1500x882

wip.png

🧵 Untitled Thread

/wip/ - Works in Progress No. 840057

/wip/ - Works in Progress
- Reset Edition -
Starting off with a clean slate.

Post your work-in-progress projects, recently finished projects, or things you'd like critiqued here.

Previous thread: >>837418
List of free resources: https://pastebin.com/cZLVnNtB

1920x1080

Desktop 2021.07.1....webm

Anonymous No. 840065

Anonymous No. 840069

>>840065
looks nice

Anonymous No. 840070

>>840065
I've gotta say it has become REALLY unusual to see good content posted on /3/. I want to know more, got Twitter or something? Is this a game or just a bunch of experimental scenes you're showing? Really interesting characters, and at the same time they seem to be perfect for an indie game due to how simple they are. Perfect amount of cuteness and everyhing, I bet normies would eat that up, hell, I would as well.

872x832

Screenshot 2021-0....jpg

Anonymous No. 840077

>>840070
Thanks bruv!
I dont like that social media is altering the way people think and create. I might post here every now and then. The mannequins are included in unreal engine starter content. I think they look cool but I'll do my own characters later on . I wanted to see if I could get UE5 to struggle with models I feed it but it but it seems to do fine no matter what kind of retarded workflow I use on these assets.

Im also very dissapointed in /3/ lately

450x450

Alice.gif

Anonymous No. 840097

>>839670
Made some further process on her face rigging, doing some random expression tests. I really want to do hair more hair styles, make some good scenery, and actually make a real project or something with her, but I'm criminally lazy

Anonymous No. 840098

>>840077
Oh I meant those longbois, I've seen them in the last scene you posted, the one with some kind of castle and a ladder. They seem like really cool characters and I think the whole theme would explode easily on social media.

STR24 No. 840101

>>840097
>half-aheago
You had one job, anon.

Anonymous No. 840103

>>840070
Chill out dude, it's good, but plenty of stuff has been posted in these threads that are just as good.
Especially in the last thread.
No fault to the other guy, but damn you really need to open your eyes more and get out of your bubble.

Anonymous No. 840106

>>840103
>tfw /3/ now complains even if you give a compliment to someone

1400x1080

pic2.png

Anonymous No. 840122

Today I again sculpted a new character. Well, half of one. Let's see if this one racks up half a dozen insulting and discouraging replies too.

Anonymous No. 840123

>>840097
aww
>>840101
ahegao is society going down the wrong path

Anonymous No. 840125

>>840122
Anon, stop.

Anonymous No. 840128

>>840122
don't come in here with that mindset. this place is toxic on purpose. its part of the joke and part of the fun. its not to be taken seriously.

keep practicing your sculpting. i wouldn't worry about the hair for now, focus on 'muh anatomy' some more. i'm not super learnt in anatomy myself but from my untrained eye the torso looks too long. but maybe thats just because she has no legs.

Anonymous No. 840130

>>840097
very nice

800x560

drop kills.webm

Anonymous No. 840131

r8 my chessguys for my jedi outcast like game

481x442

nbaw.jpg

Anonymous No. 840132

>>840122
not sure if XY or XX

600x606

Roek.webm

Anonymous No. 840133

Anonymous No. 840135

>>840106
Nah, /3/ complains if you shit on everyone else just because you see a webm with the same repeated facade.

Anonymous No. 840154

>>840122
i guess you don't need anybody to tell you it looks like shit. now, if you want advice for how to improve, get on learning basic anatomy, like measuring body proportions with head units, how the features of the face relate to each other, etc. /ic/ has a 3TB mega link with books and video courses you can download from so you have no excuses.

you could also grind sculpting individual body parts until you get them right, like hands and such, but maybe 'you should be doing whatever you want to do'.
oh and btw, the face looks better but it still looks like a groomed boy.

Anonymous No. 840233

>>840133
Pretty darn cool

Anonymous No. 840238

>>840154
Literally nothing wrong with that face

Anonymous No. 840239

>>840065
Are those vertical escalators?

1080x1080

pic4.png

Anonymous No. 840304

>>840128
>but maybe thats just because she has no legs.
Yes, legs are quite important. I think the torso is about the correct length. My previous character had too short. It's one of those things that you think like "girls with long legs and shorter torsos are hot", and then you end up exaggerating it horribly. I had the same thing with way too small noses, too large eyes, too small hands etc. Probably still do, honestly, but I'm working on it.

Anonymous No. 840306

>>840154
>'you should be doing whatever you want to do'
I should. It's a hobby I started a month ago. I have no obligations whatsoever to anyone in regards to this. But I'm objectively improving nevertheless. Despite what demoralising cunts such as yourself say.

2488x3424

enditorsomethingidk.png

Anonymous No. 840307

Designed a weapon for my MC as well as made some texture improvements.

Anonymous No. 840309

>>840307
I think the textures look really good.

Anonymous No. 840312

>>840307
the work of one who consorts with beasts

2580x1362

mQQq2r9.jpg

Anonymous No. 840313

im so fucking bad at small details

Anonymous No. 840314

>>840307
nice design

Anonymous No. 840316

>>840314
please stop replying to yourself you smelly furry cunt

535x629

zerointinplay.png

Anonymous No. 840319

>>840309
Thanks, made in Gimp.

>>840316
(You)

Anonymous No. 840333

>>840313
Nice. Just gather a shitton of references and mix and match. It takes some time, but you get better the more you do it.

Anonymous No. 840335

>>840307
It looks like something from the early 2000's in the best way possible, nice work

1016x755

unknown-201.png

Anonymous No. 840337

>>840313

Basically >>840333, look at the old wip thread, there's a bunch of tanks there. Here's a reference, not by me

Anonymous No. 840344

>>840304
It's not too bad, but those knobbly old-witch hands are killing me dude.

641x738

ROACH.jpg

Anonymous No. 840364

601x508

im fine.jpg

Anonymous No. 840430

>>840344
>but those knobbly old-witch hands
I modelled them after my own.

Anonymous No. 840432

>>840313
This is not a real tank at all, is it? It looks a little bit like early Japanese tanks. Very bulky front, though. And the rear bogie and two drive wheels are quite weird. The track links don't seem to be connected to each other in any way either.

The bogies and the drive wheels look really good. The lamps too.

3689x1887

9232D528-AAE2-4FE....jpg

Anonymous No. 840435

>>840432
It’s based on random anime tank pictures and random ww1 and 2 tanks. I wanted to practice modeling something like this without being stuck trying to make something that actually existed that looks like shit lol. Anyways I made some progress last night but was too tired to post. I like the direction it’s going tho.

3776x1887

127C39C6-90C4-473....jpg

Anonymous No. 840436

>>840435

Anonymous No. 840439

>>840435
>I wanted to practice modeling something like this without being stuck trying to make something that actually existed
That's certainly fine. But the advantage of modelling a real tank is that all the parts typically have a purpose. When you make your own, it can end up with some weird features that look reasonable but don't necessarily make much sense. Such features can then be a bit of an eyesore to those who do know about tanks.

Anonymous No. 840441

>>840439
>can then be a bit of an eyesore to those who do know about tanks
those people should learn to have fun.

Anonymous No. 840443

>>840441
>those people should learn to have fun.
You know that's not going to happen.

Anonymous No. 840444

>>840430
my marfan syndrome brother from another mother

Anonymous No. 840445

>>840443
Then let them suffer. He should design his own stylized thing if he wants to, without having to worry if some asshole nerd will get triggered by it.

Anonymous No. 840447

>>840445
>He should design his own stylized thing if he wants to
Sure.
>without having to worry
True. No sense worrying the inevitable.

1080x1080

t1.png

Anonymous No. 840461

>>840444
I smoothed out all my precious veins, tendons and creases. I also made the fingers a bit fatter. Maybe it looks better now.

It's actually pretty hard to modify anything at this point. Should probably have just sculpted an entirely new hand.

1213x798

ROACH_COLOR.jpg

Anonymous No. 840474

>>840364

Anonymous No. 840486

>>840364
3dguy?

Anonymous No. 840504

>>840486
It's pretty obvious it's him.

Anonymous No. 840509

>>840474
Kinda like it actually. Feels like one of those evil cartoon roaches you'd see in some sort of insect repellant / raid ad.

