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๐Ÿงต Untitled Thread

Anonymous No. 964650

/wip/ - Works In Progress - SOULLESS Edition Mk2
You know I'm getting tired of asking for the original hobbit hole pic and not getting it, so I'll keep putting in the OP the SOULLESS version until further notice.
Anyway post your work-in-progress projects, recently finished projects, or things you'd like critiqued here.

Previous thread: >>960791

List of free resources: https://pastebin.com/cZLVnNtB (embed)
/3/ Discord: https://discord.gg/gbYCEBPuK2

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Anonymous No. 964654

>>964650
For future reference, OP.

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Anonymous No. 964658

>>964654
YES! Finally! Thank you anon you a real one

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Anonymous No. 964661

Modeled and UV'd mah hand cannon, will texture it soon

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Anonymous No. 964684

>>964658
No problemo, anon. Figured I'd keep it handy.

Anonymous No. 964708

how the FUCK do people sculpt fur

Anonymous No. 964721

>>964708
I don't sculpt, so my advice is probably worth fuck all, but if I did, I'd probably make a pointy tongue looking displacement brush (it'd look like a clump of fur coming to a point), then just spam that around the sculpt to give it flow. Either that, or just don't sculpt it at all, and let the texture do the work.

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Anonymous No. 964730

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Anonymous No. 964736

>>964650
A little jet. What do you think?

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Anonymous No. 964760

Marge backside, thanks for the feedback on hand/foot size

Anonymous No. 964781

>>964760
make feet bigger

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Anonymous No. 964784

Anonymous No. 964787

>>964721
How the FUCK do you make a fur texture?

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Anonymous No. 964791

>>964787
Same way you paint fur?
Get your texture, and a brush that follows pen direction and paint them in the correct direction/flow. Ideally you'd use a brush that has some fibers to it, so that it creates a bunch of lines at once. I find it easier if you can paint on the model.
Barring all that, you can also just use hair cards. Pic related. I guess you could also use something like it for a brush as long as it's stamped and not continuously dragged out.

Anonymous No. 964803

>>964781
>>964760
Feet size is ok Anon

Anonymous No. 964841

>>964803
i know it's fine I'm just a cooner

Anonymous No. 964848

>>964684
I love the creativity that goes into these, collage-anon-sama, like the way the models are arranged isn't random at all in fact there's a deliberate approach about it, there's a common theme, a reason behind the clustering together of most of these models. Good shit

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Anonymous No. 964855

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Anonymous No. 964856

>>964855

Anonymous No. 964860

>>964841
Fair enough

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Anonymous No. 964882

>>964848
>there's a deliberate approach about it, there's a common theme, a reason behind the clustering together of most of these models
Yeah, I tried to keep to a general "theme" for different areas for each of the collages. Well, as much as a theme/narrative as you can really give a bunch of random images that have nothing to do with each other.
It's been awhile, but I think for the OG one (the one in that gif), some more "purposeful" placements, were the succubus lewdly posing and the squid girl looking up at her from below, the characters in the car doing a drive by, the goblin hoarding a bunch of wares in his cave, the trio of busts on the weird flesh-pedestals being a bit of a nod to the singing heads off the Haunted Mansion ride, the stuff in the background with the tanks and stuff being a battle between the left and right side, and the cockroach holding as many weapons as I could manage to give him.

They were fun to do, and I'm glad the board liked them, but I ended up spending a lot more time on them than I really should have been and I never really got any actual work done.

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Anonymous No. 964899

>>964855
>>964856
That's some baller shit nigga, loving the design of the armor + mechs.
I only have 2 complaints about the armor:
1) the shoes seem a bit too basic, some extra detailing there wouldn't hurt imho but that's just personal preference;
2) on his right shoulder the american flag isn't supposed to be oriented that way: on US uniforms, the american flag is oriented in such a way that the part with the stars points forward, never backwards (see pic rel for more info).
Other than that, I repeat, great work, especially the helmet plane paint goes hard

Anonymous No. 964900

>>964882
>They were fun to do, and I'm glad the board liked them, but I ended up spending a lot more time on them than I really should have been and I never really got any actual work done.
I understand and I greatly appreciated the collages while they lasted, thank you for your service anon

Anonymous No. 964915

>>964899
Thanks anon I appreciate the feedback

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Anonymous No. 964917

>>964915
Anytime

>>964661
Texturing work continues, I'd call it 60% complete.

I first envisioned this to be carried by regular dildos but I like the M1911 so much I'll let it be a unique weapon, a pistol that lived through the American Century, from the mud of the french trenches to the frost of the Ardennes, from the jungles of Nam to the sands of the Middle East, and that saw it through to the bitter nuclear end. Even in the apocalypse, the Yankee Fist refuses to die.
I should save this snippet as the item's in-game description

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Anonymous No. 964962

>>964650
i tried

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Anonymous No. 964992

>>964900
No problemo! Maybe I'll come out of "retirement" one of these days and do one or two collages again. We'll see how things go.

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Anonymous No. 965006

>>964917
Ah fuck, look at this, I completed the textures, set up all the texture maps for my Material, the Height map is the only one I have left to plug in before my gun is fully complete aaaaaand... I get this shit.

What's with all the pixelation? How do I fix this? Some forum posts I looked up said to change interpolation from Linear to Cubic but that didn't do shit for me. Some may suggest to turn down the strength, but even at the lowest level I still see the pixels, and going even lower just disables the map altogether

Anonymous No. 965007

>>965006
Have you tried *not* using a straight up photoshop file as the texture input? There might be something fucky going on if you have layers and shit in the PSD. Maybe there's some weird interpretation of the file that Blender has to handle to read the file properly. Like if somehow you were able to use a PDF or some shit as a texture. Something is obviously going to get fucky in that transition/interpretation, even if the program allows it and "supports" it.
Export it to a normal format and see if it still does it.

Anonymous No. 965010

>>964784
printer paper man and cheesepuff dude

Anonymous No. 965015

>>965006
I could be wrong but isn't this where texel density comes in?

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Anonymous No. 965017

>>965007
Yep I used a regular PNG and it still had the blocks, but with some extra research I figured out what the problem was: my original image had a 8 bit integer bitmap depth or whatever it's called, whereas for height maps to work properly it appears you require either a 16 bit float or 32 bit float bitmap depth, I went for the latter and it solved the issue (it still has pixels but that's only because my image isn't very high res to begin with, that's acceptable).
Finally! My 1911 is finished, my first fully modeled AND textured gun (I modeled a bunch of other boomsticks before but never textured them as well, this is a first).

Modeling and texturing guns is a very time consuming process, this will prove challenging for game development. Now I see why many game devs opt for fictional gun designs, so that they can take ample liberties with real life guns rather than having to follow their looks to a T, more liberties = faster output. An important lesson, just don't take it to Bethesda levels where they cram a whole bunch of random shit tgoether with no rhyme or reason lol

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Anonymous No. 965031

>>965017
Don't stop here, it looks not really good but it can be fixed.
First, why use a heightmap when you can use a normal map?
Heightmaps are for displacement, a gun like this doesn't need displacement if modeled correctly.
Secondly, The bump is WAY TOO MUCH. Come on now, this looks like metal done in the middle ages with an anvil and a hammer.
No actually, it doesn't even look like metal. WTF did you do? Is your metalness map grey or something - it needs to be white, this is metal.
Did you even look at references?
You wear and tear looks completely random and arbitrary, the wood looks like leather and all those little things come together and make the whole gun look like crap and very amateurish.
Find reference photos of old and used colts and actually fucking look at them.
Don't wing it, be diligent and observe how it actually looks like then replicate details you see precisely.

Anonymous No. 965032

>>965031
>Is your metalness map grey or something - it needs to be white, this is metal.
Speaking of, what uses would there even be for a grey metalness map? If say rubber is 0 metalness and steel is 100 metalness what would even be 50?

Anonymous No. 965033

>>965017
me again
>>965031
If that is truly your first fully textured model than you did good. I don't want to put you down or demotivate you.
My point still stands, don't stop now, you can push this much, much further.
Don't be the guy that is satisfied with mediocrity.
I know you can do it better because its not that hard - its just time x effort.
I think the reference I posted is a pretty good example, try to replicate the discoloration of the metal, the shifts toward brown and areas that are brighter/darker.
Your current details are too big, be more subtle with detailing and it will look better.
If you continue to push far outside of your current limits, you will learn more and learn faster, and you'll feel deeply satisfied afterwards.

