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A thread for work in progress of your projects for (horrible) feedback by the community.
Previous Thread: >>1009306
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needed to create a UI for the bones.
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Made an RV with interiors 'n deployable awning
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>>1014116
load the rv in vr
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do these hands look ok?
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Working on 3D OC art, I am a beginner

>>1014140
They look fine to me.
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Second model I've done, following guides obviously. Suggestions for it to look better or critiques?
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>>1014295
1. perfectly sharp edges are basically impossible irl. there's always a little bit of bevel/rounding. the hardsurface parts of your watch definitely need it.
either bevel on the geometry itself, or look into bevel/round corner shaders in your renderer
2. look up imperfection maps and how to use them. you can use them to add a tonne of detail very cheaply.

>>1014140
please look at the side view and then look at your own hand. you have reference irl.
>>
>>1014295
quality as fuck
>>
>>1014295
>critique
I'd say the background could use some work
>but how
I'm not an art director, but the quality of the render (the watch) is so good that the background kinda brings the quality down
>inspiration
look for luxury tier watch brands advertisement and product placement, get inspired
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>>1014092
bone UI made
eye textured
now to the main textures.
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>>1014340
>>
>>1014140
They are not quite right
>>1014295
Bevel the edges, and get a good studio hdri, lighting is not the best on your render.
>>1014340
Fur direction can help to sell it more as fur
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>>1014343
sadly, I can't afford substance painter nor the addon.
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>>1014277
Tried to fix it up a bit.
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>>1014298
Alright, I beveled some of the case edges by 3 segments, which I'm guessing should be more noticeable on macro shots. I tried looking up beveling by shader render options but it wasn't working really, it just added some weird shadow. As for imperfection maps, I downloaded some but non were looking right, which is something related with uv maps if I had to guess. I'll keep looking for the right one, because most of the maps I found were for very rough metal surfaces, and not quite fitting for a polished gold surface.

>>1014337
I put the model on a very simple background cause I'm more interested in learning how to model watches than general scenes, but I did tried messing up with the background and add a few things as you suggested, a vintage watch advertisement had the watch sitting on a mirror with some blossoms and petals around it, so I tried to mimic that advertisement format.

>>1014343
Some edges beveled, not all of them because it just messes up with the symmetrical shape of the watch, but most of the visible ones at least. I'll look up different hdri to get better shots, but the main focus for me remains modeling the watch itself.
>>
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>>1014418
And here the bevels, in green what I could do with no big complication (I had to merge and re position some vertex but nothing really complicated), in red I tried but it would turn the shape into something really ugly if I tried to apply bevels. Maybe in the future when I have more experience I won't run into these problems, but for now it just turns it into a mess. Also thanks for the suggestions.
>>
>>1014418
the bevel adds tremendous beleivability to it
>>
>>1014342
https://sketchfab.com/3d-models/pla-buneary-retopo-and-retextured-06eeb2131f5f41de93e1e5db77fd9937
>>
>>1014419
You can do them non destructive by using the Bevel modifier, but it looks much better now
>>1014344
You can project directional fur textures on blender mostly for the mouth part and then mix it with the original fur texture
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>>1014418
>background critique
I see what the issue is now, in the other pic you included an actual photograph of the watch, in the to left. I confused that with your render, which is good, but not a photography of the actual object, sorry for the confusion pham
>>
>>1014464
No its good, it adds to the presentation that advertisement suggestions of yours, I'll definitely be doing something similar when doing other watches. Putting simple stuff next to it that is, like petals, pencils, etc.
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>>1014427
Top:Lips too flat
Bottom: Why not space it to avoid that bump?
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>>1014357
The previous one looked cuter. Why are you making the head smaller?
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>>1014116
Furry looking hot, RV looks really nice too
>>1014140
Finger tips too thin
Webbing seems to reach too low.
>>1014295
>>1014418
Somehow I thought the reference was the 3d model. From a layman’s POV, you should focus on the material
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>>1014482
funny you mentioned it, but I'm trying to respect the doc as much as I can
as for the bump, I found a solution for the bottom lips.
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>>1014489
pic related
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>>1014489
>>1014490

I just think it would look better. Feel free to ignore me.
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>>1014427
>no genitalia under the wool
I am disappointed.
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>>1014501
I had to make it explicit If I were to do that (and possibly pull a Cumminham and charge you for it).
>>
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>>1014418
1. do learn uv mapping it's fundamental
2. you don't actually need uv's here, you could also use something called triplanar projection. this is also very useful so look it up.


as for imperfection maps there are some here that will help
https://www.artstation.com/marketplace/p/3yAy/free-surface-imperfections-pack

these do look quite extreme but you can do a lot by just manipulating them
pic-related is an example of such a setup where:
1. value node sets your base roughness value
2. the float curve allows you to manipulate the values in the roughness
3. the roughness map's values are then added on top of the base roughness (whiter = rougher)

the clamp is there for housekeeping

adding isn't the only operation. subtract, multiply, overlay, screen are all just as useful.

adding imperfections to roughness is just the start
you can plug scratchy looking ones into bump to add little scratches
you can use them to mix colour corrected version of diffuse maps together (e.g. the same scratch map in bump can be used to blend in a darker version of the diffuse colour in the scratched area)

have a play, i think you'll enjoy it. look up some tutorials on youtube to see how people use them.
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>>1014507
>manipulate the values in the roughness map*
>>
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Putting the finishing touches on this glock. Still have a couple more things to model like the takedown lever but here's some test renders.
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>>1014534
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>>1014090
I have been trying to create a model from niche anime.
While collecting references, I'm realizing how much anime cheats with the size differences.
Character can literally appear twice as large in the same shots. And there is no explaining it with perspective distortion.
>>
>>1014567
that's the world of 2D for you. Like all those 2 head tall characters with stumpy arms having no trouble reaching around things and grabbing them.
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>>1014572
That's why I prefer 3D, character sizes stay consistent and on-model.
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>>1014567
Woah... that dude's penis and butt is like totally out... in front of a girl too. Like imagine if he got a boner in front of a girl while naked and she saw it that would be so embarrassing
>>
>>1014575
Fun thing is the his penis actually very inconstaint as well.
In one shot is it is literally the size of a woman's head, in another it is girth the same as a sword
I have never seen something so inconsistent.
>>
>>1014573
not anymore. big production 3d is all about deforming meshes and forced perspective to mimic 2d animation. Side mouths and stretchy arms galore.
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>>1014579
I hate it, why would they take one good aspect of 3D and ruin it?
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>>1014580
you know why
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>>1014580
>>1014581
the people want 2D, not 3D
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I haven't gotten to sculpturing the ribcage, it's just a placeholder at this stage. Probably will start modeling his staff before returning to do more detailing
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>>1014598
that looks amazing, anon
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>>1014600
Thank you, anon
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>>1014598
the horns are awful, and I say this because the rest of the character design kinda rocks, so take the cape, the skull, the neck and shoulder pieces, those are cool af, but the horns are ... idk pham I don't like them one bit, about the red spheres, maybe an eye of sauron treatment to them?
>>
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>>1014634
Not my design(It's from Overlord anime), so I can't really take out anything from it. But the orb inside the abdomen I intend to try and make it something like this(pic rel)
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>>1014090
scrangly fella
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>>1014598
Mmm sexy Ainz
>>1014640
Looking good
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working on potions. Might be me but I think this one looks kinda tasty.
>>1014640
based kobold
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>>1014507
This is pretty cool, I think I finally got the hang of it and why it wasn't working back then, I had to adjust the uv of the faces by unwrapping them one by one so they look good and not stretched/blurry. This is great as it'll come just in handy for my future vintage watches models, thanks man.
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>>1014640
His tail looks like a penis.
Tell me that's intentional
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>>1014635
badass, nice nice
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>>1014295 here, now I've done a third one. Not particularly the kind of watch I want to focus on, but fun regardless.
>>
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Had an incredible breakthrough tonight. I finally figured out a smart way to clump curves together. I was DYING trying to figure this out for WEEKS. All of my ideas involved rotations. First I would align the points, and then rotate them to fit the direction of the curve. I tried a dozen different variations, and they all failed due to one thing: gimbal lock. No matter how sophisticated the rotation method was, I just couldn't beat gimbal lock. Eventually, I had to face the harsh truth: That no matter what quaternion support blender nodes *claims* to have, the output will always end up in standard euler, not quaternion. Therefore, I will always encounter lock. I had to find another way.

