3840x2798
wip collage - Ser....jpg
🧵 /wip/ - Works in Progress
Anonymous at Mon, 8 Nov 2021 00:30:09 UTC No. 860738
/wip/ - Works in Progress
- Collage Edition: Series 2 -
Expanded and Enhanced™!
Post your work-in-progress projects, recently finished projects, or things you'd like critiqued here.
Previous thread: >>857467
List of free resources: https://pastebin.com/cZLVnNtB
1500x882
wip-series-1-anim.gif
Anonymous at Mon, 8 Nov 2021 00:32:11 UTC No. 860740
>>860738
Here's a little animation I put together with the last collage. There's some weird shit going on in some places, but hopefully you'll like seeing the progress and everyone's contributions.
Anonymous at Mon, 8 Nov 2021 01:04:48 UTC No. 860743
>>860738
its so much emptier than last time :(
Anonymous at Mon, 8 Nov 2021 01:15:28 UTC No. 860744
>>860738
holy shit, it begins
>>860743
OP said he would be starting over
407x367
file.png
Anonymous at Mon, 8 Nov 2021 01:53:13 UTC No. 860749
>>860738
>Cannot load this project with this software version: Invalid Binary Data
Anonymous at Mon, 8 Nov 2021 02:29:59 UTC No. 860758
>>860740
Awesome lol
Anonymous at Mon, 8 Nov 2021 02:56:35 UTC No. 860760
>>860740
fucking beautiful anon
Anonymous at Mon, 8 Nov 2021 02:58:28 UTC No. 860761
>>860743
>its so much emptier than last time :(
It's only just beginning!
As >>860744 said, I mentioned in the last thread that I'd be starting up the second round in this thread. The last one was getting a bit too full to really play around with.
On the bright side, I've upscaled the original base image, and extended it a bit, so now there's both more room for people's art, and extra resolution to keep things nice and crisp.
I even went a step further and made sure I converted all of the images into smart objects so they retain their source resolution no matter how much I scale them.
Should make things easier to rearrange later on so I can scale things and move them around without fucking up the resolution of the originals.
>>860744
>holy shit, it begins
The cycle beginneth anew
>>860749
I know that feel bro. Happened to me on a project I had worked on for a few hours.
Fucker was corrupted.
>>860758
>>860760
Thanks anons. I feel bad about the compression, but it's more about the sentimental aspect than anything.
I'll try to do one for each series as we do them!
Anonymous at Mon, 8 Nov 2021 08:53:57 UTC No. 860796
>>860740
fuckin awesome anon, that's great. I wonder though, where does the original image comes from ? why this one ? am I too much of a newfag to understand ?
488x514
64051124.png
Anonymous at Mon, 8 Nov 2021 09:34:28 UTC No. 860803
Can your unwrap things in fusion (or export it) so that they're still dimensionally accurate?
1440x1440
alienfishgirl8.png
Anonymous at Mon, 8 Nov 2021 10:03:57 UTC No. 860805
Aliens!! AHHHH
Anonymous at Mon, 8 Nov 2021 10:07:04 UTC No. 860807
>>860796
>fuckin awesome anon, that's great.
Thanks, Cheif.
>am I too much of a newfag to understand ?
I ain't gonna mince words, but yeah, probably. Then again, not many these days really know the story. Hell, even mine probably got twisted by time.
It all started back in the olden days of /3/. Some anon posted a thread about his wip, the OP pic, and for some reason people just kept using it. Pretty sure the dude who made it originally meant for it to tie into World of Warcraft or something like that. The anon used to frequent the board, but not anymore. He popped in a few years back if I remember correctly.
But yeah, the wip image is a classic part of /3/.
It's been a tradition of /3/ since before I even came here around 2013. Plenty of anons and namefags come and go, but /wip/ thread stays the same.
After all, what's life if not a work in progress? Or somethin faggy like that.
Anonymous at Mon, 8 Nov 2021 10:08:30 UTC No. 860808
>>860807
>cheif
Gotta stop staying up so late.
Anonymous at Mon, 8 Nov 2021 10:20:00 UTC No. 860813
>>860740
>>860738
Heh thanks for all the work you put into it, really cool wip anon
775x769
ZBrush_Cmp35wNULn.png
Anonymous at Mon, 8 Nov 2021 12:55:17 UTC No. 860831
Mutant Big from Far Cry 1. I sculpted an full character for the first time and feel pretty happy. He's still incomplete
Anonymous at Mon, 8 Nov 2021 13:34:50 UTC No. 860840
>>860807
>I ain't gonna mince words, but yeah, probably
I see. Yea I've been on 4chan for long but never noticed this board since a couple of years ago. It moves so slowly I rarely go on it but to post my work here. Happy to see it on the image hehe
960x691
ZBrush_Cmp35wNULn.png
Anonymous at Mon, 8 Nov 2021 17:12:52 UTC No. 860860
1313x1057
gigadonk.jpg
Anonymous at Mon, 8 Nov 2021 18:40:40 UTC No. 860883
Gigadonk
Anonymous at Mon, 8 Nov 2021 19:19:51 UTC No. 860893
>>860831
>>860860
It looks like you can sculpt and have a decent understanding of proportion, but you have no idea how to use ZBrush.
This seems highly relevant to you https://www.youtube.com/watch?v=7GF
And watch this playlist https://www.youtube.com/watch?v=Szr
>>860883
I want to put this on my wall and I might actually do it.
Anonymous at Mon, 8 Nov 2021 19:25:28 UTC No. 860896
>>860893
Thanks for the videos. I have no idea how to make armor or any type of hard surface in Zbrush, so I just used mask, extrude and dam standard on it
905x736
ZBrush_Cmp35wNULn.png
Anonymous at Mon, 8 Nov 2021 19:30:09 UTC No. 860897
>>860860
That's how far I got and how he looks like as of now
920x918
Screen Shot 2021-....png
Anonymous at Mon, 8 Nov 2021 20:24:50 UTC No. 860907
rendition of a 19th century perfume holder
1080x1080
t2.png
Anonymous at Mon, 8 Nov 2021 21:30:56 UTC No. 860911
A school girl.
not a professional at Mon, 8 Nov 2021 22:09:42 UTC No. 860916
>>860911
very pale skin. intentional?
Anonymous at Mon, 8 Nov 2021 23:20:26 UTC No. 860927
>>860916
>very pale skin. intentional?
I do like pale skin, but I didn't intend her to be too pale. I don't think she's much paler than I'm myself, though. But I'm somewhat colour blind, so who knows.
Anonymous at Tue, 9 Nov 2021 01:20:50 UTC No. 860948
I will never make it
Anonymous at Tue, 9 Nov 2021 01:29:02 UTC No. 860949
>>860948
>I will never make it
Well, try to at least make something, friendo.
You might make it along the way.
>>860813
Thanks. Really it's not all that much work, just a bit time consuming. But it's a labor of love.
>>860840
Yeah the slow speed of the board is kind of what I like about it.
Used to feel like there was all of 10 anons posting and everything was real tight knit and community like. Not so much really now though. Now I want to believe the slow speed is just because most anons are actually working on things and don't spend too much time here. It's nice to dream sometimes.
925x700
file.png
Anonymous at Tue, 9 Nov 2021 01:40:51 UTC No. 860951
Random girl
Anonymous at Tue, 9 Nov 2021 03:33:50 UTC No. 860966
>>860893
>I want to put this on my wall and I might actually do it.
I would be honoured if you choose to do so.
Anonymous at Tue, 9 Nov 2021 04:03:37 UTC No. 860969
>>860951
She cute
1920x1080
HorusRender.png
Anonymous at Tue, 9 Nov 2021 04:18:02 UTC No. 860973
Been trying to make a model of Horus Lupercal for VRChat. I posted a screencap in the last thread, and since then I've moved on to texturing it. I don't have substance or anything similar so I'm drawing the whole thing by hand in GIMP and it's taking a very long time.
Anonymous at Tue, 9 Nov 2021 04:50:44 UTC No. 860979
>>860883
<3
>>860805
is this design inspired by Princess Ruto? looks good
>>860738
i can't believe my amogus sculpt shitpost managed to stay on the collage that long. bless u anon
>>860973
since you're making this for VRChat, how many polys have you ended up with so far, anon?
Anonymous at Tue, 9 Nov 2021 04:53:09 UTC No. 860980
>>860979
About 36,000 tris, well within the limits for a Good optimization rating on PCVR. 35,000 and under is Excellent but whatever. It's well beyond the bounds of being Quest compatible, but I didn't plan on it being that way from the outset.
852x916
ScreenShot00073.png
Anonymous at Tue, 9 Nov 2021 07:11:08 UTC No. 860996
2048x2048
9637045B-9DEB-476....jpg
Anonymous at Tue, 9 Nov 2021 07:15:56 UTC No. 860997
>>860979
I had animals on the mind when making her but if I’m gonna be honest, she started as a chicken.
1500x1500
Rim1.jpg
Anonymous at Tue, 9 Nov 2021 07:40:35 UTC No. 861002
I suck ass at serious hard-surface, but I managed to knock this guy out as part of a larger project for someone.
Didn't bother to model the "outside" of it, considering it'll be inside the tire.
Illustrator was a godsend for trying to do this shit though. Made it kind of easy to break down into manageable segments so my smoothbrain could figure out how the fuck to do it.
468x927
DndMini.png
Anonymous at Tue, 9 Nov 2021 12:38:09 UTC No. 861050
I'm currently making a set of minis for a D&D group and it's my first time making something besides anime speed sculpts. For sculpts of figures do you guys like making a neutral pose first and then pose it later or do you sculpt in pose? Also for any blenderfags out there is it easier to rig and pose or to use the pose brush? I tried to rig a little bit a long time ago and it was honestly a mess but I'm not as bad anymore.
