977956
That's how good artists work, you are an amateur
>>
File: wip.png (1.36 MB, 1920x1080)
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Progress today.
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>>977989
too sexy? well that's a compliment, who cares about the industry anyways.
>>978036
now you made me paranoid haha, I'll try not to touch it too much.
>>
>>978049
Based great thread. If you're planning on using this model for commercial purposes I recommend you follow industry standards and give her huge boobs
>>
>>978071
theres great demand for pechapai in the market
>>
>>978074
>>978071
what do you think would be the best way of making money off models like this one?
unreal store? pixiv? twitch streaming? somebody even recommended daz,
thing is idk if I'm good enough to be profitable and I really would like to start making some money off the skills I have now, instead of spending another year learning animation while being broke.
I just don't wanna do customer service anymore...
My last job payed like 3 dollars an hour, getting yelled at by Americans all day long for 12 hours everyday, and 60 hour weeks for which I only got payed 50, it's so dire.
>>
>>978106
kek where are you from anon
im an american and my old call center job got outsourced to vietnam shortly after the pandemic. it sucked but I hear it's even worse for the viets who took over, shitty hours and all that plus basically having to be nocturnal to account for american time zones. fortunately managed to escape it right before it happened though but my friends there were not so lucky. hope you make it, customer service is a soul killing work for sure.
>>
>>978108
I'm from Mexico, and yeah I've been told a lot of customer service jobs have been outsourced to Vietnam and the Philipines, working conditions are horrible though, you are indeed very lucky if you got out, there are a lot of different industries active in the US so if you're willing to apply yourself you can switch to something else, or so I've been told, sadly Mexico has an awful work culture and even worse salaries even if you're fully educated.
>>
>>978303
ah that's rough man, hope you figure things out. i really like your work, how long have you been at it? got any socials?
>>
>>978106
From the model alone you're not gonna make much money, because the model itself is a pretty niche item that only creators will purchase, so your buyers are limited to people who want to make things but for whatever reason don't want to model their own character.
Doesn't hurt I guess to put it on sites to sell it's not like anyone's going to steal it and become rich.
If you want consumers to buy you'll need to do your own animations and since your a dirt poor thirdie you'll have to rely on cheap or free sound packs until the ball is rolling. Seems like a full time job though to make that kind of shit and I don't know how good the returns are for the time
>>
File: hrs.png (2.2 MB, 1800x1040)
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Continuing with the hair, I'm still gonna add another layer on top of this one, jumping to engine to see what it looks like for now, might even do a couple hairstyles just to get comfortable with placing alpha cards.
>>
>>978315
7 years now, since around 2017, I'm not really posting on socials anymore. if I get the hang of things and can produce content regularly I might give it another shot but who knows.
>>
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>>978567
Show her feet???
>>
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>>978633
>>
>>978567
Her race is a bit ambiguous, she doesn't look Japanese, maybe mixed?
Looks good anon
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>>978647
I'm being influenced a lot by final fantasy characters, the ethnicity is kind of Japanese but not really, I guess hapa would be the best way to define it.
>>
>>978654
You're definitely on the right track anon, as I was also thinking that it looks like a model which would fit into the style of the new FF7 remake games.
>>
>>978665
Thanks anon, glad you think so, I want to create a character that would fit in that universe or similar, really love the way japanese devs model humans and being able to emulate their style would be great.
>>
>>978567
>>978485
ears feel a bit big now that you've got the hair on
maybe take off like 10% from the top.
keep going though, you've made good progress.
>>
>>979084
sure thanks, definitely a bit too big
>>
File: SS1.png (2.38 MB, 1920x1038)
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She decided to try pink tonight.
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I'm still gonna do some dither for the hair among other options.
>>
>>979132
The weird color on her chest is from the texture i haven't finished cleaning up btw.
>>
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>>979132
He
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>>979132
Your work is excellent, you should just finalize and submit applications for jobs.
>>
>>979137
She anon she's a she.
>>979147
I'll try again for a job after finishing this project, but I gotta learn marvelous designer first.