685x180

electrosword.gif

Anonymous No. 840520

doing some low poly work for fun

Anonymous No. 840528

>>840430
Well to give you the benefit of the doubt, you're not a totally experienced sculptor, so I'm sure your hands don't look that bad.

Anonymous No. 840543

>>840122
Tell us about the insulting and discouraging replies. How did they make you feel ?

1190x1188

Screen Shot 2021-....jpg

Anonymous No. 840544

1088x1084

Screen Shot 2021-....jpg

Anonymous No. 840545

how do these look fellas?

1126x1124

Screen Shot 2021-....png

Anonymous No. 840546

Anonymous No. 840547

>>840544
Nice. I like clay renders too much, almost everything looks better than textured renders. Why has nobody made a game with that style?

Bloom might be a bit too much IMO.

Anonymous No. 840556

>>840461
>Maybe it looks better now.
it definitely does

Anonymous No. 840557

>>840547
>Why has nobody made a game with that style?
There's Superhot.

Anonymous No. 840558

>>840544
>>840545
>>840546
very nice, although i think the 2nd one captures the nostalgic feel the best

Anonymous No. 840579

>>840558
are you the cuck who keeps making threads praising shitty old renders

856x480

ROACH_TURN.webm

Anonymous No. 840580

>>840474

Anonymous No. 840583

>>840580
enter the arena bitch if you even Dare.i got a question. You sculpt - Do you retopo all your guys and girls? jw

Anonymous No. 840586

>>840580
Fuck, say what you will about 3dGuy, but the dude's a machine with how quickly he can crank this stuff out.

Anonymous No. 840591

>>840583
>Do you retopo all your guys and girls?
Zremesher in standard values do a good job keeping anything around 40K polys.
Density control in face and hands for more detailed character are needed sometimes, however.

1620x1620

pic5.png

Anonymous No. 840632

I really hate retopology, uv-mapping and baking normals. Posing is pretty fun, though.

Anonymous No. 840637

>>840632
Of all those only baking is gay, and only if you have a lot of meshes with many folds and corners. For this model it should be smooth as fuck. Post wire with seams, because those knees look suspicious.

1200x1600

untitled.png

Anonymous No. 840641

>>840637
>For this model it should be smooth as fuck.
How? Toes, ears and finger nails kill me every time.

Anonymous No. 840643

>>840641
Idk, just use more geo for those parts. Yours is pretty dense anyway, so maybe you are using wrong values. If that doesn't help, just copy your lowpoly, use displace modifier, tweak strategic areas and use that as a cage.
Seams look fine, idk why you get those weird shading problems. Did you use the same tangent space and triangulation for baking as you are using for the actual mesh?

Anonymous No. 840644

>>840643
>If that doesn't help, just copy your lowpoly, use displace modifier, tweak strategic areas and use that as a cage.
Oh, I must try something like that. Thanks for the suggestion. I get these absolutely awful artefacts between toes, next to finger nails, around the ear, at eye lids and lips all the time, and it drives me mad.
>Seams look fine, idk why you get those weird shading problems. Did you use the same tangent space and triangulation for baking as you are using for the actual mesh?
I don't know. I'm really good at fucking things up, so it might be anything. I didn't triangulate anything at all, though. Is this something I should do?

Anonymous No. 840647

>>840644
>Oh, I must try something like that. Thanks for the suggestion. I get these absolutely awful artefacts between toes, next to finger nails, around the ear, at eye lids and lips all the time, and it drives me mad.
If your geometry follows the highpoly surface closely, this is most likely an issue with ray distance value. Try setting it lower and see what happens. Try to find the sweet spot.
>I didn't triangulate anything at all, though. Is this something I should do?
If you baked it in Blender then it's not necessary. Otherwise triangulate before export, set tangent space to mikk in the baking soft, bitangent set to per pixel, make sure you bake in OpenGL format.
Read this for more info:
https://bgolus.medium.com/generating-perfect-normal-maps-for-unity-f929e673fc57

Anonymous No. 840661

>>840097
Did you rig it with bones? That seems kinda lots of hassle.

1126x630

image_2021-07-23_....png

Anonymous No. 840671

Finishing up a smut animation starting keyframe. Any recommendations on lighting?

Anonymous No. 840682

>>840671
The fuck

Anonymous No. 840689

>>840671
kek, this is why I come here

Anonymous No. 840703

>>840544
>>840545
>>840546
theylook sick- you have said you use the compositor for the post process- looks good- Have you tried ringing it out externally? I bet giving it some sort of compression pass could smooth the chrom aberration on the eyes- the 1 thing that is a bit bold in these for me

>>840057
1 dude

1408x960

working4ddraft.jpg

Anonymous No. 840705

elevated rail way I am working in progress

Anonymous No. 840741

>>840313
>>840435
>>840436
Panzer vor?

Anonymous No. 840763

>>840545
Really like this one.

1080x1920

render1.png

Anonymous No. 840764

been trying to improve this model
redid the face w/ better cell shading now

Anonymous No. 840765

>>840671
that palm seam LMAO

540x960

Venus_033.png

Anonymous No. 840766

511x591

image_2021-07-24_....png

Anonymous No. 840769

>>840765
You are right, that clashed bad. Fixed it.

Anonymous No. 840780

>>840661
Yeah, it's all bones, but it wasn't too bad

Anonymous No. 840781

>>840661
isnt this how you're supposed to do facial animations outside of games?
i cant imagine shape keys are too flexible

1080x1080

0000-0500.webm

Anonymous No. 840782

My girl is animated now. And her boobs jiggle.

1400x1600

gun-postoptwo.png

Anonymous No. 840783

This is an old work that I did, i'm not sure wether I should post this on my portfolio, mainly because of the sharp edges on the gun. At the same time I'm not sure it's worth my time to redo the whole thing for 4 beveled edges. Is it striking ?

1080x1920

fix.png

Anonymous No. 840787

>>840764
The face is waaayy too long for this style.
It should be somewhere around here. Flip between the two and you'll notice just how long the face is on yours.

Anonymous No. 840788

>>840782
Don't get me wrong, for some reason I like the look of this model and the flat titties, but I really don't think they'd jiggle that much or at all.

Anonymous No. 840803

>>840782
Still has some issues but I'm impressed about the improvement you have done desu

Anonymous No. 840807

>>840788
>I like the look of this model and the flat titties
Thanks. That's good to hear.
>but I really don't think they'd jiggle that much or at all.
Nonsense. It is paramount that the boobs jiggle.

>>840803
>but I'm impressed about the improvement you have done desu
Thanks. I really appreciate that.
>Still has some issues
Yeah. Quite many actually. And some of them would require changing the high resolution mesh, which is not something I really have the will to do this far down the line. Maybe I'll fix them later. Or in the next model.

Anonymous No. 840808

>>840782
now put her in a 3rd world apartment bathroom, and give her some bruises and a black eye.

Anonymous No. 840809

>>840808
I might put her in a Panzerkampfwagen IV and have her drive over degenerates suggesting such awful things.

1920x1080

ref_face.jpg

Anonymous No. 840811

I've trying to make a 3D version of Daniel Craig using as much reference as possible, what can i do to make this face as close to the reference as possible ? ( I will be doing small details like wrinkles later )

1920x1080

ref_body.jpg

Anonymous No. 840812

here is the body

Anonymous No. 840813

>>840811
The skull needs to be bigger, that's for sure. He's a bit of an egghead now.

Anonymous No. 840814

>>840811
>>840812
thats brock lesnar

>>840782
yeah she's too flat for those to jiggle

>>840783
visually its striking but technically its very basic
as long as you preface it as "old/early work" i think it should be fine

Anonymous No. 840830

>>840741
haha yes the tank is mostly based on the Japanese type 89 from girls und panzer, although I don't watch the show.

Anonymous No. 840850

>>840807
The boobs aren't jiggling though, with that amount of flatness, it's her rib-cage that's jiggling, not her tits. Her bones shouldn't be made of spaghetti, anon. You can't live a full life with spaghetti bones.

506x652

566644_v9_bb.jpg

Anonymous No. 840851

>>840811
>>840814
No, it's fucking Dave Bautista.
Which is fitting, considering he was a bad guy in Spectre.

1080x1080

0000-0375.webm

Anonymous No. 840894

I can't believe the kind of anti-jiggle sentiment I'm seeing here. I'm literally shaking right now. My toon's tits are literally shaking right now also.

