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File: WIP.png (2.13 MB, 1500x882)
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Previous thread: >>1021734
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>>1029140
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While you're busy modelling space ships and big titty aliens some niggas are modelling armoire
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>>1029143
I just love the mundane
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/wip/chud here
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>>1029138
Lmao you pathetic racists will never fail to make me laugh with your "/3/ wip threads".

Face it, most POC will be infinitely more successfull than any of you sad virgins will ever be. You're on the wrong side of history, get over it losers.
>>
>>1029148
It’s just a hobby bro chill. Who the fuck tried to learn blender to make money? Go Uber
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>>1029148
>Wakes up.
>Opens blender can't do shit.
>types 4chan .org/3/
>clicks on first threat...
>LMAO YOU PATHETIC RACIST...

Kek retard please we know you are here for engagement so here is (you) now you can fuck off to twitter and farm there.
>>
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>>1029138
want to do houses but need to do texturing...
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>>1029280
Nice. Reminds me of the Alyx liquid shader. Listening to the artist behind it was fun. https://www.youtube.com/watch?v=9XWxsJKpYYI
>>
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Technically still a wip even though its 99% done. Tried to do a painterly style portrait, incredibly happy it's almost done since this style is incredibly boring to execute
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>>1029355
Das nice mane
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>>1029280
update
https://files.catbox.moe/lmwqur.mp4
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>>1029362
I like this, with proper background and longer animation this could be turned into animated background for desktop.
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>>1029367
it took me more or less of effort but the animation already loops btw
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ive started applying for jobs and internships. there are barely junior positions, ive been rejected from every single one now, its so fucking over for me
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>>1029400
I'm telling /3/ all the time there are no jobs but you fags never listen. Nobody wants your junior entry ass in 2026 and you'll be competing not only with the laid off local senior population with AAA titles behind them, but with 0.7 billion of outsourced East Asians who do it cheaper, faster and better than you.
>>
>>1029400
>>1029400
This anon >>1029404 is mostly correct. Not only you need to be absolutely at the top of the game to get hired (junior nowadays means senior level skill but with little employment history, not beginner), but at this point the gaming and vfx industry is in free fall. The gaming industry because AAA game studios are all crumbling and vfx because of AI fucking with the expectations of clients
>>
>>1029359
Thnx dude
>>
>>1029407
On the other hand you can start posting your shit on youtube, gather a following and in six years if you're good you might be getting an academy award or humiliating Star Wars at the box office. Or more modestly make 6k a month on Patreon with weirdo cartoon clown shorts.
>>
>>1029412
Cultivating an audience for the thing you're doing is the winning strategy.
"Getting a job" was always the alternative to doing your own thing.
>>
>>1029412
Works if you're a cute girl, much harder if you're some dude. You'd have to be really good
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>>1029416
The three he's referring to are Gints Zilbalodis (Flow's academy award), Kane Parsons (Backroom's $213 million box office) and Worthikids (Big Top Burger). All smelly males.
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>>1029138
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Can someone critique this scene?
I cant really write dialogue, or do character acting.
I've reached a point I need fresh eyes and ears. please be gentle >.<

https://youtu.be/ePJoaTaLcM4?si=UHT8N7FIGiOhhcmn
>>
any advice for the topology circled and the form for the fingers and hand in general
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Well I've come to the conclusion I need to do redo the body lol, this one has too few triangles.
>>
>>1029467
Do not fear triangles. Smart, strategically placed triangles are fine. You'll find a lot of professional models use triangles to split 1 quad into 2 quads.
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>>1029467
Like so
You could remove the edge in the middle to have only quads but it will leave a weird ugly bump.
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>>1029206
That one's crazy nice
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>>1029355
fml niggas be doing classical paintings in 3d and I can barely do donuts. I just want to be good enough to model my waifu
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>>1029362
Update. I apologize for the clouds, i know they're shamefur

>>1029482
thanks m8
>>
Possible breakthrough? Or a false positive? I may be onto something. Going to sleep on it and see if it's still as promising as it looks in the morning.
>>
>>1029511
Holy shit, I'm about to piss myself. This is coming along great. I fixed an error that was causing a circular distortion. Basically I just forgot to normalize one part.
I also retooled some things. Now it's even tighter than it was before. I disabled the node that smooths the curves, to show how closely the interpolated curves follow the parent curves. It's practically 1:1. So the parent curves are effectively cage, that defines a boundary, and the curves interpolate inside the cage.

