๐งต Untitled Thread
Anonymous at Wed, 27 Dec 2023 10:45:03 UTC No. 968417
/wip/ - Works In Progress
Post your work-in-progress projects, recently finished projects, or things you'd like critiqued here.
Previous thread: >>964650
List of free resources: https://pastebin.com/cZLVnNtB (embed)
/3/ Discord: https://discord.gg/gbYCEBPuK2
Anonymous at Wed, 27 Dec 2023 13:17:30 UTC No. 968422
Modeled one of them posable hand thingies.
In general I'm modeling some home decorations: some snowglobes (1 ball, 1 horizontal, 1 vertical), some bookends. What more decorations could I make?
Anonymous at Wed, 27 Dec 2023 21:22:27 UTC No. 968454
>>968431
>but furry
Fucking degenerate.
Anonymous at Wed, 27 Dec 2023 22:33:39 UTC No. 968460
Anonymous at Wed, 27 Dec 2023 22:35:41 UTC No. 968462
>>968460
ebike battery.
Im hopefully going to cover it with old 2 liter soda pop bottles.
Anonymous at Wed, 27 Dec 2023 23:14:02 UTC No. 968463
>>968458
>>968462
this is cool. looks a lot like the battery in my old scooter. is the wiring accurate?
Anonymous at Wed, 27 Dec 2023 23:26:13 UTC No. 968464
>>968463
Almost. I have to be careful in the way I wire or there wont be enough space.
Pop bottles make for really strong heat shrink.
Anonymous at Thu, 28 Dec 2023 08:27:30 UTC No. 968513
>>968496
upvote
Anonymous at Thu, 28 Dec 2023 09:50:36 UTC No. 968536
Work on mah lizard slut continues. Did a quick and dirty skinning test and proportions and expected deformation zones all seem a-ok. Next up, retopo. God help me. I mean it's not hard, just tedious, especially the hip area, that always fucks me up and confuses me. Ah well
Anonymous at Thu, 28 Dec 2023 11:32:54 UTC No. 968550
>>968046
This was a struggle. Just about all of my spare energy for the last 5 days have been dedicated to figuring out how to make all the points move along with the edges. I couldn't figure out how to rotate the points. So instead I did some voodoo math where the points know how far along they are in the edge in the resting position, and then find that place along the edge in the new posed position. Honestly, I'm not even sure how it works. Sometimes I'm blessed with brief windows of understanding. And then I look back at what I did, and I'm confounded.
Anyway, check out the points moving. Armature controlled.
Anonymous at Thu, 28 Dec 2023 11:43:32 UTC No. 968551
>>968550
With the inner points set up, then mesh knows how distant it is from the inside. And so I can tell the points, "you've lost X amount of volume, fix that by scaling Y amount". And so the points avoid volume loss. For now, it works best on simple tube shapes. Like this elbow here. But for other parts of the body, it gets all jagged and ugly. Part of the problem is that there isn't a smooth transition between zones of influence. I have no idea how I'm going to solve that. But that's the next big hurdle.
I'm going to take a break from this though. I should have taken a break before, but I just couldn't rest until I figured out how to make the points fit the edges properly. Now that that's done, it's a good place to break.
Anonymous at Fri, 29 Dec 2023 06:45:04 UTC No. 968681
is posting textures okay?
I'm recreating a scene from Blood in 3D and thought I'd try and recreate the look of the textures while I'm at it
I compiled a load of textures from Blood, made a palette out of it in Aseprite, then got my own textures (top section) and ran it through the palette in Aseprite
works okay I think, although anything with white, purple or bright green doesn't work nicely since Blood doesn't do those colors
Anonymous at Fri, 29 Dec 2023 06:48:04 UTC No. 968683
>>968681
That looks awesome
Anonymous at Fri, 29 Dec 2023 06:49:28 UTC No. 968684
>>968682
So far, looks good!
Anonymous at Fri, 29 Dec 2023 13:58:38 UTC No. 968754
So I've been testing 3DF Zephyr with videos to get references to sculpt, overall the results are great, it is faster and it requires less machine than meshroom, the only problems are the fremiun version, limited to 50 images mask included, but it has a mask editor, and the workflow is less automatized.
Anonymous at Fri, 29 Dec 2023 14:32:56 UTC No. 968761
>>968754
>photogrammetry in a /wip/ thread
cringe
Anonymous at Fri, 29 Dec 2023 14:35:10 UTC No. 968762
>>968761
photogrammetry anywhere in 2023 is cringe
Anonymous at Fri, 29 Dec 2023 14:52:13 UTC No. 968766
>>968754
>photogrammetry
Anon this is the /wip/ thread. What's the "work" that you did here? Yeah that's what I thought. Go away and make a photogrammetry-specific thread
Anonymous at Fri, 29 Dec 2023 15:10:27 UTC No. 968767
>>968766
these are the referencse, I painted the masks too, took me almost 20 minutes.
Anonymous at Fri, 29 Dec 2023 16:17:02 UTC No. 968774
>>968767
Meh, even so I still think photogrammetry is gay, you didn't even model that stuff yourself
Anonymous at Fri, 29 Dec 2023 19:12:48 UTC No. 968781
>>968778
Looking good! Is this Zbrush/Blender sculpting?
Anonymous at Fri, 29 Dec 2023 19:19:55 UTC No. 968782
>>968781
yes, blocking out in blender and than sculpting in zbrush
Anonymous at Fri, 29 Dec 2023 20:32:22 UTC No. 968784
>>968750
cute
Anonymous at Fri, 29 Dec 2023 20:41:16 UTC No. 968785
>>968784
Thank you!
>>968778
Whoaah that looks fucking awesome. Did you do the concept art too?
Anonymous at Fri, 29 Dec 2023 21:10:09 UTC No. 968786
>>968761
>>968762
>>968766
What's different about this compared to that one guy who was doing the same with his car? I remember he put peanut butter or something all over it because the reflective surfaces were fucking with it.
Anonymous at Fri, 29 Dec 2023 22:05:51 UTC No. 968791
>>968785
sadly no, I am not that skilled in concept art...
The Artist is called Brian Sum, look him up on artstation, he does cool stuff.
Anonymous at Sat, 30 Dec 2023 10:47:00 UTC No. 968823
>>968787
Very cool anon, good job
Anonymous at Sun, 31 Dec 2023 04:28:34 UTC No. 968922
Eventually solved my guitar string issue so I want to thank that anon for his advice. I ended up doing it in a semi-unconventional way because I'm lazy, but I'm sure it's okay. It does look much better, the strings are the right gauge now, and I got the faces down from ~1m for the strings alone to 82k for the whole model so I'm happy with that. I think I'm going to have to make some kind of normal map for them though because I just can't find one anywhere.
Also started texturing it and it looks dogshit. Although I've never been good at texturing. I was going to put it into substance, but I'm not sure what substance is like when it comes to ngons. Probably isn't worth doing it that way anyway for what it is.
/blog
Anonymous at Sun, 31 Dec 2023 05:45:46 UTC No. 968934
>>968922
Glad to hear it worked out for you.
>I think I'm going to have to make some kind of normal map for them though because I just can't find one anywhere.
Can't you just do it procedurally? Pic related should be enough of a starting point. For far away views anyway.
For close ups though you'd do a bit more.
Throw some roughness on there at certain points to break up the perfect gloss, maybe tarnish them a bit near the top of the neck where your fingers would go, and where you strum, so it looks like it was played. Add some slight marking on the bottoms of the strings where the strings would hit the little ribs on the fretboard. Somehow figure out a good way to get some dirt and fuzz between the coils... All that nitty gritty jazz.
๐๏ธ Anonymous at Sun, 31 Dec 2023 18:51:31 UTC No. 968979
Not related to thread, but here is a friendly discord server for 3d and art. Pretty friendly and chill.
https://discord.com/invite/nnkzP8Pe
Anonymous at Tue, 2 Jan 2024 18:57:33 UTC No. 969141
>>968934
I didn't think about doing it that way, but it looks like it's worked perfectly well. Thanks. From a distance it's really subtle and I won't be doing any close ups so it's all cool.
