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🧵 /wip/ - Works In Progress
Anonymous at Tue, 8 Jun 2021 11:42:46 UTC No. 831717
/wip/ - Works in Progress
- Impostor Edition -
Every day we get closer to God's light.
Post your work-in-progress projects, recently finished projects, or things you'd like critiqued here.
Previous thread: >>823122
List of free resources: https://pastebin.com/cZLVnNtB
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Anonymous at Tue, 8 Jun 2021 12:14:18 UTC No. 831719
I made some changes that anons suggested (torso, ankles, wrists, knees and arm proportions). I still think the forearms are the weakest part and I can't figure out why. They look ill defined. I remade them multiple times and haven't gotten something I liked yet.
What do you guys think I need to work on?
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Anonymous at Tue, 8 Jun 2021 12:45:05 UTC No. 831726
My Will Smith has taken a giant leap. Im so fucking happy rn. Ive just had time to learn new workflows and new software and its really paid off. For once, I feel like a true artist and have shook imposter syndrome
Anonymous at Tue, 8 Jun 2021 14:10:09 UTC No. 831740
>>831726
Trying a bit too hard now, the trolling is becoming too obvious. Judging by the smudged pic, you're also probably a different anon making fun of the best artist on /3/.
Anonymous at Tue, 8 Jun 2021 14:18:26 UTC No. 831744
>>831740
>making so much progress you get mistaken for a different artist entirely
i. have. made. it.
Anonymous at Tue, 8 Jun 2021 14:19:27 UTC No. 831745
>>831744
Congrats, anon
Anonymous at Tue, 8 Jun 2021 14:35:54 UTC No. 831748
>>831719
Forearms and calves need more work.
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Anonymous at Tue, 8 Jun 2021 14:38:29 UTC No. 831749
repost, WIP dieselpunk robot i was working on for a cancelled game, what are some suggestions for the proprotions. i feel like the pelvis area needs some work.
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Anonymous at Tue, 8 Jun 2021 15:24:26 UTC No. 831756
Been looking into pixel art special effects during compositing. I like the potential, though just been using blender video editor for that.
What software do you guys recommend?
Anonymous at Tue, 8 Jun 2021 16:02:23 UTC No. 831768
>>831749
Keep the height, make the upper body shorter and the legs longer (push pelvis up).
Anonymous at Tue, 8 Jun 2021 16:42:09 UTC No. 831775
>>831768
yea possibly, i wanted to fill out that pistons area right above the pelvis with tubes and pipes so it doesnt taper quite as bad
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Anonymous at Tue, 8 Jun 2021 16:47:28 UTC No. 831776
here's a thing im working on sort of inspired by final fantasy and xenoblade. fantasy towers attached to and sucking the lifeblood out of a large tree. the wires are animated in houdini actually and the tree is swaying in the wind from mayas mash animation system. gonna go relight it but its looking dank so far at least to me. any crits welcome
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Anonymous at Tue, 8 Jun 2021 16:47:57 UTC No. 831777
>mfw dynamically growing cloth mid-sim and realising how much mesh resolution i need
Anonymous at Tue, 8 Jun 2021 16:52:11 UTC No. 831778
>>831776
You've been posting this on every thread since at least a couple of months.
What's your endgame?
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Anonymous at Tue, 8 Jun 2021 16:59:08 UTC No. 831779
a cartoon character I'm working on.. not sure how to make the hair look better
Anonymous at Tue, 8 Jun 2021 17:42:37 UTC No. 831786
>>831748
Forearms are probably the hardest thing for me. I've redone them just now and I can hardly see any improvement. What do you think is wrong with the forearms? Can you demistify them for me?
Anonymous at Tue, 8 Jun 2021 17:48:02 UTC No. 831787
>>831778
my endgame is to finish it because its a WIP in Progress anon ;;;;;;;;;;;;;;;;;;;;)))))))))))))))
Anonymous at Tue, 8 Jun 2021 17:56:53 UTC No. 831790
>>831749
Looks really top heavy but the design is cool. Did you model this from a concept/sketch or just go for it?
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Anonymous at Tue, 8 Jun 2021 18:20:57 UTC No. 831800
We runnin' nao.
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Anonymous at Tue, 8 Jun 2021 19:25:44 UTC No. 831822
okay first implementation. need more resolution and better force direction.
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Anonymous at Tue, 8 Jun 2021 19:26:47 UTC No. 831823
>>831822
and here's the early proof of concept
Anonymous at Tue, 8 Jun 2021 20:05:15 UTC No. 831836
>>831822
cool! it feels like there is too much drag / too less mass, however
Anonymous at Tue, 8 Jun 2021 20:25:54 UTC No. 831842
>>831836
agree, i'm not 100% sure how to fix it.
my cpu is a potato and vellum's behaviour is dependent on mesh resolution + substeps so trying out different values is a bit tedious. i think i saw a talk by some russian dude who'd worked out a way to get consistent result (some way to measure quad size so it's 1 quad per 3/4mm) and that's probably the way to go.
i'm going try and implement force direction first since i can prototype it in lo-res (basically force along the normal direction scaled by the same attribute i'm using to drive restlength). then i can spend a weekend just tweaking parameters.
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Anonymous at Tue, 8 Jun 2021 23:54:44 UTC No. 831891
I'm making a fish :)
Anonymous at Wed, 9 Jun 2021 01:41:34 UTC No. 831897
>>831891
will probably smell like fish too if used how it looks like...
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Anonymous at Wed, 9 Jun 2021 02:18:15 UTC No. 831902
It's stiff and shitty, meaning it's good enough for netflix.
Anonymous at Wed, 9 Jun 2021 02:41:41 UTC No. 831906
>>831902
Looks ok for the style you're aiming for.
PS1 animations aren't really that smooth.
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Anonymous at Wed, 9 Jun 2021 02:45:11 UTC No. 831907
Anonymous at Wed, 9 Jun 2021 02:56:20 UTC No. 831909
>>831907
brapmon
Anonymous at Wed, 9 Jun 2021 03:49:52 UTC No. 831912
>>831800
>>831902
i get you're going for an old school look but that doesnt mean you should throw out the fundamentals
it looks like shes running on her heels -- her feet never really make contact
also you could probably tone down the side to side motion of the arms since it kind of looks like she's intentionally shoving her gun left and right
other than that its a good start i feel, shows off her assets
speaking of showing off her assets, wheres the nude render
Anonymous at Wed, 9 Jun 2021 05:56:02 UTC No. 831928
>>831891
something's fishy..
Anonymous at Wed, 9 Jun 2021 13:55:07 UTC No. 831969
>>831779
I like the hair, just needs to part better at the forehead instead of being a line
he cute
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Anonymous at Wed, 9 Jun 2021 14:35:52 UTC No. 831977
I didn't see a beginner's thread so I hope it's ok to ask here- this is the first model i've ever worked on without following a tutorial. I know I suck and am probably over-complicating things, but at what point should I start over from scratch? I feel like this could be salvageable if I just try and finish this and then I can practice retopology and lower the amount of verts and triangles? Or is it just easier to start over and work harder on reducing it as I'm going along? I get the feeling that 4500 triangles is retarded for a guitar that isn't even finished yet...
Anonymous at Wed, 9 Jun 2021 14:37:14 UTC No. 831979
>>831790
No concept art, I had a basic visual idea of the L shaped plates, and then just built from there. I was going for like Ashley wood/katsuhiro otomo
Anonymous at Wed, 9 Jun 2021 14:44:29 UTC No. 831981
>>831977
It is perfectly fine, keep going. Don't worry about tri counts so much at this point, and after all, tri counts have gotten quite big these days anyway. Tri counts depend on how you're gonna use and see the model, i.e. from which distance. You always want to make sure there is no visible faceting, make everything nice and round. This looks like a nice blockout.
Also, you don't need to necessarily "retopo" these kinds of assets, you would usually start with a high-poly version and use bevel and / or subsurface modifiers, and then when you need to make a low poly version, you basically only need to remove the modifier and remove some extra supporting loops if you added them to help with the sub-d. Then bring into software of choice for baking, like Substance Painter or Marmoset Toolbag.
You could also go with the mid-poly approach, where tri counts would be even bigger, and use a single bevel (with the modifier), together with the weighted normal modifier. Then you don't need to deal with HP, LP and baking. But that's more for some specific cases with larger assets, so in this case just do it """properly""" and make a HP and LP, and then bake.
Anonymous at Wed, 9 Jun 2021 14:49:54 UTC No. 831984
>>831981
thank you for the detailed response, I'll keep working on it
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Anonymous at Wed, 9 Jun 2021 16:36:34 UTC No. 831990
force vectors hehe
Anonymous at Wed, 9 Jun 2021 17:38:01 UTC No. 832007
>>831776
I mean I like it anon, but I'm not gonna lie it looks like one of those super generic wallpapers from 2008-2011 you'd see someone post on /wg/.
It's still good and done really well, it just has that "look".
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Anonymous at Wed, 9 Jun 2021 19:06:52 UTC No. 832029
>>831990
and after some tweaking, here's what they do.
nice when a plan works out, although this is more than just force along normals. but i *think* i kinda get vectors now, a little. thank you for reading my blog.
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Anonymous at Wed, 9 Jun 2021 22:30:58 UTC No. 832057
>>831912
>it looks like shes running on her heels -- her feet never really make contact
The (intentional) lack of shadows makes things look floaty like that, but I've tried to make the feet contact the ground a little more clearly.
I don't have a nude textures for her yet.
