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๐Ÿงต /wip/ - Works In Progress

Anonymous No. 1006887

/wip/ - Works In Progress - Bolts edition

A thread for work in progress of your projects, for recently finished projects or things you'd like critiqued.

Previous >>1003386

Anonymous No. 1006891

>>1006887
Cool shit man

Anonymous No. 1006899

>>1006887
>No collage
/3/ is dead

Anonymous No. 1006904

>>1006899
Sorry I'm new here.

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Anonymous No. 1006911

I made a very ugly crossbow.
I'll have to keep working on this.

Anonymous No. 1006940

>>1006887
>no collage
someone make a new thread, this is NOT it.

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Anonymous No. 1006946

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Anthony Fantano S....webm

Anonymous No. 1006947

Lil feller exposing US war crimes against antediluvian beings sired by fallen angels.

I need to develop a creative writing method that doesn't devolve to this https://www.youtube.com/watch?v=EbY3az3NWWY

It was an utter nightmare working on those shape keys for the eyelids, seems kinda ok now.

Some thoughts:
>I screwed up the physics for the ears, i gotta learn how make them only bend instead of compressing and stretching and losing all its shape, i'll rework on this later.
>I don't know in which cases the rig is broken and when i'm trying to bend the bones in unnatural ways that would cripple or kill someone in real life.
>UV unwrapping is a fatal weakness of mine, i need to work on this as well.
>Animation seems to look better when you mix some faster snappier movements with the slower, floatier ones.

>>1006904
>>1006911
Making fantasy assets breh? you got some project cooking :D

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idlewave.mp4

Anonymous No. 1006952

I animated this today. I keyframed at 15fps then changed to 30fps at the end. Used five animation layers.
>base animation layer for waving and face
>additive layer post infinity cycle to make root controller hover up and down
>physics layer for arms, tits, hair, butt
>copy of right arm base animation on an override layer, keyed to override the physics on that arm during the wave, then back on again after.
>final override layer of all controls set to the first frame, keyed on last frames so the animation loops.

Anonymous No. 1006954

>>1006952
very nice

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WalkCycle.webm

Anonymous No. 1006958

Basic walk cycle
>>1006952
Nice bounce

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Anonymous No. 1006962

This will have characters at some point, I just am lazy and am putting off rigging. Going for a 70's-80's dingy motel room

๐Ÿ—‘๏ธ Anonymous No. 1006963

>>1006904
https://www.youtube.com/watch?v=1iuRUQuG3D4

Anonymous No. 1006997

>>1006958
>the subtle ear animation
Your mouse is so appealing. I wish more games had your excellent taste. The only thing I would change is move her arm out of the way so we can look at her sidebutt jiggle every time she walks. Maybe she could be smug and walk with her elbows up in the air with her hands resting on the back of her head- that way we can see her butt and her armpits while she walks.

Anonymous No. 1006998

>No hobbit hole
>no post

don't try to change the op pic

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Anonymous No. 1007006

Do I have a future in modeling?

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Anonymous No. 1007029

>>1006946
shit i did nothing today huh
trying to keep everything as a subdivided cube or curve but the legs were too hard to get the exact shape i wanted so i ended up remeshing them a bit

also the collage was an integral part of board culture, its absence is further proof that /3/ (and 4chan as a whole) is long dead. frankly, 4chan culture died around the time that moot left.

Anonymous No. 1007035

>>1007029
where are we going with the face? I know this is a sketch mesh but it's going in a muppetty direction

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Anonymous No. 1007036

>>1007035
is it the eyes? idk at this point, it's just kinda there. i have a few ideas but making faces is hard and it's probably gonna look goofy no matter what.

Anonymous No. 1007037

>>1007036
do you have a reference?

Anonymous No. 1007038

>>1007037
not for the face, no, i'll be honest i haven't really thought that far ahead yet. mostly been following anatomy for sculptors and some stuff i found on artstation

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Anonymous No. 1007043

>>1006947
Taking a break from my mentally deficient dog creature, instead i'm remaking the music video of Devin Townsend's Seminal classic "Incarcerated Intercourse".

Anonymous No. 1007044

>>1007038
It's not an inherently bad base form for a face, and even base meshes for faces often (and are supposed to) look radically different after they're done.

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Anonymous No. 1007075

>>1007043
Gotta make this more gross and hopeless, I'm biting the bullet and UV unwrapping something properly for the first time in my life,
Only thing left i think is tweaking the head further and modelling some hands, everything else is scene stuff.
>No (you)s
Either i left everybody speechless with my l33t skills (Extremely unlikely), or i'm being too cringe to even be worth replying to (Very likely).