Anonymous No. 965034

>>965032
The only way this makes sense if you have a thin film of a transparent nonmetal substance covering the metal.
There are also some half-metallic compounds, some type of alloys where it would make sense.

Anonymous No. 965035

>>965017
Yes anon, using 8 bits for a grayscale map will introduce stepping, since you can literally only store 256 different shades of grey in 8 bit.
16bits up that to 65536 if unsigned, half of that if signed.
16bit would've been enough, 32bit floats are far overkill. Not that it matters much in the end, but unless you hate having free space you shouldn't store all your future greyscale maps in full float 32 bit.
How tf was no one here able to answer that for you earlier, jfc

Anonymous No. 965055

>>965035
>16bit would've been enough, 32bit floats are far overkill. Not that it matters much in the end, but unless you hate having free space you shouldn't store all your future greyscale maps in full float 32 bit
Thanks for the advice anon-kun, I'll go for 16 bit next time and see how it goes

Anonymous No. 965140

How do you rotate a model that's made up of multiple parts that all have different origin points? It's one thing I've never got around to finding out and I usually just reposition the camera because it's easier, but I know that's not really practical for a lot of reasons.
Do you have to parent them all to one part or something like that?

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Anonymous No. 965141

>>965140
You can parent them all to one part and that works yeah, you can also switch the pivot point to active element

Anonymous No. 965142

>>965141
Thanks a lot bro. If I do it the pivot point way is it just a case of selecting all of the parts and then changing pivot point to active element?

Anonymous No. 965143

>>965142
Once you select the option any objects you rotate will be rotated using the last selected object's origin

Anonymous No. 965144

>>965143
Ah gotcha. Thanks dude.

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Anonymous No. 965189

Making a decently known one for once. My days of staring at 200px wide black and white photos from the 1920s are over.

Anonymous No. 965190

>>965189
I don't know how the hell you can do 7 million trains

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Anonymous No. 965217

heres a test render of a wip. feedback pls thank u

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Anonymous No. 965225

crusty lil low poly umbreon im working on

trying to go for 3dmm style

Anonymous No. 965232

>>965189
That looks pretty rad anon, I did some metro trains but they're low poly, nowhere near as detailed as yours.
I really have a problem figuring out how large train wheels should be, 80cm in diameter i.e. 2.62 ft should be fine, especially if my trains ain't realistic and are just simple fictional low poly designs, unlike yours. You could sell that shit at a premium nigga

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Anonymous No. 965238

>>965232
Oh I'm a retard I forgot pic

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Anonymous No. 965244

Have been learning a lot working on this Sonic model I made. You don't really notice these in this animation I did but
>eyes have parallax effects
>limbs and quills have bendy bones
>mouth slides from side to side (though not as smoothly as in https://www.youtube.com/watch?v=jwcai0-Dh7Y because the angle is too steep on my muzzle)
Made some mistakes with the rig, namely putting rotation on the bones by accident which screwed up the mirroring during posing. I sort of fixed it but there's still issues.
Topology also isn't the best since I wasn't sure how far I'd go with it when I started. And I'm not bothering with UVs or textures.
Might go for lighting next since I have trouble with that still.
But I'm happy with how it turned out so far.

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Anonymous No. 965245

>>965244
From the side, since I was copying from game sprites.

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Anonymous No. 965246

>>965217
finished it!

Anonymous No. 965247

>>965246
Looks nice, though very granny. Have you tried using a denoiser?

Anonymous No. 965248

>>965247
oh its the point, the edges wont be as defined, figures are kinda loose and ambiguous. i tried evoking monet. thanks tho!

the chair nerd No. 965272

>>965189
Fucking shit 10/10 I do love me some trains. Great work anon.

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Anonymous No. 965274

>>965189
Calling it here for today. Got most of the undercarriage done, feels pretty good.
>>965238
Neat. I dig the general shape. I bet some stylized PSXish textures would look pretty cool on that.
>>965272
Oh, hey, its you! :D

Anonymous No. 965275

>>965246
Thumbs up.

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Anonymous No. 965276

>>965246
i love this, do you have the wireframe posted anywhere? i'd really like to see what it looks like.

>>964962
if i get the time i'm gonna try making a 3DMM background styled render of it

>>964784
i love primitives based models. have you heard of the game Ecstatica? It's an early 3d dos game that got around polygon limitations by making an entirely ellipsoid rendering engine. it's got such a funky look to it.

>>964760
good
>>964917
it reminds me of the one in new vegas, which is appropriate given ur description

>>964661
the classic

>>964708
i always do curve hair. it gives very clean results, albiet npr.

>>965274
looks good anon

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๐Ÿ—‘๏ธ Anonymous No. 965278

>>965275
>>965276
thank you guys! heres the breakdown + wires
https://imgur.com/a/JYFa1cg

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๐Ÿ—‘๏ธ Anonymous No. 965279

>>965278
oops wrong photo my bad

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Anonymous No. 965280

>>965275
>>965276
thank you guys! heres the breakdown + wires
https://imgur.com/a/JYFa1cg

Anonymous No. 965282

>>965280
I think I remember you posting a scene a while back of some boats and things on the water. Honestly at first I thought it was like an old grainy photo and thought you had posted on here by mistake.
It's nice stuff.

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Anonymous No. 965284

>>965282
you mean this? and thanks a lot my heart melts

Anonymous No. 965307

>>965225
Looks good anon, if I was you I would make the head slightly bigger

Anonymous No. 965311

>>965284
Yeah that's the one. Looks real cool.

Anonymous No. 965315

>>965311
whats more touching is that you recognized me from another post. thanks again anon

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Anonymous No. 965409

my wip of the week is a 2d ref so next week i can 3d

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Anonymous No. 965491

>>965274
More progress.

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Anonymous No. 965520

Trying out a more buff character. Anatomy isn't very accurate, but I'm quite proud since it's my first attempt at this muscular style!

Anonymous No. 965521

>>965246
This is awesome!!

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Anonymous No. 965533

>>965520
Good first attempt. Try to think about the silhouette of body first before sculpting the muscles tho

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Anonymous No. 965534

>>965520
(cont) use a flat black Shader (press v in zbrush) to check the overal shape of what you're sculpting. Try to make another body today!

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Anonymous No. 965541

A rough Blockout form some drawing references.
Time for Sculpting, and its going to be all downhill form here. Trying to stay on the cartoony side of the uncanny valley.

Anonymous No. 965547

>>965533
westoid cartoon coal

Anonymous No. 965553

>>965520
SOUL
>>965533
soulless

Anonymous No. 965554

>>965533
terrible

>>965541
S0VL

Anonymous No. 965555

>>965534
Thank you for the advice!

Anonymous No. 965601

>>965553
Looks like it was done by someone with good anatomy knowledge.
Maybe lacks appeal in certain respects, but honestly looks like it was done by a pro to me

Anonymous No. 965603

>>965533
Top tier work

Anonymous No. 965621

Bros are any of you able to help with this first greentext? >>965537

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Anonymous No. 965624

test render of a gate of a piece im working on, heavily inspired by samarqand. hows the texture and the feel so far bros?

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Anonymous No. 965635

Daily shortstack

>>965601
Thanks for the compliment, still have a lot of studying to do before going pro

Anonymous No. 965641

>>965635
Got some good anatomy course recs? Or did you just study from books/images

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Anonymous No. 965687

>>965641
The holy trinity of anatomy stuff is:
Rafael Grassetti - ZBrush Anatomy & Design Package
(Uldis Zarins) Anatomy for Sculptors - Understanding the Human Figure
Faraut, Philippe - Figure Sculpting Volume 1 and 2.
(bonus) e-hentai.org/g/2367763/1b25ad2999/

I also have a huge pureref file open all the time with reference / my favorite tutorials for each part of the body

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Anonymous No. 965690

Is her head too big?

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Anonymous No. 965691

>>965690
if you are going for a "realistic" proportions yes, the head should be 1/8 of the body and you have there 1/5 or so

Anonymous No. 965693

>>965687
Great stuff anon, thank you
Too bad the Faraut Philippe books aren't on libgen and all the physical copies are crazy expensive

Anonymous No. 965694

>>965691
Started out with that reference but it looked disgusting. Trying to get some kinda action figure look, but I can't tell if it's working or not.

