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File: 1750693155076413.png (2.13 MB, 1500x882)
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Show us that cool new project you got in the works anon-kun!

Previous Thread: >>1014090
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Crow, baby crow, egg, nest
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I'm pretty happy with how this one turned out.
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>>1017692
Sick
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>>1017692
Very interesting. What's it about?
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>>1017712
Just a Hell scene. Meant to be the more primal inner layer where all the souls that couldn't win slave jobs with the demon lords stay. Whether the slaves are luckier than these guys is debatable.
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Made a jacket, gloves and glasses

>>1017713
NTA but that's brutal, these are souls not even demons wanna slave over so they just get nailed on a cross for all of eternity? I wonder what kind of people they'd have to be, perhaps people so bland in life that demons would rather not have around, incapable of amusing their twisted sense of humor
>>
>>1017714
Yeah, that's the idea. Kinda like the filth from Ultrakill, just so dull and bland that they aren't even worthy to be maltreated slaves. Although, considering the job positions (holding up the throne of a 2000 pound demon, being dinner, being a public toilet, etc etc), getting your charred half-dead corpse nailed to a cross on a lava lake doesn't sound so bad by comparison.
>>
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Started to block out an anime-style scene.
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>>1017721
Certainly looking authentic so far. Keep it up!
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>>1017698
here is the basic concept for it, instead of the tweak bones facing out, switch their direction so the tail its in the middle and then using 1 non-deform bone between the bicep and forearm that stretches and compresses i can get a compression scale for how close the forearm and the bicep are to each other, and then i copy that scale at various tiny amounts to the "tweak" bones to pull back the bones in the biceps/upper forearms, then using the same reference you can do x2 copy scales and isolate each axis to get compression on the X, and expansion on the Z to get the impression of the arm muscles working for example. then you need a second row of bones just slightly offset to counteract what the original arm bones are doing in some places. so as the original might expand on the X to bulge out the triceps, you might want to counter on the X on the inside to and compress for the deformation effect.

then in the pit of the elbow i have x3 bones at the point of the arm/forearm, 1 parented to the arm, 2nd to the forearm, 3rd parented to either one and then copies the transforms of the other to get an average again, and the "counter" bones mentioned earlier that are closest to the center will track to the 3rd bone. This 3rd bone will also get a copy scale from the middle compressing to pull in the counter bones, play with the copy transforms/scale influence to create the curve you want when the arm compresses, at 0.5 it will create a straight line. For this part I also split the 3rd bone in 2 parts, the bottom one will reverse the "pull" effect but will have a scale limit to stop it halfway until the top part retracts and folds in again, this is to create the effect of skinny arms where the pit will stretch out before collapsing.

the shoulder is simple for now, just a def bone pointing backwards to the collarbone/shoulder starting 1/4 of the way down the topmost arm bone, trying to make a mechanical clavicle now

I hope some of that made sense
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>>1017767
the backwards bone on the shoulder, doesnt have to be backwards it can be doing that in either direction, its a simple solution to shoulders
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>>1017767
oh and the elbow just copies the rotation of the 3rd bone but has a "flat" bone at the top because elbows are not pointy but create a flat "top" when stretched all the way, thats all that does by again copying the scale of the compression bone and isolated on the Y, bits on the end just point back to the either ends of the arm for smoothness
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>>1017767
and the same system works for the legs of course
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>>1017767
Wouldn't this be easier done with some corrective blendshapes rather than weightpainting all those extra bones?
Genuine question
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>>1017778
there is no weightpainting, just obsessed with getting it correct with automatic weights
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>>1017627
Ok OP, but remember, you asked to see it
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>>1017792
I regret making this thread
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Boolets.

