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🧵 /wip/ - Works in Progress

Anonymous No. 868265

/wip/ - Works in Progress
- Collage Edition: Series 2 -
Dragon fight!

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

Previous thread: >>865091

List of free resources: https://pastebin.com/cZLVnNtB

Anonymous No. 868272

>>868265
loving the pic OP

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Anonymous No. 868273

the little shoes turn out kinda cute

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Anonymous No. 868276

r8 gazebo, its for an early 2000's pc looking game

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Anonymous No. 868277

Anonymous No. 868278

>>868265
>My aquatic girl in underwater
Just epic wip anon, just epic.

>>868273
GOGOGOGO DQ/MH ANON LOOKING GOOD AF

Anonymous No. 868279

>>868265
Also that fucking slug + hips, amazing. The whole image is a mastapiece anon.

Anonymous No. 868280

>>868272
Thanks, bro! I'm glad people are still getting a kick out of them!

>>868278
>>My aquatic girl in underwater
Yup, had her in there for the first image in this series.
If you look real close, she's also on top of the popcorn machine as part of the goblin's "figure collection".

>Also that fucking slug + hips, amazing
Gotta figure out something to do with all those headless/torsoless butts! That's the butt corner!

Anonymous No. 868281

>>868279
I'm fond of the blue rat jumping in to censor the tits personally

Anonymous No. 868291

>>868280
Love the attention to detail anon, and the butt corner? Sign me up kek

>>868281
He do be jumpin’

Anonymous No. 868343

>mfw my shitty images are on the board.
Kek thanks OP. As other anons pointed out, the butt corner is sublime.

Anonymous No. 868346

>>868237
Thanks OP, that helps a lot.
I've watched videos where it's been used before, but they never seem to mention how and why they've used it. It's just been "now apply scale" but they'll explain the how and why for everything else they do.

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Anonymous No. 868404

agony.

Anonymous No. 868405

>>868276
>>868277
Looking pretty good.

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Anonymous No. 868414

somehow this level turned into a music box.

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Anonymous No. 868440

So I'm prolly gonna experiment from this, making scenes/fixes and the like.

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Anonymous No. 868463

>>868440

looks great dude, im still weirded out by the hands, please consider making them more cartooney.

Anonymous No. 868464

>>868463
sorry, I'll fix it.

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Anonymous No. 868501

I gave my character some clothes, and I volumized her hair. I am satisfied with the render on the left, but when I looked at my character from a flat frontal angle, her face looked kinda weird, especially with no lighting in viewport shading and in the Unreal default scene, so I figured I would make her jaw rounder and cheeks fuller to give her face some more depth so she looks better in bad lighting. I feel like I did ok with the face changes, and I brought her back into Unreal with a sun light and better exposure, and I think her face looks ok at an angle, but I’m still not sure what I think about her face from the front. Does her face look weird to any of you?

Anonymous No. 868503

>>868346
Glad it helps. Really, apart from doing it compulsively, you'll just know when you should apply scale. If something starts fucking up in a way that just doesn't make sense, it's always good practice to try applying it to see if that fixes it.

>>868501
I kinda liked the old face a little more since it was less "human proportioned" and fit with the chibi looking style since it was more circular rather than oval. Then again, it is a slight change, and I probably wouldn't have noticed if it wasn't pointed out.

>>868281
A blue rat, for a blue board. Had to censor those milf-bear titties somehow.

>>868343
No problemo! You guys keep making stuff, and I'll keep puttin em in!

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Anonymous No. 868504

>>868501
>Does her face look weird to any of you?

Anonymous No. 868507

>>868414
Now that's inspired bud.

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Anonymous No. 868520

>>868463
bar some minor clipping issues I think it turned out way better.
Happy future disappointment everyone.

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Anonymous No. 868522

thoughts?

Anonymous No. 868529

>>868522
I am going on a mission. I am going to pack 2 thin layers of shake with a large pinch of salvia sandwiched in between.... And when your mom knocks on the bedroom door, If she comes up while I'm rocket man, I can just chuck the piece out your bed room window and act cool. Also can I sleep over

Anonymous No. 868540

>>868522

cool lady bug lawn ornament anon

:)

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Anonymous No. 868561

the making of mr stumps

Anonymous No. 868565

>>868561

will there actually be throwable grenades in the game.

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Anonymous No. 868596

hope I finish her

Anonymous No. 868600

>>868596
Is that Helena Bonham Carter?

Anonymous No. 868601

>>868561
Two bones in arm? Nonono

Anonymous No. 868607

>>868601
If u look more careful u can see that one arm is shorter than the other, the other with the 2 bones still has the cartilage. And because the hands are short on this model, that looks fine.

Anonymous No. 868622

>>868607
retard take. Upper arm only has the humerus. 1 bone.
Also, your sculpts are messy and unpleasant to look at.
Same goes for the "texturing".
Leave it be.

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Anonymous No. 868623

animation stills

Anonymous No. 868679

>>868622
Not more than 40 posts in and we already have a faggot.

Anonymous No. 868680

>>868622
k y s and back to r*ddit

Anonymous No. 868681

>>868622
This.

Anonymous No. 868687

>>868623
I like this a lot. THank you

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Anonymous No. 868688

>>868565
yes
there are 2 variations, this one and the total gib one thats only triggered by large explosions

>>868622 it's not a sculpt, thats just the model rendered in HLMV heres how it looks ingame

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Anonymous No. 868733

>>868265
Hello, i'm the guy who made a coffee cup in a past thread.

I tried making a weapon this time, and it looks like... This.

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Anonymous No. 868734

>>868733
This is what i was going for.

Anonymous No. 868736

>>868265
I can't post my Nihiilant cos Im banned from postin images for some reason

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Anonymous No. 868762

>>868600

Anonymous No. 868788

>>868736
Post an imgur link or something.
I'll make sure he makes it to the next OP.

Anonymous No. 868799

>>868733
this seems to be subdiv modelled
i dont know, try regularly box modelling it and doing a high poly pass later
i think you should look at a few more tutorials, that would help you a lo

>>868273
you're really skilled, your sculpts motivate me to try zbrush one day. keep it up!

Anonymous No. 868804

>>868736
uplaod it to imgchest or catbox.moe

Anonymous No. 868809

>>868596
Just leave her, the crows will finish her off.

Anonymous No. 868812

>>868596
Anon she looks like a make-a-wish kid in a Tool video.

Anonymous No. 868836

>>868623
kino
>>868809
kek

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Anonymous No. 868857

I've come to the conclusion that I don't like interpolation all that much.

Anonymous No. 868879

>>868623
based

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Anonymous No. 868881

So since the other anon was working on a manta I wanted to as well. Did you know they can jump into the air like dolphins? Very weird. But these rays are flying.

Anonymous No. 868884

>>868857
can i see the topology pls

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Anonymous No. 868920

>>868884
You can, but it's really not that great.

Anonymous No. 868978

>>868881
>Hey Pan, are you coming to hang out with us at the Loft?
>No way, bro, I'm too busy surfing my space manta *shakas*

Just kidding anon, looks cool.

Anonymous No. 869021

>>868622
Heh... I see your already blending into 4chan nicely kid... keep that up... We are ruthless here.

Anonymous No. 869030

>>868733
SOUL

Anonymous No. 869059

>>868273
Your sculpts are lazy. These "Folds" look really bad.

>>868404
>>868440
The weapon looks out of place. The textures are also lazily done.

>>868501
This is very low effort. Try again.

>>868522
I don't get what you're trying to achieve here, you can clearly see its an ameteurish piece if you take off the filter.

>>868561
>>868688
Bad character design, bad textures too. Very lazy attempt at making something "gory" too.

