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🧵 /wip/ - Works in Progress
Anonymous at Sun, 28 Mar 2021 04:38:56 UTC No. 813546
/wip/ - Works in Progress
- Deepest Fried Edition -
Post your work-in-progress projects, recently finished projects, or things you'd like critiqued here.
Previous thread: >>806266
List of free resources: https://pastebin.com/cZLVnNtB
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Anonymous at Sun, 28 Mar 2021 05:35:43 UTC No. 813550
Is this bad for 3-4 hours?
Anonymous at Sun, 28 Mar 2021 07:34:17 UTC No. 813559
>>813550
I can't comment on if that is a good speed but those look really nice. Are those bots from Mega Man? The wheel one in particular looks familiar.
Anonymous at Sun, 28 Mar 2021 07:51:43 UTC No. 813561
>>813559
Yeah, they’re from the first stage
Anonymous at Sun, 28 Mar 2021 10:25:44 UTC No. 813574
>>813550
In my humble opinion, that's pretty good!
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Wormhole.webm
Anonymous at Sun, 28 Mar 2021 11:19:24 UTC No. 813582
Been playing around with Blender's new Geometry Nodes.
I'm still wrapping my head around them and what I can really do with them, but I can see some pretty cool stuff being possible in the future with it when I really figure it out. That and whenever they get around to adding more features to it.
Even for basic greebly shit, it's already more useful and performant than particles. Which was retarded in the first place for instancing a bunch of objects.
Anonymous at Sun, 28 Mar 2021 12:43:30 UTC No. 813585
>>813582
Opinion dismissed
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Anonymous at Sun, 28 Mar 2021 12:57:30 UTC No. 813586
trying out sculpting tools for the first time, I guess the times of manually extruding faces are over
Anonymous at Sun, 28 Mar 2021 13:15:08 UTC No. 813593
>>813550
I'll be honest anon it's pretty good, but please for the love of god delete the how fast i am meme from your head.
It's the most retardedest meme that's been thrown around 3d since forever.
Anonymous at Sun, 28 Mar 2021 13:17:37 UTC No. 813595
>>813593
I just want to know if I’m underperforming at a given time
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Anonymous at Sun, 28 Mar 2021 18:53:54 UTC No. 813643
Almost done high poly.
Anonymous at Sun, 28 Mar 2021 19:13:33 UTC No. 813655
>>813595
it's not a race
Anonymous at Sun, 28 Mar 2021 19:36:33 UTC No. 813658
>>813655
It is when you have bills to pay.
Anonymous at Sun, 28 Mar 2021 19:39:04 UTC No. 813660
>>813586
give up
Anonymous at Sun, 28 Mar 2021 19:40:06 UTC No. 813661
>>813643
kys yansculpts
Anonymous at Sun, 28 Mar 2021 21:01:09 UTC No. 813678
>>813585
I shouldn't need an overkill hair system just to put a bunch of static trees around the scene.
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Anonymous at Sun, 28 Mar 2021 22:44:48 UTC No. 813706
I'm bored and out of ideas so I just doodled an oldschool random shit monster head.
Kinda digging the result, but I'm not sure if I will make anything with it.
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Anonymous at Mon, 29 Mar 2021 03:34:24 UTC No. 813762
>>813643
AMAZING, let's keep it up.
May i suggest narrowing her shoulder a tiny bit, she'll look more feminine.
Anonymous at Mon, 29 Mar 2021 03:35:41 UTC No. 813763
>>813762
looks bad stop trying basemeshboi
Anonymous at Mon, 29 Mar 2021 03:35:53 UTC No. 813764
>>813762
*shoulders
Anonymous at Mon, 29 Mar 2021 03:39:47 UTC No. 813765
>>813763
Sorry sometimes I have to use base meshes cause I'm a waggie and only have a few hours in the week to truly practice :(
but I took my anatomy very seriously, and this is just a wip
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Anonymous at Mon, 29 Mar 2021 04:56:09 UTC No. 813781
I had this idea for a sort of utopia like brutalist like alien species that's invaded this lush natural planet and is sucking the life blood out of one of their gigantic eldritch trees. kind of thinking like xenoblade and syd mead combined or something. This is what I've got so far. I need to make these clouds less poopy looking and the scale feels wierd. Open to critiques, or do you guys know any good reference or resources I could use?
Anonymous at Mon, 29 Mar 2021 05:50:28 UTC No. 813788
>>813762
ngmi
Anonymous at Mon, 29 Mar 2021 08:11:25 UTC No. 813802
>>813762
where did his penis go? haha
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Anonymous at Mon, 29 Mar 2021 08:13:35 UTC No. 813803
Anonymous at Mon, 29 Mar 2021 08:27:28 UTC No. 813806
>>813803
I'm not good enough to offer any real critique, but the bricks look really small in comparison to everything else.
Anonymous at Mon, 29 Mar 2021 08:42:27 UTC No. 813807
>>813658
you're not paying the bills with those
once you get good, you get fast
Anonymous at Mon, 29 Mar 2021 15:50:26 UTC No. 813867
>>813762
What are you gonna do with that arm glued to the torso?
Anonymous at Mon, 29 Mar 2021 16:02:13 UTC No. 813869
>>813867
I assume he wants to 3D print it, that would be the only scenario where that makes sense.
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Anonymous at Mon, 29 Mar 2021 17:13:58 UTC No. 813883
Anonymous at Mon, 29 Mar 2021 18:09:57 UTC No. 813895
>>813883
So much soul.
You put a lot of effort into this, been seeing your posts for months, it's really coming together.
I gotta watch this on a big screen later, but on my phone it truly feels like I'm watching a high quality shot of an actual model train.
I love it.
Anonymous at Mon, 29 Mar 2021 18:23:48 UTC No. 813899
>>813883
What's the f-stop?
Anonymous at Mon, 29 Mar 2021 18:24:56 UTC No. 813900
>>813895
Thank you, I really appreciate it. I've been feeling a bit down recently so it's somewhat of a struggle, but I really hope I'll be able to finish this project soon. Yeah, I've been at it for a while now, started in December, but initial idea was a small part of a Christmas town / village diorama, with a plan to finish it by Christmas. But during the production I realized I want to increase the fidelity + I didn't feel like modeling so many houses since I already have enough experience on that subject, so I went down a different path.
I have a small story in mind with this, but it will still require a fair amount of small dioramas like this one. Atm I'm planning to finish 3 scenes and publish them as a first part - this scene, the one with a telephone booth in the middle of the forest, and the cave entrance. After that, I'll probably pause and finish my previous project first, then continue working on this one.
I'll post a higher quality version once I'm done with all the camera shots and other fixes, atm I just did a test render of a few shots to see if everything is working properly.
Anonymous at Mon, 29 Mar 2021 18:29:56 UTC No. 813901
>>813899
Something really low, under f/1, but depends for each shot.
Anonymous at Mon, 29 Mar 2021 18:30:23 UTC No. 813902
>>813802
It'd be weird to sculpt a penis
>>813867
It's just a sculpt for practice, I won't do anything with it, that's it, I probably won't even finish it.
Anonymous at Mon, 29 Mar 2021 18:33:18 UTC No. 813903
>>813883
Nice, got that tin & plastic look down plus the movement/dynamics. The tiny focal range is a bit overdone, but I guess it helps here.
Anonymous at Mon, 29 Mar 2021 18:39:09 UTC No. 813904
>>813903
Thanks, yeah I'll keep tweaking that, I agree it might be a bit too much for some shots.
Anonymous at Mon, 29 Mar 2021 20:14:47 UTC No. 813938
>>813883
good job anon looks great
>>813903
agree the tiny focal range is a bit harsh
you have reached the next level of autism
model trains are regular autism but modelling and animating them is chad level autism.
Anonymous at Mon, 29 Mar 2021 20:43:35 UTC No. 813944
>>813883
really cute anon.
The dof is a tad overdone though I think. I mean yeah the depth of field for something like this should be really shallow, but I think it's a bit too shallow to actually see anything.
Still, nice work. You really nailed that plastic-y toy look. Might be fun to make modular assets that you could piece together and make a whole set.