Anonymous No. 965699

>>965690
I find that the proportions of the neck influence my perception of head sizes a lot more than the actual head size does.
That said, 1/5 is probably too large regardless. The face should be smaller than the hand is, so you can probably get a decent look by shrinking the head until it's 1/6, and then thinning the neck a bit.

Anonymous No. 965701

>>965694
it is heroic scale basically, yes it works but the mouth, the eyes are too small and the eyes look like this < . > and the chin is too big

Anonymous No. 965705

>>965690
looks perfect for a cartoon character desu, would shrink the neck by 50% in width tho

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3DGuy !!XhQDOznbDw3 No. 965710

>>964650
Marry Christmas everyone.

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Anonymous No. 965711

>>965699
>>965701

Thanks dudes! I guess it looks a bit better now, but I'll have to adjust it a bit more.

Anonymous No. 965712

>>965711
S0VL vs soulless

Anonymous No. 965713

>>965711
>>965712
If you like the thicker neck more then add some bulk to the arms and legs.

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3DGuy !!XhQDOznbDw3 No. 965718

>>965710

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Anonymous No. 965719

Trying to make a cute guitar. Way harder than I thought it was going to be, but at least I learned some new stuff and it's a lot better than my first attempt. I'll probably post that too because I'm pleased with the progress from then.
The anon who made the guitar in the old thread has my respect.

Anonymous No. 965721

>>965718
I love this so much!
Keep going 3dguy

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3DGuy !!XhQDOznbDw3 No. 965726

>>965718
God is not real, but this is no excuse to take off this frogยดs underwear. I promise iยดll never do that.

Anonymous No. 965733

>>965719
i made this one months ago, its a pain to model all these little parts, it helped that i have one irl

Anonymous No. 965734

>>965624
it looks cool, the light is pretty blown out, but thats how deserts are

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Anonymous No. 965737

>>965733

Anonymous No. 965740

>>965733
>>965737
Neat!
I'm finding the strings to be the hardest part. I can't seem to keep them straight and I'm not sure if it's because the tuning pegs are askew or because the neck isn't wide enough or what.
I think I'm just going to put the strings on, move the tuning pegs closer to the edges of the headstock, and redo the nut. I've tried nothing and I'm all out of ideas.

Anonymous No. 965741

>>965740
i did it with curves and turned them into a mesh

Anonymous No. 965742

>>965741
That's what I did too, but despite my efforts everything has still fucked up.
I think my headstock is too narrow and that's made the top of the neck too narrow. I tried to find just how much more narrow the top of the neck was compared to the bottom (on average) because it's hard to judge on photos, but couldn't find out so I just winged it.
The least fuck on/easiest way to fix it will be to do the strings first and then resize the headstock/top of neck and brute force it. Or that's what I'm thinking at least.

Anonymous No. 965746

>>965726
Awesome! keep going

Anonymous No. 965750

>>965711
It has it's charms but I would make it more feminine. Thinner upper torso/narrower shoulders. Rounder face/less jaw. And a less bowl kind of hair style.

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3DGuy !!XhQDOznbDw3 No. 965761

>>965726
imagine the smell

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Anonymous No. 965789

test render

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Anonymous No. 965790

>>965750
better?

Anonymous No. 965795

>>965790
she looks like she's finally ready to settle down

Anonymous No. 965806

>>965789
This looks good! I like the painterly style.

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Anonymous No. 965809

>>965789
Very cool

>>965790
still very thick neck / shoulders / waist unless you're going for that

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Anonymous No. 965815

>>965806
>>965809
just finished it! thank you guys!

Anonymous No. 965816

>>965815
Out of curiosity, did you do all the models yourself? I'd also love to hear more about how you got it looking like that.

Anonymous No. 965822

>>965816
assets are from BMS Medieval Collection and Bazaar :o

i already gave up on modelling i just wanna focus on the vibes and storytelling

Anonymous No. 965824

>>965822
That's fair enough, thanks for responding. The composition is good!

Anonymous No. 965839

>>965815
Damn, Ubisoft finally getting back to its roots for AC, eh?

Anonymous No. 965841

>>965815
>>965789
Looks great, can you share how you get the painting effect?

Anonymous No. 965843

>>965824
thank you!!
>>965839
AC and crusader kings 3 loading screens were huge references for me and yeah i hope they go back to their roots instead of just "emulating it"
>>965841
Foreground:
add me on discord so i can send you my camera raw filter preset! my discord is archaicangel_ and thank you too!

Anonymous No. 965845

>>965843
oops i forgot to delete the "foreground" i was gonna list my settings but it was too long xd

Anonymous No. 965855

>>965845
Should be able to upload it and link it via catbox. I can't see it being more than a few hundred kb.

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Anonymous No. 965859

Hey, /wip/. Shoulder guy here: >>939151
I figure since my thread is on its last legs, I would bring my work here. Especially since my pursuit of good shoulder deformation has taken a huge detour into geometry node craziness.

Well, I've made some progress. I couldn't figure out the ray hit detection thing(I think I was getting pretty close) so I went back to the previous idea of manipulating empties inside of the mesh in order to create a kind of mass. Well I made some big headway there.

Basically, I created about 24 empties, and scattered them underneath the mesh. Arranging them near the to where certain anatomical groups would be. Like shoulder, bicep, forearm, breast, abs, back, hips, etc. And then using geometry node magic, I sampled the mesh's position to the nearest empty. Essentially parenting the mesh to an empty. Then, I did some math to figure out the average of every mesh group. Because the true center of mass is actually slightly different from the empties I placed. I then store the difference between the mesh groups and their respective mass centers.

Then, using a copy of the empties that are parented to the bones, I move the mesh any way I like, and then once again get the difference between the mesh groups and their respective mass centers. Since the mesh moved, some vertices might be farther from their center mass, other vertices might be closer to their center mass. And some are neither closer nor farther. But what I did here, is focus on the vertices that got close to center of their mass after the move. Using some math, I figured out the exact difference between resting distance and posed distance. And then scaled the the vertices that are close, back out, using the center of mass as the point to scale out from.

The result? A form of volume preservation. Volume preservation that acts as if the mesh it bulging out from a center mass. Right now, it's still ugly. Because the bulging mass is not interacting with its neighbors.

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Anonymous No. 965860

>>965859
Another angle showing some of the ugliness. There's still much work ahead.
Ideally, the bulge would be better distributed. Both within each respective group, and smoothly with neighboring groups. Sharing the "pressure" so to speak. But even now in its ugly form, you can see how it's automatically filling in the area where the upper inner thigh meets the groin. I haven't been able to figure out how to make a decent skeleton to keep volume preserved there. I suppose normally people would so a bunch of manual weight painting, followed by some shape key stuff. But here with my nodes, the area knows it's losing volume, and it's automatically compensating for it. Filling the area. Once the bulge is smoothed, and there's self collision, then it will look extra nice with no effort.

I also made progress in another way. I figured out how to take edges, and create points that share the same index. This was important, because I couldn't just allow a single point to cover large areas. Like the thighs for example. It requires at least 2 points to cover the whole of the thigh. Before, they were two divided points. But now they're two connected points... mostly. I didn't fully complete this connected functionality. But it's close enough for now that it's already making a difference. Making the thigh act as an almost single unit. So far, I only set up two limbs like this. The thigh and shin. But now that I know I can turn edges into lengthy zones, I should be able to sort of get the "length" of a muscle anywhere. Perhaps I could create 3 separate edges to get 3 muscle groups for the shoulder. That would probably make it bulge a lot more realistically. Rather than just the single point that's there now.

Anonymous No. 965869

>>965859
>>965860
If you want to do this correctly you need to do machine learning like side demonstrated in houdini 20 muscle with onnx or ziva implemented the same ml with ziva realtime into maya / unity / unreal / any custom engine with their api

I think your approach is just wasting your time now. Look into what i just mentioned

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Anonymous No. 965874

boob practice

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Anonymous No. 965875

>>965874

Anonymous No. 965897

>>965874
>>965875
Looks really unnatural

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Anonymous No. 965944

im makin this space girl for a lethal company mod im gonna make where you can play as her and swap out the hair for different chars until someone makes better modding tools

Anonymous No. 965959

>>965520
is this the back or the front lmao, everything above the "abs" reads more like the back

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Anonymous No. 965996

>>965869
Machine learning? Why would I need machine learning? My system will not need to guess where vertices should be based on learned behavior. It will know where vertices should be, because the math will be accurate. It's not predictive, it's deterministic. You get out exactly what you put in.
In fact, I've looked at ziva before. Only a small glimpse admittedly. And hearing how it uses AI is one of the things that annoyed me enough to start my own journey to find my own solution. Because I'm convinced that all the tech nerds are overlooking a more foundational solution to deformation, and instead chasing fancy bell&whistle gimmick solutions.