>>868596
Ew.

>>868623
Please get rid of the lens flare.

>>868733
Just delete this and try again, please. It looks awful, you should just go back and look at some tutorials before shitting out bad renders like this.

>>868857
>>868920
Clearly a lazy, low effort "solution" you came up for this bad model. Learn how to animate. Your topology is also really bad.

>>868881
The scattering is really ugly.

Anonymous No. 869060

>>869059
kys chris

Anonymous No. 869067

>>869059
Commit not living pls.

Anonymous No. 869069

>>869059
off yourself

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Anonymous No. 869072

Sculpted in Zbrush, textured in 3DCoat, now ready to rig in Blender because I'm a poorfag
Enjoy the fat MAN ass

Also, any anons recommend a cheap-ish tablet that can do both 2D and 3D? Is any cheao wacom viable?

Anonymous No. 869073

>>869059
Post your work, faggot no modeller

Anonymous No. 869099

>>868788
fucking banned for nothing

https://imgur.com/a/oLqzcld

Anonymous No. 869102

>>868622
>>869021
>>869059

Please go back to the software threads. Nobody wants you here

Anonymous No. 869125

>>869072
huion h610prov2

Anonymous No. 869137

>>869102
No

Anonymous No. 869139

>>869099
disgusting.
10/10

Anonymous No. 869141

>>868978
Just having too much of a good time riding da waves brudda kek

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Anonymous No. 869151

>>869072
Show me a full shot
Also, Wacom Intuos

Anonymous No. 869183

>>868857
This is cool actually

Anonymous No. 869185

>>869059
>Learn how to animate
This IS how you animate- You do passes on the motion, refining it more on each pass. Many CG artists believe that you let the curves do the work- The interpolation is really only meant to guide the keys which you place yourself. At least for character animation. And there's a point where you don't really need to see the interpolation anymore to know how motion should behave. My Auto-keys are placed as regular keys- non interpolated (hold, constant, ... a KEY in the traditional ((animation)) sense).
I guess it depends what "look" you desire too. But to any animators here, I know instantly when one has thrown posterization pass over interpolated keys- I'm sure any animator is able to recognize this. It is as obvious as seeing rotoscoped motion to me. No style short cuts!! You hear me?? Shortcuts all the way, its golden, but for your style that you wish to hold parallel to the work- Don't cut corners. Its the only area that matters, really

Anonymous No. 869190

>>869185
Don't fall for his bait, just ignore that post

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Anonymous No. 869197

Finally got the likeness I wanted for the main character, it was frigging hard.

>>868799
dude zbrush is amazing you should definitely try it

Anonymous No. 869198

>>868733
That is a cute design. I would probably get rid of the crease running along the side of it though, or at least the part of it that cuts across the stock

Anonymous No. 869200

>>869197
Looks great. I wouldn't indent those black marks though. I would just texture them and keep the surface flat, maybe they are just placeholders for you.

Anonymous No. 869201

Its nice to see people posting work for once. And then there's this faggot >>869059

Anonymous No. 869204

>>869197
What matcap, I like it.

Anonymous No. 869205

>>869197
Based Toriyama enjoyer. I love Dragon Quest 5. Amazing work.

Anonymous No. 869207

>>869059
midwit effortpost from a no modeler. this is called a wip thread instead of a portfolio thread for a reason

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Anonymous No. 869208

last sculpt in blender since i’ve just downloaded zbrush

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Anonymous No. 869209

anyone know a good game making forum of sorts? i want to work on my project near likeminded people but all i can find are discords with lo-poly meme graphics

Anonymous No. 869211

>>869209
you should make your own community and invite like-minded people with the same goals and ambitions as you

don't make it on dead platforms, just use discord. Try not to be negative or else people wouldn't post their projects for fear of releasing shit. Try to cheer on people and encourage them to do more

Anonymous No. 869212

>>869211
that's good advice, can't believe i never thought of that. you're a good friend, stranger

Anonymous No. 869234

>>868277
Bad UV mapping. Keep your textures similar in scale on your model.

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Anonymous No. 869262

Making some assets for "future project"

Anonymous No. 869269

>>869262
mine craft with guns with AAA graphics and quests

Anonymous No. 869273

>>869208
I can imagine him trying to walk through a dungeon and constantly hitting his head and then chest on doorways

Anonymous No. 869278

>>869269
Sounds really good. Wish there were more survival/crafting games out there.

Anonymous No. 869295

>>869278
I know it became cool to shit on, but Dayz is still the most fun survival game in terms of outright survival.

Anonymous No. 869297

>>869209
If Burne Hogart made a model.

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Anonymous No. 869346

Adding little details now.

Anonymous No. 869351

>>869269
don't forget the hookers

Anonymous No. 869353

>>869208
This is crazy and I like it a lot.

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Anonymous No. 869362

The rigging still needs some work

Anonymous No. 869365

>>869362
Two of your candles are askew but the water they're on is level senpai.

Anonymous No. 869391

>>869208

is this for a game or just for fun?

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Anonymous No. 869406

>>869200
thanks for the tip I'm honestly usually figuring things out as I go, I'm planning on doing some quick test bakings to see how it turns out.
>>869204
that's a modified basic material can't remember where I even got it. I can share it if you want it, just let me know.
>>869205
thanks, I'll make sure to post it once I finish it.

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Anonymous No. 869414

>>868265
Nintendo, pls hire me

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Anonymous No. 869431

Finally have some more free time to work on this >>865295
I added some trees and stuff to hopefully make things seem a little more precarious like there's a cliff edge on the sides of the road. I did what I could to make the mountains stand out a little more, mainly messing around with the color and adding some snow to emphasize the silhouette, and threw in some low-hanging fog and stuff in the background. The fog doesn't really show up all that well in the video, but it looks pretty nice in stills. Which I'll probably do as well since some of the frames look nice on their own.
I also decided to go full into the rally look with the paintjob on the BMW, and styled it after one of the paintjobs the rally M1 had. The animation still doesn't take place in an "event", but the magenta paint just wasn't doing it for me.

I'm debating whether or not to have motion blur on for the final though. On the one hand, I like the clean look that it has without it and things read better in the background, but at the same time the version with the motion blur has some extra energy to it that really helps sell the speed.
Any thoughts on which you prefer? I'm kind of partial to the motion blurred one.
The webm quality is kinda shit (I've got no idea how to get nice quality webms out of the "webm for bakas" program), so here's a link to an mp4 version if need be. ( https://files.catbox.moe/5vxewq.mp4 )

After the next round of changes I think I'm gonna call it finished (unless there's some really glaring issues). There's things that could still use work (getting it to loop perfectly has been a bitch and it's still not perfect), but I think it looks alright enough, and I'm kinda wanting to move onto the next project. I've got quite a backlog.

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Anonymous No. 869433

>>869431
Here's a still frame too to show some of the background stuff without it whipping around.

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Anonymous No. 869492

>>869151
hey anon

Anonymous No. 869493

>>869406
this shit goes hard good stuff anon

Anonymous No. 869496

>>869431
looks great!
the question of adding motion blur to stylized work is always hard for me. I feel like in this case it'd be cool, it does make it seem faster with more action. for me it's often a framerate issue, at some point of speed you have to enable motion blur, or shit starts to look like it's going backwards, depending on the framerate. In the end i'd just render out both version, so you have both on hand.
I really like the speed lines, maybe you could emphasize them a bit more, then again I'm watching this on a 1080p monitor with two videos next to each other.
I wanted to get into creating some car sequences, are you using some rig addon or or did u rig it barebones?