I'll take a look at some refs for markings and such and see how I get on. I was watching a tutorial not long ago about adding dirt and fuzz and things so now might be the right time to give that a shot too. Although because it isn't close up it might not be worth it. Still, if I do decide to do some close ups I would definitely add that kind of thing in.
Appreciate all of your help.
While I'm here I might as well ask, I did a test render on something else, but I don't really know how to explain it, it's got this black rectangle across part of the texture. It's almost like the texture is being shrunk or the bottom is being moved up on the Z axis when it's rendered, but in the viewport it looks fine.
Anyone know what this could be? First time I've came across it.
Anonymous at Tue, 2 Jan 2024 19:18:13 UTC No. 969142
>>969028
>>968817
>>968754
If you are going through all this trouble why not just make something of your own anyway?
Anonymous at Tue, 2 Jan 2024 22:19:12 UTC No. 969165
Work on my lizard slut continues, did her head, will do the body too, soon
I also toyed around with skyboxes a bit, trying to figure them out. They're actually extremely simple: I tried Unreal Engine once and it seemed super complicated to set all the "sky stuff", let's call it that, up (so sky color, clouds, ambiental lighting etc.), but it's actually much, much simpler than that. The quick and dirty sky here is just a box with some keyframes to make it rotate ever so slowly. I also disabled its shadowcasting and plugged the Diffuse texture into the the Material's Emissive slot as well.
Anyway my attempt is very amateurish so I'll need to find some tuts that go a bit more in depth
Anonymous at Tue, 2 Jan 2024 22:44:14 UTC No. 969166
>>969141
>I don't really know how to explain it
A picture is worth a thousand words, anon. Don't try to explain it, just show us what's up.
Anonymous at Tue, 2 Jan 2024 22:59:30 UTC No. 969170
>>969166
>A picture is worth a thousand words, anon.
lolno
Anonymous at Wed, 3 Jan 2024 00:28:25 UTC No. 969191
>>968551
I'm finally starting to understand your point. Looks like a convoluted way of going about it, but maybe at the end it will be worth it. Good luck anon.
Anonymous at Wed, 3 Jan 2024 02:20:38 UTC No. 969198
>>969170
I could come up with 1000 words for faggot to describe you, and it still wouldn't be enough.
Anonymous at Wed, 3 Jan 2024 02:47:48 UTC No. 969201
>>969200
>him
Anonymous at Wed, 3 Jan 2024 04:02:55 UTC No. 969204
>>969201
>he
Anonymous at Wed, 3 Jan 2024 04:35:00 UTC No. 969210
>>969200
My name is Skyler White, yo.
Anonymous at Wed, 3 Jan 2024 10:27:52 UTC No. 969223
>>969142
>why
This is how I make minis and things like that and I wanted to test 3DF Zephyr, yes I can work with imgs as references and things like that too but the sculpts are less accurate, I'll work more on that the next weekend, the wings and the hair will be a pain in the ass.
Anonymous at Wed, 3 Jan 2024 23:42:07 UTC No. 969289
>>969237
I like the sculpture
Anonymous at Wed, 3 Jan 2024 23:54:24 UTC No. 969294
>>969225
Looks like my dad
Anonymous at Thu, 4 Jan 2024 00:01:20 UTC No. 969305
>>969300
Sort of reminds me of a stylized Darlene Snell
Anonymous at Thu, 4 Jan 2024 00:05:23 UTC No. 969310
>>969300
Nice
Anonymous at Thu, 4 Jan 2024 00:23:13 UTC No. 969316
>>969191
Thanks. It seems convoluted. But I bet someone better at vector math than me could have figured as much out in a few days, rather than months.
Take a look at this guy's work: https://www.reddit.com/r/blender/co
He uses simulation to find the center of limbs. Those center points are a lot smoother than the ones I created and will probably get better results when deformed. I don't know.
I'm still not sure how to proceed. I'll have to think on it some more.
Anonymous at Thu, 4 Jan 2024 01:42:06 UTC No. 969320
>>969300
I was going to ask why you let the crusty wire frame show. But I guess you enjoy the crackliness of it.
Anonymous at Thu, 4 Jan 2024 02:27:40 UTC No. 969322
>>969300
This is a real nice look, youโve got an eye for this. You should step into the creepy girl porn territory, itโs growing huge these days.
Anonymous at Thu, 4 Jan 2024 05:03:20 UTC No. 969327
>>969324
Yeah that's definitely weird. What are the settings for your image texture? Do you have it set to something like clip? That'd do something pretty similar. You might also have a face that's occupying the same spot and casting a shadow on the area, I'd go over it and remove doubles to see if that fixes the issue.
Anonymous at Thu, 4 Jan 2024 05:12:08 UTC No. 969328
>>969327
I just have it as
>Linear
>Flat
>Extend
>Single image
It was on repeat, but that didn't seem to matter because I'd moved the UVs to a position where you wouldn't see any repeating.
At first I thought I might have had something in the way that was causing a shadow or rendering in front of it, pretty much the same as you say, but I disabled everything except that just to be sure and it still happens. Also tried to remove doubles too and there were none.
I'm going to try a different image and see if it happens with that too.
Thanks anyway dude.
Anonymous at Thu, 4 Jan 2024 05:17:00 UTC No. 969330
>>969327
>>969328
Never mind, I'm a total fucking retard. I forgot I had a subdiv on.
Anonymous at Thu, 4 Jan 2024 09:04:57 UTC No. 969341
Doin' a M16A2, you know, the one with the cool cheesegrater foregrip or whatever it's called.
Would like to continue modeling today but I gotta lay off for the time being, my wrist don't feel too good
Anonymous at Thu, 4 Jan 2024 22:37:24 UTC No. 969379
Hey dudes, someone asked me if they could pay in crypto, but traditionally I've only accepted money via paypal. I know fuck all about crypto, but I did say I'd consider it. I've tried looking it up and I get all kinds of bullshit about wallets and blockchain and crypto autists, but I just want to accept the payment somewhere and transfer it to cash on Paypal or something.
I don't want to get too into details, but Paypal doesn't work for him. He's paid me in the past though, so he's not trying to throw me for a loop.
So yeah, is there somewhere I can accept his payment and then send it to my paypal without a bunch of BS like installing some program that runs in CMD for pretend hackers? I'm sure some of you guys are getting paid.
Anonymous at Thu, 4 Jan 2024 23:01:33 UTC No. 969382
>>969379
I've never done it myself, but I have heard of people being paid in crypto and then just selling the coins once they get them.
What most of them seem to do, I think, is sell them on coinbase and then cash their balance out to their bank (or paypal if that's possible).
Anonymous at Fri, 5 Jan 2024 04:41:55 UTC No. 969408
Currently grabbing 2D images from boorus and recreating them in 3D. I hate all the 2D cheating tricks and detail cluttering to cover up something sketchy when I model the scenes, but I still like the images. Currently wondering how the fuck I'm supposed to figure out that mess of a ceiling on the platform.
Anonymous at Fri, 5 Jan 2024 15:12:44 UTC No. 969429
Added a flock of birds to this nature scene with boids. Does it look semi convincing? I even animated them but you cant offset it with boids it seems.
Trees made with The Grove. Plants straight from Megascans. Feels like cheating but whatever
Anonymous at Fri, 5 Jan 2024 15:45:00 UTC No. 969437
>>969341
More progress: optimized parts, put on a different stock that's more in line with the foregrip's more blocky appearance, UV unwrapped parts, manually defined sharp edges. I'm only missing the lower receiver, mag, grip, trigger and stock. Gettin' close
Anonymous at Fri, 5 Jan 2024 15:48:11 UTC No. 969439
>>969429
Looks good to me anon
Anonymous at Fri, 5 Jan 2024 18:07:01 UTC No. 969451
>>969332
>Is pic related good enough?
Yes, cummers gonna cum
Anonymous at Sat, 6 Jan 2024 18:57:29 UTC No. 969575
I've been working a bit more on this, the long feathers are done, they are sculpted individually, the other are just clones and i think I'll sculpt the smaller ones, I hope i can finish the wings this weekend.
Anonymous at Sun, 7 Jan 2024 02:05:29 UTC No. 969613
>>969511
>bike scene from fallen angels
That's a really neat tunnel.