So I finally put my mind to it, and realized there was a simple solution all along: Lerping. All I really had to do, was get the starting tangent, normal and cross product for each guide curve. Project the root points to each, dot product, and that gives me the relative distances of the root points to the guide curves. And then for each point of the curve, offset by those distances. And voila! Perfectly clumped curves. They don't gimbal lock, because they're not rotation based.

There is one problem however. I made it so that the normals of the clustered curves, rotate in such a way, that the mesh faces perpendicular to the guide curves. I did this because the mesh is flat, and so if they're all facing one way, then when you look side-on, the clump seems to disappear. So by making them perpendicular to the guide, it mitigates how much you can see though. That much works perfectly, the problem however, is if I try to mix between the regular normals and the perpendicular normals. It creates twists in a few of the strands. Not 100% sure why, but I think it's because parts of the strands are mixing "over", and other parts are mixing "under", so to speak. And the twist is point where it changes from over to under, or under to over.

Anyway, I'm happy.
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i think it´s supposed to be a flowerpot dude?
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>>1014598
Some updates on this fellow. Almost done with the zbrush part of detailing. Soon I'll have to take it out and retopo/bake it to be able to texture it properly. But maybe I'll do his mask first
>>
The begining of this video features a gimp being deployed into the forrest and made me want to reacreate it. What a beautiful creature....
https://www.youtube.com/watch?v=EKtr96YdDEc
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lowpoly bake done, will texture it prolly next month
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anyone here working on a game or want to collab on a 3D game?
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>>1015040
What kind of answer are you expecting when you're being so vague? Try again.
>>
>>1015013
lmao
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>>1015042
>What kind of answer are you expecting when you're being so vague?
I'm just asking a general question if anyone here is working towards a game or has an interest in collaborating on a game
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Just reworked the eyes
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>>1015046
Someone started a /3/ collab not too long ago. I forget who it was, or what thread they were in. So I can't really help you find them. But it's was maybe only a couple months ago? I think it was being organized by that dev who made the sexy pacman game???
>>
>>1015040
Yes, lets do a MMORPG togheter! XD
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>>1015040
>>1015046
>>1015053
Actually, I would be interested, if it were a serious offer, but given the circumstances,.it won't happen anyways ...
>>
>>1015040
>>1015054
https://itch.io/jam/nsfw-minijam-19
This is starting just now, just to let you know
>>
>>1015047
good ratios on the face.
>>
>>1015040
Yes and yes.
I've tried to network with anons on /3/ a couple times and it fell apart each time, but I'm still open to the idea.
>>
>>1015055
>theme is stealth
So like a game where you have to sneak around a city and find secluded places to beat off, and there's actual jerk off cops patrolling you have to avoid.
>>
>>1015059
>>1015055
>>1015054
discords? I'm not an artist I'm a programmer
>>
>>1015064
aight
https://discord.gg/gtkHDHJB
lets try again
>>
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Put one WIP up on characters on a game I'm making in the last thread. Why not post another? Not sure if I'll keep them as whole models or chop them up into segmented characters like ps1 and n64 games yet.
>>
>>1015055
>>1015074
>>1015064
>>1015060
This is the jam's discord, find a team there if /3 disappoints
https://discord.com/invite/98m5PUgCU6
>>
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>>1014090
Is this too retarded for topology ?
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>>1015089
What are you trying to do?
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>>1014483
how about now
>>
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>>1014995
Update with the masked version of Ainz
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>>1014982
Small update to my hair thing. I switched from strips to tubes temporarily. Since I don't have to account for the direction of tubes, it avoids the twisting issue I was facing.

Using 17 guide curves, I generated this hair. The hair stems from points on a scalp, and clumps to the guide curves. Or another way to think of it: the hair extrudes from the guide curve.
Each strand's orientation is based on the randomness of the root points, thus they carry that randomness down the length of the strand. The randomness appears fairly natural. Though not entirely natural, because you can tell it's clumping in an obvious way.

I'm currently working on a method of interpolating between guide curves. It's proving difficult. But I believe that when I figure that out, then the hair will truly look natural.
>>
>>1015130
Does it have a performance improvement compared to other hair workflows?
>>
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>>1015131
No. It's geometry node spaghetti. It's also barely developed at all. It's as performant as Blender typically is, when you generate tens of thousands of curves, and give them a 4 sided profile.

I believe my actual node groups to be fairly efficient. Taking only about 106ms total, in order to generate 17,298 splines in this manner. Though I am only generating the hair within the radius of the guide curves, I'm not generating a full head of hair. Which google tells me that 90,000 hairs is on the sparse side for a human head. I do plan on hitting that target. When the guides and interpolation are done, I'm going to create a "Fill" group, to fill in all the hair that the guides don't directly touch, and have them interpolate automatically to whatever they're nearest. So yeah, with a 90,000 spline target, it's probably going to become slow as fuck.

So far, I find it more intuitive to use. Which is why I'm endeavoring this at all. The guide curves define the shape of the hair, and they don't move when you tweak the mesh. Because it's not UV dependent.
It's probably not going to be a good method for creating real performance hair. Since it's reliant on the randomness of point distribution to establish where the roots of the hair are. And that *does* change when you tweak the mesh. Which isn't an issue when you have tens of thousands of strands, it doesn't matter if the stands move 0.001cm. But if you were to try and work this at a larger scale for say hair cards or something, then it would be really annoying to have the placement of your cards change, every time you tweaked the mesh.
>>
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>>1015092
np already solved shade smooth was fucked up but now it works as it should.
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Defias cutie for a WoW themed project
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>>1015132
Still haven't figured out how to interpolate between curves. But now that I know how to do this basic "extrusion". I figured I'd give a shot at creating braid. I don't know how to do that 3 way overlapping braid. So I settled on a simple twist.