Anonymous No. 869503

>>869492
what is this

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Anonymous No. 869516

>>868687
>>868836
>>868879
thanks senpai
here an angel design for next scenes

Anonymous No. 869517

>>869262
You're about 5 years late to the open-world survival game craze.
(The model does look really good, though)

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Anonymous No. 869525

>>869503
Furfaggotry from a vidya
It's my second full body sculpt so I'm happy how it ended up

Anonymous No. 869539

>>869496
Thanks! I'll probably keep the blur then.
As far as the problem of things going backwards, I've often had that issue as well, mostly with the wheels. I've recently found a solution with this project, where if you have the wheels spin at a prime factor of the framerate (a factor that's also a prime number), I don't have that issue. After that it's just finding the right factor that looks like the speed you're going. So in my case of 30fps, I had the wheels moving at 2 using a generator on the f-curve.
You're right about the speed lines though, I didn't notice before, but they do get pretty lost in the version with the blur. I'll bring them out a bit more, and the fake volumetrics for the headlights too since I liked how that turned out and it makes things seem "cold".

As far as the rig goes, it's actually all custom. I've tried a number of different rigs and addons and never got something that I liked that was "perfect" for my needs. While mine has some issues on its own, the most glaring being the lack of weight from the car itself on the suspension, it works well enough for what I need. It mostly revolves around the "Wiggle Bones" addon for the suspension, and then uses a convoluted network of constraints, parents, and other shit. It's at the point now though, where I can get a car model, drop the rig into the scene, match up the points where the wheels go, and parent things.

I've had a tutorial in the works on the rig for a while that's about 80% finished, but I've had neither the time nor the real motivation to actually finish it. Video editing isn't my favorite thing to do.
Maybe one of these days though I'll finish it.

Anonymous No. 869548

>>869539
that's a great tip using a generator.
Tight, if you ever finish that tutorial post it up here in /wip/ so we see it!

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Anonymous No. 869550

How do I fix this?

Anonymous No. 869557

>>869550
Whatever you do in blender to recalculate/reset the normals on your model.

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3DGuy !!XhQDOznbDw3 No. 869558

>>868265
This is getting extraordinaire.

Anonymous No. 869559

>>869431
That looks real nice, man.

Anonymous No. 869572

>>869550
check for internal faces as well

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Anonymous No. 869575

>>869572
>>869557
seems a blender bug.

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Anonymous No. 869579

pls rate.

Anonymous No. 869582

>>869579
Keep going. Check proportions against a reference frequently as you do so.

Anonymous No. 869584

>>869575
Just for future reference, because I'm not sure if you know or not, or if it's even really relevant but, there's an option to turn on face orientation. Red faces should be inside and blue faces should be outside when you turn it on. It's in the viewport overlays and really handy.

Anonymous No. 869585

>>869548
Yeah, it's definitely in that long list of projects I need to finish. All the meat of it is done, recorded and presented, I just need a bunch of B-roll for the beginning when I'm introducing things and how it works. If I ever do get it finished, I'll post it up here. Figured I'd give people the opportunity to buy the complete rig for a few bucks if they don't want to (or can't) follow the tutorial. It's not too hard to follow for me, but I've got no clue how understandable it is to anyone else.

>>869559
Thanks anon. It definitely shaped up pretty nicely.

Anonymous No. 869598

anyone know a basemesh with a weightmapped skeleton to open in blender that i can study? ive no clue what im doing and fucking up my argonian hand

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Anonymous No. 869600

started working on the marvelous designer step.

:)

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Anonymous No. 869615

Maybe it looks too cluttered now?

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Anonymous No. 869621

>>869431
Finally calling it finished.
As said before, there's some things that I couldn't quite nail down as well as I would have liked, but I'm still happy with how it turned out.
Can't wait to post it to Insta to get all of 3 likes, maybe a follow if I'm lucky, and tons of people reposting it without credit for their 50k followers.
Being an artist is suffering :^)
But it's the life I chose.

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Anonymous No. 869622

>>869621
Here's a webm of the progress from the other webms I've posted.
I also finally figured out how to have the webms not look like complete shit. Just gotta enter custom bitrates and keep fucking with them and re-encoding until the file size is under 3mb.
The special part is that it still doesn't matter much and the encode still looks like shit.

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Anonymous No. 869726

Daddy just discovered node composition or whatever it's called.

Anonymous No. 869730

>>869726
be around these couple of days. i might make something silly. you'll know when

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Anonymous No. 869777

>>869517
:(

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Anonymous No. 869792

First time doing drapery, what do you guys think?

Anonymous No. 869806

>>869621
>Can't wait to post it to Insta to get all of 3 likes, maybe a follow if I'm lucky, and tons of people reposting it without credit for their 50k followers.
Plot twist, I posted and within an hour my account got temporarily deactivated for "suspicious activity".
It's currently "under review" and in the next 24 hours, I'll either get it back or have it blasted off the face of the Earth.

I take it back, being an artist isn't just suffering, it's torture.

Anonymous No. 869838

How would you guys rig a fish spine?
Pics appreciated.

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Anonymous No. 869857

>>869838
Bendy bones.

Anonymous No. 869903

>>869857
I mean more how would you construct the spine with bones, but I appreciate the advice regardless.

Anonymous No. 869904

>>869903
Precisely as he's shown you, Goddamnit.

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Anonymous No. 869906

aw ye

Anonymous No. 869907

>>869906
Holy shit I think I saw it move!

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Anonymous No. 869911

Fiddling with stuff.

Anonymous No. 869926

>>869911
>when the boobs jiggle has more frames than her whole bodies movement

also why the fuck does this look like some shit that would be prerendered for some CRPG from the 90s

Anonymous No. 869937

>>869615
Looks okay. I think some color changes on some of those panels might look good. Also, Miranda, is that you?

Anonymous No. 869951

>>869792
I will give my opinion when ur gonna retopo it and post with wires..

Anonymous No. 869960

>>869906
cloth sim?

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Anonymous No. 869981

making a mecha cat

Anonymous No. 869983

>>869960
aye

Anonymous No. 869996

>>869926
>boobs jiggle has more frames than her whole bodies movement

Yeah, their animation is completely auto generated.

>why the fuck does this look like some shit that would be prerendered for some CRPG from the 90s

Vertex colors, high contrast lighting, and outlandishly massive tits will give you that 90's charm.

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Anonymous No. 870029

Working in Fusion 360 on a radial engine.

Feels very weird compared to Inventor and SW. I still don't understand why it differs from Inventor so much when it's both from Autodesk.

The mating options are split into Align and Joint command which is annoying. While the Mc-Master Carr library seems big at first a lot of the DIN/ISO standard bolts are missing compared to the Inventor one and lack the variety when it comes to fits and sizes. A lot of them don't even offer a STEP file for download and are only there as an ad for buying the real life thing.

Also, it just doesn't feel as fluid as SW and Inventor.

Anonymous No. 870081

>>869951
it's a sculpt not a game model lol

Anonymous No. 870105

>>869951
retard

600x600

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Anonymous No. 870134

It's done

Anonymous No. 870135

>>870134
Awesome but kinda... dry?

Anonymous No. 870136

>>869981
Fun

>>870134
Space dandy vibes

Anonymous No. 870137

>>870135
It's just rendered in zbrush so not very fancy

Anonymous No. 870139

>>870134
I want to pet it.

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Anonymous No. 870145

>>869937
Thanks anon. I've gone pretty far off into the weeds on these pants when I should be working on the entire model.

Anonymous No. 870184

>>870145
that circle thing is too big to be just a decal

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Anonymous No. 870205

Anonymous No. 870207

>>870145
I like the overall model but more particularly the heels

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Anonymous No. 870234

accidental bauhaus

: ¬ )

714x592

089i4I0XaFaU5R.webm

Anonymous No. 870235

>>870234
here's how
: ¬ )

Anonymous No. 870249

>>870145
How do you do these details? is it done with substance? baked from normals?