When(or if) my way is developed, then the user will only have to plot a few points, and draw some lines between the points, and voila, they have a semblance of "muscle" working under their mesh. And it will work in tandem with existing bones. They won't have to create a whole muscle structure either. If they feel only 1 particular area is giving them difficulty, then a single point might do the trick.

I'm getting heated just thinking about how underdeveloped this idea is. It pisses me off. It feels like some egghead should have thought to implement it into basic 3D works back in the 90s. Anyway, check out this image. Using the viewer node on one of the distance nodes, it makes this cool looking visual effect on the body. You can see the zones of influence the empties create.
I just noticed one of my empties were misplaced. Oops, a pelvic empty somehow ended up down near the foot. Fixed that. And oh shit, I just realized that I undid all the parenting of the pose bones, so my previous 2 webms aren't even accurate.(I was really tired) But oh well, it was still accurate enough. The fixed version still looks more or less the same.

>>965874
>>965875
Looks really sexy.

Anonymous No. 965998

>>965996
have you thought about how many additional empties you need to make it look correct, especially for more defined meshes?
Thinking about the layers of muscles around the shoulders makes me wonder if your approach is reasonable.

Also to really match a simulated muscle system you need to mimic the jiggle and hardening of muscles.

Interesting stuff anon, keep it up.

Anonymous No. 965999

>>965996
>Machine learning? Why would I need machine learning?

ML skinning is already a viable alternative to regular skinning and is used by _multiple_ huge players including the included onnx framework and examples in Houdini 11 by Side FX. You just generate your ground truth poses, train for a bit, and you move on.

You've been at this for what? Months now? And you're already thinking that ML and SideFX examples are useless??

Anonymous No. 966000

>>965999
>and examples in Houdini 11 by Side FX. You just generate your ground truth poses, train for a bit, and you move on.
link, I wanna see this.

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Anonymous No. 966006

>>965998
>have you thought about how many additional empties you need to make it look correct
The thought crossed my mind. I haven't made a real estimate. But I suppose to get a decent volume preserving musculature, perhaps 100-200 points. Of course, empties aren't really necessary btw. I started with empties, because my noob-ass thought it was the only way. And besides, they're easy to think about conceptually, since they only exist to be manipulated in space. But now that I know how to get the points I want out of a mesh, I can create edges and single verts to make up the mass centers. And then weight paint the mesh to the bones to parent them to the skeleton. I dunno if I'll actually do that. But the point is that there are different ways to represent these center masses. I might just end up using a series of curves. Dunno yet.

>Thinking about the layers of muscles around the shoulders makes me wonder if your approach is reasonable.
Right now, it's not reasonable. But when I'm done, it will be a perfectly reasonable solution. You won't need to include every strand of muscle. Just the major groups should do. Here, I added more points and edges to give you an idea. Look at the area of influence each point has. It's starting to resemble an anatomy chart.

>>965999
>And you're already thinking that ML and SideFX examples are useless??
Not useless no. It's just kind of fakery. Useful fakery, but still fakery. I seek a solution that is real because the math is solved properly. There is no reason why we shouldn't have volume control over the mesh. Or "volume skinning" if you want to think of it in those terms. I'm not sure how much "skinning" applies when we're discussing volume. Not only the surface. But we should have some volume equivalent of deformation.

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Anonymous No. 966013

>>965998
>Also to really match a simulated muscle system you need to mimic the jiggle and hardening of muscles.
I'm not so ambitious that I believe I can make a whole muscle system. However, jiggle and hardening will be handled in simulation. I'm sure of it now. There really is no way of creating jiggle without the passage of time. And to pass time, there needs to be simulation.

I suppose I will measure the two farthest points of a zone, and then when the distance of those points are closer from 1 frame to another, it will detect as a contraction. Upon detecting the contraction, the zone will increase in "pressure" or something like that. I don't know. I'll have to give it more thought. But I do plan on giving every zone a value that represents density.

Well first, I need to figure out how to make every zone "see" their neighboring zones. That's hard enough as it is. I think it has something to do with the angles of perpendicularity and distance. Like PointA can only see PointC, if the angle of PointA and B's crossproduct is at a certain angle, and if PointB is also beyond a certain length. Because if PointB is too close, then the angle is bad. But if PointB is far enough, then the angle is good.

Anyway, after I figure that part out, then I can tell the zones how much they're allowed to effect neighboring zone. One zone pushes another zone, which pushes another zone. And they're all displaced by their respectively assigned levels of density.

Anonymous No. 966015

>>966000
It gets about 10 minutes dedicated segment in the houdini 20 keynote and the graph is a free tutorial download from their scene files

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Anonymous No. 966034

Yes, I did this.

Anonymous No. 966037

>>964650
Does anybody have the twitter of that japanese guy that was making hot babes? Some of the streams were posted here.

Anonymous No. 966045

>>966037
Leslyzerosix

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Anonymous No. 966158

furry butt wip, not sure if I should add fur to the whole body or just specific parts

Anonymous No. 966160

>>966158
Just specific parts. All fur never looks good.

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Anonymous No. 966161

Robotto kicku

Anonymous No. 966163

>>966161
I keep reading your name wrong, I always read it like a member of the LGBTQ+ that likes apple products too much
Good job btw

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Anonymous No. 966164

>>966163
honestly there's a reason why I've been using AppleHeck instead but I can't change my twitter username. "applefat.gov" was a dumb in-joke between friends and I'm tired of it leading to confusion (people kept thinking I was a fat fetish brony for years and it was THE WORST.)

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Anonymous No. 966195

>oh yeah i'm doing it i'm the god of modeling woo hoo!!!
>oh god this shit is terrible i am shit
Nobody said it would be easy. NEVER give up bros, no matter how dark the night gets dawn always comes

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Anonymous No. 966234

Fur turned out a little too messy but good learning experience

>>966164
really nice pose

Anonymous No. 966235

>>966234
disgusting.

Anonymous No. 966244

>>966164
>poses her like that
>doesn't give her dick

Come on, man. You can't leave me this close.

Anonymous No. 966257

>>966164
Appleheck sounds much better than applefaggot
I like the character, is for a game/animation Or is a portfolio piece?

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Anonymous No. 966308

working on a severely disfigured mutant

Anonymous No. 966337

>>966308
nice

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Anonymous No. 966353

>>965520
Sculpted and retopod!

>>965959
It's the front, anon!

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Anonymous No. 966354

>>966353
Back-shot

Anonymous No. 966355

>>965761
Jesus Christ get him a FUCKING SHOWER

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Anonymous No. 966356

>>966257
eventually planning on doing an animation pilot. I'm already good at 2D animation, but if I'm gonna make this happen 3D is the way to go. and since I already know plenty about pixel art and 3D as a whole, making something like this will be trivial compared to other methods I could use.

Here's a test animation I was making yesterday. it's not done, but it's getting there.

Anonymous No. 966357

>>966244
make it yourself, I'm not!

Anonymous No. 966363

>>966356
Looks awesome man, I really like the concept of the character and your animation looks really clean.

>>966308
Nice! are you going to make him a miniature?

>>966034
You should work on the proportions a bit anon

Anonymous No. 966394

>>966353
>>966354
i mean shit, its better than lethal company

Anonymous No. 966395

>>966394
Not sure whether I should take that as a compliment or an insult, anon...

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Anonymous No. 966429

>>966363
>You should work on the proportions a bit anon
Better? I think I'll not touch the face more and I'll try to find a hair reference that looks cool to do it with curves next.

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Anonymous No. 966435

>>966363
no it's for a game

Anonymous No. 966439

>>966158
>>966234
what matcap are you using?

