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๐งต /wip/ - Works in Progress
Anonymous at Thu, 6 Jan 2022 05:56:52 UTC No. 874161
/wip/ - Works in Progress
- Collage Edition: Series 2 -
2022, Baby.
Post your work-in-progress projects, recently finished projects, or things you'd like critiqued here.
Previous thread: >>871586
List of free resources: https://pastebin.com/cZLVnNtB
Check out the /3/ Discord: https://discord.gg/ujt5vtr4DE
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Anonymous at Thu, 6 Jan 2022 07:12:35 UTC No. 874166
>>874161
Looking good, nice to see the sky more filled with fun
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Anonymous at Thu, 6 Jan 2022 09:42:05 UTC No. 874171
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Anonymous at Thu, 6 Jan 2022 12:49:01 UTC No. 874186
>>874161
Thanks for putting in my Tiktaalik <3
Making procedural ammonites now, fucking around with displacement
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Anonymous at Thu, 6 Jan 2022 14:12:56 UTC No. 874196
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Anonymous at Thu, 6 Jan 2022 16:15:49 UTC No. 874215
Working on an anzu model right now. So far 315 vertices.
Lower the better.
Anonymous at Thu, 6 Jan 2022 16:17:43 UTC No. 874217
>>874114
i think the old one looks better.
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Anonymous at Thu, 6 Jan 2022 17:00:50 UTC No. 874227
>>874171
Looking good so far anon, now you just need to make the rifle kit as well
>>874186
Uzumaki
>>874215
What's your poly budget?
>>874217
Ditto. I think the hairless/short-hair look is a much stronger aesthetic and silhouette that complements the clothing better. The current model is not poorly executed, but simply looks... like a normal cat?
Anonymous at Thu, 6 Jan 2022 17:02:44 UTC No. 874229
>>874227
less than 350 vertices if possible. Im really fond of low poly. It makes me work on my texturing skills too.
Im still not that good however. Theres some other artists using less verts and having good textures.
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Anonymous at Thu, 6 Jan 2022 19:25:25 UTC No. 874250
>>874161
https://youtu.be/ev6kyyqLAps
Characters for a video game I'm working on. Inspired by webkinz and super auto pets.
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Anonymous at Thu, 6 Jan 2022 21:06:24 UTC No. 874260
working on the hair for my sculpt
Anonymous at Thu, 6 Jan 2022 22:05:58 UTC No. 874281
>>874166
Yeah I originally was debating extending out the sky, but there's so many fun things that can be done with that extra room. I'm glad I didn't leave it as a small area!
>>874186
I was gonna have the whole picture on the environment board. After seeing him though I just had to put him in there. That DQ kid might wanna watch where he's running now!
Anonymous at Thu, 6 Jan 2022 22:20:01 UTC No. 874285
>>874260
looking great familia, best of luck with the hell that is retopologizing hair
>>874250
consider doing some character sketches before implementing your models in 3d. think about a single or set of characteristics that make that character unique. pokemon or neopets are a good reference to this.
your lil duders are cute and promising but going just that lil extra mile will make them pop immensly!
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Anonymous at Fri, 7 Jan 2022 00:10:05 UTC No. 874304
Been working on this bastard for weeks, getting the topology right on complex warped triangular curved surfaces like this is absolute hell. Some anon mentioned modelling with nurbs but I don't know how well they convert into normal meshes and if they will really solve my topology woes
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Anonymous at Fri, 7 Jan 2022 01:55:49 UTC No. 874310
how can I improve the topo for this ugly little shit? I did the basic racoon mask thing but I think I went astray somewhere.
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Anonymous at Fri, 7 Jan 2022 02:02:31 UTC No. 874312
>>874304
It's like pic related's sleeker sibling.
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Anonymous at Fri, 7 Jan 2022 02:28:49 UTC No. 874317
>>874312
The AAT was definitely a big source of inspiration, though one of my main goals was to make the design more sensible from a usability standpoint i.e. have actual sloped armour and gun depression. I really did pick the wrong kind of shape to learn modelling with though holy fuck is it hard to get the curves and slopes right.
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Anonymous at Fri, 7 Jan 2022 02:36:33 UTC No. 874318
>>874310
In general, you want your quads to not be super distorted, to help with shading as well as rigging. If they start looking really crazy see if you A: need to add a tri instead or B: need to simply increase the density of quads in that area.
I see a few of these distorted quads on your model as well as some poles (points where many edges meet up at a single vertice) you in general don't want to have more than 4 edges meet up a whole lot (5 is ok sometimes when it comes to starting a new edge loop)
Also, your quad density is off. You have a bunch of polygons making up the relatively featureless back of the head, but very few, large polygons making up important features like the nose and browline. Add more geometry to the face!
It's not too bad for an attempt, and topology is really an art into itself, so don't get discouraged.
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Anonymous at Fri, 7 Jan 2022 02:40:53 UTC No. 874319
r8/critique my booba pls
(the pushed up booba will get a pushup bra)
Anonymous at Fri, 7 Jan 2022 02:53:25 UTC No. 874321
>>874319
left : good
right : could be really good if the boobs were more under if you can see what I mean, the nipples are supposed to be in the middle, and the fact that they are not highlight the fact that these boobas are ugly, I don't really know how a pushup bra looks like so maybe it'll resolve the problem
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Anonymous at Fri, 7 Jan 2022 03:10:22 UTC No. 874322
>>874321
>the nipples are supposed to be in the middle, and the fact that they are not
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Anonymous at Fri, 7 Jan 2022 03:25:19 UTC No. 874323
>>874322
I meant that with sillicone, the nipples are higher and at the middle from that point of view. I really rarely see the ones like you did (I'm a fake boobas specialist)
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Anonymous at Fri, 7 Jan 2022 04:10:43 UTC No. 874326
Anonymous at Fri, 7 Jan 2022 04:22:01 UTC No. 874329
>>874326
ngl he be vibin.
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Anonymous at Fri, 7 Jan 2022 04:27:09 UTC No. 874331
>>874323
>t.
Anonymous at Fri, 7 Jan 2022 04:39:45 UTC No. 874333
>>874317
>holy fuck is it hard to get the curves and slopes right.
I'd recommend NURBS, but Blender's implementation is from like 2004 or something. Even then it's only added at a super basic level. Not really usable for anything but a feature checkbox.
Anonymous at Fri, 7 Jan 2022 04:58:19 UTC No. 874338
>>874326
>waiting for op to deliver
Anonymous at Fri, 7 Jan 2022 05:08:52 UTC No. 874341
>>874260
She answered the call.
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Anonymous at Fri, 7 Jan 2022 05:24:25 UTC No. 874343
Finally managed to tackle hair cards, that Johan Litvall tutorial was hell he goes at 5x speed without barely explaining anything, but I think I got it down.
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Anonymous at Fri, 7 Jan 2022 05:29:47 UTC No. 874344
>>874343
mad respect for the man tho, this shit is crazy obtuse. specially that heigth map.
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Anonymous at Fri, 7 Jan 2022 05:45:42 UTC No. 874346
added more butt topo and changed a little bit around. Started rigging the face, and began a very lewd space dress for her. Still need to go back and fix the fingers since I can't into hand topology, overall happy where she is so far
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Anonymous at Fri, 7 Jan 2022 05:57:03 UTC No. 874350
>>874346
looks good, nice poopa.
Mind sharing a few pics of the butt topology? I've been really struggling with mine.
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Anonymous at Fri, 7 Jan 2022 06:31:12 UTC No. 874353
>>874350
it's not from the alien (since it's FULLY MODELED and slightly modified so it might be a little hard to follow) but this is a much cleaner pic anyway.
I used the exact same topo on my alien. It's all about having the loop between the legs flow from the sides of the crotch, between the legs, and to the inner cheeks. both pics use the same topo, the bottom is low poly so it's easier for you to follow. The super smoothed out legs on the bottom right might help clear up the how
Anonymous at Fri, 7 Jan 2022 06:40:43 UTC No. 874357
>>874353
Did you just make this reference now? At any rate, thank you, super helpful.
Anonymous at Fri, 7 Jan 2022 07:09:50 UTC No. 874363
>>874357
had the top one lying around, made the low poly one just now, glad to help :)
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Anonymous at Fri, 7 Jan 2022 07:28:04 UTC No. 874365
Some more work on the videophone scene.
There's a bit more length to it, but I just chopped off some extra frames at the beginning and end to render faster.
Anonymous at Fri, 7 Jan 2022 07:42:47 UTC No. 874366
>>874365
looks very nice, I'm assuming you saw that 90's anime in blender tutorial everyone's been doing
Anonymous at Fri, 7 Jan 2022 07:52:04 UTC No. 874367
Anonymous at Fri, 7 Jan 2022 08:40:32 UTC No. 874372
>>874366
Shit, there's a tutorial?
I've just been trying to feel things out until it starts looking right. Had I known there was something like that it would have definitely saved me some time. If you've got a link I'd definitely give it a watch for some extra info.
I've just got a huge PureRef file with a bunch of images from old animes that I've been using and trying to replicate the style. Or at least replicate the "memory" of what it looks like.
Even still, the scene isn't quite where I want it yet. Still comes off as really 3d to me. There's split-seconds in there where it looks 2d if I really squint, but it feels more like an anime with shitty 3d effects than anything else.
I did come across a neat trick with the denoiser when I was working where if you give it really low samples, and heavily denoise it, it flattens a lot of things out to look a bit painted.
Tomorrow night I'm going to go through everything again and re-do a lot of the shaders and stuff. I was using Cycles since I wanted to project shadows from the windows of the train onto the buildings, but since there's nowhere that would be actually visible, I'm better off switching to Eevee for more creative control. I think that'll really get things looking better. I just hope I can still use the denoising thing in Eevee.
Anonymous at Fri, 7 Jan 2022 08:43:28 UTC No. 874373
>>874372
not him but I guess he's talking about this https://youtu.be/ZsvZsVPhTVs
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Anonymous at Fri, 7 Jan 2022 10:16:15 UTC No. 874379
>>874373
Thanks for this.
There's some pretty interesting ideas in there.
I like the bit about separating the mid/fore/background. I was trying to do something similar by having the videophones and train look hand drawn and the background look painted, but I think I need to push it quite a bit more since for one, it doesn't look painted/drawn, and two, there's not a clear separation.