Anonymous No. 870256

>>870249
not him, and im guessing this is what you want:
substance, add fill layer, have only the Height map on, add a black mask to the layer. on the black mask that you created, right click on it and add fill layer, search for a pattern of an image that you wanna inprint on your model, like the honey bee pattern. now back on the Height map, you can now modify how strong the effect is. hope it helps.
and if you wanna have only certain areas with that pattern, to that layer you created, right click and Group. and then add a black mask to the group, add paint layer to the mask, and paint the pattern wherever.

Anonymous No. 870263

>>870256
Thanks

Anonymous No. 870283

>>869792
Cape looks really good, did you drape a cloth sim over it and touch it up manually, or did you do the whole cape from scratch?

1920x1080

axe_body_spray.png

Anonymous No. 870326

Still making props.

1032x1805

Front3.png

Anonymous No. 870366

fuck this is crazy, my shitty cpu from 2012 can't barely even take it anymore...

>>869951
Oh I will haha, believe me I will.
Do you think you get to this point without knowing basic shit like that?.
>>870283
that is from scratch, too much of a hassle to do the wind blowing thing on marvelous, besides sculpting is always fun.

2160x3840

im going to kms w....jpg

Anonymous No. 870375

getting there, i need to figure out IK and helpers for better deformations

Anonymous No. 870382

>>870375
Weight painting is frustrating to me because it seems like the lion's share of the work is already done at that point, but nope. It takes a lot of time and effort to get it right.

Anonymous No. 870386

>>869621
maybe reach out to some of those 50k tiktok fuckheads to see if they'll post it with your name on it, when they get called out for stealing content or asked first they'll usually cave and include a source. I've seen it often

Anonymous No. 870406

>>870386
No point now. see >>869806
The "review" process is over too, and they've decided to deactivate my account for ToS violation. What I've actually done wrong, I've got no fucking clue (they won't tell me). I make sure not to click shit so my account doesn't get hacked, I don't use any 3rd party apps, buy fake ass followers, or even use copyrighted music, in fears of something like this happening. But ultimately all that didn't really matter much since they nuked it anyway.

Instagram has 0 customer support to speak of, so chances of me getting my account back are next to none. I've started the appeal process and sent in a "mugshot", but I doubt it'll amount to anything.
I know I could just start another account, and 800 followers isn't really all that much in the grand scheme of things, but it's a number I worked hard to grow, and there were a lot of people that I really liked hearing from.
I'm just bummed overall. Not sure what to do now. Part of the fun was nurturing a community that was genuinely interested in my work. I know FB is a shitty company, and I know all the remarks about how I shouldn't do X or use X, but it's the connections with my audience that I'm really going to miss if things don't work out. I've got other profiles on other sites (one of which has around 8k followers), but the main focus was going to my Insta since it was the most "normie" of them and was less niche. Which meant a more general audience.

As far as reposting things from large accounts, it's hardly worth it though. I've had it happen and maybe only get 1% of clickthrough to actually see my stuff. For the people that post without my knowledge or credit, it gets hard to keep that shit reigned in. I get a few people from my Insta that'll bring it to my attention, but ultimately it's a losing battle.

Sorry for the blog post. Things just took a shitty turn and I felt like saying something.

Anonymous No. 870414

>>869621
maybe someone said it already, but thought about watermarks? ive seen a few that are like 20% opacity big text but it doesnt interfere with what you are trying to show and they dont look annoying at all. maybe even display it in the livery of the car.
>>870406
hope it all gets resolved, your stuff is pretty cool

3440x1440

Reflections 21x9.jpg

Anonymous No. 870428

>>870414
Yeah I actually do try to work in my logo or name into the composition when I can (or when I remember to). Pic related "AD-20" being a hidden copyright, and the sign on the left being a play on my handle. Though those are less "I made this" and more fun little nods than anything.
I'm just not a big fan of watermarks though since I feel like it detracts from the art, and also makes things feel like I don't trust my audience. Kind of like DRM in games. And the only real place to put them, aside from putting them in the comp, is somewhere where it can't be cropped without ruining things and mostly that means having it over the subject. Hiding them in the art is definitely a solution, but you're also hiding it. Even if it's in a place that's easy to see, I don't feel like many people would be like "oh, that's the artist's handle", if it's integrated well, it might just be seen as something in-universe or something.


Really, though, I was just being overly cynical when I mentioned the whole repost thing. I do have it happen, but at the same time even if it was posted with credit it's not like I really get much of a rebound from it anyway. Plus I suppose the real thing as an artist is to be happy that more people see your work, even if they don't know your name.

>hope it all gets resolved, your stuff is pretty cool
Thanks. I hope it all works out too.

Anonymous No. 870430

>>870366
Any sculpting tutorial you recommend on the artstation learn stuff, anon?

1029x642

file.png

Anonymous No. 870474

>>868265
been awhile since i actually finished something (the aharen model). Did some beginner handpainting. I liked how my low poly model turned out.
Only 659 tris. I think i can go lower

1366x705

file.png

Anonymous No. 870476

>>870474
back view.

Anonymous No. 870480

>>870430
Haven't checked the artstation market place for that but the 3dmold tutorial by gio nakpil is pretty good, it focuses on understanding primary, secondary and tertiary shapes. mold3dacademy.com/master-organic-modeling.html

1440x1440

6217EE01-586E-490....png

Anonymous No. 870489

Gonna ride far, far away…


https://youtu.be/y6Sys-KLwjo

1366x705

file.png

Anonymous No. 870497

>>870476
fully rigged the model. I forgot to add a ribbon and buttons in the texture.
Ill do it tomorrow. Im tired.

Anonymous No. 870499

>>870497
This would make a fine quest/fallback avatar for VRC

655x711

11111.png

Anonymous No. 870511

rate my future avatar for vrchat

Anonymous No. 870522

>>870511
0/10.

600x478

spoopy gazebo.webm

Anonymous No. 870527

Put the gazebo in game

1512x796

161gazebo.png

Anonymous No. 870544

Anonymous No. 870546

>>870527
>>870544
really like your previous pics, think in this one the mids are somewhat drowing and everything becomes muddy.
I'd suggest trying to replace the harsh center light with, well, no light source and instead have the textures in a gradient, maybe with vertex colors if you want to be a purefag. It'd just make it much more readable and enjoyable.

1080x1080

Render8.png

Anonymous No. 870598

I decided to experiment with light baking and ambient occlusion. I think it helps highlight and preserve the look of the geometry a lot better. Plus I improved the rigging

Anonymous No. 870599

>>870598
Very cute, I like the proportions too

Anonymous No. 870623

>>868733
honestly as someone who isnt so good at modeling, i can tell you that this is pretty neat, i think you should add smaller details like indents and stuff (i meant im not so good at modeling)

Anonymous No. 870624

>>870598
why are there boobs to a character that looks like it belongs to a nickalodeon cartoon? just doesnt seem to go with the style your going for but who am i to judge

574x749

111112.png

Anonymous No. 870630

>>870522
who hurt you anon?

Anonymous No. 870643

>>870511
is that xi jinping?

1920x1080

holy canonly.png

Anonymous No. 870650

>>868265
https://www.youtube.com/watch?v=VlJw01boJ8I

Anonymous No. 870655

>>868857
what is this even for?

Anonymous No. 870674

>>869621
You need much longer dust trails, they disappear far too quickly

Anonymous No. 870696

>>869579
An alien? The head looks super strange, facial features are rat-like, the neck is tiny, and the rest is just young human child. Really off-putting and not in the way an extra terrestrial should.