Anonymous at Mon, 8 Jan 2024 05:26:58 UTC No. 969742
How do you use the HDRI lighting, but remove it from reflections? I'm not even sure if it is the HDRI I added or the default blender one.
Already tried that Mix RGB in the world properties method and it did nothing.
Anonymous at Mon, 8 Jan 2024 06:01:10 UTC No. 969744
>>969742
>but remove it from reflections?
Not sure entirely what you mean.
If you mean that you want to change the background to something else without affecting the reflections, you can do something like the left example.
If you want to affect ONLY the reflections, you can do something like the right example. I have half the object diffuse and half reflective to show that it's reflecting something different but keeping the lighting of the original for the diffuse.
If you want to remove reflections entirely, you'd do the same thing as the right, but set the color of the second input to black instead of inputting an HDRI.
Ignore the gamma node in the examples, they're just there to tweak the values to make the effect more prominent.
Anonymous at Mon, 8 Jan 2024 06:39:01 UTC No. 969747
>>969744
Thanks it was
>If you want to remove reflections entirely, you'd do the same thing as the right, but set the color of the second input to black instead of inputting an HDRI
that I needed. I was trying to remove the HDRI from the viewport background and from the reflections in the object itself. I'm not even at the lighting stage yet, but it was doing my head in every time I noticed it.
Are you that anon who was helping me with my guitar btw? If you are, it's gradually getting there I think. I just need to vastly improve my textures and work out how to properly map the imperfections.
I've only tried one so far, and white is probably the worst choice to use for them to show up, but still. When you zoom in you can see where the map doesn't extend . It's just there so I remember to go back to it.
Anonymous at Mon, 8 Jan 2024 07:54:07 UTC No. 969753
>>969747
>Are you that anon who was helping me with my guitar btw?
Maybe?
I posted the string texture nodes and also recommended using curves.
It's looking pretty good though! If you're looking for imperfections, I have a black flying V guitar and that thing is a fingerprint and smudge magnet (especially where you rest your strumming hand and near the dials). Dust also likes to pool in the area between and around the pickups and that bit after the bridge where the strings angle down. Though to be honest I haven't played mine in a while, so the dust might just be because of that.
Anonymous at Mon, 8 Jan 2024 22:25:16 UTC No. 969849
>>969682
Looks good
Anonymous at Tue, 9 Jan 2024 00:11:43 UTC No. 969855
>>969753
>I posted the string texture nodes and also recommended using curves
Yeah it is you kek.
Thanks dude appreciate that. I've looked up some pics specifically of flying Vs to see where the fingerprints and smudges are and it's pretty much just as you describe. I'm thinking that once I do the lighting properly it might highlight the imperfections a lot better. If not I might have to change the color.
Would using AO working for dust/grime/dirt around the pickups and anywhere else you'd expect it? I could do dust with particles in those sort of places, but I really don't think they'd be noticeable unless the camera was closeup so I was looking for a little cheaty way to do it because of the distance.
Anonymous at Tue, 9 Jan 2024 02:50:25 UTC No. 969861
>>969859
bad anatomy
clothing folds that dont make sense
Anonymous at Tue, 9 Jan 2024 09:01:02 UTC No. 969897
>>969859
This looks pretty cool nigga
My only gripe is the clothing folds on the upper pants (i.e. from the waist to the knee), they are not very realistic.
Also are those TWO adonis lines on his hips? Like if you look to the sides of the belly button there should be only one strip of flesh per side not two.
Other than that, good work
Anonymous at Tue, 9 Jan 2024 09:25:01 UTC No. 969905
>>968817
why the hell is santana merged with zodd?
Anonymous at Tue, 9 Jan 2024 13:45:41 UTC No. 969924
>>969859
Need more AAA workflow, you can go to the Cris thread to find out how you can achieve that kind of workflow
Anonymous at Tue, 9 Jan 2024 13:46:42 UTC No. 969925
>>969766
Needs more workflow
Anonymous at Tue, 9 Jan 2024 14:47:36 UTC No. 969929
>>969925
What does that mean?
Anonymous at Tue, 9 Jan 2024 16:23:36 UTC No. 969948
>>969944
cool wings
Anonymous at Tue, 9 Jan 2024 16:35:21 UTC No. 969950
>>969948
ty, it was a pain the ass to do that shit.
Anonymous at Tue, 9 Jan 2024 17:41:34 UTC No. 969953
>>969944
my man's butt cheeks clenched real tight
also 6 pack in the wrong spot. it stops at the belly button. top 2 are just under the pecs
Anonymous at Tue, 9 Jan 2024 18:44:30 UTC No. 969960
>>969953
no, that six pack is placed correctly.
Anonymous at Tue, 9 Jan 2024 19:04:12 UTC No. 969963
>>969960
no
Anonymous at Tue, 9 Jan 2024 19:17:27 UTC No. 969964
>>969963
it is tho
Anonymous at Tue, 9 Jan 2024 20:34:32 UTC No. 969973
>>969953
>>969960
ty but I have barely touched the torso and I'm just trying to match the reference.
I'll finish the feathers, the hair and some details the next 2 days and I hope I can do all the armor this weekend.
Anonymous at Tue, 9 Jan 2024 22:15:33 UTC No. 969978
Testing vertex colors for painting in shadows and light highlights in environments. I feel it's getting there but could use more work. Having said that, the fact I can use as many vertex color attributes as I want to do stuff is very cool.
Anonymous at Wed, 10 Jan 2024 05:21:40 UTC No. 970003
>>969855
AO could work for around the pickups, sure. Then maybe mask off some areas in particular where you want dust to show up without relying on the AO on its own.
I think if you're using Blender 4.0 the new Principled BSDF node has a newer implementation of Sheen that is pretty nifty for dust (from how they've described it anyway).
If not, using the AO for the areas close to the pickups (a lower AO sample size might actually give a nice bit of graininess), and then using the AO as a mask to adjust the roughness and mix a bit of a dusty color into the base color would work pretty well I think. Maybe even breaking that up a bit more with a high frequency noise texture too.
Main thing is to bump up the roughness and use a grey color for the areas where dust will appear.
Anonymous at Wed, 10 Jan 2024 06:28:24 UTC No. 970009
>>969980
retard
Anonymous at Wed, 10 Jan 2024 18:07:52 UTC No. 970069
Anonymous at Wed, 10 Jan 2024 18:12:29 UTC No. 970071
>>970009
You lost, it's ok man, just crack open an anatomy book, you'll be fine.
Anonymous at Wed, 10 Jan 2024 21:55:09 UTC No. 970096
>>970071
No need for anatomy books, just follow the workflow like the real artists
Anonymous at Wed, 10 Jan 2024 22:06:29 UTC No. 970101
>>969929
Sigma Chud Workflow or SCW is an essential part of the AAA production ready 3d model
Anonymous at Wed, 10 Jan 2024 23:05:53 UTC No. 970107
https://www.youtube.com/watch?v=KD0
Anonymous at Thu, 11 Jan 2024 09:58:32 UTC No. 970140
>>968551
I just realized something yesterday. And I should have seen it sooner. I can set up the raycast node, so that the rays start inside of the mesh, facing outward. I've been so focused on rays going from outside to in. When I should have been thinking from inside to out.
Now, the mesh knows when it's intersecting itself... about halfway. It detects intersection up to the point where the intersecting mesh passes through the center points. Then the rays are freed up again, as if they're not being hit at all.(because they aren't)
So it's probably not the grand solution I was looking for. But perhaps I can make it work by shooting a second set of rays from the backs of the first set of rays. I don't know. My head is swimming with ideas right now. None of them seem very good.
Anonymous at Fri, 12 Jan 2024 14:13:23 UTC No. 970256
>>970251
Man it definitely needs more workflow
Anonymous at Fri, 12 Jan 2024 17:03:42 UTC No. 970279
>>970256
ALL OF YOUR FUCKING WORKFLOW COMMENTS THIS PAST DAYS DEFINITELY NEED MORE FUCKIGN WORKFLOW.
Anonymous at Fri, 12 Jan 2024 20:50:46 UTC No. 970288
I made this in ~6 days. Thatโs not particularly impressive but it genuinely is a record for me considering how long I normally take. I could still stand to do more with the rigging.