Anonymous at Mon, 29 Mar 2021 21:16:54 UTC No. 813953
>>813938
Thanks
>next level of autism
I don't think an artist can get a nicer compliment than this, appreciate it.
>>813944
Thank you too. Yeah, I'll definitely reduce DoF a bit. Btw, I did another test and thankfully I can render it with raytracing on my shitty PC, so the end result will be even better. Will post updates as always.
Anonymous at Mon, 29 Mar 2021 21:22:33 UTC No. 813956
>>813803
Drink is good
Sauce is good, except the cups look fucking weird (would look more normal round)
Burger looks good except the bottom bun's inside texture, and the top bun looks like a seperate baked good instead of sliced from the bottom
Fries look trash, what's with the browning on every edge? Either remove them, or if you're going for the skin-on look, do it only on one side/end
Orange bowl looks like it's floating/non-flat base
Anonymous at Mon, 29 Mar 2021 21:23:33 UTC No. 813957
>>813883
Why do the wheels not follow the tracks properly?
Anonymous at Mon, 29 Mar 2021 21:29:20 UTC No. 813960
>>813944
Oh, and about the modular assets, yeah, I thought about it. As I said, my original plan was an urban setting, not these natural scenes, and if I go back and create the town area as well, I'll pretty much have to make modular houses because of the scope. And then, creating a set maybe for asset stores could also be an option.
Actually I've been ideaguying this project for a few years now as a short holiday game, to maybe try to fill that niche of a go-to game you play for Christmas each year. Something like a collect-a-thon, running around and exploring a small town and surrounding parks and caves. But from my past gamedev experiences I know it would be a hell of a challenge, even more so if I keep this fidelity. But if I ever decide to just go for it, at least I'll have a decent number of assets from this project, as well as some game mechanics I already made.
>>813957
This is something I'm trying to fix right now, I think I need to tweak the origin of the wagons as they are just following the spline.
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Anonymous at Mon, 29 Mar 2021 21:35:36 UTC No. 813962
>>813956
I think the sauce cups are supposed to be those paper ones. They definitely crumple up like that when under heavy load (though not as much). But they shouldn't be that reflective, and they're supposed to have a kind of corrugated look to them.
To add to your crit.
The onion rings look like they'd be super crunchy, like potato chip crunchy. There needs to be some kind of translucency or something. Because they don't really look like onion rings.
Lettuce could use some thickness too. It's infinitely thin like a plane.
Anonymous at Mon, 29 Mar 2021 21:55:52 UTC No. 813966
>>813956
>>813956
Thanks for the crit anons.
Regarding the cups, i was going for a more fancy porcelain style cups, that's why they look reflective (regarding the crit from anon >>813962) and i've seen some have that shape when they are used to hold pourable sauces. I'll see if making them round gives them a better aesthetic.
Will do some fix up and post results.
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Anonymous at Tue, 30 Mar 2021 03:03:45 UTC No. 814021
Working on a model for print. Going back and forth a lot between test printing and designing, trying to minimize the problems with support.
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Anonymous at Tue, 30 Mar 2021 04:40:51 UTC No. 814034
>>814021
I love me some booba and poopa
but your proportions are shit
the hips look atrocious anon there needs to be space for a hipbone beneath the flesh otherwise it looks deformed.
there is lots wrong with the anatomy. a ribcage doesn't arc
you should look up some anatomy anon that would improve your model significantly.
If you are going to print this at least give it a decent pose.
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Dingdong-1.webm
Anonymous at Tue, 30 Mar 2021 13:09:16 UTC No. 814107
My first rigging attempt.
Anonymous at Tue, 30 Mar 2021 14:36:35 UTC No. 814126
>>814107
Fix that sack dawg
Anonymous at Tue, 30 Mar 2021 15:20:24 UTC No. 814138
>>814126
I don't really know how. I did this in C4D, which probably doesn't have the best rigging tools. It's just an IK joint in the sack with dynamics enabled.
Anonymous at Tue, 30 Mar 2021 15:32:42 UTC No. 814140
>>814138
paint a weight map and use at least two bones. it has to behave like two pendulums covered in a rubber bag.
Anonymous at Tue, 30 Mar 2021 16:19:51 UTC No. 814159
>>814107
Hoping to get some NFT action, aren't you?
Anonymous at Tue, 30 Mar 2021 17:14:07 UTC No. 814183
>>814107
I don't remember this Half Life enemy.
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Anonymous at Tue, 30 Mar 2021 18:51:16 UTC No. 814215
Face problems
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Anonymous at Tue, 30 Mar 2021 20:33:48 UTC No. 814250
>>813960
Seperate the whole wheel set from the rest of the carriage, have them follow the spline, then make the carriage parented to them on a rotation constraint?
>>813966
Yeah I think the material is fine, it's just that I'd expect them to be more rounded rather than looking like the paper ones, that's what looked confusing
Anonymous at Tue, 30 Mar 2021 21:31:54 UTC No. 814267
>>814250
>Seperate the whole wheel set from the rest of the carriage, have them follow the spline, then make the carriage parented to them on a rotation constraint?
This is the solution, yeah, I figured that out today. I guess it should be a fast fix, but I'll leave it for later because I fixed the problem already by reducing the curve of the rail, so it isn't noticeable anyway.
Anonymous at Tue, 30 Mar 2021 21:40:21 UTC No. 814270
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Anonymous at Tue, 30 Mar 2021 22:07:39 UTC No. 814278
I hadn't considered it.
I don't think a wiggly dong monster from a no-name 4chin poster would fetch much dosh anyway.
Anonymous at Tue, 30 Mar 2021 22:37:05 UTC No. 814290
>>814278
fake transparency fags get the rope
Anonymous at Wed, 31 Mar 2021 01:59:27 UTC No. 814334
>>814107
bruj
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Anonymous at Wed, 31 Mar 2021 04:27:23 UTC No. 814364
Todays practice, crits welcome, i'll add more res later
Anonymous at Wed, 31 Mar 2021 04:29:05 UTC No. 814365
>>813586
Keep going anon, we all gotta start somewhere
Anonymous at Wed, 31 Mar 2021 09:11:16 UTC No. 814385
>>814364
Is that guy a tranny man?
Anonymous at Wed, 31 Mar 2021 09:46:45 UTC No. 814387
>>814385
If you look at somewhat feminine men and think of trannies they have won, they're in your head.
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Anonymous at Wed, 31 Mar 2021 13:45:11 UTC No. 814422
>>814215
Tried copying the faye speedsculpt to learn from it.
Turned out better than when I was pushing verts around but still not great.
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Anonymous at Wed, 31 Mar 2021 18:05:26 UTC No. 814458
Something I'm working on sporadically.
Should be already finished, but isn't.
The weak part on this model are the deformations. Should be fixwd with some shape keys and drivers. Let me know what you think so far.
Anonymous at Wed, 31 Mar 2021 18:06:20 UTC No. 814459
>>814458
I may not like the execution very much, but I do appreciate the concept a lot
Anonymous at Wed, 31 Mar 2021 18:19:05 UTC No. 814463
>>814459
Thank you for your feedback. Can you elaborate, on what you dislike specifically?
I'm not that satisfied with the Model as well
Anonymous at Wed, 31 Mar 2021 18:57:54 UTC No. 814465
>>814458
He must've eaten one hell of a curry.
Anonymous at Wed, 31 Mar 2021 19:07:21 UTC No. 814466
>>814458
Arms look lazy, the rig, or however you bent the left one is fucked, textures look half assed, especially the tattoos. I know it's not supposed to be realistic, but he has no bones in his left arm, his wrist is thicker than his upper arm, and right arm's muscles are wrong. Vest material doesn't make sense. I kinda like the head-neck section, but the dip on the left side doesn't make sense.
Anonymous at Wed, 31 Mar 2021 19:08:23 UTC No. 814467
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Anonymous at Wed, 31 Mar 2021 19:50:18 UTC No. 814472
>>813803
Tried to fix at least some of the issues with this one. I still don't have a clue how to add thickness to planes with alpha transparency images
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Anonymous at Wed, 31 Mar 2021 22:20:27 UTC No. 814494
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Anonymous at Wed, 31 Mar 2021 23:31:19 UTC No. 814508
>>814472
Better!