Finding the actual dimensions for some of these was surprisingly difficult and at times I seriously questioned whether I had nailed the right ones and wasn't giving some of these cartridge types completely wrong proportions. If any /k/ommando sees anything off feel free to give me a shout, but I'm fairly certain they got the right sizes.
Also gadayum modeling the .50 BMG makes you realize how ridiculously huge they are, a fucking horsecock sized chunk of lead traveling at 1000m/s. Nutty.
It was also interesting to discover the 5.7 is like a mini 5.56, you know those bottleneck shaped bullets which are normally used for rifles. It's nice when a hobby makes you get further insight on the real world, it's educational
>>
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>>1017721
Progress. I still am unsure about a lot of things of this scene, particularly i don't know how am i gonna shade the mid ground objects (the rest of the office floor)
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>>1017627
>>
>>1017926
The Eyes Are Dead And It Haunts Me (really needs specular highlights)
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Working on my first gooner model lads. It took many attempts but it looks like I'm getting closer to a result I'm happy with
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>>1017714
I'd like to make a jacket as good as that. There's no arms on the base model other than the jacket, is there?
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Got a boo boo? This'll patch you up [currently working on medical themed props, pretty satisfied with the results]

>>1018014
>a jacket as good as that
Why thanks!
>There's no arms on the base model other than the jacket, is there?
You mean on the dude's actual body right, like under the jacket? That's correct, there are no arms under it (except for the forearms, there's still some of those left hidden in the sleeves, full hands too, so that I can remove gloves easily if I want to), I was inspired by Bethesda Games' way of handling clothing for their characters
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Lava Bridge
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might rig and make the B2 weapons, might not
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>>1018050
Looking good man
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>>1017926
Update
>>
Made some ballistic tests for the shotties we're working on for our gaym, wanted to test shotgun projectile spread and the results were pretty interesting, anything above 5° rotation per individual projectile and the gun won't hit the broad side of a barn
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>>1018164
0.5° rotation
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My submission to a pwnisher style contest between me and my friends :)
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>>1018233
I would swap the order of the cuts so it fits the composition better
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Tried making a gooner model
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>>1017901
Progress.

Not sure if i'm gonna add more stuff or just detail what it is now.
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>>1018239
I think it would be good even if you stopped now, depending on what you're aiming for
I would add a little bit of motion in the far background, maybe reduce the number of red lights and have them pulse, maybe cloud movement
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>>1018247
Thanks! There's supposed to be some flickering on the windows of the buildings, but it's not showing up, probably need to check the values on the textures.
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>>1018239
Awesome stuff man, looks great
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>>1017636
Cool
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>>1018238
If her hair was smooth I could goon to it
Also the wall and the floor seems to merge together, I would charge materials in the floor
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>>1018050
I like it, but the quick animation makes it difficult to see in detail
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>>1018233
Sick, gigachad fat fuck demon, lookin' good, he's in the same universe as >>1017692 and is Hell's cook

>>1018237
Shut the fuck up retard that's the most idiotic piece of "criticism" I've ever heard
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I think I just accidentally added goatse to this texture I'm making.
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>>1018239
Looks amazing already. It has the quality of older anime, when the industry still cared and put in effort.
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>>1018279
>>1018262