Anonymous at Fri, 12 Jan 2024 21:01:44 UTC No. 970289
>>970288
this is a blue board bruh, cover up them titties
Anonymous at Fri, 12 Jan 2024 21:48:46 UTC No. 970290
>>970289
You can cover them if you like once I make my game. I was gonna use jewelry instead of regular equipment so you can use necklaces.
Anonymous at Fri, 12 Jan 2024 23:12:27 UTC No. 970291
>>970288
Wtf, are you mentally handicapped?
Anonymous at Fri, 12 Jan 2024 23:50:34 UTC No. 970294
>>970291
Yes, I have autism.
Anonymous at Sat, 13 Jan 2024 00:33:12 UTC No. 970295
>>969978
this looks really nice. how do you make your textures?
in regards to 'use as many vertex color attributes as I want' do you mean using more than just Multiply or whatever in the shading tab? here's how I usually set mine up
Anonymous at Sat, 13 Jan 2024 05:39:08 UTC No. 970321
>>970295
I'm intending to use multiple so I can do various effects and possibly some texture blending, and I realized that Blender let's you have more than one Color Attribute.
It does mean that it is more complex to use since I have to paint two separate layers, but it also means I have alot of control over scene tone and how I paint in lighting without really needing lights in the scene.
I will likely need to add lights in the setup at some point, but for now I want to see how far I can go with just this to keep the look authentic.
Anonymous at Sat, 13 Jan 2024 09:15:04 UTC No. 970327
>>970288
Cute low poly grrl. I don't know how this took you 6 days but hey we all gotta start somewhere, keep going, you'll get faster with time. She for a game or something or did you model her just for fun?
๐๏ธ Anonymous at Sun, 14 Jan 2024 00:51:59 UTC No. 970410
>>970256
Don't be so salty, your work is incomplete, its just a constructive criticism, you just need more workflow
Anonymous at Sun, 14 Jan 2024 00:52:59 UTC No. 970411
>>970288
Hot!
Anonymous at Sun, 14 Jan 2024 00:55:57 UTC No. 970412
>>970404
hello, arrimus
Anonymous at Sun, 14 Jan 2024 01:00:24 UTC No. 970414
>>970279
I am just giving constructive criticism, I love helping people
Anonymous at Sun, 14 Jan 2024 01:01:55 UTC No. 970415
>>970412
Hello, Sanders
Anonymous at Sun, 14 Jan 2024 10:11:36 UTC No. 970449
>>970140
>>968550
I'm trying to figure out how to make the points bend between edges. I came up with this. But I'm not sure it's the best way. Basically, it sort of works like curves, except not using curves. The edges are set up so that only 2 edges connection. And then I do a bunch of node bullshit to sample the 2 end points of each edge. get their average position, then mix between the potions of the projected points and the average of the end points. Then set the factor of the mix by how near the projected points are to the center connected points of the edges.
It's probably not necessary to do all of this if I actually used curves. But I'm being stubborn and avoiding curves.
Anonymous at Sun, 14 Jan 2024 10:25:56 UTC No. 970450
>>970404
it looks as if it was made out of plastic, which is obviously not a good idea
other than that it looks mad realistic
Anonymous at Sun, 14 Jan 2024 19:49:59 UTC No. 970496
I finished the mushroom tutorial (my first ever 3d model) I am now ready to work at Blur studio...
Sadly the torrent I used didn't have the IMM brush used in the course so I'm missing a couple of details. Not a big deal though.
Anonymous at Mon, 15 Jan 2024 00:53:45 UTC No. 970524
>>970512
>>970496
Noice I like both of your work, but make them with more workflow
They definitely need more workflow
Anonymous at Mon, 15 Jan 2024 01:45:55 UTC No. 970538
>>970512
...octane?
Anonymous at Mon, 15 Jan 2024 01:49:50 UTC No. 970539
>>970327
I did make her for fun, but also because I wanted to make a game. In spite of the way she dresses, I wasnโt planning on making a porn game (but still an adult game), Iโve just been wanting to play around with the idea of a topless female character design for a while. My inspiration for such a design comes from my interest in history and cultures, like the way women from ancient civilizations around the equator (Egypt, Mesopotamia, India, SE Asia, etc.) would sometimes dress since itโs hot down there, and people had different standards of decency compared to today. I also take inspiration from some of the strange artwork some cultures created, like African power figures. Theyโre ugly little dudes, but I love them dearly and they make for great inspiration for monster designs.
>>970411
She is indeed hot, thatโs why she doesnโt wear a shirt. Sheโs gotta let herself air out.
Anonymous at Mon, 15 Jan 2024 02:11:37 UTC No. 970540
>>970538
blender, sorry to disappoint you... or myself
Anonymous at Mon, 15 Jan 2024 03:54:29 UTC No. 970552
>>970551
Will you give her big boobies or small ones?
Anonymous at Mon, 15 Jan 2024 04:19:36 UTC No. 970554
>>970512
The normal maps on your bricks are inverted.
Anonymous at Mon, 15 Jan 2024 05:01:54 UTC No. 970557
>>970553
then she's a companion, not a wife.
Wives are meant for breeding.
Anonymous at Mon, 15 Jan 2024 05:26:48 UTC No. 970559
>>970553
>wife
>not meant for cooming
Anon, you should coom to your small boobie wife, she will be flattered.
Anonymous at Mon, 15 Jan 2024 05:28:27 UTC No. 970560
>>970559
She is not flattered she is just flat
Anonymous at Mon, 15 Jan 2024 05:43:05 UTC No. 970563
>>970557
>>970559
Well, its complicated. When I came up with her she was going to be my wife, but she deserves a loyal serval husband instead of a human like me, so now she has a serval man in her life. I made her so kind and perfect in my head that it would be a disgrace for a degenerate like me to be her husband, now I either watch them as a couple or self insert as a platonic friend. I think it's better this way.
>>970560
kek
Anonymous at Mon, 15 Jan 2024 09:18:54 UTC No. 970570
>>970512
Looking good anon, did you do all the models yourself too?
Anonymous at Mon, 15 Jan 2024 13:04:43 UTC No. 970588
>>970570
yes, took longer that I've expected
Anonymous at Mon, 15 Jan 2024 15:29:41 UTC No. 970605
>>970563
You are so sad Anon, not even in your imagination you can get the girl.
>I'm a platonic friend
What is a lower range than a beta male?
Anonymous at Mon, 15 Jan 2024 18:17:08 UTC No. 970631
>>970404
looks cool
Anonymous at Mon, 15 Jan 2024 18:52:31 UTC No. 970635
>>970632
Sorry
Anonymous at Mon, 15 Jan 2024 19:10:15 UTC No. 970638
>>970632
let me start stating that it looks impressive, other than that it does indeed look like it's made out of plastic
perhaps the actual 3d niggas can give you more useful insight
Anonymous at Mon, 15 Jan 2024 19:11:16 UTC No. 970639
>>970632
ok, the bottom left leg looks not made out of plastic
Anonymous at Mon, 15 Jan 2024 19:35:54 UTC No. 970645
>>970632
>>970642
don't listen to these grime and dirt goblins.
Make it the most pristine chrome mech
Anonymous at Mon, 15 Jan 2024 19:54:27 UTC No. 970646
>>970645
What about pristine chrome but full of mud
Anonymous at Mon, 15 Jan 2024 23:40:12 UTC No. 970677
>>970670
looks good, under 1500 tris? can we see the face?
Anonymous at Tue, 16 Jan 2024 00:15:05 UTC No. 970682
>>970677
i believe its somewhere around 1200 tris, im trying to aim lower eventually. sadly this is the only render i have
Anonymous at Tue, 16 Jan 2024 02:17:29 UTC No. 970689
>>970670
looks good, reminds me alone in dark 1, in good way
Anonymous at Tue, 16 Jan 2024 16:21:05 UTC No. 970777
>>970756
Put some graffiti on the walls. They take up 70%+ of your image with empty space. Wasted opportunity to make your render look interesting and alive.
the chair nerd at Tue, 16 Jan 2024 17:23:40 UTC No. 970785
>>970756
>k I think I'm done with this garbage
This render is what I call 16:9 fixation. Try and get out of the widescreen format.