Anonymous No. 840895

>>840894
They are shaking because her left tibia seems to be broken.

Anonymous No. 840899

>>840895
God damn it. There was some extra user transform that I hadn't noticed.

Anonymous No. 840901

>>840894
I like this this model. She's cute. Also nice job rigging and animating. juggle physics and all. Love the way her face is animated while she dances as well. Sexy!
The other guy is right though - her legs are fucked. post your weight paint

1080x1080

0000-0375.webm

Anonymous No. 840905

>>840901
>I like this this model. She's cute.
Thanks a lot!
>her legs are fucked.
She actually had rotation on her hip, which propagated through all the keyframes. It looks like this without that transformation. The weight paint might also suck, of course, but her tibia isn't quite as broken without that unintended rotation.

298x615

lower_limb.jpg

Anonymous No. 840918

>>840905
I think your model is also a little weak in the knees. remember that the tibia angles slightly outward from the knee and because of the thigh muscles that wrap around the medial condyle it creates the illusion that the tibia is displaced slightly lateral at the knee.
Anyway, I think that is the most glaring issue but apart from that I think you did a great job. Very appealing face and good proportions overall. Keep up the good work!

Anonymous No. 841026

>>840918
>remember that the tibia angles slightly outward from the knee and because of the thigh muscles that wrap around the medial condyle it creates the illusion that the tibia is displaced slightly lateral at the knee.
I shall have to keep that in mind. I actually got the anatomy book by Uldis Zarins you suggested previously. I'll just have to start studying it now.
>Anyway, I think that is the most glaring issue but apart from that I think you did a great job. Very appealing face and good proportions overall. Keep up the good work!
Thank you. That is truly encouraging to hear.

Anonymous No. 841031

>>840766
hot

Anonymous No. 841050

>>840586
>>840504
this. I like how technically shitty yet instantly recognizable his sculpts are

1080x1080

animation.webm

Anonymous No. 841092

Am I going to make it?

Anonymous No. 841095

>>841092
You're already there mate

Anonymous No. 841117

>>841092
You spin me right round.

1920x1080

untitled.png

Anonymous No. 841130

Tried to make a nebula.. instead got some star blowing up.

Anonymous No. 841132

>>841092
sad that this is still better than 90% of /3/, considering you actually posted something lmao

Anonymous No. 841135

>>841092
I bet you stole that basemesh from DAZ and sculpted on top of it you hack fraud

Anonymous No. 841156

>>841130
>tried to make human
>instead got a baby

800x454

aaaa.webm

Anonymous No. 841188

Anonymous No. 841196

>>841188
Nice models, nice digits

1171x946

C18E37DA-8564-4DB....png

Anonymous No. 841222

Something something substance performance is awful

Anonymous No. 841232

>>840632
>>840641
>>840304
>>840122
>>840632
>>840766
>>840782
>>840812
>>840894
>>840905
Really? Get a fucking blog to post your crackhead model doing Mixamo dance. Jesus fucking christ. This is a WIP thread, not a spam your shit thread. People like you are the reason others don't like posting in the thread- Posters like you, posting their low quality trash work, seeking attention, demeaning themselves, all while flooding this slow board with your low hanging trash. Fuck off. Somebody post a fucking weapon or environment to get this disgusting taste out of my mouth

>>841222
high quality work

>>841188
Why do they have to be animals bro why can't you just make a cool team that isn't furshit. Do you REALLY like animals that much?

Anonymous No. 841235

>>841232
Post your work and stop denigrating those who actually do post, you retarded nigger. You are the reason others don't like posting in the thread.

Anonymous No. 841236

>>841232
Nigga, this board is slow as fuck anyway. Cry all you want, but their stuff belongs here since it is a WIP. Either post your own work, or fuck right off.

1600x900

p38.png

Anonymous No. 841238

>>841232
8/10 (You)'s. Nice.
>Somebody post a fucking weapon
I actually made a gun today. Looks like shit, though, since I don't know anything about texturing.

878x640

Misty.png

Anonymous No. 841243

>>840097
Randomly decided to start modeling Misty in the original anime style. Figuring out Misty's hair has been a challenge, so I'm still blocking it out. Once I finish that, I'm gonna retopo the hair, texture the whole model better, and make Togepi, since she feels surprisingly bare not holding it in her arms

Anonymous No. 841246

>>841243
Pretty nice

Anonymous No. 841255

>>841232
Shut up faggot.
He's posting progress, unlike you.

Get the fuck out of here. It's clear you're somewhat new here and are trying to be a dick so you can get the regulars to think you're cool.
You might not have done it intentionally, but that's definitely what's going on.

1920x1080

newgold.png

Anonymous No. 841280

I posted this about five threads back so I don't expect anyone to remember it. I took the advice I was given though and tried to improve it.
>Tried to fix the lighting, not sure if I succeeded in that, but it isn't as dark anymore
>Fixed the flag, but got too cocky and tried to make it look worn which probably made it look worse than it was before
>Added a "crowbar" (yes, that's what that red thing is supposed to be) to give the impression the crate has just been opened and that's why the gold isn't covered in dust/doesn't look grimy
>Removed the skull because someone laughed at it :(
>Still couldn't find a better floor
>Still can't get a map to work with the wall so it just looks like I added an image as plane
I'll post the one I originally posted too just for the sake of comparison. That way some kind anon can tell me if I made things worse instead of better.
I think I prefer the original because it's so dark that you can't see all of the fuck ups so much.

1920x1080

oldgold.png

Anonymous No. 841281

>>841280
This was the original one.
Pls no bully.

Anonymous No. 841287

>>841243
ay that looks really good.
CC though - the knees and elbows need defined topology so they bend properly when rigging them the eyes might also be too small

1200x900

246426.jpg

Anonymous No. 841293

>>841280
>>841281
I think when people told you to make it brighter or complained about it being dark you might've gotten the wrong idea. The original is a lot more moody but you should add more light to the scene to a) balance it out and b) create more dynamic shadows as well as give the gold something to catch in its reflection so it's not just some harsh specular highlights. As you can see in the new one the gold looks much better because you can see the reflection of the crate lid.
As for general suggestions, I'd say use a second lantern as a warm and dim lightsource perhaps behind and to the left of the crates above them but ultimately you just need to experiment with that.
Maybe having a the flag on the wall and being reflected in the gold could be cool?
Either way, the harsh, head on spotlight you use to illuminate the scene took a lot away from the original, in addition the dim lighting helped hide the fact that there's no shadows where the crates meet the ground and also that excessive displacement you're using on the ground.
If you want to just generally brighten up the scene after adding a second dim light source, use a third light with no shadow casting and set it's intensity very low to fake som basic gi.
And bring the skull back, it was fine and helped balance the composition a tad.
If you decide to put the flag on the wall behind the crates, consider placing the crowbar leaning against the crates on the left side instead but don't do that if you leave the flag where it is.
That's my two cents.

1117x820

zbrush torso1.png

Anonymous No. 841298

This 3D shit is hard... 2Dbros I don't feel so good... I should stop sculpting random shit and just follow a beginner guide.
I should also use a different material next time, I like the look of this one but after switching to default grey matcap, I realized the sculpt is way more extreme in its forms than I thought because this material has softer shading and this SSS-type effect.

Anonymous No. 841301

>>840122
it literally looks ok
this could pass as a video game model or some shit
i dont get why all the hate

Anonymous No. 841302

>>841132
post your work

Anonymous No. 841306

>>841293
Thanks for that. I did originally try to find out how to keep the scene dark but lighten it if you know what I mean. But I couldn't find out how so I thought I was just being a retard and lightened the whole thing, ironically confirming myself as a retard. Truthfully I don't really know what I'm doing, I'm just picking it up as I go along. This is the only thing I haven't stopped doing halfway through and began to fuck around with something different. I want to stop doing that and actually finish things I start.
I'll try your suggestions and see how I get on. I do see what you mean with the reflection on the gold and how it looks better. I'll definitely add the additional lantern and I'll keep
>use a third light with no shadow casting and set it's intensity very low to fake som basic gi
in mind because I'm sure I'll need to use that too.
I'll give hanging the flag up a shot as well and see how that works out.
The only other thing I'm not sure how to unfuck is this
>that excessive displacement you're using on the ground
Another anon mentioned it when I posted originally, but I was too much of a coward to ask how to fix it. Is it a case of just reigning it in a bit or is there more to it than that?
Like I say though I appreciate you helping me out. I'll post an updated one either later on or tomorrow.