This is fun. This is the kind of stuff that amazed me when I first started learning. Now I'm starting to actually understand it. Not merely copying tutorials.
>>
>>1015099
First one was cuter, I prefer the first version, you can take specular roughness so the render looks better
>>
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>>1015152
Fixed a minor issue that prevented the twisting curves from rendering.(The radius of the curves was nearly 0)
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>>1015199
Go to bed Cinder. You're drunk
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>>1014116
yiff in hell furfag
>>
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>>1014090
Is this ok for first subd modeling ?
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Legless alien dude and his handicap hoverchair.
Alien is sculpted and has vertex colors. Chair is just metaballs at the moment.
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>>1015220
Looks pretty good. Might want to tighten some of those edges with extra loops depending on the look you're going for.
>>
>>1015074
invite expired, brochacho
>>
>>1015248
Sure ok.
I wanna make a game. I'm open to participating in someone else's idea. I have my own ideas. Theyre quite degenerate. If that sounds rad then great. If not I can compromise.
https://discord.gg/Gf5kcgAN
>>
>>1015250
invalid invite
>>
>>1015250
>>1015253
Both links work you POS
>>
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>>1015254
???
why so angry
>>
THEN WHO AM I TALKING TO?
>>
>>1015257
You seem really dedicated. Clicking 2 links and posting a screenshot is 1,000x the effort most people are willing to make. Post a link and I'll click it to come to you.
>>
>>1015259
i think im already talking to you bro
>>
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>>1015167
Made some headway on the curve interpolator. In the video, the hair looks extra clumped at the start. That's normally what it looks like without adjustments to the clump dimensions. Just straight cylindrical clumps.
Then I enable the interpolator, and it *mostly* disguises the clumping. It's still a work in progress. But I got the general sketch of the thing down. Working out the issues from here

I broke out my ever handy voronoi triangulation node. I made that thing like 2-3 years ago, and still find it's one of my most useful nodes. It's gotten even better, since I was able to replace a slower component with a simple math node. That optimization made it able to handle a lot more points a lot more quickly. It's still not a lighting fast node though, because it has to do the dirty job of creating hundreds of thousand of new points. Potentially millions. And when you do that, Blender is going to slow down regardless. Still, I'm super happy with the speed increase.

The voronoi node makes it so that points can copy data from other points within its "field of vision" so to speak. Like a convex proximity checker. It looks around for neighboring points, and creates copies with shared indices. I call it a "cloud"

I take the cloud of data, and capture a bunch of attributes, then collapse it back down by deleting the copies. The whole process takes some getting used to. It's fairly convoluted. But with this method, I can mix a bunch of attributes together, and normalize, and have them come out the other end a perfect blend. In theory. I still have to do the math in order to make it perfect. But functionally, it's doable.

Also, I figured out how to prevent curves from interpolating across the parting of hair. A simple trick of getting the dot of the curves normals and the copy curve normals. And any copy with a dot less than 0 gets deleted.

Anyway, I think I'm going to take a break from this for a few days. It's taxing.
>>
>>1015244
did you paint that manually or baked AO ?
>>
>>1015316
Manual then applied 'dirty vertex colors', which I guess is basically AO. Still need to do another pass on it.
>>
Will make a video out of this, but i'm still deciding on the lighting
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>>1015244
Found an addon called 'Blob Fusion' that is way better than meta balls. Remade everything on the chair except the main body with it. Probably going to end up replacing that too.
>>
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>>1015102
An update on the real-time version of this fellow. Still have to retopo and texture the mask and the staff but it's getting there
>>
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>>1015455
Okay, I think I'm done with this until I can muster up the autism to retopologize.
>>
>>1015245
Roger that.
Will play with it more.
>>
>>1015514
good shit pham
>>
>>1015538
thanks anon, it was a fun mini project
>>
>>1015539
some details are sublime like the gold embroidery on the cape
>>
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>>1014090
I had this brilliant idea of trying to recreate a manga panel by posing.
Fuck posing is really hard...
>>
>>1015569
Now try making the models from scratch, drawing the hierarchy, binding the mesh, rigging it, and then posing.
>>
>>1015569
Ignore the other guy, do a pose a day and you'll get better
>>
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>>1014428
link kinda related, but found a good tutorial on youtube about blender and fur painting: https://sketchfab.com/3d-models/pla-lopunny-retopo-and-retextured-8d8ccf24276b449c80ccfc75de78480b
>>
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Working on geo nodes eye.
I now comprehend nodes on a foundational level. I'm no longer held back by ignorance of the system's workings. However, it still takes some problem solving to do what I want. It's still not easy. But it's understood now.
>>
>>1015577
whats the benefit of doing this with geo nodes instead of something like bones/shape keys?
>>
9000 hours
>>
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I don't know what to do with the shape of the torso of hips, aiming for mechanically plausible industrial machinery.

Where do you guys find inspiration/reference from?
>>
>>1015638
I used to think that mechs would be easy to make because of the relatively simple shapes until I realized that you actually have to handmodel plausible joints and such instead of just having them hidden under the skin of an organic creature
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>>1015638
this looks good, very efficient vertex use
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>>1015638
In real life industrial machinery the thing gets thicker the lower you go. Especially in an "unflattering" way. Like this mech is human shaped. If it were a human male, broad shoulders and narrow hips would be ideal but a machine built like that would break. Every component would need to be built to lift every component on top of it.
Pic related is a real industrial robot. It tapers. It doesn't look like a sexy human arm. It looks dumpy because it get wider as you get near the base.
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>>1015644
>until I realized that you actually have to handmodel plausible joints
aint that the truth, I'm trying to get away with using the default human skeleton too.
It's for VR so I have to account for all the ways a human can pivot and roll. basically have to make everything ball joints.

>>1015646
thanks anon

>>1015647
very good point. I'm willing to suspend enough belief to keep the humanoid proportions.
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>>1015649
>basically have to make everything ball joints.
Welcome to the universal joint
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quack
>>
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>>1015577
Remade the eye entirely with a different approach. It's more flexible now. The iris size can be adjusted. The depth of the pupil can be adjusted. The mesh is air tight and UV mapped. Still a work in progress.

>>1015614
Precision.
I'm not certain it will be useful for animation. I haven't delved deep into animation yet. So I don't know where that rabbit hole leads. However, if you just want to create an eyeball. This node group makes the initial creation process easy. And because they're generated onto empties, you can pose them with ease. Anything an empty can do, the eyeball can do.
>>
>>1015704
>Anything an empty can do, the eyeball can do
doesnt this go for any object? i guess this is useful if youre making 100s of eyeballs but how often are eyeballs THAT unique between characters?
>>
>>1015708
>>Anything an empty can do, the eyeball can do
>doesnt this go for any object?
Yeah, sure. I could make a new object, like a random cube or something, and then replace the cube mesh with the eyeball. Manipulating an object works just as well as manipulating an empty.
I guess I just like how empties look. Especially the sphere ones with their axis enabled. They make it very clear, the scale and rotation of the object. And they don't create any extra geometry that gets in the way when you go into edit mode. I guess it comes down to preference.