I've also been playing around with different framerates on animated objects. The rain is on 1s at 24fps, the train is on 1s as well (since from what I saw, things that you see from one side are slid across the frame like a single image), but the car is on 2s. The thing about the car on 2s though is it doesn't really look like it's animated frame by frame, and just looks like a low fps animation. Not really sure what to do about that.
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Anonymous at Fri, 7 Jan 2022 14:32:42 UTC No. 874408
>>874215
added hands and tweaked some hair vertices. Too sick to actually do shit today. Hair model is gonna be the last one then im gonna start painting.
Anonymous at Fri, 7 Jan 2022 15:58:56 UTC No. 874417
>>874310
is that fucking shmorky
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Anonymous at Fri, 7 Jan 2022 17:41:52 UTC No. 874434
hover truck
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Anonymous at Fri, 7 Jan 2022 17:51:44 UTC No. 874436
this was for a post apocolyptic package delivery game i wanted to make, where you deliver your packages and take out the rival megacorps hovertruck drivers to upgrade your rig. all the parts on the truck would have been physics simulated at some point and the individual parts would have had properties like war thunder.
Anonymous at Fri, 7 Jan 2022 18:44:05 UTC No. 874442
>>874436
>>874434
looks cool but sounds kind of over ambitious
Anonymous at Fri, 7 Jan 2022 20:21:58 UTC No. 874457
>>874442
those are the only kinds of games i make lol
Anonymous at Fri, 7 Jan 2022 20:28:54 UTC No. 874460
>>874346
sus
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Anonymous at Fri, 7 Jan 2022 21:16:19 UTC No. 874468
>>874333
Just thought I'd pop by to tell you thanks for the advice, doing these shapes as bridged NURBS surfaces is far far easier than the regular poly modelling way I was doing before. Managed to get a decent looking shell in a few minutes instead of several hours. And furthermore the converted topology doesn't make me want to kill myself. Thanks Again!
Anonymous at Fri, 7 Jan 2022 21:18:24 UTC No. 874469
>>874468
you're welcome anon
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Anonymous at Fri, 7 Jan 2022 21:29:16 UTC No. 874472
Anonymous at Fri, 7 Jan 2022 21:33:30 UTC No. 874474
>>874472
DUMP TRUCK
Anonymous at Fri, 7 Jan 2022 21:52:18 UTC No. 874479
>>874472
seems better
Anonymous at Fri, 7 Jan 2022 21:59:49 UTC No. 874480
>>874468
No problem anon.
Like I said, the NURBS is pretty shit, I'm glad you were able to make it work though. Last time I tried to fuck around with them it was like trying to work uphill.
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Anonymous at Fri, 7 Jan 2022 22:04:18 UTC No. 874481
>>874436
give me acces to your build anon, ill do some cool stunts.
looks super good btw
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Anonymous at Sat, 8 Jan 2022 00:22:15 UTC No. 874497
muppet flying wooooo
Anonymous at Sat, 8 Jan 2022 02:33:19 UTC No. 874516
>>874497
i like this lol. did you do the city too
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Anonymous at Sat, 8 Jan 2022 03:46:48 UTC No. 874520
>>874161
first 3D project
Anonymous at Sat, 8 Jan 2022 05:24:45 UTC No. 874532
>>874516
Yes made the city too
Anonymous at Sat, 8 Jan 2022 05:41:56 UTC No. 874536
>>874497
Aesthetic as fuck, dude.
Anonymous at Sat, 8 Jan 2022 13:22:07 UTC No. 874569
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Anonymous at Sat, 8 Jan 2022 16:12:32 UTC No. 874584
>>874408
3Dcoat painting now. Its not really the best in painting but i feel like im getting better bit by bit.
Im still trying to learn 3Dcoat too. So far its 100x faster in my PC than blender.
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Anonymous at Sat, 8 Jan 2022 17:35:28 UTC No. 874589
Following an axe tutorial i found i a torrent
I have already failed.
Anonymous at Sat, 8 Jan 2022 20:05:07 UTC No. 874610
>>874584
i like it.
will check in on your work
Anonymous at Sat, 8 Jan 2022 20:34:43 UTC No. 874619
>>874589
what's the axe course called?
i like your halberd more by the way
Anonymous at Sat, 8 Jan 2022 20:38:58 UTC No. 874621
>>874584
Have you tried putting the arms down to her sides yet? Something about the arms makes it feel too long, but it might be that they're too thin
Anonymous at Sat, 8 Jan 2022 22:32:17 UTC No. 874645
>>874589
You haven't failed anon, it looks fine.
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Anonymous at Sat, 8 Jan 2022 22:40:40 UTC No. 874649
>>874619
"FlippedNormals - Switching to Blender for Experienced Artists"
The axe tutorial was included in there. Though i'd go through it - maybe ill find something interesting in there.
So far i stumbled across the "edge flow" add-on which is nice. https://github.com/BenjaminSauder/E
Not feeling confident with all the support loops i'm placing here. I usually do this with the bevel modifer which makes the mesh easier to work with
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Anonymous at Sat, 8 Jan 2022 22:42:13 UTC No. 874651
>>874569
fr
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Anonymous at Sun, 9 Jan 2022 00:19:08 UTC No. 874668
>>874621
yeah i always do that first before everything else.
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Anonymous at Sun, 9 Jan 2022 00:33:05 UTC No. 874672
>>874668
hmm... Can I get a closer look at the hands? Now that I'm looking at it again, I think it's because it looks like there isn't enough of that are between the wrist and thumb, and again I think the forearms might be just a bit too thin. made a little paint over to better show what i mean
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Anonymous at Sun, 9 Jan 2022 00:46:19 UTC No. 874676
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Anonymous at Sun, 9 Jan 2022 02:40:14 UTC No. 874696
>>874584
I don't know this character but it reminds me of kozakura from otherside picnic
pretty cute, carry on
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Anonymous at Sun, 9 Jan 2022 12:00:19 UTC No. 874762
critiques would be much appreciated on both the creature and the weapon
Anonymous at Sun, 9 Jan 2022 12:05:52 UTC No. 874765
>>874762
Pangolin is awesome
Mortar is lacking in detail. Consider adding a bolt handle or a choke or a sight. Also, think about where the rounds of ammunition would be stored and how they would be accessed. Even if it's meant to be a heavily stylized piece those lil elements can help a lot.
Anonymous at Sun, 9 Jan 2022 13:31:46 UTC No. 874794
>>874762
Depending on the look of the piece you are trying to achieve, if I were you, I would make the weapon more angled and crude rather than round. Stylistically I think the composition would benefit if gun (and it's mount structure) would match scaly-angled-edge style of pangolin.
Otherwise it looks really cool, keep it up anon!
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Anonymous at Sun, 9 Jan 2022 14:53:28 UTC No. 874818
I'm done with her body, now onto the accessories.
Anonymous at Sun, 9 Jan 2022 16:31:18 UTC No. 874837
>>874818
lookin good
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Anonymous at Sun, 9 Jan 2022 17:38:45 UTC No. 874847
how is my ass doing?
Anonymous at Sun, 9 Jan 2022 17:46:57 UTC No. 874850
>>874472
if you add hip bones you can get a more sturdy looking hourglass physiche.
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Anonymous at Sun, 9 Jan 2022 18:03:49 UTC No. 874852
>>874850
brobably, but im trying to adhere to the reference.
Anonymous at Sun, 9 Jan 2022 18:11:22 UTC No. 874853
>>874818
nice
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Anonymous at Sun, 9 Jan 2022 18:54:16 UTC No. 874861
Started work on proper textures, only finished the legs for now.
I'd say i got better at topology since my last work. Still, i am not getting the desired results..
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Anonymous at Sun, 9 Jan 2022 19:10:49 UTC No. 874867
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Anonymous at Sun, 9 Jan 2022 19:13:43 UTC No. 874868
Anonymous at Sun, 9 Jan 2022 19:45:40 UTC No. 874875
Bit if a stupid question, but is this >>872555 drawn in greasepencil or is it the model opened in greasepencil and some other things done to it?
I know the OP mentions greasepencil and stuff, but I've never used it so I know nothing about it. I just like those kind of pics, they look neat so I'd like to try one at some point.
Anonymous at Sun, 9 Jan 2022 19:52:45 UTC No. 874877
>>874867
>>874868
nice, but how is the lens actuated? I'm assuming the robot can move it by itself
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Anonymous at Sun, 9 Jan 2022 20:30:37 UTC No. 874881
Anonymous at Sun, 9 Jan 2022 20:31:55 UTC No. 874882
>>874877
I still have to redo the bellows mechanism but mechanics wasn't the focus on this one.
Anonymous at Sun, 9 Jan 2022 21:18:26 UTC No. 874892
>>874436
Better add some straps for your cargo, mate.
Anonymous at Mon, 10 Jan 2022 00:24:02 UTC No. 874917
>>874861
the jar, the glass some of the fixtures have a modern style, while the legs and camera have a steampunk style.
What is the intended setting, of spider jar?
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Anonymous at Mon, 10 Jan 2022 02:12:04 UTC No. 874930
ring ring /3/
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Anonymous at Mon, 10 Jan 2022 04:18:28 UTC No. 874959
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Anonymous at Mon, 10 Jan 2022 04:26:13 UTC No. 874962
he's animated now.
Anonymous at Mon, 10 Jan 2022 04:50:54 UTC No. 874967
>>874434
did you use any booleans?
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Anonymous at Mon, 10 Jan 2022 04:52:58 UTC No. 874968
>>874520
mine too was a hatchback car
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Anonymous at Mon, 10 Jan 2022 04:55:05 UTC No. 874969
>>874818
>>874672
i want to make kitty cat but don't know if i should learn sculpting or poly modelling
Anonymous at Mon, 10 Jan 2022 05:02:59 UTC No. 874973
>>874969
If it just for fun then sculpting is easier to get into, poly modelling can be very tedious. If you want to work then you need both.
My usual workflow is sculpt -> lowpoly.