>>970777
>They take up 70%+ of your image with empty space.
Checked. Anon has the same point but as I said It may not be problem with the subject but the composition.
Anonymous at Tue, 16 Jan 2024 17:57:25 UTC No. 970790
>>970756
It might just be me, but something feels off with the scale. It could be the bins. Where I'm from they're about 3.5ft tall and those red bricks are about 3.5". So there should be around 12 bricks per bin height. But in the render the bins are only 5 or 6 bricks high. Sort of feels like I'd tripped over them if I rounded the corner.
Anonymous at Tue, 16 Jan 2024 18:53:42 UTC No. 970797
>>970785
i know you're posting a composition ref but christ, the grade on that image is horrible
the chair nerd at Tue, 16 Jan 2024 18:58:03 UTC No. 970799
>>970797
Yeah not the best image only a ref.
Anonymous at Tue, 16 Jan 2024 18:58:23 UTC No. 970800
>>970797
Definitely need more workflow, but the composition is good
Anonymous at Tue, 16 Jan 2024 19:04:25 UTC No. 970802
>>970799
Having good references is an essential part of my day to day workflow, but thanks anyway
Anonymous at Tue, 16 Jan 2024 19:25:13 UTC No. 970806
>>970777
I've worked too long on this project and want to hop on something new but thanks for well needed criticism.
>>970785
more like nail in brain but you have point
Anonymous at Tue, 16 Jan 2024 19:49:38 UTC No. 970811
>>970810
How do I know if my workflow meme is stale? Can I follow some kind of workflow to find out?
Anonymous at Tue, 16 Jan 2024 20:06:49 UTC No. 970814
>>970692
the car in particular looks extremely realistic
Anonymous at Tue, 16 Jan 2024 21:17:46 UTC No. 970819
>>970791
I feel like it needs harder edges/bevels in some places, like it doesn't look "HD" enough if that makes sense
Anonymous at Tue, 16 Jan 2024 21:25:42 UTC No. 970821
>>970819
It does, my blur filter is to strong I believe. In general I cranked some values up to much in the render.
Anonymous at Tue, 16 Jan 2024 21:31:25 UTC No. 970822
>>970821
nta, but it looks amazing really
Anonymous at Tue, 16 Jan 2024 22:05:04 UTC No. 970828
>>970790
Yeah I see what you mean. Those bricks are fuckin huge.
>>970755
I don't feel like there's anything to really look at in this. It's all modeled alright, but it's composed badly. The lines (and light) in the alleyway lead my eyes down it for zero payoff. Contrast is nonexistent. Loads of empty space on either side of the image that doesn't work well with what's going on in the center (I'd probably crop it to half of the walls on either side).
Never call your work garbage, that's for other people to say, but hopefully you've learned some things to use on your next project.
Anonymous at Wed, 17 Jan 2024 18:17:44 UTC No. 970897
I started practicing 3D modeling with Blender yesterday, and here is today's result. Next, probably to practice modeling of the body parts.
It looks pretty dumb but you gotta start somewhere I guess
Anonymous at Wed, 17 Jan 2024 19:51:36 UTC No. 970906
>>970897
Excellent rendering of Christina Hendricks. You really captured her essence.
Anonymous at Wed, 17 Jan 2024 19:53:32 UTC No. 970907
>>970906
pyw
Anonymous at Wed, 17 Jan 2024 21:47:31 UTC No. 970915
>>970893
Too much flesh, but other than that very good! If you did that and didn't just rip it off the internet then I'm jelly
>>970897
I'm both deeply unsettled and curious to see what other horrors beyond human comprehension your depraved mind will spawn next
Anonymous at Wed, 17 Jan 2024 22:12:19 UTC No. 970918
>>970915
Completely nude skeleton.
It's 100% my own.
First I built a higher poly skeleton then I reduced the polycount to get to the simplest shape, that still represents a decent skeleton for simulation.
Anonymous at Wed, 17 Jan 2024 23:07:21 UTC No. 970925
>>970912
>I didn't use any reference for this lol.
Yeah, you should use reference for absolutely everything.
It's not considered a "flex" when someone says they didn't use reference, it's just a red flag that they're bad at what they do. And they'll try to use that (and "I only did it in like an hour on my lunch break") as excuses as to why something is bad. Some people really are fine not using ref if they've really mastered what they're doing, but most people aren't masters.
You get a pass for now since you literally just started yesterday. Still, it's a good practice to use reference.
A little exercise my drawing teacher made us do that kinda really sent that home for me, was to draw a picture of your favorite dinosaur (or something else) from memory and then draw it again using reference images. It's obvious, but the ones using ref always turned out better.
But yeah, keep it up!
Anonymous at Wed, 17 Jan 2024 23:09:32 UTC No. 970927
>>970912
keep rocking bud as long you have fun
Anonymous at Wed, 17 Jan 2024 23:44:50 UTC No. 970931
>>970912
Sit on my face melted Mommy
Anonymous at Thu, 18 Jan 2024 00:54:06 UTC No. 970935
>>970925
Don't sperg out. I made a reference to a famous person. All he said was he didn't use a reference to reply to me. He wasn't bragging or "flexing". He even tagged his sentence with "for this", which suggests that a reference is not an impossibility. Only, it wasn't the case THIS time.
>A little exercise my drawing teacher made us do that kinda really sent that home for me, was to draw a picture of your favorite dinosaur (or something else) from memory and then draw it again using reference images. It's obvious, but the ones using ref always turned out better.
If you drew from memory again, then your new memory dino would be better than your old memory dino. References are great for learning many things, but you should also have the ability to recall what you learned from memory. Part of your teacher's exercise should have shown you how you can improve your ability to visualize. Not always rely on references for every little thing.
Anonymous at Thu, 18 Jan 2024 01:43:27 UTC No. 970938
>>970925
>you should use reference for absolutely everything
Sounds like the words of a guy who can't model without a reference.
Anonymous at Thu, 18 Jan 2024 05:02:35 UTC No. 970947
>>970912
Keep going anon, today's results are shit, tomorrow's will be slightly less shit.
Anonymous at Thu, 18 Jan 2024 05:12:00 UTC No. 970948
>>970935
I think you might have misinterpreted what I was trying to say. I wasn't sperging out, I recognize what he said. I know he wasn't trying to brag about not using reference. That's not really what I was saying, though I can see it being interpreted as that. I was just trying to say it's a good idea to use it, especially as a beginner. Since as a beginner it's easy to get into that pitfall of "well it's going to look like shit anyway, I'll use ref when I'm actually trying seriously to make something".
>If you drew from memory again, then your new memory dino would be better than your old memory dino.
Absolutely, I'm not arguing that. Still, having something handy to look at to reinforce that memory is better than not. Memory is nebulous and can change without you really knowing. Sure, I can know what something looks like, and be completely familiar with an object. Having a photo or that physical object on hand can offer up details that I otherwise would have forgotten or simply not noticed. That's why ref is useful. Not because I'm assuming people are all aphantasiatics that can't imagine what something looks like, or can't remember things after 30 seconds.
Besides, since it was a Still-life drawing class, I think the exercise was mostly about actually looking at something and drawing what's right there in front of you instead of looking at something and drawing your brain's interpretation of it.
Anonymous at Thu, 18 Jan 2024 09:15:34 UTC No. 970959
>>970918
That's pretty neat, some really nice topology too, how did you do that? Did you use an add-on or something?
Anonymous at Thu, 18 Jan 2024 11:32:07 UTC No. 970971
>>970959
I pirated 3 anatomical models.
anatomy model plastic boy
Dosch human anatomy
the Kingslien anatomy model that comes with Zbrush, I did Kingslien's course on anatomy (it's okay)
I got myself the "human anatomy atlas" as another reference.
With the anatomy atlas you can quickly get the name of each muscle, then you put it into Yandex to get references and insertion points and Youtube to get their motion.
Don't rely on the 3D models to be accurate, all of them have some flaws somewhere.
How I got neat topology is poly modeling using a subdiv.
I didn't use any special trick, keep the polycount low and your edgeflow in mind.
Doing a bunch of poly modeling with subdiv is how you learn topology tbf.
Anonymous at Thu, 18 Jan 2024 11:44:27 UTC No. 970972
>>970971
I tried to get the shapes with as simple shapes as possible.