Anonymous No. 1007079

>>1007075
>'m biting the bullet and UV unwrapping something properly
I'm sorry bro. do you need anything? Is there next of kin we can contact?

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Anonymous No. 1007082

>>1007079
No, no need to worry, i've survived rigging something, i've survived 3 different +8 hour donut tutorials that i've promptly forgotten, i can certainly do this.

Uh, well at least my cats will dispose of my body before it starts rotting too badly.

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Anonymous No. 1007102

>>1007082
Somehow putting 4 walls around this thing fixed a lot of stuff going on with the lighting.
I'm gonna keep fiddling with krita until i find a proper snuff film filter.
Tomorrow i hope i won't fuck up the UVs again so i can finally start painting the normals/colors for the cracks and notches.
Peace :D

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Anonymous No. 1007103

>>1007029

Anonymous No. 1007104

>>1007103
you bisected the arms into smaller pieces to represent masses of muscle and bone, but the legs are all one piece. I think they'd benefit from the same treatment. imo

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Anonymous No. 1007112

Working on making an apartment.
Now I need to make some walls inside the living spaces, then I'll start making windows and doors.
The windows and doors have to be separate objects because I want to make them interactable in my game.

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Anonymous No. 1007116

>>1007104
Not that anon, but I can't fault him for simplifying legs because legs are an anatomical nightmare, if you try to do a study you quickly realize what kind of clusterfuck of muscle, bone and ligaments it is, it's really hard to isolate the individual parts of the leg, where do its "pieces" start and end.
I couldn't find a satisfying resource online that could break legs down to its core components so I looked up a shitload of references to make a quick reference study of my own, and even then I still felt the need to simplify at times, more precisely by fusing multiple pieces into "regions" of sorts.
Pic rel is the study I did, to anyone looking feel free to take it, see for yourself whether you'll find it useful or not, just be aware that I'm still learning anatomy despite drawing for over 10 years, artan' is something you never finish learning

Anonymous No. 1007131

whats the best way for making and animating a big whirlpool without using a fluid sim? not intended to be super realistic, will be using a toon shader. in blender but can do maya if needed

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Anonymous No. 1007138

>>1007131
found something

Anonymous No. 1007140

>>1007138
yeah i haven't tried it but i would probably use some cone shaped mesh, then apply a displace modifier and then move the displace texture using an empty on an inclinated axis.

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Anonymous No. 1007141

>>1007104
yeah you're right i got lazy. like the other anon said it's a bit complex so i cut it into the 3 post painful spots after leg day jej

Anonymous No. 1007143

>>1007141
Try to indicate the sartorius and it's good enough as far as I'm concerned

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Anonymous No. 1007154

>>1006887
Need some more objects, any suggestions?

Anonymous No. 1007155

>>1007154
There could be some puke on the ground.

Anonymous No. 1007156

>>1007155
kek I was gonna add some spilled liquid on the floor next to the cup

Anonymous No. 1007158

>>1007154
A watercooler, a snack dispenser, some hanging air vents, some electrical wiring, maybe some pipes, a trash can. Up to you which of those you're gonna add or nah

Anonymous No. 1007167

>>1007154
it has a suicidal touch to it, really depressing, I say SAVE these settings, just in case you want really suicidal looking look

Anonymous No. 1007172

>>1007154
a vaguely human-shaped stain on the floor, and slushees and popcorn. this room needs to smell like old popcorn.

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Anonymous No. 1007174

>>1007138
still contemplating whether or not i'm gonna submit under my real name so probably shouldn't post here after a certain point. no way in hell am i getting top 100 though so probably doesn't matter.

Anonymous No. 1007178

>>1007174
At first I was like cool I want to participate, I can do something Cthulhu inspired, and then I saw the prizes
https://createwithclint.com/community-challenges/10#prizes
Most of these rewards are trying to get you hooked up unto subscription plans, that is so predatory

Anonymous No. 1007182

>>1007178
i mean you can still participate and have fun with it. but you're right it's a big ad. the announcement video unironically spent 20 seconds out of 10 minutes actually discussing the challenge itself.

Anonymous No. 1007183

>>1007158
>>1007167
>>1007172
Hmm maybe it's the lighting that's giving off the depressed/suicidal tone? Wasn't intentional but maybe I'll keep it like that. I tried making the space feel lived in. Also how are the proportions?

