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File: a.png (2.18 MB, 1500x882)
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low effort thread images edition

previous: >>641708

Reminder!
This thread is for comments and critique on anything you're working on. Completed projects should be posted in here as well.
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>>643592
>>643589

This is just fucking preposterous. How on earth are people like this even exist, I'm so fucking outraged.

also
>op pic
>still none
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This my little low poly girl I am working on
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Working on some D&D characters to 3d print. Learning how to make clothes and armor.
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Made this guy
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>>643645 >>643679
Learn some anatomy. It can't be that hard to look at pictures of what you want to sculpt first.
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>>643683
Why don't you actually say whats wrong with it?
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>>643685
Why don't you study anatomy first and then say what's *right* about it... if you can?
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>>643692
oh yeah you're right I've literally never seen anatomy in my life. If I did I would instantly make something perfect because this stuff is easy. That guy Da Vinci? What an idiot amiright?
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>>643694
Ignore the trolls, anon.
It's not perfect, but there isn't anything glaringly wrong. Keep working and I'm sure you'll get even better!
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>>643695
Thank you, always trying to get better
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>>643685
I agree it's hard to see what is wrong at first when it's something obscure and subtle. But this is just plain wrong, how can you not see it looking at real life single every day.
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>>643645
Do you even use refs?
>>
Newbie here. I've been checking some tutorials online and thought about modeling my set up somehow.
I'm not planning on doing a render just because I still don't know how to. So let's just considere it an exercise to get some practical use to the tools I know by now
Also, I'm posting a screenshot because I added a background image and I don't know how to remove it. Some help on that please
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>>643700
Why don't you give real criticism?
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>>643710
Top menu: Rendering/enviroment/enviroment map, right click on top of the bitmap name and select 'clear'.
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>>643683
>>643707
You're bad at criticism.
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>>643700
You meet nude super muscular skeletons with bodypaint everyday?
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Just fired up some alien looking guy
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Mixer
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I think I am done with my base body now
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>>643679
The thing with this sculpt is that the head is bigger than it should be, that's why the anatomy looks weird.
It looks like its made out of playdough, I don't know if that was intentional but I don't think that that style helps the design.
And I don't know if it's an actual character from the 80's and the color palette is supsosed to be like that, but I think the palette is not helping the character, try using another palette, maybe complementary colors would help
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learning how to get better at animu heads. I think i've progressed a lot but i'm fully aware that I still have a looong way to go
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>>643679
That's actually kinda good, The quadriceps are shit, but everything else, the colors and style work.
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>>643774
Looks like an 8 year old with a boob/butt job.
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>>643789
more like 2-3 year old. but that way you are saying that every caricaure/chibi stile is tryung to turn everything in sexualized 3 year olds. when in reality it is just making forms more simplistic, which can be used for millustrations, caricatures, quick animation, etc....

not everyone sees world from pedophile's eyes
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>>643789
t-thanks bro
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I like to do a paintover just to see if the features fit. I like where this is going a lot.
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>>643746
Its still a legitimate point.
Using refs is a must for any amateur, even to me its clear he didnt, most proportions looks like her just "eyed it"
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>>643750
>make a humanoid
>fuck up the anatomy

If you gonna copy the human form to this point you can not get away with shit anatomy.
Non humanoids are more forgiving in that regard as anatomically they are not common for our eyes, but in this you better open up some anatomy refs.
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Working on yet another, Koopa hime fan art.
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can anyone see anything wrong with the anatomy wise or how i could make it look more like him?
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>>643864
Eyes are too big ear is 100% wrong profile proportions are wrong, chin is huge, brow arches come out way too far, Cheekbones are deflated, collar bones are wrong
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>>643776
The character is task master from Marvel. I think the colors are fine, blue and yellow is part of a triad
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>>643788
Thanks for the feedback. Never sculpted quads before
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>>643787
Ah another one like me. Please post when you're getting into shading your animu. Im still having trouble how to shade mine.
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>>643866
Thanks for the crit. I'll get onto fixing that in a minute. I'll post more screenshots when I've done that
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>>643762
I want a fucking vanilla milk shake
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>>643867
Oh ok, but he is orange and blue, maybe applying orange would help
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>>643793
wrong and wrong.

anyone who has studied the human figure knows how the body develops, and this artist specifically chose to divy up the body using young child proportions and bolted on the tits.

Chibi/ shortstack was designed to appeal to pedoes and anyone that faps to that shit should be shot on the spot.
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>>643913
>Chibi/ shortstack was designed to appeal to pedoes
You lost so badly
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+ alternate version with rain:

https://imgur.com/a/cu7qXvP
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>>643913
yeah, preach buddy.. and then cry when your preffered media will be censored and altered..
>>
>>643793
>[chibi style] in reality it is just making forms more simplistic

This is correct. This translates into larger heads and smaller bodies, as well as less detailed features in general. The lack of detail can even have certain aspects of anatomy entirely removed, like noses or fingers or mouths.

It does not mean making a character a midget with hips twice as wide as their shoulders. If anything, a proper chibi character would have even less focus on their body compared to a more realistically rendered one.
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I think it was the last thread where I showed my mostly done sculpt for this.

Here it is! The finished facehugger. At least mostly. There is still some tweaking to be done. I did a lot trying to get a good automatically generated thickness map for the Subsurface scattering, but I haven't liked a single generated SSS map. Currently I just decided to stick with an inverted ambient occlusion map. Probably gonna end up hand painting an SSS map in Blender as even the one Substance Painter was producing was ass. To be fair though I wasn't 100% sure what I was doing when setting up materials to make use of the thickness map for SSS.
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>>643974
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>>643975
>>
>>643974
>>643975
>>643976
It has the right shapes but it doesn't look alive. Remember that it is a freakish lively thing. Watch the movies and soak it up. All I can say is; make it more tense. Put yout hands in the facehugger position and play with your fingers moving as if they are gonna catch someone. It is attacking, forcing the impregnation. it is a way of life.
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Working on an okapi
I just started texturing inside Zbrush, please r8
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>>643608
first time using marvelous, don't think i'l ever try to sculpt clothes on zbrush. disclaimer: i just made the jacket, the rest came with the tutorial. some anatomy practice and playing around with the deformers.
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>>643967
There is no rule which parts should be simplified, or omitted and which ones exaggerated. It's all down to the design, and stylization may have proposes beyond just visual preferences. In street fighter hand and feet are exaggerated to help read motion, chibi characters and anime in general pays more attention to expressions, and less body language, hentai emphasis part of bodies that artists find erotic
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boys how does the shape of these bagongas look
ignore the low-polyness and all it's for a game mod
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>>643994
Good. I will have to get over the Marvelous Designer hill soon. It is someting I make myself beleive is an ardous task.
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>>644028
Trust me, it's one of the easiest things to use in the sphere of 3D software. Super simple to get used to, and it's pretty much child's play if you have some background in sewing and making clothes (and even if you don't, that's super easy to learn too).
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Still learning autocad.
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>>644025
What's the top view?
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>>643869
https://www.youtube.com/watch?v=u2GAHnDaUpU&t=109s
let me see what you have been working on anon this is what i've been doing for my animu models
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>>643626
>>643774
Looks good, but need less emphasis on the hips.
>>643913
>never heard of dwarves, goblins, and gnomes.
>never seen a midget.
Nice try, but you did bring up a good point.