The towel looks like it should be a lot flatter instead of curling/lifting like that
Fries still look a little weird, as if some are floating. They seem quite floppy too instead of crispy (ie. more rigid). You could possibly solve it by putting them in something like pic related, I know a lot of places present fries like that to be 'fancy'
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Anonymous at Thu, 1 Apr 2021 00:31:58 UTC No. 814511
>>814494
CLOSE THE IRIS
the runes really need to have depth my man and I think you could be more accurate with the ramp
keep it up
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Anonymous at Thu, 1 Apr 2021 06:06:00 UTC No. 814552
I think I should start over on this couch...
Anonymous at Thu, 1 Apr 2021 06:36:56 UTC No. 814554
>>814552
>couch
No thats just extra tank armor plates lying around
Anonymous at Thu, 1 Apr 2021 06:47:05 UTC No. 814556
Anonymous at Thu, 1 Apr 2021 08:03:43 UTC No. 814564
>>814554
looks like I need to watch more tutorials
Anonymous at Thu, 1 Apr 2021 12:06:57 UTC No. 814592
>>814552
Does it look realistic? No
Is it a stylized image of a couch? Yes
Does it invite anyone to sit down on it? No, it looks super uncomfortable.
It looks like one of those artsy shit benches you find in artsy places.
btw, bevel all your edges - the tiniest bit of rounding helps. No edge is ever perfectly 90°.
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Anonymous at Thu, 1 Apr 2021 13:26:55 UTC No. 814610
>>814511
the runes have some depth, not enough as you can see.
as for the ramp, I didn't use any reference so it's not acurate at all, time to rewatch some episodes.
Thanks.
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Anonymous at Thu, 1 Apr 2021 14:45:10 UTC No. 814620
>>814610
any surface that isn't bevelled like that is gonna disappear, get some edge on those fellas
Anonymous at Thu, 1 Apr 2021 15:06:34 UTC No. 814621
>>814620
>falling for the bevel meme
use edge shaders, caveman
Anonymous at Thu, 1 Apr 2021 15:13:48 UTC No. 814623
>>814621
Reported for being a Canadian
Anonymous at Thu, 1 Apr 2021 16:47:32 UTC No. 814648
>>814511
*Golfs through your worm hole*
pfft, nuthin' personal, kid.
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Anonymous at Thu, 1 Apr 2021 20:04:08 UTC No. 814683
Putting it into a glTF
Anonymous at Thu, 1 Apr 2021 20:33:04 UTC No. 814694
>>814592
I know about the bevel thing, and I want the couch to look like a real couch, I think it would be best if I start over with it and use actual refs instead of using my mind of what a couch looks like
thanks for the input, it helps
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Anonymous at Thu, 1 Apr 2021 21:54:11 UTC No. 814713
Made a shader that overlays a bayer matrix dither pattern over things and crunches the color down to 15bit (or my closest approximation of it).
It kind of works, but I'd like to improve the dithering somehow.
Anonymous at Thu, 1 Apr 2021 22:08:29 UTC No. 814719
>>814713
Looks awesome, what language is the shader in, and how does it only affect shadows?
Anonymous at Thu, 1 Apr 2021 22:36:54 UTC No. 814726
>>814719
It's blender shader nodes. It effects the whole surface, but it's most visible in darker regions of image, because that's where the restricted color depth really hits hardest.
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Anonymous at Fri, 2 Apr 2021 01:25:35 UTC No. 814764
>>813546
wip
Anonymous at Fri, 2 Apr 2021 01:39:14 UTC No. 814768
>>814713
can you post it without the shader for comparison?
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Anonymous at Fri, 2 Apr 2021 02:04:46 UTC No. 814769
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Anonymous at Fri, 2 Apr 2021 02:12:17 UTC No. 814770
>>814768
>>814769
And here is the same converted to 15bit color in photoshop.
As you can see, the blender conversion is not accurate yet, and is crushing dark areas too hard.
Anonymous at Fri, 2 Apr 2021 02:34:40 UTC No. 814771
>>814770
That's the kind of stuff I do in post since shader based solutions can be fiddly and yield inconsistent results under different light situations.
Anonymous at Fri, 2 Apr 2021 05:59:49 UTC No. 814778
>>814764
From the thumbnail the left part looked like one of those ojou-sama anime hair styles.
Anonymous at Fri, 2 Apr 2021 09:29:50 UTC No. 814790
>>814764
hair at the top doesn't match picture, why? positions are flipped
Anonymous at Fri, 2 Apr 2021 11:22:53 UTC No. 814813
>>814790
ref is meant to be flipped its a pokemon battle sprite
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Anonymous at Sat, 3 Apr 2021 02:41:52 UTC No. 815026
today's sketch, crits? I kinda hate it.
Anonymous at Sat, 3 Apr 2021 02:44:22 UTC No. 815027
>>815026
Looks bad, basemeshboi
Anonymous at Sat, 3 Apr 2021 02:48:10 UTC No. 815029
>>815027
well this one is only partially based mesh.
Anonymous at Sat, 3 Apr 2021 02:51:01 UTC No. 815030
>>815029
Oh well it only looks partially bad then
Anonymous at Sat, 3 Apr 2021 03:01:43 UTC No. 815032
>>815026
Looks pretty nice but you aren't understanding that twist in the lower abdomen. I'm sure you can see how it differs from your reference. You should really try and copy the ref as accurately as you can and not make it up like you did with the abdomen. You focused too much on the muscle and wanting to get them all sculpted in when in the reference they are sorta one block/form and consolidated if that makes sense? Also this anon >>815027
is a huge crab, these are good studies I think you just need to use some more observation and trust your ref. You can see multiple inaccuracies with proportions and such with the muscle groups and the size of them. I would like to see you taking more time and more than just a day and really making sure you nail the proportions and the size of things before you subdivide.
Anonymous at Sat, 3 Apr 2021 03:17:08 UTC No. 815036
>>815027
>>815030
Stop posting, you're not funny, only retarded.
Anonymous at Sat, 3 Apr 2021 03:30:45 UTC No. 815040
>>815032
you're absolutely right, thank you, I'll fix it.
Anonymous at Sat, 3 Apr 2021 04:04:57 UTC No. 815042
>>815036
Stop using base meshes then
Anonymous at Sat, 3 Apr 2021 04:35:40 UTC No. 815048
>>815042
holy based
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Anonymous at Sat, 3 Apr 2021 04:39:55 UTC No. 815049
>>814771
It's not lighting that's causing the problem. It's that blender appears to have its very own personal handling of color values that is on a non-linear curve and completely fucking detached from anything a normal person would ever consider imagine.
You would think that if you're storing colors as normalized vectors, 0.0 is 0, 1.0 is 255, and any value inbetween would be equal to 255 multiplied by that value.
Except it isn't. There is a fucking curve to this system, for some retarded reason.
Just look at this shit. My value is 0.1. Does that greyscale picker look like it's at 0.1 on 0 to 1 scale? No. It looks like it's at fucking 0.5. But nope, according to blender it's at 0.1.
What do you get when multiply 1 by .1? You get .1, right?
1.0 is FF in Hex, so 0.1 should be 19, right? No, according to blender it's 89.
According to blender, ten percent of the way through the 0-F scale in hex is 89.
I want to fucking punch whoever came up with this fucking absurd, stupid shit. No wonder I couldn't figure out how to get these colors right to convert right, holy fucking shit.
Anonymous at Sat, 3 Apr 2021 04:41:01 UTC No. 815050
>>815049
I said 89 instead of 59 but whatever.
BLENDER IS STILL FUCKING RETARDED.
Anonymous at Sat, 3 Apr 2021 04:41:28 UTC No. 815051
>>815042
Make me.
Anonymous at Sat, 3 Apr 2021 04:43:44 UTC No. 815052
>>815049
Disable gamma correction.
Anonymous at Sat, 3 Apr 2021 05:19:26 UTC No. 815059
>>815052
Doesn't seem to be an option. Not one that effects this, anyway.
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Anonymous at Sat, 3 Apr 2021 05:38:29 UTC No. 815063
Trying to make an Nendoroid but feel really lost on the eye. I was thinking about making a bunch of knife cuts, but I dunno.