Anonymous at Tue, 9 Nov 2021 12:52:21 UTC No. 861052
>>861050
make a quick auto-weighted rig for the base pose; pose brush is useful sometimes for making little changes to small areas but I wouldn't use it instead of a rig
896x538
mouth.jpg
Anonymous at Tue, 9 Nov 2021 13:39:51 UTC No. 861062
Critiques on this mouth (my laptop can't keep up with an entire face)
Anonymous at Tue, 9 Nov 2021 13:45:32 UTC No. 861063
>>861050
yeah autoweight a metarig then fix the problems with weight painting or etc. by sculpting.
Make sure you have subdivisions of course so you're just posing on the lowest subdivision, this is actually how I pose zbrush sculpts instead of fucking around posing in zbrush.
Anonymous at Tue, 9 Nov 2021 13:46:33 UTC No. 861064
>>861062
>(my laptop can't keep up with an entire face)
zbrush, now
447x448
1604795507196.jpg
Anonymous at Tue, 9 Nov 2021 13:48:50 UTC No. 861066
>>861064
I'm still not ready for that interface anon
Anonymous at Tue, 9 Nov 2021 13:53:33 UTC No. 861068
>>861066
blender sculpting sucks
get into zbrush right now
the UI fucked my head for the first few days but now I'm comfy with it and sculpt entire characters easily reaching millions of polygons which blender will never do (and lag out your laptop)
316x228
1635970159847.gif
Anonymous at Tue, 9 Nov 2021 13:58:47 UTC No. 861069
>>861068
Bro I know, I'll take the pill eventually but not right now. I'm just gonna keep training parts of the faces, hence the need for critiques. Once I'll be comfortable with mouth sculpting, I'll try to get better at making eyes (especially eyelids) and then (maybe) get to Zbrush and make my sculpts. And even before that, I'll need to learn Krita or Photoshop to draw my real designs.
So what do you think about the mouth? I'm going for the Hokuto No Ken/ JoJo/ old Manga with alpha builds artstyle.
Anonymous at Tue, 9 Nov 2021 14:28:58 UTC No. 861070
>>861069
your sculpting abilites improve in zbrush just because it has better tools, brushes, more options and a 100x better sculpting system. The mouth looks like a fish mouth, sticks out too much
670x613
gigadonksktch.jpg
Anonymous at Tue, 9 Nov 2021 15:53:54 UTC No. 861078
Fuckin around with rendersets
Anonymous at Tue, 9 Nov 2021 16:05:26 UTC No. 861082
Making a nudey man rig quick and dirty.
Anonymous at Tue, 9 Nov 2021 16:07:46 UTC No. 861083
>>861078
soul
722x670
Faceless Coomer man.png
Anonymous at Tue, 9 Nov 2021 16:08:59 UTC No. 861085
Making a nudey man rig quick and dirty.
1026x544
mouth2.jpg
Anonymous at Tue, 9 Nov 2021 16:49:07 UTC No. 861095
Another mouth
Anonymous at Tue, 9 Nov 2021 20:39:52 UTC No. 861156
>>861050
A-pose then quickly rig+fix details with sculpting is quicker than sculpting the pose and lets you reuse your sculpt for other poses and such. You can absolutely just sculpt in the posed position if you really want to though, some peeps do it. Just a different workflow that can take more time to look good (minimum ~2x as long sculpting time and more time spent fixing geometry because you don't have the symmetry sculpting 1/2 for you)
>>861078
This would look really good with hatched shadows. Is there a stylistic reason you sculpted the hair on the top of the head instead of hair particles or hair cards? The noise in the facial hair really adds to the aesthetic.
>>861095
you could try sculpting the face part by part, decimating each piece to sub ~300k polys as needed to maintain your performance. you're off on a great start.
>>860996
giving me MMORPG login splash screen vibes. good job anon
>>860951
lookin good so far senpai. are you planning to fully sculpt the hair or is it a basemesh?
>>860907
the reflection from your HDRI is a bit discordant with the rest of your render's aesthetic. it's looking good so far, but I would suggest finding a HDRI that when reflected would go with your vibes.
>>860738
would be interesting to reconstruct this render using some cheap projection mapping so the duders can be placed as alphaplanes in a perspective-correct 3d environment.
Anonymous at Tue, 9 Nov 2021 21:27:40 UTC No. 861174
>>861156
>would be interesting to reconstruct this render using some cheap projection mapping so the duders can be placed as alphaplanes in a perspective-correct 3d environment.
That's kind of what I've been working on, in the background anyway.
I'm recreating the entire environment (and some areas you can't see in the image), as part of a bigger /3/ project.
The idea being once that's done, or close to it, I'll put a submission link in the OP for anons to submit models and stuff to be put in it. With the end goal hopefully having it as a digital menagerie in UE4 that anons can walk around in and check things out.
Maybe even figuring out a way for environment anons to have their environments/scenes as part of it too, either by teleporting into them, or having them as part of the scene, with the lighting and world changing to match when you go into them.
It's a bit of a grand idea that might not actually get done since I get kind of busy at times, but it'd be a fun collab I think.
878x680
123.jpg
Anonymous at Tue, 9 Nov 2021 23:51:37 UTC No. 861202
Trying out magicavoxel for the first time, just playing around learning while trying to create a building scene
Anonymous at Wed, 10 Nov 2021 01:55:17 UTC No. 861212
>>860969
Thanks anon.
>>861156
Thanks man, planning to give her some sort of hooded cloak so I might sculpt a bit more around the front.
Anonymous at Wed, 10 Nov 2021 04:13:19 UTC No. 861225
>>861156
>This would look really good with hatched shadows. Is there a stylistic reason you sculpted the hair on the top of the head instead of hair particles or hair cards? The noise in the facial hair really adds to the aesthetic.
Just sculpted the hair mesh to help guide volumes easier. Cba to put in effort for actually grooming the head hair on a quick sketch and thanks anon.
Anonymous at Wed, 10 Nov 2021 04:29:45 UTC No. 861226
>>861095
I see the moonman sculpt is underway
Anonymous at Wed, 10 Nov 2021 11:33:33 UTC No. 861255
>>860996
w4
1920x1080
OasisObelisk__17_.webm
Anonymous at Wed, 10 Nov 2021 12:49:15 UTC No. 861274
1765x579
1636424813238.png
Anonymous at Wed, 10 Nov 2021 13:58:06 UTC No. 861298
nasty bits
Anonymous at Wed, 10 Nov 2021 15:42:44 UTC No. 861308
>>861274
really nice, I love the clouds, reminds me of when I was high on shrooms/lsd watching the clouds/sunsets for hours.
288x273
1588750024434.png
Anonymous at Wed, 10 Nov 2021 15:48:00 UTC No. 861309
Wanted to finish as such when you mentioned it but I deleted it. Today I'm taking the Zbrush pill
Anonymous at Wed, 10 Nov 2021 15:50:40 UTC No. 861310
Anonymous at Wed, 10 Nov 2021 16:04:39 UTC No. 861317
>>861309
are you throwing down cash?
Anonymous at Wed, 10 Nov 2021 16:13:15 UTC No. 861318
>>861317
I'm just training, my models have no importance to me for the moment
Anonymous at Wed, 10 Nov 2021 16:16:50 UTC No. 861319
>>861318
so how are you using zbrush?
Anonymous at Wed, 10 Nov 2021 21:33:08 UTC No. 861399
>>861298
Oh boy I'm gonna have a field day with those in the next OP.
Anonymous at Wed, 10 Nov 2021 21:38:23 UTC No. 861400
>>861298
gettin a real tf2 vibe from these
Anonymous at Thu, 11 Nov 2021 01:43:14 UTC No. 861424
>>860997
Ha, chicken head
465x729
file.png
Anonymous at Thu, 11 Nov 2021 02:03:57 UTC No. 861425
>>861400
you got it right, its for a source mod
making the models is taking more effort than making the actual game since the MP base has pretty much everything you need right away
>>861399
have fun with the gibs!
and on a side note i managed to port the character into the engine, but source butchered his posture and now he looks as wide as a roblox character
but it shouldnt be hard to fix, i plan to re-make the player animations anyway, the default hl2dm ones are awful
2560x1410
blender_VKR4due4n7.png
Anonymous at Thu, 11 Nov 2021 03:14:11 UTC No. 861435
>>861095
BOGGED
>>860883
fucking kek
>>861298
nice gibs mate
guys i seriously am too stupid to understand the topology of where the thigh, hip, and ass meet. please help. trying to get back into box modeling and modeling in general.
1600x901
wtfalembic.png
Anonymous at Thu, 11 Nov 2021 05:17:33 UTC No. 861444
Around 10 minutes to make eyelashes from hair particles, and then seven hours trying to import them into UE4. I THINK I've figured it out now.
Anonymous at Thu, 11 Nov 2021 07:44:12 UTC No. 861450
>>861298
>the desired outcome for a furry
bASEd
Anonymous at Thu, 11 Nov 2021 11:22:27 UTC No. 861472
>>861063
When you say subdivisions do you mean the subd modifier or the multires modifier? Because the multires modifier is basically broken in blender last I checked. I’m also assuming this is so that there is enough geometry to deform with the rig and also on lowest so that it’s performance friendly. Also I like modeling in blender and sculpting in zbrush so if you guys have tips for a blender/zbrush workflow I’d love to hear more.
2160x2160
1607947381264.jpg
Anonymous at Thu, 11 Nov 2021 12:53:33 UTC No. 861488
Summerween Trickster from gravity falls
I will never finish him because I don't know how I to texture paint
520x1040
1608093690721.png
Anonymous at Thu, 11 Nov 2021 12:56:22 UTC No. 861489
>>861488
here he is in all of his colored glory
1253x650
-4931468942778673....jpg
Anonymous at Thu, 11 Nov 2021 18:59:57 UTC No. 861536
Making a Quest compatible version of my VrChat avatar. How bad is this topology?