Anonymous at Mon, 10 Jan 2022 05:09:44 UTC No. 874974
>>874962
Hell yeah that's awesome anon
Anonymous at Mon, 10 Jan 2022 05:21:03 UTC No. 874976
>>874973
>If you want to work then you need both.
got it, i want to get into environment design but character modeling/sculpting looks fun and looks like it will come dandy in my portfolio
Anonymous at Mon, 10 Jan 2022 08:18:28 UTC No. 874986
>>874962
this is very cool, the geometric designs remind me of old cgi (insektors comes to mind) except better animated
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Anonymous at Mon, 10 Jan 2022 08:57:22 UTC No. 874989
>>874917
I was trying to go for circa. 1920's aesthetics, the legs themselves are made using old nitting machines as an inspiration.
And yeah, the glass jar ended up looking way more modern than i intended.
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Anonymous at Mon, 10 Jan 2022 09:54:02 UTC No. 874993
Getting the hang of things, slowly.
Gonna work with this and then try another pose with the shades off.
I've got a lot of issues but I like to think I'm improving. I hope.
>>874217
>>874227
I agree, so I changed it again.
>>874962
aw dawg, that's sexy.
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Anonymous at Mon, 10 Jan 2022 13:37:15 UTC No. 875016
>>874765
>Pangolin is awesome
Thank you
>Consider adding a bolt handle
it's coming, I'm tired of how the booleans work in Zbrush
>or a choke
I'm going for some sort of Metal Slug design, a bit like the crab tank, so I like the "smoothness" of the barrel
>or a sight
it's coming, pic related
>Also, think about where the rounds of ammunition would be stored and how they would be accessed
good idea, It's tight on the pango so there wouldn't be a lot of space to store the ammunition, I tried something like a gun magazine but it looked a bit too silly and also ruined the silhouette, I think that top right is the slickest solution
>>874765
>I would make the weapon more angled and crude rather than round
as I said I'm stealing from Metal Slug without the talent needed to do so, the scene is supposed to represent the american soldiers in Vietnam traversing a pond or river, a round design would suggest that they are the good guys, but who cares really, I have to finish this shit by the 18th, I don't really have time to change the design too much.
>Stylistically I think the composition would benefit if gun (and it's mount structure) would match scaly-angled-edge style of pangolin.
what do you mean? I quite like how the plated mount turned out but I guess it doesn't really make sense, I may consider changing it.
>Otherwise it looks really cool, keep it up anon!
Thank you!
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Anonymous at Mon, 10 Jan 2022 13:56:43 UTC No. 875020
>>874584
Aight. Another done. Just gotta keep pushing.
Better topology with 429 verts only.
I think im really getting better at it bit by bit.
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Anonymous at Mon, 10 Jan 2022 14:03:40 UTC No. 875021
>>875020
oh yeah also picture for WIP anon.
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Anonymous at Mon, 10 Jan 2022 14:26:57 UTC No. 875025
>trying to make a low poly human
>study game models
>come up with a topology
>make model using references
>it's non-planar af
>this has been going on on and off for years
FUUUUUUUUUCK! EVERYTHIIIIIIING! I am fed up with godamn everything I do failing, being beaten to the punch when I'm getting something right, and everything I hold dear dying in front of me from factors outside my control. I will die mad and I will die cursing God.
Anonymous at Mon, 10 Jan 2022 14:35:09 UTC No. 875027
>>875025
Just sibdivide a million times.
Or model with tris.
Anonymous at Mon, 10 Jan 2022 14:49:29 UTC No. 875032
>>875025
If you just started sculpting you would have less headaches. Poly shit and topology is technical and not artistic.
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Anonymous at Mon, 10 Jan 2022 16:05:30 UTC No. 875039
>>875025
You need poles my friend. Search for tut on poles and it will help your topology a lot.
Anonymous at Mon, 10 Jan 2022 16:26:04 UTC No. 875041
>>875032
Youre that narrow minded fool. Get outta here with your lumpy models.
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Anonymous at Mon, 10 Jan 2022 17:32:42 UTC No. 875048
>>875025
It's not as low-poly but this tutorial is the BEST topology I've ever seen in a free tutorial. I'm going to be one of those fags that tells you learn to actually do it properly first, and then go even lower poly with it. If you're animating and don't want it to look stupid as fuck when it deforms, topology matters more than anything else.
https://www.youtube.com/watch?v=6zt
Anonymous at Mon, 10 Jan 2022 19:04:40 UTC No. 875061
>>875025
why do the quads need to be planar?
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Anonymous at Mon, 10 Jan 2022 19:20:55 UTC No. 875066
Anonymous at Mon, 10 Jan 2022 19:25:06 UTC No. 875068
>>875061
because he is a retard
Anonymous at Mon, 10 Jan 2022 19:44:35 UTC No. 875070
>>875061
quads don't need to be perfectly planar but distorted quads *can* cause lighting artifacts.
desu, when it comes to stuff like this i'd say don't worry about it unless issues actually show up with you turn on smooth shading. in that case just tweak the geometry manually and move on with working.
Anonymous at Mon, 10 Jan 2022 19:47:51 UTC No. 875071
>>875070
or, ya know, make it a tri. It's a low poly
Anonymous at Mon, 10 Jan 2022 21:03:26 UTC No. 875078
>>874962
Looks fanastic man, got any socials? It'd be a shame to only post here (much like too many anons)
Anonymous at Mon, 10 Jan 2022 21:13:21 UTC No. 875081
>>874260
Looks like Angelina Jolie's portrayal of Lara Croft
Anonymous at Mon, 10 Jan 2022 21:35:39 UTC No. 875087
>>874993
Reaching levels of "free your mind" here.
Anonymous at Mon, 10 Jan 2022 23:21:26 UTC No. 875100
>>875066
what are you making with this?
1668x2388
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Anonymous at Tue, 11 Jan 2022 00:01:38 UTC No. 875104
It's coming along
1067x1116
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Anonymous at Tue, 11 Jan 2022 00:17:24 UTC No. 875107
pushing verts
Anonymous at Tue, 11 Jan 2022 01:35:00 UTC No. 875124
>>875021
The arms of the t shirt need to come down more.
I'd also take liberties in either making the chin bigger or moving the lips mouth up more.
Your nose is also too low look at the refernce in >>874215
were the nose sits slightlt above the bottom of the eyes.
Id also take another artistic liberty and make the nose bigger because once you are furher away from the character you won't be able to see the nose in a 3d space.
I really like it though man good job
Anonymous at Tue, 11 Jan 2022 02:52:28 UTC No. 875132
>>875078
@smwhereinthere
Anonymous at Tue, 11 Jan 2022 04:25:58 UTC No. 875140
>>874930
this has a dstinct 'resident evil inventory 3d item preview' aesthetic
>>874962
<3 reminds me of the film Robots but with much more early CG soul.
>>874993
i like it! kinda like a human/cat chimera with the vellous hair.
like the tattoo, this isnt a suggestion for improvement just a cool idea consider trying it in white like how a cattle is branded
>>874969
sculpt first. it's much more iterative and will give u skills that will also apply to poly modeling
1280x720
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Anonymous at Tue, 11 Jan 2022 04:44:17 UTC No. 875143
there's a challenge going on where you sculpt rocks so i'm gonna try and bust out a couple more this month
1920x1080
Ponytail still wip.webm
Anonymous at Tue, 11 Jan 2022 05:59:13 UTC No. 875149
Three months later, still working on this shit.
Anonymous at Tue, 11 Jan 2022 10:27:56 UTC No. 875171
>>875143
Ngl it looks like a golem turd travelling through space.
Anonymous at Tue, 11 Jan 2022 10:30:28 UTC No. 875172
>>875149
That looks beautiful. Character design used to be so fast but I feel it's exponentially harder with new tech.
1442x852
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Anonymous at Tue, 11 Jan 2022 11:00:52 UTC No. 875175
Screwed around yesterday and made this guy. I don't feel like messin around with him anymore. Just trying to improve my sculpting skills.
Anonymous at Tue, 11 Jan 2022 12:16:14 UTC No. 875196
Back after a month-long ban because of terrorist theats against an Ausfag
Anonymous at Tue, 11 Jan 2022 19:52:55 UTC No. 875299
>>875149
BUILT
2235x1200
vam.png
Anonymous at Tue, 11 Jan 2022 20:00:01 UTC No. 875302
pushing verts
Anonymous at Wed, 12 Jan 2022 01:45:37 UTC No. 875359
>>875302
Lookin very clean
1920x1080
walk 5 (4c).webm
Anonymous at Wed, 12 Jan 2022 02:00:13 UTC No. 875362
First time trying to make a decent animation. Any critics would be nice
Anonymous at Wed, 12 Jan 2022 02:35:27 UTC No. 875368
>>875362
beeeg stompy
837x293
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Anonymous at Wed, 12 Jan 2022 03:21:22 UTC No. 875376
https://www.youtube.com/watch?v=or7
940x602
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Anonymous at Wed, 12 Jan 2022 03:22:22 UTC No. 875377
777x522
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Anonymous at Wed, 12 Jan 2022 03:24:15 UTC No. 875378
Anonymous at Wed, 12 Jan 2022 03:25:41 UTC No. 875379
>>875377
you are great at squash and stretch and overall animation technique senpai. how long have you been animating? were you originally a 2d artist?
2000x2000
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Anonymous at Wed, 12 Jan 2022 03:48:52 UTC No. 875380
>>875379
Animation, I've sunk my time into since a very young age- since maybe 7 years old,, Making funny videos for friends family and myself. From 15-19 I was mostly focused on digital video- that is where I taught myself a lot about framing and sequencing and 'shots' and lighting and flow... I don't consider this my 'area' but I picked up a lot during that time period of self-teaching,, Age 20 to present I started getting serious about learning the bare metal animation bedrock foundation- building my knowledge and skills on top of my skills I had as a young gun. If you would like, I can give you a reading list, books which I studied from to learn animation,, Originally, 2d was where I began and wished to excel at- but I really dig cg and the workflows go deep
Anonymous at Wed, 12 Jan 2022 04:49:13 UTC No. 875381
>>875302
pretty nice for polymodeling
Anonymous at Wed, 12 Jan 2022 08:36:39 UTC No. 875402
>>875149
Hod do you do that buttock jiggle?
Anonymous at Wed, 12 Jan 2022 09:01:47 UTC No. 875408
Must say /3/'s WIP thread looks really impressive these days compared to how it used to look a couple of years ago. Some real skilled artists here. We' re starting to feel on par with /ic/'s WIP thread. Good job /3/! Keep it up.