Creating this eyeball is the smallest of my ambitions. I have some much more complex stuff I want to use nodes for. But I've been ignorant for so long, I haven't been able to accomplish any of the higher goals. I'm happy that the fundamentals of nodes has finally clicked for me. It feels like a fog has cleared from my mind.
>>
>>1015704
How can you add geometry nodes modifiers to empties? For me it doesn't work and empties cant have any modifiers stacked on it. :0
>>
>>1015738
I don't. I add the modifier to a mesh object, and then use the Collection Info node to read a collection of empties.
In this case, the eyeball modifier is on the body. And it's reading a collection with a couple of empties in it. I'm not sure if this is the best or most efficient way to do it. It's just the way that seemed best to me.
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>>1015739
Of course, it makes sense now. As someone who used this method too, I am not sure why I haven't thought about this. kek

I wish it was possible to apply geoNodes immediately to empties in cases where one doesn't t need a base geometry and simply wants to generated something from scratch, like in your case, without working around the limitation using collections. But I started to just apply GeoNodes to a simple plane, if necessary even collapse it to a single vertex in the center, so it acts sort of like an empty. Or think about a proper base geometry that can be utilized inside the node tree instead. The reason is it keeps the outliner a bit cleaner and makes saving objects as assets somewhat easier/tidier too. At first it may seem like no big deal, but in complex scenes can make a big difference and especially if you take a break from a project and reopen it a couple weeks later (I had to learn the hard way lol).

>>1015784
Noice!
>>
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>>1015344
It's tentatively done

https://files.catbox.moe/xdvrko.mp4
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>>1015786
It's beautiful. It's going to do numbers on the social medias.
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>>1015787
Thanks for the wishful thinking, man. I'm just gonna add some shadows below the car on the tunnel. There's no lights there, it's all texture play.
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>work on model
>get to UV mapping
>realize i have entirely forgotten how to UV map anything at all
>decide to take a break
>break extends into several months
>have now forgotten a lot more than just UV mapping
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>>1015805
Classic
>>
>>1015805
>realize i have entirely forgotten how to UV map anything at all
?
how? its by far the simplest part of the whole 3d thing
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>>1015805
Use the uv master plug in in zbrush and just...accept the results
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>>1015813
>UVs are simple
You are either trolling or never created proper UVs yet
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>>1015824
It's tedious but literally the easiest skillwise from the whole process.
>dude, i have to put these islands within a box and be sure there is no stretching, aaahhh I have to tweak the packing algorithm to maximize uv space and keep an eye on stretching and to check "no overlapping uvs"aah, aaa sometimes I have to push the "overlap identical meshes" button or maybe add a bit more texture space to some meshes, aaaa I'm going insane this is too hard, I need 6 gorilion years of study at Andrew Price University to learn something so complex aaaaa I'm going insane
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>>1015835
Making the islands in the first place is the mysterious part to new people.
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>>1015813
my brain is stupid and can't hold more than like one thing in its mind storage unless it's bashed into deep memory by constant repetitive action
>>1015819
>check zbrush price out of curiosity
>400 dollars a year
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>>1015843
>>
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>>1015843
2024.0.4 is the only cracked zbrush that doesn't crash after a while. I'm stoked
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>>1015784
Oh that's super cute. Was that based on the ai generated image?
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>>1015852
Yep
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>>1015855
Damn, you managed to remodel it perfectly. Did you end up cutting up the genreation to make UVs or redrew them? Any plans on what you're gonna do with these?
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>>1015858
Thanks
>Did you end up cutting up the genreation to make UVs or redrew them?
Just redrew them, they were simple enough, just flat colors with a couple of details
>Any plans on what you're gonna do with these?
Mostly made it so I could have something to post in low poly threads to back up my opinions and claims when someone says "pyw", without having to post stuff from my socials
>>
Repeating a question here I asked in the Blender thread (In case nobody looks at it for 3 weeks):
Why are texture maps always square? Can I have a 2048 X 1024 map for example?
I was thinking if I do a square then I can dedicate half to the face. I'm doing a big head character.
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Hopefully this is not the worst human head model ever posted on /3/. Going to do the tutorial a couple more times. This is box modeled. I don't need to sculpt every single pore. I plan to use for characters who will rendered at resolutions similar to Duke3D or Daggerfall monster sprites. I guess this technically isn't a WIP
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Also experimenting with a Fallout 1-esque artstyle.
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>>1015879
Uh, something must have happened with the color indexing. Here's a correct version. Not a serious model yet. Just getting a feel for it.
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>>1015874
>Why are texture maps always square?
Most efficient way to store textures in memory. Especially important for old GPUs.
Mipmaps are also faster and more precisely generated, I believe, as long as you follow the standard of squared resolutions (1x1, 2x2, 4x4 ... 512x512, 1024x1024 etc.
Easier to tile and more versatile.

>Can I have a 2048 X 1024 map for example?
Yes.
You could even make a 8x2 texture, with each row is a different color palette and use that for solid coloring or color grading using the neighbour pixels. Requires a simple shader and UV setup for that.
>>
>>1015873
>Mostly made it so I could have something to post in low poly threads to back up my opinions and claims when someone says "pyw"
I hope you're telling them that low poly is a waste of talent.
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>>1015878
Looks pretty good. If a bit stretched in areas Definitely not the worse. Post with wireframe visible, so we can scrutinize the topology

>>1015874
>>1015881
How is that any different than just having two 1024 textures?
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>>1015880
looks cool
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>>1015848
I'm on 2023 and has some bugs in it. Still not upgrading, there haven't been any worthy updates since Maxon took over
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>>1015886
>Post with wireframe visible, so we can scrutinize the topology
Please do. This is the tutorial I was following along with, though I clearly need more practices at this point lol.
https://www.youtube.com/watch?v=QDpmmbqMM4c

>>1015887
Thank you. I want refine to the style further at some point.
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this more /3/ adjacent than anything, but i implemented the tf2 stylized shader in unity for future projects
i never liked the look of "toon" (gooch or lake) shading, tf2 has a nice balance of "realism" and stylization
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>>1015993
Still needs some color balancing work
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>>1015910
Well, it's ok topology. Could be better. But I suppose for a beginner, it's good enough, and easy to follow, so that's all it really needs to be. Though I think the person you studied off of is still kind of a beginner herself. She probably just learned how to make the face, and got excited to make a tutorial about it.
The eye shape is undefined. The ear shape is undefined. There are no nostrils. It's too incomplete. You have to find a higher level tutorial to teach you the pieces you're missing.

Also, don't be afraid to use sculpting tools a little. Even for box modelling. When you're defining large structural shapes, sometimes you just want to pull a whole chunk of chin around, and you can do that with the elastic brush. Or, you want to smooth out a large area of vertices, you can do that with the smooth brush. The tutorial I watched when I first got started, taught me that alternating between editing and sculpting is a quick way to move verts around.