Anonymous at Sat, 3 Apr 2021 06:05:55 UTC No. 815070
>>815063
>box modelling anime
>give up, start sculpting blendlet.
Anonymous at Sat, 3 Apr 2021 06:45:13 UTC No. 815075
>>815063
the eye is not your problem here
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Anonymous at Sat, 3 Apr 2021 06:52:58 UTC No. 815076
>>815070
Augh fine you're right. Box modelling destroys my wrist anyways. But maybe if there's a sudden demand for creppy uncanny valley dolls.
>>815075
Got any advice on anything else then?
Anonymous at Sat, 3 Apr 2021 07:07:10 UTC No. 815079
>>815076
yeah google face topology
Anonymous at Sat, 3 Apr 2021 07:19:58 UTC No. 815081
>>815076
https://www.youtube.com/watch?v=28A
Anonymous at Sat, 3 Apr 2021 07:35:12 UTC No. 815087
>>815063
Start with less polygons. You're trying to run before you've learned to walk.
Block everything out with as few polys as you need for the topology, and then subdivide.
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Anonymous at Sat, 3 Apr 2021 21:11:39 UTC No. 815210
Hopefully now this looks a bit better, still I find this one to be a very difficult pose.
Anonymous at Sat, 3 Apr 2021 21:23:16 UTC No. 815211
>>815042
where's your work, schizo?
Anonymous at Sat, 3 Apr 2021 21:44:38 UTC No. 815213
>>815210
Bad look crappy obvious basemesh
Anonymous at Sat, 3 Apr 2021 22:27:20 UTC No. 815223
>>815213
ignore this crab, it's a huge improvement.
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Anonymous at Sat, 3 Apr 2021 22:53:01 UTC No. 815227
Is it normal to spend multiple textures on an object like this? Keep in mind it’s supposed to be as large as a helicopter
Anonymous at Sat, 3 Apr 2021 22:57:22 UTC No. 815229
>>815227
Always makes things more manageable and it will give you the necessary texture resolution for large objects. Doing that with a single 16k or 32k map isn't the way.
Anonymous at Sat, 3 Apr 2021 23:04:15 UTC No. 815232
>>815227
what >>815229 says. he didn't mention UDIM, so just in case, look into that
Anonymous at Sat, 3 Apr 2021 23:29:58 UTC No. 815237
>>815227
yeah totally. But if it's supposed to be that large and in frame you are lacking a lot of geo detail
Anonymous at Sat, 3 Apr 2021 23:39:02 UTC No. 815238
>>815227
Dont these large things just use a tiling texture with decals for the details? Or trim sheets?
I dont think whatever budged this belongs to supports individual textures - especially if these are supposed to have the same resolution per pixel as regular objects
2496x1472
Sphere.png
Anonymous at Sun, 4 Apr 2021 00:22:58 UTC No. 815244
>>815213
>>815027
there you go anon, 1.5 hours to get to this from a sphere, now I can proceed.
Anonymous at Sun, 4 Apr 2021 01:41:49 UTC No. 815256
>>815244
>THIS IS GOOD
LMAO LOL
Anonymous at Sun, 4 Apr 2021 03:37:11 UTC No. 815293
>>815210
Im the previous anon who critiqued. Great job on this you looked at the reference and sculpted what you actually saw. Make sure youre doing this in the future as well. Great job anon
1908x1080
NotABaseMesh.png
Anonymous at Sun, 4 Apr 2021 05:36:28 UTC No. 815318
>>815213
>>815256
I never said it was good lol, but hopefully it'll come together
>>815293
thanks anon I will
846x529
unknown-466.png
Anonymous at Sun, 4 Apr 2021 05:57:07 UTC No. 815324
1800x2000
1617484769092.jpg
Anonymous at Sun, 4 Apr 2021 11:41:42 UTC No. 815377
started on a sakura tree in speedtree
>>815324
lookin pretty nice so far, i'm assuming you're going for a stylized look?
Anonymous at Sun, 4 Apr 2021 15:40:31 UTC No. 815405
>>815318
So why are you using base mesh?
Anonymous at Sun, 4 Apr 2021 15:40:59 UTC No. 815406
>>815244
>>815318
Why are you wasting time proving anything or even replying to an obvious shitposter ? Just ignore and carry on.
Anonymous at Sun, 4 Apr 2021 16:57:26 UTC No. 815425
>>813643
blog?
873x854
2021-04-04-190707....png
Anonymous at Sun, 4 Apr 2021 17:21:01 UTC No. 815436
Anonymous at Sun, 4 Apr 2021 17:42:24 UTC No. 815448
>>815377
>using dedicated software just for making stupid trees
ngmi
Anonymous at Sun, 4 Apr 2021 17:57:29 UTC No. 815455
>>815448
>How to admit you have never worked in the industry in one simple sentence
You're the one who's NGMI
1404x1273
zbrushprog2.png
Anonymous at Sun, 4 Apr 2021 18:14:41 UTC No. 815459
Continuing on from yesterday. Legs made and limbs merged with torso. VERY bad but early feet fleshed out.
Work is ongoing to turn from deformed ogre into human!
Anonymous at Sun, 4 Apr 2021 18:17:54 UTC No. 815460
>>815455
Why the fuck does anyone care about 'the Industraay!' still. Everyone knows that developers just buy their assets from online market sites now anyway.
268x267
toby.png
Anonymous at Sun, 4 Apr 2021 18:17:54 UTC No. 815461
Anonymous at Sun, 4 Apr 2021 18:19:36 UTC No. 815462
>>815460
Yeah and the internet just magically generates these assets out of nowhere, nobody here would ever think about selling said assets that have to follow industry standards themselves.
Absolute fucking imbecile.
Anonymous at Sun, 4 Apr 2021 18:20:05 UTC No. 815463
>>815461
Your tears will never steer me from my quest to sculpt the ULTIMATE coom model!
Anonymous at Sun, 4 Apr 2021 18:21:08 UTC No. 815464
>>815462
Salty that your job at 'whatever' studio got outsourced to pajeet?!
Anonymous at Sun, 4 Apr 2021 18:22:27 UTC No. 815465
>>815462
Plus the fact I've seen tons of shitty assets of the blender market in actual crappy mobile games. So it can't be difficult to shit out low effort stuff anymore.
600x1028
9c3.jpg
Anonymous at Sun, 4 Apr 2021 18:22:30 UTC No. 815466
>>815464
I am the Pajeet.
Anonymous at Sun, 4 Apr 2021 18:24:36 UTC No. 815467
>>815466
Which probably explains why your shitposting here instead of meeting that deadline!
Anonymous at Sun, 4 Apr 2021 18:45:25 UTC No. 815473
>>815448
Well yeah, it's a software decidated to creating trees and other plants, why would you NOT use it when it infinitely more flexible, faster and easier to work with than modeling and placing every branch from scratch? There is nothing dumber than trying to use one software for everything (doing it the hard way) for no good reason.
Anonymous at Sun, 4 Apr 2021 19:07:27 UTC No. 815477
>>815448
i've got to do a whole map's worth of assets by the end of the month and no one is going to stand around looking at the trees
it makes no sense to do every variation by hand
Anonymous at Sun, 4 Apr 2021 21:48:24 UTC No. 815505
>>815405
>>815318
not for this one I'm not. sometimes i do just to save a bit of time but that's it, I actually really enjoy sculpting something from scratch a lot more but it's really time consuming.
>>815406
you're right i'll stop now.
Anonymous at Sun, 4 Apr 2021 22:27:11 UTC No. 815515
>>815459
Muscular women? Oooo.
The crotch looks weird though.
Anonymous at Mon, 5 Apr 2021 03:35:51 UTC No. 815577
>>815324
C U T E T A N K
U
T
E
T
A
N
K
1790x931
hotgingeranimegirl.jpg
Anonymous at Mon, 5 Apr 2021 04:59:38 UTC No. 815589
>>815425
My blog is empty Mr. anon not until I get this done.
I made a quick render after some substance painting still gotta do hair cards and other autistic refinements.
1124x1032
2021-04-05 02_05_....png
Anonymous at Mon, 5 Apr 2021 06:14:55 UTC No. 815602
Because maybe conventions will be a thing again:
dick-themed superhero helmet.
