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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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