Anonymous at Wed, 12 Jan 2022 12:45:13 UTC No. 875424
>>875100
a videogame
Anonymous at Wed, 12 Jan 2022 13:28:49 UTC No. 875427
>>875299
FOR BBC
Anonymous at Wed, 12 Jan 2022 13:44:27 UTC No. 875431
>>875408
It took way too long considering /ic/ doesn't have WIP threads
Anonymous at Wed, 12 Jan 2022 13:50:11 UTC No. 875432
>>875380
>If you would like, I can give you a reading list, books which I studied from to learn animation
this would be really cool to get a list, if you wouldn't mind. do you find yourself trying to 'bend' or 'break' 2d rules you've learned at all, or has the 2d mindset only helped master 3dcg work?
I'm currently learning some of the foundations of 2d animation as a support to really master 3d, but there is a [unfounded] worry that I will drift away from an 'outsider' art style. some of my favorites in animation (like AC-bu) specifically have said they they minimized their outside influence to create such a distinct, creatively ambitious look.
https://youtu.be/zJE1HoHabMw
Anonymous at Wed, 12 Jan 2022 14:05:48 UTC No. 875433
>>875431
I meant draw threads. Whatever.
Anonymous at Wed, 12 Jan 2022 14:08:56 UTC No. 875434
>>875039
the way zbrush renders low poly stuff in the viewport is so ugly
Anonymous at Wed, 12 Jan 2022 14:15:00 UTC No. 875435
>>875408
from the anons that said in the past, we are all gonna make it. I believed
Anonymous at Wed, 12 Jan 2022 14:54:42 UTC No. 875446
>>875432
Wow that AC-bu video is amazing, thanks for showing that. The thing with self-teaching- is that it is pretty easy to retain an outsider artist skillset while simultaneously refining your skills in what you wish to make. The thing with animation, for me, is to Make the thing move no matter what.... And learning the core of what animation means, what makes motion tick- with that knowledge and skillset you will be better able (more equipped) to apply yourself to your ideas that you want to bring to life. Consider it like an arsenal of weapons in your head; that's what a core animation skillset is like to me. Just a bunch of weapons in my head so I can execute ideas if I wish
Learning how motion ticks in 2d will help with all of it. 3d- mograph, stop motion... Just need to read the Good Books from the ancient Cartoon Dungeon Masters; absorb their skills; apply what you know, and never lie down to the 'correct' methods. Always boring work comes from doing things the totally by-the-books way. I say one of the biggest benefits from learning the 2d ways; it gives you a much quicker eye to determine whether something looks 'right' when it is moving. and it gives you freedom to warp something into what looks 'right', sometimes from the totally opposite side of the coin
I don't have to break any bedrock in order to get things in motion- It is easy to ignore the fundamentals as it is to rely on them heavily. It helps that I have a lot of untrained years of making things the wrong way, I'm sure- My ways are not gold standard... But Like a lot of people here say, all that matters it the end result and that you actually make something. Respect to anyone who ever makes something ,,, nothing is easy - most of our jobs is just to make it look like it is
BOOKs:
Timing For Animation - Whitaker and Halas
Anatomy of Movement - Calais-Germain
Character Animation Crash Course - Eric Goldberg
The Animator's Survival Kit - Richard Williams
Cartoon Animation by Preston Blair
1600x1200
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Anonymous at Wed, 12 Jan 2022 15:22:00 UTC No. 875448
>>875446
thanks for your reply/recs, greatly appreciated and good to hear perspective from someone who knows what's up. Dick William's book has been a pretty good read so far, but will definitely check out the others (especially the timing one).
progress is made when you make stuff [even shitty] so ill keep putting time in. feels good to look back at work knowing you've improved. My experience in the past has been mainly photo editing [adobe suite]/drawing which has laid a decent foundation for some 3d work, but there's a long way to, much to look forward to.
Anonymous at Wed, 12 Jan 2022 16:07:26 UTC No. 875452
>>875434
Well you are not supposed to do low poly with it. But the Zbrush move brush is too good even with low poly, while Maya's sculpt tools are all garbage.
Anonymous at Wed, 12 Jan 2022 16:16:48 UTC No. 875454
>>875435
You just use dynamic subdivision if you want it to look all smooth like.
1330x786
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Anonymous at Wed, 12 Jan 2022 19:03:01 UTC No. 875475
I'm going to struggle so hard render her hair, any animebro have tips to shade hair?
Anonymous at Wed, 12 Jan 2022 19:17:38 UTC No. 875477
>>875475
it's usually a hand drawn texture
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Anonymous at Wed, 12 Jan 2022 19:32:58 UTC No. 875481
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Anonymous at Wed, 12 Jan 2022 20:19:43 UTC No. 875489
>>874161
cheese wedge.
dont know how im pulling off the panels though, thinking of painting them with height channels on substance
1957x1088
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Anonymous at Wed, 12 Jan 2022 20:28:37 UTC No. 875492
so far so bad
wish me luck /3bros
Anonymous at Wed, 12 Jan 2022 20:41:17 UTC No. 875494
>>875475
square UVs, draw a zig zag up and down? i dont know
Anonymous at Wed, 12 Jan 2022 22:02:17 UTC No. 875508
>>875402
With jiggle bones in Blender, and spring controllers in Unreal.
>>875427
Negative.
1260x1420
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Anonymous at Wed, 12 Jan 2022 22:17:08 UTC No. 875510
Wanted to challenge myself with a more complex body shape than I did in >>873470; went through a bunch of failures and restarts, and I'm still not entirely happy with the roof (or rear side window), but it finally seems to be getting somewhere.
Critique would again be appreciated, especially since I intend to go much deeper into detail with this one and would like to get any potential problems out the way in advance.
602x1445
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Anonymous at Wed, 12 Jan 2022 22:25:27 UTC No. 875513
>>875510
I should have given a better view of these bits inside the fenders since I had almost no idea what I was doing there (and I'm sure it shows)
Anonymous at Wed, 12 Jan 2022 22:51:15 UTC No. 875516
>>875508
care to post your jiggle bone setup?
1000x1500
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Anonymous at Wed, 12 Jan 2022 23:27:35 UTC No. 875521
I love the OP image and how it evolved over the years. I remember when it was just the bridge and barely anything more.
I'm blocking out this basic robot, we'll see how much detail will i be able to add to it. Before i abandon it for 10 years like my last project. I'd love to make something like those Risk of Rain 2 characters.
Anonymous at Wed, 12 Jan 2022 23:44:58 UTC No. 875523
>>875378
Your style is so distinctive, Jack.
Never change.
Anonymous at Thu, 13 Jan 2022 00:28:22 UTC No. 875531
>>875510
...dont know what you want to build, looks like a east german trabant. greatings, you did it well!! apply a sub-d modifier, and work on the mesh until it looks not like shit, ...
...simple objects can be a cunt, respect it!
1824x1572
Jiggle Setup.png
Anonymous at Thu, 13 Jan 2022 02:08:08 UTC No. 875546
Anonymous at Thu, 13 Jan 2022 02:31:16 UTC No. 875548
>>874649
>flippednormals
pretty based
1080x1920
Sit.png
Anonymous at Thu, 13 Jan 2022 04:22:01 UTC No. 875564
Wanted to post this for the op image. Also had to pay respects to based blender cube.
Anonymous at Thu, 13 Jan 2022 04:26:51 UTC No. 875566
>>874304
jesus christ label your fucking meshes retard
1200x900
beach.webm
Anonymous at Thu, 13 Jan 2022 04:47:28 UTC No. 875568
finally started on a project I've put on for long enough
Anonymous at Thu, 13 Jan 2022 05:23:06 UTC No. 875576
>>875508
Positive.
Anonymous at Thu, 13 Jan 2022 05:43:20 UTC No. 875577
>>875568
Some real "Virtua" aesthetics. Nice.
Anonymous at Thu, 13 Jan 2022 05:48:36 UTC No. 875578
>>875568
GUNT SPOTTED
Lookin' good, man.
Anonymous at Thu, 13 Jan 2022 06:08:26 UTC No. 875579
>>875568
i like crab and big booba green kini girl
Anonymous at Thu, 13 Jan 2022 06:13:33 UTC No. 875581
>>875568
>she doesn't have a face but i can tell the girl in the pink is asian
how?
Anonymous at Thu, 13 Jan 2022 06:16:58 UTC No. 875583
>>875581
thin, slightly yellow, black pig tails with a bang, light colored bikini?
571x945
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Anonymous at Thu, 13 Jan 2022 07:10:44 UTC No. 875586
>>875568
You're making me want to animate my fox.
Alough I didn't give her separated titty geometry.
Anonymous at Thu, 13 Jan 2022 07:35:16 UTC No. 875587
>>875546
Thanks. I like your result, thought maybe you needed more bones arount the butt, but I see you used the setup I've seen posted for the breasts. Good work.
Anonymous at Thu, 13 Jan 2022 08:24:12 UTC No. 875589
>>875586
you definitely should
Anonymous at Thu, 13 Jan 2022 08:50:53 UTC No. 875590
>>875583
and disgusting flat
Anonymous at Thu, 13 Jan 2022 13:14:09 UTC No. 875617
>>875546
Ive been lookiung for a way to do full body jiggle like VAM and a bunch of other unity games are doing. It seems like every indie dev has that tech. I havent found a way to do this with UE5 yet tho :(
Anonymous at Thu, 13 Jan 2022 20:52:53 UTC No. 875677
>>875568
virtua fighter vibes!! i love it. also nice sillouettes
>>875475
hand paint using either square uvs or very high res textures. you can bake some ao into your base tex if you want a lil help. also if you want you can do rim lighting using a fresnel.
>>875492
looking good anon, topology looks clean too.
>>875510
looks warsaw pact enough. i think you've done a clean job so far.
>>875586
what does the face look like up close?
960x900
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Anonymous at Thu, 13 Jan 2022 21:35:21 UTC No. 875684
>>874161
practicing making anime vtubers. made a quick color test to review the model + make adjustments.
Anonymous at Thu, 13 Jan 2022 22:00:24 UTC No. 875685
>>875378
>>875377
>>875376
Man your usage of squash and streetch is amazing. It does seem to lose motion at some points but it adds to the style of animation.
Anonymous at Thu, 13 Jan 2022 23:36:04 UTC No. 875693
>>875684
The only reason they have so many verts is because they don't know how the body is going to animate and thus don't know were to insert the topology. But i do think 100k is over kill.