Anonymous No. 841307

>>841306
Changing the flag around should be the last priority, just mess around with an additonal light source or two and varying positions to get a feel for how it affects the scene.
As for displacement, it's generally done using a heightmap so there should be a simple intensity slider. Idk what program you're using and so on though so I can't say for sure what it will look like to you.

324x519

Screenshot_202107....png

Anonymous No. 841308

>>841301
>it literally looks ok
Thanks.
>i dont get why all the hate
I think the replies to my posts have been mostly very nice in this thread.

>>841306
>I did originally try to find out how to keep the scene dark but lighten it if you know what I mean.
If you're using Blender, you can do something along those lines by playing with the curve in the colour management. Make shadows darker and highlights lighter.

952x464

Screenshot_202107....png

Anonymous No. 841309

>>841308
And then you can do pretty much whatever you want in the compositor. Just select "use nodes" and slap whatever nodes you want in there.

Anonymous No. 841311

>>840671
Fuck, this is pretty hot. What's your artist name, so I can find your gallery?

Anonymous No. 841316

>>841281
Old one was definitely better, it just needed some curves adjustment to bring out the scene more but keep the moody tone.
Some weird shit is going on with the flag in the other too (the new one). Looks like the sim isn't good enough and it's clipping into the box, plus there's no smooth shading on it.

I kind of miss the skull from the original t.b.h. I know some people were knocking on it before, but it really feels like something is missing without it. Especially since the lighting in the original "pointed" to the skull compositionally.

>>841298
I've heard of smuggling melons in your shirt, but never potatoes.

Anonymous No. 841350

>>841316
>I've heard of smuggling melons in your shirt, but never potatoes.
Rude... I don't know how making boobs works, it's tough to make smooth round shapes

Anonymous No. 841368

>>841298
idk if the monthly /ic/ 3tb mega thread already died but they had some neat courses in there, i snatched one regarding female anatomy in zbrush by raf grasseti, def recommend.

also idk if you're looking for critique at all or if this is just a throwaway sketch but the pecs are too short in length and too high up, there is no collar bone and so the delts don't connect to it, the obliques conform to the shape of the pelvis because they attach to it, yours is a flat v all the way through, the bifurcation of the sternocleidomastoid is too prominent and the space in between too deep, the trapezius is too long and oddly shaped, the deltoid in the anterior view is too short and the infraspinatus is going over it when it should be going under, there's no teres minor, at this level of definition it should be visible, the teres major goes into the delt when it should be going into the humerus(but theres no arm anyway i'll cut you some slack), and lastly the booba look slightly malformed but ironically women who are this yoked irl will have tits just as weird as your sculpt.

keep on grinding though, a few projects down the line and you'll be significantly better.
i'm a 2Dfag too, been at it for a month also sculpting random shit, and racking up a pile of unfinished projects like in the link below.
https://youtu.be/7wdBCBVBO5E

1600x1200

grass.jpg

Anonymous No. 841415

That's all the grass i'll need for now.
Really hated how most grass tutorials are either
>we now use this 60$ asset pack
or
>let's stick some generic blades of grass in the ground and call it a day

Anonymous No. 841416

>>841415
Workflow?

495x1137

extrude.jpg

Anonymous No. 841422

>>841416
>take a picture of the plant while its flat on the ground
>extrude a cylinder to match the shape, leaves are just extrusions as well
>vertex paint roughly based on reference
>use geo nodes to create a "plant center" around which the individual strands are instanced and pointing away from
A better way would be to just uv the plant on the image to skip the painting skip, as well as manually assembling a few plants so you dont have to use geometry nodes (and thus blender).
This way has the advantage that i have a node which i can just drop into projects without much effort

Anonymous No. 841428

>>841422
next time put them on black or otherwise coloured paper (or whatever) so that you can easily derive an alpha mask directly from the photo with a couple clicks.

1291x1080

WIP.png

Anonymous No. 841433

Anonymous No. 841435

>>841422
>>841428
Sorry, my bad, you where modelling them, not using them as alpha planes...than that makes no sense.

1291x1080

WIP.png

Anonymous No. 841437

1277x1021

FNX_45.png

Anonymous No. 841447

TAC 45 I've been working away on for the last week, 12k tris 4k texture

Anonymous No. 841452

>>841232
Are you retarded and angry or angry and retarded ?

Anonymous No. 841453

>>841437
Why is it so high poly?

Anonymous No. 841454

>>841437
are you 12? who finds this shit appealing?

Anonymous No. 841455

>>841453
to smooth the hair strands, retopo will come later

Anonymous No. 841460

>>841350
Relax anon, it was a joke.
Fact is, on a body like that, tits don't make sense.

480x768

Misty Pic.png

Anonymous No. 841463

>>841243
Nice little shot of Misty— she now has retopologized hair (it nearly killed me), and textures on her pants and shoes. I need to fix the weight painting on the shirt, and add swappable textures onto the eyes, brows, and mouth for expressions and I think I'd be willing to call it done :)

750x742

Capture.jpg

Anonymous No. 841466

I've tried to rework my daniel craig sculpt using your advice but it still doesn't feel right to me, what do you think is wrong with this ? Maybe the head is too bulky/wide ?

Anonymous No. 841468

>>841466
Skull is still simply too small. You can't fit a white man's brain in there.

1920x1080

gold.png

Anonymous No. 841475

>>841307
So I've fucked around with the lighting and I think I improved it? I did what you suggested with the additional lantern too. You can't really see it, but I like it and think it does make a difference. I still need to find a way of adding a light somewhere to highlight the gold more without it being too bright. I tried putting the lantern behind the crate, like as if it was hanging on the wall, but I couldn't get it to look right.
I forgot to mention that I'm in Blender. I also cut back on the displacement and I think that looks better too. That was mainly the fault of the keyboard I'm using but I won't bore you with that.
Is it improved do you think?

>>841308
>playing with the curve in the colour management
That's what I did and what I think I was trying to find out all along, but never could. Thanks for posting that. Although I didn't do >>841309 because I didn't want to get too cocky. It's still not finished so I might have to tinker with that if I'm feeling brave.

>>841316
I'm not sure why it's happening, but the rope handle on the crate clips through the flag. Every time I did it I had to manually move the flag to the left a little and tried to wing it. I added the smooth shading and I think it looks better for it.
I wanted to add some kind of velvet-esque shader to it so it doesn't look as glossy, but I couldn't get that to work. Without it it makes it look like a kind of rubber or vinyl or something, when I tried to make it look flagish it ended up looking like paper so I just fucked all of it off and left it.
Skull is back though. I'll not add anything else until I can get the lighting right.

Anonymous No. 841484

>>840705
Visual style really reminds me of PS2 games like Armored Core, or early Xbox games. Looks really nice.
>>840764
Based Nichijou poster. Looks great, but >>840787 is right.
>>841447
Absolutely spot on. Looks just like the real thing. I'd say the colors need a little more saturation, though.
t. gunshop wagie
>>841475
Normal map strength on the wood material is way too high. Almost looks like stone. Flag also looks a little low poly. Other than that, it's a really neat render, just use more samples.

1080x1080

t2.png

Anonymous No. 841485

Today I began sculpting a brother for my previous character. Out of my previous character, in fact. They're kind of reverse Adam and Eve.

Anonymous No. 841487

>>841475
>I'm not sure why it's happening, but the rope handle on the crate clips through the flag.
Blender is a bit wonky with cloth simulation. If the objects are too small, they often just go right through each other. The flag's scale should be something like 10 meters or more for the simulation to work properly. Also, the normals have to be correct, so go to edit mode and recalculate them with alt+n.

Anonymous No. 841489

>>841485
I think you need to work on keeping your mesh and sculpting cleaner, everything you post has a very doughy uneven surface

Anonymous No. 841490

>>841489
Yeah, you might be right. I think it's because I use dyntopo, which results in uneven density distribution, and that might screw up with the smooth brush.