3/10

Anonymous No. 870697

>>870674
They also dont disperse at all, a shame really.

Anonymous No. 870702

>>869059
they hate him because he spoke freely

Anonymous No. 870709

>>868688
give them big cartoon X eyes when they die i think it would be funny

Anonymous No. 870713

>>870674
>>870697
Too late, sorry. It's already been posted around. I'll keep it in mind for the future though, thanks.
I experimented with longer/wider dust trails, but it was one of those things that made it hard to loop. So I had the car mostly cover it up during the loop points.
Since the car jumps from the bottom of the road back up to the top at the loop point, the particles reset. I could have simmed them a little longer before, but I wanted the car to follow the curve from 0-1 so the car starts and ends at the same exact point visually so it loops, so I chopped off parts of the curve before and after so that I don't have to guess if its at the right point, I'd know for sure since the curve position would be at 0-1, instead of some random number in between.
I really don't know if that makes sense, and I'm pretty sure it doesn't since I didn't explain it well, but yeah, I did have longer/bigger trails, but it fucked with the looping. Honestly if I knew that by the end the loop still wouldn't come out perfect, I probably wouldn't have cared and went with it anyway.

232x610

unknown.png

Anonymous No. 870714

My first time sculpting a dog. I intend to turn him into a zombie dog soon. His other half of the body is still missing. Did I fuck it up or do it?

Anonymous No. 870718

>>870714
Nigga, go study some proper proportions.

Anonymous No. 870719

>>870718
How do you study proportions

Anonymous No. 870720

>>870714
General shapes need proper form before details anon, the legs are too long, neck massive, and head too small. Use reference until you can model something then overlay it on a pic and see that it's proportion are right or you'll get some real funk in there. Eventually your eyes will adjust

Anonymous No. 870721

>>870720
Thanks. I felt proud of it before I got toasted kek. I'll just finish this one then make a new one.

320x240

PS1look.gif

Anonymous No. 870723

I might be able to fap to vertex lighting soon.

Anonymous No. 870729

>>870714
amogus

761x739

huh.png

Anonymous No. 870731

>>868440
that looks fucking sick actually

Anonymous No. 870733

>>869197
fuck thats good

Anonymous No. 870734

>>870721
It’s getting there, it’s just that proportions looking right is just something that comes with good practice and time. Your secondary and tertiary levels of detail are believable, just the overall shape, maybe even try just using inflate and move brush to easily fix. Good luck anon.

Anonymous No. 870749

>>870598
Nipples are too detailed, need to be simpler.

1521x967

cannon_cannon1.jpg

Anonymous No. 870761

got a school assignment to texture this cannon model, how did I do?

Anonymous No. 870767

>>870761
is it supposed to be a toy?
The wood is a bit lazy
No primer under the paint?

Anonymous No. 870773

>>870723
All this work... And still no nude render...

270x256

yukiknowfeel.png

Anonymous No. 870775

>>870773
Still here, huh? You're a persistent fellow.
She's flattered, truly.

Anonymous No. 870776

>>870775
i've always been here anon....

326x574

kiryu.png

Anonymous No. 870781

I tried sculpting kiryu from yakuza

720x720

Hey Kid, Catch.webm

Anonymous No. 870782

>>869726
>>869730
free time comes with grave consequences.
disclaimer: didnt do the m4, and first time animating, fug the weights look like crap, ill get it with time.

Anonymous No. 870784

>>870761
Too much normal/displacement on the wood. also, i would remove the paint for historical accuracy, the canon is black because its cast iron and that is its natural color, from tempering.

533x611

unknown.png

Anonymous No. 870795

>>870734
I worked on it some more, and used some brushes to try to improve proportions. I compared it to some real life dog pictures I found. I straightened out his mouth, reduced leg length a bit and slightly increased torso size.

569x388

Dog.png

Anonymous No. 870810

>>870795
Amaizng work man, Reminds me of a fallout style dog the master would of made.

General anatomy issues are that the back legs are not going verticle then into a arch so push the ankle and paws back more

Try to get the skin to pich more on the gap were the back legs meet the body and make the butt push out more

The front legs ned a strong muscle that goes verticle untill it reaches the lower 3rd of the body then the sides go 15-25 degrees outwards

Push the chest out more, dogs tend to have this natrual heroic ready for action pose.

This should also mean to make the front legs and most of the front body be a almost 15 degree angle.

Anonymous No. 870812

>>870784
Do you mean the red paint? The cannon itself the discoloration is just rust

598x896

file.png

Anonymous No. 870814

>why you render the invisible (wo)man by accident
oops

Anonymous No. 870816

>>870598
nipplels are too simple! it needs to be bigger and pierced!

Anonymous No. 870830

How do I make it look better?

Anonymous No. 870850

>>870782
Why does that farming equipment have a gun on its back?

957x1300

gangster-gun-boy-....jpg

Anonymous No. 870853

>>870850
Its the natrual progression.

460x258

1559783478474.gif

Anonymous No. 870855

>>870853

490x770

1639929659726.jpg

Anonymous No. 870856

>>868265

Anonymous No. 870860

>>870782

does he have eyelids?

619x1118

cupp.jpg

Anonymous No. 870871

I'm making a teacup in maya and I used "bridge faces" to make this handle.
Now I see this weird line on the cup that doesn't seem to disappear even when I clear the history.
Anyone know what this is?

1920x1080

bucket_list.png

Anonymous No. 870879

Almost 4.6k tris for a bucket.. its insane.

1920x1080

hand render.png

Anonymous No. 870880

pretty proud of this hand, can already see some places it needs improvement but hey that's what more practice is for

Anonymous No. 870883

>>870880
Isn't it better to keep the finger joints quads? they can't bend more than 90 degree anyway.

Anonymous No. 870886

>>870883
They look like quads to me. He probably wants the inside to collapse better.

1920x1080

bucket_list2.png

Anonymous No. 870899

>>870879
Meh... kinda like the matcap more.

Anonymous No. 870900

>>870899
This is a fine bucket, anon. A damn fine bucket.

1680x800

dontslip.png

Anonymous No. 870901

ice level is coming along, texture work isnt great but itll look better once its in unity i guess.

270x187

download.png

Anonymous No. 870902

>>870879
>>870899
Dear god...

841x769

3.jpg

Anonymous No. 870904

Anonymous No. 870905

>>870901
Are you the guy making that furry bat game?

Anonymous No. 870907

>>870901
Reminds me of pandemonium.

1911x901

fleg.png

Anonymous No. 870908

>>870905

kek, no im making the chess guy slasher platformer

Anonymous No. 870910

>>870814
Nice stand, what's its name?

Anonymous No. 870914

>>870860
i...uhm... why wouldnt he. ill be honest, i did not check references for reptile eyelids. but im assuming they have?
>>870850
>>870853
>>870855
I'LL HAVE YOU KNOW THAT HE IS A SKILLED JEWELLER AND PROFESSIONAL IN HIS CRAFT, SHUDDUP

856x856

Rig wip.png

Anonymous No. 870924

Starting to weight paint again. Please pray for me.

Anonymous No. 870930

>>870474
>>870476
>>870497
i like it. how well does something like this actually look in motion, though?