There is still one more thing I have in mind before calling it "done", but it's like 75% there now. I'm excited.
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>>1029533
Yeah I remember wishing this was how hair worked a long time ago.
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wip i'm happy to see you are alive. /3/ keeps a light lit while many of the creative boards have died hard
it's been years but here's 1
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hand update, thanks for the advice m8s
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>>1029565
Put a reference image in your viewport and follow the shape, why do you want to do it from memory?
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>>1029576
im using anatomy for sculpters as a reference on my 2nd moniter
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>>1029533
I implemented the thing it was missing. The solution I came up with is a tad inelegant, but it works. Catmull Rom splines don't like it though, so I have to smooth using Nurbs. That's fine. Nurbs is smoother anyway. You just need a minimum of 4 points along the spline before the spline will smooth.

Something is still off about it. I need to figure out why some jank exists in the test hair below, that's not present in the test triangle above.
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>>1029491
Update
Some small objects still to model and textures to apply
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>>1029611
Looks practically complete already. Damn fine work. Are you a professional?
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>>1029606
Good news and bad news.

Good:I figured out how to create parts in the hair by texturing the scalp.

Bad: I'm pretty sure I can't get rid of the jank, because it's an inherent issue with the way I'm generating the base. I'm using fill curve to generate a delaunay triangulated mesh, then placing points on the triangulated mesh, then duplicating those points, and converting them into curves. Along with a bunch of math to place the points/curves in their proper place.
The problem is that there are certain ways the triangles can sort of "get in the way" of each other, causing huge zones to not be interpolated properly. I don't know of a way around this. I'm stumped.

Still I learned some nice tricks. I might keep working on it. I just need to find a different method for the base.
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>>1029622
Thanks bruh. I think it's done.
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>>1029727
Great stuff. If you're not working in the industry already, then you should be.
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>>1029727
Very cool! Are you the anon who was doing the office scene too? I haven't been here since last year, maybe earlier, so I might be out of the current affairs circle.
>>
>>1029727
Very pleasant, well done
>>
I'm working on a "Invincible style Male and Female set" in the style of the amazon show, but I don't know if I'm getting the style down. I use Eve as a "base woman" reference, but I'm not trying to make Eve.
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>>1029728
>>1029729
>>1029730
Thanks guys, really appreciate it. One of these days i'll do stuff with more interesting shapes than just boxes and cylinders.

>>1029729
Yes i also did that scene of the office last year. This is in fact the first serious thing after that one (well, aside from >>1029206 but i'm trying to not dwell on photorealist stuff too much)
>>
>>1029565
>>1029591
Your fingers are a bit too long compared to the width of the palm. Additionally, you may want to take the picture you are referencing and then:
>copy the index finger
>compare the index finger to all the other fingers
>compare the length of the index/middle finger to the length and width of the back of the hand/palm
>slightly rotate the fingers away from the middle finger on the z axis
>>
>>1029737
thank you for the feed back, i think it does look a lot better
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>>1029733
That looks very good where it is. I'd pull the cheek meat out a very tiny amount but it's very much within the acceptable zone.
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>>1029739
You extruded fingers out of the palm? That tends to make the palm look like a block. The palm is a complex shape. The row of knuckles are on an arch from two different angles. A helpful technique is to make the fingers and arrange them where they need to go and then make the palm from the fingers.
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>>1029739
Depends
For a cartoon, it's fine; but you should be aiming for photorealism if you want to improve as artist. Use your own hand as a guide.
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>>1029754
Thanks for the feedback. I'll keep it in mind and post updates later.
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big shork
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>>1029138
Maschinen Krieger type designs are so cool
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>>1029767
Animations, stills, a game?
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>>1029767
where can i see your stuff?
>>
Is it cool if I use 3d meshes for my contour lines? I have no idea of how to texture paint, so for anything that doesn't need to be painted, I'm trying to get clever about it.
>>
>>1029807
It's a thing you can do in more static places like say the tip of a character's nose as it doesn't really deform, but using such outlines in places like in your picture (deformation hotspots) will often cause clipping issues. As in, the outline mesh will clip with the body when you bend the spine no matter how you arrange the vertex weights. You can bandaid it by floating the outlines further from the body, but then they'd clip through clothes (assuming you don't outright not render that part of the body when clothes are on) and may look strange at glancing angles (but that's generally not noticeable).