1319x994
2021-04-05 02_06_....png
Anonymous at Mon, 5 Apr 2021 06:19:08 UTC No. 815604
>>815602
references
Anonymous at Mon, 5 Apr 2021 07:34:46 UTC No. 815610
>>815589
Nice. What’s with the duct tape on her suit though and what technique did you use to make those tapings?
Also, are eyebrows painted or something else?
Anonymous at Mon, 5 Apr 2021 08:11:13 UTC No. 815612
>>815459
I HAD SNU SNU
Anonymous at Mon, 5 Apr 2021 08:58:41 UTC No. 815623
>>815589
What did you use to texture her? Im curious how you got that skin tone.
Anonymous at Mon, 5 Apr 2021 12:09:19 UTC No. 815665
>>815610
I'n lazy to make my own so I searched duct tape material and first thing that came up was a free material from a guy in the AAA industry.
Eyebrows I made in maya xgen coverted to mesh for zbrush.
>>815623
Polypaint baked into ID map in substance then played with Skin face smart material.
Anonymous at Mon, 5 Apr 2021 13:34:51 UTC No. 815704
>>815459
>when muscles are your fetish, but you still suck at anatomy
Anonymous at Tue, 6 Apr 2021 14:24:17 UTC No. 816074
>>814458
Enjoyable, would be entertained seeing this in a game
320x240
0750-0825-1.webm
Anonymous at Wed, 7 Apr 2021 00:19:39 UTC No. 816244
I'm happy with my modelling.
I'm happy with my textures.
I'm happy with my shaders.
But man, I suck at animation.
Anonymous at Wed, 7 Apr 2021 06:19:09 UTC No. 816304
>>816244
Double bob at the end is over the top and the overall speed is a bit slow
Anonymous at Wed, 7 Apr 2021 06:36:29 UTC No. 816307
>>816244
it has that old console feel
Anonymous at Wed, 7 Apr 2021 07:43:20 UTC No. 816312
>>816244
Most of the animations of the graphical era you're trying to emulate looked way worse, it's more authentic if it's a bit goofy.
You're doing fine, I like it.
1099x695
Capture.jpg
Anonymous at Wed, 7 Apr 2021 09:30:13 UTC No. 816334
an etruscan war chariot i'm doing
757x761
Capture.jpg
Anonymous at Wed, 7 Apr 2021 09:31:39 UTC No. 816335
Anonymous at Wed, 7 Apr 2021 09:42:09 UTC No. 816337
>>816244
Just judging by what I see in the webm, it seems to be fine, but a bit robotic.
What would be more interesting to know: What did you actually AIM for it to look like? A quick 180 to face the door? A turning animation for when the player turns around a character? Something else?
1109x1654
78-1.jpg
Anonymous at Wed, 7 Apr 2021 09:43:46 UTC No. 816338
Making a minigun
Anonymous at Wed, 7 Apr 2021 11:19:39 UTC No. 816346
>>816335
If this is portfolio work make sure to up the polycount on your LP, maybe add in bevels.
675x1200
Ej145mhWsAEox0N.jpg
Anonymous at Wed, 7 Apr 2021 12:27:36 UTC No. 816363
>>816335
>If this is portfolio work make sure to up the polycount on your LP, maybe add in bevels.
1280x720
rainbow0001.png
Anonymous at Wed, 7 Apr 2021 15:29:17 UTC No. 816386
Thoughts?
1920x1395
D.png
Anonymous at Wed, 7 Apr 2021 15:33:13 UTC No. 816387
Anonymous at Wed, 7 Apr 2021 19:37:22 UTC No. 816423
>>816244
but anon... the nude render...
1920x1080
April7th.png
Anonymous at Thu, 8 Apr 2021 01:50:24 UTC No. 816512
bit of progress on this guy
Anonymous at Thu, 8 Apr 2021 01:54:16 UTC No. 816516
>>816512
inb4 crab anon, I did copy the ears from a base mesh cause I'm lazy.
2500x1406
youri-hoek-s1smal....jpg
Anonymous at Thu, 8 Apr 2021 02:09:47 UTC No. 816517
>>816387
materials are letting you down big time here but most of the stuff is pretty solid, there's also a lack of sharp details in certain places because I assume you couldn't figure out how to do it. The hallway is very angular but you get to the door and it's rounded and smooth, looking more like some fantasy metallurgy than something anyone would build, they don't fit together.
Combine the soft materials with not many hard bevelled edges or points and you have an image that doesn't feel sharp.
Anonymous at Thu, 8 Apr 2021 03:08:27 UTC No. 816539
>>816516
Rotoscoping over a completed mesh is the same as using a base mesh dweeb.
Anonymous at Thu, 8 Apr 2021 05:50:35 UTC No. 816567
>>816338
Beautiful.
Looks straight out of a new indie boomer shooter.
Anonymous at Thu, 8 Apr 2021 05:51:37 UTC No. 816568
>>816423
God damn it.
Anonymous at Thu, 8 Apr 2021 05:56:24 UTC No. 816570
>>816568
anon.
we're all waiting.
your work isnt complete until you post it
Anonymous at Thu, 8 Apr 2021 08:50:03 UTC No. 816585
>>816338
are you the anon who made the pixel pistol?
minigun looks dope.
I would change the barrel bores to geometry instead of texture.
what's the budget of the model?
Anonymous at Thu, 8 Apr 2021 09:46:18 UTC No. 816597
>>816567
Thank you!
>>816585
No idea. I made a pixel pistol but that was quite a while back and I imagine some pixel pistol gets posted on here atleast once every two weeks or so? Thanks though! I figured since the player very rarely sees the business end of the barrels shaving of some tris there makes sense. I think it's around 1300 tris with a 256 texture.
Anonymous at Thu, 8 Apr 2021 09:48:43 UTC No. 816598
>>816597
Not sure I’m a fan of having tri count of 2 characters from the 256 texture era on a gun, but it does look nice.
Anonymous at Thu, 8 Apr 2021 11:47:15 UTC No. 816629
>>816597
get the tri count down (your barrels have lot's of sides)
give it geo bores
that will ascend the gun to the next level.
Anonymous at Thu, 8 Apr 2021 13:41:17 UTC No. 816639
>>816539
No you
Anonymous at Thu, 8 Apr 2021 14:02:48 UTC No. 816642
>>816517
Thanks, I will do better in future.
Anonymous at Thu, 8 Apr 2021 15:35:44 UTC No. 816657
>>813586
This made me remember why I gave up /3/D as a hobby
Anonymous at Thu, 8 Apr 2021 15:37:55 UTC No. 816658
>>813762
You’re not a fan of large shouldered Amazonian women?
3840x2160
city.jpg
Anonymous at Thu, 8 Apr 2021 16:39:58 UTC No. 816670
Experimenting with a procedural cityscape
Pretty barebones right now but I think it has potential
Anonymous at Thu, 8 Apr 2021 17:46:10 UTC No. 816689
>>816585
nah im the guy who made the blue pistol pixel
that model looks nice tho
Anonymous at Thu, 8 Apr 2021 18:54:00 UTC No. 816704
>>816512
please smooth less
Anonymous at Thu, 8 Apr 2021 21:02:27 UTC No. 816724
>>816670
Looks more like chocolate on a conveyer belt lol.
1080x1080
tvs10.png
Anonymous at Fri, 9 Apr 2021 07:51:54 UTC No. 816842
earlyish childhood games/ retro futuristic tvs modelled from scratch.
Anonymous at Fri, 9 Apr 2021 08:00:04 UTC No. 816845
>>816842
your render makes my screen foggy
Anonymous at Fri, 9 Apr 2021 08:11:06 UTC No. 816848
>>816845
im a fag for fog glow
Anonymous at Fri, 9 Apr 2021 08:28:44 UTC No. 816851
>>816842
Models look decent, background and fog make me question your sanity.
4961x3508
Untitled-1.jpg
Anonymous at Fri, 9 Apr 2021 09:21:13 UTC No. 816862
Working on this, Armour/Clothes design on the right, going to finish up her hands before working further with that, anything that can be improved?