785x1014

robogote-3d.png

Anonymous No. 870932

>>869492
wow a swatch
have the gote then

541x516

wtf.jpg

Anonymous No. 870933

I imported 2 textures into Substance and it shows up like this.
why is there only 1 texture with 2 written on it wtf

1080x540

Comparison.png

Anonymous No. 870934

>>870624
I am still experimenting with my style since I am new to 3d, and making art in general. I have noticed that I have a habit of not being able to look at my characters objectively since I become somewhat face blind when I am making them. I looked at my older iteration of the character and I was surprised to see how bad it actually looked, but I do feel like I made a lot of progress, though it will still take me a short while to figure out whether or not it looks like a Nickelodeon cartoon

Nudity combined with stylization isn’t something that is supposed to go together to most people (except with anime), but the reason I did it is because I take a lot of inspiration from expressionism, which has a lot of stylized nudity. It isn’t like the “non-sexual nudity” meme that academics use to explain to general audiences why artists love depicting naked people, it’s just that it’s not the same explicit and raunchy sexuality that is portrayed most often today.

1080x1080

Piercing3.png

Anonymous No. 870935

>>870749
>>870816
More detailed, bigger, and pierced!

200x256

1635277394609.png

Anonymous No. 870936

>>870924
unf

Anonymous No. 870937

>>870933
it probably thinks they're udim tiles of the same texture

Anonymous No. 870938

>>870937
would it be because how I named the files?

Anonymous No. 870940

>>870938
yeah, that's a fair guess
https://www.youtube.com/watch?v=mUjE8IE3J_k

Anonymous No. 870941

>>870940
ah I see. well thanks, I guess I know what they are now.
so it just saves you a little bit of time and dragging/dropping? that's cool I guess

Anonymous No. 870942

>>870924
I would like to study your topology.
wireframe screenshots pls

633x405

Hand over the wei....png

Anonymous No. 870948

>>870924

1944x834

Wire 1.png

Anonymous No. 870949

>>870942

2261x1459

Wire 2.png

Anonymous No. 870950

>>870942

Anonymous No. 870958

>>870949
>>870950
abdominal and hips pls
both sides
if you would be so kind

3068x868

Wire 6.png

Anonymous No. 870960

>>870958

Anonymous No. 870964

>>870935
>>870934
her tits are more detailed than the entire rest of the model, please at least give her a mouth to fix the uncanny feeling

960x540

Pawn_Playblast.webm

Anonymous No. 870967

Anonymous No. 870969

>>870960
thx

Anonymous No. 870971

>>870969
Coomer?

Anonymous No. 870972

>>868623
keep going

1408x1262

OHN-.webm

Anonymous No. 870974

>>870782
>free time comes with grave consequences.
I concur.

1408x1263

ohn-.webm

Anonymous No. 870975

>>870974
reuploading higher quality.

>>870782
>free time comes with grave consequences.
I concur.
And don't worry we'll get the hang of it.

Anonymous No. 870976

>>870908
>stock textures slapped onto everything

Real mario 64 aesthetic there.

Anonymous No. 870982

>>870948
Gib nAo

>>870949
>>870950
>>870960
Very smexy topo

>>870967
Feels nice and lively, do you plan on adding more things running around in there? I think it'd be a cool hectic scene.

324x292

lul.png

Anonymous No. 870988

>>870975
lmao very nice anon

Anonymous No. 871000

>>870910
I haven't named it yet. But it has pointy ears and big booba, why would it need a name for?

Anonymous No. 871001

>>870964
>giving women mouths
That mistake has been made once in the real world. Must we also replicate it on the virtual one?

Anonymous No. 871004

>>870967
they sound like Beaker

583x639

file.png

Anonymous No. 871007

>>870930
>how well does it look in motion
waving the arms up deforms it too much. Same with the arms too but i just found out a workaround.
Its pretty so-so but it can work and most of the flaws are easily overlooked in my experience with VR.

Anonymous No. 871015

>>870908
Pure '90s soul. Reminds me of the ads I used to see for games in the old magazines.

1920x1080

1617606169688.png

Anonymous No. 871029

>>868265
how do i fix horizon looking fake and the scale of everything. i am finding it hard to find good compositions, how do you guys find that composition that makes your heart go doki doki?

Anonymous No. 871033

>>871029
Try the following:
-Put some volumetrics
-Make the background sky follow a gradient instead of a solid color
-sketch a composition on paint or on paper (i'd suggest a portrait aspect ratio if you want to keep the demonic things silhouette on the red moon, or if you want to keep a landscape try scaling the moon down to appear only on the left and make the demon glowing on the right. Try different stuff)
-I don't know what the fuck that red smudge is at the bottom, scale it up or get rid of it

Anonymous No. 871034

>>871033
Also:
- make the water reflect the moon's color. this can work for your composition if you bring the horizon further up.

Anonymous No. 871035

>>871033
>I don't know what the fuck that red smudge is at the bottom, scale it up or get rid of it
i was trying to draw little red riding hood

1920x1080

1636634497870.png

Anonymous No. 871036

first attempt at a stylized render, does anyone know any fast replying communities?
>>871029
bloodborne?

Anonymous No. 871037

>>871035
It looks like a duck.

At least give her a boat. And make sure it occupies more than 2 pixels of the screen.

1920x1080

1624590444218.png

Anonymous No. 871041

>>871034
i feel like the earlier one more

1719x967

Screenshot_202109....png

Anonymous No. 871043

>>871041
That one is much better, though. You might have terrible artistic sense.

What's still wrong:
-the moon is off-center, presenting an asymmetry. There's nothing on the other side to balance it (I recommend putting the demon on the left, glowing by the moonlight, but that's up to you, and scaling the moon down.)
- the water is boring. Put some specular on it, try to localize the reflection on the center, perhaps.

Find some other pictures that try to follow your style and try to copy them.

500x750

file.png

Anonymous No. 871045

>>871043

346x380

file.png

Anonymous No. 871047

>>871041
Notice how nightshots have the contrast so high and you can barely see the water except for the reflections.

1280x720

1637494543380.jpg

Anonymous No. 871048

>>871043
referencing from this.
>You might have terrible artistic sense.
does this improve over time? i really want to pursue this field but would really suck if i actually don't have any creativity or taste

Anonymous No. 871050

>>871048
That can work. Put the moon in the center, glow it up, put the horizon back down (since there's no silhouette there to call attention to it), make the reflections more localized, glow up the volumetrics and you'll have something quite similar.

>does this improve over time?
I'd think so. Just try to find things similar to what you're doing and analyzing them and you'll improve eventually.

581x597

Screenshot_202112....png

Anonymous No. 871055

Anonymous No. 871058

>>870971
no

1647x1188

lolwut.jpg

Anonymous No. 871064

so I pushed an edgeloop inside in Maya and some of the edges here looks more angled than the other?
it's making this pattern and idk what's happening

Anonymous No. 871065

>>871064
>some of the edges here looks more angled than the other?

Isn't that just the perspective?

1891x1706

lellelee.jpg

Anonymous No. 871067

>>871065
I mean in pic related it's supposed to go in uniformly like the red, instead it has these weird patterns.
It disappears when a smooth shade it. so I guess it doesn't matter, but still it's bugging me.

Anonymous No. 871068

>>871067
My bad family, I was looking at the angles of the hexagonal/octagonal shapes.
You'll have to forgive me for talking nonsense because I've never used Maya so I can't help you with your problem.

Anonymous No. 871069

>>871068
no worries famalam.
Just wanna know what it is

Anonymous No. 871071

>>871055
>later gator

Anonymous No. 871085

>>871067
I can only guess but, those vertices are not merged.

Anonymous No. 871086

>>870988
thanks.

1839x927

1626090310605.png

Anonymous No. 871093

Making a little signal jammer deployable.
Want to make the front part a computer port you can plug into. Other than than, I feel like this design is lacking stuff, but I don't want to clutter it up too much with greebles.

Anonymous No. 871114

>>871093
Looks good.

655x524

1626258104917.png

Anonymous No. 871115

>>871114
Thanks.
Decided to make it a power knob and an on/off switch.