Anonymous No. 1007186

>>1007183
Proportions are difficult to judge due to the absence of a humanoid figure in your scene. At a glance they seem alright but we can't tell for certain until an anatomically accurate character is inside your scene for reference

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Anonymous No. 1007187

>>1007143
ty.

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Anonymous No. 1007211

kind of a waste of time since itยดs far from the final model, but weapon rig test

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Anonymous No. 1007251

>>1007187
made i think 4 heads today, this was the least bad.

Anonymous No. 1007267

>>1007211
Many fear the duckbow

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Anonymous No. 1007288

top or bottom?

the chair nerd No. 1007309

>>1007288
>>>/lgbt/
Also top.

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Anonymous No. 1007350

>>1007251
the current plan (very subject to change lol)
>superhero outfit + hairstyle
>office lady alter ego outfit + hairstyle
>associated props
>animation with both, probably giving up before then tho

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Anonymous No. 1007376

Anonymous No. 1007378

>>1007376
nice back but the upper part is a bit too defined
you nearly never see separations of the deltoid heads on women

the chair nerd No. 1007380

>>1007376
God give her a sandwich.

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Anonymous No. 1007421

>>1007350

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Anonymous No. 1007430

>>1007154
Another WIP. Something seems kinda off to me. I feel like it's either missing something or I went overboard with the colors and lost the atmospheric vibe.

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๐Ÿ—‘๏ธ Anonymous No. 1007431

arms [spoiler]believe it or not, that's a girl's arms[/spoiler]

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Anonymous No. 1007432

fps arms

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Anonymous No. 1007442

damn, doing it for the first time without watching tutorial is hell

Anonymous No. 1007443

>>1007432
Nice work anon, there had best be tiddies in that veiwport too

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Anonymous No. 1007447

>>1007443
i appreciate the valid concern, but yes they're very present

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Anonymous No. 1007474

>>1007421

Anonymous No. 1007503

>>1004928
progress?

Anonymous No. 1007529

>>1007376
Looks like a man, the muscles definition is too strong, but it's ok if you are making a trap

Anonymous No. 1007530

>>1007421
Face looks like a mix between an old woman and a child.
The hip bone it's not right either
>>1007376
Way too muscular for a woman, try to put more body fat on her.
>>1007432
Biceps point outward too much, in that position you should see the lateral head of the triceps

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Anonymous No. 1007542

Made a bed, for the diamond pattern I created a procedural material, I think it looks pretty decent.
I need to add some more detail to make it more realistic but I'm happy with the diamond pattern because I didn't have to look any tutorials for it and instead used my previous knowledge to develop it.

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Anonymous No. 1007543

>>1007474

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Anonymous No. 1007576

>>1007442
update, very slow progress

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Anonymous No. 1007581

Made an alien duder, would like feedback on the design.

Anonymous No. 1007583

>>1007581
It looks like it has a mouth in its torso.

Anonymous No. 1007595

>>1007581
there is no wrong way to make an ayylium. if real, they likely developed in a world completely different from ours and would have features beyond our comprehension. you should get weird with it. if i were to offer any critique, i would say it is too humanoid and recognizable.

but then how can you create something beyond your own comprehension? you'd have to be able to comprehend it in order to create it. so don't worry about it too much.

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Anonymous No. 1007608

>>1007581
I was trying to make an actual human I ended up doing and alien too.

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Anonymous No. 1007615

>>1007583
Thing is, it actually does, liโ€™l tube worm thing connected directly to the stomach. Hereโ€™s the concept sketch:

Anonymous No. 1007617

>>1007615
Cool, I wasn't sure if that was what you were looking that's why I brought it up.
A Sukuna alien is cool.

Anonymous No. 1007624

>>1007447
Awesome work.

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Anonymous No. 1007627

Haven't been here in a while, you guys made loads of interesting stuff as usual.
Here's my stupid robot to keep the board alive. It's sort of a walking gun mecha/tank.

๐Ÿ—‘๏ธ Anonymous No. 1007629

>>1007503
surprised somebody remembers it but i had computer trouble and lost a bunch of shit, i dont even know if i have that file anymore

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Anonymous No. 1007633

>>1007543
whenever I retopo a foot I always end up with a couple loops that spin around the foot 6 times then travel up the body into the face. idk how it happens or how to prevent it, but it's never actually ruined things for me so whatever.