Anonymous at Thu, 11 Nov 2021 19:04:10 UTC No. 861538
>>861488
>>861489
very neat
I feel like the ref calls for a tapering upper body but I actually like the barrel chest, gives it more personality
hat is definitely a bit off though, and it should be bending backwards a bit in the profile view
1684x2436
stretcho.png
Anonymous at Thu, 11 Nov 2021 19:07:25 UTC No. 861541
>>861488
>>861489
He looks stretched.
Otherwise fairly accurate.
732x922
file.png
Anonymous at Fri, 12 Nov 2021 00:44:04 UTC No. 861576
explain to me why this topology sucks
725x794
file.png
Anonymous at Fri, 12 Nov 2021 01:23:56 UTC No. 861580
>>861576
and done
i really only wanted to make this to see if i could make a face with decent topology just by copying the topology of faces from other models and sculpting the details of the look i want to achieve
idk if i did a good but im happy with it
2048x2048
OasisObelisk_(24).webm
Anonymous at Fri, 12 Nov 2021 02:27:44 UTC No. 861584
Anonymous at Fri, 12 Nov 2021 02:36:43 UTC No. 861589
>>861584
Groovy.
Anonymous at Fri, 12 Nov 2021 02:50:54 UTC No. 861592
>>861584
>those leaves(?) as a single mesh flowing on the left side.
Man that gives me some neat ideas.
Maybe using something like a sphere mesh as an entire flock of birds using volumetrics.
Like you'd make an animation of a single bird flapping, export that as depth/height map, and then use it with alpha on a diffuse shader inside a volume to add a fuck ton of birds. Then maybe fucking around with the vector coordinates to give the entire flock motion.
Sounds retarded, but it works in my head. Doubt it'd actually work for real though.
I guess you could also just do the same with alpha planes and particles so you could get boid sim in there.
Still. I kind of want to give it a test.
390x433
spamtons.png
Anonymous at Fri, 12 Nov 2021 04:57:22 UTC No. 861603
I made a spamton :)
Pretty proud of it
what do you think?
Anonymous at Fri, 12 Nov 2021 15:34:48 UTC No. 861665
>>861603
h-hot...
3072x2048
1595473155256.jpg
Anonymous at Fri, 12 Nov 2021 21:13:13 UTC No. 861714
>>861274
>>861584
the clouds are like data-moshed in the background, that's such a cool effect
Anonymous at Fri, 12 Nov 2021 23:33:31 UTC No. 861739
>>861714
BRB turning on some 90’s drum n bass ya
Anonymous at Sat, 13 Nov 2021 00:20:28 UTC No. 861742
>>861536
It's not really going to deform as smoothly as her breasts and butt. Base your topology off of the Polygon wiki. Add more edgeloops in between the waist and joints
Anonymous at Sat, 13 Nov 2021 14:46:01 UTC No. 861818
>>861714
Made the clouds by following this tutorial
It's pretty useful and the techniques can be used for a lot of stuff.
www dot artstation.com/marketplace/p/xkDm/u
1920x1080
FEC-Rz0XIAAkxP9.jpg
not a professional at Sat, 13 Nov 2021 18:29:30 UTC No. 861846
>>860738
stuck my fox dude on a decapitated mixamo model just to see if I could get away with it
1920x1080
FEC-T60WYAcnHe6.jpg
not a professional at Sat, 13 Nov 2021 18:30:44 UTC No. 861847
>>861846
I have mixed feelings about it. I think I'll end up modeling the rest of the body myself if I can't find anything decent
Anonymous at Sat, 13 Nov 2021 20:00:17 UTC No. 861857
Where can I find a huge Koikatsu pack with mods and shit...and something to export characters with?
Anonymous at Sat, 13 Nov 2021 23:18:45 UTC No. 861873
>>861846
It's probably even more noticeable in motion as well, I'd stick with modeling your own unless you can just make the neck longer to cover the rest of human bit up there.
1920x1080
Lirick.png
Anonymous at Sun, 14 Nov 2021 01:12:26 UTC No. 861885
Haven't used Blender in 10 years.
This is my first render.
Suggestions?
Anonymous at Sun, 14 Nov 2021 01:52:32 UTC No. 861896
1433x773
wip03.jpg
Anonymous at Sun, 14 Nov 2021 08:10:55 UTC No. 861981
decided to cut corners with clothing so I designed a single outfit I can cut pieces from for reuse.
works out so far, but I don't want to uv anymore.
112x38
hoah ship.png
Anonymous at Sun, 14 Nov 2021 08:12:14 UTC No. 861982
also check my digits
Anonymous at Sun, 14 Nov 2021 11:03:26 UTC No. 862001
>>861982
*throws holy water at your computer*
Anonymous at Sun, 14 Nov 2021 11:14:56 UTC No. 862002
>>861981
Good thinking. But I really find retopoing clothes much more painful than UVing them.
726x1080
clothwire.png
Anonymous at Sun, 14 Nov 2021 11:44:57 UTC No. 862005
>>862002
it's not often I have to retopo clothing, granted my designs aren't very complex. all of these pieces are either an extrusion from the body or a subdivided primitive.
that way it's easy to get the base shape down, sculpt any highres details on top and reproject the lowpoly if necessary.
Anonymous at Sun, 14 Nov 2021 12:56:07 UTC No. 862015
Hi guys, I'm trying to make an asset
What do you think?
Anonymous at Sun, 14 Nov 2021 14:43:05 UTC No. 862036
>>861981
Lovely
Anonymous at Sun, 14 Nov 2021 15:10:00 UTC No. 862040
>>862015
I like it
219x186
fatkimmy.gif
Anonymous at Sun, 14 Nov 2021 15:57:28 UTC No. 862047
>>862005
Not into the general furfaggotry but you demonstrate a level of competence well above the /3/ average
Anonymous at Sun, 14 Nov 2021 16:31:24 UTC No. 862057
>>862005
>>861981
really good topology. model itself is superb!
940x665
sojaks.png
Anonymous at Sun, 14 Nov 2021 19:35:17 UTC No. 862078
I have all the pieces now, time to light this shit
Anonymous at Sun, 14 Nov 2021 21:51:43 UTC No. 862102
>>861981
Looks great.
1160x1180
Screen Shot 2021-....png
Anonymous at Sun, 14 Nov 2021 21:57:00 UTC No. 862104
what do you guys think I could improve on.
Anonymous at Sun, 14 Nov 2021 22:59:07 UTC No. 862114
>>862104
the contrast. I strangely like this, but the contrast is off. The highest contrast is in the water refraction of the fish, drawing my eye there.
What'd be nice to see if you can shift the eye of the fish a little so he really looks at the flower, and manage to structure the clouds in the background like a halo around the two to drive the focal point home. The water splashes obviously look bad, feel like that is somewhat intentional?
If not, spend a little more time on those, get more around the base of the fish, maybe also some ripples.
But the main problem is that the focal area is not working out. Draw the viewer to the story you want to tell, which is the relationship between the fish and the flower.
Anonymous at Sun, 14 Nov 2021 23:26:45 UTC No. 862116
>>862002
Eh, might as well do clothes after the retopo, depends on if you want game ready or not I guess.
964x830
2342341.png
Anonymous at Mon, 15 Nov 2021 02:16:44 UTC No. 862137
2048x2048
earlyA.png
Anonymous at Mon, 15 Nov 2021 02:53:03 UTC No. 862145
kobold in the making.
Anonymous at Mon, 15 Nov 2021 04:21:41 UTC No. 862157
>>862145
shoedev?
1417x1080
wip06.jpg
Anonymous at Mon, 15 Nov 2021 16:17:19 UTC No. 862243
>>862036
>>862047
>>862102
thanks. moving on, I'm not very confident about the colors but this seems good enough, need to finish up and test in engine.
800x450
64b26601c4aad8815....jpg
Anonymous at Mon, 15 Nov 2021 16:18:27 UTC No. 862244
>>862057
I referenced this image for topology, with some adjustments
Anonymous at Mon, 15 Nov 2021 16:24:29 UTC No. 862246
>>862243
amazing, what do you plan to use this for?
3DGuy !!XhQDOznbDw3 at Mon, 15 Nov 2021 17:58:21 UTC No. 862255
>>862243
Any renpy VN porn made with it will be very successfull.
Congratulations.
Anonymous at Mon, 15 Nov 2021 18:43:39 UTC No. 862262
>>862255
>renpy
disgusting
Anonymous at Mon, 15 Nov 2021 22:42:22 UTC No. 862295
>>861425
I'd play the shit out of your game.
Can I follow your progress anywhere else, Anon? I'm genuinely interested in your project.
Anonymous at Mon, 15 Nov 2021 23:03:50 UTC No. 862299
>>860907
You have very good taste
Anonymous at Tue, 16 Nov 2021 00:00:32 UTC No. 862308
>>862295
thanks for asking, i have a temp google drive link, i'll upload it to moddb when it gets on a more presentable state
https://drive.google.com/folderview
900x1080
lowpolybutt.png
Anonymous at Tue, 16 Nov 2021 04:02:25 UTC No. 862342
i know it's a lot of tris, but this is the best way i could get the butt topology to flow naturally with the rest of the lowpoly model
1920x1080
file.png
Anonymous at Tue, 16 Nov 2021 04:12:07 UTC No. 862344
My first render. I hope one day i'll be as good as all the furries in this thread.
Anonymous at Tue, 16 Nov 2021 04:37:42 UTC No. 862348
>>861847
Deffo give it a shot anon, digitigrade bodies are pretty fun to model.
>>861981
My only critique is that the toes are just a bit symmetrical / linear (not following the 'U' styleline of a paw, they're more like ']' ) but that's quite minor and unlikely to be ever noticed.