Anonymous No. 841491

>>841484
>Normal map strength on the wood material is way too high. Almost looks like stone.
I noticed that myself after I'd rendered it too. It doesn't seem to look as harsh on any of the other renders of it I've done, just that one. I'll fix that though.
>Flag also looks a little low poly
Yeah it is, I forgot I was using the old save file and I'd only done about 10 subdivisions on the flag in it. I'm redoing the flag anyway, but I'm glad you pointed it out because I can almost guarantee I would haven't remembered and just done the same thing again.
>Other than that, it's a really neat render, just use more samples
Thanks! I'll use more samples for the final render for sure.

>>841487
>Blender is a bit wonky with cloth simulation. If the objects are too small, they often just go right through each other
Fuck I didn't know that. It explains a lot though when I've experimented with them in the past.
10 meters? Fucking hell that seems huge. I seem to have a real issue getting my measurements to work and keeping things in perspective. They always seem to revert to default and it throws me off so I have to do the old method of "what seems to look right". I need to fix that though because I know it isn't a viable long term thing.
I'll recalculate the normals when I redo it and hopefully that will make things go better.

Thanks dudes.

Anonymous No. 841520

>>841484
>Absolutely spot on. Looks just like the real thing. I'd say the colors need a little more saturation, though.
Hey thanks that's cool to hear that coming from someone who knows guns, it does look pretty desaturated maybe because of the lighting or the reference I was using, I'll tweak the colors a bit

1920x1080

mechpost.jpg

Anonymous No. 841539

WIP mech. Jpg because png was too big.

1920x1080

mech_raw.jpg

Anonymous No. 841542

>>841539
and here's the non-post-processed version

Anonymous No. 841565

>>841368
you are spot on with the anatomy stuff, great crit

Anonymous No. 841566

>>841447
Looks very good. It couldn't even be much more realistic.

1920x1080

FNX_45_08b.png

Anonymous No. 841567

>>841484
Thanks again for the feedback, I went and found the proper FDE color tones and I think it made a big difference.

Anonymous No. 841572

>>841491
>10 meters? Fucking hell that seems huge.
You don't need to change the scale. You can also change the simulation settings. Increase quality steps and decrease simulation speed multiplier, for instance. People just often use higher scales, since that basically does the same thing. A 50-meter flag obviously moves slow in comparison to a 50 meter gold chest, whereas a 50-cm flag moves quite fast, since both are subject to the same 9.81 m/s2. When objects pass through each other, it's typically because they move too fast or because normals are incorrect.

Anonymous No. 841585

>>841567
I was not expecting that internal shot, holy FUCK
Really great work bro

1920x1080

DirtyTiles2.jpg

Anonymous No. 841603

Working on a dirty tile material for my horror scene.

Anonymous No. 841605

>>841603
dirty indeed
Even worse that the architect thought this would look good even before it turned into a horror scene

781x604

1627533004992.jpg

Anonymous No. 841607

>>841542
I like the look, especially the leg area
But the windows could use something that makes them look less like holes

Anonymous No. 841668

>>840787
you're right
I'll fix up the face eventually

Anonymous No. 841673

whats the point of doing a boolean to make a union when you can just stick two objects together without joining them and call it a day without having to worry about the topology
is doing this bad for video games or something ??

Anonymous No. 841675

>>841454
it looks pretty nice
i liked it

Anonymous No. 841681

Some renders I made in Blender loosely based on trips to my grandparents house when I was younger. Hopefully brings a nostalgic feeling

https://www.youtube.com/watch?v=XFS80hgVJ8E

1080x1080

t3.png

Anonymous No. 841705

Now I have two rigged characters. Should probably finally learn texturing to make them look a bit better. Or maybe I'll just make another character and study some more anatomy. Sculpting humans is really fun. Retopology is a god damn huge pain in the ass, though.

1920x1080

mechfinalpost.jpg

Anonymous No. 841706

>>841539
Pretty much finished with the mech. I went overboard on my test render, but I like the way it came out. I should probably rig it next, but we'll see.

>>841491
One more thing about the flag: I'd add a normal map to it, to give it texture. As I understand it, most flags where made out of more traditional fabrics in the 40s, like cotton, as opposed Nylon, which tends to have a smoother appearance by comparison.
>>841520
>>841567
No problem, anon. You've got the colors pretty much perfect. It's amazing that you modeled the internals so accurately. I suppose the next thing you'll tell me is that the frame has accurate dimensions, and can be 3D printed to hold real parts. Literally the best gun I've seen on /3/.

Anonymous No. 841710

>>841607
Thanks anon, yeah, I agree with your feedback on the windows. When they aren't illuminated form within they look fine, but I definitely need to make some tweaks for night-time shots. I really like the borders you added around them.

Anonymous No. 841711

>>841681
you really improved these, but i still think you should add handles to the cabinetry

Anonymous No. 841731

>>841673
it can be bad if you're baking lightmaps or normals, and it can be wasting texture space. there isn't really anything wrong aside from that.
for highpoly it prevents you from adding a bevel at the intersection (shader bevels still work though)

Anonymous No. 841739

>>841706

how is the knee supposed to bend? it looks like it can turn a maximum of 5° before it crashes into itself

Anonymous No. 841740

how do you import .obj files with vertex color data, in blender?

Anonymous No. 841741

>>841739
This is why I'm not an engineer, lol. I'll take a second pass at the legs, and make things a little more logical. Thanks for the feedback, probably wouldn't have noticed it otherwise. I think I also need to add other things to the scene to establish the scale of things a little better. As it is, it just feels a little ambiguous to me.

Anonymous No. 841743

>>841741

the rest of ur image looks really good though, what sort of post processing do u do?

1920x1080

untitled2.png

Anonymous No. 841744

>>841130
Kinda like both of them.

Anonymous No. 841746

Hate my animations.
https://streamable.com/ac4k3b

Anonymous No. 841748

>>841746
theyre serviceable, just needs some adjustments on timing and curves

also, you probably want to exaggerate the breathing a lot more, looks almost static

1920x1080

hideo.jpg

Anonymous No. 841759

>>841741
>>841739

Think about motion, always, like the maximum range that every articulation of this mech has is to rotate in one axis(IF they are able to rotate).

so how would it balance itself when walking?
what headroom does it have to stabilize in this rough terrain?
how would it actually walk?
it looks highly unstable just to stand upright as is, as in it looks like it needs to exert a counter rotation on the leg joint to avoid the "torso" from spinning backwards due to the center of mass seemingly not being at the center of the mech, so it would need energy just to stand upright, etc.

ball joints(and the necessary space for them to move) at the connection with the body would already make it way more logical.
the metal gear series tends to use this bipedal mech design a lot, the conclusion they arrived at is to make them analogous to t-rexes, when designing stuff like that try to do the same, find the closest thing to your idea and study it.
hope this helps.

Anonymous No. 841786

>>841706
Wouldn't it make more sense to have the gun be above the crew compartment? Or have it attached to some sort of arms. As it is, you'd have to expose pretty much 50 % of the machine to the enemy before you're able to return fire.

708x1260

6JmTVsQ.png

Anonymous No. 841807

1920x1200

Öc Locomotive Fin....png

Anonymous No. 841869

A train I've been working on for the past few days.
Any critiques?

Anonymous No. 841872

>>841869
Yeah, trains are boring as fuck. Else, guess it's ok or whatever

1769x1813

1.png

Anonymous No. 841877

nearly done with this one

Anonymous No. 841882

>>841869
Professional quality. Good job.

Anonymous No. 841885

>>841872
What a dumb comment

Anonymous No. 841889

>>841567
>>841869
You're both really skilled.

Anonymous No. 841915

>>841877
I love cut looking goblin fellas :)

Anonymous No. 841918

>>841869
too much dirt and wear, it always looks so forced

Anonymous No. 841930

>>841915
Power manlet appreciation squad

Anonymous No. 841931

dead inside

too proud of course
also shy
mostly shy

no, just completely losing it

1920x1080

1.png

Anonymous No. 841992

I tried to follow the advice I was given as best I could.
I recaluclated the normals on the flag and added a normal map to it. I did increase the quality steps and decreased the speed simulation multiplier, I was looking for a way to scale the object size in the settings (sort of like to trick it) without physically scaling the object itself (which someone on a forum said is possible but I couldn't find how to do it).
I really managed to somehow fuck myself with the normal map on the wood being too high. For some reason every single panel on it has been subdivided five times, why the fuck I did that, assuming I didn't do it by accident, I honestly have no idea. However it happened or why I did it, it's making like 25 small harsh normal maps across each panel instead of just 1. I lowered it by a large amount and it seems to have made no difference. I had a real problem in the first place just getting that eagle on there. It's completely separate to the wood material, but whenever I moved the UVs for the wood the eagle was moving all over the place with it. Doing them individually was really tedious so I've just left it.
Added the crowbar back and a shitty hand mallet that you can't really see and is about the size of Thor's hammer instead of a realistic size, and I tweaked the lighting a little bit.
I think that's it though and I'll move on to something else. Thanks for your help /3/ros, you've helped me learn from mistakes I won't make in the future.