Anonymous at Fri, 9 Apr 2021 09:54:37 UTC No. 816870
>>816862
Hips are too wide, legs too long, arms too thin, jawline looks too narrow - all in comparision to the sketch.
Looks like a decent WIP so far, your own concept art?
Anonymous at Fri, 9 Apr 2021 09:58:36 UTC No. 816872
>>816870
Ye, my own art, funny. the sketch is based on the model in an earlier stage, mostly made to make the costume.. guess the arms are little too long
Anonymous at Fri, 9 Apr 2021 10:29:15 UTC No. 816877
>>816842
Looks great but maybe you should make HDRI transparent?
Anonymous at Fri, 9 Apr 2021 10:32:43 UTC No. 816878
>>816872
Well if it's your own artwork none of the things I said really matter too much, that's why I asked.
The arms really look a bit toothpicky in relation to the thicc thigs, it looks just off, you gotta find some balance there.
Anonymous at Fri, 9 Apr 2021 10:59:58 UTC No. 816887
>>816878
Legs going to be covered, so i didnt want to work on defined muscles. however you do still have a good point. arms looks too "stick" like compared, thank you!
Anonymous at Sat, 10 Apr 2021 09:49:55 UTC No. 817089
>>816862
anatomy is bad
Anonymous at Sat, 10 Apr 2021 20:14:18 UTC No. 817258
>>817089
Then put anatomy in time-out.
900x1102
tank.png
Anonymous at Sun, 11 Apr 2021 00:11:18 UTC No. 817294
>>815324
felt kinda hyped up to start making the interiors, quite a bit of work but still fun
1016x755
tank2.png
Anonymous at Sun, 11 Apr 2021 00:12:34 UTC No. 817295
Anonymous at Sun, 11 Apr 2021 00:13:36 UTC No. 817296
>>817295
not much changed on the outside but im still gonna add more stuff. looking forward to finish this soon
1080x919
pipe.jpg
Anonymous at Sun, 11 Apr 2021 00:14:32 UTC No. 817297
Modelling pipes again. Mostly because the old ones are shit.
Might as well go the full way and design a whole set, low/high poly and textured
2152x1211
pipeold.jpg
Anonymous at Sun, 11 Apr 2021 00:18:02 UTC No. 817298
And the old ones. I really should've gotten more reference back then
>>817294
Nice, suprising high level of detail there. Make sure you'll have a shot to show it all off
1920x1080
wallpaper_1920x1080.png
Anonymous at Sun, 11 Apr 2021 19:21:04 UTC No. 817517
Made a few sexy wallpapers
2560x1080
grasslands2.png
Anonymous at Sun, 11 Apr 2021 19:22:10 UTC No. 817518
982x667
unknown-11-1-1.png
Anonymous at Sun, 11 Apr 2021 19:27:38 UTC No. 817520
Still learning composition shots heres my WIP
Anonymous at Sun, 11 Apr 2021 20:26:02 UTC No. 817533
>>817517
lmao
Anonymous at Sun, 11 Apr 2021 23:10:41 UTC No. 817582
>>817517
those are anything but sexy
1000x1000
gingeranimegirl.png
Anonymous at Tue, 13 Apr 2021 08:04:45 UTC No. 818043
>>815589
My first attempt at hair cards. Followed a korean tutorial on how to do it in painter however it looks like shit for now. I'll play around with the gmh plugin if I get better results else I have to completely iterate.
1080x1080
tvs28.png
Anonymous at Tue, 13 Apr 2021 19:17:35 UTC No. 818189
added background. What do you guys think about this render
Anonymous at Tue, 13 Apr 2021 19:28:07 UTC No. 818192
>tfw constant struggle when I can't tell if my foliage cards are shit or not because they render horribly in Unreal, but for some reason look great in Cycles and Eevee
Anonymous at Tue, 13 Apr 2021 20:12:10 UTC No. 818200
>>818189
It's yet again too fucking bright.
I still like the models.
Anonymous at Tue, 13 Apr 2021 20:13:19 UTC No. 818201
>>818189
Turn down the bloom by 75%.
Pictures on the tvs too look like they're just a texture behind the glass. Look up CRT emulation/effect to apply to your image so it's broken up into pixels like they used to be. Right now they look like they're full hd.
1536x1024
pooh.png
Anonymous at Tue, 13 Apr 2021 21:51:22 UTC No. 818226
1920x1080
Hands.png
Anonymous at Sat, 17 Apr 2021 06:16:20 UTC No. 819213
few hours into this, thoughts? it's totally deformed isn't it
Anonymous at Sat, 17 Apr 2021 07:38:09 UTC No. 819230
>>819213
the gesture and general shape looks fine to me, just needs more work and polish I guess. Pretty nice work.
Anonymous at Sat, 17 Apr 2021 12:54:38 UTC No. 819307
>>819213
It looks fine, but the nails are deformed, they shouldn't be this flat
Anonymous at Sat, 17 Apr 2021 18:36:59 UTC No. 819389
>tfw lost all drive to finish my projects as soon as I got a job, now I just play vidya in my free time
Embrace the NEEThood my friends, wagecucking makes you depressed, tired and lazy.
1916x1080
Hands2.png
Anonymous at Sat, 17 Apr 2021 18:46:45 UTC No. 819394
>>819230
>>819307
thanks i'll continue to work on more studies, sculpting hands is quite honestly very hard, i really don't know how people do it.
Anonymous at Sat, 17 Apr 2021 18:47:19 UTC No. 819395
>>819394
This is what happens when you use base meshes all your life. Sad.
Anonymous at Sat, 17 Apr 2021 18:58:11 UTC No. 819398
>>819395
no primitives allowed x) next time I'll start from a single vertex
1424x1424
Screen Shot 2021-....png
Anonymous at Sun, 18 Apr 2021 08:50:27 UTC No. 819531
Thoughts on this render guys? going for something surreal
Anonymous at Sun, 18 Apr 2021 10:11:42 UTC No. 819536
>>819531
i like it though black stuff is boring
Anonymous at Sun, 18 Apr 2021 10:46:58 UTC No. 819538
>>819531
Not surreal enough. Make the lamp turn into liquid or something.
1663x1142
maplayout.png
Anonymous at Sun, 18 Apr 2021 13:37:06 UTC No. 819569
>>813546
Relative newbie in terms of environment art since I'm a character artist. But I'm working on a game with friends and I'm the only artist so its been tough without any other artists input.
RTS game set in a post apocalyptic macro junk world. Think flushed away/borrowers ecs.
I'm working on a grey box for the level. Would anyone be able to give me some crit/tips on map layout? This is a relatively simple tutorial level as a proof of concept/vertical slice to feature all of the basic game mechanics. Any help/resources on environment design would help.
Anonymous at Sun, 18 Apr 2021 13:49:04 UTC No. 819573
>>819569
Looks fine to me, but I can't really critique much when it's just a tiny empty area. Idk where are NPCs and enemies supposed to be, where are the interactive items, how does the exact in-game camera angle look like etc. Are you also a level designer in this project? It's good to first draw all of this on paper.
1479x920
15042021(1).jpg
Anonymous at Sun, 18 Apr 2021 14:51:38 UTC No. 819586
almost done
Anonymous at Sun, 18 Apr 2021 15:01:13 UTC No. 819589
>>819586
I'd suggest you to spend some more time on those damages, and especially cracks as they are really wide right now. You need to refine them more and also keep some edges sharper. I assume this is a stone but it looks more like some shitty clay sculpt atm. Also, don't use symmetry or at least break it up later on because I can see repeating patterns on corners.
1479x920
WIP - 23895639625.jpg
Anonymous at Sun, 18 Apr 2021 18:46:29 UTC No. 819637
This guy
1904x2180
AnatomyDrawingGEs....png
Anonymous at Mon, 19 Apr 2021 00:26:54 UTC No. 819716
was trying to sketch some stuff but i think i got too drunkl
>>819637
that is kewl man
Anonymous at Mon, 19 Apr 2021 06:21:53 UTC No. 819748
>>813706
Looking at that makes me want to texture it
Anonymous at Mon, 19 Apr 2021 06:24:03 UTC No. 819749
>>819716
glorious winged faggot
Anonymous at Mon, 19 Apr 2021 08:40:43 UTC No. 819767
>>815589
nose and tits too big
otherwise very nice!