Anonymous at Thu, 10 Jun 2021 00:10:03 UTC No. 832073
>>832057
im gonna be honest i dont really see a difference
i think the biggest part is that the frame where the foot makes contact with the the ground -- you have the foot bent upwards, making it look like the foot is making contact only with the heel
running is a contact, slide, lift, repeat kind of motion
this is more of a contact, slip, repeat
>I don't have a nude textures for her yet.
i'll be waiting
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Anonymous at Thu, 10 Jun 2021 00:12:57 UTC No. 832075
>>831891
Clean topology :)
Anonymous at Thu, 10 Jun 2021 02:00:18 UTC No. 832085
>>832075
don't be disgusting please, the board is bad enough as it is, can't you have some dignity, some shame? i'm also not joking here.
Anonymous at Thu, 10 Jun 2021 02:02:56 UTC No. 832086
>>832085
you must be american
Anonymous at Thu, 10 Jun 2021 02:16:03 UTC No. 832089
>>832086
this is a worksafe board, dude!
Anonymous at Thu, 10 Jun 2021 02:36:08 UTC No. 832091
>>832089
Post your work then.
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Anonymous at Thu, 10 Jun 2021 05:28:41 UTC No. 832121
>>832075
bruh
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Anonymous at Thu, 10 Jun 2021 05:39:23 UTC No. 832123
>>831719
arms are very very difficult, I'm just a student like you but what I can tell you is if something isn't working cling onto it for too long, just let it go, move on, do a few studies of what0s giving you trouble and then come back to it with a fresh new perspective, I pretty much keep anywhere from 5 to 10 different studies and I go back and forth between them, it really helps keep things fresh
Anonymous at Thu, 10 Jun 2021 05:40:29 UTC No. 832124
>>832123
*don't cling onto it
haha sorry i'm tired
Anonymous at Thu, 10 Jun 2021 09:15:01 UTC No. 832154
>>832123
taper more from elbow to wrist
Anonymous at Thu, 10 Jun 2021 13:52:01 UTC No. 832204
>>832123
>do a few studies of what0s giving you trouble and then come back to it with a fresh new perspective
Good idea cause I'm getting kind of burned out with doing the same thing. I'll try it out.
Anonymous at Thu, 10 Jun 2021 17:02:57 UTC No. 832251
>>832121
>posts image from tranny cartoon
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Anonymous at Thu, 10 Jun 2021 17:49:38 UTC No. 832259
Anonymous at Thu, 10 Jun 2021 19:18:22 UTC No. 832277
>>832259
>using 3dcoat to make porn
uh oh anon, you're gonna get fucked by lawyers
Anonymous at Thu, 10 Jun 2021 20:41:19 UTC No. 832292
>>832251
imagine being this bitter
Anonymous at Thu, 10 Jun 2021 20:58:59 UTC No. 832297
>>832277
I emailed [email protected]. Wont be long now.
Anonymous at Thu, 10 Jun 2021 21:02:31 UTC No. 832300
>>832297
absolute mad man
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Anonymous at Thu, 10 Jun 2021 21:41:27 UTC No. 832311
Working on a quad barreled shotgun. Not very interesting I guess, although I plan to play with decorations a bit. Good practice on hard surface and subdiv modeling. Gonna have some fun animating the shooting and doing the fire / smoke particle stuff once the actual model is complete. Fun.
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Anonymous at Thu, 10 Jun 2021 22:54:06 UTC No. 832325
final project for computer graphics discipline. suggestions are appreciated
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Anonymous at Thu, 10 Jun 2021 22:56:58 UTC No. 832327
>>832325
first floor. supposed to be a store. still have to add items and shelfs and whatnot
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Anonymous at Thu, 10 Jun 2021 22:58:08 UTC No. 832328
>>832327
second floor. just a library I guess. yet to be properly textured, specially the books, kitten and laptop. I want to add a girl sleeping on top of the open book too
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Anonymous at Thu, 10 Jun 2021 22:59:51 UTC No. 832329
>>832328
third floor. still uninteresting, was thinking of making a kat trying to reach up for something nearly falling off into the caldron
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Anonymous at Thu, 10 Jun 2021 23:00:55 UTC No. 832330
>>832329
and another kitten
Anonymous at Thu, 10 Jun 2021 23:37:46 UTC No. 832334
>>832007
honestly I get a lot of inspiration from /wg/ haha and I realize that it does look super generic. I added a lil something to it recently that will hopefully set it apart from that other stuff though. I also plan on going in and doing a heavy paint over of the lighting to really make it something hyperreal and unique. This is just the first pass at composition
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Anonymous at Fri, 11 Jun 2021 03:43:01 UTC No. 832365
How many times do we think I'll fuck with this directionless test animation?
Anonymous at Fri, 11 Jun 2021 10:37:19 UTC No. 832419
>>832365
yeah this is better
you already know the rest
Anonymous at Fri, 11 Jun 2021 10:59:29 UTC No. 832426
>>831776
the ships in the background are too small.
the thing at the back is hard to read. is it a big tree? is it a big cliff with with overgrowth? i can't tell. it's just a weird blob obscured by cloud.
i don't like the forms in general, but that's just me.
also like the other guy said, you've been posting this for months. just say it's done and move on.
Anonymous at Fri, 11 Jun 2021 11:05:16 UTC No. 832427
>>832426
it looks good and already could be a book cover of a sci fi novel
Anonymous at Fri, 11 Jun 2021 11:07:22 UTC No. 832428
>>832427
sure, i'm just quibbling.
the tiny ships do bug me though.
Anonymous at Fri, 11 Jun 2021 11:07:32 UTC No. 832429
>>832365
those hair tails scare me
Anonymous at Fri, 11 Jun 2021 15:50:10 UTC No. 832456
How the FUCK are so many people still satisfied with recreating a concept art after concept art, without an ounce of personal creative twist, AFTER they already achieved steady jobs and a decent amount of works in a portfolio that show off all the technical knowledge. How do you even get any satisfaction from that? I assume it's probably more of a technical than creative satisfaction, and given that most of 3D artists are just technical workers that happen to work with pretty pictures, that would explain it.
I can't comprehend that mindset of a production artist, maybe it's because I haven't been in it for too long. I always create 100% personal artworks, even if it's for a portfolio, because otherwise I'd get sick of everything if I had to just copy like a monkey. Doing that at work is more than enough.
Anonymous at Fri, 11 Jun 2021 16:11:28 UTC No. 832462
Does the rotation of a limb matter during sculpting or can it be fixed later on?
Anonymous at Fri, 11 Jun 2021 16:33:59 UTC No. 832469
>>832462
It will effect rigging and posing. Unless you've done something ridiculous it shouldn't be too big a deal.
Anonymous at Fri, 11 Jun 2021 17:09:56 UTC No. 832480
>>832469
That's what I thought. My 3d man's elbow/forearm is slightly rotated inward as that's what I imagined would be more natural but I'm not sure if it would be annoying to work with later on.
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Anonymous at Fri, 11 Jun 2021 18:43:08 UTC No. 832493
>>832419
>you already know the rest
That I do.
>>832429
They should.
Anonymous at Fri, 11 Jun 2021 18:47:50 UTC No. 832495
>>832480
A slight bend in the elbow won't cause you problems. A twist will probably need to be corrected later if you want to be able to retarget stock animations.
If you end up needing a T pose, you can pose the model and bake the pose.
Anonymous at Fri, 11 Jun 2021 19:47:08 UTC No. 832513
>>832493
nice
lose the clothes...
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Anonymous at Fri, 11 Jun 2021 19:59:29 UTC No. 832514
Started learning blender yesterday, having a lot of fun so far.
Going to leave the coffee for tomorrow.
Anonymous at Fri, 11 Jun 2021 22:19:23 UTC No. 832523
>>832514
good job, fella.
Anonymous at Fri, 11 Jun 2021 23:23:23 UTC No. 832528
>>832456
You answered your own question.
Production "artists" are tech monkeys without actual creative abilities.
They fact that they don't do it means that they can't do it.
Anonymous at Sat, 12 Jun 2021 06:43:51 UTC No. 832557
>>832154
ok i will
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Anonymous at Sat, 12 Jun 2021 06:46:00 UTC No. 832558
Got the idea of getting some 3d scans of classic sculptures from turbo squid and see if I can get a few studies out it, hopefully it won't suck much.
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Anonymous at Sat, 12 Jun 2021 07:50:17 UTC No. 832560
very quick arm study
>>831907
you know I'm a huge smt fan and I can tell you that's asherah
Anonymous at Sat, 12 Jun 2021 08:10:35 UTC No. 832561
>>832558
bepis
Anonymous at Sat, 12 Jun 2021 09:33:08 UTC No. 832562
Anonymous at Sat, 12 Jun 2021 10:38:20 UTC No. 832566
>>832328
>kitten
Where
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Anonymous at Sat, 12 Jun 2021 13:30:11 UTC No. 832579
Crits would be much appreciated
Anonymous at Sat, 12 Jun 2021 14:07:05 UTC No. 832584
>>832579
u should really press the BPR button
aside from that if you're gonna bake this down to a normal map or whatever the skull cutouts will want more of a bevel because they mostly won't show up on the normal map
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Anonymous at Sat, 12 Jun 2021 14:36:22 UTC No. 832586
>>832566
sorry, I hadn't realized it was hard to see from that angle. I also kinda want to have a giant cat with a witch cat curled up around the tower, I wonder if this is too much
Anonymous at Sat, 12 Jun 2021 15:00:44 UTC No. 832589
>>832586
There is no such thing as too much cat. But that white needs some more obvious silhouette, because it’s easy to miss. Maybe bigger ears would help.