Alternatively, in order to smooth, select the vertices you want to smooth, and then right click and select smooth vertices. Must be in vertex selection mode, not edge or face selection mode.
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I'm a 2D artist, but I've been experimenting with Godot to create my own game. I'm trying for a low-poly player model. I have little to no idea what I'm doing, except to make them t-pose when modelling and avoid n-gons. Do you have any tips for what I have so far?
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>>1016017
Add arms and a head, also knees
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>>1016024
I just meant so far. Like dissolve some edge or something. Which I tried doing.
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>>1016027
edge loops for the knees
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>>1016027
Yeah and I'm saying so far is not far enough
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I've simple deformed the base course of bricks (on the left) about the z axis and got the desired circle. I've linked modifiers to the new course I've modelled, but it's going oval. What am I doing wrong here?
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>>1016030
The object you're deforming probably has a non-uniform scale, try applying scale.
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>>1016032
Ah shit I forgot to do this! Cheers.
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>>1015668
Duck is being Xeno'd.
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>>1016043
Armored and armed. Should probably get the wings out of the way before I go too much further.
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>>1014090
made this nigga
basic enemy for my fps
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>>1016071
>>
>>1016071
Oh hey it's you, looking good, only complaint I might have is that I think I recall your big tiddy lizard looking a bit similar color-wise and face-wise, unless that's intentional of course, in which case never mind
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Making an emaciated body mesh for an enemy we'll implement later on
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My second attempt at a full body model, but the butt continues to be difficult.
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Maybe this can help. There's turnaround videos on my X that show the topology of my base mesh (chest, hands, feet, head, etc.) If you're interested.
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>>1016122
I'm guessing you're not happy with the topology there?
It might not be a bad idea to start with SDFs or sculpting to get the shape down, and focus on topology later.
You could also practice topology by finding a body mesh online to retopologize.
Trying to model out a good human form AND get correct topology at the same time is very difficult, even for experienced modelers.
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>>1016126
>I'm guessing you're not happy with the topology there?
Yeah, it's been really wonky. I've poked and prodded everything, but it hasn't quite gelled. I'm making progress from my first attempt at a body, but it's a bit frustrating to not nail something down.
>You could also practice topology by finding a body mesh online to retopologize.
I'll give that a shot once this model is done. I did a stint of sculpting before this project, but I don't have much practice with retopology yet.
>>1016125
>turnaround videos on my X that show the topology of my base mesh
Hey, thanks! I'd actually run across your stuff on X before and it's been helpful, especially with the arms.
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>>1016122
Lift the lower middle zone
The bottom butt crease should make a rounded w shape, if you want it to actually look good.
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>>1016115
they're from the same species
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sculpt im currently refining.
this mesh started as a dynamesh that i added more and more resolution to with sculptris pro and tessimate. didnt z-remesh and project detail yet because im not sure if i want to add more fur tufts and i want the flexibility of no subdiv. but the mesh is a little too dense right now.
it doesnt feel like the ideal workflow. should i just zremesh and project, and then if i want to make drastic changes freeze subdiv levels and edit with zmodeler to add local topology?
i guess it would techincally work but its not as easy as sculpting with sculptris pro.
also worried about losing tiny specific details in near overlapping areas when projecting.
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>>1016135
Oh right, makes sense
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>>1016136
Are you using alpha brushes at all?
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>>1016149
just this one on clay buildup brush. what i used for 90% of this.
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>>1016159
Your fluff is good, but having a little texture really sells it
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>>1015878
It's still significantly faster(and with better results) if you do a quick sculpt of the general shape and then retopo. Box modeling organic shapes from scratch is a pain and hasn't been the standard for a very long time.
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>>1016163
i dont really agree. i do use sculpting a lot because it gives the best shapes. but if you want speed and already have a solid concept to go off then modeling it directly is faster.
the problem is that you will likely compromise form for topology and the result wont be ideal. if you practice you can get decent at it however.
>>
>>1016163
>>1016167
If I can chime in, for me it's a bit of both: first do the poly modeling trying to get as close as possible to the shape you're aiming for, then remesh and make the sculpt to achieve a more organic shape which is difficult to do with poly modeling alone, finally once the sculpt is finished retopo that shit.
The problem with sculpting is that if you free style it completely that you end up getting a pretty amorphous shape, whereas if you ask me it's much better to create a solid foundation with poly modeling and then use the sculpt to refine the shape
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>>1016170
>if you free style it completely that you end up getting a pretty amorphous shape
Skill issue. Once you know how to sculpt you no longer get amorphous result even when you half ass it. That head that anon posted before is about 5-15 min of work in zbrush at most. Less than 5 mins if you use VDMS for eyes, mouth and ears
You can get very complex and detailed organic forms within few hours of work. Pic related, this was sculpted, hand painted and rendered in 2015 in 3h in front of an audience and without outside brushes/textures. There is literally no reason to hand model anything nowadays, at most you can use zspheres for primary shapes, but that's a far cry from hand modeling anything
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>>1016162
ty :>

>>1016170
i could see that, rough model first to blockout big shapes. dont need to model details or worry about clean topo just get the big stuff done.

>>1016171
im still working on this. some parts do get a bit wonky and it takes significant time to clean up.


i like using meshballoon and zmodeler for blocking out in zbrush. starting in blender isnt bad either.
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I'm kinda ashamed to admit this took me over an hour to make.
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what details can I add to this to improve design? ignore feet I don't want to deal with them yet
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>>1016183
The side view of the face looks wrong to me. Make the mouth less pronounced when compared to her eye socket. Now it looks like she has a snout
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>>1016183
the white of the eye supposed to be that dark?
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>>1016184
agreed thanks for pointing it out

>>1016185
yes, but I have been waning on how dark/whether they should be warm or cold whites
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>>1016183
>>1016187
so cute!
i love her
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>>1016197
thank you anon!
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Made and rigged a midpoly xenomorph drone for hopefully a game at one point. 5k triangles and 77 bones in the rig. Just a color-ramped cavity map for the diffuse and a normal map from a shitty sculpt, used 256x256 areas for both. Good thing the things are mostly one color and shiny, or that would look unusable. The reason why the textures are so small is because I'm planning to have many types of xenomorphs which will share the material and diffuse/normal texture atlases so that I could hopefully spawn dozens onscreen with decent performance on my potato. I think I should add some claws as floating geo to it because it doesn't look dangerous enough. Although drones normally aren't for combat.
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>>1016136
Kawaii as fuck.
>>
working on sneed
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>>1016174
That doesn't sound like an unreasonable amount of time. Maybe even a little fast.
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>>1016255
it might have taken more.
Either way pros do that shit in 2 minutes
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>>1016257
I really doubt it. 2-3 hours sound reasonable. Including unwrap. Then texturing another 2-3 hours.
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>>1016257
>pros do that shit in 2 minute
Later today I'll try to record how long it takes me to model that and I'll post it here, I'm genuinely curious
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>>1016174
deciding on a design, modeling. setting up materials and maybe uvs, setting up scene, lights and rendering it seems reasonable amount of time.