>>862078
Nice touch with the specular highlights in the eyes, a lotta people miss those.
>>862137
You're doing good anon. Stylistically consistent and clean lines. I recommend looking at face anatomical diagrams, especially focussing on adjusting the cheeks and cheekbones.
>>862145
You're quite productive anon. Body anatomy is good from what I can see, but why do you sculpt all of your foreheads as dented in? Is it just a stylistic choice?
>>862344
Congrats anon! I love 70s colored ceramics.
Anonymous at Tue, 16 Nov 2021 04:55:13 UTC No. 862355
>>862342
That's fine g, if tried are used properly they are ok.
not a professional at Tue, 16 Nov 2021 06:29:26 UTC No. 862367
Somehow this turned into furry general
202x250
11-2021-03-04-21-....jpg
Anonymous at Tue, 16 Nov 2021 07:02:38 UTC No. 862371
>>862367
NOBODY MOVE
Anonymous at Tue, 16 Nov 2021 07:09:45 UTC No. 862372
>>861846
>spends weeks on a model
>it’s still just a head
What’s your endgame?
Anonymous at Tue, 16 Nov 2021 07:36:56 UTC No. 862375
>>862367
sorry that we actually do stuff
Anonymous at Tue, 16 Nov 2021 07:38:32 UTC No. 862377
>>862367
>>862375
would also like to add that we had a furry general and it got filled up with non furry shitposters, you had your chance
Anonymous at Tue, 16 Nov 2021 10:03:24 UTC No. 862394
>>862367
really shameful that one of the most skilled guys in here is a furry
Anonymous at Tue, 16 Nov 2021 10:07:23 UTC No. 862396
>>861062
>(my laptop can't keep up with an entire face)
use a lower polycount?
Anonymous at Tue, 16 Nov 2021 10:10:19 UTC No. 862397
>>862396
use zbr*sh too
Anonymous at Tue, 16 Nov 2021 12:20:34 UTC No. 862415
>>862145
the lips seem paper-thin, though I might be looking at it wrong
it probably won't look good later unless you choose to render the inside of the mouth fully black
Anonymous at Tue, 16 Nov 2021 13:42:20 UTC No. 862433
Anonymous at Tue, 16 Nov 2021 13:45:15 UTC No. 862434
>>862372
To stop working on it and go back to npr stuff because this isn't worth the time
Anonymous at Tue, 16 Nov 2021 14:35:32 UTC No. 862446
>>862434
sad!
Anonymous at Tue, 16 Nov 2021 15:31:17 UTC No. 862453
1920x1080
mynewcar.png
Anonymous at Tue, 16 Nov 2021 19:43:10 UTC No. 862506
i am a real hard srface modelier
Anonymous at Tue, 16 Nov 2021 20:00:49 UTC No. 862517
>>862506
Ian Hubert would be proud
Anonymous at Tue, 16 Nov 2021 20:00:55 UTC No. 862518
>>862506
I got away with this level for several distant aerial shots, with hundreds of cars instanced from the same model, only changing the overall body color to maybe six different variations. The individual cars ended up a few pixels wide, even in 2k output (intended for a 4k plate).
Anonymous at Tue, 16 Nov 2021 20:06:31 UTC No. 862520
>>862367
Should have gatekept more.
Anonymous at Tue, 16 Nov 2021 20:19:59 UTC No. 862522
>>862506
this looks like a car that crashed into a wall with a picture of a car painted on and that mural somehow got violenently imprinted on the physical car.
Anonymous at Tue, 16 Nov 2021 20:35:04 UTC No. 862525
>>862520
what is there to gatekeep? they are only ones producing the non-shitpost meme stuff here
Anons should model more instead of constantly posting about software wars and "i am sad because sfm porn hacks make more than my prop model" threads
Anonymous at Tue, 16 Nov 2021 21:37:49 UTC No. 862544
>>862308
Man those tank interior models. Since you said everything you're doing will be avaible for the public, is it possible to port these to War Thunder, once they're finished?
1600x1600
wipy.png
Anonymous at Tue, 16 Nov 2021 23:17:43 UTC No. 862565
That'll do, donkey.
2205x1967
PXL_20211117_0055....jpg
Anonymous at Wed, 17 Nov 2021 00:56:23 UTC No. 862592
Any of you ding dongs playing the new smt?
Anonymous at Wed, 17 Nov 2021 01:52:46 UTC No. 862599
>>862394
Who?
They all like trash.
Anonymous at Wed, 17 Nov 2021 02:20:53 UTC No. 862602
>>862599
cope lel
576x904
Screen Shot 2021-....png
Anonymous at Wed, 17 Nov 2021 04:51:47 UTC No. 862613
little fella
Anonymous at Wed, 17 Nov 2021 05:04:19 UTC No. 862614
>>862592
>playing
no, I enjoy the designs though
>>862613
what a qt
I've seen surprisingly little lowpoly stuff in these threads
Anonymous at Wed, 17 Nov 2021 06:20:35 UTC No. 862620
i am so happy furries took over /3/
what a glorious time to be alive
Anonymous at Wed, 17 Nov 2021 07:48:30 UTC No. 862628
>>862599
And his work will never be posted, forever btfo by based furries
Anonymous at Wed, 17 Nov 2021 08:30:50 UTC No. 862635
>>862628
dude industry I don't wanna dox myself career ruined just trust me raf grassetti here
1280x720
animatic 16_1.2542.png
Anonymous at Wed, 17 Nov 2021 08:50:43 UTC No. 862637
>>860738
making an animatic
Anonymous at Wed, 17 Nov 2021 09:03:02 UTC No. 862638
>>862637
that's a lot of sandwitches
1899x550
6o8Ebm7Mai1i35.gif
Anonymous at Wed, 17 Nov 2021 14:16:51 UTC No. 862675
least sexy thing ever, but in the process of building a nice python panel that will take in jsons of my material libraries and spit out arnold materials on command.
Anonymous at Wed, 17 Nov 2021 16:24:31 UTC No. 862703
>>862613
I love this. Excellent doll rigging. Extremely cute!
If you'd want, you could simplify your hand geometry. The thumb and index finger are 8-sided, taking up 16 Tris per faceloop each. If you went with 5 or 6-sided, you'd be much lower poly and could fit another digit in at the same poly budget.
It's likely just a stylistic choice tho to have a rounded cube/mitten look so ignore what I'm saying.
>>862637
Could use a simple noise/material texture to make things look a Lil less smooth. Your moon texture also looks a Lil blurry. Great job so far tho senpai! I like it.
Anonymous at Wed, 17 Nov 2021 19:44:53 UTC No. 862728
>>862675
pretty cool, that's sure to save time
720x720
Jeep_Motion_2.webm
Anonymous at Wed, 17 Nov 2021 21:21:12 UTC No. 862754
Working on a little loop for someone. The rims from earlier >>861002 were for this. They wanted their actual Jeep in it, so I had to get it looking like theirs.
I've got plants and shrubs in the background, but I left them out since they tank my render times calculating them for some ungodly reason. There's not even a lot of them, and they're all planes, so I really don't know what's going on.
1458x1462
Screen Shot 2021-....png
Anonymous at Wed, 17 Nov 2021 22:45:06 UTC No. 862771
>>862754
nice work anon
Anonymous at Wed, 17 Nov 2021 22:51:17 UTC No. 862772
>>862771
works on my machine
Anonymous at Thu, 18 Nov 2021 00:05:39 UTC No. 862775
2845x1504
Jeep SS.jpg
Anonymous at Thu, 18 Nov 2021 01:59:58 UTC No. 862794
>>862771
Thanks! Glad you like my garbled mess!
In all seriousness though, it works for me too.
Maybe something fucked up in the conversion, but I've been using webm for retards (or whatever the fuck it's called now), for years without problems. The bitrate sometimes sucks ass and things get a little too blocky for my taste, but I've never had a problem like you've posted.
To be fair, I don't know what you're using to play it either, maybe something is weird with that. Trying another browser might help too.
Then again, not like what I posted was all that neat anyway, so you're not missing much.
1600x1600
pantsu.png
Anonymous at Thu, 18 Nov 2021 02:20:38 UTC No. 862798
Making some kind of pants here
Anonymous at Thu, 18 Nov 2021 02:46:05 UTC No. 862803
>>862798
Why are her knees so short and feet so tiny?
Anonymous at Thu, 18 Nov 2021 02:48:25 UTC No. 862805
>>862803
Birth defects.
Anonymous at Thu, 18 Nov 2021 02:50:59 UTC No. 862807
>>862805
Wow! Now this is the kind of differently abled representation we need in games, great job anon.
Anonymous at Thu, 18 Nov 2021 02:53:07 UTC No. 862809
>>862798
>>862805
On the real though pretty easy fix by dragging up on the knees but the feet might be a bit tougher, mask and scale maybe.
1600x1331
Feetsu.png
Anonymous at Thu, 18 Nov 2021 03:28:35 UTC No. 862814
>>862809
Thanks anon
1544x524
BismarckAnton.jpg
Anonymous at Thu, 18 Nov 2021 04:25:46 UTC No. 862824
Bismarck turret "Anton" 1941. Hope I did a good job getting it historically accurate. Will be texturing tomorrow
491x696
Screen Shot 2021-....png
Anonymous at Thu, 18 Nov 2021 05:56:26 UTC No. 862841
>>862620
how many frequent this thread now? 3? 4?
>>862794
I'm on safari. need I say more? lol
Anonymous at Thu, 18 Nov 2021 08:36:37 UTC No. 862867
>>862841
>I'm on safari. need I say more? lol
That says enough.