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Anonymous at Sat, 12 Jun 2021 15:19:45 UTC No. 832591
>>832589
fair enough. how's this? gave it paws and extruded moustache/cheeks. I would do legs but it's a bit out of my scope if I'm being honest
Anonymous at Sat, 12 Jun 2021 16:40:12 UTC No. 832604
>>832365
Her sunglasses slipping down and showing her eyes is really distracting, could you try fixing them in place?
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Anonymous at Sat, 12 Jun 2021 17:48:08 UTC No. 832619
>>831717
mean to be low poly (~1000 max) strv103
Anonymous at Sat, 12 Jun 2021 23:08:42 UTC No. 832656
>>832584
>>832584
>u should really press the BPR button
I know how to render in zbrush, pressing shift+s just prints on the screen the unrendered version
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Anonymous at Sat, 12 Jun 2021 23:56:23 UTC No. 832665
>>831891
And done! Decided to give my fish fur instead of scales to give it more of a unique beast aesthetic.
The 3DCoat forums will love this :)
Anonymous at Sun, 13 Jun 2021 02:24:30 UTC No. 832691
>>832665
post reactions
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Anonymous at Sun, 13 Jun 2021 02:26:14 UTC No. 832692
Anatomy sculpt on my phone, eyes are too big but ita fucking hard sculpting with an index finger.
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Anonymous at Sun, 13 Jun 2021 07:08:18 UTC No. 832729
>>832665
be gone degenerate I told you to have some shame
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Anonymous at Sun, 13 Jun 2021 07:10:25 UTC No. 832730
Coming back to fix some old stuff and it kinda sucks :(
Anonymous at Sun, 13 Jun 2021 07:12:21 UTC No. 832731
>>832562
thanks
Anonymous at Sun, 13 Jun 2021 11:30:08 UTC No. 832756
>>832730
what makes you think that? looks pretty good to me
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Anonymous at Sun, 13 Jun 2021 12:17:24 UTC No. 832759
Gonna do some sexy body closups now. After my need for illustrative composition has been fulfilled.
Anonymous at Sun, 13 Jun 2021 16:14:26 UTC No. 832830
bump for obvious reasons
Anonymous at Sun, 13 Jun 2021 17:00:21 UTC No. 832839
>>832759
nice
Anonymous at Sun, 13 Jun 2021 17:45:50 UTC No. 832853
>>832759
Does she have a pusi?
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Anonymous at Sun, 13 Jun 2021 19:05:36 UTC No. 832867
>>831717
I'm working on my first 3D character model. She was supposed to be a cute anime waifu, but somehow she ended up looking like an old woman who has had multiple plastic surgeries. I found it especially hard to shape the facial features. You'd think that you know where the nose, cheeks, eyelids etc. are and what they look like, but I really didn't know shit.
It took me three days to get this far. The youtube videos I watched did this and more in 20 minutes. Makes me feel a bit demotivated, I must say.
Anonymous at Sun, 13 Jun 2021 19:15:33 UTC No. 832876
>>832853
No only a cock. I didn't do a pussy version.
Anonymous at Sun, 13 Jun 2021 19:40:54 UTC No. 832885
>>832867
L O O M I S
or proko
or watts
Anonymous at Sun, 13 Jun 2021 19:58:51 UTC No. 832888
>>832885
These are drawing methods? I suck at drawing, but maybe I should give it a try too. I've always wanted to be able to draw and paint after all. Thanks for the pointer.
Anonymous at Sun, 13 Jun 2021 20:09:34 UTC No. 832892
>>832885
>proko
Actually, that´s way better than a crabmen so no
Anonymous at Sun, 13 Jun 2021 21:29:31 UTC No. 832911
>>832756
because I already "fixed" it
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Anonymous at Sun, 13 Jun 2021 23:40:19 UTC No. 832934
Sculpting a rock because I need a few in my scene and I wouldn't be able to live with myself if I just kept placeholder Megascans ones for a final render. It hurts so much to see all those hours probably wasted... Honestly, I can't even tell if it's going in a good direction, I find it super hard to sculpt a rock I'm satisfied with. Going back and forth quite a lot while doing it. I've been watching some god-tier tutorials from a dude from Sony Santa Monica and I guess it pretty much just gets better with time. He is making shapes effortlessly and making right choices with every brush stroke.
Anonymous at Mon, 14 Jun 2021 00:14:50 UTC No. 832942
>>832934
Will be more than good enough once you get some textures on it
Anonymous at Mon, 14 Jun 2021 00:28:31 UTC No. 832946
>>832942
Yeah, I guess. I tried it with some matcaps and cavities / shadows in Blender and it actually doesn't look that bad. I just have to finish it. As I said, I kinda can't tell if it will end up looking good or not. I noticed that problem with foliage as well.
I've seen some good looking rocks straight from Zbrush, but then also some from AAA games that actually don't look super amazing by themselves - by they still ended up looking nice with textures in a game environment.
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Anonymous at Mon, 14 Jun 2021 01:17:05 UTC No. 832952
>>832946
yeah just depends on how heavily you lean on designer, I think you have enough raw detail in the noise on your rock just to do some basic painter stuff and be very much out of the woods.
Anonymous at Mon, 14 Jun 2021 02:00:29 UTC No. 832957
>>832759
lack of contrast between skirt and panties hurts the composition imo. Any chance you can change the color of the panties or give them some trim to stand out against the skirt?
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Anonymous at Mon, 14 Jun 2021 02:50:03 UTC No. 832963
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Anonymous at Mon, 14 Jun 2021 02:55:51 UTC No. 832964
After months of studying realistic female figures, it's time I take the 3d anime waifu pill. One day I want to make my own 3d anime coomer figurines like lesLyzerosix or 流星丸(Doomlord AhYo).
This is only a rough sketch. No references. As you can see the results of my grinding anatomy and watching 3d hentai has paid off. Get on my level faggots.
Anonymous at Mon, 14 Jun 2021 04:23:18 UTC No. 832971
>>832888
they're authors/artists
Anonymous at Mon, 14 Jun 2021 04:25:59 UTC No. 832972
>>832867
practice makes perfect. no one gets it right first time. your model is pretty good for a first too. keep learning and you'll do even better
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Anonymous at Mon, 14 Jun 2021 04:28:15 UTC No. 832973
>>832911
gotcha. glad you improved then!
also, more kittens
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Anonymous at Mon, 14 Jun 2021 04:29:51 UTC No. 832974
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Anonymous at Mon, 14 Jun 2021 07:02:22 UTC No. 832990
Hey guys, my friend and made two spaceships, took us all week, rate which one is better please
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Anonymous at Mon, 14 Jun 2021 07:03:05 UTC No. 832991
what can you accomplish in one-hour anons?
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Anonymous at Mon, 14 Jun 2021 07:03:28 UTC No. 832992
2
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Anonymous at Mon, 14 Jun 2021 07:04:12 UTC No. 832993
Anonymous at Mon, 14 Jun 2021 07:37:15 UTC No. 832999
>>832990
was that before or after you suck each other off?
Anonymous at Mon, 14 Jun 2021 08:03:05 UTC No. 833000
>>832999
after
Anonymous at Mon, 14 Jun 2021 09:08:08 UTC No. 833011
>>832993
Lord Megatron, our attack plans on the Autobots are proceeding ahead of schedule.
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Anonymous at Mon, 14 Jun 2021 10:25:39 UTC No. 833021
>>831717
...currently working on this ..
Anonymous at Mon, 14 Jun 2021 12:19:54 UTC No. 833036
>>832957
Thanks. Maybe kick light could solve this. Other colors draw too much attention to the area and hurt the composition even more. But I'll try something anyways later
Just want to ducking die atm.
Anonymous at Mon, 14 Jun 2021 17:19:20 UTC No. 833089
>>832759
for the love of god fix those hands
Anonymous at Mon, 14 Jun 2021 17:39:42 UTC No. 833094
>>833089
Well first time i hear about it and have no idea how to fix it.
1228x1896
finalrenderpo.png
Anonymous at Mon, 14 Jun 2021 21:57:39 UTC No. 833119
ngmi?
778x939
ScreenShot00104.png
Anonymous at Mon, 14 Jun 2021 23:04:49 UTC No. 833128
Working on this roadside picnic/Stalker inspired environment
1904x1068
Anatomy.png
Anonymous at Tue, 15 Jun 2021 03:14:06 UTC No. 833162
>>832867
it just takes...time
Anonymous at Tue, 15 Jun 2021 03:25:13 UTC No. 833166
>>833119
>tv for a head
how original, I've never seen THAT before!
Anonymous at Tue, 15 Jun 2021 07:09:55 UTC No. 833188
>>833128
bring me a full empty
Anonymous at Tue, 15 Jun 2021 07:10:05 UTC No. 833189
Blood look like nails
Anonymous at Tue, 15 Jun 2021 07:24:26 UTC No. 833190
>>832867
how was this meant to be anime
did you do that weird shit modelers do where they try to do anime proportions but then ignore everything else about the style and give it a human nose, lips, individual eyelashes etc like some weird disney shit
if you want to do anime, go look at anime-styled 3d models
Anonymous at Tue, 15 Jun 2021 09:10:55 UTC No. 833200
>>832867
>It took me three days to get this far. The youtube videos I watched did this and more in 20 minutes. Makes me feel a bit demotivated, I must say.
Ugh... Look. You need to suck more. I'm serious. If you're unwilling to learn to draw, set a timer on your phone for 10 minutes, then sculpt a character in that time. It'll be shite. Revert to sphere and make more shite. Revert to sphere, repeat. None of this shit is going on social media. You're not even saving it. Just make a trash sculpt and revert to sphere.