If you really don't want to texture it, you could literally graft the outlines onto the body. They generally follow the edge flow anyway. That way there won't be any clipping with the skin.

I think there's also 2 other ways you can tackle it:

You can make a small image that's just 2 solid colored boxes: one with your skin color and one with the outline color. And unwrap the polygons where you want the outlines to be so that the edges of these polygons would "dip" into the outline color, creating the outline. Since the 2 boxes are straight and parallel, the outline won't be pixelated either.

You can also use vertex colors and just color ramp their factor so the interpolated color along a polygon isn't a linear gradient but actually sharp.
I used to use this approach a lot, but do note that a single color can only go one way. Meaning, if you color three vertices in a polygon the same color you won't get a line along these verts, you'll get a solid triangle. So if you want outline intersections you will have to use multiple colors and mix them in shader.
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>>1029811
Thanks for the advice. I'll keep it in mind!
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>>1029830
Wow that slaps! He looks great!
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>>1029833

Thanks, I usually specialize in inorganic stuff.
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Some people build entire cities for games and i am struggling to block out some facades.
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>>1029835
Just look at that face! I can hear him laugh

>>1029845
It'll become easier the more you do it
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>>1029560
This is so fucking good. Style really stands out. Any plans to rig it?
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ay yo, anyone got a copy of maya installed - i've got an old ass file i want a model out of out but can't be asked installing autodesk malware
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Got the computer to crap out a thing that will automatically do fairly believable rotation for a jet model thats just following a curve. Not sure if that weird jerkiness is from using NURBS instead of bezier, which apparently is a massive difference in Blender, or just my camera setup losing its mind. Figure itll look pretty good once the kinks are worked out or just covered up by hand.
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>>1029727
really cool and cute, gj anon!
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>>1029867
Yeah.
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>>1029799
i don't know, really. i just like making those characters and posing them sometimes. it's probably an undiagnosed form of autism
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i keep making tile pseudo textures for no reason
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>>1029888
Cool. I'm making a nsfw anthro game at the moment so I'm always interested when other people post anthro characters here.
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>>1029903
You can model my BWC with photo reference to satisfy your anthro characters with. It's a hung large package. Gonna satisfy your bussy aswell.
>>
>>1029138
Challenge: I'm working on a geometry nodes solution, I can't get done:
I have 2 objects, a plane with 'heightmap deformations', and an object with thousands of mesh islands. I don't want to split the mesh into islands, it should remain one object.
I want to place all the mesh islands on the surface of the plane.
Here's a basic example image of what I have, the centers of all the boxes should be on the surface of the plane
>>
>>1029904
Sweet post some image planes of your dick. Make sure you're at MAX hardness. you do kegels right? If you ain't camera ready start clenching.
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>>1029905
Basically the trick is to split them anyway ("mesh island" as a group id for "split to instances"), do whatever you need to do per insteance, then use "realize instances" to put them back together as a single mesh.
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I just wanted to post something because I haven't made anything in a long while.
I'm going to slate myself here
>Too retarded to angle them without fucking everything else up
>Metal doesn't even look metal
>Can't into lighting
>Need to go back and do the nose pads anyway
>Did the lenses way too transparent
Anything else I've missed bros?
>>
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>>1029845
This could be the most complicated procedural material i've created to date.
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>>1029913
Update