Thanks guys, i'll detail it a little bit more and post the finished version on wednesday probably.
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>>1018266
consider pausing?anyways I´ll post more later
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>>1018294
>consider pausing
Nah, I don't care that much
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>>1018239
Outstanding job
>>
crunching down the textures for the retrofags
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>>1018315
>pixelating without palettizing
Well on your way to being an indie griftware merchant I see.
>>
>Mirror object
>Mirrored part shading is all fucked up like the normals are flipped
>The normals aren't flipped
What gives bros?
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>>1018319
How did you mirror, by setting the scale to negative one?
Post a pic?
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>>1018273
>Shut the fuck up retard that's the most idiotic piece of "criticism" I've ever heard
With the camerawork, it's unclear what he's even doing until the animation is over. It's bad direction
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>>1018335
I did it that way originally and flipped the normals and it still looked fucked. Then I did it with the modifier and it still looked fucked.
I know the other part is fucked too where I haven't put a seam or anything, but that's not a big deal.
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>>1018319
>>1018344
Check for internal faces
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>>1018233
The overhead fan does a lot for the lighting in the scene. Really I think everything it looks like you cared about is done well, simple assets could be more interesting like with the way this guy chops his cutting board should be beat up. But like I said that doesn't sound like your priority.
I think you could add some light under the stockpot, either flames or an emissivie red coil and improve it with that easy enough though
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>>1018360
Totally should have done that, the stove in general looks really flat.
>>1018273
Glad you liked it :)
>>1018237
Originally that was the case, but then the knife flip into stabbing the board motion looked too jerky and non-organic if that makes sense? Probably just a skill issue but I couldnt make it look right with cuts going the other way.
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>>1018359
Nope it's not that. There's a really clear join even when the verts are merged and it's in solid view. I just can't work it out.
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>>1018363
Working on the character for the next challenge right now, hard surface modeling for the first time in like 600 hours of blender, shit is impossible. The armor is supposed to be inspired by insect chitin plates. Looks too thin for my liking but really not sure how to make it look bulkier, would love any suggestions or advice if you guys got any.

Also tried making a Mignola shader (just a simple color ramp) but also combined it with the bsdf to preserve some of the metallic look of the armor plates, doesnt look the way I want it to. Is there a way to only mix certain properties of the BSDF through mix shader? I want just the roughness and metallic properties.
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Look, it's furry Jesus!
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>>1018239
It's done

Lossless version https://files.catbox.moe/wribv6.mp4
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>>1018415
Looks very nice!
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>>1018415
Love this
>>
Does anyone know how this guy manages to adapt texture from drawings to character? Or at least where to start? It's very immaculate and seamless, I'm amazed.
https://www.youtube.com/watch?v=6xqNecJGIac
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>>1018419
If I have to guess, he makes the model, then when it's time to texture he stencil-textures the drawing onto the model, after which he makes adjustments, touching it up
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>>1018415
really good. the phone is comically small though
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>>1018445
also, ikea drawers lel
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>>1018415
Looks ok but everything it's out of scale, some things are tiny and others are too big
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Thanks guys

>>1018445
>>1018461

Probably
I started measuring everything correctly, like the computer loosely based on a Macintosh Quadra 700, but then at the end i just eyeballed everything.
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>>1018462
nice. clock and the smaller sticky notes still look a bit off, but not crazy.
u got any resources/tuts on doing this sort of style?
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>>1018471
I watched several tutorials but all of them were kinda crap and didn't helped to what i wanted to achieve so i just experimented.

I think the key points that make at least this render work is the noise modifiers applied to the freestyle pass so it's not completely uniform, the bloom/glare of course, the tonemapping on the compositor, and being more deliberate with the colors of the highlights and shadows rather than letting the environment/light decide. All the materials is just a basic toon shader (diffuse > shader to rgb > color ramp) with some having some slight adjustements inbetween and chosen colors for the color ramp.
>>
>>1018315
>>1018316
On the bright side, if you aren't going to palettize, why not just put them as mipmaps in a DDS file, and have a setting in your game for the highest resolution mipmap allowed? They all look good, btw.
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>>1018379
Is the one in the background (presumably, the backside of the foreground one), meant to evoke the nuclear symbol? If so, that's a cool secondary image. Although the pitch black color is a bit distracting. I might lighten it slightly. Over all reminds me of C&C Generals.
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six different designs, and four different types of rigs to end up where we're at here.
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>>1018534
Slightly different in that her bridge piercing is higher up where it should be.
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>>1017627
turret of something loosely based on a T-80B
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>>1018534
The sharp, square shoulders clash with the character design and presumable fabric choice, makes for unpleasant silhouette so I'd soften those but still keep the overall "square" shape you're going for.