>>1016228
always keeping it kawaii :3
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>>1015304
Update to the curve interpolator. I changed the method entirely. New method isn't any faster than the old one like I hoped it would be. But it is a lot more accurate. Near perfect coverage. Though there are still some minor things I have to fix. And the nodes are well organized. Making it easy to transfer attributes.

I might be able to speed up the whole node group, if instead of trimming curves, I set the points where they need to be first, and then convert the points into curves.

I also happened to figure out how to make the whole head follow the guides cleanly. So this time, all 10,000 curves are showing.(Although my real target is 100,000 curves)
>>
>>1016261
It took me 12 min to model it. Maybe can be done faster . The video is speed 10x
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>>1014746
To which engine are you exporting?
Stuff like this, rudimentary shapes, you wanna just do the model and then the inside(the "liquid"), export and then use the shader in your engine to get it to look and behave like liquid. You cant export any of blender's geonodes simulations or modifiers to most engines so dont waste your time prettying it up in blender.
>>1014982
Stuff like this has def been done before, dont break your head over something thats likely standardized. If you cant find it ask AI for a search before taking on any big workload
>>
>>1016284
I don't believe blender has exactly what I'm doing. They have their own hair system, which I'm deliberately avoiding for my own. Perhaps someone else made their own add-on that makes what I'm doing possible. But I still want to try and learn for the fun of it.
And besides, I rarely know what I'm attempting to do, so I don't know what to search for. I'm picking up a lot of concepts that are still new to me.
>>
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Will make a video out of this, but i still need to texture some buildings and add more content.
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im experimenting with using a basemesh. not something ive really done before.
i dont know if it will work out in the end
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Im doing it guys, my first model
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>>1016321
Feels good huh?
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>getting kinda hung up on how a bit of geometry is meant to look on a model because my reference images aren't very high-res
>realize trying to remake something exactly 1-to-1 is both boring and stupid, especially super small details like what i'm trying to do
>and is ESPECIALLY stupid when i control where the camera is if i ever decide to include the model in a rendered project
>in like 30 minutes manage to do what would have taken me probably several hours with the former way of thinking
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I made multiple semi-human models, and somehow this was the best out of them.
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>>1016287
Low res, no sound video of what i got so far.

https://files.catbox.moe/8pq2od.mkv

So far in content, because the video is gonna be just that long.
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One second anon! I'm getting a phonecall...
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>>1016422
Huh?? You wanna speak with anon?? Give me a sec he's right here
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>>1016423
It's for (You) anon
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>>1016424
I was actually expecting a call from the cringe department
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>>1016438
https://youtu.be/_pMCzn2B6f4
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>>1016438
Anon please what reason would the cringe department ever have to be calling you
>>
>>1016422
>>1016423
>>1016424
Kek,good job, anon.
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>>1016451
I need to talk to them about my severance pay
>>
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making an anatomy blockout to use as a """"base""" model for low poly work
also, is there a good way to make male and female characters look good on the same skeleton? I'm a little worried about that if I ever wanna do gamedev
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>>1016469
You'll need to make compromises if you have a single skeleton without any changes to the proportions
>>
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>tfw pressed ctrl+a instead ctrl+s on a scene and now whole editor is unresponsive
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>>1016469
>I'm a little worried about that if I ever wanna do gamedev
Solve the problems you have, not the ones you wish you had.
>>
>>1016422
he looks like he´s into urethral insertion
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>>1014116
Based furchad
>>
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>>1015784
>>1016183
These two turned out so cute! I have a lot of difficulty making characters; whenever I try, it ends up being a monstrosity.
>>
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>>1016502
Looks good to me.
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Made a quick character test, but I leaned too much into 90s shading rather than 2000s like I was going for. What's the best way to do that? If any way?
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>>1016535
depends, post an example of what you mean
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>>1016564
This sums it up essentially. I feel like I'm on the cusp of actually getting the look, but something seems missing to me. I can't quite describe what.

https://youtu.be/57zYsVOU92g
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>>1016565
what kind of shading model are you using? how flexible is the renderer you have?
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>>1016565
also for what its worth, this isnt "real" 2000's content, just an (eh) interpretation of it
https://youtu.be/m00YJEJrGsY
this is closer to the shading at the time
>>
>>1016566
Eevee (yes, Blender, point and laugh). If I can push it this far, I'd say it's pretty flexible, at least flexible enough for my needs.

>>1016567
Ah, fair enough. That was just the first thing that came to mind is all.
>>
>>1016568
>Eevee
the problem here is, at it's heart, eevee is pbr-centric renderer
you can work around it with clever node usage, but your best bet will be to use a renderer that was actually used back in the day
one that works with blender is POVRay https://hof.povray.org/
basically you want something that works with phong/blinn-phong and specular values rather than roughness/metalness
>>
>>1016570
Well now I have another problem.

Whenever I render with POV-Ray, the materials don't get rendered either. Then when I try to fix it by turning on POV-Ray nodes, it completely breaks rendering and has it fail and output a blank transparent image each time I try to render. Is this more complex than I'm thinking or am I just retarded?
>>
>>1016572
what version of blender are you using?
>>
>>1016574
Latest one, 4.5.1.
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>>1016575
start with 4.2 LTS https://www.blender.org/download/releases/4-2/
that's the first version it supports https://extensions.blender.org/add-ons/povable/
>>
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>>1016576
Nope, still happens on 4.2. I'm at a loss.
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>>1016579
just realised the 4.2 link actually leads to the generic "downloads" page, are you actually using 4.2?
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>>1016581
Yes. I tried 4.2.12 first, then 4.2.5. Both had the same results.
>>
>>1016572
>>1016579
>>1016582
wow, they really fucked it since the last time i used it
ive found two major problems with the extensions version, line 445 in "render.py" has a comma to split a single line making the export fail to start
and second, it seems like povray nodes are completely broken (doesnt seem like its writing materials?)
>>
>>1016585
Ah, well shit then.