There's still a lot to model and texture, but it's a rough concept.
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>>1029950
Built for my BWC.
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>>1029807
>>1029811
I stopped being a baby and painted the contour lines. I didn't know I could use Clip Studio Paint's vector lines to get good line art in seconds, but now that I do, I'm not longer afraid to try a bit of painting. Blender's internal painting functions suck, and its tough to texture paint when you know nothing of 2d art like me.
>>
>>1029907
Got an email?
>>
>>1029888
>the censors
kek
also nice trips
>>
>>1030003
Yeah
Tips@fbi.gov
>>
>>1030066
I was serious at doing a porn collab with me being the model/actor and you the developer.
>>
>>1030070
Well I'm looking for collaborators who make 3d models and not so much are models themselves.
>>
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vibe-modelling a cold war battle rifle of some sorts, only took explicit references for the magazine and the muzzle device, the rest was pretty much modelled 'on the fly'. i nicknamed it "AR-33"
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Making props for my game
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>>1030080
Breakable?
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>>1030086
Your virginity - yes. Broken in by my BWC.
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>>1030086
Ofc
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>>1029950
Update
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>>1030074
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Hand as part of a VR model. I was wondering if there was anything majorly off with it.
>>
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>>1030096
Update
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>>1030404
Yeah compare it to references for sure. Remember in vr this hand model os going to be right up against the camera. It needs to be very detailed.
>>
>>1030468
Ok, so the problem is a lack of detail? The issue with the ref I am using also lacks detail as it is just the basic sketch of a hand. I'll try to ad more detail though. Thanks for the tip.
>>
>>1030475
Proportions too.
>>
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please help me out guys. I'm working on this stylised manticore model (tail not done yet) and i kinda hate how he looks, what is wrong with him? Any critiques?
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>>1030518
Could probably be a little longer
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>>1030518
Use references
>>
>>1030518
Are you really rolling with no textures at all? It's hard to make stylized models look good without textures.

Monsters like that kinda need teeth to be scary. I assume you wanted to keep the polycount super low and welding them onto the head would need a lot of supporting geo, but you can just float some scary ones over the muzzle. Some actual eyes would help too.

The colors are kinda weird.
Why are the bells so dull? You'd expect them to look golden. If you're using blender, make sure your viewport color output is actually srgb and not that "filmic" shit that was(is?) the default on some versions of blender, that one washes out the colors and doesn't match the output of a normal game engine, which generally use srgb.
I think you might want to change the color of his head and nose. Why is the head a different color from the body, anyway? The green nose looks goofy, at least make it dark.

