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File: LUCY2.png (2.75 MB, 1920x1440)
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Making a new thread since the image limit got hit on da last one.
Show us that cool new project you got in the works anon-kun!

Previous Thread: >>1017627
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>>1021736
Based. I tried making something like that once and never finished it.
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OP here, something a little lighter.

>>1021740
Looks nice. I love snow, and I love pyramids. This is a holy matrimony of both.
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>>1021736
Why is there no proper sky, you chudcel?
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>>1021741
The train texture in the gray train face looks like shit
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>>1021750
Yes, I'm aware. I used a low quality ref sheet of the faces from the show. I'll probably get a better one next time.

>>1021749
There is, it's just hidden behind the fog.
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Made Anon In blender, what should I do to improve him or have him doing?
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>>1021870
having sex with a BBC man (with stretching anim)
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What is off about the model face compared to the reference? any small changes that would make it more accurate?
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>>1021944
nose hould be straighter and further down, sharper eye corners, pointier jawline, side hair "peaks" are further to the side of the head
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>>1021944
Yay! I love Nailkaiser!
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Just for fun, which of these coffee tables would you put in your hoos? If you even like any of these enough to put one in your living room, of course
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>>1021967
3 for sure
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>>1021736
>>1021737
Siiiick, diggin' your hellscapes dude, sharp contrasts and shadows are right up my alley
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Redoing a Anthro Mew model.
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>>1021978
Thanks bro. Have a 500 foot tall slave transportation vehicle.
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>>1021967
my IRL coffee table is literally just 2 but the long way, the big slopes are really really annoying IRL, like a live edge countertop but worse. so probably 1 or 3, leaning towards 1 if bought standalone IRL just because i like drawers, but if bought with the chair and end table as a set IRL then 3 so the design would match the rest of the furniture.
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>>1022043
Where's the dick bulge?
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Zyqlon
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>>1022008
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>>1021883
Okay here
https://files.catbox.moe/nsnxfs.webm
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>>1022118
Nice! You made all these models 'n textures yourself?
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>>1022146
Thanks, yep! The only thing not original is the water bottle, got that one for free from substance
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>>1022078
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>>1021967
4 if it had a box ridge on the bottom to lift it up a bit out of the carpet. Or if it had small, wide, rectangular legs. 4 legs.
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terry's chocolate orange
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This is just something I've wondered about before and never really been able to solve. Actually it's two similar questions with, I imagine, totally different answers.
If you have something like a Christmas tree bauble, you often see them where part of it is glossy and some parts will have glitter on (a name, Rudolph's nose or some shit), how can you replicate that? How can you make those very specific shapes glitteresque and keep the rest of it glossy? Would it have to be done with the glitter parts modeled in blender, given a glittery material, and the glossy part if it was a design just unwrapped like you would any other texture?

Tying into that somewhat, but now that I've started typing I feel like it might have the same answer. I've seen labels and things before where parts of the design are matte, but other parts, usually the writing or some graphic are more of a metallic/glossy. Same question applies really, how do you achieve that?
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>>1022222
You plug different black and white maps into the principled shader, look up how to make roughness (glossy is inverted), metallic, etc. maps
https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/principled.html
https://www.youtube.com/watch?v=J5t7gzIfTt0
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>>1022225
Thanks I'll check that out!
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May not look it but I did a lot of cleanup and smaller things. Didn't have a lot of time to work on it lately been busy IRL. There are a few blemishes due to the rigging armature messing thing up a bit.
I guess the big problem now is that the total face count is ~130k. I've read you should aim for ~10k.
I could do another retopology pass over again but I find cutting away at the count makes her super blocky, probably due to how curvy she is.
Without subdivision the main body is ~5k faces, 20k with.
The real killer is the hair curves though. It's ~40k of the 130k faces. Seems nearly impossible to get that down to a reasonable number.