1920x1080

Muggy.png

Anonymous No. 871123

One mug ready 2 more to go.

1920x1080

Muggy2.png

Anonymous No. 871125

>>871123
2

1920x1080

Muggy3.png

Anonymous No. 871129

>>871125
3

480x270

the wolf.webm

Anonymous No. 871142

>>871123
>>871125
>>871129

1086x631

retard abunates.jpg

Anonymous No. 871149

>>868265
help me bros
The body bones aren't moving. The arms, legs (which aren't connected to the body mesh-wise) move just fine. Even the head rotates/moves perfectly.
I'm confused because the head works just fine, shouldn't the body as well?

Anonymous No. 871150

>>871149
ive been battling with a similar problem for days. and fixed it. check if the vertex groups and the bones are EXACTLY the same. as in, if the vertex groups have capital leters like "Spine". and your bone is "spine". wont work.

1356x1292

2cool4u.png

Anonymous No. 871152

it looks okay but overall i'm pretty disappointed with how this turned out. any suggestions?

Anonymous No. 871154

>>871150
I tried. Double checked the names; even redid the entire armature with only lower case names and named the armature to the bones in lower case
Do you mean I have to capitalize the names each bone? I'm in 2.9 btw

Anonymous No. 871155

>>871152
Work on your UVs and try to get less stretching with your textures. Lighting will play a huge factor in the overall quality so maybe investigate solutions for that shortcoming.
>>871149
The bones themselves aren't moving in pose mode, but your vertex groups are all named properly? Check their parenting or constraints, or that they're deform bones in the first place.

Anonymous No. 871157

>>871154
no, just the bone have to match the vertex groups that you make for the bones to reference to. give a few more screenshots of your modifier tab. check aswell your weight painting, you can do a quick check of bones by:
in object mode, select your armature, and then shift click select your modelo. go into weight paint, and then you can select bones with CTRL+Left Mouse Click, you can even rotate em with R and the other stuff inside that mode.

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Anonymous No. 871159

>>871157
did it the THIRD time and now the body isn't moving fuck this shit I'm so mnad
now I have hiccups because my throat itches. i'm going to cool off because i'm irritated, mad, my body feels like shit. all I wanted to do was pracitce animation and the whole world wants to deperately make me a faggot.

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Anonymous No. 871161

>>871159
Have you tried this my blackie? It's related to the error message you're getting.

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Anonymous No. 871162

tried something more like this

Anonymous No. 871174

>>871159
oh that, automatic weights have problem to do, well, automatic weights when your target object has multiple models. as is your case.
do like i said, select the armature, THEN your model, and go to weight painting, then paint the weights manually. remember to activate symetry. watch Royal Skies, his videos will be all you need

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Anonymous No. 871176

back on my grind.

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Anonymous No. 871190

lets all love lain

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Anonymous No. 871204

>>871161
Yeah it was able to get rest of the model, but the body remained unposable.
But maybe it's because the first bone (base/spine) is fucked. I was actually able to do a full human model before (albeit shitty because it was my first) and didn't problems with the riggings. I'm going to practice animation like I intended. I'll try studying more later.

but I'll keep the advices in mind just so I have more tools in my toolbox. Thanks for the help as always /3/.

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Anonymous No. 871235

Trying to go for as photoreal as possible

Anonymous No. 871243

>>871235
Question, i saw allot of anons post with the same quality of noise in their pic... is this for fast rendering or something else?

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Anonymous No. 871247

Human skull practice sculpt number I lost count of. I still hate it, I'm still terrible. I have no artistic experience prior to entering 3D so I guess it will ages for me to pick it up. I really want to sculpt cool stuff someday

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Anonymous No. 871255

Think I'm finally starting to achieve the look I was searching for.
Now it's just months until I have a completed character model.

Anonymous No. 871258

>>871247
I think in the beginning it is important to stick to some kind of reference. Sculpting random faces well will come with time but if you use reference you'll have something to compare your work to, see where your proportions are wrong and where to make the appropriate corrections. Keep up the practice and always look to make each new sculpt better than the next one. That means analyzing each piece you complete to see what areas you can improve on in the next one. Sometimes these things come to you while you are sculpting. The idea is to always think about the structure of the face, the proportions and technical aspects like the placement of the eyes etc.
Tutorials can help a lot and so can basic art fundamentals eg knowledge of Loomis head proportions and Riley abstraction.

Anonymous No. 871262

>>871243
It's done in post. Makes it look more like a shitty camera

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Anonymous No. 871263

>>871258
Yeah, I just did that. I always open up random 3d models and keep comparing them to mine, then look at what is different in my features compared to them, then adjust it till it looks somewhat the same as in the picture. I also watch alot of tutorials, notably SpeedChar's sculpting videos. Is this a viable way to learn? I guess you memorize how it actually supposed to be and overtime it'll come automatically.
All these people can sculpt perfect faces within 45 minutes, while I'm sitting for hours on end perfecting and fiddling every small detail.

Anonymous No. 871264

>>871263
yeah you'll get there. Just keep at it. This face looks ready to retopo or whatever you plan to use the model for.
Eventually you want to move on to the retopology phase - UV mapping - Texturing etc or just painting them depending on what you actually want to achieve with your models.

Anonymous No. 871265

>>871264
I just sculpt a random head from time to time, it's for practice purposes, which ends up in the trashcan afterwards. If it turns out to be good enough in the end, I add it to my portfolio. I'll keep at it then, 200 more sculpts.

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Anonymous No. 871270

>>870630
continuing working on this dogo,
is it so bad so no one wants to give me a (you)?

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Anonymous No. 871274

>>871055

Anonymous No. 871275

>>871270
nah, he's a cool guy, well made too. good work!

Anonymous No. 871276

>>871162
I understand the spooky ethereal approach but you need to find some kind of reason to have some details in there that define shape and lift the image. Like some orange banners or golden rooftops or some black diamonds stuck in the ice or something like that. Add some paths or something to show what is going on. Some red bridges, some broken wall parts or something. If you take away the lil houses it's a shape that is super hard to read, all with the same texture and low contrast.

Anonymous No. 871280

>>871235
dont be a liar. look at your actual mousepad. see the grime and wear? well, put it in

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Anonymous No. 871331

hey, im back. its been a while since i made something

heres a funny, more or less tragic story:

i got commissioned by a person today. it went fine for the most part, but then everything went to shit at the very end.

so i show them the finished model, they like it, whatever.
then i told them i was gonna hand over the payment link and suddenly said person has a meltdown, they start crying and begging me if i could "do it for free"

of course, i refused, i told them they were going to pay what that they specified at the beginning of the convo.
whats worse is that literally everything was planned out, they just had to pay for it. so simple.

then suddenly this person has a sperg meltdown, saying they cant pay for it because they're broke and they couldn't do it, begging me to do it free of charge, etc.
god it was so pathetic, i legitimately wanted to teleport behind this person and wack their head with a frying pan. i just left them talking and then blocked them out of pure spite.

well, i guess im a colossal dumbass. maybe i should have just talked about the payment first, but i don't really like doing that.
i even checked their profile before all of this, but how am i going to know this was going to happen?

anyways, im not even pissed anymore, that was just so sad and pathetic, guess i lost three hours of my life on a model im not even going to use... talk about waste of time.

well i guess you learn new things every day. today i also learned to not live with my head up my own ass, lol.

>>871270
have a (you), i like this wholesome little fella

Anonymous No. 871332

>>871331
always charge first and keep the chat somewhere it cannot be deleted

Anonymous No. 871333

>>871331
At least others can learn from your example, anon.