Just my 2 cents.
>>
>>1030498
The finger proportions were based on the reference I was using.
>>
>>1030522
Post it
>>
>>1030524
Here.
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>>1030526
Aha yeah. Use a photograph or a scientific illustration.
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>>1030542
Ok. I'll try using that.
>>
>>1030109
flip the charging handle so the your fingers would rest on the curve when it's pulled
Reduce the bulk where the stock is supposed to fold into
>>
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making a 1:1 model of our home kitchen
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>>1030563
I'm sorry man
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Rate my cunny. I've been working on it for 2 days now. No sculpt, straight to topology using only a character sheet image as reference.
>>
Needs some of this
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>>1030602
nice, whats the topology like?
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>>1030644
For now, it looks like this
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>>1030649
that looks clean as fuck, how did you get so good at box modeling organic forms like that?
>>
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>>1030651
I have a decade of practice (mostly edits of already existing models). The model in the image is using subdivision; the real mesh is way rougher. I've learned that a few well-placed n-gons will take you a long way.
>>
>>1030651
My answer was a bit vague, so I'll expand on it. I use and study a lot of references; for instance, for this model I'm using one image to draw the quads over since it has the overall proportions I wanted for it, but I'm at the same time looking at other references (more polished 3D renders and even figurine images close to what I want). All that to understand the shapes I want and how I need the topology flow to behave for future rigging.
>>
Same mon different clothing.
>>
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>>1030672
Pic related
>>1030658
It never occured to me that you can use N-gons to your advantage pre-subdivision; save a whole lot of time in term of optimizing the mesh for animation and games.
>>
>>1030658
>>1030660
its still pretty impressive to me even without subD, thanks for your response i hope i can get to this level one day
>>
>>1029888
posing is fun tho~!
(I wish I wasn't so bad at poses myself :*(
>>
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I hope I finish this one soon
>>
>>1030712
pleasant
>>
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Some trees
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Still learning shit. Trying to capture a 90s CGI feel, i.e. literally just mixing albedos for the shaders and nothing else
>>
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>>1030563
i made my basement
>>
>>1030830
>just mixing albedos for the shaders and nothing else
What does this mean? Do you do it by hand or automate somehow?
>>
>>1030849
I mean for the shaders, I don't use files to define roughness, metallic, ambient occlusion, etc. I just use the albedo/color of a texture instead. I plug two albedo PNGs into a mixed color node and use a noise texture on the factor with a color ramp in-between to tweak how the two PNGs actually combine together. I then daisy chain a couple that same setup together with other PNGs (like for dirt or rust) to get a final output I'm satisfied with. I'm sure there's a better way do this but that's the basic setup I've been using so far.
>>
>>1030830
I really liked this render. I think you did a great job with this aesthetic.
>>
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I finished this one last week, but I spent the next few days making a few changes. Lately, I've been struggling to tell the difference between having an art style and just staying in my comfort zone. By the end of it, I felt like I was repeating myself creatively.
>>
>>1030865
Thanks anon, it's from a game I'm making with pre-rendered backgrounds like ff7-9, hence the attempt at a 90s CGI aesthetic
>>
>>1030867
Nah that's sick, I'd play that
>>
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>>1030867
I have to use a saying that I've only seen vapid women on instagram use, but it feels the most fitting - "it's giving" Kingpin "vibes".
Which I love btw.
>>
>>1030941
'Vibe' is a word popularized before you were born
>>
>>1030943
I was specifically referring to "it's giving X vibes" not "vibe" specifically.
>'Vibe' is a word popularized before you were born
Well probably considering it's from like the '60s. I hope you didn't just confuse me with a zoomer who thinks any of their slang is new/not ebonics.
>>
>>1030928
>>1030941

Thanks. I also like games with this kind of run-down urban setting. I usually draw inspiration from Duke Nukem 3D and GTA2 (dusk mode).
>>
>>1030867
kino, great work. somehow looks less dystopic than the real downtown Rio at night, lol
>>
>>1030867
the skybox texel density is not consistent with everything else
>>
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>>1030952
Thanks. Downtown Rio is in pretty rough shape these days. On top of that, the city's now full of those awful orange dumpsters, so I almost felt obligated to include them in the scene.