I want to start learning rigging and animation but I also don't want to set everything up and realize it was all for nothing because the model was shit all along.
Any secret tip to knocking down poly count?
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Topology. Again my first model, so no miracles.
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St. Michael
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>>1022252
I'm having a lot of fun with this dude. I think I captured the "2000s sidescroller protagonist" vibe much better than I intended.
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>>1021734
I set out to make a rogue trader or some 40k noble, but I guess it's starting to look like a regular old sister of battle.
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>>1022159
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>>1022259
>I think I captured the "2000s sidescroller protagonist" vibe much better than I intended.
The only thing you captured is a dude on your basement to skin him and use him as your new"human" disguise. Because you must come from another planet if you think that shit is remotely good
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Hey guys, first time poster here.
I decided to finally get back into 3D Modelling after years of procrastination. My goal is to make an OC VRC avatar for myself using hard surface techniques.
I am currently falling face first down a rabbit hole of trying to realistically recreate how the human skeleton works.
Send help.
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>>1022460
what the fuck, man...
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>>1022317
>>1022388
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>>1022458
Do you have any genuine critique? What about it is bad specifically so I know what to change?
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>>1022357
...they pierced?
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How would you texture a tape spool from like a VHS or a cassette tape?
It looks pretty flat because it's tight, but it has little grooves that give it these almost imperceptible ridges. The kind of thing you don't take notice of, but it's very obvious when they're missing.
I've tried it before using anisotropic and it looked the kind of dogshit you would expect.
Any suggestions?
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>>1022461
is that how arms work
wtf
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>>1022461
>>1022700
Some of you could use the anatomy for sculptors textbook, you can find a pdf with a bit of googling
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>>1022704
Also it's on the site formerly known as sadpanda
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>>1022704
i already figured out the interlocked chain thing myself so i'm happy to see it presented here to validate my opinion of myself
i'll try that book though looks nice
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changes i should make? anything look wrong? tweaks? ive been staring at this so long that im blind
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with headphones or without?
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>>1022896
I didn't notice the headphones so they don't add anything in my opinion
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>>1022896
I don't think they fit because they seem way too realistic, or the earpiece does at least, given the aesthetic of the character. I could probably say the same for the pentagram chain and belts and things, but somehow they just werk.
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>>1022859
I like it a lot! Without headphones is the version I prefer, personally
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made this little guy at work today, i plan to make a little animation with him
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How do i make it look less like shit
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>>1023386
download the marvel rivals model and look at it then compare it to yours
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>>1023386
Looks good to me. What do you dislike about it?
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>>1022637
everything is a mess
It's a fire texture and a weird alien looking guy with 2 bananas coming from his ass, all red without any contrast or shape lenguage.
If you are 12 trying blender for the first time it's ok.
>>1023386
It looks like shit because your lighting and shading is shit
>>1022896
without, they look like an afterthought
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>>1023387
I'm not going for the rivals look, style is closer to midnight suns.
>>1023388
You know, I think i just dislike the sculpt after spending so many hours looking at it.
>>1023389
I tried an hdri and it does look a bit better thanks.
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>>1023398
>I'm not going for the rivals look, style is closer to midnight suns.
well look at the midnight sun one then. your legs are extremely thick made worse by the padding which looks like some kind of karate safety gear or something
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>>1023398
try three point lighting, face is static and lacks emotion, try compositing, bevel and smooth that harsh corner on the background plane, make the lights a slightly off-white color
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Has AI reached a point where it can meaningfully provide feedback on a piece of WIP 3D art? Or is there no LLM/tool like that yet?
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>>1023401
You're the tool
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>>1023401
it doesnt matter. critique from real people is plentiful and free
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I think I'm done with this project, thanks for the help.
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>>1023405
But the people take forever to respond, they're mean to me and when they're not, their critique is too vague and shitty. Almost like they want me to get back in the bucket. AI is at least immediate and sucks my dick a little bit which feels nice.
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>>1023401
i use grok and gemini for this and they're both decent. you have to ask it smarter questions than "does this look good" though or it'll just glaze you and provide the most basic bitch suggestions
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>>1023414
I'm using ChatGPT and it's nice, it's like having someone else collabing with you. Though I do think it has a tendency, or maybe even a rule, that it HAS to praise you a little bit in some way at the end of every single prompt, and that gets kinda tiring, it's obviously fake praise. Wish I could tell it to just stop with that.



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