Anonymous No. 842007

>>841992
Looks much better. You don't need subdivisions for normal maps though and even with it being high res uv'ing should still be a breeze given that each plank is literally just a box..

125x120

bbbb.png

Anonymous No. 842016

btw, anyone know where this is from? i remember it was a twitter post possibly a 3d demo for illusion game's physic.

512x512

1234567890.gif

Anonymous No. 842032

Anonymous No. 842079

>>842032
Aw shit, is that my nigga Jack?

640x400

u367.png

Anonymous No. 842092

>>842079

1124x790

tiddybar.png

Anonymous No. 842139

Technically still blocking shit in, but I have the attention span of a squirrel so I at least fleshed out the building a tad.
... long way ahead.

Anonymous No. 842161

>>842007
Thanks dude.
I have a feeling that I did subdivide it for the normal map even though I've used normal maps on things before and never subdivided them. I must have been having a brain fart. I won't be making that mistake again I know that.

Anonymous No. 842202

>>842032
sweet

2160x2160

EarlyHeadOGL.png

Anonymous No. 842211

1039x920

Jenny n' Brock.png

Anonymous No. 842213

>>841463
Started piecing together Officer Jenny and Brock. Not looking forward to making the hair and retopo at all

Anonymous No. 842248

>>842213
turn off the glossiness/reflections

1128x647

m203 1.png

Anonymous No. 842256

How Make Better

inb4 "wow chromatic aberration is too much"

I feel like im stuck on these battlefield 3 level texturing skills

Anonymous No. 842257

>>842256
It looks nice. Maybe a bit of edge wear would make it more interesting. Also a scorched detail on the vey end of the barrel would look cool

Anonymous No. 842258

>>842256
more scratches, use curvature + thickness maps for masking a lot of shit, use more large-scale gradients

Anonymous No. 842301

>>841567
>>841869
amazing works. you guys are pretty good.

1439x1079

Render_06.png

Anonymous No. 842370

I was making a quick scene on Blender with assets from poly haven just to fuck around but ended up getting somewhat invested, i added the cup i made on the donut tutorial because i thought it'd look nice, but i feel like the shelves look bare, what else would they realistically have if this was irl? Any other changes you'd make?

Anonymous No. 842373

>>842370
I don't think the couch is shaded properly.

1920x1080

Screenshot (490).png

Anonymous No. 842374

>>842373
I noticed and since i didn't make it idk what makes it happen, the weird thing is it looks fine in Eevee

Anonymous No. 842377

>>842374
Could be the normal direction or a tangen space issue.

Anonymous No. 842378

>>842370
>what else would they realistically have if this was irl?

For me, I'd move what you have up onto the next shelf and have like a hifi on the one you have things on now and then a bunch of vinyl along the bottom one. Maybe some ornaments on there too.
I'm by no means an expert btw. I'm just going off what my shelves were like when I had them.

Anonymous No. 842382

>>842370
fix the aspect ratio of the pictures

Anonymous No. 842383

>>842370
I can see the repeated floor texture. Still, nice work.

1920x995

Screenshot (492).png

Anonymous No. 842384

>>842377
Just checked the normals, it isn't that, tho i noticed the way the plant on the right is made the leaves do have the normals flipped on one side
>>842378
Like picrel? Now that i see it like this yeah, it'd look nice
>>842382
I'll do some more trial and error with the pictures, the way the picture frame model works it stretches out a square picture into a rectangle, so i had to squish the art into a square or some of it would be cut off, editing the UVs was more faithful to the original art, but fucked up the frame itself
>>842383
Thanks anon, will look into fixing it

Anonymous No. 842385

>>842384
>I'll do some more trial and error with the pictures, [...]
try this: UV map the area with a picture to the full UV space (that is, unitize it), and resize the pictures to be square
you might lose some resolution on the narrow axis of each picture, but this doesn't have to be an issue if the image is big enough to start with, and you don't have to deal with matching the aspect ratio

Anonymous No. 842386

>>842384
>Like picrel?

Yeah just like that.

1920x1080

Screenshot (494).png

Anonymous No. 842387

>>842385
Nevermind, i'm just retarded and was clicking the wrong UV island, this still is technically somewhat stretched as it's still a different aspect ratio than original, but looks closer to the actual artwork
>>842386
Alright, tomorrow i'll start modeling the extra stuff

720x540

Render_07.png

Anonymous No. 842388

Made a quick render with some of the advice, originally i had scaled down the floor a lot but that resulted in tiling, i scaled it back up somewhat but not 1:1 since that'd make the planks 1M wide, lifted the shelf's items up, tho this makes the Walkman disappear, so i'll probably move it to the side table which now that i think of it is where i'd put it if i actually lived there, the pictures are now closer to their actual aspect ratio, tomorrow i'll add a hifi and vinyl, i'm off to sleep, thanks for everything

Anonymous No. 842441

>>840671
sauce please

Anonymous No. 842495

>>842388
One other thing, are those floorboards? They seem really wide for floorboards in comparison to the scale of the couch. I know you can get wide floorboards, but the standard size is around 4.5-5" (or 12cm, I'm not sure if you use metric or imperial), but even wide floorboards are only around 9-10".
I'm only mentioning it because the couch is around four floorboards wide which means the couch itself would be 18-40" wide. I'm not sure what kind of couch that is exactly, but a Chesterfield, which is what it reminds me of, is like 60" or so wide and 26" high.
Like I've said before I'm by no means an expert, and those boards might be the correct size and just seem wider because of the pattern repeating.

Anonymous No. 842502

>>841877
Damn anon I sculpted a very similar goblin a while ago and yours is just... makes me want to stick to hard surface modelling

720x540

Lines.png

Anonymous No. 842505

>>842495
(I'm alright with either system) I envisioned them as floorboards, the planks aren't a consistent size (Posting texture once i downscale), but comparing them against the side table which is 55cm (22"ish) they'd only be around or slightly wider than the upper limit you mentioned

2024x2024

wood_planks_dirt_....jpg

Anonymous No. 842506

>>842495
>>842505
Floor texture

2160x2160

headtexpaintogl.png

Anonymous No. 842514

Where do I go from here?

1280x960

NOOSE.jpg

Anonymous No. 842516

>>842514

Anonymous No. 842517

>>842516
Thanks.

Anonymous No. 842523

>>842514
Send your curriculum to Pixar. Just remember to free your schedule before

Anonymous No. 842524

>>842523
I meant critically dumbass. How do I improve this?

Anonymous No. 842526

>>842524
Idk dude, if your objective was to create the head of a person with some kind of congenital deformity then it's pretty much done, except for the mouth which seems to have some weird geometry around it.

If you wanted to create a normal human you skipped a few steps, because your texturing is pretty good but your proportions are ridiculously off

Anonymous No. 842528

>>842526
Can you point out how/why it's off and stop being a smartass? Thank you.

Anonymous No. 842529

>>842528
Not him but he already told you, it's the proportions, no one's anatomy is like that, i have no other advice than just learn anatomy

1080x1080

head_nu.png

Anonymous No. 842531

>>842529
Vague advice but here's a full front early render.

Anonymous No. 842533

>>842502
Post gobo, no excuses

600x600

me in 40 years.jpg

Anonymous No. 842535

>>842531
Not him but
-Eyes are too big and tilted
-Nose is too large horizontally and too short vertically
-Mouth shape is weird, the lower lip is too thin
-The upper part of the head is relatively too big/the lower part of the head is relatively too down
For example, compare the proportions of pic rel to those of your sculpt. I think the difference is pretty noticeable.
Seriously, just looks at pictures of real skulls and real faces, you'll figure this out in no time I'm sure.