Anonymous No. 966447

>>965520
https://www.youtube.com/watch?v=z8rUoWXksXo

Anonymous No. 966470

>>966429
Looks much better, I still would make the forehead slightly lower and change the neck angle to a more relaxed pose

>>966435
I can see something mid poly PS2 like working perfectly with the style

Anonymous No. 966478

>>966447
He does have an ass tho D: >>966353 he does NOT have DGS...

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Anonymous No. 966480

finally finished my friday the 13th piece ^^

assets from bigmediumsmall medieval collection

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Anonymous No. 966481

>>966353
>>966354

Anonymous No. 966485

>>964661
*Crack*
Yep...
*Sip*
Now that's a real man's gun. None of that Austrian Tupperware. Don't make 'em like that no more.

Anonymous No. 966486

>>966481
God I love this board. I wish it wasn't dead.

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Anonymous No. 966492

Please indulge me because these days with all this 3D nonsense I rarely get a chance to play with GIMP which used to be my passion at some point.

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Anonymous No. 966499

>>966470
I want to be a photorealistic artist in unreal 5, it's difficult but i'm sculpting everyday

Anonymous No. 966501

>>966439
its PolySkin set to grey. not sure if that comes standard with zbrush tho

Anonymous No. 966502

>>966501
thx, character looks good anyways, is this referenced off another character which looks like it?

Anonymous No. 966522

>>966499
I make realism, not because I like it, because they pay me , but I really like more simplified 3d models like the PS2 era.
To be good at realism, what you need to do is focusing on primary shapes, then secondary shapes and then tertiary. Don't start detailing before having the musculature and the proportions ready.
Anatomy is a must for realism. Try using as many references as possible, remember that references are not cheating

Anonymous No. 966527

>>966492
get him another arm on the side

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Anonymous No. 966542

>>966522
thanks for the insight. are the three forms you mentioned available as an image explanation? i'm always using references, have pureref installed and open while using zbrush. what im making is remaking a character from a 2004 game in a more modern form.

my workflow consists of making the base form using zspheres to build a skeleton, roughly sculpt the muscles and going up in dynamesh resolution as i add more detail universally.

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Anonymous No. 966553

>>966502
its Elora from Spyro!

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Anonymous No. 966555

I'm new to the path of the 3d coomer, that shit is harder than dunning-kruger told me

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Anonymous No. 966573

>>965790
Nope, Although face looks better. The original you made has charm because looks normy, like a 35-40 year old homely nurse. Kind of cute.
Maybe change it like in pic related. Narrow shoulders and waist, face a bit lower, different hair.

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Anonymous No. 966574

>>965790
This is what I had in mind for the original when I suggested the changes.

Anonymous No. 966576

>>965711
>>965790
Making a narrative based horror-mystery set in a spooky town, are ya?

Anonymous No. 966585

>>966573
project zomboid ass bitch

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Anonymous No. 966639

Cris is my inspiration, i really hope to become even a sliver of his greatness.

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Anonymous No. 966651

watching course right now, can't wait to make one without watching course

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Anonymous No. 966662

doing a modern-ish for a change. wong kar wai brainrot

Anonymous No. 966707

>>966639
I want to chat with him until I die

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Anonymous No. 966743

>>966555
Gone back to blocking for the second iteration

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Anonymous No. 966753

>>966662
gonna tweak the colors a bit more tomorrow :3

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Anonymous No. 966755

There's a couple nice really big scenes like this I want to make, what's the best way to make a big environment like this where any individual part will hold up when the camera gets real close?
I figure some material based scattering with rocks, grass, etc, sculpting with brushes for the overall shape on the mountain, some noise textures driving displacement for fine details and a few techniques to prevent that tiling texture look. I want to throw this into a game engine and let the player kind of explore, so there's no one area I can really cheat.

What I'm most worried about thoug is where one material meets another - wet silt vs dry silt, grass vs dirt vs rock - I'm worried about how these textures will join together when you look at them up close where if I just use like a color map for different materials you get that gradient fade between materials that generally just looks kind of fake.

Is there a better way to handle that?
I'm also not sure about how to handle volumetrics, but I figure that's the least of my concerns.

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Anonymous No. 966756

>>966755
Like this where the grass meets the dirt, the best way I can think of doing this is have a really high resolution materials map where certain colors drive a normal map and maybe some color ramps to control it.

I'm wondering if there's a better way to do this with like geometry nodes or something. I haven't really played around with those.
Blender by the way, obviously.

Anonymous No. 966763

Since there's no /sqt/ I'm wondering if anyone can explain something which will no doubt have a simple explanation.
When I add an object and align to view I can move the object or parts of the mesh along it's local axis the way you would expect. If I change the view or tab out of edit mode and tab back into edit mode it'll only move along the global axis. Even when I double tap, for example X, it doesn't work. If I tap X once it'll move on the global axis and if I double tap X it just changes from the X global axis to Y global axis. There seems to be no way to get it back to local axis.
Anyone know how I can fix this?

Anonymous No. 966764

>>966763
Are you aware of the fact that you can just change the space and pivot of transforms manually and arbitrarily?

Anonymous No. 966766

>>966764
What do you mean exactly? Do you mean changing the pivot point manually or moving the whole mesh manually or do you mean neither of those?
Yes I'm retarded.

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Anonymous No. 966767

>>966766

Anonymous No. 966768

>>966767
Oh yeah I already tried that, but it didn't make any difference.
I'll try it again because I was pretty pissed off at the time and just closed blender when nothing was fixing it.

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Anonymous No. 966775

>>966013
This is my volume preserver. There are many others like it, but this one is mine. My volume preserver is my best friend. It is my life. I must master it as I must master my life. Without me, my volume preserver is useless. Without my rifle, I am useless.

Alright, made some pretty big progress. Basically, I created a mesh. The mesh has two edges. The edges are aligned with the bones. The bones move the mesh in the same way the bones move.
Then, I tell the points of the tube to assign assign itself to the nearest edges. Thus, the top half of the tube gets assigned to the top edge, and the bottom half of the tube gets assigned to the bottom edge.
Then, I tell the points of the tube to project itself along the magnitude of the edge their assigned too. I got some help with that part. Couldn't figure it out on my own.
Then, I do some math to figure out the length of all the projected points, scale them down to the points of the edge, and then move them to the edge. This pretty much ensures that all the points are distributed strictly within the bounds of its assigned edge. My math isn't perfect here. The length calculation is only close to what it truly is. The discrepancy leaves a small gap. That's why the results aren't perfect. I wish I knew a better way of capturing the lengths of multiple groups all at once. If only the stupid attribute statistics node worked like it's supposed to.

Anyway, the results of this, is that rather than having a single point as the center of mass, now each point has it's own center that is proportional in its distance along the length of the bone. From there, I do the before and after distance calculation. Scaling the after mesh back to the length of the before mesh. And voila, volume preserved.

Hypothetically, this should work no matter how many edges I add. But testing it on my body mesh isn't going well. Something is still off. More work to do. But actually, I'm going to take a break from this for a while.

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Anonymous No. 966783

>>966775
1 more webm before I go, because it looks cool.

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Anonymous No. 966786

>>966743
Just about ready to sculpt

Anonymous No. 966789

>>966755
world creator. get it for free on vfxmed dot com

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Anonymous No. 966791

>>966783
Did you give up on self-collisions?

Anonymous No. 966822

>>966791
I have not. I just haven't figured it out yet. But the idea has always been to raycast inside, and so when the mesh intersects, the rays hitting backfaces will know what part of the mesh is inside, and push it back outside along the angle of the ray. Or something like that... I have to learn how hit detection works, as well as how to avoid rays from hitting their origin points. The raycast node has proven to be bothersome, so I'll have to learn how it's done mathematically, and recreate it. Which I think is possible. The math is just hard. I found these resources:
https://research.ncl.ac.uk/game/mastersdegree/gametechnologies/physicstutorials/1raycasting/Physics%20-%20Raycasting.pdf
https://people.computing.clemson.edu/~dhouse/courses/405/notes/raycast.pdf

However, as you can see by the webm, I'm able to cast rays from every point to bones. So essentially, there are rays being cast inside of the mesh now. I just have to figure out how to make these rays detect hits on the overlapping mesh. And then from the hit, sort of "average" the distance of the part that was hit, and the part doing the hitting.