How can one differate between a midget and a "oppai loli"?
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Going to have to weight the skin again. I can't get the corrective blend shapes to work properly. Face blends not quit right, think the teeth/mouth are not wide enough. Focusing on finishing it soon so I can use what I learned on the next one.

https://www.3dtotal.com/tutorial/1883-maya-rigging-corrective-blendshapes-by-jahirul-amin-animation-blend-shapes

Or draw concepts and post them on another board. Wanting to start a WWII 15mm Uk army is symptom bored/frustrated. I'm sacrificing my miniatures and video games to God of art Minerva to git gud at 3D. Should post a first attempt and finshed 2nd attempt when I'm done.

Been up to 3am with Energy drinks and technomusic and FF7 remaster, I tried everything and nothing works ;p

Going to set up a easier to use face controls next time. Now to cook, clean and drink.

>>643774
Chibis are great but the proportions are off. Look up Maple Story2, the game is out now. Use it for reference.

>>643936
Cant wait to one day make something that good. Are you a pro?

>>643994
Did you sculpt that, holy crap.

>>644025
Looks good.
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>>644064
>How can one differate between a midget and a "oppai loli"?

Well, Oppai loli would have longer arms and legs

>>644067
I didn't go with Maple Story character type, because I found them too kiddy. I was looking at Summoner Wars models pic related, to try to design more adult looking character, but the bodies look too thin and small. I ended up exaggerating hips so much because kids don't have such child bearing hips. People now say She looks like a kid because the head hight. I don't know how to make an adult character, who is only couple heads hight and still has volume to its body. I thought maybe after I texture, and make male character who is going to be pretty much same height, but with triangular torso it's going to make the female more adult in the context while standing next to the man. inb4 someone says I made a young boy with just a really wide back.

At the same time, I cannot take the other guy seriously after saying >>643913
>Chibi/ shortstack was designed to appeal to pedoes
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>>644075
Seems like you need to work on design first. try and take 3 things you like and combine them. Post the designs on another board, also fouces on textures. Chibi's bodys tend to have little detail which makes custom design stand out. I first started out trying to make my Ratninja a chibi.
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>>644079
Well I wasn't really going for Chibi style, just something simplified. I wouldn't call new pokemon character to be chibis, but I also tried to make bodies more sexualized. I cannot draw, so there is no way I can desing character on paper. I'm just trying to wing it.

You say take 3 things I like and combine them, that would be expressive big faces, butts and general pear body shape. I had breasts smaller, but I ended up increasing them to balance it a bit.

Seeing your ratninja waifu as a chibi would be interesting.
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>>644082
I been drinking but its just shorter and thicker limbs, bigger hands, feet and head also props. shorter mid section IE were your abs and organs are. look at old GW miniatures or LoL game models. it reads better at a distance and gives character.

Look at Panty and Stocking art book for inspiration.
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One more update and please do tell how do you feel about this version if you have time. I've been tweaking the values, saturation, fog, brightness etc. for a while now (pretty sure I'm spending too much time on it lol). I rotated the sun so the left wall is now in shadow - the goal was to create a better contrast with the front, that is, make the front pop out more. Also tried playing with dynamic lighting but it simply doesn't want to bake my skylight without crashing. I'm extremely annoyed by it all and how much time I wasted waiting for the bakes. Just final touch ups and I'll call it done soon. Noticed I ruined the ground again so I have to fix that too.

>>644067
>Cant wait to one day make something that good. Are you a pro?
Gee, thanks. I'm always stressed about my work and never feel it's good enough, comments like these help. I'm not a pro at all, I've been doing 3D for a year and a few months and am still pretty clueless about certain things. Matter of fact, this will be my first environment I can call "finished".
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>>644084
>Look at Panty and Stocking art book
I would argue those characters look even more like children. To >>643913 any short character is probably pedoshit.
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>>644085
I don't know why but it looks odd, like one of those pre-rendered backgrounds from de 90s (It gives me same feeling as pic related), maybe it's the lights or the shading or both

I'm sorry if i can't help more, good luck anon
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>>643913
Neoteny, you fucker. Not everything has to be pedophilic.

>>644064
>How can one differate between a midget and a "oppai loli"?
For one, midgets are proportioned differently. If you've seen a midget, their torsos are relatively normal but their limbs are shorter than usual. "Oppai loli" as the term suggests would just be a child (think like actual loli though) with huge tits bolted on. Technically still a sin like regular loli, but people (me) like to imagine the line's a little more grey since a young girl 100% can't have tits that huge.
>>t. cultured individual :^)

>>644075
If you notice, the image you posted actually has a pretty regular (albeit "well-proportioned") body, just with the head and hands about 5x bigger than they really should be.
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Did doom from dota, still working on the armor


>>643994
your anatomy needs a lot of work, but yeah marvelous is fun
still i do most my clothing in zbrush, its rare i use marv unless its a bigger more complex piece
>>644028
Marvelous is probably the easiest of any 3d packages as it requires no previous 3d knowledge
You work in uv space but with curves, so you dont even have to worry about edges or shit
Sims are gimicky, the physics arent realistic but they are "realistic enough" as in if you take it in zbrush and clean it up it will look right, the tech powering it is ancient and simplistic so forget about any complex fabric simulations
For what it does its a must have, and takes like half a day to learn
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>>644067
>>644067
>dat midriff
So can I virtually put my dick in her yet? How long till I can have a disembodied dick fucking her in a blender animation?
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Most of the sculpting is done now. I think I'll do some Asymmetric details before maybe doing retopo.
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>>644124
At this rate December. Going to have to find a corrective blend shape tutorial or some shit. May be use the RapidRid, redo the rigging and give her 3 fingers and a tongue controls. Fuck at least I'm learning a lot.

Spending 82.5h working every week because Millennials are lazy shits and "immigrant workers" just go on welfare and have 9 babys.
>>
>>644113
Thanks, haha that image really looks similar in every way. Too bad you can't pinpoint what makes you think like that, because I'm very interested. One person already mentioned the same thing about the prerendered look, while another one also said something looks a bit odd, but he couldn't tell what either.

I'm fairly certain it has to do with lighting and/or postprocessing, so it can be changed relatively easily, but the real question is - even if it does look "odd" - is that a good or a bad thing? I honestly can't tell either, but that is because I've been looking at it for too long, but I do admit that at certain points in time it gave me a feeling of some realist paintings. I actually think that might be a good thing and I'd prefer keeping that feeling, but I'd like to know what is exactly causing it.

I use heavy and very specific post-processing and I also bake the lighting with a pretty cloudy sky which I later change with a custom skybox. Also, using a different GPU lightmap baker might have something to do with it as well, because it gives me really strong shadows in some areas, which I later process as well.