Anonymous at Fri, 14 Jan 2022 03:25:07 UTC No. 875728
>>875617
Weird, I'd just assumed they had a soft body simulation tool already?
1920x1080
wip3.jpg
Anonymous at Fri, 14 Jan 2022 05:14:44 UTC No. 875736
Anonymous at Fri, 14 Jan 2022 05:22:31 UTC No. 875737
>>875684
looks good
anime shading is notoriously difficult and something i want to one day tackle but just a tip if you dont already know fake the shading by painting it into the texture otherwise the basic cel shading will just ruin the entire look thats how most of the vtuber models have it
1016x762
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Anonymous at Fri, 14 Jan 2022 05:27:26 UTC No. 875738
>>875677
>what does the face look like up close?
Nothing special. It's purely vertex colours and pretty simple.
It's a bit of a mash of Virtua Fighter (no texutres) and Tekken (Smooth shading on certain faces).
Anonymous at Fri, 14 Jan 2022 06:39:25 UTC No. 875740
Anonymous at Fri, 14 Jan 2022 07:25:35 UTC No. 875741
>>875586
>>875738
is this blender i tried to make a low poly fox in blender too
853x1450
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Anonymous at Fri, 14 Jan 2022 07:31:52 UTC No. 875742
I don't know if I've discovered some weird avant-garde style and I don't know if I want to stop now or keep going.
Pointers are appreciated as usual.
Anonymous at Fri, 14 Jan 2022 07:53:22 UTC No. 875743
>>875742
>hlix
HALF LIFE 9 CONFIRMED?????//
228x221
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Anonymous at Fri, 14 Jan 2022 08:16:37 UTC No. 875745
>eternal procrastination keeps me from even starting to get into 3D modelling
How do you cope, /3/?
Anonymous at Fri, 14 Jan 2022 08:23:10 UTC No. 875746
>>875745
i dont cope because im too busy working on my my modeling
Anonymous at Fri, 14 Jan 2022 09:06:22 UTC No. 875753
>>875745
You face up to fact that your procrastination is fear of getting poor results.
Fear is the mind-killer. It is the little death that kills you over and over again, every single day.
Face that fear, let it pass over you and through, until it is gone, and only you remain.
When you can do this, you will only have to die once, and you will have modelled a good looking pair of tits by the time you do.
550x520
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Anonymous at Fri, 14 Jan 2022 09:09:48 UTC No. 875754
>>875753
Ok chief!
682x836
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Anonymous at Fri, 14 Jan 2022 09:40:17 UTC No. 875756
>>875753
nah bro, im just lazy and want to lay in bed all day
Anonymous at Fri, 14 Jan 2022 09:54:01 UTC No. 875758
>>875756
she is STACKED
Anonymous at Fri, 14 Jan 2022 10:35:21 UTC No. 875760
>>875756
make her skin brown and her hair white
Anonymous at Fri, 14 Jan 2022 10:48:54 UTC No. 875762
>>875756
Face might need some work, but I want to stick my dick in everything else, so well done.
Anonymous at Fri, 14 Jan 2022 11:29:00 UTC No. 875766
>>875756
Next don't post a gif so we can have a real look at the model.
The ass is square, nose is too long, the breasts are too big that they make her look like a comic book character, feet are too small they look like she wouldn't be able to even walk, the pinky it too long and i cant really see the hand but their seems to be more issues then that.
Not saying your work is crap, like maybe it could of been passed off as some booba model for second life.
1080x1080
RibbonRabbit.gif
Anonymous at Fri, 14 Jan 2022 13:49:38 UTC No. 875791
I think this came out ok as a first attempt at making a run cycle (or any kind of animation), but now I'm kind of at a loss of what to do with the model. [spoiler]don't suggest porn[/spoiler]
Anonymous at Fri, 14 Jan 2022 13:51:06 UTC No. 875792
>>875791
Somehow managed to fuck up the spoiler tag
Anonymous at Fri, 14 Jan 2022 14:30:41 UTC No. 875800
>>875792
[spoiler]spoilers don't work on this board[/spoiler]
Anonymous at Fri, 14 Jan 2022 15:00:24 UTC No. 875806
>>875791
I can hear the acid techno
Anonymous at Fri, 14 Jan 2022 15:29:36 UTC No. 875807
>>875791
do the other animations from the game, add the obstacles, get some practice in.
Anonymous at Fri, 14 Jan 2022 16:34:56 UTC No. 875814
Has anyone been contacted by Fracture Labs for work??
Anonymous at Fri, 14 Jan 2022 16:46:53 UTC No. 875815
>>875742
you should hard surface model a vehicle or some other accessory for them
1466x1225
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Anonymous at Fri, 14 Jan 2022 18:26:52 UTC No. 875824
>>875762
i don't know how to fix the face, here is the sculpt.
help
Anonymous at Fri, 14 Jan 2022 19:57:49 UTC No. 875839
>>875745
make a spoon. trust me
Anonymous at Fri, 14 Jan 2022 20:00:27 UTC No. 875840
>>875791
i think an anon here had a way around making the weird vertex jittery nature of the ps1 with geo nodes. it would add a lot if you manage to make her with that
1068x932
spoontang 2022.jpg
Anonymous at Fri, 14 Jan 2022 20:02:51 UTC No. 875842
>>875839
Why a spoon
Anonymous at Fri, 14 Jan 2022 20:21:18 UTC No. 875845
>>875842
it'll all be revealed once you make it
Anonymous at Fri, 14 Jan 2022 20:22:30 UTC No. 875846
>>875840
I actually already did that by converting the mesh into grease pencil and using the noise modifier. I'll try to make it more visible
540x540
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Anonymous at Fri, 14 Jan 2022 20:30:44 UTC No. 875850
2560x1440
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Anonymous at Fri, 14 Jan 2022 20:31:23 UTC No. 875851
rockman 7 count bomb
>>875850
that's pretty neato
Anonymous at Fri, 14 Jan 2022 21:04:13 UTC No. 875856
>>875851
clean, but off model
0/10
Anonymous at Fri, 14 Jan 2022 21:12:12 UTC No. 875857
>>875851
Oh yes, soul
Based Megamanbro
1616x1540
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Anonymous at Fri, 14 Jan 2022 21:20:13 UTC No. 875859
box
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Anonymous at Fri, 14 Jan 2022 21:21:11 UTC No. 875860
>>875856
>off model
yea, tried to combine the design of both the artwork and spritework but also tried to make some changes to make modeling it easier.
the side... "baubles" or whatever the fuck those are were especially weird since it looks like the pipes are meant to connect to them in art but in 3d it ended up looking really weird so i ended up just making them more cylindrical.
>>875857
thanks mate, i'm doing a bunch of items and entities from mm7, already did both count bombs and now im gonna do this guy next.
>>875859
very nice
1920x1080
Poon.png
Anonymous at Fri, 14 Jan 2022 22:04:58 UTC No. 875869
>>875839
Not that guy, but making a spoon is actually hard.
Anonymous at Fri, 14 Jan 2022 22:21:30 UTC No. 875874
>>875824
>>875756
To me, I think the issue is the eyes. Instead of using 3d eyes, you could set the hollow area where they eyes go to an emissive or diffuse white material, and use a floating circle as the pupil. This works a lot better for stylized characters, especially if they are trying to be anime-ish. You could also make they eyes lower, or the hairline higher.
1466x1225
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Anonymous at Fri, 14 Jan 2022 22:48:04 UTC No. 875882
>>875824
3d eyes need to have a natural eyebrow resting over the top of the eye by about 30-35% and 20-15% on the bottom.
>>875874
This is good advice to solve the issue but you will lose realism.
Anonymous at Fri, 14 Jan 2022 22:52:47 UTC No. 875883
600x485
anime trash.jpg
Anonymous at Fri, 14 Jan 2022 23:05:17 UTC No. 875884
>>875883
Then you need to smooth out the eye sockets. It should be a semi circle around the eye not a sharp edge. Also need to make the eyes smaller.
Anonymous at Fri, 14 Jan 2022 23:25:37 UTC No. 875888
>>875869
I have to say, I made a spoon for the first time not long ago and it was much more difficult than I thought it would be. My handle is way too long and my little scoopy part doesn't look deep enough.
Also I have a question if anyone can help me with it
>Started to name my meshes
>Started adding meshes to collections
>I can toggle all of the meshes either on or off no problem
>Can't find a way to toggle one on and the rest off
Normally you just hold ctrl/alt/shift and click the eye within the collection, but that doesn't seem to work when I try with Blender. I know there's obviously a way to do it because I've seen people do it, I even did it myself. But I can't find out how to do it again and I've tried Google.
It's so fucking tedious having to click everything on and off individually when there's lots of stuff in there.
505x360
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Anonymous at Sat, 15 Jan 2022 00:44:11 UTC No. 875905
>>875869
now i want to try modeling one of those fancy vintage spoons
>>875888
>one and the rest off
there a couple ways to do this, one way is using SHIFT + H. the other way is to use / which will do something similar but is more of a "solo" toggle rather than a full on hide of other objects.
Anonymous at Sat, 15 Jan 2022 00:46:06 UTC No. 875906
>>875905
Thanks dude I'll try those out.
Anonymous at Sat, 15 Jan 2022 00:53:55 UTC No. 875907
>>875888
select the object u want to not hide, press ctrl+I this will invert selection, press H and everything is hidden.
2560x1440
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Anonymous at Sat, 15 Jan 2022 01:01:19 UTC No. 875910
>>875906
no prob.
also to reveal all hidden objects you can use ALT + H. i usually just undo the hiding though since ALT + H will also reveal anything you may have wanted to stay hidden or had hidden earlier.
1920x1080
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Anonymous at Sat, 15 Jan 2022 02:01:44 UTC No. 875914
added textures
1920x1017
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Anonymous at Sat, 15 Jan 2022 02:40:59 UTC No. 875918
>>875869
spoon chads rise up
Anonymous at Sat, 15 Jan 2022 02:59:45 UTC No. 875920
all of you guys are so good and im so bad it makes me sad :(
859x753
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Anonymous at Sat, 15 Jan 2022 04:00:23 UTC No. 875927
kot
Anonymous at Sat, 15 Jan 2022 04:05:46 UTC No. 875928
>>875927
>fat
yucky
Anonymous at Sat, 15 Jan 2022 04:43:22 UTC No. 875933
>>875927
>fat
yummy
Anonymous at Sat, 15 Jan 2022 04:55:34 UTC No. 875935
>>875920
Don't be sad, practice more, you will get there.