Also, recently, this newer idea has come to mind. It's kind of vague right now. Something about "pressure". Perhaps there's a way to create a kind of pressure, so that when points come into close proximity, there is some kind of value that is summed up, and when that value is too dense, points get ejected in order to redistribute the pressure. Very vague idea.

Anonymous No. 966829

>>966775
>Without me, my volume preserver is useless. Without my rifle, I am useless.
uhh okay

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Anonymous No. 966839

>>964650
Am I going in the right direction or am I way off?

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Anonymous No. 966840

>>966839
Reference image

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Anonymous No. 966866

just finished this feedback pls1!! (the resolution is meant to be bad im trying to replicate a screenshot off a movie)

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Anonymous No. 966871

"A polish love story"

Anonymous No. 966875

>>966866
Cool, I could definitely be tricked, only thing that sticks out is the motorcycle guy's face, would be better if it was obsured or facing the other way, if that's important to you

Anonymous No. 966877

>>966839
Right direction

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Anonymous No. 966889

a skull detail

Anonymous No. 966928

>>966889
Cool skull, diggin' the stylization

Anonymous No. 966948

>>966889
Can I get a gander of the whole bolter?

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Anonymous No. 966953

I want to make a girl in a bodysuit
Should I just paint the textures or model the bodysuit?

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Anonymous No. 967011

>>966948

Anonymous No. 967023

>>966953
Paint it on, way easier to weight paint.

Anonymous No. 967049

>>966889
The fucking bad to the bone guitar riff played in my head when I saw this lmao
Thx for the giggle anon, it looks good.

Anonymous No. 967062

>>966953
Arms are too long, they need to be a little shorter.

Anonymous No. 967063

>>967062
Please don't fuck with him like that

Anonymous No. 967066

>>967063
Sorry. Anyway joking aside, it does look good so far, arms could be a little longer.
Keep up the good work.

Anonymous No. 967113

>>966953
Is your waifu a t-rex?
Anon, those arms are so short, I will try to make them longer if I was you

Anonymous No. 967117

>>966953
Lower legs are too long, drag the feet up so that it's level with the origin.

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Anonymous No. 967146

I'm a newfag to 3d, could I get a critique of my topo?

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Anonymous No. 967155

The gears + hands are fully functional

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Anonymous No. 967156

>>967155

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Anonymous No. 967157

>>967156
I rendered + post-processed all the photos before I realized the numerals were all fucked up. Fixed the geometry node in like 10 seconds but I'm too lazy to redo the post-processing and renders. RIP

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Anonymous No. 967159

>>967157
But anyway the WIP here is this gondola rig. If anyone wants to improve it that would be great. Posing the top half gets fucked up really fast probably because of the weights

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Anonymous No. 967164

>>967146
You're overthinking small details. Those little redirects aren't going to make deformation smoother. As long as the larger shapes are cleanly connected, then it will deform well. Don't bother doing intricate looping unless you're doing stylized wrinkles optimized for a game model or something like that. Otherwise, just get the larger shapes connected cleanly, and then sculpt the details out. I'm seeing some overly complicated examples on google. But it really should be something as simple as this. Get this basic shape done first, then then if you want to get fancy with wrinkles, you can experiment later.

Anonymous No. 967184

>>967159
I would have used bendy bones for a gondola 2bh. He has that cartoonish quality that makes his legs seem noodly and boneless, and bendy bones help with that. It'd give his legs a smooth bend instead of bending at predefined joints.

Anonymous No. 967185

>>967184
Okay cool, I've never tried those before so I'll give it a shot

Anonymous No. 967197

>>966555
>>966743
>>966786
Already off to a better start than most, looks good anon!

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Anonymous No. 967209

>>967164
Thank you for the advice it was very helpful. I started over and while it definately needs work but overall seems much better with a deformation test. Cheers

Anonymous No. 967212

>>967209
If clothes are a big part of what you're doing and depending how high poly you're going/want to go you might fancy looking into Marvelous Designer.

Anonymous No. 967227

>>967185
They're a bit ass backwards to set up, so fair warning.
They are really cool though once you get them working.

Anonymous No. 967237

>>967209
Great. Don't forget that when you raise your arms up, your shoulder also rotates up.

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Anonymous No. 967275

just finished modeling the tower for my manikarnika ghat scene :3

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Anonymous No. 967290

>>967275
update, modelling is so fun lmfao. i havent actually properly modeled anything in a year

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Anonymous No. 967291

>>967290
>modelling is so fun lmfao

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Anonymous No. 967323

Going to give pic related the RTX treatment
Almost done with this first pass but I'm gonna skip ahead a bit and start rebuilding (poly modelling) the gold stuff right away
She's on-model I promise

Anonymous No. 967324

>>967323
soulless

Anonymous No. 967336

>>967323
hot.
but her neck implies shes perpetually trying to breath in.

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Anonymous No. 967345

:3

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Anonymous No. 967353

>>967345
done now :o

Anonymous No. 967354

>>967323
>RTX treatment
FORCED S0VL

๐Ÿ—‘๏ธ Anonymous No. 967358

>>964650
Unrel to thread but here's a art/3d server for those into it, we are friendly and accept any skill level

https://discord.com/invite/dStmseVsTF

Hope to see frens there

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Anonymous No. 967361

>>967049
I'm so close to making a gear shift knob it's unreal

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Anonymous No. 967389

>>967353
started modeling the second building for my varanasi scene

Anonymous No. 967403

>>967361
3d printing stuff doesn't belong on this board. This is a board for 3d computer graphics

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Anonymous No. 967448

>>967389
almost finished

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Anonymous No. 967455

Modeled a good ol' Winchester M70 with minor artistic liberties

Anonymous No. 967466

>>967361
Damn that looks cool nigga

Anonymous No. 967485

>>966234
Fur does seem perhaps excessive, but it actually looks pretty good imo. I think some color could make it really look good.
Love your brush work. Nice job.

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Anonymous No. 967507

>>967485
the amount of fur made it a nightmare to retopo, lessons learned for next time. This is the low poly model with colors

Anonymous No. 967513

>>965246
very compfy, Would hang this photo above my couch where me and my yellow bitch wife son and two daughters. my christian neighbor flanders would be very envious :)

Anonymous No. 967519

>>967507
Very cute anon

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Anonymous No. 967520

Here's where I'm at.

>>967323
Looks cool, but detail in the neck gives me the impression that she's pissed off.

>>967507
That turned out real nice. My approach would've been to sculpt the fur tufts separately. I would retopo them separate from the body and attach them after both were done. Dunno what that's worth since you seem more experienced than me. Very cute Elora, anyways.

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Anonymous No. 967573

how do you use loft on lines in 3dsmax in a way to you make intersected pipes?

either loft doesnt agree to pick path/shape or the Lines doesnt accept intersections (no welding)

see picrel, the 2 enclosed triangles are not really closed since their ends are not welded & cant be

Anonymous No. 967586

>>967507
>the amount of fur made it a nightmare to retopo
kek, i can just imagine.
Anyway, cute AF. Very good job on the colors too.
What are you making this for if I may ask?

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Anonymous No. 967588

>>967573
Sweep modifier has an union intersect option. It works non co-planarly but obviously does not generate a clean topology since its a simple boolean algorithm. For good geometry you must do it manually.

Also use /sqtdtot/

Anonymous No. 967589

>>967588
thx you're extra cool
I did look for squestion dont desrve their own friends but didnt find them via filter

the chair nerd No. 967591

>>967589
Yeah some dude called it /questions/ this time. I'm sometimes tempted to create a /max/ general thread so max users can find a good space to ask = answer questions. / sqtddtot/ is 90% blender questions so I almost never visit.

If you want to ask away you could create a /maxgen/ and I'd surely visit.

Anonymous No. 967593

>>967591
no I dont like making threads

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Anonymous No. 967596

>>967586
Thanks, I made it just to learn how to do fur / simple clothing.

>>967520
Gonna try retopo'ing like that on the next one, ty

Anonymous No. 967613

>>967507
Would you fuck her?
Hell I'd fuck her
Fuck her right in the
ASS AND FILL IT WITH CUM LEAVING HER SHITHOLE AGAPE AND OOZING WITH MY HUMAN MAN JUICE

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Anonymous No. 967631

Could I get a little help here because I've really fucked up.
I was having an issue with the strings a little while back which I managed to fix. However, I noticed that Blender was hanging when I was loading the file. I checked my statistics and this one model has 1.1m faces. I checked where they were all coming from and found out the strings account for 1.04m of those faces.
Is there an easy way to cut this number down on the strings? Would the ol' high poly to low poly trick make any difference here because I always thought that was for more complex models.
I also know I always make long rambling posts, and I'm sorry for that, but I like to put as much information in as I can to cut down on the back and forth so as not to shit up the thread too much.