If somebody figures it out, please share. :)
>>
>>644124
>a blender animation
Is this a fetish or something?
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>>644140
made in what software?
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>>644161
Where have you been? like 95% of Overwatch porn is made in Blender.
>>
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>>644116
Thanks for the reply man, I'm gonna keep working on my anatomy, drawing is actually helping me a lot, but still is a lot to wrap my head around. cool sculpt btw.
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>>644145
Yeah i mean the scene is really good and all, but it lacks that edge to go from ps2-ps3 asset to realistic render. Maybe this can help you https://www.blenderguru.com/tutorials/secret-ingredient-photorealism
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>>644182
Let's try this - here's a progression of this scene with a few major updates. Do you feel the same about the previous versions as well or did something went "wrong" in a recent one?

The materials and models didn't change, the lighting didn't change either. Only tweaks were inside of the post-processing stack and with fog values.

If it's different but still looks modern, I'm satisfied, but if it looks like ps3, or god forbid ps2-tier, then it's straight up terrible and I need to change something. I'm completely blind with my projects when it comes to that - I always think it's current gen, if not next gen since I can push the quality even more when I'm not limited by the hardware and it is not a full game so I can go overboard with it.
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>>644184
Yeah i feel that the best looking one is the middle image, to me it is the most balanced one between the three. And it kinda gives me that photorealistic vibe.
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>>644186
Yeah, I think that too now, I probably went too far with it as I progressively got bored of the current version haha.
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>>644165
Blender
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>>644082
Anyone can draw and learn to draw.

You just need to gain the confidence to do so.
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>>644188
BEWARE! This is a trap!
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Test of my set up (I never got this far)

I drew everything with mouse and keyboard.

I got the body UV mapped on one 256x256 texture and head on 128x128 texture with face on separate uv map that is also 128x128 mixed on top of the head texture with alpha as factor. In future I would have another texture for hair, and another one for clothes.

Is this the right approach if I were to put it all in a game engine in future? I would like to create multiple face textures for different characters, and swappable hair and clothing

>>644194
I'm trying to gain my confidence with this little project. It took a while to learn UV mapping, and I hope after I get better at drawing I am going to be able to just swap all my bad textures with better ones later.
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>>643913
>Some people still do not know the difference between Agalmatophilia and Pedophilia
Sad.
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>>643979
just so he knows, you're mostly referring to the pose. The model itself is great
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>>643974
What prevents the victim from biting the dick off?
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and I still suck at choosing colors.

Shadows looked gray on my laptop. I don't even know which screen has correct colors
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>>644175
i see arnpits giving you a problem check this out
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>>644219
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>>644205
its blood is acid. If you do that, you're basically dead.
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>>644219
>>644220
>>644175
also to point out this is a bit on the back side, my traps are easily double that if not more at 90kg 175cm and when i move my arm half my whole torso moves.
You need to image this as the standard, this is how muscles move around, they are not stationary
Maybe one day i will make my pics as refs for artists, i feel im getting too big for most modes anyway
>>
>>644175
>>644226
so you need to study the gaps between muscles
i got at lest a fist between my tarps and pecs, but someone wits smaller chest will have less
i knoe its a basic for begginers to think each part of body is covered in muscle groups but most of the chest only supprts other parts, so they can easily be simplified to boxes and cylinders
>>
>>644184
The first one feels like it has the most realistic lighting, and the third one has the best ground material. I think the problem with the third one is that there's a really weird disconnect between the photorealistic, nice looking building, and the comparatively shitty looking trees, mountains and fields in the background.

The middle one is the nicest looking, overall, but thee post-processing gives it a really cheesy intagram-filter feel
>>
>>644184

Hey your stuff is really good especially for not being a pro.

My 2c is that unless you're going for overcast like the first pic it will be best lit with a clearer shadow side like the right pic. The reason the pc elements don't seem to fit is they look more realistic and sharp, along with the cloud and sky looking really dull comapred to the brightly lit housefront. if you could bring a bit of depth of field it may or may not help with that.

If you work on it any more, I would look at the ground, the general dirt pattern feels really procedural, try breaking up the values of the dirt or the the noise pattern more. Like masking the tighter noise with a larger noise.

I would go for bringing some of the texture detail back you seem to have lost from the middle image on the ohuse boards, it could be from the lighting but the front of the house feels a lot more flat.
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>>644204
Exactly. Thats what I meant.
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>>643974
That's really cool. I would push the SSS actually because right now it's looking a little bit like a practical creature. I think color wise pushing the strength of the redness in the mouth area would help. And even though he is mostly one color I think you can get small variations in it, like from baking a cavity map from zbrush to start with and just creating some subtle variation to emphasize your model details and make it feel less flat.
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First HDR render attempt. How do I make my render nicer? Also, how do I position the car in the correct perspective other than just moving it around by eye? It seems off.
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A coffee grinder
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https://www.youtube.com/watch?v=9iUVjwd-gYw
https://www.youtube.com/watch?v=aVc769TdlyE

These aren't very funny or very polished, I just wanted to establish that I could do this stuff and learn some shit. The VAs did a bunch of improv and I based the motions around the clips.


I made both of these in the same week, totalling about 5 days of 8-hour sprints of pomodoros, spending the 5-minute breaks playing darksiders 2.
I rendered both of these with blender 2.8's EEVEE.
I acknowledge there are some really lazy, shitty keys in there. I had a lot of fun making them, at the very least!
Here's a screenshot of the third in line.
>>
>>643762
>>643763
>>644256
love these
>>
>>644252
Why so small and noisy? Are you trying to illuminate from emission and got slow render times? If so, use a geo light, it'll be faster and cleaner.
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>>644085
Its looking really excellent guy. The quality of your assets is great. I'd love it if you could share how you textured the building, I can't quite wrap my head around tiling textures and trim sheets with a piece like this. Here is a nice resource that (if you're using UE4, which I assume you are) will allow you to get back most of the nice high frequency detail that gets lost in your screenshots: https://www.artstation.com/dominiquebuttiens/blog/QGw6/free-tutorial-crisp-and-detailed-ue4-renders. One note about what looks a little off is how your lighting is super equalized and leaves nowhere for the eye to rest. And how its blowing out so much of the nice detail in your assets. I mocked this up in photoshop to illustrate what I think would be a good direction to move in with the lighting and post process. Cheers, can't wait to see this all finished.
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I'm just screwing around
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>>644264
That is freaking good. Looks like an oil painting.
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>>644245
You can't expect the HDR to do all of the work for you. Your materials look extremely basic, and you're not throwing any light at the headlights or the rims.

Your scene is also a questionable. Who wants to look at plaza signs and billboards in the background? Maybe you're deliberately trying to make the setting very mundane, but I dunno. It's strange.
>>
>>644314
Thanks, I'm still a newfag but I'll have a go at making/acquiring some better textures and doing some spot lighting.
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>>644315
IMO the space under the car looks too ambient in both renders, the car appears to not be grounded in its location to me.
The car paint material is ok but the transparent parts like windows and lights look flat and unrealistic. I also think the car is too sharp and clean over the top of the photo with its lense imperfections so doing some more compositing work could make things look better
>>
>>644245
looks like a tonemapped GTA screenshot desu

>>644256
same guy behind the mixer? your stuff's pretty nice, would like to see the full scene sometime soon

>>644260
your camera movements are atrocious and induce a fuckton of nausea, christ. i get that 3d can mean "lol move my camera however i want!" and while it's fun to experiment with angles otherwise impossible in reality, it's also good to at least hold some modicum of reality so your audience doesn't feel constantly disoriented
also your animation's in general too "floaty" and there's quite a bit of dissonance in voice and action, like their expressions and movements don't match the overall tone of your VAs (which is a shame because they aren't the worst I've heard)
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>>644317
Yeah I've had a lot of trouble positioning the car so that it looks like a realistic perspective and not floating. Is there a better way to do this than trial and error with the move/scale/rotate tools? Would it be more about adjusting the light settings for the shadow or something?
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>>644317
I get what you mean though thanks for the critique, I will do some work on it.
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First test, nothing exploded :)

How to make the blend shape manually. Couldn't get the CorrectiveBlendShape script to perform properly.