Discard whatever these youtube retards tell you about "getting your proportions right" and "make sure you get your basic shapes in". You'll still be here in 7 years. Getting it right is not your goal. Your goal is to get it wrong so fucking often that your autistic shit brain maps all the ways to do it wrong and creates a mask that only leaves what's right.
Give it three weeks and you'll sculpt that thing in 20 minutes.
Anonymous at Tue, 15 Jun 2021 09:23:44 UTC No. 833203
>>833200
This dude is almost correct about everything. Make a strict deadline and it will make you focus on important things. But this method has a downside - you need to think hard and make descisions, a lot. Thats why a lot of people spread progress over the years. Its really hard to do a focused push on a target and not just move stuff around a bit and hope it will somehow solve itself by random chance.
Anonymous at Tue, 15 Jun 2021 09:31:01 UTC No. 833204
>>833166
nibba, does it look good?
That's all I care about rn okay thanks cheers.
630x565
file.png
Anonymous at Tue, 15 Jun 2021 10:42:09 UTC No. 833213
Legend of Mana remaster will release soon, so I made this dumb rabite.
Anonymous at Tue, 15 Jun 2021 15:18:11 UTC No. 833234
>>832759
It's really good until I saw the baby fingers, you should result the hands, redtop, uv from scratch and append them on onto the model.
732x732
Capture.jpg
Anonymous at Tue, 15 Jun 2021 15:38:05 UTC No. 833237
>just wan make low poly characters (left)
>can't fucking figure any of it out (right)
never gonna make it
Anonymous at Tue, 15 Jun 2021 16:38:50 UTC No. 833249
>>833200
Thanks for the tip, anon. I just started sculpting, and it's actually very fun. I don't really know what I'm doing, but it seems quite easy. The results are absolutely abhorrent so far, but I must say that I enjoy doing this far more than making loop cuts and extruding vertices.
>Give it three weeks and you'll sculpt that thing in 20 minutes.
Oh I really hope that's true.
Anonymous at Tue, 15 Jun 2021 18:15:52 UTC No. 833259
>>833204
looks alright, yeah.
Though where the TV meets the body is a little weird. Like its placement is off. That whole neck area is a bit wonky. Mostly because there isn't one.
Anonymous at Tue, 15 Jun 2021 18:18:24 UTC No. 833261
>>833089
Shit now i see it.
>>833234
No, startint at resculpting is not enough. I'll begin with an entirely new image.
Anonymous at Tue, 15 Jun 2021 23:25:34 UTC No. 833283
>>833261
I hope you are joking. The hands are a little small, but not worth starting all over.
Anonymous at Wed, 16 Jun 2021 00:10:08 UTC No. 833287
>>833237
Just sculpt and retopo it bro
Anonymous at Wed, 16 Jun 2021 00:37:39 UTC No. 833292
>>833287
>sculpt and retopo
>for a polycount like that
The absolute state of western modelers
Anonymous at Wed, 16 Jun 2021 01:37:55 UTC No. 833298
>>833119
not bad, though the normal map on the skin looks weird
1913x1051
Screenshot (49).png
Anonymous at Wed, 16 Jun 2021 19:30:23 UTC No. 833415
FUCK I SPENT LIKE FOUR HOURS POLISHING THIS TURD , WHY IS EVERYTHING SO HARD ?
Anonymous at Wed, 16 Jun 2021 19:42:11 UTC No. 833418
>>833415
why are you applying textures to unfinished models, what the fuck are you doing
Anonymous at Wed, 16 Jun 2021 19:49:36 UTC No. 833419
>>833415
everything new is hard until it isn't. keep at it. never give up.
1080x1080
render1.png
Anonymous at Wed, 16 Jun 2021 21:57:06 UTC No. 833442
>>833249
I've practised sculpting quite a bit now. I think I've learned much about human faces, but there's still so long to go. I managed to create pic related in maybe 5 hours from scratch. She looks human, but unfotunately not a very attractive one. The problem is that I don't really know what I'm supposed to change to make her attractive. I wonder if that's something I'll learn if I just keep sculpting again and again.
Anonymous at Wed, 16 Jun 2021 22:05:36 UTC No. 833444
>>833442
Study the faces of people you find attractive
Anonymous at Wed, 16 Jun 2021 22:17:55 UTC No. 833448
>>833444
That's a very good idea. How did I not think of that myself? I might be a bit retarded.
480x270
ezgif.com-gif-maker.gif
Anonymous at Wed, 16 Jun 2021 22:37:50 UTC No. 833450
I made a boot
Anonymous at Wed, 16 Jun 2021 22:58:18 UTC No. 833452
it's ben watts' falloff tool for geo, but in a wrangle and with no need for UVs:
https://pastebin.com/F26FFNaS
wey hey
Anonymous at Wed, 16 Jun 2021 23:34:26 UTC No. 833458
>>833415
It's pretty good for a 2004 era style model desu
3388x1487
roadside picnic C....png
Anonymous at Thu, 17 Jun 2021 01:08:23 UTC No. 833476
>>833128
what camera is looking more like the concept?
Anonymous at Thu, 17 Jun 2021 01:11:47 UTC No. 833477
>>833476
your scene is not long enough
Anonymous at Thu, 17 Jun 2021 01:31:53 UTC No. 833480
>>833477
what would be the best way to fix it?
Bring the foreground forward and move the background more towards the back?
Anonymous at Thu, 17 Jun 2021 02:04:19 UTC No. 833485
>>833480
yep then move the camera backwards and zoom in for more telephoto compression, this will give you a way better impression of scale because right now your model doesn't look big or imposing, the perspective is very compressed on the concept.
Anonymous at Thu, 17 Jun 2021 02:13:06 UTC No. 833487
>>833485
Thanks for the help anon
960x540
ezgif.com-gif-mak....gif
Anonymous at Thu, 17 Jun 2021 02:18:14 UTC No. 833488
I made the boot walk :)
Anonymous at Thu, 17 Jun 2021 02:19:12 UTC No. 833489
>>833476
The rightmost one, but it needs to be lower to the ground, a lot lower.
>>833477
This is also true.
You might also want to cheat the perspective a bit for some extra "oomph" to your scene, and employ some forced-perspective tricks like they do at theme parks.
Like squeezing-in the top of the structure more so it seems a bit more foreboding.
So instead of the structure looking like this |_| where lines are parallel and perspective-correct, you morph it a bit to look like this /_\ (excusing the shitty emoticon example).
924x590
allchimps_model_wip.jpg
Anonymous at Thu, 17 Jun 2021 03:55:26 UTC No. 833497
>>831717
This is my first successful modelling project, made it for a fast modelling course, this week ill make the last adjustments on the textures with substance painter and import them on Maya for the final render.
815x821
CaptureL.jpg
Anonymous at Thu, 17 Jun 2021 06:10:28 UTC No. 833502
any good hair tutorials lads this is my first time trying to create a person (its supposed to be lain)
Anonymous at Thu, 17 Jun 2021 06:44:27 UTC No. 833505
>>833502
Dunno about hair but these ears are way too low. Looking good tho
Anonymous at Thu, 17 Jun 2021 07:09:58 UTC No. 833509
>>833505
yeah it was intentional to make the ears really low because it was like that in the 2d animu reference image i was using and thought it might look cool in 3d, ill have to see after ive done the hair if im going to keep it that way though
2183x2296
trollwaifu.jpg
Anonymous at Thu, 17 Jun 2021 08:22:54 UTC No. 833511
Slow going but progress still, soon finished with the rider, minor fixes still and need to finish the hair and posing the hands. C&C more than welcome
Anonymous at Thu, 17 Jun 2021 08:49:26 UTC No. 833515
>>833511
foot looks a bit weird in that side view. the sole to toe area. might just be because of the flat shading though.
Anonymous at Thu, 17 Jun 2021 08:54:24 UTC No. 833518
>>833515
actually yeah youre right, ill fix that thanks!
Anonymous at Thu, 17 Jun 2021 09:25:25 UTC No. 833519
>>833502
if youre doing something stylized like that, look into using curves
https://youtu.be/BqWYgrXw7Jk?t=16
>>833511
very nice anon, its been nice seeing it come along
Anonymous at Thu, 17 Jun 2021 11:38:00 UTC No. 833527
>>833519
fuck off yan
Anonymous at Thu, 17 Jun 2021 12:28:39 UTC No. 833535
>>833237
if you wanna make animegirls just learn to draw
way less work
1070x973
8280001072.jpg
Anonymous at Thu, 17 Jun 2021 12:36:04 UTC No. 833536
trying to recreate a procedural hole+cable system i saw on leddit. i've never fucked around much with boolean modelling - anyone got general tips for stopping normals from getting completely fucked up?
1070x973
5265634921.jpg
Anonymous at Thu, 17 Jun 2021 13:02:19 UTC No. 833538
>>833536
more geo seems to have helped.
thanks /wip/, you're the best.
Anonymous at Thu, 17 Jun 2021 13:03:20 UTC No. 833539
>>833237
those models are modeled in a higher poly and then they spend time seeing where they can lower polys, your model is fine to begin with you just need to learn fundies from grinding sculpts and retopos for now to understand anatomy and the tools blender gives you
Anonymous at Thu, 17 Jun 2021 13:07:48 UTC No. 833540
>>833511
the fuck this color pallete and artstyle
gonna be a yikes from me bruv
Anonymous at Thu, 17 Jun 2021 13:09:37 UTC No. 833541
>>833536
https://www.youtube.com/watch?v=hOi
Anonymous at Thu, 17 Jun 2021 13:22:50 UTC No. 833545
>>833541
oh neat, i think i can prob do the same in houdini. thanks.