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Anonymous No. 967636

>>967455
Modeled a double barrel.
Seems pretty easy, and for the most part it is (that stock was a piece of cake), except for those barrels which were confusing as fuck. The barrels LOOK like they're running side by side and are straight, but in actuality they are not, in fact the barrels are slightly bent so that the bores end up converging very close to one another, otherwise there would be a much wider gap between the bores.

I really, really, REALLY wanted to avoid the Fallout 4 double barrel look, you know the one, the obese piece of shit type, I didn't really like how it looked in-game, like it's bloated and needlessly chunky, whereas real life dubs are actually much slimmer than one may think despite the whole double barrel thing

Anonymous No. 967641

>>967596
you've got talent. keep at it/

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Anonymous No. 967693

>>967636
Finished modeling mah dub, with a working break and everything, was an absolute bitch to get it right, it was painful but it was worth it. AND, I easily made a sawn off variant in 1 minute lol, thank God sometimes shit is just that easy. Life is good

Anonymous No. 967733

>>967631
Are your strings curves? You probably have the resolution cranked up higher than you really need. "U" Resolution controls the rings along the length of the curve, Bevel resolution controls the amount of sides your curve has. Generally, I crank up the U res decently high without issues, but it can get pretty heavy when you crank up the bevel res to go with it.
If it's an actual mesh, you really shouldn't need 90% of the rings down the length of the string, only at the places where it bends, like the bridge and tuning pegs. Even then, the bridge goes back into a straight line, so most of your geometry would really just be at the tuning pegs. Definitely shouldn't need 1m faces to go around those.

Anonymous No. 967737

>>967631
If these are poly you can try using the decimate set to un-subdivide, set the iterations to 2, 4, 6 etc will only work if these are proper quads with no triangles though

Anonymous No. 967739

>>967733
I can't even properly remember how I done it now. I think what it was was
>Added curve for basic shape of string
>Added a circle
>Extruded the circle a bit into more of a cylinder
>Added a curve modifier targeting the curve
I also don't remember why I didn't just increase the depth of the geometry like I normally would for something like that. The low e string wasn't straight and I had to jigger it a bit to get it to line up properly so it might have been something related to that. Without the additional loops it had a big noticeable kink in it from the first pickup to the nut. Then like a complete goon I added a subdiv modifier to it, don't ask me why.
I did the G and B separately so while they both still have way too many faces they aren't as bad as the low e. That being said, I duplicated those three and mirrored them. So I have four strings that are way too high and the other two are astronomically high.
Making it worse is that I've already applied all of the modifiers because, as stated, I'm a fucking idiot.
I'm going to try what this anon >>967737 suggests firsts and then all I can think of doing if it doesn't work is to just delete everything from around the nut to the saddle and bridge the edge loops. It won't be perfect, but I think it should cut everything down considerably. And if that fails I'll just have to redo them all again. I'm sure I ended up in this state because I was having such a hard time doing them in the first place and once it started going right I just went with it.
I do have MESHmachine too, but I don't know if that has anything that could be used on something like this.

Thanks for your help lads.

Anonymous No. 967755

>>967739
It would probably not take you very long at all (15 - 30 mins probably?) to completely delete the strings and use a bezier curve for them instead. Set the bevel to round and the depth to the width of the string, then adjust the resolution to be how you want it. Then if you need to you can convert the curves to a mesh

Anonymous No. 967758

>>967739
To add to what >>967755 said, you also have the benefit using curves to get the exact thickness of the string IRL, then just plug it in to your curve's bevel. I'm sure there's a list of how thick around they are. Fuck, I'm pretty sure those numbers are spelled out on a pack of guitar strings (at least I remember something like that). I know for sure they say what gauge they are.

Anonymous No. 967780

>>967755
>>967758
Thanks bros. I did try decimating last night, but because the numbers were so big it was taking a long time and kept crashing so I just stopped.
I think redoing them is going to be the easier option so I'll just do that. The two problems I remember having most were that little ramp sort of shape as it comes up the saddle and getting it to sit right and wrapping around the tuning pegs because of how finicky it is. But like I say I'll do it all with curves anyway because it'll be easier and quicker.
>>967758
I did have a little chart that converted the gauges into irl thickness, but it was so difficult for me to scale them to it that I just got pissed off and made them more or less the same. I'll not do that this time though. I guess this way I can convert the curve to mesh and stick a normal map on there for the sort of tight coil look that strings have.
I think I'll redo them tonight.

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Anonymous No. 967783

I keep forgetting this board exists. I'll try to post my stuff here as well instead of just the /agdg/ general. Honestly wish it was more active, part of the reason why I keep forgetting about it.

Anonymous No. 967793

>>967783
Looks interesting anon. Is this for a game, an animation or it is just for the sake of it?

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Anonymous No. 967796

>>967793
Thanks for replying. Game. Turn based. Here's the original sketch. It's one of the many hubs in-between fights.

Anonymous No. 967800

>>967796
Damn, nice sketch too. I wish I was as good at 2D art so I could make reference material for 3D also. Good luck with the game.

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Anonymous No. 967801

>>967800
Thanksssss. I'll shill our ( me and friend )twitter account if you don't mind either, there's a few more drawings/models about the game there if you are interested. https://twitter.com/CurseCell No actual playable prototype yet unfortunately.

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Anonymous No. 967809

The idea was a robot kitsune with a bosozoku outfit.

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Anonymous No. 967813

>>967809
This is more of personal taste so take it with a grain of salt but I think her jacket should be way more baggier/bigger at least the back part of the coat? I also think the pants should look more like ใ‚ตใƒชใ‚จใƒซใƒ‘ใƒณใƒ„ or whatever that is called in English. The brown leather boots kinda doesn't fit with the aesthetic either. Besides that, sexooo.

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Anonymous No. 967855

>>967780
I did not scale the other parts correctly (I placed them so that they would lay out on a 40 inch guitar, which is apparently normal), but this is a 0.054 inch string with a curve

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Anonymous No. 967856

>>967780
>>967855
...and the other end

Anonymous No. 967857

>>967780
>>967855
It just occurred to me that the string would not bend 90 degrees to fit around the nut like that lmao (it should loop around one side tangential to the nut), but you get the point.

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Anonymous No. 967858

>>967857
for completeness

Anonymous No. 967859

>>967857
>>967858
...and what I called a "nut" is called a "peg" apparently

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Anonymous No. 967869

>>967813
I agree with you on, but Im not redoing everything because this project has been in development hell for months, and I want to finnish it. But I'll probably change the boots to be rubber like pic related

Anonymous No. 967872

>>967796
Very nice. I honestly wouldn't even mind a game with drawn art like this.
Houses definitely have that Redoran look to them.

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Anonymous No. 967895

>>966775
>The discrepancy leaves a small gap. That's why the results aren't perfect. I wish I knew a better way of capturing the lengths of multiple groups all at once. If only the stupid attribute statistics node worked like it's supposed to.
Alright. I found a solution to this.

It all came together as I predicted it would, when I found a node that can get the min and max of multiple groups. Some smart guy posted it here: https://blender.stackexchange.com/a/266233/150148
This is a very important node. It should honestly be made into an official node. I'm surprised he dropped that solution in a random stack exchange question a year and a half ago, and we haven't seen anything like it since.

Anyway with the ability to grab mins and max vectors, I can now rescale the internal points, perfectly fitting them to the bones. And with that, everything should be working perfectly. But somehow, the deformation is slightly worse. Oh sure, it's a degree straighter than it was, but it's also creating an odd dimple on the elbow when it bends over 90 degrees. Or rather, the surrounding vertices are puffed out a little too much, and the center vertex doesn't, resulting in a slight dimple. In any case, I'm not sure it was all worth it, if this is the results it gets lol.

I'm going to set this up on my body model next and see how it breaks.

Anonymous No. 967938

>>967872
Thanks. And yeah, friend is a huge fan of Morrowind and Skyrim in general. We'll have to be making do with 2d art as well especially with the characters which will be 2d.