1920x2160
Coca-min.png
Anonymous at Mon, 19 Apr 2021 09:34:24 UTC No. 819773
1040x1161
Untitled.png
Anonymous at Mon, 19 Apr 2021 14:06:58 UTC No. 819806
Trying to figure out bara chests.
Mixed results.
Anonymous at Mon, 19 Apr 2021 14:26:01 UTC No. 819809
>>819806
yeah that's kinda just a normal chest.
Find some bara tiddies you like and just recreate it 1:1 for an exercise, it's the only way you'll push yourself far enough out of your comfort zone of realistic anatomy.
Anonymous at Mon, 19 Apr 2021 16:10:22 UTC No. 819822
>>819806
I would suggest you to study anatomy first, your model has some glaring anatomical innacuracies, try some more realistic proportions first, then you'll know what to do to get your bara physique
Anonymous at Mon, 19 Apr 2021 16:33:44 UTC No. 819826
>>819822
No this is how human looks idiot.
Anonymous at Mon, 19 Apr 2021 16:50:21 UTC No. 819827
>>819806
good enough to ship
Anonymous at Mon, 19 Apr 2021 17:12:29 UTC No. 819830
>>819826
Unfortunately not. :(
Anonymous at Mon, 19 Apr 2021 18:50:55 UTC No. 819838
>>819826
You may need glasses if you think that's how "human looks"
1191x926
Capture.jpg
Anonymous at Mon, 19 Apr 2021 19:51:12 UTC No. 819851
>>816862
Progress with making some of the Armor/clothes
1920x1080
0001.png
Anonymous at Mon, 19 Apr 2021 21:11:08 UTC No. 819870
Modeled a classroom, and now wanna try to shade it like it was an anime. I'm currently using standard instead of filmic to make the colors pop more.
Anonymous at Mon, 19 Apr 2021 21:19:15 UTC No. 819874
>>819870
>I'm currently using standard instead of filmic to make the colors pop more.
I suggest you keep using Filmic, but grade in specialized software (for example, Resolve).
368x368
dj luigi.jpg
Anonymous at Tue, 20 Apr 2021 00:37:57 UTC No. 819902
>>819870
>i'm making it look like shit on purpose
ok
Anonymous at Tue, 20 Apr 2021 01:01:38 UTC No. 819914
>>819870
Looks like a 90s learning game lol.
Anonymous at Tue, 20 Apr 2021 05:31:58 UTC No. 819971
>>813781
damn bro, i'm really feeling this one
where can I see more of your stuff?
Anonymous at Tue, 20 Apr 2021 06:08:50 UTC No. 819974
>>819851
some weird fuckery with muscles around the elbow is going on, but whatever, I like it
Anonymous at Tue, 20 Apr 2021 08:46:18 UTC No. 819997
>>819974
Yeah, there was also some fuckery with her shoulders that I fixed, her triceps also look a bit "funky", going to fix that and finish the hands up a bit more as the next step
Anonymous at Tue, 20 Apr 2021 16:07:42 UTC No. 820047
>>819851
Fix those arms!
1422x1424
Screen Shot 2021-....png
Anonymous at Wed, 21 Apr 2021 05:12:55 UTC No. 820172
added corner stuff to not have too much empty space and a further back wall. Not sure how to feel about this render maybe I will wait a week to look at it again
Anonymous at Wed, 21 Apr 2021 07:33:20 UTC No. 820178
>>813762
why did he skip leg day
Anonymous at Wed, 21 Apr 2021 12:59:40 UTC No. 820211
>>820178
Don't we all?
Anonymous at Wed, 21 Apr 2021 14:07:26 UTC No. 820218
>>820178
Thats what happens when you use base meshes. Don't end up like basemeshboi
Anonymous at Wed, 21 Apr 2021 14:36:35 UTC No. 820224
>>819806
your collar bone is vertical not horizontal.
Abdominal area needs to be tighter
Hips and sides of the character need to have a more V shape to it.
The shoulder is too round and needs to be less vertical.
The crease between the shoulder and pecs are too deep
The bara body type is all about muscle bulging and looking like their going to pop out of the character so think that way when you make the character.
Anonymous at Wed, 21 Apr 2021 20:55:39 UTC No. 820285
>>820224
Thanks anon, I'll keep this in mind.
1871x1053
ZGrab01.jpg
Anonymous at Fri, 23 Apr 2021 09:23:04 UTC No. 820793
First time sculpting a human.
How do i improve my anatomy skill?
Anonymous at Fri, 23 Apr 2021 09:34:20 UTC No. 820796
>>820793
Just keep at it. Observe, exercise, rinse and repeat. Get good references, train your eyes (really train your eyes!) and keep on doing it until the knowledge becomes a solid part of you.
Anonymous at Fri, 23 Apr 2021 09:40:14 UTC No. 820797
>>820796
>Get good references
Where? Any good resources?
1920x1080
untitled3.jpg
Anonymous at Sat, 24 Apr 2021 07:18:51 UTC No. 821023
>>819870
>>819874
Update, ended up changing to filmic. Still trying to figure out how can i stylize further the scene.
Anonymous at Sat, 24 Apr 2021 08:14:57 UTC No. 821032
>>821023
Take a look at https://blendernpr.org/beer/
If you want stylized, you don't want any of the current blender renderers.
Anonymous at Sat, 24 Apr 2021 09:27:16 UTC No. 821035
>>821032
Pixar uses pbr and their movies are stylized. I don't see why he would need to switch to npr, it depends on the style he wants to achieve.
Anonymous at Sat, 24 Apr 2021 09:47:19 UTC No. 821039
>>821035
Sure, it works with PBR based rendering. But instead of having to make every material use a special shader setup to avoid being rendered "too real", you could just skip the hassle and use something designed to create anime like renders.
Anonymous at Sat, 24 Apr 2021 11:10:22 UTC No. 821049
>>821039
Yeah, but stylized doesn't always mean anime. Did he say he wants to specifically emulate anime art that I missed? In that case, sure, maybe using an npr renderer would be a better option, but otherwise it depends.
1153x447
Venom_Progress_pi....png
Anonymous at Sat, 24 Apr 2021 16:24:31 UTC No. 821081
got teeth, tongue and sides of the mouth to do. any thoughts?
1920x1080
09f0731a377eaa68b....jpg
Anonymous at Sat, 24 Apr 2021 16:39:38 UTC No. 821088
>>821032
Thanks anon, will give it a look.
>>821049
I want it to look anime-y but maybe not HARD anime, more like how a high budget anime movie would look. I would think that it's perfectly possible to pull out something like pic related on Blender, i just need to find the right combination of shaders.
1080x1920
D492BBF5-EB96-4A8....jpg
Anonymous at Sat, 24 Apr 2021 17:51:42 UTC No. 821098
This is one of the hardest things I’ve done in my life and I’m still not there yet. I’ll keep pushing cause I don’t have much else going for me to save me from regular life which day by day seems more like a hellscape
Anonymous at Sat, 24 Apr 2021 18:06:00 UTC No. 821103
>>821081
Shows potential and it’s great for a 3D print but I believe the bust/design/angle you have chosen really limits you. I think you should try to finish it ASAP and put your talents towards something more aesthetically pleasing and original in the hopes you can impress and find work with it.
Anonymous at Sat, 24 Apr 2021 18:36:00 UTC No. 821106
>>821098
cute
Anonymous at Sat, 24 Apr 2021 19:56:29 UTC No. 821117
>>821081
anatomy out of ass, sorry, try again
Anonymous at Sat, 24 Apr 2021 20:58:31 UTC No. 821127
>>821117
If you're not going into specifics as to why the anatomy is bad. Go fuck yourself.
Anonymous at Sat, 24 Apr 2021 21:27:20 UTC No. 821130
>>821127
Your muscles don't correspond to any actual muscles and don't even make sense. You have vague idea of where they bulge, but you have no knowledge of the underlying structure. This is very apparent through your 'traps' and 'sternocleidomastoid'. Fuck you too.