Glad I kept the model res low.
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>>644320
Theres only so much you can do in a quick photoshop pass. Not meant to be a final image.
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>>644264
>>644310
>>644237
>>644234
Thanks guys, I've seen your comments but don't want to spam with new updates too often. Here's a few additional screenshots if you're interested, I made the details visible again, rotated the lighting even more (when it shined directly towards the front wall it burned the details even more) and I fixed the huge issue with my materials (... forgot that unchecking SRGB after importing from SP was a thing, made a huge difference, especially for the metals which finally look like they are supposed to) and now I'm playing with blend materials for the ground, also trying to add some nice tracks from the wheels with normal decals and made some changes to the grass. I'll add the new sky back later. Also tried going with a sunny rain atmosphere, but since I don't want to post too many images here, I'll link you to Imgur gallery if you want to check it out. ignore the ground since I screenshoted them in various stages so it looks different each time.

https://imgur.com/a/MDEzvGw

Pic related the lastest render from the main angle.
>>
>>644438
Oh and almost forgot to reply about the texturing process - I don't know if there is anything special I can tell you. I made the tileable wall planks with some angle and color variations in SD. All the dirt are decals. That's it. I'll have to learn asap how to create materials with multiple variations in SD so I can vertex paint them in UE4, but I'm a beginner with it, those planks are my first and only material.
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>>644260
There so bad there good. Practice on quality. better to get a animation good first then make a lot of it. In the industry the target goal is 30 sec of animation week.

Looks like you should story board everything out first. think that would help a lot. also doesn't hurt to copy scene from other movies.

Scene its set in a bar look up famous bar scenes for composition.
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>>644470
>In the industry the target goal is 30 sec of animation week
something doesn't sound right here. What does that entail?
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Anyway, I think I'm done with this. I'm just pointlessly playing with the values now and will just end up being stuck in a loop. Thanks for all the support guys.
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>>644503
One additional version with a new angle + rain. All in all, I'm a bit disappointed I can't nail it just right like I want it to, and now I can't decide which one of all these versions is the best. But I'll probably stick with this one >>644438 That's all from me. :)
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>>644475
One second of production quality animation per work hour. Not sure if even that's too optimistic.
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working on tilable rock formations. The texture is seamless horizontally and the mesh is too
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>>643866
So I think i'm getting closer. I went back and watched a bunch of lectures on skull anatomy. Any crit from anyone. I would really like the advice.
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>>644537
Was referencing this, aside from the expression difference.
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>>644475
Sorry meant to say TV production not movie. The harder scene are giving to the more experience animators.
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>>644529
Looks nice. Only complaint is the texture seems a bit blurry. Maybe some sharpening would help, unless this fits your goal aesthetic.
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>>644572
Thanks, I'm sort of going for that aesthetic, but now that you have pointed it out I will tighten up the detail a bit more.
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>>644538
anon try using spotlight in zbrush and try matching him up to you're reference you can start a timeline, key the position to the photo and cycle trough it. Also reference the anatomy of the face
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Making this prop, something feels off about it and I dunno what or why, maybe the glass? Any ideas?
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how does my topology look? I know the eyelids are non-existent and the ears are incomplete, but as far as everything else goes?
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>>644581
does the nose look decent? I feel like i picked at that the most and I'm still uncertain.
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>>644581
>>644582
...not good. Your lips have lost all definition, the ears look like squashed pancakes of play-doh, what even are your eyes? I'm sorry to tell you this, unless you were going for one of those shitty youtube meme animation models you're really far from anything decent. You have a reference for god's sake, can't you tell how far off the mark you are?
As for your topology, jesus christ. Riddled with tris everywhere with no coherent edge loops. A simple "head topology" search will give you plenty of solid references on how a head's topology should look.
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>>644514
cute.
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>>644583
the ears and eyelids aren't done, but i will work on the lips. Honestly once i had the base solid I wanted to sculpt the refining parts on the edge of the lips, nose crevices, brow, ect but i want a solid base first.
>>
>>644581
>>644582
http://wiki.polycount.com/wiki/FaceTopology
this has everything you need anon
>>
>>644586

thanks, that helps. I guess I'm so use to my low poly mindset that I don't think to make the basemesh a count like in the ones on that page, but i think i really should to mold it in the way I see them there.
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I think I fixed the eerie feeling. Quite like the new windows. Getting close to the finish line I think, only a couple things missing.
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>>644581
>>644582
>fem head
This is too wild holy shit dude
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Texturing wip.
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>>644608
megamind
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Aku
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I made this animated raindrops texture for a project I'm working on. thought you guys could get some use out of it.

https://www.youtube.com/watch?v=O3Zi8VRFyPQ
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>>644640
this is what it looks like in vray
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>>644579
The concrete looks weird to me.
I could be wrong, but I've never seen a stadium box made of straight concrete. All the ones I've seen have either been brick or some kind of steel structure. Sometimes just covered in siding. Never just bare concrete though.
>>
>>644647
>>644640
Very nice. Could you post a download link? I'd rather avoid ripping off of Youtube.
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>>644573
No need, just add procedural fractal noise on top of it which will add higher frequency displacement to it. It will make a day and night difference if you know what I mean of course.
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>>644655
The Bowman Gray Stadium is a real place, and it does look like that, at least to me. My main worries are whether or not I should have beveled the edges for a prop like that. Keep in mind that the player would never see it up close, it's something that would stay a bit in the distance, with the occasional aerial shot giving you a glimpse of it, think like replay cameras.

Well it's not like any of that matters anymore as I COMPLETELY LOST THAT PROJECT after trying to save it with no storage space.

Substance just gave an error, crashed and wiped my goddamn file away. An important lesson I guess. At least I took a pic of it in its final state, I'll post it in a bit.
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>>644684
Ah, I didn't know that. In my head I was picturing a football stadium. Never realized it was a racetrack. You're not too far off then.
If you're not seeing it up close though, just bake the bevels to a normal map. Then again, <F> to your project.
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>>644688
Haha I don't blame you, because it is also a college football stadium!