If it's any consolation, the Jeep's on safari too :^)
Anonymous at Thu, 18 Nov 2021 15:33:35 UTC No. 862937
>>861425
looks great but i would maybe create more contrast with the greens of his uniform
2812x3776
fullbodyearly.png
Anonymous at Thu, 18 Nov 2021 18:26:15 UTC No. 862967
>>862157
yee, good eye I guess.
>>862348
ha, I don't sculpt, also I have no idea.
>>862415
Tried making it bolder.
Overall, I just need to implement a few more ideas and it'll be fine.
>>862841
das a cute fella.
Anonymous at Thu, 18 Nov 2021 18:39:18 UTC No. 862970
>>862728
plugging in maps is so tedious and often leads to me go 'good enough' when i should probably try some other options; the hope is that this solves that problem. once i'm done i should have a few thousand materials ready to go at anytime.
plus it's my first python project so learned something new :)
1536x1152
idle20000-0233.webm
Anonymous at Thu, 18 Nov 2021 18:59:24 UTC No. 862974
Critique this animation. Some issues I'm aware of, but I've been staring at it for so long I'm probably missing something and could use opinion of someone with fresh eyes and more experience
Anonymous at Thu, 18 Nov 2021 19:01:35 UTC No. 862975
>>862974
Feels to robotic and pose-to-pose
try toying with altering the rotation keyframe positions so different axis are keyed at different times for a more organic feel
Anonymous at Thu, 18 Nov 2021 19:10:34 UTC No. 862976
>>862975
Yeah it makes sense. I'll play around with that, just not sure how much I can offset them without turning it into a noisy mess
Anonymous at Thu, 18 Nov 2021 19:15:57 UTC No. 862978
>>862348
>'U' styleline of a paw
fixed. very observant, thank you.
>>862974
agree with >>862975 too much stuff is happening in sync.
I also suggest converting some keyframes to "automatic" for follow-through e.g. the head rotation.
auto tangents can be weird but they save a lot of time and clutter where you would otherwise have to duplicate-offset-pushpose
950x1290
asking_the_stars_....png
Anonymous at Thu, 18 Nov 2021 19:52:12 UTC No. 862985
how do i get past 2005 graphics?
Anonymous at Thu, 18 Nov 2021 20:03:37 UTC No. 862990
>>862985
with roughness variation, microdetails and otherwise better texturing
Anonymous at Thu, 18 Nov 2021 20:10:08 UTC No. 862994
>>862985
Learn the basics of art
Anonymous at Thu, 18 Nov 2021 20:39:06 UTC No. 862997
Finally done with this, spent days doing all the details on the wood, wish I had time to add some foliage
1920x1080
unknown-10.png
Anonymous at Thu, 18 Nov 2021 20:40:13 UTC No. 862998
>>862997
I literally always make the same mistake when I post here fuck me
Anonymous at Thu, 18 Nov 2021 20:47:46 UTC No. 862999
>>862998
the roof looks half assed and ruins the impression. fix
Anonymous at Thu, 18 Nov 2021 22:44:16 UTC No. 863023
>>862255
>renpy
I know you have no standards but come on
Anonymous at Thu, 18 Nov 2021 22:45:17 UTC No. 863025
>>862635
nice strawman but actual titans have posted here so stay fake.
Anonymous at Thu, 18 Nov 2021 22:47:51 UTC No. 863026
>>862985
Just stick with it, and keep at 2005 graphics.
You'll be the flavor of the month in 2 years.
Early 2000's and late 90's cg are all the rage right now for some reason.
Anonymous at Thu, 18 Nov 2021 23:21:06 UTC No. 863030
>>863026
2010s were all about SNES/Genesis pixel art.
2020s are all gonna be about late PS1/early PS2 aesthetics.
Basically the 'in' thing is always whatever the industry was putting out 15 years ago, because that's about how long it takes for the kids to grow up, hate being an adult and seek nostalgia to relive their childhoods.
Anonymous at Thu, 18 Nov 2021 23:26:51 UTC No. 863032
>>863030
You might have a point. I guess we'll know in another decade or so whether it's nostalgia or the fact that it just requires less skill to make.
770x314
Symbolism_spirit_....jpg
Anonymous at Thu, 18 Nov 2021 23:31:41 UTC No. 863033
>>862990
thanks, materials do need work
>>862994
easier said than done, but will try
>>863026
doesn't work with my target artstyle which is like pic related
663x900
asking-the-stars-....jpg
Anonymous at Thu, 18 Nov 2021 23:48:51 UTC No. 863035
Anonymous at Thu, 18 Nov 2021 23:56:09 UTC No. 863036
>>863035
Consider what you're asking of edges, Anon...
1449x794
wip02.jpg
Anonymous at Fri, 19 Nov 2021 01:15:10 UTC No. 863044
porc
I think the head needs to be smaller. should also add some cloth patches to the pants, some loose bits and decoration on the gourd?
512x304
rope-demo.gif
Anonymous at Fri, 19 Nov 2021 01:18:53 UTC No. 863046
>>863044
also wrote a simple rope generator for this purpose a while ago
Anonymous at Fri, 19 Nov 2021 02:22:51 UTC No. 863051
>>863044
I think the head size is fine
Anonymous at Fri, 19 Nov 2021 02:24:29 UTC No. 863052
>>862974
the hip rotating in the opposite direction as the upper body looks strange at 0:04
Anonymous at Fri, 19 Nov 2021 02:26:43 UTC No. 863053
>>862974
more stuff. crossbow stopping at 0:07 is too sudden. I'd think the crossbow would have some mass, so the stop should take a few more frames
the character does feel alive to my untrained eye though, so its not terrible. you'll only get better from here :)
Anonymous at Fri, 19 Nov 2021 02:39:24 UTC No. 863056
>>862999
The high poly has a detailed roof but projecting it as a texture down to a flat plane didn't look so good. I'm not sure how I should fix that except for adding more loops to it.
Anonymous at Fri, 19 Nov 2021 02:47:30 UTC No. 863059
>>863056
Just have the texture be bigger and show less tiles.
That area is too dense, visually, compared to the rest of the scene.
644x788
protoe.png
Anonymous at Fri, 19 Nov 2021 04:11:38 UTC No. 863067
>>862614
im working on a lowpoly duder but i usually do sculpt+retopo workflow so it's a lil rough
Anonymous at Fri, 19 Nov 2021 04:22:26 UTC No. 863069
>>863059
Alright, thanks. Shouldn't be a hard fix
Anonymous at Fri, 19 Nov 2021 13:31:27 UTC No. 863128
>>863044
isn't this literally the same body as one of the default zbrush characters?
738x481
orcref.jpg
Anonymous at Fri, 19 Nov 2021 13:52:41 UTC No. 863130
>>863128
yes, I realised when giving him clothes. wasn't on purpose, I used my own refs
think I'll redo it
2812x3776
fullbodyviewport.png
Anonymous at Fri, 19 Nov 2021 16:35:13 UTC No. 863164
messed around with viewport shading.
917x629
1637342053362.png
Anonymous at Fri, 19 Nov 2021 17:29:36 UTC No. 863176
r34 when
Anonymous at Fri, 19 Nov 2021 19:19:46 UTC No. 863190
>>863176
fuck off
Anonymous at Fri, 19 Nov 2021 19:36:51 UTC No. 863194
>>863190
based
Anonymous at Fri, 19 Nov 2021 20:02:41 UTC No. 863200
>>863190
>>863194
This anon sucks of trannies in gas station restrooms
Anonymous at Fri, 19 Nov 2021 21:48:51 UTC No. 863219
>>863200
he's right. this is the WIP thread, not only that's not yours, you're also making an offtopic request that contributes nothing to this thread.
you're also a pedophile, so please, just leave and never come back.
Anonymous at Fri, 19 Nov 2021 22:18:06 UTC No. 863227
>>863164
arms are pretty short
1536x1152
gober20000-0240.webm
Anonymous at Fri, 19 Nov 2021 23:04:34 UTC No. 863247
any better now?
Anonymous at Sat, 20 Nov 2021 00:21:27 UTC No. 863261
>>863164
Looks like trash.
Anonymous at Sat, 20 Nov 2021 00:25:06 UTC No. 863263
>>863261
pyw
Anonymous at Sat, 20 Nov 2021 00:49:26 UTC No. 863267
>>863164
The detail of the feet, torso and hands is done quite well. The arms are too short, but that is a relatively easy fix. I like the oversized zipper, but it could use a lil bit of beveling. The tail could use a lil more detail. The eyelashes being part of the same mesh as the head is an odd choice, but I can see it working depending on how it's textured. Overall it's a good sculpt, anon.
>>863247
I like how this model looks in the clay a lot. As for the animation, I think you may want to incorporate some degree of overshoot. It really adds a lot of life to what is otherwise a relatively binary movement. Good job so far.
>>863044
I think he could use some stylization on the gourd, like a oversized, tapered / asymmetrical cork and a string running thru it. The head is fine the size it is.
>>862998
add a normal map that bumps each row of tile on the roof, but not each individual tile. it's a good render tho anon i like the aesthetic.
not a professional at Sat, 20 Nov 2021 04:56:04 UTC No. 863301
>>863247
Still a bit robotic & sequenced, but it's not bad. That weird hip rotation isn't around anymore which is good. Really enjoying seeing the progress on this guy
Anonymous at Sat, 20 Nov 2021 06:20:22 UTC No. 863313
>>863176
soon
5624x3776
fullbodylate_front.png
Anonymous at Sat, 20 Nov 2021 12:19:58 UTC No. 863373
Bar some weight painting issues I think it came out okay-ish. All that's remaining is to fix said issues and texture it. And then it'll be game-ready.
>>863267
>sculpt
lol
>>863227
fixed and done.
5624x3776
fullbodylate_back.png
Anonymous at Sat, 20 Nov 2021 12:23:45 UTC No. 863374
>>863373
back.