Anonymous No. 1007635

>>1007627
Looks really heavy and tough. I like how the panels are simpler so its not detailed parts everywhere. Are you gonna rig it? Does the design "work" when it tries to walk? Some parts look like they would collide if the tank tried to look left right or walk left right. Seems very forward backward focused, maybe add some cylinders for the legs/gun to give a feeling that it can turn?

>>1007581
Is an ipad for sculpting worth buying? Does sculpting on a screen make it easier to succeed versus sculpting on an old wacom with no screen?
Your alien looks great but the hips are wider than the shoulders so he looks like a breedable xeno girl right now. I would put a girly pink ribbon on the alien's gross long neck. Keep all the monster features, no human-like breasts or any intentional sex appeal, but add one cute pink accessory and people will want to hold her claw on a date. The juxtaposition is what makes it attractive. The chest tentacle's hole in the concept art appeals to the unhinged male id.

Anonymous No. 1007638

>>1007627
Bitchin', you got any socials?

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๐Ÿ—‘๏ธ Anonymous No. 1007639

fellers, i hate armor

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Anonymous No. 1007645

how do i know if my edge loop distribution is right, do i need to reduce edge loop on the back part?

Anonymous No. 1007647

>>1007627
Love it!

Anonymous No. 1007657

>>1007543
Looks like shit

Anonymous No. 1007662

>>1007657
pyw

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Anonymous No. 1007668

>>1007543
Remember how crooked women's legs are. It's a biog part of their figure. The femer and shin to not form a strait line. It doesnt on men either, but it's easier to get away with giving men straight legs.
Especially if youre making a cruvy female, you'll keep making the thighs fatter and fatter but it'll never have the hourglass look. This is the secret.

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Anonymous No. 1007672

I think this is starting to be a decent first resolution for a base mesh before going in and defining some more details.

Anonymous No. 1007674

>>1007672
It can be. It's a trade off. The more detail on the base mesh, the less sculpting, and vise versa.

Anonymous No. 1007675

>>1007645
That parts looks okayish but I don't exactly see what you're trying to do? For cars the lower the polygon count the better. Next time try to make the entire body first, and only then cut out the panels using booleans (after you applied a lvl 3 subsurf) or else your surfaces will have horrible reflections

Anonymous No. 1007683

>>1007668
Also hip bone is completely missing

Anonymous No. 1007684

>>1007675
ah, i thought i suppose to split it first

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Anonymous No. 1007686

>>1007668
so maybe push feet in and pull hips/thighs out?

Anonymous No. 1007688

>>1007686
Hips look retarded

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Anonymous No. 1007689

>need the 5 n-poles
>but it will bend the mesh when i subdiv it
>refuse to add more edge loop because the edge loop is too dense

Anonymous No. 1007690

>>1007688
this is useless, what's actually wrong with them

Anonymous No. 1007692

>>1007690
Not the same anon but the hipbone is wrong, that makes the legs look like they attach for nowhere

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Anonymous No. 1007694

>>1007672
Now that I've done the boobs I'll lose all motivation, but I should do the upper back, and then the butt/groin and hips are always a PitA.

>>1007674
The goal is to just poly model everything.
I might sculpt at 1 subdivision level past what I can poly model, but I want all the shapes possible defined poly modelling, otherwise I'd just learn how to do a full sculpting workflow (maybe later)

Anonymous No. 1007697

>>1007686
The leg should be straight and perfectly vertical, so that the bones can have an IK rig that folds out directly forwards. You can correct the posture during animation.

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Anonymous No. 1007708

>>1007689
Ok that's a 700 right? This is a really hard car to start with, seeing the front >>1007576 you did a pretty good job so far, but the side might prove harder.
You should go much more low poly, you can easily delete 2/3 of your vertical lines to get a cleaner mesh while giving you more control. For that specific bump, try using triangles for the pointy part? And then a tight bevel to sharpen the bump's middle edge. Here the squares you have look awkward. N-gons aren't much of an issue on cars anyway.

Here the blue lines with a level 3 subdiv should get you pretty close to the shape you want. The red ones barely matter outside the wheel well.

Still I recommend that if a shutline isn't affecting the surface of the car it should be done last using booleans (the doors for instance).

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Anonymous No. 1007709

>>1007708
>>1007689
Here's the body of a car I have, you don't really need more density that this on most places, and there's N-gons everywhere.

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Anonymous No. 1007716

>>1007708
>>1007709
>You should go much more low poly
yeah, probably i will try it once i finish with this one, thought my edge loop is pretty low for a car
>using booleans
huh, i need to do clean up for that right? what about using bevel and then delete the face?