407x509

OBUNGA.jpg

Anonymous No. 842538

>>842531
thing is there's just so much wrong with it that it'd be to lengthy of a critique to point it all out, that's why people aren't willing to tell you shit.

but to keep it simple, the skull is very malformed and weird, the chin is very small and is contrasted with a massive forehead/cranium that are so elongated that they would put commercial airplanes in danger of crashing with it.
the eyes are too big compared to the rest of the face and they have no supporting structure, meaning there's no glabella, or superciliary arch nor a zygomatic process to speak of, etc.
the lips are too weak and too distant from the nose generating a supermassive philtrum that looks like pic related.
the corners of the mouth serve as a hub where multiple muscles connect to, creating a sharp crevice and a slight extrusion, yours is flat.
the ears are fucked.
the neck is formless.
the cranium has no temple.
the nasal wings are super thin, there's no glabella so the nose bridge doesn't connect to it.
and finally for me to be able to shit on it more i'd need a profile view, but it should be pretty obvious what's wrong with your model if you have ever looked at a human face, i refuse to believe you used reference for this.

Anonymous No. 842564

>>842514
>>842531
Kinda creepy due to the improper anatomy, but if you don't intend to change that then try to paint a proper subsurface shading map to improve the realism of the skin.
Add some microdetail normals too.

Anonymous No. 842598

>>842528
Like I said you skipped a few steps when learning to model. Don't just jump in and start doing it, look up a few tutorial(s) first, follow them and keep improving. It's also very obvious you didn't use reference at all

1920x1080

rio.png

Anonymous No. 842629

I finished this one some days ago

Anonymous No. 842631

>>842629
what happened on the 1st of 2023

Anonymous No. 842638

>>842631
I didn't think much about the reason. I just thought it would be fun to have this detail in a post-apocalypse scene. The place is all messed up, then you see the year and realise that whatever happened here is coming soon.

609x611

file.png

Anonymous No. 842647

would ANYONE buy this if i finish it up and put it on the unity store...

Anonymous No. 842649

>>842032
how do you make soul so easily

Anonymous No. 842660

>>841567
>>841447
Can you post hp wireframe, particularly closeups of those lower molding marks?

Anonymous No. 842665

>>842647
Add nineteen more with effects, skins, and perhaps some animations with a hand rig, you could sell it for ten bucks.

Anonymous No. 842666

>>842647
what >>842665 said
that alone won't sell. people want packs

Anonymous No. 842667

>>842665
sounds like a shit ton of work and doesnt sound like its worth it...
or maybe im just not used to the process and i could do it all more efficiently.....

1914x1018

Donut.png

Anonymous No. 842670

I am trying to determine if I am simply shit at making a scene or if I have been hindered by my crappy PC.

Take for example the viewport window in the lower left corner. Using cycles with 32 samples with adaptive sampling, along with 12 max bounces of light and an automatic viewport pixel size, the viewport took 20 seconds for it to settle.

When I add multiple more objects with their own materials, it becomes even worse, and it can occasionally lead to my computer crashing.

Does it seem that it is my PC that is hindering me? or am I not cut out for 3D art? You couldn't believe how much I envy those people who can work in full screen mode and have their viewport settle in less time than my shitty little window.

1911x1013

donut2.png

Anonymous No. 842671

>>842670
>>842670
When I zoomed in, it became significantly slower. Granted, it has a subsurface material, but I don't understand why it would take 42 whole seconds for that small window to resolve.

I am not looking to make myself feel better by using my PC as an excuse for my lack of renders. I just want to know the truth and if I am just in a shitty situation.

Anonymous No. 842672

>>842670
>32 samples
>12 max bounces of light
Why though.

Anonymous No. 842673

>>842672
That is the preset that blender gives me. What do I do to optimize it?

Anonymous No. 842674

>>842673
>What do I do to optimize it?
Turn down those numbers until you start to notice a detrimental effect would be a good starting point.

Anonymous No. 842675

>>842670
Whats your setup

Anonymous No. 842678

>>842649
He still has one.

499x499

duckduckpoo.png

Anonymous No. 842690

>>842667
Well maybe not nineteen more as I previously mentioned but definitely multiples more than a single frag grenade which isn't even baked from a highpoly, let alone textured. The less you have the more well crafted and dazzling they would need to be. However once everything is done it can just sit there and make monies, which I know from personal experience and would recommend any poor artist attempt to pursue if money is an issue. If hard work isn't your style I suggest the alternative - "lowpoly", polygonal esque assets? Personally, I look down on the artstyle due to it being a handicap for game makers, but I talk to a few polygonal sellers infrequently enough to be able to ask how much they pull, and it varies between less than a hundred usd to a couple thousand a month. It is a sellout artstyle, true, and yes, like I said above I don't recommend it if you're making an actual game, it will bring down your overall look. But if you're struggling for money it's something that is simple to replicate reference from real life, and depending on your work, easier to get onto the marketplace due to less stringent policies against lowpoly effort, than say, pure code/bp and even the more complex artstyles. If you're making these as an asset provider, they are a good form of money if you can make quality work - which isn't hard if you've got a singular artistic bone in your body. If money is an issue it is well worth looking into. An example linked below.

https://www.unrealengine.com/marketplace/en-US/product/olbert-s-low-poly-oasis

Anonymous No. 842698

>>842675
Radeon RX 560, AMD FX(tm)-6300 six core processor, and 8 gb ram

Anonymous No. 842703

>>842690
ok thanks but although lowpoly these days means low effort shit but some people can pull it off and make it look pretty good like this anon>>842032
thats what i think at least...

304x202

6675161221.gif

Anonymous No. 842708

713x698

gnome.png

Anonymous No. 842723

Anonymous No. 842726

>>840474
I like your bug!

Anonymous No. 842727

>>842723
Is it a gnome?

833x765

froggyman.png

Anonymous No. 842728

Froggyman

Anonymous No. 842735

>>842673
>>842671
Cycles or EEVEE?

Even though EEVEE renders very fast, on a bad computer Cycles (Light Bounces 1, caustics off, shadows off, Film -> Transparent on) viewport works a bit better.
But really 2.8x+ just runs poorly on old/bad computers. 3.0 might change that since they're making massive viewport performance improvements but I wouldn't hold my breath.

In fact I'd tell you to buy a new computer or at least upgrade your total ram and buy a GPU, even a bad/cheap one will be vastly superior to an integrated card.

Anonymous No. 842736

>>842735

I'd also like to add that if you're destitute and need money but think working a job would "delay" learning Blender, well you need to get a job and make whatever money you can.
Even 10 hours of minimum wage would let you buy a GPU better than an integrated graphics card.

Access to OPTIX is a big deal, it lets you use a very powerful AI Denoiser that lets you render at very low samples (35 is very low) and produce pretty nice renders.

211x239

images.jpg

Anonymous No. 842739

>>842727
>gnome.png

Anonymous No. 842742

lol why do blendlets keep comparing eevee to cycles or other path tracers

Anonymous No. 842746

>>842698
Ehh it's normal for your computer I guess, I'd expect it to run just a liiitle faster, which means there's still some optimization to be done. Are you sure you're using CUDA to render?

You should probably get a new pc if you can, yours will probably be awful even with eevee. Either that or be patient with the renders. When I had a crappy PC, I'd pretty much never use the viewport, only the material preview and the occasional render

Anonymous No. 842747

>>842514
apply for a job at bethesda

1824x981

grenades.png

Anonymous No. 842749

>>842647
I'ma tell you a short story;

>working for client
>wants me to make a grenade for a project
>give him these
continued in next post...

Anonymous No. 842750

>>842742
You're too low IQ to understand that. You're probably one of those guys who only parrots "lmao those are apples and oranges, completely different worlds", like they are not technologies meant for achieving the same thing and people compare benefits of each one to see what would be the best choice for different situations.

551x661

grenade chan.png

Anonymous No. 842751

>>842749
>he asks to make changes to the nade
>eventually turns into this...
>he's happy with the results
>I personally think it looks horrible

and such is life as a 3d modeler working for a client...

went from a (subjectively) beautiful texture to a boring stylized texture. But he thought he had guided me to make something realistic. It is what it is He's happy i'm happy.

Anonymous No. 842752

>>842751
You clearly aren't happy since you're complaining about it here.