Anonymous at Thu, 17 Jun 2021 15:03:34 UTC No. 833558
>>833540
Its just color coded for easier modeling and composing, not final textures, which will be hand painted. Thank you for your input
Anonymous at Thu, 17 Jun 2021 16:17:32 UTC No. 833568
>>833558
Why flatshade then?
1398x743
Screenshot_2.jpg
Anonymous at Thu, 17 Jun 2021 16:34:08 UTC No. 833570
>>833538
May i see your nodes sir? Houdini student here
1080x768
render1.png
Anonymous at Thu, 17 Jun 2021 17:00:38 UTC No. 833577
I wonder why my sculpts look kind of alright in the viewport, but they look absolutely abhorrent when I render them.
Anonymous at Thu, 17 Jun 2021 17:02:57 UTC No. 833579
>>833577
Post the viewport version
1512x972
TrimHarvestmenEne....webm
Anonymous at Thu, 17 Jun 2021 17:09:48 UTC No. 833581
>>833570
here you go fella;
it's very messy right now and i'm just working on a separate animation branch, getting ready to put it all together.
800x417
lindsay_adler1.jpg
Anonymous at Thu, 17 Jun 2021 17:11:17 UTC No. 833582
>>833577
>why
lens distortions maybe?
Anonymous at Thu, 17 Jun 2021 17:11:19 UTC No. 833583
>>833581
and by here i mean:
https://mega.nz/file/858AXT7Z#MS6rV
Anonymous at Thu, 17 Jun 2021 17:30:20 UTC No. 833588
>>833568
Thats just a screencap from a sketchfab test, the final will be in flat shading since i will be painting in the light and shadows instead of relying on dynamic lights
941x763
bigger booba.jpg
Anonymous at Thu, 17 Jun 2021 17:34:04 UTC No. 833589
>>831907
i really should start some anatomy program
1080x1080
render2.png
Anonymous at Thu, 17 Jun 2021 17:36:38 UTC No. 833590
>>833582
Yea, changing the focal length of the camera helped a bit, I think. Maybe I should try to create some textures too.
Anonymous at Thu, 17 Jun 2021 17:47:48 UTC No. 833592
>>833511
Post wires pls
Anonymous at Thu, 17 Jun 2021 18:01:15 UTC No. 833598
i know hard surface sculpting dont suffer much from mouse
but what about organic shit like muscles?
Anonymous at Thu, 17 Jun 2021 18:03:46 UTC No. 833599
>>833581
Fuckin awesome anon, thank you very much for sharing the hip file! Houdini is hard af but is so rewarding when you see the things work
Anonymous at Thu, 17 Jun 2021 18:11:36 UTC No. 833601
>>833599
hope it helps, friend.
just remember to share your knowledge with others as well - it's what makes the houdini community so good. bless.
Anonymous at Thu, 17 Jun 2021 18:31:01 UTC No. 833607
>>833601
oh also, you'll see a weird boolean setup happening. regular boolean (with both A and B set to solid) was deleting faces for some reason i couldn't figure out
Anonymous at Thu, 17 Jun 2021 20:27:55 UTC No. 833627
>>832963
Not bad but that mouse looks insanely uncomfortable.
1920x1080
how i be doin.png
Anonymous at Thu, 17 Jun 2021 21:19:21 UTC No. 833633
What should i add or remove and how shit it is
Also I'm scared for the texturing part, any tips
Anonymous at Thu, 17 Jun 2021 22:23:48 UTC No. 833644
>>833633
tiles, to the roof, someone enjoying the view etc,
maybe tech up the house, a cyborg dog.
1310x717
image_2021-06-17_....png
Anonymous at Thu, 17 Jun 2021 22:53:24 UTC No. 833649
making another phallic object and I'm pretty impressed how smooth the retopo was. Guess it's just normal improvement.
Also, I'm the only one who enjoys making dicks or am i too much of a fag? I find they are the easiest part of the anatomy
Anonymous at Fri, 18 Jun 2021 00:11:29 UTC No. 833662
>>833649
i think you may just be a fag, anon.
1600x862
hnd.png
Anonymous at Fri, 18 Jun 2021 01:17:35 UTC No. 833673
> みんなが思うより 違和感なんてないの
> こんな形の 愛があってもいいでしょ ふたりで
> 新しい世界を つくり出そう
> この身体にまだ 慣れてないけど
> ずっと Falling lights
> 踊る Moving lights
> ひかりのディスコ
> グッと Falling lights
> 彼方 Moving lights
> 僕の Landing point
> ピカッと Sparking lights
> この想いを キミのもとに
> 星々が揺れる Moving lights
> 時めく Falling lights
> 宇宙は広すぎて ここが夕闇の街
> 寄り添う命が 手と手をつないで 進むよ
> 新しい世界を つくり出そう
> この身体にまだ 慣れてないけど
> ずっと Falling lights
> 踊る Moving lights
> ひかりのディスコ
> グッと Falling lights
> 彼方 Moving lights
> 僕の Landing point
> ピカッと Sparking lights
> この想いを キミのもとに
> 星々が揺れる Moving lights
> 時めく Falling lights
> ひかりのディスコ
> 時めく Falling lights
> ひかりのディスコ
> ずっと Falling lights
> 踊る Moving lights
> 時めく Falling lights
> グッと Falling lights
> 彼方 Moving lights
> 僕の Landing point
> ずっと Falling lights
> 踊る Moving lights
> ひかりのディスコ
> もっと Falling lights
> 彼方 Moving lights
> 僕の Landing point
> ピカッと Sparking lights
> 生まれ変わっても 消えない想いが未だ
> 星々が揺れる Moving lights
> そう Particle of light
> ひかりのディスコ
> 時めく Falling lights
> ひかりのディスコ
Anonymous at Fri, 18 Jun 2021 02:58:48 UTC No. 833691
>>833649
stop being a fag anon.
3721x1133
trollwaifu_wires.jpg
Anonymous at Fri, 18 Jun 2021 04:35:44 UTC No. 833696
>>833592
sure! theyre nothing special, wont be animated or anything, just for sketchfab
Anonymous at Fri, 18 Jun 2021 06:50:25 UTC No. 833708
>>833696
Nice. More detailed than I expected in some places
>wont be animated or anything, just for sketchfab
A bit of a shame, she begs for at least an energetic charge animation
722x861
la_ch_3d16.png
Anonymous at Sun, 20 Jun 2021 02:14:18 UTC No. 834042
>>833502
about to start the rigging process
Anonymous at Sun, 20 Jun 2021 03:08:37 UTC No. 834044
does anyone know how to do speed modeling for youtube? I can't model for more than 10 minutes without stopping and thinking about what I'm going to do ...
1920x1080
untitled.png
Anonymous at Sun, 20 Jun 2021 04:31:14 UTC No. 834054
Just fucking around.
Anonymous at Sun, 20 Jun 2021 04:50:11 UTC No. 834058
>>834054
hi, ben levin
Anonymous at Sun, 20 Jun 2021 05:01:49 UTC No. 834059
>>834042
show wires
Anonymous at Sun, 20 Jun 2021 05:03:18 UTC No. 834060
>>833696
>>833708
>she begs for at least an energetic charge animation
This. Consider spending a little time to just fake a simple animation even if it ends up looking tweened
Anonymous at Sun, 20 Jun 2021 05:26:58 UTC No. 834062
>>833488
The exaggerated swagger of a boot
1832x1332
Untitled.png
Anonymous at Sun, 20 Jun 2021 05:26:58 UTC No. 834063
>>834059
any advice is helpful for where i can clean this mesh up a little
Anonymous at Sun, 20 Jun 2021 05:38:54 UTC No. 834064
>>834063
oof
Anonymous at Sun, 20 Jun 2021 05:40:18 UTC No. 834065
>>834064
Its my first time 3d modelling something that isnt like a table lol so any actual advice would be nice.
Anonymous at Sun, 20 Jun 2021 05:54:49 UTC No. 834066
>>834063
There are a lot of edge loops in her center that are too close to each other and her hands look flat.
Anonymous at Sun, 20 Jun 2021 08:09:28 UTC No. 834079
>>833511
Looks nice. Curious to see what style of textures/shading you'll give it.
Anonymous at Sun, 20 Jun 2021 09:42:59 UTC No. 834082
Blender cuck here... I can't figure out why shade smooth gives me creases
1920x1080
helmet.png
Anonymous at Sun, 20 Jun 2021 09:44:12 UTC No. 834083
Anonymous at Sun, 20 Jun 2021 10:15:37 UTC No. 834088
>>834083
Reset vectors
Anonymous at Sun, 20 Jun 2021 10:23:19 UTC No. 834089
>>834083
How does he see through it?
716x960
1622231940188.jpg
Anonymous at Sun, 20 Jun 2021 10:39:53 UTC No. 834090
>>834083
soi helmet
Anonymous at Sun, 20 Jun 2021 11:38:14 UTC No. 834099
>>834082
Set smooth to 180 degrees, select all edges and clear sharp.
1152x806
alphatesting.png
Anonymous at Sun, 20 Jun 2021 13:42:20 UTC No. 834129
What is a rough guide for using alphas? How smooth or sharp should they be?
1843x889
room.png
Anonymous at Sun, 20 Jun 2021 17:03:17 UTC No. 834177
A few screen on the environment I've been working on. I posted my first scene a while back with a glowing cigarette. ( I know about the floating objects on the image)
Still a long way to go and only 2 week left before my deadline :'(
1443x913
roomtomb.png
Anonymous at Sun, 20 Jun 2021 17:04:25 UTC No. 834179
Anonymous at Sun, 20 Jun 2021 17:32:41 UTC No. 834201
>>834177
>>834179
bit more light on the sarcophagus. less on the particles and the sandfall.