If I wanted to add more detail, then I would apply the subdiv once I got my shape and keep working on the higher plycount (probably make some changes to the topology around the knee joint to get a clean groove)
Anonymous at Thu, 18 Jan 2024 12:47:10 UTC No. 970977
>>970971
>Kingslien
that dude still around? always got the sense he thought he was hot shit. i guess back in day when there were fewer people in the field, he was.
last time i saw something from him it sounded like some self-help gifting for artists.
Anonymous at Thu, 18 Jan 2024 13:25:28 UTC No. 970980
>>970977
I have no idea all I know about the guy is his one anatomy course for sculptors and his zbrush ecorche model.
His course was decent, it lacked a lot in the finer details I was looking for but it seemed good for sculptors.
I have to say his anatomy model is the prettiest but also the least accurate.
Anonymous at Thu, 18 Jan 2024 13:33:59 UTC No. 970981
>>970980
he's been around in the zbrush scene for as far back as i can remember. you might recognize some of his work lmao:
https://www.zbrushcentral.com/t/rya
Anonymous at Thu, 18 Jan 2024 14:36:15 UTC No. 970986
>>970971
>>970972
>>970973
Very interesting, much obliged skelly-anon-kun
Anonymous at Fri, 19 Jan 2024 01:14:05 UTC No. 971034
>>970973
I really like this circle, did you use an sphere to make it or you made an sculpture and retopo later?
Anonymous at Fri, 19 Jan 2024 01:46:25 UTC No. 971038
>>970971
you will never ever make it if you pirate.
Your skull isn't even close to being accurate, btw.
Anonymous at Fri, 19 Jan 2024 08:12:17 UTC No. 971062
>>971019
I come from the homepage just to say holy shit.
Anonymous at Fri, 19 Jan 2024 09:01:40 UTC No. 971070
>>971019
Absolutely horrifying. Keep up the dreadful work, and I mean "dreadful" in the most fear-inducing way
Anonymous at Fri, 19 Jan 2024 09:07:32 UTC No. 971072
>>971071
hes right, that skull is shit tier
Anonymous at Fri, 19 Jan 2024 10:08:32 UTC No. 971075
>>971072
Why are you so envious?
Anonymous at Fri, 19 Jan 2024 13:30:00 UTC No. 971089
I have roughly two more days to finish my scene for a contest, I'm still fairly new to blender and I did this scene while figuring out shit on the fly in a few hours, anything I could improve yet? (I haven't finished the stairs yet and will put snow around the cabin with fir trees and a lake after)
Anonymous at Fri, 19 Jan 2024 14:16:33 UTC No. 971091
>>971075
You're delusional. I fucking told you guys that pirates never make it and all you did was prove me right.
Anonymous at Fri, 19 Jan 2024 14:26:02 UTC No. 971092
>>971089
U will never place in competition with this garbage
Anonymous at Fri, 19 Jan 2024 14:46:00 UTC No. 971096
>>971091
nice samefagging, midwit
Anonymous at Fri, 19 Jan 2024 14:53:33 UTC No. 971097
>>971096
Reading comprehension
Anonymous at Fri, 19 Jan 2024 16:15:15 UTC No. 971107
>>971092
I don't care Cris, it's not my goal
Anonymous at Fri, 19 Jan 2024 16:19:49 UTC No. 971108
>>971101
not sure why he's bringing piracy into it, just makes him sound like a digitally illiterate weirdo
Anonymous at Fri, 19 Jan 2024 22:15:50 UTC No. 971141
>>971120
>>971138
You merely adopted the dark; I was born in it, molded by it.
Anonymous at Fri, 19 Jan 2024 23:09:56 UTC No. 971152
>>971112
Reminds me of the style the "american goblin spamming the BBC button" uses. I bet those two would be happy together - they're equally horrible.
Anonymous at Fri, 19 Jan 2024 23:19:18 UTC No. 971153
>>971112
>>971148
It looks like she is made of plasticine, the character would look really good for stop motion.
I am starting to like the sculpture anon, with some hand sculpting textures would look like those old stop motion cartoons I used to watch but more adult
Anonymous at Fri, 19 Jan 2024 23:35:10 UTC No. 971164
>>971153
Thanks, I really appreciate your comment. It's true that I've only been practicing 3D workfor a few days or a week only, but I'm very enthusiastic about the subject. Doing it at the moment is difficult when you have to look for a tutorial at every step.
>>971152
What do you mean about the ''american goblin spamming the BBC button'' lol?
Anonymous at Fri, 19 Jan 2024 23:42:06 UTC No. 971166
>>971164
There's this really low quality animated 3D clip which gets posted on some boards from time to time. Think of the amerimutt meme and transfer that to 3D. It's just a short clip of the amerimutt character sitting at the desk, scrolling through 4chan and seeing something that "activates his neurons" to spam the only button on the keyboard labeled "built for BBC" or some shit. Somehow your style reminds me of that.
Anonymous at Sat, 20 Jan 2024 09:37:28 UTC No. 971195
>>971164
Please, for the love of God, anon, make animations with this thing. Seeing this filled me with so much childlike joy. The dramatic lighting highlighting her cottage cheese curves makes this the best model in the fucking thread.
Anonymous at Sat, 20 Jan 2024 12:19:40 UTC No. 971202
>>971166
Oh I've never seen that lol
>>971195
Not sure if you're being sarcastic or not, but thank you for kind words anyway! I have so much learning to do first with this 3D software but making animations would be amazing.
Anonymous at Sat, 20 Jan 2024 13:24:33 UTC No. 971204
>>971202
>Not sure if you're being sarcastic or not
Pretty sure anyone praising your model is not serious. But you're still about 3.5 times better than cris.
Anonymous at Sat, 20 Jan 2024 14:48:27 UTC No. 971213
>>971204
Who's cris? I'm glad that if at this very new moment I can be better than someone haha.
Anonymous at Sat, 20 Jan 2024 17:20:46 UTC No. 971227
Anonymous at Sat, 20 Jan 2024 17:21:37 UTC No. 971228
>>971213
he's the board "chud"
Anonymous at Sat, 20 Jan 2024 18:07:35 UTC No. 971232
>>971227
Still pretty sure you're being sarcastic lol
>>971228
Never heard, I'm nee here
Anonymous at Sat, 20 Jan 2024 18:40:26 UTC No. 971236
>>971232
Basically if you see any demoralizing posts or posts promoting AI, it's his doing. Don't fall for it.
Anonymous at Sat, 20 Jan 2024 19:26:10 UTC No. 971239
>>971236
has he made anything high quality or does he just shitpost?
Anonymous at Sat, 20 Jan 2024 19:40:05 UTC No. 971243
>>971204
Cris is soul of/3/ he even finished a game, what are your accomplishments apart from crying?
I like the melted Mommy character. >>971232
Not sarcasm, I do like your character, it's interesting
>>971239
If you are talking about Cris he made a game, I played it last night. It's better than I imagined
Anonymous at Sat, 20 Jan 2024 19:49:00 UTC No. 971244
>>971232
>Never heard, I'm nee here
Cris is a guy from Venezuela that people hate because he is the only one doing something in the board, so Anons don't like him because he is the only person posting work and not maya Vs max shit.
Be more like Cris, keep posting and better yourself. Don't be like those looses complaining about everything.
I also like your work, keep going and you are going to get much better really soon
Anonymous at Sat, 20 Jan 2024 20:01:59 UTC No. 971245
>>971243
Cris... Take your meds...
Anonymous at Sat, 20 Jan 2024 20:32:48 UTC No. 971246
>>971245
I'm not Cris you idiot.
You are crying because you know what I said it's true. Stop complaining about everything and go back to work, you would have 3d models to post and not just your tears
Anonymous at Sat, 20 Jan 2024 21:09:53 UTC No. 971252
>>971251
Doesn't look like a "girl". Nose is too pointy. Eye slanting is the wrong angle, giving the eyes a different shape. Grin/Mouth is too wide, lips are too small - at least the lower one. The chin is a bit too massive for a female. Shrink it down a bit in height and width. Try to keep as much of the scene in the previews as possible, even if it's just temporary. The missing teeth rows make it look even more alien and harder to compare, especially with the thin lips.