>>1018535
This is more style critique but imo the head proportions feel a little too squashed and flat on top. It might need a small vertical scale upwards and/or rounding the top of the head in the center like a real head. Quick and dirty resize, I think the happy medium is somewhere closer to yours but slightly taller.

From drawing anatomy, I start with the eyes or the brow ridge roughly on the midpoint between the chin and top of the head for realistic/semi realism. Different styles play with this proportion but it felt a bit too short on the top side in the closeup.

If you analyze faces by making a triangle between the bottom of the lips and outer eye bounds, that triangle is a small portion of the overall frontal facial plane view. The cheek planes are rather large which I think could be balanced out by more mass in the brain case or lowering the eyes/nose a little and scaling down. As they are now, it indicates to our human senses a much larger skull so it looks a bit uncanny although it does indicate the character's presumed personality.
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>>1018524
it is for generals
the backside looks ok in RTS far camera view
im still not sure why baking would make it that dark, probably cuz the lights were setup at the front of the vehicle
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>>1018069
New clothes.
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>>1018579
>it is for generals
That's pretty cool. GLA?
>probably cuz the lights were setup at the front of the vehicle
That's almost certainly the reason. You could try to set up a very low power light behind the vehicle. That should lighten those areas slightly without having too much or any effect on the other sides of the vehicle. But truthfully, it's quite a minor issue, and I don't think players of your mod are likely to find it jarring.

>>1018541
Very aesthetically pleasing. Is that a toilet plunger in the bustle? You might consider adding another smoke launcher on the other side of the turret. I would also set the sides of the tubes to smooth shading. Over all very nice.
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>>1018541
now for the hull
>>1018586
yes it is, it's an asset for a little tank game i'm working on. (thanks)
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>>1018567
Genuinely didn't expect that level of analyses. Thanks anon, I'll do another pass over. I'm finding with myself after a while I seem to stop seeing the smaller details, it gets kinda drowned out by the vision, I suppose. So it's good to see this from an analytical stand point.
>>
St. Michael
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>>1018582
Noice
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>>1018016
Suggestion: add gauze tape, a couple of dark green prescription bottles. The green ones are much less common than the orange, but are common enough that they my warrant inclusion.
But yeah, I can see why you're satisfied. They all look really, really good.
>>
>>1018586
>You could try to set up a very low power light behind the vehicle
i already have skydome light (arnold) which I presume should've been enough + distant light to add shading that is not just constant lighting
>>
>>1018365
Update on my man-spider knight, if anyone got any suggestions or critiuqe im all for it. To do: rivets and straps, body texture, a couple khopeshes, hair has to be re-done and then Its rigging time
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>>1018535
tats feel out of place, the character is very minimal with flat colors while tattos are super detailed and have a lot of shading variation, its very obviously a stencil someone put on top, and doesnt feel like its actually in her skin. great job otherwise
>>
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>>1018364
If you're still having this problem, maybe try this
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>>1018582
Mewtwo waifu now in progress
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>>1018787
Thanks for the suggestion bro but it didn't work. It's okay anyway it's only in the background, but it's the kind of thing I like to know how to solve in case it ever comes up again and it's in the foreground.
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I see zie briefcase is safe?

>>1018858
Sure I understand, I did what I could
>>
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Trying to git gudder at making depth-based textures entirely in GIMP. It's gotten a lot easier since the 3.0 update since you can make an edit and have a stack of filters update in real time.
The background pattern is completely procedural, being a bayer matrix and maze put through a kaleidoscope, median blur, and bevel. I change the seed on the maze and get a completely different pattern.
I don't think I can go back to nodes or baking autism now.
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>>1018809
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>>1017627
a table
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>>1018929
That doesn't look like a table to me but rather some kind of vintage file drawer
Regardless, that's a nice ass model nigga
>>
>>1018887
Impressive. It's tickling something in my brain that appreciates procedural work and patterns.

>>1018929
Looks professional. Get a job.



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