Anonymous at Sat, 15 Jan 2022 04:56:23 UTC No. 875936
>>875927
Make her breasts bigger and saggier
303x287
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Anonymous at Sat, 15 Jan 2022 05:14:03 UTC No. 875938
>>875869
now bend it and make it a melee weapon
1920x1080
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Anonymous at Sat, 15 Jan 2022 05:21:24 UTC No. 875939
Working on the physics asset for the body. I'm pretty sure the number of physics bodies that will work for collision within the asset are limited, or at least they were when it came to cloth a few versions ago. If they still are, then I'll make a second physics asset and assign it to the ponytail separately with fewer physics bodies to handle collisions.
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Anonymous at Sat, 15 Jan 2022 05:24:37 UTC No. 875945
>>875869
now bend it and make it a melee weapon
Anonymous at Sat, 15 Jan 2022 05:32:26 UTC No. 875946
>>875945
is this a first person spoon furry game
Anonymous at Sat, 15 Jan 2022 05:35:51 UTC No. 875948
>>875839
You can use KawaiiPhysics, mobile battle royale games like PUBG and Final Fantasy use it
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Anonymous at Sat, 15 Jan 2022 05:45:02 UTC No. 875950
>>875946
perhaps... maybe yes maybe not. who knows.
Anonymous at Sat, 15 Jan 2022 05:45:45 UTC No. 875951
>>875950
can you eat soup
Anonymous at Sat, 15 Jan 2022 05:56:50 UTC No. 875954
>>875951
i love soup... so yes
Anonymous at Sat, 15 Jan 2022 06:09:12 UTC No. 875955
>>875939
she caked up
Anonymous at Sat, 15 Jan 2022 06:37:48 UTC No. 875956
>>875927
TAOCOOMA
1920x1080
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Anonymous at Sat, 15 Jan 2022 07:37:56 UTC No. 875960
>>875869
I remade it, as it was bothering me... Still not ideal, but way better than the first one.
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Anonymous at Sat, 15 Jan 2022 09:02:30 UTC No. 875964
>>875860
I unironically wanna get into 3d modelling and game development because I wanna make a megaman game, keep it up
Anonymous at Sat, 15 Jan 2022 09:06:16 UTC No. 875965
>>874993
Leona the Purrfessional
Anonymous at Sat, 15 Jan 2022 12:11:15 UTC No. 875978
>>874762
Is ammo stored in the platform beneath the guy? How does he get up there? Is there a retractable ladder of sorts? Otherwise a chain-like ladder hanging on the side would be pretty rad. Other than that, cool shit anon
>>874962
That's fucking awesome
>>875568
Me on the right
Anonymous at Sat, 15 Jan 2022 15:59:53 UTC No. 876007
>>875380
Pilot redsun looking ass
Anonymous at Sat, 15 Jan 2022 16:01:49 UTC No. 876009
>>875586
ffs the psx guy is a furry?
Anonymous at Sat, 15 Jan 2022 16:27:54 UTC No. 876014
>>876009
more likely that a furry is doing a bit of work within the style
>>876007
retard
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Anonymous at Sat, 15 Jan 2022 18:03:54 UTC No. 876036
COOOOOOM
Anonymous at Sat, 15 Jan 2022 18:37:34 UTC No. 876039
>>875742
I like her. Good work.
Anonymous at Sat, 15 Jan 2022 18:49:28 UTC No. 876040
>>875914
Plutonium?
Anonymous at Sat, 15 Jan 2022 18:55:31 UTC No. 876041
>>876009
you will assimilate into being one of us whether you like it or not owo
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Anonymous at Sat, 15 Jan 2022 19:56:16 UTC No. 876049
>>875978
>Is ammo stored in the platform beneath the guy?
nope, check >>875016
>How does he get up there? Is there a retractable ladder of sorts? Otherwise a chain-like ladder hanging on the side would be pretty rad.
Yes it will be some sort of ladder, but It'l take a while before I actually add it, there's a lot of shit left to do first
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Anonymous at Sat, 15 Jan 2022 22:01:17 UTC No. 876062
progress
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Anonymous at Sat, 15 Jan 2022 22:07:04 UTC No. 876064
This is pretty fun.
Anonymous at Sat, 15 Jan 2022 22:12:03 UTC No. 876065
>>876062
you are nigger cattle
Anonymous at Sat, 15 Jan 2022 22:23:23 UTC No. 876069
>>876062
oh hello schizophrenic source bro, didn't know you posted here
Anonymous at Sat, 15 Jan 2022 22:32:06 UTC No. 876072
>>876062
How is this relevant to /3/ in any way?
Anonymous at Sat, 15 Jan 2022 22:35:54 UTC No. 876075
>>876072
he's working on something in 3D
Anonymous at Sat, 15 Jan 2022 22:39:41 UTC No. 876077
>>876075
Doesn't look like it to me. Where is the 3D model? All I see is garbage sourceshit like a profoundly retarded child playing with LEGOs.
Anonymous at Sat, 15 Jan 2022 22:43:14 UTC No. 876079
>>876072
not sure, but there's a hammer thread here, likely made by him.
this guy is a schizo from the old days of /agdg/, he's been making these really weird hammer maps/things since the beginning and he's kinda known as a nuisance there.
Anonymous at Sat, 15 Jan 2022 22:46:22 UTC No. 876080
>>876077
a game map is a 3D model dipshit
stop being a dick in the /wip/ thread
Anonymous at Sat, 15 Jan 2022 22:46:52 UTC No. 876081
>>876079
This, sourcenigger is a known criminal. He also doxxes and even BOMBS YesDevs constantly because he can't even make a game, lol. He is insanely jealous and jealously insane
Anonymous at Sat, 15 Jan 2022 22:58:19 UTC No. 876084
>>876080
not in this case honestly, it's not really /3/ art. so yes in this case he should just stop right there
>>876081
ive never been really connected to AGDG but yeah from what ive heard this guy is a prick. hes also probably the author of this mess: https://steamcommunity.com/sharedfi
Anonymous at Sat, 15 Jan 2022 23:05:22 UTC No. 876085
>>876084
>hes also probably the author of this mess:
this fully this we confimed it back in 2015. we have his steam handle and full name because of this.
Anonymous at Sat, 15 Jan 2022 23:10:51 UTC No. 876086
>>876080
source is not /3/ and never will be
fuck off sourceniglet
Anonymous at Sat, 15 Jan 2022 23:12:11 UTC No. 876087
>>876085
i actually discovered this whole rabbithole when a friend told me of that bizarre "game" of his, we even played it and it was totally awful. i just automatically assumed it was him, guess i was right haha
Anonymous at Sat, 15 Jan 2022 23:13:19 UTC No. 876088
Anonymous at Sat, 15 Jan 2022 23:15:44 UTC No. 876089
>>876088
i never made that statement, why are you so upset?
Anonymous at Sat, 15 Jan 2022 23:15:45 UTC No. 876090
>>876088
Yes. Now you understand. Reek, Rotate, birdmath, PepsiFag, eromattifarg, sourcefam, they are one and the same.
Anonymous at Sat, 15 Jan 2022 23:28:30 UTC No. 876092
>>876084
I can't believe you so easily found proof that >>876062 is in actual FACT the author of https://steamcommunity.com/sharedfi
Anonymous at Sat, 15 Jan 2022 23:34:24 UTC No. 876095
>>876092
>>876084
Sourcenigger absolutely fucking destoyed. Good job, boys.
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Anonymous at Sat, 15 Jan 2022 23:59:10 UTC No. 876100
>>876092
i sort of uncovered this mess out of pure luck, a guy from a groupchat im in found it while browsing the remnants of steam greenlight and we even got to play it.
it was absolutely awful, over 10gb of stolen models and other assets, random out of place shit and even the entire team fortress 2 directory for some reason.
im amazed how he managed to fit so much garbage in a single source engine game and make it sort of work. everything was terrible and nothing made sense, it was like an AI generated game but not really. he even has a github repo for the "sourcecode" (https://github.com/bmk10) , this guy is absolutely loony.
i feel kinda bad for him. when i looked at his steam group, it had only him and two people, and the discussions tab had like a hundred posts made by him that were just gibberish.
also his moddb page is just riddled with nonsense and pictures of notebooks, picrel
Anonymous at Sun, 16 Jan 2022 00:00:34 UTC No. 876101
>>876100
forgot to mention that i also found actual porn in the game's directory for some reason, lol. and he also had a discord server and a twitter, but both seem to be gone.
Anonymous at Sun, 16 Jan 2022 00:02:01 UTC No. 876102
>>876100
>>876101
Unbelievable. We finally have proof of sourcenigger's true identity. This is irrefutable proof that THIS is the spectre that has been haunting /agdg/ and /3/ for over seven years!
Anonymous at Sun, 16 Jan 2022 00:03:18 UTC No. 876104
>>876100
This is watertight evidence. This shit would probably even fly in court. Should we notify the FBI that this is the guy who was bombing all those YesDevs?
Anonymous at Sun, 16 Jan 2022 00:04:53 UTC No. 876106
>>876104
the fuck, bombing? what do you mean by that, like for real?
Anonymous at Sun, 16 Jan 2022 00:05:03 UTC No. 876107
>>876100
are you going to put this in /agdg/ so the real YesDevs know who to look out for?
Anonymous at Sun, 16 Jan 2022 00:06:35 UTC No. 876108
>>876106
sourcenigger has committed MANY crimes he faked boku's death when she lived in chicago and sent many bombs to YesDevs like MothDan and all the Boat Jam participants
Anonymous at Sun, 16 Jan 2022 00:06:48 UTC No. 876110
>>876107
i already posted this on the agdg cord but nobody seemingly cared, like always...
Anonymous at Sun, 16 Jan 2022 00:07:59 UTC No. 876111
>>876110
post it again every day until they Realize and take Action.
Anonymous at Sun, 16 Jan 2022 00:10:29 UTC No. 876112
>some guy posts a hl2 map wip
>thread loses its fucking mind in conspiracy theories and delusions
Anonymous at Sun, 16 Jan 2022 00:11:41 UTC No. 876114
>>876110
Post it on the thread and on discord. We need everyone to see this.