I'm obviously assuming you want to recreate that face as close to the original as possible.
Anonymous at Sat, 20 Jan 2024 21:36:14 UTC No. 971256
>>971252
Thanks for the feedback.
Anonymous at Sat, 20 Jan 2024 22:02:39 UTC No. 971258
>>971251
you dont really know anatomy at all...you have no fundies
Anonymous at Sun, 21 Jan 2024 00:39:54 UTC No. 971275
>>971202
I'm this guy >>971195
I meant it when I said your renders made me smile. They'd fit in perfectly as a weird surreal claymation video with dark humor. Youtube has a ton of these types of animations but your model specifically looks like clay stuff Lee Hardcastle does. I imagine his humor with your model. Dont listen to the crabs and just practice. Keep it up fren, you're gonna make it.
Anonymous at Sun, 21 Jan 2024 10:32:12 UTC No. 971338
Slowly and painstakingly building mah hoos. I really need to streamline my modular pieces creation process, as it stands I have too many and it needlessly complicates shit, becomes a hassle to work with when it's intended to make your life easier, not harder. Still, I believe in this project's potential
Anonymous at Sun, 21 Jan 2024 14:05:24 UTC No. 971346
How do you actually practice sculpting? I want an exercise regiment, you know how drawabox has a homework section at the end of each lesson? Is there one for 3d sculpting? Anyone here interested in mentoring a newbie for a bit? Just someone I can pester with questions and ask for guidance, I know its probably a lot to ask but maybe theres a chance? Blogpost sidenote I think I wanted to do 3d for as long as I can remember but for whatever reason the fear of sucking at it stopped me for years, and now that im over that fear im almost euphoric to do it, even if the end result fucking sucks, the process is so soothing and meditative, all of my anxiety is gone, all negative thoughts purged. Nothing compares to it (picrel reflects my inner feelings when im sculpting)
Anonymous at Sun, 21 Jan 2024 16:25:27 UTC No. 971366
>>971196
Needs a little bit more of workflow
>>971202
You can clearly see the lack of workflow on the textures
>>971251
Needs more workflow
>>971055
Good workflow so far
>>970403
That's not finished, put more workflow on the thing
>>970251
Definitely needs more workflow
>>971258
Can you give us the workflow for anatomy learning?
Anonymous at Sun, 21 Jan 2024 16:30:33 UTC No. 971367
>>971108
He is, guy doesn't pay for his hentai and anime either.
Anonymous at Sun, 21 Jan 2024 17:53:39 UTC No. 971372
>>969859
Looks literally homosexual.
Anonymous at Sun, 21 Jan 2024 18:29:27 UTC No. 971375
Not sure how to feel about the workflow gimmick...
Anonymous at Sun, 21 Jan 2024 18:35:22 UTC No. 971376
>>971346
>I want an exercise regiment
A workflow basically.
>>971375
It's not a gimmick. It's a social commentary about artists over complicating things and inventing issues that don't exist in order to justify their complete lack of talent and questionable usefulness in the context of a modern society.
Anonymous at Sun, 21 Jan 2024 21:31:20 UTC No. 971389
>>971387
Looking good anon keep it up
Anonymous at Sun, 21 Jan 2024 22:37:13 UTC No. 971392
>>971387
I just wanna see him hop and bounce around like a puppy.
Anonymous at Sun, 21 Jan 2024 22:40:54 UTC No. 971393
>>971387
animation of this thing actually shooting would be so cool, it has to lean forward and brace itself right before the firing
Anonymous at Sun, 21 Jan 2024 23:01:49 UTC No. 971394
>>971387
based hiigaran aesthetic.
Anonymous at Mon, 22 Jan 2024 04:24:42 UTC No. 971407
>>971346
if you can match a reference, you can freestyle with confidence and make whatever you want in 3d
if you can't match a reference, it means your eyes need more training, you're not fully in control of your work tools, the art process, and there's too much randomness in everything you do. It means you don't have a bar of quality you're aiming for, which is dangerous.
If you want a 2-in-1 combo for getting a grip on basic shapes and subtle details, I recommend sculpting human faces from reference.
Anonymous at Mon, 22 Jan 2024 05:59:57 UTC No. 971412
>>971410
nice workflow anon, i like your 3d model
Anonymous at Mon, 22 Jan 2024 06:20:54 UTC No. 971417
>>971346
Just pick a subject matter you enjoy (characters? faces?) and turn in something small of that every day. Do that enough times and eventually you'll get all the practice and skill you could ask for. You don't need a regiment or a mentor.
Anonymous at Mon, 22 Jan 2024 11:24:20 UTC No. 971435
>>968417
Can someone tell me which program this is made in?
Anonymous at Mon, 22 Jan 2024 19:30:21 UTC No. 971469
>>971466
Is looking much better anon, good workflow
Anonymous at Mon, 22 Jan 2024 20:00:43 UTC No. 971484
>>971466
Workflow makes everything superior
Anonymous at Mon, 22 Jan 2024 20:02:38 UTC No. 971485
the work must flow
he who controls the work, controls the universe
Anonymous at Mon, 22 Jan 2024 21:57:48 UTC No. 971496
>>971435
It was made a very long time ago anon.
I think I vaguely remember it being made in 3ds Max. Though for obvious reasons my memory is pretty hazy on it.
Anonymous at Mon, 22 Jan 2024 23:50:01 UTC No. 971502
>>971495
I recognize the wild topology on the feet. I used to do something quite similar when I box modeled something. You'll have to redo the feet sooner or later. It never ended well when any kind of animation was involved and it also didn't look right from any angle. Try to implement an ankle (sideways cylinder for now) into your topo asap, so you can use that as a hinge and to connect the quite complex flow of the shape feet have.
Why is the torso this detailed btw? Your arms are jelly of the verts there. What's your reference image?
Anonymous at Tue, 23 Jan 2024 00:17:08 UTC No. 971504
>>971502
That comment probably took longer to type than the guy took to make this... Thing
Anonymous at Tue, 23 Jan 2024 00:26:28 UTC No. 971505
>>971435
3ds max
Anonymous at Tue, 23 Jan 2024 01:00:10 UTC No. 971506
>>971410
I love it!
Anonymous at Tue, 23 Jan 2024 05:19:25 UTC No. 971550
>>971466
Have you tried tracing the 3d model?
Anonymous at Tue, 23 Jan 2024 05:25:29 UTC No. 971553
>>971387
Did yo traced your 3d model? Be real with me, tell me that you didn't trace it
Anonymous at Tue, 23 Jan 2024 15:18:26 UTC No. 971588
>>971565
Did you trace it yourself? I want to start tracing 3d models and become millionaire. I just need more workflow
Anonymous at Tue, 23 Jan 2024 16:01:27 UTC No. 971604
>>971550
jokes on you, that's a ""traced"" model, you can see the scans here >>968817 .
Anonymous at Tue, 23 Jan 2024 16:04:42 UTC No. 971606
>>971604
Did he became a millionaire?
Anonymous at Tue, 23 Jan 2024 17:32:48 UTC No. 971617
If you were on the beach with your qt gf and a looky looky man came up asking you to buy his 4chan Plusโข Based Pillsโข would you buy them or would you tell him he needs to put more effort into his workflow and shitty labels and textures?
Anonymous at Tue, 23 Jan 2024 18:21:30 UTC No. 971622
>>971617
I will tell him that It Needs Nore Workflow
Anonymous at Tue, 23 Jan 2024 19:13:04 UTC No. 971624
>>971275
Thank you for the feedback! I'm glad to hear it made someone smile lol. I've taken a few days off from practice but have to get back on it soon!
Anonymous at Tue, 23 Jan 2024 19:37:28 UTC No. 971627
>>971606
Ofc.
Anonymous at Tue, 23 Jan 2024 23:20:22 UTC No. 971656
>>971627
I knew it
>>971466
You are a tracer, a 3d tracer. Pathetic
Anonymous at Wed, 24 Jan 2024 05:45:20 UTC No. 971712
>>971656
>You are a tracer, a 3d tracer. Pathetic
I'm pretty sure that's the idea. He's just cleaning something up so he can print it, if I remember right. It's something like that.