I'll use beveled normals next time, thanks Anon. I've been looking at GT Sport for inspiration and they seem to do that even on objects that you can't really see unless you go out of your way with photo mode to do so.
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rip concrete boi
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>>644684
> gave an error, crashed and wiped my goddamn file away
this is the greatest. That happening triggered me so hard that I wrote a fucking program to automatically back up my save file every few minutes just to prevent it from ever happening again.
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>>644674
Here you go mate.
megaupload.nz/Z0V98fi0be/rain-20181006T085330Z-001_zip
>>
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Making a seaside cave type thing with some rock pillars. First off, the water is supposed to be that color (water mesh is a placeholder as well for now). It's not really supposed to be based in reality, or Earth. So suspend that disbelief.
Right now I've finished up the base and the composition.
Next I'm going to sculpt the rockwork and make it look like actual rock. Should be pretty neat by the end.
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Been working on this for 4 days now, it's the first character I made that actually looks close to human. But how do I get her to not look like a potato?
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>>644025
would
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>>643936
This is my first time on this board and good lord this is beautiful. Something about it is so enchanting.
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>>644715
Started sculpting the rock/cave. I've never really delved much into the sculpting side of things in general so I'm just doing what I think looks alright. The foreground hasn't really been messed with much, and what has up there is kind of messy. I plan on fixing that. Right now it's a rough pass, next is going finer and getting it too look craggy.
One thing I couldn't get looking right is erosion lines, I'm not really sure how to go about it. I'm thinking about making a displacement map that goes along the length of the cave, but I feel like there might be a better way to do it. If anyone has any ideas or help that would be great.
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>>644741
Use a reference. Your face is out of proportion. Also, women don't have square jaws.
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>>644819
this is 2018 my dude
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Little noodle stall inspired by Ramen Alley. Is this any good?
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>>644741
Double eye size. V shaped jaw. Thinner neck. Pigtails. Then start working on the bob dynamics.
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>>644822
Do you not use references in 2018?
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>>644741
Also, how can I cleanly close the mouth? The grab brush in sculpting mode (blender) always grabs both lips. And scaling down the brush to pull the lip up piece by piece makes it look really bad.
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>>644825
would be better if it wasn't made out of faux-voxels. model it properly.
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>>644838
Use your program's masking functionality to select only the lip you want to grab and move.
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>>644741
>>
>>644860
voxelart is cute
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Made another racetrack themed prop. Its a marshall post kinda thing. This is based on a real object at Fuji Speedway. I'd link the Google Streetview link for it but 4chan thinks its spam.

After working on the concrete block of sadness above with very few reference pictures, being able to zoom and move around the object you're making is a huge blessing.
>>
>>643685
Its a carbon copy of aloy from horizon.
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>>644877
Well it's too many voxels to be cute. There's a point where pixels stop being pixels and look like a low res photo, and the same point applies here.
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>>644802
Think I went a bit overboard with the sculpting (I've never really tried it digitally). I had a higher level for the sculpt, but it just looks way too busy for my taste.
One level lower (pic related) looks slightly better, but it's still looking a bit weird for me.
Probably going to shrink the height differences on the floor a bit. It's hard to get a good eyeflow going with all those stops along the way to the end.
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>>644916
Try using a noise texture for high frequency displacement rather than sculpting everything out.
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>>644919
Yeah I was thinking about that, but really I just wanted an excuse to try out sculpting in 3d. The material has some displacement and stuff on it to begin with, but it really interfered once the sculpt was on top.
I think I'll do the displacement though and just general area sculpting instead. The higher subdiv level just looked way too messy (pic related). I can at least dial everything back when I'm using a displacement map.
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Another racetrack prop, its a toilet. Figuring out the underlying support structure for the funky roof took a lot of zooming in on pictures and inspecting pixels.1100 tris. Might texture it tomorrow to make it look good.
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>>644741
Use anatomical reference. Splitting up parts of the body helps, do things in an order and not at the same time. For example make an overall face shape fist, then add eyes, then lips etc and concentrate at one part at a time, splitting those up too. For example Lips aren't just Lips but multiple regions like in pic related.
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>>644860
I haven't modeled anything serious ten years. Just found the program MagicaVoxel and had a go at it.

Nothing changed in this picture except lighting.
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>>644926
>in ten years
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>>644920
Finished up the cave I think (unless someone has some glaring flaws).
Barring the cliff on the left side, all that's left is to animate the water and loop it. Should be pretty neat once it's all moving.
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>>644931
That's pretty nice. I love the lighting and general tonal balance. The rock formations, particularly the columns, are really well shaped and composed. You've got a good eye for composition, scale and form - if I had to guess I'd say you've had some formal art training right? Maybe you've studied photography a bit?

Anyway - criticisms;
The liquid feels too separate from the rest of the environment. None of the rocks around the pools appear wet at all.
Also staying on the liquid - it doesn't look like you have any refraction going on here? It just looks transparent; it's allowing light to pass through it un-distorted. Liquids refract light, not just reflect it. A lot of people forget that most liquids (water in particular) do conduct electricity, which means that - yep - you have to enable a certain amount of metalness in your liquid materials.

The micro-bump on the rock material isn't exactly kicking my ass if I'm honest. It has the feel of a material which is wind-eroded, like a rock in a desert. This is clearly a wet environment so it should be far smoother. Look at the rocks that get washed up on the beach - do any of those have rough, high-frequency surface detail? Nope. Go way smoother with this material, with a darker diffuse colour and you'll hopefully catch a load of nice direct reflections.

Other than that - good work.
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>>644943
Hey, thanks for the kind words and detailed crit. I'll definitely put some of it into action.
Yeah, I've gone to school for graphic design, and I'm a professional graphic designer now, used to do a lot of photography as well. I've been doing 3d for quite a few years now, just another one of those outlets when I feel like unwinding and creating something.

As for the puddles, you're definitely right. I was spending quite a bit of time fiddling around trying to get it looking right. I usually don't have much trouble with materials or anything, but I was getting fresnel reflections that I didn't quite like artistically. I just wanted to get it looking transparent to sell that shallow depth, though admittedly I am still working on it. I haven't actually heard about adding metalness to liquids before though, I'm definitely going to try that out.
The overall wetness of the scene is something I've been messing with the whole time. It's been a bit of a balancing act getting the proper amount of glossy but still keeping the tone. That and it tends to make a huge highlight near the foreground that's really distracting. Pic related is a more glossy example, but I toned it down in >>644931
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>>644943
>>644945
>cont

As for how rough/smooth the rock should be, I was taking a look at different examples of ocean/sea caves. There are smoother ones like you mentioned, but those seem to be made of harder rock. I'm not really an expert on rocks or anything, but I was going for some more porous type of rock. From some references they're all pretty jagged and pock-marked. Though I can't really see the bottoms of the caves, so they might be smoothed over a bit on the floors.

I'll work with it all a bit more though.
Thanks again for the crit.
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First go at corrective blend shapes. Figured out a work around for the sculpt corrective blend shape.

I may change the shirt back to just a tube top to make it faster to rig.

>>Just start sculpt with script
>>Move arm then sculpt correct shape
>>move control back to default pose
>>Duplicate that mash, move to side
>>then hit "extract shape" in the script window.
>>Delete the shape it made and use your duplicate.

I just figures that out after I spent 4 hours by moving points around and wanted to try the script again. But it will speed up production.
>>
>>644949
Just made my first Rapid rig. Fixes the issue with the shoulder twist.

>>I literally clapped and giggled with excitement how well it worked

What took me 2 months to learn and create I did in 1 hour.