Anonymous at Sun, 16 Jan 2022 00:13:30 UTC No. 876116
>>876100
Unbelievable. This is really sourcefam.... Should we start harassing them on moddb and twitter?
Anonymous at Sun, 16 Jan 2022 00:14:22 UTC No. 876117
>>876111
nah they wont. anyways, just posted that since he appeared here, i don't really care about the drama he caused in the past. it was a quite funny experience honestly, you should definetly download it and try it out.
Anonymous at Sun, 16 Jan 2022 00:15:24 UTC No. 876118
>>876116
Yes. Activate it. This nigger will LEARN today.
Anonymous at Sun, 16 Jan 2022 00:16:45 UTC No. 876120
>>876117
I'll take up the mantle then anon. We have to remind /agdg/ of sourcenigger's crimes until the FBI finally gives him the boom boom crash he deserves
Anonymous at Sun, 16 Jan 2022 00:18:30 UTC No. 876121
>>876062
this is absurd
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Anonymous at Sun, 16 Jan 2022 00:18:51 UTC No. 876122
? talk about WIPs and give advice on making 3d booba and spoons nobody cares about your 50 page deep obscure usenet board drama manifesto
Anonymous at Sun, 16 Jan 2022 00:19:00 UTC No. 876123
Guys, pls don't fill the /3/ wip with drama.
Anonymous at Sun, 16 Jan 2022 00:20:51 UTC No. 876124
>>876122
Why is it covered in pasta sauce?
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Anonymous at Sun, 16 Jan 2022 00:21:26 UTC No. 876126
>>876122
>>876123
>he's seriously defending the likes of source
Lol. Just lol. Wasn't pic related you too? Pathetic. Absolutely pathetic.
Anonymous at Sun, 16 Jan 2022 00:23:16 UTC No. 876127
>>876126
i think im gonna be sick
Anonymous at Sun, 16 Jan 2022 00:27:01 UTC No. 876128
lil piggie gonna SQUEE SQUEE SquEEEEAL when the BOOM BOOM CRASH comes hehe thats what you get for fucking with MY thread sourcenigger or should i say bm killer10 aka reek aka bmk10 aka eromattifarg aka rotatefam aka pepsifag
Anonymous at Sun, 16 Jan 2022 00:28:45 UTC No. 876129
>>876123
yeah i apologise, i just posted these messages because i thought people were just gonna find it funny and forget about it in 3 minutes, i didn't intend to spark some slimy community vendetta...
Anonymous at Sun, 16 Jan 2022 00:28:56 UTC No. 876130
>>876126
Why would someone make that and then think it's okay to post anywhere ever?
Anonymous at Sun, 16 Jan 2022 00:32:12 UTC No. 876131
>>876130
Because they are a literal terrorist, mailing bombs to YesDevs.
Anonymous at Sun, 16 Jan 2022 00:34:22 UTC No. 876132
>>876126
imagine being responsible for this existing and not killing yourself
Anonymous at Sun, 16 Jan 2022 00:40:37 UTC No. 876134
>>876132
>>876127
>>876130
samefag pls stop spamming your adgd discord drama
Anonymous at Sun, 16 Jan 2022 00:51:24 UTC No. 876135
>>876126
i spit out my fuckn beer
Anonymous at Sun, 16 Jan 2022 01:21:08 UTC No. 876144
>>876131
Who the fuck are YesDevs? and why should i care? or anyone should care?
Anonymous at Sun, 16 Jan 2022 02:18:03 UTC No. 876151
the fuck is this autistic samefagging going on right now?
please fuck off back to your discord with whatever garbage you're taking about faggot
Anonymous at Sun, 16 Jan 2022 02:19:11 UTC No. 876152
>>876126
>>876062
what's actually wrong with these images? why do they trigger you so bad?
Anonymous at Sun, 16 Jan 2022 02:26:41 UTC No. 876153
>>876144
A YesDev is a Dev who is Yes. Being YesDev is the opposite of being nodev. A nodev is a slovenly pile of nigger filth with no game who only can offer limp-dick "advice" no one should listen to because they are a drunk. A YesDev is clean, sober, white, and has a Game. Being a YesDev is a state of being. It is the peak of human achievement to be YesDev, and 4chan is a YesDev website for YesDevs only.
>>876152
They are, professionally speaking, what is called "nigger-handed trash by and for kikes with no Game"
Anonymous at Sun, 16 Jan 2022 02:32:04 UTC No. 876154
>>876151
>it's your fault! no u! omg discord! steamchat! pls leave me alone ;_;
No it's just this thread, sourcenigger. You have no one to blame but yourself for your FAILURE to make anything worthwhile.
Anonymous at Sun, 16 Jan 2022 02:34:03 UTC No. 876156
>>876126
>>876062
is this that nightmare vision i've heard so much about??
Anonymous at Sun, 16 Jan 2022 02:35:38 UTC No. 876157
>>876100
I fucking hate sourceniggers. I bet he's a fucking furfag too.
Anonymous at Sun, 16 Jan 2022 02:39:22 UTC No. 876158
>>876106
>>876104
so wait if i shit on sourcefaggot am i going to get exploded by mail?
Anonymous at Sun, 16 Jan 2022 03:23:44 UTC No. 876162
I fucking hate /agdg/ now for derailing /wip/ and turning it into their own discord tranny soap opera shitfest. Fuck you all, and fuck this source engine schizo piece of shit too, for turning this thread into a mess!
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Anonymous at Sun, 16 Jan 2022 03:39:18 UTC No. 876164
By not making an axe the original stencils wont fit
So i made my own - which was actually really easy so i'll shill the software here
https://knotter.mattbas.org/Knotter
Anonymous at Sun, 16 Jan 2022 03:41:53 UTC No. 876167
>>876164
holy shit that's sick. thanks for sharing the software. fug, a bit too late for my argonian
Anonymous at Sun, 16 Jan 2022 03:54:10 UTC No. 876172
>>876162
I wish they had taken it to the Discord that OP set up. It seems like it would have been a better place for it.
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Anonymous at Sun, 16 Jan 2022 04:05:47 UTC No. 876175
been lurking for a year now. finally posting my own stuff.
leman russ from 40k im working on, using some 3d-printing stl's as reference
Anonymous at Sun, 16 Jan 2022 04:33:06 UTC No. 876176
crime wars changed my life... i have sex with 500 hot women every week after experiencing it
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Anonymous at Sun, 16 Jan 2022 05:11:58 UTC No. 876187
I optimized it to hell, unwrapped it, put it in substance painter, and it looks like shit. This took me over 36 hours to make
Anonymous at Sun, 16 Jan 2022 05:12:38 UTC No. 876188
>>876187
maybe take off the chromatic abberation and upload a higher res?
Anonymous at Sun, 16 Jan 2022 05:22:03 UTC No. 876190
>>876187
you can make like an 8k render in jpeg and will still fit under a mb. what's your goal, because i dont see anything bad with it. any areas that you feel you have trouble with?
Anonymous at Sun, 16 Jan 2022 05:25:46 UTC No. 876191
>>876190
Just trying to make a portfolio piece to show i can model and make assets, but it seems I need more practice
Anonymous at Sun, 16 Jan 2022 05:29:50 UTC No. 876192
>>876191
it's alright, what's important is that you finish it. bet you learned a lot making it. if you can do what we asked about looking at it at higher res. even if you are done with it, you can still get useful feedback for your next project if we have anything to say
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Anonymous at Sun, 16 Jan 2022 05:45:14 UTC No. 876194
>>876164
incredible, that is a cool tool
>>876187
fucking nice, i should probably learn to sculpt but i want to learn as much fundamentals with just straight box/poly modeling as i can ahead of time.
Anonymous at Sun, 16 Jan 2022 06:28:53 UTC No. 876197
Anonymous at Sun, 16 Jan 2022 08:33:16 UTC No. 876204
Anonymous at Sun, 16 Jan 2022 08:46:32 UTC No. 876209
>>876152
I challenge anyone to name anything NOT wrong in those images
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Anonymous at Sun, 16 Jan 2022 14:23:33 UTC No. 876231
>>876194
SOUL
Anonymous at Sun, 16 Jan 2022 15:51:06 UTC No. 876247
>>875927
you post your stuff anywhere?
Anonymous at Sun, 16 Jan 2022 17:50:06 UTC No. 876256
>>876164
you sir are based
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Anonymous at Sun, 16 Jan 2022 18:59:24 UTC No. 876273
anyone know how i should go about doing the eyes? should i make them 3d or should i do something more along the lines of this
https://www.youtube.com/watch?v=kB9
>>876231
seoul, its getting there friendo
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Anonymous at Sun, 16 Jan 2022 19:30:33 UTC No. 876282
>>874161
WE NEED A NEW THREAD OP YOU GIANT FAGGOT !!!
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Anonymous at Sun, 16 Jan 2022 20:43:28 UTC No. 876298
i decided to switch to blender 3 and every is blue now and i dont know why
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Anonymous at Sun, 16 Jan 2022 20:49:37 UTC No. 876302
Anonymous at Sun, 16 Jan 2022 21:02:20 UTC No. 876303
>>876302
neato, thanks
Anonymous at Sun, 16 Jan 2022 21:11:12 UTC No. 876305
>>876282
In due time.
I'm working on the next OP image, and we haven't even gotten to page 5 yet.
Keep working and keep posting, I'll add it to the OP.
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Anonymous at Sun, 16 Jan 2022 21:49:21 UTC No. 876312
I really hate do retopology. Constantly thinking where and how polys must flow is melting my brain
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Anonymous at Sun, 16 Jan 2022 21:51:42 UTC No. 876313
>>875824
better? what else? help!
Anonymous at Sun, 16 Jan 2022 22:15:08 UTC No. 876317
>>876282
yes this fully this
this thread is tainted by source
Anonymous at Sun, 16 Jan 2022 22:54:01 UTC No. 876320
>>876312
nice, that's the topology from that popular book, right?
Anonymous at Sun, 16 Jan 2022 23:01:01 UTC No. 876322
>>874520
Lol at the subdiv windows, nice tho
Anonymous at Sun, 16 Jan 2022 23:07:44 UTC No. 876323
>>876126
get this literally gay shit off my thread immediately
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Anonymous at Sun, 16 Jan 2022 23:37:38 UTC No. 876325
>>876320
Yes. It sucks that content on that site is behind paywall now. I was able only to get shitty pdf of it from cgpeers.