Anonymous at Sat, 20 Nov 2021 12:36:15 UTC No. 863379
>>863373
much better
1400x790
rb12FUCK.png
Anonymous at Sat, 20 Nov 2021 13:21:45 UTC No. 863390
AGHHH WHY THE FUCK ARE MY UVS FUCKED AGHHHHHHHH
I TRIED RESCALING IT
I TRIED REMESHING SOME PARTS
BUT ITS ALWAYS STRETCHED
FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU
Anonymous at Sat, 20 Nov 2021 13:29:49 UTC No. 863393
>>863390
your topology is fucked.
your UV seams are fucked.
try fixing that first
if you don't want to bother, then literally just grab the whole UV shell and either scale it down vertically or up horizontally and bam, you have quads.
623x664
rabbit.png
Anonymous at Sat, 20 Nov 2021 13:35:45 UTC No. 863396
im trying to learn furry so i can do commissions for them
having a lot of trouble structuring the head right
Anonymous at Sat, 20 Nov 2021 13:44:03 UTC No. 863401
>>863396
How does one even start doing furry commissions?
Anonymous at Sat, 20 Nov 2021 14:13:27 UTC No. 863408
>>863393
Even if i only grab a single square from the mesh and unwrap it it STILL unwraps wrong and badly scaled, how tf can i fix that?
Anonymous at Sat, 20 Nov 2021 14:26:22 UTC No. 863415
>>863408
is your UV tilemap a power of 2? worst case just uv project from view with correct aspect unchecked
Anonymous at Sat, 20 Nov 2021 14:26:56 UTC No. 863416
>>863408
the UV squares add on can make the uvs into an evenly sized grid if thats what you're trying to
Anonymous at Sat, 20 Nov 2021 15:45:49 UTC No. 863434
>>863416
>>863415
I'm not trying to make it evenly sized across and i dont want to do a view project because that wont work for the rest of the uvs on the mesh, i just want for the mesh to unwrap correctly but it just refuses to do so, it gives me compressed UVs instead of being scaled properly. Other parts of the gun i managed to get to UV map perfectly but this chunk just refuses to fucking work, i also tried separating it into objects to no avail too.
Anonymous at Sat, 20 Nov 2021 15:55:06 UTC No. 863435
>>863401
you make a furaffinity and a twitter, put up some portfolio work and then advertise YCH and VRChat avatar stuff
people with VR money have deep AF pockets, charge a lot.
if you dgaf, make kink and porn stuff on commission, and start a patreon.
>>863390
Press L
Go into orthographic mode
Project from view
>>863396
practice modeling irl wolf and fox heads from reference
Anonymous at Sat, 20 Nov 2021 16:28:24 UTC No. 863440
>>863408
>>863434
I already told you, your topology is fucked and your seams are fucked. Who knows what the UV pelt is doing with the shitty information you're feeding to it.
There aren't any major issues with the unwrapping of that mesh, other than the fact that it's a shitty mesh and the UVs are compressed longitudinally.
Grab the UV shell and stretch it already, and then leave it alone.
Anonymous at Sat, 20 Nov 2021 16:35:05 UTC No. 863441
>>863435
Project wont be viable when i have to do a ton of different complex parts and stitch them together properly. I am going to go insane
1441x773
Barrel.png
Anonymous at Sat, 20 Nov 2021 16:36:51 UTC No. 863442
>>863440
It's also happening to this piece which is literally just a fucking cylinder, the topology on this one is fine but it's still unwrapping wrong.
Anonymous at Sat, 20 Nov 2021 16:38:14 UTC No. 863443
>>863440
Tried to add a plane and unwrapped it, then it rescaled and got scrunched up, something's fucky with the scale of the object itself
1174x688
Barrel.png
Anonymous at Sat, 20 Nov 2021 16:43:09 UTC No. 863445
>>863440
The scale is fucked, i need to find a way to reset the scale without messing up the mesh
Anonymous at Sat, 20 Nov 2021 16:46:16 UTC No. 863447
>>863445
>>object>apply>apply all transforms to deltas
1920x1080
problem.png
Anonymous at Sat, 20 Nov 2021 16:47:18 UTC No. 863448
I'm a newbie working on my first "organic" (really semi-organic) model. I'm trying to model the sole of a shoe, but when I add a couple of loop cuts to add some detail, it creates these bulges in the natural curvature of the sole. It makes sense, since the subdivision surface pinches more geometry there, but it there any way I can avoid this?
Pic related.
Anonymous at Sat, 20 Nov 2021 16:51:53 UTC No. 863449
>>863448
Apply one level of subdivision so you get edges at fairly equal intervals, push in your indentations on the subdivided mesh (you don't have to add extra loops now and ruin the shape), add another subdiv to smooth it out to your liking.
Anonymous at Sat, 20 Nov 2021 16:54:01 UTC No. 863450
>>863449
>>863448
Sadly, blender is not very good at doing this sort of thing non-destructively, so it's best to make a copy of the initial mesh before applying the first subdiv.
In max you can stack edit modifier on top of subdiv modifier and not lose any information.
1085x716
solved:).png
Anonymous at Sat, 20 Nov 2021 17:08:02 UTC No. 863457
>>863449
Hey, that actually worked! Your help is much appreciated. Cheers brother!
>>863450
I see. What a shame. Though my problem is now fixed, from what little experience I have I have indeed seen the benefits of the non-destructive workflow.
Anonymous at Sat, 20 Nov 2021 17:31:47 UTC No. 863467
>>863457
Now sharpen that a bit.
It's not a big deal with smaller models like this one, but with more complex hardsurface the modifier stack in max really shines. I still use blender a lot, because I like its snappier UX.
1025x904
n.png
Anonymous at Sat, 20 Nov 2021 18:14:00 UTC No. 863471
>>863448
dissolve the extra edges or make them equally spaced with looptools>space
1344x872
0g8z8ab3fBaO4k.webm
Anonymous at Sat, 20 Nov 2021 18:15:22 UTC No. 863472
very happy with this for now
:-)
Anonymous at Sat, 20 Nov 2021 19:39:45 UTC No. 863483
>>863472
what is it?
Anonymous at Sat, 20 Nov 2021 20:32:03 UTC No. 863487
844x938
Screenshot from 2....png
Anonymous at Sat, 20 Nov 2021 23:05:49 UTC No. 863509
how's this sculpt?
what should I improve?
Robotron at Sun, 21 Nov 2021 00:14:16 UTC No. 863518
>>863509
Nipples and labia
1080x1080
lowpolyproto.png
Anonymous at Sun, 21 Nov 2021 01:36:32 UTC No. 863530
it's simple, but i like how it came out
Anonymous at Sun, 21 Nov 2021 01:59:45 UTC No. 863533
>>863530
>flat shading
the model is alright, don't ruin it like that
333x525
sakamoto.png
Anonymous at Sun, 21 Nov 2021 05:03:17 UTC No. 863562
holy shit a cat
2200x1471
wip.png
Anonymous at Sun, 21 Nov 2021 05:34:52 UTC No. 863563
A little more progress
588x749
sakamoto2.png
Anonymous at Sun, 21 Nov 2021 07:21:03 UTC No. 863584
there we go rigging is a bit shite though
now it can talk or something
540x540
treestump.gif
Anonymous at Sun, 21 Nov 2021 08:16:43 UTC No. 863589
retard here
what can I use that isn't substance but is on par with substance? I'm so fucking shit at texturing and want to actually try to get good instead of ignoring it
I'm interested in suggestions for pixel art type shit like this but I'm not giving adobe money and at the moment can't pirate it: https://www.youtube.com/watch?v=9w9
old gif of my try at hand painting related
Anonymous at Sun, 21 Nov 2021 08:54:15 UTC No. 863593
>>863589
Looks good enough for OSRS. Don't sell yourself short.
Anonymous at Sun, 21 Nov 2021 08:57:54 UTC No. 863595
>>863589
Only thing I can think of is armorpaint
596x830
mouserat2.png
Anonymous at Sun, 21 Nov 2021 09:48:44 UTC No. 863601
>>863396
ill just accept that he has a weird ayy lmao head for now
500x1312
sakamoto3.png
Anonymous at Sun, 21 Nov 2021 10:34:14 UTC No. 863607
Something about Sakamoto's face still feels off-model
I'll focus on it later so the thread isn't spammed with cat
Anonymous at Sun, 21 Nov 2021 11:07:40 UTC No. 863612
>>863607
Those feet trigger me hard. Pls fix
Anonymous at Sun, 21 Nov 2021 11:11:56 UTC No. 863613
>>863612
How the fuck did I not notice that
I'm ashamed since I should have noticed it when scrubbing to make sure the outlines are good
Will fix with the next version
Anonymous at Sun, 21 Nov 2021 12:04:00 UTC No. 863619
>>863607
look at anime models on sketchfab, they use a lot of weird tricks
Anonymous at Sun, 21 Nov 2021 12:07:50 UTC No. 863621
>>863619
Getting the faces right are the biggest pain for me
I'll have to look at some later on today. Thank you.
186x271
referencenano.jpg
Anonymous at Sun, 21 Nov 2021 20:50:30 UTC No. 863717
>>863607
You'll need to make custom normals if you want highly accurate anime-style shading. Check out this video:
https://www.youtube.com/watch?v=EW6
It can be difficult to see how anime characters translate into 3D. Looking at the anatomy of figurines can help with general form. (Note the hair).
I think you're on a good track tho anon, you've done some good work. It just needs polish in the stylelines and the finer details and you'll have a crispy crispy 3d model.
>>863601
The head looks good from the angle you've sent. I like the kemono styling. Does it look different from the front?
Anonymous at Sun, 21 Nov 2021 21:11:51 UTC No. 863718
>>863717
Westerners can't into 3D anime. For some reason the chinks and japs are the only ones who mastered it. Western "Anime" models always look like trash or not like Anime at all.