Going to remodel her hands to have 3 fingers and do something better with the feet. Maybe do something with the hair.
>>
>>644945
I dunno what you're using here or what the end goal of the piece is, but Quixel Mixer will definitely help you with those materials. Especially with combining the wetness with the surrounding area.

https://www.youtube.com/watch?v=KIfBoDNfra0&app=desktop
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Working on this infernal body for a cat character.
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At the desk orbiting a Genesis 2 model imported into Blender. Using particle hair, thin in some places but that is not important.

What is important is that we are here - building our 3D models, putting our scenes together, all the while loving the craft of 3D modeling. Unless your using some clunky program like Maya then my heart goes out to you, brother.
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>>644993
does hair transfer to blender? or do you make it from scratch?
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>>644975
I've just been using Blender.
I've used Substance and Quixel before on student licenses, but I barely have enough time as it is to actually work on personal projects like this, let alone learn a new program.
I've been thinking of just unwrapping the base mesh and then painting manually where I want the wetness to be, that way I can control highlights and the like.
As for the final goal, I like to make small animation loops out of stuff like this to use in shit like Wallpaper Engine. That and sell the stills on places like Rebubble for some passive income on the side.
>>
>>644994
https://youtu.be/KpVyTc_72z0
Hey, I have looked at a lot of hair tutorials. The link to this tutorial is the one that got me out of the rut.

Pay attention to the particle settings: make the children SIMPLE and not INTERPOLATED. Toggle that setting and see what it does. Keeping it on SIMPLE will give you better control.

For myself it was a lot of hiding the parent strands I did not want to edit.

The hair from Daz Genesis models do transfer, and if polygon hair suits your style then that rocks also.

I get asked about this a lot. I will put together a tutorial for exporting Daz characters into Blender. But if you play with the settings you'll get it right (.obj or .dae) then it is just a materials issue which has a quick solution.

Apologies for the long reply. I hardly ever get out.
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working thicc
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>>644993
>>643337
>knowyourplace
>>
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A bin for a game idea I've been messing with.

It's been awhile since I've gone from highres sculpt all the way to low res "finished" asset, so that was fun.

I need to get better at laying out UVs, and I could stand to simplify the low res geometry a bit more. But I'm pretty happy with it on the whole.
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>>645065
Also made a large treehouse asset, but it needs another try.
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>>645065
Did you really sculpt a fucking bin? And for a game asset? Why?
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>>645056
dude, that's like linking anyone in this thread importing yo x software to x general/

All wip is welcome here

>>645078
I hope only for practice. It's fine to do that if you want to try out unfamiliar workflow with smaller assets.

In real world, he would probably model it, and maybe use normal painting, or baking from subdiv
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>>644320

I made the grinder, but not the mixer. Working on pic related for now.
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>>645082
It was a combination of that. Modeled then subdivided, with the wood texture sculpted onto that. Then baked back down to the low res.

It's for VR so I'm trying to find a workflow that quick and looks good up close, but's still distinct from the low poly look that's popular.

I'd say it fit the bill pretty well.
>>
>>644220
>>644219
>>644231
>>644233
thank you thank you, i'll take this advice to heart will work on it on 2d first tho.
>>
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>>644949
>>644966
Dat nice bare chested, tit motion.
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>>645152
Just a test, Rapid rig does a better deformation job. This is the old rig. The breast is manually animated. It really is a bad animation. Also I removed the nipple. I'm not posting lewd's. :( I shown some people in the real word this model so I don't want to be seen as a total creep. Up side artists tend to be open minded and they both find it super cute.

I really recommend rapidrig https://www.youtube.com/watch?v=sX_iUaE70iQ&t=2773s
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>>644637
cool
>>
>>645043
thicc
>>
>>645204
Got a free dowmload for it at all, anon?
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>>645295
https://www.cgpeers.com/torrents.php?id=55178&torrentid=55118#torrent55118 I got it from CG peers. Not sure how to host files for public download.
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>>644991
Added detail. The "panties" are just her skin, vertex painted, along with the others (except the eyes). On my to-do list goes like this:

-Model the hands
-Add hair
-Rig (before or after the next two steps)
-Add clothes
-Hideous sandals
-Textures
>>
WIP of a friend's OC.
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>>645343
https://www.youtube.com/watch?v=RO10s_HK6d0
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>>645330
You don't unless you want to get kicked from the site.
>>
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well, today I had free time :'(
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>>645386
here's better version.
>give me some CC you pussies :D
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>>645397
I don't know. ._. This stuff is so far above me, sometimes I feel like a caveman looking at spaceships.
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>>645397
It looks like the end result of somebody who is a good modeller but is weak with anatomy and art fundamentals.
Nice details, but boring as a whole
>>
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Here's some progress on a character. Been lazy.
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Hollow knight
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>>645401
I think this too.
You can detail the shit out of cubes and cylinders all you want, but they still look like cubes and cylinders
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>>645397
>>645401
>>645409
Gotta agree with these anons. It looks well-detailed and very greeble'd but zoomed out its silhouette is pretty underwhelming.
A suggestion would be to take a Terminator approach to it and build it off the skeletal structure of a hand rather than the shape of one.
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>>645409
>>645401
>>645424

It at least looks "functional" in a way that's believable; the little springs and tendons on the fingers make it look like mechanically it could work.
Only glaring issue I can add is that the fingers don't look like they can pivot left and right at the knuckle, only up and down. I also don't know why some parts are covered and some aren't.
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>>645425
Well, do remember that we're artists and not engineers. Form > function always. It's definitely cool to have things that look plausible in the real world, but what's the point if they have no visual appeal?
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>>645386
>>645397
It looks like the kind of obsolete technology you see in movies that take place in the far off future. If there was a place that sold robot hands in the year 3000, it looks like something you'd find on sale. If that's the kind of aesthetic you're going for, you hit the nail on the head.
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>>645401
>>645409
>>645424
yeah.. I agree with you guys, mostly!
I'm pleased with internal parts, but overall it looks kinda meh and sillouette is the main cause.., I box modelled it, without any concept, now, I'll sculpt outer part, then retopo..
but I think, I can correct things to better end..


>>645425
>>645429
>fingers don't look like they can pivot left and right at the knuckle
I took mostly inspiration, (as function goes) from prosthetic hands, none of them have pivoting fingers...
>I also don't know why some parts are covered and some aren't.
it's an arm of character, and it is damaged, some outer casing are broken off.
as Form/Function goes I agree that Form>Function, but function is very very vital in mechanical design(scifi). without it, it looks like bad anatomy practice..

>>645439
actually that's exactly is what I'm going for.. it's character's hand from Madmax/cyberpunk esque world..
>THANKS GUYS for CC !!
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>>645341
Here's some innovation: HAIR.
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>>645489
The tail looks wrong, like it's connecting at bellybutton height instead of the base of the spine.
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>>645397
>>645397

90's depressing alien sci fi; nailed it.
realistic(ish) prosthetic; nailed it.

Great modeling but boring model. aesthetics just aren't there for me personally, and it seems that way for most of the critiques here.