>>967869
Fair enough. Black rubber boots like those definitely look way better.

Anonymous No. 967954

>>967895
Yep, when I applied the node to more edges, it broke and retrieves the wrong index. It's *almost* accurate, but something is off. I'm not smart enough to fix it either.

Perhaps I can create a repeat function to retrieve minimum and maximum.

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Anonymous No. 967959

Your game computer without a game controller is just a normal computer.

https://www.youtube.com/watch?v=SYpvUFMvbvY&ab_channel=heidenburg5445

Anonymous No. 968003

>>967855
>>967856
>>967857
>>967858
>>967859
Thanks dude. I tried using a bezier curve, but I'm too retarded to keep it straight. I've just used a curve path instead. The tuning pegs are really awkward to do so what I was thinking of doing there was
>Add a vert
>Use a screw modifier with it
>Convert it to a curve
>Joined it to the curve path
>Increase the depth by the required amount
Not sure how well that will work, but I think it'll be the quickest and easiest way. It should definitely be better than the way I did it before though where I ended up with a stupid amount of faces.

Anonymous No. 968013

>>967959
Meakrob?
That's the only person I know that is beyond autistic and schizo about the length of analog sticks to this degree.

Anonymous No. 968021

>>966234
kys

Anonymous No. 968038

>>968013
you are using mental illness labels to make yourself feel more comfortable about being wrong.

Gretha has autism too so you better not take her seriously either. it doesn't really matter to me if you Americans let the Palestinians die because I know you will burn the worlds resources anyway. This is why people call you a dirty fucking American.

the Americans in the warehouse may exterminate me soon. I cry for the Palestinians like osama bin laden did.

I fucking hate you Americans for being so stupid.

Anonymous No. 968039

>>968013
just configure your computers game controller.

Anonymous No. 968040

you move around like super nintneod characters in 3d space because 4 buton movmeent is 4 button movement

Anonymous No. 968041

>>968040
its a waste beacause these are really advanced computer games.

Anonymous No. 968044

>>968038
After that response, it looks like I hit the nail on the head.
It's a real shame how far you've fallen dude, you used to be a real cut above the rest around here. Saying I "looked up to you" is going a bit far, but you were definitely someone who's skills I respected a whole lot back in the day. I always looked forward to seeing your work and workflows for character animation. They were really neat.
Hopefully you can channel whatever "fuck america" and analog stick energy you're full of into a creative outlet again (though it kinda looks like you are). For what it's worth, you've been going on about being taken out by "The Man" for a while now and you're still here, a year on from when I last checked up on you. So while I doubt you probably have the fortitude to actually do it, it might be alright to stop looking over your shoulder as much and try to enjoy life a bit.

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Anonymous No. 968046

>>967895
>>967954
Hang on a sec. I think I have it figured out. I'm like 95% sure. I'm getting excited. The mesh is snapping to the edges properly. That's part 1.

Anonymous No. 968100

>>968013
>>967959
>>968038
>>968040
>>968041
>>968044
holy shit i didnt know this guy was schizophrenic lol
i remember seeing his characters and animations and thinking he was making some kind of neat VaM competitor
his facial animation stuff seemed neat as well

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Anonymous No. 968152

how do I wrap my head around subdivision surface topology? I want to maintain my sharp corners but it feels like everything I do just ends up fucking the shading while still not even preserving the corners I want

Pic related, I've tried bevelling shit, it doesn't do anything. Creasing had the same result. I want to be able to subdiv so I can bake out maps etc. while maintaining the corners (more or less) of the original mesh. This is just one example, but it's a problem I haven't been able to solve countless times leading to me giving up...

Anonymous No. 968169

>>968152
Isn't that what edge loops are for?

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Anonymous No. 968202

>>968152
I'm not really into hard modelling myself. But I think you want to do it something like this.
The issue seems to be that subdivision is kind of "averaging" the edges. Pulling them inward and warping badly. So if you create a couple extra edge loops on the inside, then you define how far the edges are allowed to get pulled in from the averaging effect. At least, that's what I *guess* is happening. Anyway, just add a couple of edge loops on the inside, and push them toward the corners to shape them up.

Anonymous No. 968203

>>968152
>I want to maintain my sharp corners but it feels like everything I do just ends up fucking the shading while still not even preserving the corners I want
use plasticity

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Anonymous No. 968208

>>968202
Thanks anon, I tried it out but now my shading is not looking good

Anonymous No. 968209

>>968208
use plasticity and plasticity to blender bridge

Anonymous No. 968211

>>968209
I'll give it a look if I can get a non pozzed upload

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Anonymous No. 968218

Its not my job to buy a game console just because you're pretending to be too stupid to configure your computers game controller.

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Anonymous No. 968219

>>968208
I dunno man. It seems to work fairly well for me. Not perfect. But better than what you're getting. I'm kind of stumped myself. The crease at top is still there, and I don't know how to make it go away. Maybe the thing the other anon is shilling will help. Like I said, I'm not a hard surface guy.(for this very reason)

Anonymous No. 968223

>>968218
I like it and I want more details.
Why is the rat driving the sardine can?

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Anonymous No. 968237

Anonymous No. 968239

>>968211
Pay for it

Anonymous No. 968240

>>968239
Well, first I'll use the 30 day free trial and see I like it first + do some research to see if it will do what I want it to in blender (look nice and smooth + bevelled and be suitable for baking)

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Anonymous No. 968264

>>968202

people on 4chan don't understand subdivision and how to do it. Here's two key tips:

1. for inset corners use a quad to control it rather than a single edge. this isn't a rule, but it can help alot of the time if something is being unruly and won't stay put.
2. use crease values. the opensubdiv crease control exists for you to abuse it. it is one of the most important tools you'll have for hard-surface modelling, especially if you want your normals to bake cleanly. it also allows you to transition from soft to hard edges cleanly.

Anonymous No. 968268

>>968264
>use crease values
NTA, but for me creasing edges never really works how I expect it to. Like I expect to just select an edge, bump up the crease value and it'll get sharp, but sometimes I have to bring in extra edges that seem completely unrelated to the place I'm trying to sharpen up. Like if I had 3 edges that met at a T junction, and I wanted to sharpen up the upper part of the T, for some reason I have to include the edge that meets perpendicular to them for the crease to actually do it's job. It just seems so needlessly backwards sometimes.

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Anonymous No. 968272

Modeled, UV'd and rigged a lil' posable mannequin. Will texture it at a later date

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Anonymous No. 968275

Lizard slut

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Anonymous No. 968320

>>968219
Maybe you're looking for something like this?

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๐Ÿ—‘๏ธ Anonymous No. 968334

>>968320
>people on 4chan don't understand subdivision and how to do it.
Maybe because we have lousy 4channers for teachers. How the hell did you get corners like that? Replicating your set up, I get these rounded corners.

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Anonymous No. 968335

>>968264
>people on 4chan don't understand subdivision and how to do it.
Maybe because we have lousy 4channers for teachers. How the hell did you get corners like that? Replicating your set up, I get these rounded corners.

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Anonymous No. 968336

>>968335
>>968264
nvm, I found it. You have to do these inner edges too, I think. They're not visible on the other guy's model, because the cage is hidden by the model. It's not like it was crucial to show that part or anything.

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Anonymous No. 968343

>>968264
Sorry for all the replies. I'm just eager to learn something. So, I opened the bowl-hole thing again, and deleted some of the supporting loops. Then tried creasing instead. I want the inner edges to be practically 90 degrees. To test how far edge creases can go. They can get the inner edges to look very sharp. The problem is that the outer supporting edges pinch badly. So I fiddled around with a bunch of different crease configurations at different values. This seems the best I can do to get the 90 degree turn, and also reduce the pinch. Still, it's pinching slightly. Just enough to look bad. I guess I'm still missing some crucial knowledge to fix this problem.

Anonymous No. 968351

>>968336
the shading on the left still looks pretty bad around that edge though. You would need to crank up the subdive to the highest level for it to not look bad and obviously polygonal. Creasing doesn't work.

Anonymous No. 968418

New thread niggas
>>968417
>>968417
>>968417
>>968417
>>968417

Anonymous No. 968757

>>966871
is that Magic man??

Anonymous No. 970145

>>965245
>Sonic Advance running animation
SOVL...

Anonymous No. 970615

>>965244
I love sonic