1920x1080
Back.png
Anonymous at Sat, 24 Apr 2021 21:39:45 UTC No. 821132
>>821130
See, you're actually being helpful by telling me what is wrong specifically instead of saying "hurr anatomy bad!" like a complete asshole. Well done anon im proud of you.
Anonymous at Sat, 24 Apr 2021 22:11:24 UTC No. 821136
>>821098
Looks like a Shuzo Oshimi drawing.
2704x1696
sam-porter-death-....jpg
Anonymous at Sun, 25 Apr 2021 04:29:14 UTC No. 821191
anons, how can i achieve this render look in keyshot? how can i set the shadows and material to look like that?
Anonymous at Sun, 25 Apr 2021 04:53:30 UTC No. 821192
>>821191
Just... do it? It's a clay material, use that and place the lights as needed to reproduce that look.
Anonymous at Sun, 25 Apr 2021 04:55:33 UTC No. 821194
>>821192
>Just... do it?
thanks for the help anon, very well explained how to set up the lights and material
Anonymous at Sun, 25 Apr 2021 05:01:58 UTC No. 821197
>>821191
It’s looks like the most basic of materials with the most basic of lighting. You could probably light up a Lambert and achieve this. Or an ambient occlusion map.
I think you’re more impressed by the actual model than it’s very basic material
Anonymous at Sun, 25 Apr 2021 05:09:22 UTC No. 821198
>>821197
>I think you’re more impressed by the actual model than it’s very basic material
what? i need instructions how to achieve that lighting and material, i dont give a fuck about the model itself
Anonymous at Sun, 25 Apr 2021 05:18:38 UTC No. 821199
>>821198
Have you done any 3D modelling? A person who has used Maya or any software for less than a week should be able to do this. Watch a tutorial on YouTube about lighting and basic materials. If you’re not willing to put in the smallest amount of leg work, 3D is not for you.
Anonymous at Sun, 25 Apr 2021 05:19:50 UTC No. 821200
>>821198
Like the first guy said. Put on a material and add lights
Anonymous at Sun, 25 Apr 2021 08:19:12 UTC No. 821220
>>821192
>>821197
>>821199
>>821200
fuck you, all i wanted was a little help
Anonymous at Sun, 25 Apr 2021 10:03:28 UTC No. 821235
>>821220
Do you want us to teach you how to use a mouse as well? Help yourself dumbass
Anonymous at Sun, 25 Apr 2021 10:05:10 UTC No. 821236
>>821191
retard
Anonymous at Sun, 25 Apr 2021 10:37:50 UTC No. 821239
>>821191
I will help you, but please learn how to analyze things and recognize things like reflections and light locations, you need to pay attention to details like those as a 3d artist.
Clay render will usually have mid-gray to white albedo and 100% rough material, which you can achieve by putting specular value to 0 and roughness to 1. In this case you can see some reflectivity on the material though, so tweak accordingly.
To achieve pure black flat background, you either render it transparent and add the bg in post, or you put some kind of a plane behind the model and put albedo to pure black, specular to 0 to remove all reflections that will cause light gradients.
Basic lighting setup - warm light top front right, colder light top front center, another warmer right to the left of the model, or it is just a warmer hdri which gives the base ambient light so you don't have pure black shadows evwrywhere
Anonymous at Sun, 25 Apr 2021 11:43:00 UTC No. 821254
I tried to make a turn of my etruscan war chariot on unreal : https://youtu.be/-nwZRgs6UHo
Anonymous at Sun, 25 Apr 2021 18:19:24 UTC No. 821348
>>821254
looks good but I would have preferred a slower fly-through with the camera
Anonymous at Mon, 26 Apr 2021 03:21:12 UTC No. 821462
>>821239
thank you so much anon
1768x957
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Anonymous at Mon, 26 Apr 2021 04:39:58 UTC No. 821472
open world mario sandbox simulator set in dystopean future
Anonymous at Mon, 26 Apr 2021 08:05:50 UTC No. 821488
>>821472
Really wish you'd make anything in this picture yourself, apart from the hat.
1116x830
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Anonymous at Mon, 26 Apr 2021 08:39:34 UTC No. 821493
I'm making a raccoon
Anonymous at Mon, 26 Apr 2021 11:09:03 UTC No. 821515
>>821493
heavenly father forgive me for what I'm about to do.
Anonymous at Mon, 26 Apr 2021 12:56:11 UTC No. 821535
>>821515
killing degenerates isn't a sin
1280x720
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Anonymous at Mon, 26 Apr 2021 13:14:10 UTC No. 821539
Anonymous at Mon, 26 Apr 2021 13:15:46 UTC No. 821541
>>821493
>>821539
Looks like shit. Start over and follow a tutorial.
Anonymous at Mon, 26 Apr 2021 13:29:31 UTC No. 821545
I'm starting out with 3D, made this in Blender
https://youtu.be/aI49sh23LOQ
and shit anons 3d is so fun. Idk fancy modelling and sculpting yet but i loved playing around with shader graphs and stuff. Also youtube adds noise to my video for some reason it wasn't that bad in the renders.
Anonymous at Mon, 26 Apr 2021 13:54:03 UTC No. 821554
>>821545
Your renders and models aren't great, but the overall framing and composition was pretty good.
Keep at it, brah.
Anonymous at Mon, 26 Apr 2021 13:59:46 UTC No. 821558
>>821545
Nice job Pajeet, looks like some legit late 90s game into, at 240p and lower framerate you could fool people.
Anonymous at Mon, 26 Apr 2021 14:25:25 UTC No. 821571
>>821545
Cool, not the best technically, but interesting visuals overall, which is much more important anyway. Music definitely helps a lot as well, it's only another proof it's the most important part of movies and games.
1079x1078
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Anonymous at Mon, 26 Apr 2021 14:48:31 UTC No. 821584
>>821554
>>821558
>>821571
thanks anons, also could i get some tips on how to improve my renders? I'm running a bloated laptop with a 1060 so cycles is almost impossible for me
HSP Miku Hatsune at Mon, 26 Apr 2021 14:57:55 UTC No. 821589
>>821584
yes
974x1074
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Anonymous at Mon, 26 Apr 2021 15:00:59 UTC No. 821593
>>821589
thanks tripfag
Anonymous at Mon, 26 Apr 2021 15:04:28 UTC No. 821596
>>821584
For the most part you just need better models and materials.
Also, atmospheric scattering and reflection probes.
Anonymous at Mon, 26 Apr 2021 16:18:42 UTC No. 821620
>>821584
>1060
Bitch just delete all that porn you have. I'm on 1050ti on a somewhat bloated pc and cycles works like a fucking charm.
Anonymous at Mon, 26 Apr 2021 16:24:07 UTC No. 821624
>>821620
Not him, but there's a big difference between rendering a single image and rendering 1400 of them.
You're absolutely not doing this in cycles without leaving your computer rendering all day.
Anonymous at Tue, 27 Apr 2021 05:55:22 UTC No. 821786
>>821488
Thats what you're supposed to do with unreal
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Anonymous at Wed, 28 Apr 2021 17:19:46 UTC No. 822186
Critique this.
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0003.jpg
Anonymous at Thu, 29 Apr 2021 07:31:04 UTC No. 822331
>>821023
re-shaded the scene almost from scratch and now i'm reaching a level of stylization i'm comfortable with.
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Anonymous at Thu, 29 Apr 2021 23:15:23 UTC No. 822566
Im not sure what you meant by this circle up here. What are you highlighting since i can't see anything here or are you just messing with me? Anyways this looks like a piece of abstract art. The finger joint skin could be more wrinkly though
1458x1462
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Anonymous at Fri, 30 Apr 2021 08:17:38 UTC No. 822654
Thoughts? what could be improved?
Anonymous at Fri, 30 Apr 2021 13:09:05 UTC No. 822686
>>822566
That's a pointer in zbrush.
Wrinkles are wip "placeholder", since i haven't gotten to all the detailing and alpha projection part of pavlovich`s tutorial.
1920x1079
renders.png
Anonymous at Sat, 1 May 2021 00:13:03 UTC No. 822809
tried to model Clockwork DevTerm raspberry pi based UMPC
Anonymous at Sun, 2 May 2021 08:14:43 UTC No. 823123