Give some context for it? what's it being used for and whats the setting? (sorry if you already posted that somewhere)
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I haven't posted here since a while.
Some of you guys might remember my work.
I haven't giving up on my SciFi environment project.
Getting there, end is in sight, but there is still stuff to do until i call it finished.
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>>645513
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>>645514
Dammit, wrong image size.
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>>645491
Well, it's not up her ass, I could tell you that. Might be the angle that gets you, but the tail itself is slightly above the belt (i'll raise it up a notch, soon). Anyways, the pic here I strip the polys down from >6500 tris to around 4600 tris.
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>>645530
Shouldn't it be slightly lower, though?
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>>645506
it's kinda madmax/cyberpunk setting as I said here>>645470
character is this
>>>643016
>>643016 but I'll make her dirtier in final image..

and also I agree that aesthetics/form kinda sucks )) that's why i asked for CC..
I'll redo outer layer(armor/shell) part, That's the main offender, bcz internal parts are good. I want to animate how the hand does some transformations.. (maybe grappling hook, or blade..

anyway tnx ))
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>>645541
madmax+cyberpunk=interested
I didn't notice robocop before. Nice.
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>>645532
Well, I haven't really thought about the bone zones when making the design. My intentions is to make it a bit cartoony. Pic here is a better look on where her tail's been nailed.
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>>645573
You do this how you want, but personally I would put it a little lower down, like at the top of the asscheeks.
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>>645575
Seconded.
Right where the crack meets the back.
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>>645530
spaghetti arms

not gonna lie that silhouette ain’t good
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>>645573
>>645592
Tails always follow the spine, because it's really just an extension of the spine. Sorry for the crude mouse drawing, something like this.
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>>645612
nothing on that model is good.
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>>643608
How do I increase depth of transparent images in blender 2.75, this shit looks ridiculous!
>>643645
bridget from overwatch?
>>643679
mrmrmrmrmr very nice
>>643710
do you not use headphones all the time irl?
>>643750
oh shit they broke pestruvious out and game him alien steroids! scary af
>>643787
I'm getting ghost in the shell(Scarlett Johanson) vibes
>>643800
kinda weird edges. looks like arya from game of thrones
>>643864
ears are different, nose should point downwards a little bit
>>643936
"witcher senses engage, thats human blood, leads into the house, I don't smell anything to suggest it was a beast who did this, no foot prints either. I'd bet its a wraith that lours people in and feasts on them. This one couldn't wait, better use chrysanthemum extract and pine sap on my arrows."
>>643993
if thats a particle effect holy shit the time to render, I'd atleast try adding a pattern or something before commiting
>>643994
HOW COULD ONE MAN HOLD SO MUCH POWER, CLOCKS TICKIN IT JUST PAST THE HOUR, TWENTY FIRST CENTURY SCHIZOID MAN!
>>644025
Nice bologna bagongas bogdonovs
>>644032
auto cad for 3d?
>>644116
very nice detail makes me wonder how all those plates work when he moves specially since they're part of him.
>>644140
do you work for bethesda? is this the next fallouts graphics?
>>644256
idk cool grinder
>>644920
wire frame pls?
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>>645613
Then if anything it should be angled down in line with the spine. In any case the tail isn't right as it is now. It'd come out more gradual than just sticking straight out from the body.
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>>645633
Yeah, that was my point.

Anyway, thought I'd give more C&C for >>645530 since other anons are just saying "it's bad" without elaborating on why.
Starting from the bottom up: her legs look incredibly chunky. The knees and ankles can be made smaller to distinguish between the feet, calves and thighs of your model better.
Her torso's a bit too long compared to the legs. You can afford to move the pelvis up a bit higher and proportion her better.
I personally don't like how there's no waist in your model and it just smoothly curves up to the shoulders. Some hint of a thorax would look nicer.
Same with your legs, the arms just lack definition. You should reshape the forearms better so they stand out more on the arm and it doesn't look all "spaghetti"-like as an anon said.

Even if you're just doing cartoon characters, learning some anatomy doesn't hurt. Stylisation should always be done on top of real concepts rather than taken as a secondary route to avoid learning them. Learn the rules before you break them, that kind of thing.
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>>645630
>blender
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finished a couple of low poly props, this one has 350 tris.

[1/2]
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and this one has just under 1100 tris

both have 1K textures
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oh and pls leave some feedback, i know theres talented people here
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>>645630
why did you just reply to everyone in this thread while adding nothing to the discussion
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>>643608
Unarmored character for a game Im working on. Gamepoly.
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>>645630
>kinda weird edges. looks like arya from game of thrones
I was going for Sigourney Weaver type of chick. STRONK WAMMAN!
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>>645720
You have to learn some anatomy dude. The penis doesn't look like a billboarded box.
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>>645739
WHAT!? I think I need to see a doctor...
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>>645613
I see... I'll get on with the tail after I model her clothes... Let alone rigging.
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>>645742
keke. I have to say something to keep the thread alive. It looks good desu. Just relax the eyes so he doesn't look so shell shocked. Relaxed eyes are better for rigging too.
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>>645739
this. come back when you learn anatomy, kiddo
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>>645752
Yeah I agree. He looks a little shell shocked. Im not gonna bother fixing it since its mostly in the bake but Ill know for next time. Thanks for actually useful feedback!
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>>645720
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>>645766
There's some awful anatomy on that helmet
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>>645766
Also one of the wearable armors.
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>>645769
Elaborate please otherwise you're feedback is rather useless.
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I made a human in blender but the program won't let you pan out the camera so I had to modify him in order to fit him onto the rendering screen
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>>645698
looks good, reminds of me of city building 3d models
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>>645775
This is perfect anatomy
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>>645769
look
>>645775
conclude yourself
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>>645766
>>645720
Im starting to think this is not a very good place to get relevant criticism from people who actually knows anything :/
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>>645783
I work for Resident Evil and I'll tell you that what you liked is anatomical garbage. I have over 20 years of experience in game development
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practicing some basic porn animation, might make a game with some friends for some patreon bucks. Animation for this stuff is harder than it looks.
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>>645776
ty, i guess its the ortographic camera

I still feel a bit unsure about my texturing work, but I guess it comes with practice.
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>>645790
*Work for Resident Evil* da bait
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I've been having these creases along a certain part of my model, I figured out it's because enough of the vertices are offset from each other that is has to split the face into a tri with a very obvious crease down the middle. Does anyone know what this effect is called? I want to look it up and research ways to fix it without changing the shape.
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>>645818
Non-planar quads.
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>>645821
I researched those and haven't found any way to fix this without screwing it up with even more creases or losing the shape. I'm starting to get the feeling I should find some more rigorous instruction rather than trying to learn by doing. Should I just delete the whole thing and start over? How would someone with more skill go about fixing this?
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>>645833
Add more loop cuts perpendicular to the affected edges. The only way to minimise the issue without affecting shape is to just give the area more polys to relax.
Alternatively, you can just retopo to get proper edge flow for such an area.
There's also a function you can use (Make Planar Faces, I believe it's called) but there's a chance it'll distort your shape.
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>>645834
I tried that, but it makes lots of creases in the smooth shading farther down the frame. If I used a model without those loop cuts and creases to generate the normal map, would that get rid of the creases on the low poly model?
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>>645835
Actually, think it'd be better to remodel everything. Make the entire smooth shape and use a boolean to get the flat surface afterwards. Shouldn't have issues with non-planars after that.
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>>645836
The boolean idea is a good one, I need to keep those in mind more often. I'll make a new one with more attention to topology. Thank you for your help.
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>>645748
And thus... Shorts.
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>>645840
Shit. And thus... A picture of shorts.
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Light tower. Probably a bit overkill for an environment prop at 2800 triangles, but I think it looks alright.