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Anonymous No. 871334

dunno what I was going for here

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Anonymous No. 871335

>>871334

Anonymous No. 871336

>>871332
im very hesitant to do this, i mean im an amateur, i just can't really handle the mental pressure of knowing that a person paid for your service and they're waiting for it to be finished. what if it takes too long? life gets in my way many times, and you just can't really predict whats going to happen in the future.

there's not even a way to cancel it, they paid for it, and its my duty to hand them over a finished product. even i give them a refund, i still lost.

>>871333
true. i hope other people see this and get some sort of conclusion out of it. sadly the thread's gonna soon be archived.

anyways, it's just so mentally tiresome it's unbelievable. its like trying to argue with a leftist or a boomer on twitter for 10 hours.

Anonymous No. 871339

>>871336
Easy for me to say this now that I'm older, but don't be so hungry for paid work that you ever put yourself in that position again. Even more so for larger clients.

Anonymous No. 871341

>>871336
sadly it's part of life to take on responsabilities. even ones that you wont know the full extent of the outcome. dont give a deadline, give an estimate an explain that it's not said and stone. (set on stone?, english me bad). and for them to wait. there are artists that are months without finishing shit. give yourself a % of your model progress in which is a point that there are no refunds, since you've worked a lot on it. maybe if you got to a body without definiton and the dude decides to refund, no worries since you can re-use it. your reputation wont get tarnished. you'll have evidences if people get too infuriating publicly. you are going to need to tackle pressure stituations like these sooner or later, or you wont know what to do when it really matters. now, gouge those furries wallets, make 'em pay first, if you ever had a paying job, you'll kinda feel something similar. that you have a task to make, and you wont get lazy. but you wont obsess over it

Anonymous No. 871343

>>871341
honestly i don't aim for commissions, they just... happen randomly. i just want to make assets for my game... which i haven't interacted with in any way for more than 10 days...

Anonymous No. 871344

>>871331
Total rookie mistake.

I've never seen any commission artist with more than 6 months of experience who didn't charge up front. Always charge up front, even if you aren't confident in yourself, charge up front.

Worse case scenario, you feel like you failed them and you refund them. That's depressing, but it's infinitely better than you getting screwed out of your time. Count yourself lucky that that model only took you three hours.

>>871336
>im very hesitant to do this, i mean im an amateur, i just can't really handle the mental pressure of knowing that a person paid for your service and they're waiting for it to be finished. what if it takes too long?

>>871336
>im very hesitant to do this, i mean im an amateur, i just can't really handle the mental pressure of knowing that a person paid for your service and they're waiting for it to be finished. what if it takes too long?

The world of art commissions is full of artists who will take your money and run. Or take months, or even *years* to get it done. The fact that you even give a shit about not doing that automatically makes you a better artist to deal with than some, regardless of your skill level.

>>871335
Is this painted over, or is that some shader magic?

Anonymous No. 871347

>>871331

hey can you make a commission for me, heres what i need you to do:


[spoiler]dont stop working on your game, i like it a lot :)[/spoiler]

Anonymous No. 871349

>>871344
>Is this painted over, or is that some shader magic?

eevee render with a spotlight at high radius & low sample count. happens to give a nice texture

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Anonymous No. 871352

>>871331
wow that sucks
shouldve kept the line open though for when the retard came to his senses (if he does)
i'm not confident enough to charge up-front for a commission so what i do is get about 1/4th of it done, ask for half, send proof of the completed work (watermarked if needed or w/e), and then ask for the other half

protip: paypal has an invoice feature, use it
ideally have correspondence through email, or at the very least archive everything
pic related: the commission

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Anonymous No. 871354

how the fuck do i uv unwrap this?

Anonymous No. 871356

>>871354
I'm too much of an amateur to really be able to help, but I had a similar problem with something I had subdivided.
It wasn't as complex so I redid it, marked the seam, then unwrapped it, and then did the subdiv. Came out okay. Maybe you could try something similar? I know there's an unsubdivison you can do, but I've never used it. Or if you haven't applied the subdiv yet you could cancel the sucker and then do it afterwards.
I could be telling you the completely wrong thing to do because I'm an amateur like I said.

Anonymous No. 871359

>>871356
issue is i have no clue where to mark the seams since i usually only worked with cube and cylinder type objects

Anonymous No. 871364

>>871280
I did. That render is just kinda dark.

Anonymous No. 871366

>>871354
you don't
well, shouldn't
one reason people make low polys is because there's much less geometry to worry about
i'd say make a lowpoly to bake the normals down but judging by the quality of that cat im not sure if you're skilled enough to try that yet
anyways, for seams i'd say split it in half, one loop around the neck, one loop around the base of the tail facing backwards, one along the length of the tail, one around where the legs start, and one along the length of the leg facing backwards

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Anonymous No. 871369

Anonymous No. 871370

>>871331
Charge first, discuss payment up front, MAKE SURE that the client confirms the payment (i.e. "Is $100 USD fair?" "Yes, that seems like a good price"), make sure to state the currency just in case, and take a screenshot of the message describing the payment and the client confirming they understand (with timestamps). That way you can have it if they try to pull that shit.

In most cases, I don't charge up front, but I do charge half for every job at the start before I even touch the mouse. That way the client is financially invested to have it finished. Sunk-cost fallacy is a real winner, they've already paid to start it, so they might as well see it to completion or they've just wasted their money.
Of course, this also goes without saying, don't send the final files until payment is in your account.

Anonymous No. 871371

>>871366
>i'd say make a lowpoly to bake the normals down but judging by the quality of that cat im not sure if you're skilled enough to try that yet
pain, thanks for the instructions for marking seams anon.

Anonymous No. 871374

>>871354
Assuming the mesh is fully symmetrical.

Delete 1 half, Split that new half into 2 peices, Front and back.

Start applying seams down the legs, neck etc untill you start getting a usable UV map.

Once you have a workable UV map just do a similar method to the back then resamble the peices into a single and use the mirrior modifer


n6p8

Anonymous No. 871377

>>871352
I want her to axe me.

Anonymous No. 871379

>>871354

for the love of god, look at references when you sculpt.

Anonymous No. 871394

>>871379
i haven't learned sculpting yet so i just started with box modelling

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Anonymous No. 871395

>>871377
i was just paid to port it to l4d with all the fancy features (facial flexes, jigglebones, procedural bones, viewmodel etc)
https://www.cgtrader.com/3d-models/character/woman/army-girl-fe2d1481-5944-459a-830f-946f862f1111

Anonymous No. 871496

>>871331
Sell it on turbosquid or whatever anon.

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Anonymous No. 871506

hmm realized a little late how stiff he looked. will do crazier stuff later.

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Anonymous No. 871507

>>871274
more progress

Anonymous No. 871511

>>871506
give the eye some other color and turn roughness to 0

Anonymous No. 871520

Gonna be working on the next OP tonight.
In the mean time, post em if you got em.

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Anonymous No. 871528

Anonymous No. 871529

>>871331
>maybe i should have just talked about the payment first, but i don't really like doing that.
Now you know!

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Anonymous No. 871544

>>871511
it was at 0 but forgot to pump the specular up.

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Anonymous No. 871558

working through the grassetti anatomy course on gumroad.

should I make the hands separate and attach them later? I find it really hard to work on them at such low resolution

Anonymous No. 871576

>>871558
if you arent going to use dyntopo then sure, use a separate object

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Anonymous No. 871580

i sleepy. gn 3ros

Anonymous No. 871583

>>871580
White gunt looking a sentient blob of furfag cum.

Anonymous No. 871587

New thread up bros
>>871586
>>871586
>>871586

Anonymous No. 871679

>>871583
was 2 sleepy to color him