>>
>>979132
Feet are looking pretty nice even if we can't see them up close.
>>
>>979346
They look good but yeah they kinda just need to be there as the focus is on her face, I'm also gonna be adding clothes and shoes so feet are kinda low in the focal point hierarchy.
>>
>>979396
Understandable. When do you think (s)he'll release?
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>>979396
> Not focusing on the feets
Total waste of potential anon, my pain is immeasurable
>>
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>>979443
to be honest I don't know, I'm just taking my time with the hair right now and the model in general, I really really don't wanna half ass it.
>>979452
The feet will be the same quality as the rest of the model, they're just not the focal point here.
>>
>>979467
Of course, take your time anon. It's great so far.
>>
do you have experience in 2d/drawing?
>>
File: AnatomyStudies.jpg (2.57 MB, 2218x2424)
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>>979659
I used to but wasn't very good at it so I decided to give 3d modeling a try and abandoned drawing entirely back in 2017
>>
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I remember it was fun though.
>>
>>979671
>>979672
You drew these?
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>>979693
Yes these are my drawings, I was posting on /ic/ around 2014 or so, I may pick it up again but idk if I can juggle both 2D and 3D at once.
>>
>>979694
Yeah, maybe good to stick with 3D for now, but I think these drawings show a lot of promise anon.
>>
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>>979697
it's difficult to know what could have happened if I went one way or the other, but I think 3D has been way harder to learn than 2D ever was. Drawing was like a tool for me, helped me understand shapes a bit better and faster than sculpting them
>>
File: Style2.png (3.11 MB, 1919x1040)
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NEW HAIRSTYLE.
maybe not there yet, I'll do a couple more.
I'm gonna do 2 hairstyles and then clean them up, this one still has some clipping and what not.
>>
>>979824
previous was good, but cut was too high, you didnt think on where the hair line starts

>>979467
armpits corner is still too high, big problem since early wips
>>
>>979835
Yeah definitely cut looks too high, thank you for pointing that out, I know the model still has issues though I think they're minor, save for the armpits. I'll be fixing them to the best of my ability.
>>
>>979824
CUUUUUTE
>>
>>970394
Incredibly based.
>>
File: Untitled.jpg (1.93 MB, 1920x1039)
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Got fired from my new job for being distracted, good thing I have time again to work on my model.
Ended up reworking the hair from scratch for the third time, hopefully the last one, some minor tweaks to the face textures too.
>>
>>980811
Can you show us a full body shot?
>>
>>980811
better result on the strays, but i would encourage you to try and wrap this project up quickly. maybe aim for the end of april / mid may depending on how much time you can work on it.
i'm sure you've learned many lessons along the way and if you were to start on a new character you could get to a similar (and probably improved) result within a week.
>>
>>970317
This is the type of blog post anons should be doing, great job OP, the progress is insane
>>
>>980811
Based. Wagiecucks on suicide watch
>>
>>980861
there's one here >>979132
>>980869
Thanks, I know 4 months is a long time for a character but even when I have the know how my skills fall short a lot of the time, I did learn a lot making this though and you're right gotta wrap this up soon.
>>980878
Thanks, It was thanks to all the feedback I got from anons here.
>>
>>980888
Lmao, you should be getting a job first before anything. What's the point doing your waifu if you can't even hold a job from start to finish?
>>
>>980943
Those 2 things are not mutually exclusive, who says having a job is a requirement for someone to be able to do whatever they want with their time?
I admit I have been a wagie for most of my adult life and if anything I feel stupid for not throwing it all away to focus on something I actually enjoy. There is no "start to finish" to wagecuckery, it goes on for as long as you let it.
>>
>>973420
wtc reference pics like this? any particular repository or search terms?
don't have to be Asian. just decent ref
>>
>>980997
check /ic/ they post them on the artbook threads.
>>
>>981075
gratzi
>>
File: Untitled.png (2.36 MB, 1920x1041)
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got rid of the redness below the breasts, all things given I think I came pretty close to the intended body shape.
>>
>>981095
Very nice
>>
>>971398
>unique to women
Women are women bigot.



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