I suppose I just keep trying to shortcut it with Eevee then?
>>
>>1016586
yea it needs fixing and on top of that, using pov ray to its fullest is a big learning curve (theres a lot specific to it)
you could always try going back to a blender version that still has the Internal renderer (2.79), you could even do your modeling in modern blender and only use 2.79 for rendering
if you really want to stick with eevee, look into doing your own lighting calculations entirely (lambertian diffuse + phong is pretty simple and all you need) with nodes
>>
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Want some 'sinthe? I promise you it's mostly healthy
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>>1016535
How the fuck do you model hair in this style actually? Obviously not through simulation or drawing the hair strands, but the low poly method doesn't work either.
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>>1016664
Probably try to get the silhouette of an exaggerated hair style with a blob of a mesh.
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>>1016488

Don't waste an image on a meme.
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>>1016667
s-sorry....
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Behold: the pinnacle of 3D modeling.
You n00bs WISH you were this good
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I need opinions on my artwork, preferably from someone experienced in 3D. Is it good or nah? I dont rlly have other 3D communities to ask. Iv been doing 3d for about 5 years, and i was wondering is my render worth 5 years? (Ignore sum weird textures and compressed img)
>>
>>1016692
In my artwork, i think are three major mistakes 1. The big hole in the wall, which looks terrible 2. This awful HDRI outside
3. Some weird textures, but theyre easy to fix 4. big Dust particles (little balls floating in the air)
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>>1016692
>no focal point
>flat lighting
>bad composition
>bad texturing/uv unwrapping(pic rel)
>bad post processing
The worst issue is by far the fact that you already listed issues yourself yet insetead of fixing them yourself, you posted the render anyway. This already shows you're not at all a perfectionist, you'd lose any job interview just for that
Do a search for Junior environment artist on Artstation, which is where you're supposed to be skill wise at least after 5 years, and see for yourself if you're as good or nah
Example: https://www.artstation.com/helenaehhansen
>>
>>1016692
>artwork
I think you're taking yourself very seriously
>>
>>1016692
I've been doing 3D for 5 years also so you be the judge if my advice is worthed or not but one thing that jumps to me is there's a seeming lack of focus in your render, like, what is it that I'm supposed to be looking at? There's a lot of visual clutter, the humanoid figure that's in there is barely visible, the big pillar in the foreground feels obstructive. I like the models, I think the ruins look cool, but it's just that I don't know where you want to be going with this render.
But then again, maybe that's exactly what you're going for? To have your piece be deliberately nebulous like that? I like to have a clear subject matter in my pieces, maybe you don't, different approach philosophies.

Personally I like to shine a light on things I want the viewer's eye to be drawn to and put everything else in shadow (see Chiaroscuro in art), if everything in your piece is visible at once it can lead to confusion in the viewer who is left guessing where he's even meant to look. But again, some pieces are specifically designed to be like that, actually hiding details like an artistic easter egg hunt.

Up to you what direction you'd like to take your art into; composition, lighting, color values etc. are difficult to pull off and will make or break a piece, no matter how pretty the models alone
>>
>>1016693
>>1016697
>>1016696
Thanks for the feedback!! I know my compositing skills are probably the weakest part of this render. Theres definitely too much going on for the eyes to handle. Its far from perfect lmfao, but your input helped me spot a lot that needs fixing, remaking, or adding. When i get back to working on this scene, i'll update y'all. I mainly created it for short animation and planned to tweak it a lot more anyway. Still a long way from perfect, but hopefully, i'll make it better someday.
>>
>>1016701
I dont think making mistakes or fucking up decisions is bad thing. I believe i rusehed through a lot of things. Yall give me motivation lmfaooo
>>
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this is my first time trying to make armor too so i'm kinda struggling
main inspiration for the set i'm trying to make is black dragon armor from ds2
the toe connection is what's really fucking with me, I could probably extrude them from the main mesh but it would be a lot more work than i'm kinda willing to put in right now
>>
>>1016692
I don't know what I'm looking at at first glance, it looks like an image pointing to nothing. If this is an environment chose focal point and change the composition
A pillar out of focus in the centre of the image means nothing if you aren't framing something n the sides

>>1016675
That's the best female Irish portrait I've ever seen
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Thoughts on these body proportions?
Trying to make a woman who is busty and somewhat athletic, but who still feels 'dainty'.
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>>1016707
>That's the best female Irish portrait I've ever seen
HAH that's killer man
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>>1016708
Well she ain't dainty, tits aside. Youre going to want to take a step back(figuratively and literally) and take in the whole figure. Her shoulders are very wide and high. The first step to a dainty woman is a dainty frame. Her shoulders and pelvis would have to be slight and theyre not in your model.
Now for me, I like the hourglass frame body type. So im not knocking that. To get to where you say you want to go make the shoulders substantially closer in, a little but lower, and less distinctly round.
Now without your word "dainty" what it looks like you're going for is a Venus body type. So narrow waist, wide hips, arched back, large breasts, selective muscles/fat. The over all shape is there. The shoulders are flying off. They should come imo. The contouring details are where it goes off the rails. The distinction between the ribs-abdomen and abdomen-pelvis need work. I recommend using muscle diagrams as reference as opposed to a photo of a woman who looks like this. You want to exaggerate the borders between muscle/bone/fat and a diagram will show you where they are and what shape they are explicitely.
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>>1016735
>>
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>>1016309
Made another elevator, this one being more advanced, the kinds you'd see in a large building or skyscraper as opposed to my first elevator which you'd see in like some old time european condominium
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>>1016735
>>1016738
Thanks a bunch man. I guess maybe 'dainty' wasn't the right word necessarily, but I'll try all the things you suggested and see how it looks.
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>>1016748
You and me are the only ones here doing this.
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>>1016749
>>1016708
Both of you urgently need to go and study artistic anatomy.
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>>1016750
>he thinks "anatomy" is a rigid dogma that no one is allowed to violate
>posts an anime character
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>>1016385
It's tentatively done

https://files.catbox.moe/b97fmk.mp4
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>>1016751
>it's just my art style, bro
Having insertions, landmarks and forms that make no sense is different from stylizing, emphasizing or enlarging anatomically correct features.
You must first learn normal anatomy in order to understand how to correctly stylized it, be it anime or coomer shit, otherwise you just end up with Eldrich abominations like the above posted wips
>>
>>1016692
top tier trolling there, anon.
>>
>>1016757
You have to put words in my mouth to make your point. I literally took an artistic anatomy course at an art university. You worship anatomy like a religion because you have not taken a real anatomy course and learned the terrible secret that it is way less about learning to draw and way more about learning vocabulary. Every form on my model is based on a real anatomical feature. You just don't like it, and your ego requires you to find some kind of "legitimate" reason to criticize it because you can't just not like things. They have to be "wrong" too.
>>
>>1016760
>I literally took an artistic anatomy course at an art university
I think you're entitled to a refund senpai
>>1016760
>They have to be "wrong" too.
retards like you with imense egos that cope with their shitty results by saying crap like this are unironically the biggest cancer in any type of art community.
>every form on my model is based on a real anatomical feature
yeah, it's clearly form without function, you know there are supposed to be there but the way you constructed it tells that you have no understanding of them or what they're supposed to do within a working moving body.
Assuming you're the second guy, just at a glance, the insertion the trapezius with the clavicle and the form is wrong, the insertion of the pectoralis muscle and the biceps is wrong, the deltoid muscle is wrong, the ribcage is wrong, the mons pubis is wrong, the insertions and forms of the quadriceps is wrong, the triceps form and insertion is wrong. Every single muscle group is wrong by overall shape and as far as insertions go. They're just blobs added there.
>>
>>1016760
You put words in his mouth, when you said "he thinks "anatomy" is a rigid dogma that no one is allowed to violate"
You're making up all this bullshit about how he believes it's a religion. Why do you have to fabricate so much? He didn't even say enough to warrant all of the assumptions you're making about him. You're being overly defensive.
>>
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>>1016664
chunky polygon based hair with curves
https://www.youtube.com/watch?v=Nn7mISvVzJk
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>>1016778
Actually, after referencing Isometric Pixel's work and determining a method involving booleans, I was able to get a look that both looks nice and fits the style. Thanks though.
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Ok I'm at a loss: is there a way to use a cubemap as a skybox in Blender? I looked everywhere but apparently some people are saying Blender doesn't support cubemaps like pic rel to be used as a Environmental Image texture? Seriously? Come on man that can't be real, I'd like to use old school style texture for skyboxes, none of this modern more advanced stuff, I'd like to hand paint my skyboxes and that's obviously not possible with Equirectangular images
>>
>>1016801
You could use a scaled up UV sphere/subdivision surfaced cube I reckon?
>>
>>1016801
I wonder, can you use a big cube?
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>>1016801
I use a big cube object that fills the scene. it works
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>>1016805
>>1016807
>>1016808
Using a big cube / sphere is alright, but for larger scenes that's not gonna cut it, you're gonna get some weird visual fuckery due to render distance limitations.
Using an actual cube and just scaling it up is not an unreasonable solution though, sufficient for smaller scale scenes
>>
>>1016812
>you're gonna get some weird visual fuckery due to render distance limitations
then change the render distance limitation you fuckwit. Why are there so many people like you on /3/ who have a perfectly fine solution but continue whining because you don't know how to adjust the clipping distance on a camera? Like what is your creative philosophy? to complain as much as possible?
>>
>>1016801
I'm not really knowledgeable on that topic. However, this answer looks good: https://blender.stackexchange.com/questions/187664/cube-projected-image-texture-as-hdri