>>1030967
Yeah, it really didn't turn out well. The reason is that I convert my textures to indexed color once I'm finished with them. It worked fine for the environment textures, but it made the skybox way too pixelated. I ended up redoing it and left it in its original color mode instead. The resolution is still the same (1024×1024).
>>
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>>1030712
Did some texturing.
>>
>>1031002
Do you plan to build a full scene around it? It looks really good so far, and I think the texturing is coming along really nicely.
>>
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>>1031009
I'm thinking of adding some ivy and a couple of pot plants and some clutter objects and putting the whole thing on a cobblestone pavement. I already did something similar in picrel
>>
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>spend all afternoon making myself a mini I can print on JLC because I am sick of browsing cults and dealing with shitty models JLC won't accept
>My model is just as shitty
>too noob to fix
fuuuuuuu
>>
>>1031010
>a couple of pot plants
>>
I've been putting together a little hobby desk scene for something. Most of the time has gone into a cool shader and geometry generator for the paint bottles to be driven by a single color and have the paint on the nozzle randomized and I'm happy I got that all working mostly the way I wanted.
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>>1031027
This stuff doesn't have to be that high fidelity, but the knife especially holds up really well even when very zoomed in.
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>>1031011
You have to use references
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>>1031031
You mean image references? Aesthetically I have no issues with my model, it's intentionally shitty. Technical issues are what I was posting about. Like the mesh count and thin faces.
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this is an airship model I made for my RTS game, or rather one I blocked out for it. It's meant to be a sort of floating, long endurance trade ship that parks itself near an urban center or somewhere else where commerce is to be done and transfers cargo to and from itself via a fleet of smaller airships.
I hate it. I hate it I hate it I hate it. It looks like a predator drone that tried to kill itself with a 12 gauge. I will be reworking it as soon as possible.
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>>1031091
different angle. I like the idea of the floating slipways, honestly, and I like the idea of it being built around a giant gantry crane as depicted, I just hate everything else about it. I'm going to try and retain it in the redesign but I've decided on a visual design for this faction and I don't quite know how I could fit the crane into it.
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>>1031092
and these are the smaller ships as aforementioned, It's supposed to basically be the analog of the resource collector from Homeworld. the idea is that they use pulse jets since they're cheap to produce and maintain, and they aren't traveling very far or very fast so fuel consumption and lack of thrust are less of an issue. That and pulse jets are also very cool.
The wings are attached to struts that I intend to have fold downwards when the ship docks, which is what those cutouts in the hull are for. The hull is hollow and can hold several shipping containers, but I thought that was less visually interesting than the belly.
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>>1031011
I thought you were complaining about aesthetics but looking at this now, you're using some kind of tool to detect bad geometry for 3d printing. The model would be fine for 3d, thin faces and intersecting geo are fine there but i guess they're a problem for 3d. You can probably just boolean the whole model together, it will give ugly topology but your model should end up watertight with no intersecting geometry
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>>1031028
I did my airbrush now too
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>>1029138
hey frens, can i have a bit of feedback on the topology of this bitch? i am trying to follow references but its still a very cryptic topic for me :(
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>>1031103
Pits far too low
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>>1031094
That's right yeah. I can badly model but I'd like to learn best practice for making prints. Which seemingly nobody seems to do judging by the quality of prints on cults.
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>>1031027
>>1031028
>>1031098
Good quality on both the model and the shader. I think it's heading in the right direction.
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>>1031114
Thanks. I'm still working on getting enough assets to put my actual scene and renders together, but here is a quick composite test.
Ignore that the airbrush is floating, I haven't built the stand yet.
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>>1029138
Can't figure out how to fix the chest area keeps getting this dark shadow pls help :D
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>>1031145
You probably have a duplicated edge along that ridge. Or your normals on those faces are flipped.
You should figure out a better edge flow on the chest though, terminating to a point like that it going to be rough.
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File: new bottle 02.png (1.41 MB, 1385x899)
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This whole thing started as me trying to make a good version of these paint bottles. I did them but didn't really like how fake/glassy the bottles looked. And after a lot of screwing around with shaders I have one that I think is a lot better.
The label can rotate around the bottle so that you can rotate the plastic part and see the mould line some of the time. I also changed to a more straightforward copy of the real paint's label so it looks less odd just because it's unfamiliar. Right now there is just a bit of a crease in the label but I have to add a couple more weathering variations, make the color name a mask, and make the red part of the label driven by the central color like my last version.

Old ones on the right, new one on the left.
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>>1031002
Added some stuff
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I'm trying to recreate a 90s CGI feel. How does this look? Is she cute or is something fucked up with her face? I've been working on it almost nonstop since yesterday so I genuinely can't tell anymore.
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>>1031228
Looks great, anon. Are you using geometry nodes for the vines?
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File: 1767077786334434.jpg (1.96 MB, 3840x2600)
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>>1031286
I'm using Ivy Generator
It's a free addon by antoine bagattini

https://www.youtube.com/watch?v=TAMY3FfED6g



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