Anonymous at Sun, 21 Nov 2021 21:21:12 UTC No. 863721
>>862814
Very nice. How's the detail on the soles? Asking for a friend.
Anonymous at Sun, 21 Nov 2021 21:44:46 UTC No. 863725
>>863721
Feetfags are the worst of the lot
Anonymous at Sun, 21 Nov 2021 22:13:14 UTC No. 863731
>>863718
Asian magic doesn't exist anon, they use the same tools and techniques as we do. The difference is that they use reference more
Rather than just have a front and side view of a model sheet, they have shots from films/shows from all angles
Anonymous at Sun, 21 Nov 2021 22:33:41 UTC No. 863741
>>863731
AWW SHIT, DIS IS REALLY A GAME CHANGER! THX ANON
/sarcasm
Anonymous at Sun, 21 Nov 2021 22:45:11 UTC No. 863746
>>863741
If you want to prevent yourself from doing anything because of pseudoscience, then it's your loss lol
Anonymous at Sun, 21 Nov 2021 22:49:49 UTC No. 863750
>>863717
Thank you for the tip
I was thinking of painting normals since I haven't done that and need a reason to learn
Anonymous at Sun, 21 Nov 2021 23:46:21 UTC No. 863754
>>862985
You might like checking out artwithbryn, he does this style.
Anonymous at Mon, 22 Nov 2021 04:08:11 UTC No. 863777
>>863589
quixel mixer
1920x1080
rocktest1_001.jpg
Anonymous at Mon, 22 Nov 2021 04:09:06 UTC No. 863778
made some rocks today
not sure how to improve my shape language though, it's impossible to follow refs without it looking stiff and uncanny
Anonymous at Mon, 22 Nov 2021 04:20:21 UTC No. 863779
>>863778
Looks like a convincing rock to me, anon. You're probably just overthinking it. If it helps, I'd say try not to copy your reference directly so much, but rather use it to understand the subject better.
Anonymous at Mon, 22 Nov 2021 04:47:57 UTC No. 863785
>>863778
OP here.
I'm so glad you made that rock.
It's gonna go perfectly with something I have in mind for the next OP image. Been wondering what I could use for the idea (from the wips everyone posted), and this is perfect.
Echoing the other anon, I think it looks pretty good. Definitely captures that wind-eroded desert rock look. Though I think some of the high frequency detail is a bit noisy looking, at least for how much it punches into the surface. I'm happy though that you didn't fall into that pitfall with rocks where people put copious amounts of edge-wear on everything.
Anonymous at Mon, 22 Nov 2021 04:53:45 UTC No. 863787
>>863778
it's probably not what you were going for, but they look like the airbrushed rocks you'd see in a model landscape.
for realistic rock the erosion is too uniform, and I think the sand should be grainier and lower roughness, it's a bit too much like dust at the moment.
1920x1080
rocktest2.jpg
Anonymous at Mon, 22 Nov 2021 04:57:44 UTC No. 863789
>>863779
>I'd say try not to copy your reference directly so much, but rather use it to understand the subject better.
this is a good idea
>>863785
>Though I think some of the high frequency detail is a bit noisy looking
I'm kinda feeling that too. I should've just done the noise in substance where i have more control over it instead of zbrush
Anonymous at Mon, 22 Nov 2021 08:53:57 UTC No. 863832
>>863778
I know it's silly but you might want to give outdoor bouldering a try or check videos, where they explain the cruxes of some lines/routes.
I started doing that like a year ago and now all I can do when looking at rocks is to check for possible climbs and climbable routes. You quickly get a feel for how rocks should look or not.
Anonymous at Mon, 22 Nov 2021 12:52:55 UTC No. 863855
>>863778
>not sure how to improve my shape language though
By looking at actual rock you sperg
1536x1152
gober20000-0442.webm
Anonymous at Mon, 22 Nov 2021 19:27:41 UTC No. 863929
Closed the loop. I haven't touched any tweaker controllers in the second half, so some parts chimp out at times, so that's definitely to be fixed.
Other than that, do you think there is a point in polishing the turd any more or is it passable at this point?
Anonymous at Mon, 22 Nov 2021 19:54:01 UTC No. 863934
>>863929
it's good, senpai
Anonymous at Mon, 22 Nov 2021 20:01:01 UTC No. 863937
>>863929
nice ear controls. assuming it's for a game, there's always time for polish later.
Anonymous at Mon, 22 Nov 2021 20:13:12 UTC No. 863939
>>863934
thanks, I guess it will do then
>>863937
It's just a portfolio piece, still trying to get a job. I'm trying to showcase I have at least basic understanding of each step of the pipeline, since indie studios around here tend to like more versatility.
1644x1671
headtopo.png
Anonymous at Tue, 23 Nov 2021 00:56:27 UTC No. 863985
redid the head topology after looking at and understanding how anime models work. Still need to understand how to create custom normals to get that look
somehow I feel this is more messy
Anonymous at Tue, 23 Nov 2021 02:23:53 UTC No. 863994
>>863985
looking good so far anon! The Royal Skies videos are pretty good, but if you need additional reference look for models designed with this kind of shading in mind. You can get rips of the guilty gear models super easily (just google).
the topology is always going to feel weird because it's deliberately designed to have 'incorrect'/unrealistic shading.
1800x1800
Halter Top.png
Anonymous at Tue, 23 Nov 2021 03:52:52 UTC No. 864001
Going with this shape for the top.
Anonymous at Tue, 23 Nov 2021 04:24:11 UTC No. 864005
>>864001
>hex patterns
it's the early 2000s all over again
Anonymous at Tue, 23 Nov 2021 04:35:24 UTC No. 864006
>>864005
>it's the early 2000s all over again
Good.
746x741
file.png
Anonymous at Tue, 23 Nov 2021 05:11:34 UTC No. 864009
sue me, but I'm trying to get a hold of this texturing thing.
tips before I leap off a bridge?
Anonymous at Tue, 23 Nov 2021 05:26:35 UTC No. 864010
>>864009
I think it's a pretty good start actually
some details: skin is taut and should be lighter where the horns grow. might have to edit the mesh a bit or manually add occlusion around the lips so they don't disappear into a fine line. nostrils should probably have a slight reddish tint to emulate SSS. eyes will improve if you add an AO mesh (basically just a transparent mesh covering the eye socket that fades to black where it touches the edges)
Anonymous at Tue, 23 Nov 2021 05:29:35 UTC No. 864011
>>864009
I forgot to mention the good points but I like the coloration of the scales and the bits of debris around the missing eye, it's a good touch. might have to look at hurt snakes to see how damaged scales look.
Anonymous at Tue, 23 Nov 2021 06:18:52 UTC No. 864019
>>864009
minor details on a form that should have been rethought and polished more.
Anonymous at Tue, 23 Nov 2021 06:54:57 UTC No. 864024
>>864019
explain.
Anonymous at Tue, 23 Nov 2021 06:56:02 UTC No. 864025
>>863929
man- If you feel like it, post another version with frame timecode, or show the timeline scrubbing in the playblast- Will be much easier to communicate with frame ranges. Don't need to see your keyframes or anything- Just want to try to give you the best advice I can- I think with another hour, hour .5 , you should be good- I can try to help you nail down the approach
Anonymous at Tue, 23 Nov 2021 06:59:12 UTC No. 864026
>>864024
not him but the base is kind of blobby so the details dont have any interesting shapes to naturally cluster at
that being said it still looks good
1536x1152
timecode20000-0441.webm
Anonymous at Tue, 23 Nov 2021 08:38:42 UTC No. 864040
>>864025
Thanks anon. I hope this will do.
I never thought I would get mentored on 4chan.
Anonymous at Tue, 23 Nov 2021 09:26:42 UTC No. 864042
>>864009
what the other anon said about colors, but also more roughness variation, and definitely more general roughness on the horns. Try feeding the curvature or ao map as a mask for your roughness (bake them from your finished normal map, otherwise they won't help much)
1024x1024
kam_face_latest.png
Anonymous at Tue, 23 Nov 2021 10:11:42 UTC No. 864052
>>864042
>>864026
>>864019
>>864010
Throw a brick at my window. Tried composing a Transparent + Principled mix for the eyebrows but methinks it could have gone better.
Anonymous at Tue, 23 Nov 2021 10:18:13 UTC No. 864054
>>864052
Eye lens*
Anonymous at Tue, 23 Nov 2021 14:28:37 UTC No. 864090
>>861488
I was once like you, you'll get there freindo :)
Anonymous at Tue, 23 Nov 2021 15:06:51 UTC No. 864095
>>864040
>00:00:00:00
relax the right arm, bow to his side- The neutral start will - You want him to ease into caution- You should raise the bow as he leans into smelling the air
>00:00:01:04
further delay/offset the lamp swing. Its one of the few places you can bring weight, gravity, to this scene
>00:00:02:00
drop the head from the neck to pull back in a slower contraction from the sniff. Remember he is investigating- His cautious attitude should have tentative suspision
this might be a personal note, but I acted out what I'd do if I smelled the air- And I pursed my lips (closed) and opening my mouth did not feel natural while smelling the air deeply. Up to you and your character though
>00:00:08:07
The bow inspection shouldn't stop and go from each pose- Each turn should flow into the other - Try adding motion from the shoulder to influence this flow- Usually working with small arc motions from the top of the chain can add a lot of fluidity if you plan it right. But I also suggest maybe leaning the torso in, with slight bend,- forward and then back to rest, in and out of "close inspection" range while he fiddles with the bow
>00:00:13:23
Don't turn him back to neautral so soon- Exageratte this lean- Creep his balance further and at the last moment you pull him back to rest- Add in some offset to his center back from the lean and it will give a lot to the gravity (00:00:15:18 could be a could spot to bring him back)
Anonymous at Tue, 23 Nov 2021 15:07:57 UTC No. 864096
>>864040
>>864095
People always say this- But think in curves and arcs for all of your linked motions- you've got good approach to the core of the work here- It all just needs some refinement and cohesion. Good luck- If things prove frustrating to get right, or if you don't feel like working on it more- that's fine. My feedback could hopefully keep in mind for future anims. Fan of your rigging skill so I figure I try to help with my exp with animation
Anonymous at Tue, 23 Nov 2021 15:54:36 UTC No. 864108
>>864095
>>864096
Much appreciated. I am a bit frustrated, but at the same time I want it to click, so I'm not quitting yet. I also realize at some point it's better and faster to start over. It's a fine line, but I think this isn't hopeless (also encouraged by you), so I'm giving it more time.