It's a method of transforming your cross shaped texture, to a rectangular one that's compatible with Blender.
>>
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henlo
>>
>>1016822
begone groomer
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>>1015638
I put some more work into this and I'm happy with how it looks.
But I'm having trouble getting it over the line when it comes to unwrapping and substance painter, getting some weird gray triangles when it bakes the normal map.
face orientation is perfect.

Is it unreasonable to expect blender's auto unwrap to do a decent job? there's usually one or two problem areas I have to tweak manually.
would a pro mark seams and unwrap themselves?
>>
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>>1016816
>then change the render distance limitation you fuckwit
Take a chill pill brother, if the cube solution fit my needs I'd already have done that, but I still want to use the "intended way" Blender has what with the World Shader > Environment Texture setup because of the indirect lighting it provides (on top of by default infinite render distance)

>>1016818
Tried it, it worked like a charm, thank you loads for this fine recommendation brutha, here's what that >>1016801 cubemap looks like when baked to be equirectangular, the end result is super blurry but then again the original image was low res, this is more of a proof of concept that this kind of stuff is definitely possible and surprisingly easy: just make a hand painted cubemap first and then bake it as an equirectangular image that is compatible with Blender's World Shading > Environment Texture node. Quite promising
>>
>>1016830
I manually unwrapped the torso and I'm no longer having the normal baking problems.
don't know why I thought I could get away with auto unwrap on a bigger project like that.
>>
>>1016830
>>1016842
learn the theory behind unwrapping and you can do a mesh like this in under an hour, auto unwrap is never a good idea
>>
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it's over
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>>1016840
Glad it worked out. What I would do in your current state, is look for a way to remove the blurring effect. I mean, sure, it's low res, so when it's enlarged, it's blurred. But does it have to be blurred? What if it scaled up using a different interpolation method? If you could figure out how to change the way it's interpolated, then you can get that crispier pixelated look that old games have.

Like this maybe: https://youtu.be/odIFxjzd7Xo?t=52
Setting the texture to "closest"
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>>1016882
it has only just begun
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probably
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AnthroMew
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>>1017123
update
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>>1017123
what iof the base of the boob, the ring around it where it connects to the chest, were larger?
like keep the boob the same size, but just make the connection a bigger diameter
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>>1017044
Great start, keep going.
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>Haven't done anything in about a year
>Fire up the blenders
>Totally forgot how to do basic things
How long does it take to come back bros? I'm finding myself doing that thing of getting pissed off and just closing it like when I first ever started.
I think this might have been the last thing I made. That CRT screen effect didn't work and I must have fucked the frames during the render because it doesn't loop properly. I'm such a loser ;_;
>>
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time for anime hair...
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>>1017044
i really like the aesthetic of this, please tell me youre making a point and click
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>>1017044
redpill me on your shading process anon
>>
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hmmmmmmmmmmmmmmmmm
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>>1017241
make a VR game
>Pop-a-Squat
A stealth exercise game where you have to hold a squat over a toilet or risk touching poopoo
>>
>>1017255
I do not know how that would be a game mechanic unless you built a mini game with its own UI.
Too multidisciplinary for me.
>>
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>>1016535
>>1016784
Same anon here. I was initially disappointed by the Kris model, but I feel like the rendering saved it immensely.
>>
>>1016067
cool duck
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i'll post it here toovsince it's a wip
>>
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>>1017357
Thanks.
I haven't had much time to work on him, but he's a little more detailed now
>>
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>>1017341
I feel like I'm onto something with the raw color management here.
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>>1014090
working on items for my game. My favorite is the vial of holy water, looks kinda tasty.
>>
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I finally think solved arms, needs a little tweaking but the concept is there and works at the most extreme positions
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>>1017418
congrats
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>>1017420
ill tweak a few things a little more and then share my method
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>>1017150
Added undies and materials:
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I could add more details but need to move on from it.
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>>1017416
Those textures need a lot more work I think. They give the impression you just slapped procedural materials on them and called it a day.
>>
>>1017464
gotta flip the UV on the other eye, your painted reflection should be on the same side of both eyes
>>
>>1017474
>They give the impression you just slapped procedural materials on them and called it a day.
that's exactly what I did. How could I improve them?
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>>1017539
Hand-paint surface details. Add layers of dust, rust, and scratches. Bake in lighting and ambient occlusion since these aren't PBR. The knife in particular is awful, and you'd be better off photocompositing bits of real knives on top of it.
Also, your textures are too high-res for how low-poly the models are. They're bordering on looking like the HD texture pack cat meme. Cut them in half at least.
If you're trying to do the pixelated software-rendered look you really should use a 256 color palette that encompasses the entirety of the game. Aside from being more authentic, it will also add a good bit of contrast that you're sorely missing. Look at Quake, Hexen 2, Chasm the Rift, and other early-3D games for examples.
>>
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Made a crow. Yep. I thought to myself actually animating it will suck but on second thought the movements of birds in general is quite jerky so it should actually not be that hard, theoretically
>>
>>1014090
NEW THREAD
NEW THREAD
NEW THREAD
>>1017627
>>
>>1017425
Please do! I'm very interested. Your image looks good.
>>
>>1017464
I never imagined Mew as furry. I thought Mew and Mewtwo were hairless, creatures with smooth slick skin.



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