Anonymous at Mon, 17 Jan 2022 00:59:55 UTC No. 876335
>>876325
sharing is caring
Anonymous at Mon, 17 Jan 2022 01:35:07 UTC No. 876344
Anonymous at Mon, 17 Jan 2022 01:36:39 UTC No. 876345
>>876323
Begone cumfarti!
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Anonymous at Mon, 17 Jan 2022 02:05:45 UTC No. 876349
>>876335
sure!
https://files.catbox.moe/ol3alp.pdf
Anonymous at Mon, 17 Jan 2022 03:31:46 UTC No. 876362
>>876313
She's in dire need of eyelids, for one.
I wouldn't go with that nose if you're trying to look like anime.
Anonymous at Mon, 17 Jan 2022 03:47:10 UTC No. 876367
>>876362
i don't sculpt eye lids and im not going for a cartoonish look but non 'anime'
Anonymous at Mon, 17 Jan 2022 03:53:51 UTC No. 876370
>>876367
*I AM going for a cartoonish look, but not anime
brainfart
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Anonymous at Mon, 17 Jan 2022 04:52:43 UTC No. 876401
>>876313
>>876313
the shape of the ears makes no sense
the way the ear connects to the head is wrong
the eyes have no defined corners
the harmonic angles/proportions of your face are off.
In a face (or any organic thing) angles and shapes should repeat and be similar to each other.
Anonymous at Mon, 17 Jan 2022 06:20:56 UTC No. 876413
>>876401
this is complete bunk fuddlore on par with EVERYONE IS *___EXACTLY___ 7 HEADS TALL *goes on to make a character with 52:21:78 proportions*
Anonymous at Mon, 17 Jan 2022 07:18:03 UTC No. 876418
>>876413
>52:21:78 proportions
hubba hubba
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Anonymous at Mon, 17 Jan 2022 07:28:14 UTC No. 876423
>>876413
sure anon reality doesn't apply to you, you just follow your heart and let your creativity flow freely with no restraints, and if people tell you your stuff isn't good they are actually just jealous
Anonymous at Mon, 17 Jan 2022 07:29:11 UTC No. 876424
>>876423
that man's ears done line up with his nose and his eyebrows arent perfectly parallel wtf is this uggo shit !!!!!
Anonymous at Mon, 17 Jan 2022 07:33:25 UTC No. 876427
>>876423
It's a stylized character, of course reality doesn't apply to it
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Anonymous at Mon, 17 Jan 2022 07:45:35 UTC No. 876430
>>876427
if you don't understand the fractal nature of biology pic will always fool you
Anonymous at Mon, 17 Jan 2022 07:46:36 UTC No. 876431
Anonymous at Mon, 17 Jan 2022 07:55:04 UTC No. 876432
>>876430
bro what the fuck his head isn't made of parallel lines at all. look at how his ears and chin clash so hard.... his cheekbones arent even parallel to his brows...
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Anonymous at Mon, 17 Jan 2022 07:57:10 UTC No. 876433
>>876427
stylized doesn't mean abstract mess.
rules of reality still apply
if you make a skinny character using a sphere as his body it will not work.
making a stylized face with really sharp angles and strong jaw and cheekbones and giving it a small round nose will clash with the rest of the face.
Anonymous at Mon, 17 Jan 2022 08:05:52 UTC No. 876436
>>876433
>no parallel lines
>no cubes or cylinders
this nigger needs to read loomis
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Anonymous at Mon, 17 Jan 2022 10:35:39 UTC No. 876447
>>876401
I'm not sure i know how to actually apply this knowledge, but I'll give it shot. I might just start over.
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Anonymous at Mon, 17 Jan 2022 18:38:06 UTC No. 876512
Some good progress today, next is texture clothes.
Anonymous at Mon, 17 Jan 2022 19:23:02 UTC No. 876518
>>876512
cute
knee pit texture is looks too low
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Anonymous at Mon, 17 Jan 2022 21:15:52 UTC No. 876528
>>876433
Stylized can mean an abstract mess, it all depends on the artists desires. The cool thing about your imagination is that you can use it to defy the laws of reality, and use art to show other people your imagination. Your imagination does not have to apply to reality, that is unless you have a hard time imagining things you haven't already seen.
I also don't think even the worst artist would ever consider depicting a skinny character with a fat shape, since they are trying to make a skinny character.
Anonymous at Mon, 17 Jan 2022 21:19:33 UTC No. 876530
>>876528
Crazy how good of a painter Picasso was and then he started doing complete dogshit like that.
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Anonymous at Mon, 17 Jan 2022 22:27:03 UTC No. 876540
I'm trying to stay relatively true to the dwarf from the flipped normals sculpting course.
This is hard because they are more competent than me. Eyes and lips still and probably always will confuse me.
Anonymous at Mon, 17 Jan 2022 23:12:09 UTC No. 876551
>>876528
>use art to show other people your imagination.
good meme
I don't think he wanted to convey a women making horse sounds, because that is what I get here.
Anon you can do anything you want and if a bunch of rich jews decide to use your art to launder money midwits might start writing books why your art is so brilliant.
If you want to convey your imagination to other people you have to use a common language (nature)
>depicting a skinny character with a fat shape
This is about self-similarity and anons absurd posts that it doesn't matter. If you give a guy with roman sculpture features a flat bent nose. It will look like he got his nose broken and not like that is his natural nose.
This the same as the golden ratio you don't need to apply it with mathematical precision you can just use it as a guide.
tldr if you want your shit to be good use self similarity as one of your tools.
Anonymous at Mon, 17 Jan 2022 23:28:51 UTC No. 876555
>>876551
>It will look like he got his nose broken
soulful
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Anonymous at Tue, 18 Jan 2022 01:42:21 UTC No. 876587
Still polishing this ... Probably should have moved on to retopo ages ago but I'm just too scared sloppy work now is going to come back and bite me in the ass later. Inexperience I guess. I haven't actually ever finished something. Anyway, let me know what you think of this little character.
Hair is just a placeholder. Planning on making some nice hair later.
Anonymous at Tue, 18 Jan 2022 02:00:26 UTC No. 876591
>>876433
>>876551
I see what you mean now, but to rephrase, it isn't that proportions aren't important, but that I think >>876401 is wrong in thinking that elf anon's character needs to be perfectly anatomically correct. it still looks weird, but I think that is because the character has a weird stare to it. I think if they were to color the pupils and irises, and give the character some eyebrows and eyelashes, it would be easier to tell how good/bad their character is.
Anonymous at Tue, 18 Jan 2022 02:06:14 UTC No. 876593
>>876512
hand painted? love the tan lines. very nice.
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Hair Wip 4(1).webm
Anonymous at Tue, 18 Jan 2022 02:38:28 UTC No. 876599
Finishing the physics asset. I probably should have done a bone chain for each hair card to minimize clipping.
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Preservation-rhin....jpg
Anonymous at Tue, 18 Jan 2022 03:31:44 UTC No. 876605
>>876591
>I think you are wrong in thinking that elf anon's character needs to be perfectly anatomically correct.
Elf anon can do what he wants
I never said anything about being anatomically correct
I guess you just can't see what I can see?
Self similarity is a rule you can find in all living things.
You can find very similar shapes angles and proportions repeated inside an organism.
If you do not follow self similarity it will at best look like a damaged living thing or have an uncanny valley look or at worst don't look like a living thing at all but like a plastic figure.
Anonymous at Tue, 18 Jan 2022 04:59:12 UTC No. 876619
>>876587
really like the body and legs, but I'm a little worried about the width of the mouth, feels like the corners are too wide, giving it a bit of a froggy appearance. Thumbs and fingies seem a little long, toes are a bit fucked but I'm not a footfag either so I kinda get it.
Anonymous at Tue, 18 Jan 2022 05:41:01 UTC No. 876628
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Anonymous at Tue, 18 Jan 2022 05:47:04 UTC No. 876630
>>876593
Thanks fren, all hand painted ^^
>>876518
I don't know about loli proportion so I just follow ref, and my ref's knee is even lower though. What do you think?
Anonymous at Tue, 18 Jan 2022 06:51:09 UTC No. 876642
>>876630
I only meant the texture
the crease in the knee pit looks too low
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Anonymous at Tue, 18 Jan 2022 07:21:33 UTC No. 876648
>>876587
>>876587
most obvious things I could find
where the pecs and the ribcage meet
lower pecs connecting to the groin looks a bit bulbous
for the thighs think about the bones especially the femur insided and how the muscles connect to them
the muscles on the ribs have a weird direction
either your upper arms are to short or your biceps isn't long enough
thumb is very skinny and long
palms of the hand connect to smooth to the arm
pits are a bit extreme
check your neck again
outer eye corners don't look correct
when it come to the mouth I am with>>876619
hope this helps you and doesn't just confuse you.
Don't try to make one Grand Masterpiece just get this one finished it's better than a lot of characters I have seen, well done.
Anonymous at Tue, 18 Jan 2022 07:22:39 UTC No. 876651
>>876648
ps knees and toes are pointing in diffrent directions
Anonymous at Tue, 18 Jan 2022 07:40:04 UTC No. 876657
>>876619
>>876619
Thanks for the feedback. I'll check these. At
some point I was considering going full cartoon mouth on this character with lips in the middle. Perhaps it won't really fit with the rest of the aesthetic tho.
>>876648
Thanks based redline bro. This is gold.
Anonymous at Tue, 18 Jan 2022 17:27:10 UTC No. 876734
>>876187
i like this critter, very metroid
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BegginerPepe.jpg
Anonymous at Wed, 26 Jan 2022 22:58:20 UTC No. 878289
>>874161
This is my first sculpt. I have followed tutorials before but this is the first one I did on my own. I am still learning basics of KeyShot 10 HD so just did a simple render in ZBrush instead.
I will probably fix the pupils, paint the lip better as I missed a spot, and figure out how to do render/lighting in KeyShot properly. There is a weird white circle around the eye but that went away once I was in KeyShot so must just be an issue in ZBrush (probably because I pinch tooled around the eyes).
All feedback and links to tutorials that helped you as a beginner are very welcome.