I'll play with your tips and see how it looks.
Anonymous at Tue, 23 Nov 2021 16:01:07 UTC No. 864109
>>864108
Don't quit anon.
Anonymous at Tue, 23 Nov 2021 16:01:35 UTC No. 864110
>>864109
I won't. I can see the end already.
726x702
Y1gJza9opY.png
Anonymous at Tue, 23 Nov 2021 20:47:03 UTC No. 864154
I'm hoping to know the right way to make intersections like this. for future reference- this model I don't care to go back to correct it. How would you cut it cleanly? Would you avoid cutting it all together, maybe, with proper planning of the shape....
Anonymous at Tue, 23 Nov 2021 20:52:49 UTC No. 864155
>>864154
what's the question? it looks fine for a base mesh, any errors that you see in the normal don't matter if you're doing a high poly pass
Anonymous at Tue, 23 Nov 2021 21:54:50 UTC No. 864168
>>864154
Maybe throw a loopcut in there to tighten up the normals. If it's a game asset then ehhh, that's ok.
Anonymous at Tue, 23 Nov 2021 21:55:34 UTC No. 864169
>>864155
I want to know if a boolean cut into that central piece is good or bad practice- Now that I think more after modeling this, I should have made a tube shape- which wraps in the elongated shape of the grill. Rather than worry about cutting through a stretched out cube... maybe I over think. But I also want to move forward using best practices. I don't think I've ever done a high poly pass
Anonymous at Tue, 23 Nov 2021 21:59:28 UTC No. 864171
>>864169
>I don't think I've ever done a high poly pass
then you ain't using the best practices
Anonymous at Tue, 23 Nov 2021 22:00:52 UTC No. 864172
>>864168
thanks- My eye is not that sharp. I'm mostly in the dark about what is seen as acceptable for shading errors. Always see people point them out so it makes me conscious of it- But not too weary to obsess over. People carry strong opinions on modeling technique that I am always willing to hear and make note/use of
605x841
1585186880766.jpg
Anonymous at Tue, 23 Nov 2021 22:04:36 UTC No. 864173
>>864171
I'm going to try to Learn what it means and apply the knowledge
1536x1152
gober20000-0441.webm
Anonymous at Tue, 23 Nov 2021 23:23:48 UTC No. 864188
Smol update. I think we're finally getting somewhere. I will fix the messed up tweakers tomorrow and maybe detail the rat if I get the time.
Anonymous at Tue, 23 Nov 2021 23:28:05 UTC No. 864189
>>864154
Creasing.
800x800
among.webm
Anonymous at Wed, 24 Nov 2021 00:04:00 UTC No. 864199
>>864052
what brushes/texs are you using for the scales?
Anonymous at Wed, 24 Nov 2021 00:36:43 UTC No. 864205
>>864172
It's ok anon all part of learning, just try to handle the basics of normals and shit by messing around with loopcuts and whatnot on cylinders and cubes, then apply that knowledge moving forward. The more you do it the better you'll know/remember how to tackle those small problems.
Anonymous at Wed, 24 Nov 2021 01:11:11 UTC No. 864208
>>864199
cute
Anonymous at Wed, 24 Nov 2021 03:11:22 UTC No. 864241
>>864188
Looks good but isn't he a bit too handsome for a goblin?
Anonymous at Wed, 24 Nov 2021 03:14:17 UTC No. 864242
>>863373
Triangle count?
298x217
file.png
Anonymous at Wed, 24 Nov 2021 04:14:15 UTC No. 864261
>>864199
I make it myself.
>>864242
I'm probably going to do a lot of optimizing after it's done so I have no idea.
Anonymous at Wed, 24 Nov 2021 15:06:10 UTC No. 864391
>>864241
There is no pleasing everyone. Some anons said he's so ugly it hurts to look at him in the last thread.
707x783
topo.png
Anonymous at Wed, 24 Nov 2021 16:16:51 UTC No. 864411
don't really have a clue tf im doing with retopo, does this look like it will deform normally? there's like no references for 4-legged forms
Anonymous at Wed, 24 Nov 2021 16:25:26 UTC No. 864412
>>864411
You should go back to picture refs of actual animals. This front section looks atrocious.
528x374
unknown-14.png
Anonymous at Wed, 24 Nov 2021 18:50:06 UTC No. 864433
lol doing speedsculpt really shows how bad I am it was so stressful
7 minutes each for a tarsier and rooster head, they look like they seen some shit
Anonymous at Wed, 24 Nov 2021 19:04:24 UTC No. 864439
>>864433
7 mins is not bad doe. Rooster looks like he could git gud in another 5
966x1166
Screen Shot 2021-....png
Anonymous at Wed, 24 Nov 2021 20:05:31 UTC No. 864454
happy thanksgiving 3ros. reworking an old basemesh after coming back to it with fresh eyes and seeing all the shit I did wrong. always nice to do
1800x1948
wip_13.png
Anonymous at Thu, 25 Nov 2021 01:00:47 UTC No. 864506
Happy thanksgiving Anons. Adding more stereotypical details in Substance.
1227x1038
unknown (25).png
Anonymous at Thu, 25 Nov 2021 02:56:48 UTC No. 864512
sup /wip/eople
ve been feeling really sick since last week, i didn't do much but ill make sure i'll add more stuff later
>>862544
i don't know how the porting process to war thunder works, but i'll upload all of the model content files over a github rep
and you'll be able to fiddle around with it.
id be pretty interested to see the results!
>>862937
i'll try
640x480
F1-11-2.png
Anonymous at Thu, 25 Nov 2021 09:47:32 UTC No. 864577
Grease pencil guy here. If I were to create a 3D model from scratch to use for VRChat or VTubing (Don't bully pls) am I supposed to create the base model as a nude? I want to make an avatar/model where I can switch out clothes, accessories, etc.
Anonymous at Thu, 25 Nov 2021 11:22:01 UTC No. 864594
>>864577
Nvm I'll just watch some freaking tutorials
Anonymous at Thu, 25 Nov 2021 17:51:41 UTC No. 864702
>>864577
you model whatever you want people to see. if nobody will see it, you don't need to model it.
Anonymous at Fri, 26 Nov 2021 00:28:59 UTC No. 864799
>>864577
yeah of course. no need to detail stuff that's always going to be covered by clothes, but you want a basic mannequin to get your proportions correct from the start and keep them consistent
Anonymous at Fri, 26 Nov 2021 01:59:02 UTC No. 864816
OP here, happy Thanksgiving to everyone, even to the Eurofags out there.
I'm celebrating with my family tonight and won't have too much time to work on the next OP before the thread hits page 5. I'll finish it up tomorrow, so just a head's up.
I know refreshing the thread on page 5 is kind of a self-imposed thing and it probably doesn't need to be refreshed that soon, but I figured I'd let y'all know all the same.
Cheers everyone, stay safe out there.
Anonymous at Fri, 26 Nov 2021 02:02:50 UTC No. 864817
>>864816
there's probably a couple more days before the thread even reaches page 10
happy thanksgiving!
960x540
Dorifto.webm
Anonymous at Fri, 26 Nov 2021 06:20:17 UTC No. 864878
Working on an evolution of >>862754 since I had fun with that project and I'm not able to post it to my social media since the dude's afraid of it being "stolen". Figured something like this would be fun, and let me try out some ideas that I wasn't able to on the Jeep project.
It's early stages, but by the end it should look like some fun, offroad, rally drifting. The road is flat right now so I could get the racing lines looking okay, but it'll be on a downhill incline when it's all finished.
There's something weird going on with the camera at 2 points too, but I'm not sure what's causing it. I just bruteforced through the glitch with manual keyframes, but I'm probably going to have to go back in later on to fix it properly.
620x719
1637920410597.jpg
Anonymous at Fri, 26 Nov 2021 09:53:57 UTC No. 864896
making a chunky bear furfag
Anonymous at Fri, 26 Nov 2021 12:46:30 UTC No. 864924
>>864896
Stop, please all of you.
Make something human.
854x837
unknown.png
Anonymous at Fri, 26 Nov 2021 18:56:19 UTC No. 864986
im the anon that posted the speedsculpt, will be doing 3 other animal heads like this one
Anonymous at Fri, 26 Nov 2021 19:05:48 UTC No. 864988
>>864986
nice cock, bro
Anonymous at Fri, 26 Nov 2021 19:50:58 UTC No. 864993
>>864986
told you the rooster had potential
Anonymous at Fri, 26 Nov 2021 20:13:51 UTC No. 864997
>>864924
no
Anonymous at Fri, 26 Nov 2021 22:33:12 UTC No. 865010
>>864986
very nice! add some colors and it'll look great
1440x1440
doggooo.png
Anonymous at Fri, 26 Nov 2021 23:44:30 UTC No. 865021
>>864924
Sorry bud, this is as close as you're gonna get, the furries here are...powerful and prolific.
Anonymous at Sat, 27 Nov 2021 05:06:21 UTC No. 865073
Anonymous at Sat, 27 Nov 2021 06:48:27 UTC No. 865092