Anonymous No. 1007721

>>1007716
also fuck me for choosing car without roof, guess i'll finish the body and skip the interior this time

Anonymous No. 1007724

>>1007708
>use triangle
currently i'm trying to avoid triangle, but i guess it's impossible if i don't add more edge loop to shape the edge one by one huh

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Anonymous No. 1007732

>>1007716
>huh, i need to do clean up for that right?
Yeah, once you're happy with the body panels you apply the subsurf and then the booleans. Do copies of your file before commuting though, cause it never works 1rst try
>what about using bevel and then delete the face?
You can try, but from experience the reflections will have a break around the shut lines (pic related) that you don't get with a clean high poly + booleans
But it's details at this point, your model looks good already, keep going but remember that if you have issues with the panels

Anonymous No. 1007733

>>1007724
>currently i'm trying to avoid triangle,
Why? It's not a good idea, look at good 3D cars on Sketchfab, they all have triangles and Ngons in some places. Yes Quads are mostly better but they're not always the answer

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Anonymous No. 1007757

Came back to this with new eyes and made some progress on likeness. Still a ways off though and I think I need a break from it as I've pretty much been stuck at the same degree of likeness for the last couple sessions.

If someone can guess the actor based on what I have so far I'd be very happy.

Anonymous No. 1007764

>>1007732
ah that weird reflection, alright
>>1007733
i just want to test my skill

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Anonymous No. 1007766

another update
>all those curve
i will never touch super car again

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Anonymous No. 1007770

>>1007689
i guess that work too huh, and i can add edge loop around there to remove the bend on the back

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Anonymous No. 1007771

>>1007694
Got what I think is solid mesh for the hips and butt at a good density tonight. The torso I think is a good shape, but now needs the consistent quad density of the hips and obviously to be reconnected.
There is one triangle, and I hate it, but can probably get rid of it 1 subdivision level up.

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Anonymous No. 1007795

Finally got around to texturing mah low poly-ish (around 2.5k faces) M16 with 80's cheesegrater furniture, custom stock and shorter barrel. Other minor liberties were taken as well.
Texturing progress is at 60%, colors need to be changed as it looks dull at the moment, and height + roughness maps are gonna provide some nice visual upgrades once I'll bake 'em

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Anonymous No. 1007796

Anonymous No. 1007797

>>1007796
MILF

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Anonymous No. 1007799

>>1007686
bring the thighs out to preference. the point if the lubic triangle is the halfway point for normal people. from finger tip to finger tip arm span should be the same as height.

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Anonymous No. 1007801

sculpting a boy based on a toy

Anonymous No. 1007811

>>1007796
Those hands are so many

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Anonymous No. 1007818

yeah, i think i will start over, pick easier car and watch those how to make car tutorial

Anonymous No. 1007822

>>1007801
is it a joy? is he named roy? how bout it goy? does it annoy?

Anonymous No. 1007823

>>1007757
my gut feeling is matt damon but i know that's wrong. maybe if he had hair.

Anonymous No. 1007831

>>1007818
>i think i will start over
Don't. Finish the model or with this "start over" mentality you'll never get things actually done, besides your model looks fine and is worth completing. Only by finishing models can you actually improve and it'll feel good seeing how much you've improved looking back at your older models

Anonymous No. 1007832

>>1007757
Seymour Hoffman?

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Anonymous No. 1007847

>>1007831
alright, i'll finish it, there is gotta be a better way to do that beehive thing, took me an hour to make it manually

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Anonymous No. 1007854

>>1007795
It's done, added edge wear, damage details and baked roughness + height + metallic maps

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Anonymous No. 1007882

oh wow i actually finish it, 11 hours a day for 9 days straight

Anonymous No. 1007888

>>1007882
Looks pretty good, pal!
Next one will be a lot faster I bet.

Anonymous No. 1007891

>>1007888
thanks, yea i hope the next one will be a lot faster

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Anonymous No. 1007894

>>1007771
Worked in the rest of the torso with what I *think* is decent and even enough topology.

Anonymous No. 1007897

>>1007882
Hey nice job! Now, do you know about Loop Tools? This is really really helpful to model cars, especially the "Relax" and "Circle" functions. Otherwise if you're beginning in Blender I'd recommend these "100 tricks to know in Blender" videos, they always teach some life changing tips, Daniel Krafft has good ones.

Anonymous No. 1007901

>>1007897
thanks, yes i know, i use circle tool a lot, other than that i barely use it because sometime it doesn't work well