Anonymous at Sun, 20 Jun 2021 18:28:29 UTC No. 834218
>>834179
wth those coins are huge
866x814
UOHHHHH.jpg
Anonymous at Sun, 20 Jun 2021 18:32:20 UTC No. 834220
BOOBA
Anonymous at Sun, 20 Jun 2021 18:34:44 UTC No. 834222
>>834220
MODS
1456x745
lastest.png
Anonymous at Sun, 20 Jun 2021 18:43:36 UTC No. 834228
>>834218
I changed them and used a treasure asset from the marketplace. Getting freaking tired working on this project so f it I suppose. Here's a unlit screen
>>834201
Ty, i'll put a point light to bright it up. The particle has been a struggle from the start, I don't know how to make them look nice and a dusty place without spawning a ton of them
1280x720
untitled.webm
Anonymous at Sun, 20 Jun 2021 18:50:38 UTC No. 834232
set up coming together
Anonymous at Sun, 20 Jun 2021 21:23:01 UTC No. 834278
>>834232
Neato. I think there should be more of a "cascade" of them plugging in instead of in weird different waves.
So it eases in with a few, takes a slight pause, and starts to plug in a bunch, rapid-fire individually instead of in chunks.
so like
du---du--du-------dudududududududud
retarded example, but hopefully you get the gist.
Anonymous at Sun, 20 Jun 2021 21:50:27 UTC No. 834287
>>834278
Yeah, I get what you mean. Currently the animation itself is really simple, just a single keyframed sequence offset randomly for each cable - I could just sit there switching seeds till I find a good one, but I want to figure out a way that'll get more consistent results. I'll come back to it after working on some other elements I'm thinking about
Anonymous at Sun, 20 Jun 2021 22:07:18 UTC No. 834290
>>834287
Good luck anon. For what it's worth, I hope it turns out pretty cool! I've been liking it so far!
Anonymous at Mon, 21 Jun 2021 00:21:40 UTC No. 834318
>>834232
ooh, very cool looking
1024x1024
untitled2.png
Anonymous at Mon, 21 Jun 2021 02:53:28 UTC No. 834336
2002x704
Untitled.png
Anonymous at Mon, 21 Jun 2021 07:41:45 UTC No. 834362
don't know what I'm going to do with this, just enjoying myself
1024x1024
untitled3.png
Anonymous at Mon, 21 Jun 2021 08:24:57 UTC No. 834365
>>834362
Looks good, too bad ur a degen.
Anonymous at Mon, 21 Jun 2021 09:22:27 UTC No. 834369
>>834362
sell porn renders and animations
1024x1024
Blendoid.webm
Anonymous at Mon, 21 Jun 2021 09:45:16 UTC No. 834371
>>834365
NFT for sale.
1495x568
dunkleosteusmodel.png
Anonymous at Mon, 21 Jun 2021 17:05:25 UTC No. 834428
>>831717
I have kinda finished this bad boy but I notice that despite the uneven roughness map its skin looks too smooth for how it is supposed to be. Apparently this would have had something similar to shark skin but I just don't know a way to translate that correctly or what alphas are the best to replicate that (I tried leather alphas but don't feel quite right). Any suggestions?
Anonymous at Mon, 21 Jun 2021 17:22:30 UTC No. 834437
does the cushion look good?.
also idk what kind of grunge/surface imperfection i should use for the bottom part, all I know is that it metallic
1182x1080
Evee.jpg
Anonymous at Mon, 21 Jun 2021 17:24:08 UTC No. 834438
Anonymous at Mon, 21 Jun 2021 18:13:46 UTC No. 834453
>>834179
At least two of your coins are floating. Well one is floating. I think the other is balanced on another coin, but it's over whatever the science term is for the tipping point so it still looks like it's floating.
1039x324
mmmmmmmmmmm.jpg
Anonymous at Mon, 21 Jun 2021 20:16:09 UTC No. 834474
>>834437
>>834438
If it doesn't get any clicks then you can always rebrand it as chocolate
Anonymous at Mon, 21 Jun 2021 20:37:18 UTC No. 834479
Is there a way to download 2.92 thanks to 2.93 not being supported on W7?
Anonymous at Mon, 21 Jun 2021 20:56:38 UTC No. 834482
>>834479
>Windows 7
>2021
Look, I agree that Windows 8 onwards fucking sucks, but you're only going to run into more and more problems by continuing to stick to it, especially when it comes to 3D stuff, which is pretty much always eager to move on the bleeding edge as fast as it can.
Just update your OS. You can grab a license dirt cheap off G2A if you're too lazy/stupid/pussy to pirate.
Anonymous at Mon, 21 Jun 2021 20:58:26 UTC No. 834483
>>834482
I might consider moving to W8.1 if I have no other option. I would rather eat my own head than "upgrade" to W10 though.
Anonymous at Mon, 21 Jun 2021 20:59:55 UTC No. 834485
Anonymous at Mon, 21 Jun 2021 21:09:43 UTC No. 834488
>>834479
https://download.blender.org/releas
640x480
0000-0075-1.webm
Anonymous at Mon, 21 Jun 2021 21:12:01 UTC No. 834491
Now she pies the next corner.
>>834479
https://download.blender.org/releas
Anonymous at Mon, 21 Jun 2021 21:12:06 UTC No. 834492
>>834485
Honestly I'd rather use Linux than 10.
>>834488
Thanks fren.
1920x1080
asdasdasd.png
Anonymous at Mon, 21 Jun 2021 22:39:48 UTC No. 834514
>>831717
recently I finished this one.
Anonymous at Mon, 21 Jun 2021 23:07:38 UTC No. 834519
>>834514
I like it
Anonymous at Mon, 21 Jun 2021 23:15:49 UTC No. 834521
>>834514
POST WIRES
1920x1080
hhhh.png
Anonymous at Tue, 22 Jun 2021 00:03:48 UTC No. 834527
Anonymous at Tue, 22 Jun 2021 00:09:16 UTC No. 834532
>>834514
Could you put some transparent planes to simulate god rays?
1253x874
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Anonymous at Tue, 22 Jun 2021 00:11:07 UTC No. 834533
how do i make a good frill...
Anonymous at Tue, 22 Jun 2021 01:03:21 UTC No. 834538
>>834514
Now THIS is nice retro 3D.
I love the textures and colours - good work.
You might want to do this though >>834532
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Anonymous at Tue, 22 Jun 2021 01:56:14 UTC No. 834546
>>834532
thanks for the idea. here's the result.
>>834538
thank you.
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Anonymous at Tue, 22 Jun 2021 02:00:28 UTC No. 834551
>>834491
Reminds me of that Die Hard arcade game.
There used to be one at the local theater and I'd play that shit all the time.
Anonymous at Tue, 22 Jun 2021 02:01:31 UTC No. 834552
>>834521
Imagine needing to see wires for a fucking corridor.
How visually inept do you have to be? It's all right there.
Anonymous at Tue, 22 Jun 2021 02:08:07 UTC No. 834555
>>834552
(you)
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Anonymous at Tue, 22 Jun 2021 02:08:59 UTC No. 834556
zbrush and photoshop. Learning all the technical skills is paying off in spades.
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Anonymous at Tue, 22 Jun 2021 02:26:01 UTC No. 834561
Bros how bad is it? It's the first thing I've finished.
It wasn't supposed to be so dark, but I couldn't get the lighting right. And I only added the flag (that's what it's supposed to be, even though it looks more like paper) because I fucked the texture on the side of the crate and wanted to hide it, but then it didn't really matter anyway because you can't fucking see anything.
I added some cobwebs to make it look old, like it had been abandoned for years, but you can't see those either.
Pls no bully.
Anonymous at Tue, 22 Jun 2021 02:31:27 UTC No. 834563
>>834561
look up a lighting tutorial and subdivide that flag.
Also whats wrong with the texture on the side of the crate?
Anonymous at Tue, 22 Jun 2021 02:31:53 UTC No. 834564
>>834561
Better than 95% of this board already. Just try to fix the lighting
Anonymous at Tue, 22 Jun 2021 02:33:23 UTC No. 834565
>>834561
Whats the story about the singular upright skull lol looks so goofy and out of place given the setting
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Anonymous at Tue, 22 Jun 2021 02:34:05 UTC No. 834566
>>834546
Very nice
Anonymous at Tue, 22 Jun 2021 02:45:42 UTC No. 834569
>>834491
lookin good
u might want to reduce the frequency of the detail on those walls tho, the birtrate will fuck your video
still waiting on the nude render
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Anonymous at Tue, 22 Jun 2021 02:45:43 UTC No. 834570
>>834563
>look up a lighting tutorial
I will, thanks.
I did subdivide the flag, just not enough times. Normally when I've fucked around with cloths before I subdivide them too much, but this time I did it too little. I'll do it more though to try and fix it.
>Also whats wrong with the texture on the side of the crate?
It got all fucked up because I punched two holes through it for the rope (which also turned out to be pointless). So it looked all stretched, but the other parts of it didn't. I tried multiple ways to unfuck it, but nothing would work so I just hid it. Pic related is how it looked.
>>834564
:3 I'll look into the lighting though. Thanks.
>>834565
I had planned on putting a skeleton in there wearing an SS uniform, but then I accepted I was getting far too cocky. So I settled for a skull with an SS cap, but I couldn't texture the SS cap properly so I fucked that off too.
I even realised that the skull looked out of place, but I wanted it to feel like it had been abandoned for a long time and I didn't really know what else gives that impression, and like I said I got too cocky so I ended up leaving it in.