Anonymous No. 842754

>>842752
I'm just sharing a story with someone who is also making a M67 grenade, I'm super happy. It's just weird making something that you wouldn't personally use for a portfolio piece for the same person that would be hiring you from looking at your portfolio.

Anonymous No. 842755

>>842754
Yes, people are retarded.

Anonymous No. 842756

>>842750
lmao, okay, man.

1038x653

219169624_9192555....png

Anonymous No. 842763

>>842660
Geo is fugly but it bakes alright. The mold Mark's where done in substance painter with standard brush, the mirrored UV seams down the centre helped make them look pinched which was fortunate

Anonymous No. 842766

>>842751
This version is more standard and versatile, I'd say the other one is more stylized. Grenades aren't usually that green

But I see what you mean, my clients always go for the safer and most boring options too. Honestly I don't mind it since it's a lot easier to make

1473x894

coomer.jpg

Anonymous No. 842837

Just sculpt anime bros.....It's so fun.....haha.....

1920x1027

house_v2.png

Anonymous No. 842839

would like some criticism/advice, also are house assets in demand or is the market saturated with it?

1920x1027

house_v3.png

Anonymous No. 842841

>>842839

Anonymous No. 842843

>>842841
I think its cute.

/3/ will pretend to know the answer to your question because we all work in the industry

1920x1027

house_v4.png

Anonymous No. 842845

>>842843
Any advice on what i could improve?

Anonymous No. 842846

>>842845
The curves of the house are unusual. Peoples eys are going to be drawn to them. I would add more subdiv if this is done nondestructively. If this is destructive workflow, move on and keep adding things.

1920x1027

house_v5.png

Anonymous No. 842848

>>842846
Can't sub-d cause its mostly done with polycount in mind. Looks cool tho.

Anonymous No. 842849

>>842837
What are you saying with this post? Anime sculpts / models are almost entirely the texturing + toon shader setup

1200x1063

museum_ref_m26.jpg

Anonymous No. 842851

>>842749
>>842751
>make pineapple grenade
>get the details wrong
>add way too much and the wrong kind of weathering / detail
>but also have an absolutely lawless pin
>make a german grenade
>add wrong nonsense weathering to that too
>and an M26
>colors are wrong
>many details are wrong
>you somehow took the time to make all of these different grenades but not the time to adjust their colors to match the originals + patina (where applicable)
>they all have the same pin + lug + clip
>client has you make essentially an M67

Is it really that hard to understand? On a technical level, disregarding aesthetics (which are subjective and regional), your first grenades sucked.
They went for realism AND style but missed both marks; a common mistake. Furthermore the wear and tear looked like shit (as almost always is the case) which every human brain can immediately identify as "wrong" even if they don't know why.

Anonymous No. 842857

>>842851
true, for some reason the pineapple one has most of the paint scrubbed off at the top and plenty of rust in the upper grooves while at the same time the top part of the grenade looks like it came straight from the factory, the story it tells is as if 2 different grenades with were somehow jerry rigged together.
it would've made way more sense if the rust were located at the edges and front faces instead of the crevices and non front facing surfaces since that's where most damage would occur because these parts will interact with other surfaces way more often.

Anonymous No. 842868

>>842213
now make them kiss

918x823

36D9B52B-6576-4ED....png

Anonymous No. 842869

Sculpting some facial shapekeys before I start building the rig

Anonymous No. 842875

>>842848
>Can't sub-d cause its mostly done with polycount in mind.
Nigga, have you ever heard of smoothing groups and creasing?

Anonymous No. 842897

>>842875
i am using smoothing groups and creasing in that pic.. you must be blind.

Anonymous No. 843014

Could you guys take a glance at this and tell me how I can make the material closer to an actual plastic figure- Disregarding the model; How can I get it closer to those old G.I. Joe 3 inch painted toys. Also; Do I take the substance pill? Have never worked in it before

800x800

Action2Custom.png

Anonymous No. 843015

>>843014
Hell eya forgot the image

900x900

Action2Custom5.jpg

Anonymous No. 843016

>>843014
ehll yea forgot image then posted wrong image

1920x1080

untitled.png

Anonymous No. 843060

I've been learning how to texture a little bit. It's far more difficult than I thought it'd be. And texturing in Blender feels really clunky. So far I've only managed to produce simple textures for my characters' skins and the girl's clothes. I also textured her hair, but it actually looks nicer like this. Next I should fix and texture the man's clothes and texture the tank, but that one seems really daunting. I should also model a wheat field. Then I can create a nice picture called Erika.

Anonymous No. 843064

There's nothing more motivational than seeing some painfully good artwork on ArtStation and getting assblasted by the fact I'm not as good. My body hurts and I wanted to rest, but then I saw something and am going back to the grind.

Anonymous No. 843078

>>843060
Dios mio... what's up with that poor man's posture...

Anonymous No. 843079

>>843060
Blender is not suitable for texturing. Drop asap.

Anonymous No. 843086

>>843078
It's just his suit being deformed and bulging at his butt. I need to fix it.

>>843079
I don't think there are that many FOSS alternatives. I tried Armorpaint, but it was hardly less clunky while being twice as buggy.

Anonymous No. 843087

>>840057
https://www.youtube.com/watch?v=gwNVEKAecpI
My magnum opus, Finished it like 20 mins ago. any critisism is welcome :]

Anonymous No. 843089

>>843086
Armor paint is a lot better than Blender, but still shite. Quixel could be a bit better than that. Id just pirate substance.

443x422

1562193451357.jpg

Anonymous No. 843094

>>843087
witnessed - just intime for the thread to reach bump limit

800x800

flor.webm

Anonymous No. 843098

rate

Anonymous No. 843111

>>843098
The pose is cute, but the animation makes it look like she's desperately waiting for a free toilet.

Anonymous No. 843113

>>843098
awful
Try 10 more times and then post

800x800

flor.webm

Anonymous No. 843115

>>843111
>>843113

800x800

flor.webm

Anonymous No. 843119

>>843115

1080x1080

walk.webm

Anonymous No. 843123

>>843119
>>843119
There is this service called Mixamo, where you can download animations. You can then retarget that animation to your character's rig in Blender with an addon called Rokoko. It's quite simple and fast. Making this took me maybe half an hour after seeing your posts. You should give it a try. Unless you consider it cheating, of course.

2050x1208

rixiahaha.jpg

Anonymous No. 843130

>>843123

I hope your coomer journey is a long and fulfilling one.

Anonymous No. 843151

>>843123
Well its tacky that's for sure. I like cg- I like to see a lot of good and bad stuff. I like looking at all kinds of work. But mixamo shit just makes me cringe

760x704

smug.png

Anonymous No. 843238

Some more work done today

Anonymous No. 843263

>>843098
>>843115
>>843119

NIGGER

1112x1033

file.png

Anonymous No. 843348

For the horde!
Sketching up some dumb orc

1378x1080

metabee1.png

Anonymous No. 843509

Anonymous No. 843521

>>843509
Cool transformer, some proportions look a little off like the shoulder pipes too small and yellow chest panels too thin

1440x1080

01.jpg

Anonymous No. 843541

Anonymous No. 843561

>>843541
Oh no no no!

Anonymous No. 843590

>>843238
>>843348
I ship them :)

1280x720

nail_clippers.png

Anonymous No. 843651

Anonymous No. 843667

>>843590
Best buddy scum duo- goblin is a smartass shithead with nimble fingers and big mouth that gets him in trouble, orc is his stoic, reluctant best friend that saves his ass all the time and is the only person able to tolerate his bs.

Anonymous No. 843677

>>843651
Nice. I love those little touches of dust and things.

1080x1080

metabee-finished.png

Anonymous No. 843684

>>843509
>>843521

1080x1080

turntable.webm

Anonymous No. 843691

>>843684

Anonymous No. 843710

Yo dudes, I'm putting together the wip collage mentioned at the beginning of the thread.
Not everything will be in it, I tried to keep to things that were "notable" in the thread, or close to finished or finished.
Gimme about an hour or so and I'll have the new thread up for you guys.
Stay tuned.

Anonymous No. 843711

>>843710
>mentioned at the beginning of the thread.
Well, guess it was last thread. But you know.

Anonymous No. 843719

NEW THREAD
>>843718
>>843718
>>843718
>>843718