I'll texture it tomorrow.

Pls leave feedback
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>>645845
Doesn't look too bad.
The pole seems kind of chunky to me, but I'm probably imagining things differently in my head than how these types of things actually look irl.
You're the same guy that did the racetrack box, trailer and bathroom thing right? What are you using all these props for?
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>>645847
>You're the same guy that did the racetrack box, trailer and bathroom thing right? What are you using all these props for?

Yeah, I based it on a real object but kinda eyeballed the dimensions, now that you mentioned it does look a bit thicc. Might give it a lil' diet tomorrow.

Yeah thats me, It's just practice. I'm not sure if I'll ever be good enough to do this for a living, but I sure will practice until I am.
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>>645849
Maybe you could try to apply at a construction company for some simple archvis or something. If Indians can shit out badly made trash and make a living off it, I'm sure you can catch a break eventually. You just need the right mindset to constantly try to improve. Plus your work doesn't seem too bad, all of it seems pretty grounded.
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>>645850
We'll see, for now I'll just keep grinding. Thanks for your words man, appreciate it.
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>>645792
>>645852
gif author?
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>>645857
>>645792
me
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>>645852
This is a SFW board, keep that in mind
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>>645860
if there are daz studios threads and people showing off their furry jiggle physics breasts, i think i can animate two faceless mannequins bumping into each other
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>>645860
Does anyone really care? It's still 3D stuff worthy of critique
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>>645852
Incredibles 2 deleted scenes?
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Gun texture WIP
made in substance, rendered in Renderman
Looks better in Substance

Lit with HDR Annecy

Comments/Critique/Questions welcome
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>>645860
Go fuck yourself. To make it SFW was a stupid decision made by retards against the will of /3.
I think we can simply ignore it, like all stupid rules.
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>>645852
Would be more fun to see a little more resistance from the little fellow, some attempts to get free with an arm pushing against the big guy, but maybe you're going for the onahole slave kinda look.

>>645875
Thanks for posting in the correct thread.
It doesn't look all that hot. Specular's too much, for starters, makes it look like the entire thing's been dipped in motor oil. Try introducing some roughness variation, have some parts made out of "polymer" and "carbon compound" along with cold hard metal pieces, like they do it now in scifi gun design. Maybe it's the HDRi working against you, but details like grooves are incredibly faint.
Hopefully this is just because it's just a very early WIP. There's a lot more to be done. Nothing to say about design, I'll let the /3/ x /k/ fags take that.
What did you mean by 'film asset' in your OP by the way? You're making it for a film, or it's based off a film, or?

>>645877
>I think we can simply ignore it
Oh, we have for a long ass time. We've had long-lived jiggle physics, 'wallpaper paste' and digital pussy threads all year. If that isn't indicative of /3/ being a modforsaken place, then I don't know what is.
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>>645878
Thanks for feedback. It's 'film asset' as in it's for film not for game. Hence rendered in Pixar's Renderman
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>>645852
Is she okay?
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>>645878
>If that isn't indicative of /3/ being a modforsaken place,
It's not. I have reported a few clear cases of NSFW content, and it was deleted. Not all of them, though -- a depiction of sexualized torture being the most glaring exception.

For what is worth, I don't think that the animation posted should be considered NSFW. It's clearly posted for C&C and so has its place here.
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>>645879
People like you are the worst kind of human garbage.

get to absolute fuck on a horse made of solid fuck and then to fuck right off when you get there after fucking the horse in it’s dripping fuckhole with a side order of double wank and shitchips
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>>645852
Welp, this is definitely the last time I'm posting my work on this board. This is sick and went too far.
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>>645900
>offended by mannequins banging
wew lad
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complete noob here, how do I get the WoW model tree's leaves to stop having the opaque black? it's a texture issue right?
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>>645773
He meant the bottom helmet.
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lighting test
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>>645875
I'm just gonna comment on your gun design since the other guy covered the textures.
I'm no expert at modelling, but it looks too blocky for film, like its a low poly for a high poly model you're gonna eventually bake. I get the aesthetic you're going but somethings off about it.
Look at weapons from Mass Effect that use the blocky aesthetic but have subtle curves that make them visually appealing and seemingly practical.
Don't be afraid to use higher poly models since its for film too. Throw some loop cuts on there and intrusions to create some details. Actually I just noticed there are some details but make them more noticeable and deeper.
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Can you bake light mix in corona 1.5?
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>>643608
First time using marvelous designer. Using a workflow demonstrated by masterxeon1001 or whatever his name is in his latest video. Its a little jagged because my computer can't handle high poly edges in marvelous designer, but I also think marvelous designer is a piece of shit. Also my fabric meshes aren't seamlessly connected to the to helmet but I'm hoping to solve both problems with some sculpting.
My mesh is absolute shit I don't have any pics of it on hand but I need feedback on what the fuck I'm doing wrong.
I've never done a high poly to low poly bake before so I'm excited to try it out.
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>>645907
alpha
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>>645895
as the creator of them, thanks for being reasonable. It would be different if it was fully rendered and there were faces etc, but its a playblast of faceless rigs with no textures and almost no sexual anatomy (no breasts, vagina, testicles, just a primitive penis for directional reference), i thought it was pretty clear i wanted some critique and it seems pretty obvious I didnt post those to make people jerk off. if anything i found the result of my work more funny than erotic. Maybe I should take all this fuss as a compliment. if it were two models poorly t-posing into each other, people would probably just laugh it off and move on, but the fact that I've clearly made a few people uncomfortable means I must have succeeded on some level in regards to the motion.

>>645894
yeah she's fine, its consensual
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working on setting up cams for an animated visualization I'm doing, any thoughts?
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>>645923
what specifically should you do to make the alpha apply just to the black instead of the leaves?
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>>645943
an alpha map will either use the transparency in the texture image or a seperate texture image to create transparency. don't know >c4d specifically
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>>645917
It's a nice start, as a proof of concept I guess. But it looks a bit like an undone bed. Give those wrinkles some structure or make them less prominent.
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>>645935
>I must have succeeded on some level in regards to the motion.
I'm no animator but it looks good. Only two things I could notice are 1) his feet, they are too still, and 2) her/his head, seems like that pose would be forcing the neck too much, and doesn't quite fit with the limpness of the rest of the body.
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>>645951
thanks yeah those two are honestly the hardest to correct. Not sure what else i should make the feet do but i agree they are oddly stiff in comparison to everything else, and there's no winning with neck poses and sex. Hard to make her look engaged but also comfortable. Worried if i make her limp she might look dead lol
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shit we're already at bump uhhh
next image that gets posted becomes the new thread image unless someone has a better idea if not we're rolling with the same shit all the time
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This is a good thread image. It's a faithful recreation of the two-headed mutant from Underrail.
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>>645513
>>645515
You the guy what tried to recreate the corridor in space or something? Don't think I saw the end of that, care to repost? Current work looks nice as well, reminds me a bit of DOOM





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