Anonymous at Tue, 22 Jun 2021 02:46:44 UTC No. 834571
Anonymous at Tue, 22 Jun 2021 02:51:10 UTC No. 834575
>>834570
Couldn't you just duplicate one of the other boxes and set the transform to the same as the old one to get rid of the fucked texture? To be honest i think the flag being there makes it flow a bit better so maybe pointless
Anonymous at Tue, 22 Jun 2021 03:03:18 UTC No. 834578
>>834575
>duplicate one of the other boxes and set the transform to the same as the old one to get rid of the fucked texture
I didn't think about that. Truth be told you couldn't even tell it was stretched unless you looked really closely. It's just, because I'm learning as I go, whenever I come across something that seems trivial, I try to find out how to fix it there and then just in case it, or something like it, comes up again in the future.
>To be honest i think the flag being there makes it flow a bit better so maybe pointless
I guess I'll leave the flag there, it gives a little colour to the scene too. I'll just subdivide it a bunch more times so it looks more like a flag material and try to fix the lighting.
Thanks. I appreciate it.
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Anonymous at Tue, 22 Jun 2021 05:00:58 UTC No. 834588
>>834569
>u might want to reduce the frequency of the detail on those walls tho, the birtrate will fuck your video
I've barely touched the scenery yet, but you're probably right so I'll keep that in mind.
Now she takes cover after scanning the room, then adjusts her stance once she's in position. The adjust was necessary because I did straight ahead animation for the traversal to the corner, and didn't get her tucked in as tight as she could have been, so I had to have her fix it. On the whole, I think this might look better than if I hadn't fucked up.
Happy accidents, I guess.
Anonymous at Tue, 22 Jun 2021 05:13:18 UTC No. 834590
>>834588
how come she's peeking back around from where she came from? is she running from something?
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Anonymous at Tue, 22 Jun 2021 06:13:18 UTC No. 834602
>>834561
I'd expect the gold bars to have a thick film of dust on top of them if they were abandoned for so long. The flag definitely needs a lot more polygons and hopefully some sort of physics simulation to make it rest in a more natural way, its very stiff at the moment.
The floor texture looks to be much lower resolution that the other assets, so it stands out. Also its clear you're using tessellation for the bumps on the floor, which is kind of good for smaller scale details and realtime rendering like in video games, not for large stones in the ground, I would recommend sculpting the floor instead, its really shouldn't be too hard if you can get hold of some decent brushes, they do most of the work for you.
It's hard to tell what the object on the right crate is, mostly due to very dim lighting, which should be the first thing to fix - crank it up a notch so we can see what is actually happening in there.
Overall it's looking okay, cool to see anons working on full scenes, keep working on it and keep us updated.
Anonymous at Tue, 22 Jun 2021 06:45:25 UTC No. 834604
>>834556
Based woll smoth poster
Anonymous at Tue, 22 Jun 2021 07:06:59 UTC No. 834607
>>834590
Correct
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Anonymous at Tue, 22 Jun 2021 17:49:27 UTC No. 834690
Am I going to make it?
Anonymous at Tue, 22 Jun 2021 18:04:28 UTC No. 834693
>>834555
No, you actually have to be fucking retarded anon.
Anonymous at Tue, 22 Jun 2021 18:33:49 UTC No. 834698
>>834588
It lost that nice inertial bounce that you had in the last one.
Where she bounces wide like 3 times while stopping and turning and checking the room. I liked that bit.
Now it seems like it's stopped short and the motion feels off.
Anonymous at Tue, 22 Jun 2021 19:46:46 UTC No. 834706
Idk if this is normal, but I spent a week tweaking a small diorama environment, i.e. I literally only worked on the placement of the assets, and I still haven't finished it. I thought level art is one of the areas I'm pretty good at, but this project makes me question my skills after all... Nothing seems to work. The problem is that I kinda can't find a lot of references to handhold me because the area is somewhat unnatural in the first place.
I really really really need to up my drawing skills so I can efficiently paint over a blockout. Atm suck at it and just have to do it in 3D, which is incredibly slow by itself. So I pretty much have to build everything up from what I see in my mind, only to realize it doesn't work, then delete everything and try again.
Thanks for reading my blogpost.
Anonymous at Tue, 22 Jun 2021 19:51:50 UTC No. 834707
>>834690
You will be arrested for wrongthink before you do.
Anonymous at Tue, 22 Jun 2021 20:17:14 UTC No. 834709
>>834514
Kino
Anonymous at Tue, 22 Jun 2021 20:17:54 UTC No. 834710
>>834706
There's reference for absolutely everything.
You're just not looking hard enough.
There's more to the internet than Google Images.
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Anonymous at Wed, 23 Jun 2021 04:12:08 UTC No. 834787
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Anonymous at Wed, 23 Jun 2021 08:52:41 UTC No. 834804
I can tell that getting muzzle flashes and smoke to look how I want them to is going to be the opposite of fun.
>>834698
She still bounces, it's just less visible from that angle, and the additiona. No changes were made to that bit of animation. You did, however, prompt me to add some additional momentum into that brief pause before the move to the corner.
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Anonymous at Wed, 23 Jun 2021 17:03:24 UTC No. 834857
I think I'm almost done. Any criticisms and flaws I can fix? Neck too long? Head too small?
I've modelled the head and body separately which I'm guessing was a mistake. Any suggestion on how to proceed? I was thinking of merging the two subtools with zmodeler and then separating them again properly as the FlippedNormals guys do it. What would you guys suggest?
Anonymous at Wed, 23 Jun 2021 17:25:12 UTC No. 834861
>>832867
3Dguy tier kek
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Anonymous at Wed, 23 Jun 2021 17:53:19 UTC No. 834864
>>834804
try a polygonal muzzle flash, might mesh better with your style
Anonymous at Wed, 23 Jun 2021 18:18:00 UTC No. 834865
>tfw Nvidia Canvas beta came out
>tfw godlike
>tfw I'm on a fucking laptop and can't update the drivers
>tfw doesn't let me try the program because of the fugging drivers
And I can't buy a new rig because reasons.
Anyway, try it out dudes:
https://www.nvidia.com/en-us/studio
Anonymous at Wed, 23 Jun 2021 19:37:43 UTC No. 834869
>>834865
Neat!
>inb4 butthurt concept artists
Anonymous at Wed, 23 Jun 2021 20:15:49 UTC No. 834878
>>834857
Hands and feet are way off. Also, symmetry.
Anonymous at Wed, 23 Jun 2021 22:10:13 UTC No. 834911
>>834865
Pretty cool. Might use it to conceptualize comps and stuff quickly.
Maybe I'd be able to actually post frequently on social media to take advantage of the shitty algorithms. I always find it hard to come up with ideas after I finish a large project, so this might help get the juices going quicker.
If anything, it'll be a neat toy.
Maybe it could be used for mattes or something too.
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Anonymous at Thu, 24 Jun 2021 05:07:26 UTC No. 834990
>>834878
Symmetry what? Also, why way off? I'm fairly satisfied with how the hands came out. Feet too.
Anonymous at Thu, 24 Jun 2021 05:35:02 UTC No. 834995
>>834990
Not him, but the toes look really off
Anonymous at Thu, 24 Jun 2021 05:42:57 UTC No. 834997
>>834995
That's fair, other anons have said similar things. They're the oldest thing about the sculpt and I made them before I had a tablet. What do you think is the wonky thing about the feet/toes? People said they're too spaced out, but I don't know how to bring them closer together without Dynamesh (which I'll probably have to use to fix some creases, or just remake them outright) fusing them together or without Zremesher doing the same when I try to make lower subdivisions.
What's your opinion on the hand? Looking at it now the middle finger looks a bit long and the back of the hand needs some fat.
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Anonymous at Thu, 24 Jun 2021 05:49:40 UTC No. 835002
>>834369
hehe, maybe
Anonymous at Thu, 24 Jun 2021 05:54:27 UTC No. 835003
since no /sqt/ ill ask here
in 3ds max is there a way to bind a short key that it will toggle between two viewports (left/front)
like if i'm in front view and press the shortcut it will switch to left and if im in left view and press the same shortcut it will switch to front
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Anonymous at Thu, 24 Jun 2021 06:07:50 UTC No. 835005
Nomad Sculpt. Trying to get as far as possible on my iPad before exporting to ZBrush to fix this topological mess.
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Anonymous at Thu, 24 Jun 2021 06:36:16 UTC No. 835008
>>834997
The middle finger does look a little too long, but it looks passable to me.
For the toes, maybe it's the angle, but they look they have really weird shape
Anonymous at Thu, 24 Jun 2021 06:37:21 UTC No. 835009
>>835005
How do you fix topology with zbrush?
Anonymous at Thu, 24 Jun 2021 06:47:13 UTC No. 835012
>>835008
Currently at work but I'll check it out when I get home. I'm not very much attached to them and they cause me grief so they'll probably be remade.
Anonymous at Thu, 24 Jun 2021 07:00:02 UTC No. 835015
>>835009
Paintbrush, ZRemesher, Zmodeler.
Not talking about rigable topology, Nomads remesher tool at this point in time is just quite random.
Anonymous at Thu, 24 Jun 2021 07:40:35 UTC No. 835020
>>834865
>>834869
Doesn't like it can do anything remotely imaginative. Seems limited to kinda-sorta-looking like-a-real-place-taken-on-a-crappy
In other words, no real practical use case.
Anonymous at Thu, 24 Jun 2021 07:50:11 UTC No. 835021
>>834990
Thumb gets too narrow, break symmetry
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Anonymous at Thu, 24 Jun 2021 11:02:24 UTC No. 835038
Man i hate rendering so much, but its fun for now.
Anonymous at Thu, 24 Jun 2021 11:07:57 UTC No. 835041
>>835002
looks quality enough to do commissions for furrys -- very lucrative, for some reason furrys always have a shit ton of money
Anonymous at Thu, 24 Jun 2021 17:41:10 UTC No. 835098
>>835021
Thumb's fixed. Symmetry I'll work on, ty.
Anonymous at Thu, 24 Jun 2021 20:27:26 UTC No. 835132
>>834602
>I'd expect the gold bars to have a thick film of dust on top of them if they were abandoned for so long
My thought with the gold was that the crate had just been opened and that's why it looked more pristine rather than grimy. I meant to include a crowbar to give that impression, but I totally forgot.
I did want to add some heavy dust on the crates and dirty up the flag too (the flag looks really brand new and vibrant when the light isn't so dark), but I didn't know how so I just left it.
>The flag definitely needs a lot more polygons and hopefully some sort of physics simulation to make it rest in a more natural way, its very stiff at the moment
That was my own fault really. I had used the physics to get it to lie more naturally, but the handle of the crate was poking through it a little, so I ended up dragging the flag to the left slightly once it was already laying there. But that made the the flag look even more rigid because it didn't have enough polygons to start with. It should be an easy fix though.
>The floor texture looks to be much lower resolution that the other assets, so it stands out
Honestly I'm not sure what size they are, I think they're 1024 x 512 so definitely not ideal. I don't even know what tessellation is, I just used a bump node(?) and the height or normals image(?) ;_;
Sculpting a floor would be way beyond me, even with brushes. I tried sculpting once and it seems incredibly difficult with a mouse. I think I just need to watch some videos on how to do it though.
I'll fix my lighting and rejigger the flag later tonight and see if that improves it any.
Thanks for your feedback, I do appreciate it.
Anonymous at Thu, 24 Jun 2021 22:05:17 UTC No. 835154
>>834865
>RTX Only
What a load of shit.
They just want people to buy their nonexistent RTX cards from scalpers.
Theres nothing about RTX that makes it possible, the shit ran in a fucking browser before.
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Anonymous at Thu, 24 Jun 2021 23:00:25 UTC No. 835166
I have no ideia how to do hair, can anyone one hook me up with a good tutorial or brush?
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Anonymous at Fri, 25 Jun 2021 06:20:06 UTC No. 835221
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Anonymous at Sat, 26 Jun 2021 01:26:14 UTC No. 835393
Been working on this for the last week
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Anonymous at Sat, 26 Jun 2021 06:04:35 UTC No. 835429
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Anonymous at Sat, 26 Jun 2021 11:40:22 UTC No. 835454
first time working with fibermesh and alpha brushes and shit, would appreciate feedback
Anonymous at Sat, 26 Jun 2021 12:31:38 UTC No. 835460
>>835166
flippednormals has a pretty good hair sculpting tutorial
Anonymous at Sat, 26 Jun 2021 16:17:15 UTC No. 835490
>>833673
Fuck off moon rune nigger
Anonymous at Sat, 26 Jun 2021 17:11:35 UTC No. 835492
>>835490
it is a nice song.
do you like CAPSULE?
Anonymous at Sat, 26 Jun 2021 17:31:35 UTC No. 835495
>>835393
I love the new Dread suit
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Anonymous at Sat, 26 Jun 2021 19:10:35 UTC No. 835507
Anonymous at Sun, 27 Jun 2021 16:52:49 UTC No. 835616
>>835507
Comfy. I wish the path didn't dead end and instead went into a narrow canyon. Are the grass n moss scans?
>>835429
Fireflies bigger, + drift on the building is too subtle right now. Wasn't sure it was moving till it looped around.
Anonymous at Sun, 27 Jun 2021 18:43:57 UTC No. 835625
>>835616
Thx. The path is leading from shore into the cave, not sure if it is clear enough. Moss and grass were my own sculpted + painted textures.
Anonymous at Sun, 27 Jun 2021 19:18:02 UTC No. 835631
>>835625
ah i thought it was some sort of sea cave because i couldn't see the mouth of the cave. probably just how the camera's placed.
are you this fella:
>>834706
i like the miniature feel of the materials.
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Anonymous at Sun, 27 Jun 2021 19:40:48 UTC No. 835633
>>835631
Jesus haha, yeah, I was having a bad day. I sometimes get hyper focused on certain details and go back and forth for days. I'm still not a fan of lighting and color saturation, I was balancing a more dramatic approach and a sunnier one. Thematically this should be a mysterious scene, but more contrast in light and shadows causes some pretty dark areas in foliage which I don't like. On the other hand, I like the look of a brighter and flatter lighting because it almost looks like it was lit in a studio, which would also make sense considering this is supposed to be a miniature scene placed inside of some sort of a cabinet, under warm interior lights. The current pic is somewhere in the middle, which might not hit either of those feels correctly.
But yeah, it's a small beach leading to a cave, here's one more wip shot showcasing it better.
Anonymous at Mon, 28 Jun 2021 13:47:18 UTC No. 835738
>>835633
you're doing good, mang.
just trust yourself to make the right call in the end
(knowing that you'll second guess everything along the way).
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Anonymous at Mon, 28 Jun 2021 20:46:16 UTC No. 835803
>>835616
>>835429
Followed your suggestions and increased the size of the fireflies and made the movement more prominent.
Also trying to make the lighting look more dramatic and add more contrast
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Anonymous at Tue, 29 Jun 2021 08:47:22 UTC No. 835943
>>835803
much better, anon. i'm guessing you've still got work to do on the walls etc?
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Anonymous at Tue, 29 Jun 2021 19:36:55 UTC No. 836031
>>833442
Here's my newest scratch build after a few weeks of intermittent practice. I'm glad I posted my first shit renders here, since that allows me to see that I'm actually getting better. There's obviously still light years to go, but I've already learned so much. I can now do in fifteen minutes what took me an hour before.
Anonymous at Tue, 29 Jun 2021 20:16:02 UTC No. 836041
>>836031
That's a pretty good improvement. It would look even better with better lighting and proper textures but you're getting there.
Anonymous at Tue, 29 Jun 2021 23:07:42 UTC No. 836074
>>836041
Thanks. Yes, I need to look into texturing and lighting. So far I've only used vertex painting for colours and a bunch of light bulbs around the head for lighting. I definitely do need to learn more than that about these things.
Anonymous at Tue, 29 Jun 2021 23:44:20 UTC No. 836085
>>835943
yea, the main model still needs to be UVed and textured, and i also need to make the background buildings and texture them.
That's a great reference for the walls, ill try making something similar
Anonymous at Tue, 29 Jun 2021 23:45:51 UTC No. 836086
>>836031
thats a fucking awesome improvement dude, keep learning at this current pace and you will get a lot better
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Anonymous at Wed, 30 Jun 2021 19:02:38 UTC No. 836239
brehs..
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Anonymous at Wed, 30 Jun 2021 19:34:26 UTC No. 836246
Anonymous at Wed, 30 Jun 2021 19:34:38 UTC No. 836247
>>836239
feet looks good
yo need to work on where the meshes intersect to get rid of the obvious seams and improve the head.
this is a good start, you just need to put more hours into refining this and look at reference of similar models
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Anonymous at Wed, 30 Jun 2021 20:35:21 UTC No. 836264
>>836247
its fine anon i just put smooth shading and all my problems went away
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Anonymous at Wed, 30 Jun 2021 22:40:20 UTC No. 836275
I sculpted a hand. It was surprisingly difficult. I do have two good references readily available, but hands deform surprisingly much depending on how you pose them.
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Anonymous at Thu, 1 Jul 2021 22:52:59 UTC No. 836476
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Anonymous at Fri, 2 Jul 2021 07:23:08 UTC No. 836533
>>835803
Still needs a ton of polishing, changes and tweaking, but really liking how its turning out
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Anonymous at Fri, 2 Jul 2021 13:54:04 UTC No. 836582
>>836031
I sculpted her a body and tailored her a simple dress. Maybe I should try animating or texturing her next. I might also have to study anatomy a bit, since it turns out to be a complex subject too. Or maybe I'll move on for now and try to learn how to build something like this: >>836533 Would be nice to be able to create scenes to eventually put my characters in.
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Anonymous at Fri, 2 Jul 2021 14:18:24 UTC No. 836586
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Anonymous at Fri, 2 Jul 2021 14:19:31 UTC No. 836587
Want to give him an astronaut suit.
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Anonymous at Fri, 2 Jul 2021 17:55:06 UTC No. 836644
First 1.5 hours of progress. I feel like I'm ngmi. Help me believe in my self /3/.
Anonymous at Fri, 2 Jul 2021 18:09:18 UTC No. 836645
>>836644
Looks good to me.
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Anonymous at Sat, 3 Jul 2021 00:25:30 UTC No. 836712
>>836582
Holy hell it was a painful process to get even this far. I had to watch too many tutorials, and the process itself wasn't too pleasant either. Remeshing, baking normals, placing bones is all tedious. And afterwards every finger and limb dares to deform horribly out of shape. At least I know the process now, so it'll be easier next time.
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Anonymous at Sat, 3 Jul 2021 09:17:24 UTC No. 836754
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Anonymous at Sat, 3 Jul 2021 19:37:22 UTC No. 836829
Anonymous at Sun, 4 Jul 2021 12:29:23 UTC No. 836964
Somebody should make a new WIP thread. I won't do it myself every time.
Anonymous at Wed, 7 Jul 2021 04:00:45 UTC No. 837419