I feel like you're a tourist here complaining and trying to rally people towards your rant about that one game that doesn't matter.
No one here really cares.
Anonymous at Thu, 25 Jan 2024 02:20:13 UTC No. 971788
>>971787
i think to animate well you have to find a subject or a scene that interests you in making it look really good. What this is varies per person. So, you weren't interested in animating this robot and making it look good, which is fine. You cant really force interest
Anonymous at Thu, 25 Jan 2024 04:40:20 UTC No. 971791
>>969300
hello potion seller
Anonymous at Thu, 25 Jan 2024 04:44:31 UTC No. 971793
>>971112
if you can maintain this style it would probably make for a proper horror game.
Anonymous at Thu, 25 Jan 2024 12:09:47 UTC No. 971812
>>971787
The animation looks good.
>>971788
Somebody in /lgbt/ was looking for you. You better go back.
Anonymous at Thu, 25 Jan 2024 19:46:23 UTC No. 971851
>>971850
those arms simply dont look right
Anonymous at Thu, 25 Jan 2024 19:51:51 UTC No. 971852
>>971851
they match the refference more or less .....
Anonymous at Thu, 25 Jan 2024 19:59:29 UTC No. 971853
>>971852
it looks like someone with synthol in their body, like Rich Piana, but even more extreme
Anonymous at Thu, 25 Jan 2024 22:43:58 UTC No. 971877
>>971871
>All the other objects here are made with AI lol
Don't bro, I hold you in higher regard than that, if you use AI I lose all respect for you, you can make those models by yourself, no AI shit needed
Anonymous at Thu, 25 Jan 2024 22:57:11 UTC No. 971878
>>971877
I just tried that because I saw a post about it here, I also dislike the AI crap but it was kind of interesting to try what it's capable of.
Anonymous at Fri, 26 Jan 2024 01:10:59 UTC No. 971887
>>971878
AI is like watching sports on TV or in person, even. You could find out what the players are capable of.
You need to give up the AI and find what You are capable of.
Anonymous at Fri, 26 Jan 2024 01:16:10 UTC No. 971890
How often should I post? I don't wanna spam the thread if all I've managed to get done for the day is like, the character's toes or something. But is that a big deal even?
Anonymous at Fri, 26 Jan 2024 01:44:37 UTC No. 971892
>>971890
Just post Anon, there are so little posts on here.
Some Anons would complain, but they complain about everything
Anonymous at Fri, 26 Jan 2024 04:37:34 UTC No. 971901
>>971890
No, you're not allowed to have fun on my board. Maybe you can spam once I get bored of this website and leave, which is going to happen eventually, but right now you have to avoid doing things that make me angry for a reason I can't explain.
Anonymous at Fri, 26 Jan 2024 09:12:26 UTC No. 971915
>>971878
>it was kind of interesting to try what it's capable of
That's the trap: you just try it at first, it seems harmless, and then before you know it you end up using it more and more until you become entirely dependant upon it.
Don't fall into that trap: be free from AI and become capable of making models by your own
Anonymous at Fri, 26 Jan 2024 10:40:47 UTC No. 971920
>>971495
improved version
Aside from the head, is the body alright in its current state for a low-poly model?
>>971502
>You'll have to redo the feet sooner or later. It never ended well when any kind of animation was involved and it also didn't look right from any angle.
I don't get why the feet? They don't even need that much of an animation, I'm more concerned about stuff like shoulders/knees/elbows
>Why is the torso this detailed btw?
If I add loops to the limbs, they propagate to the whole body
Anonymous at Sat, 27 Jan 2024 05:51:42 UTC No. 972006
>>971915
It's a tool anon, not a fucking drug. It's not really making your work any easier, just shifting it elsewhere. Assuming you had 8 hours to work on a project, you can spend most of that 8 hours on the important shit, instead of like 1 or 2 because you had to spend like 6 hours modelling all the bits and pieces that don't "really" matter in the scene except for fleshing it out. You're still working 8 hours, the only difference is where you focused that time.
Anonymous at Sat, 27 Jan 2024 05:58:26 UTC No. 972007
I don't want to post my fail here, but how do I model vagina well in the open position in Blender? Does anyone have a tutorial for the modeling portion of NSFW stuff?
Anonymous at Sat, 27 Jan 2024 14:29:57 UTC No. 972041
>>972006
As if I wanted to compare it to a drug. My concern was with overreliance on AI, to the point that you depend on it too much rather than developing your own skills. You really, really, REALLY shouldn't depend on AI since it's a proprietary tool that can be taken away from you at a moment's notice, literally a crutch kicked from down under you. Artistic skill on the other hand can never be taken away from you for as long as you keep it honed
Anonymous at Sat, 27 Jan 2024 22:31:56 UTC No. 972085
Anonymous at Sun, 28 Jan 2024 05:50:32 UTC No. 972111
>>972080
>>972081
Impressive but also
>3 million triangles
ouch my viewport performance
Anonymous at Sun, 28 Jan 2024 06:38:18 UTC No. 972114
>>971899
nice waifu, would hug. does she have a name, anon?
Anonymous at Sun, 28 Jan 2024 06:49:30 UTC No. 972116
>>972114
https://twitter.com/lalansane/statu
It's one of lansane's bajillion OC characters.
Anonymous at Mon, 29 Jan 2024 01:32:17 UTC No. 972186
>>971850
Damn that is triple A material there!
Anonymous at Mon, 29 Jan 2024 01:48:47 UTC No. 972187
>>971890
This entire board is dead as fuck. I don't think you'll end up spamming if you are worried about such a thing.
Anonymous at Mon, 29 Jan 2024 03:05:37 UTC No. 972190
>>972187
>This entire board is dead as fuck
basically everybody is on discord now. I get much better feedback from industry pros, get to talk directly to actual dedicated official support if i need it 5 days a week, dont have to deal with trolling or racism etc. Forums and boards you visit outside of discord are legacy imo
Anonymous at Mon, 29 Jan 2024 03:17:12 UTC No. 972193
>>972190
>Forums and boards you visit outside of discord are legacy imo
I agree that Discord tends to be more higher quality. Threads like /agdg/ are active enough. I think /3/ is dead because 3d modelling only is just too a specific of a niche that I think is too small for an entire board but big enough that it can't be contained in a general. However I believe places like 4chan in particular still serves a very useful purpose when it comes to feedback. At least, it's a far preferable audience to say, Reddit. I also believe 4chan has a far higher concentration of actually skilled users compared to a lot of places due to it being a natural gate-keep and autism being linked to actual skill.
Sure, you probably won't meet too many huge "pros" but I think those truly big pros would be spending too much time on either Discord or forums anyway. But from what I've seen, it's sufficient enough.
Anonymous at Mon, 29 Jan 2024 04:04:19 UTC No. 972202
>>972156
more transparency on the veil and dress please
>>972185
I really like the bug body here, I think the sections look really nice. Are you just folding a plane into the shape you want?
>>972187
/3/ has always been dead. I've checked here when it first came out.
>>972193
I don't need professional help anyway, just someone more skilled than me. So I'm trying to model genitals, should I model them from the open or closed position?
https://gyazo.com/e7914a639d4cd9b49
I know this has barely progressed from getting started, but I've already started over like 3 times now...
Anonymous at Mon, 29 Jan 2024 04:14:52 UTC No. 972204
>>972202
>I really like the bug body here, I think the sections look really nice. Are you just folding a plane into the shape you want?
Thanks. Yeah. For certain parts like the exoskeleton which I can just add a solidify modifier if I wanted to thicken it.
>I don't need professional help anyway, just someone more skilled than me. So I'm trying to model genitals, should I model them from the open or closed position?
I don't have experience with this but I would assume genitals would have to be quite high detailed to look good. Which would mean the sculpting > retopology workflow rather than box modelling it. Though, you probably can. Are you using references? This sort of thing overlaps like with regular drawing in general.
Anonymous at Mon, 29 Jan 2024 06:11:09 UTC No. 972212
>>972204
So when sculpting, do I just need enough polys to hold detail?
Anonymous at Mon, 29 Jan 2024 08:12:31 UTC No. 972223
>>971787
look at him go!
๐๏ธ Anonymous at Mon, 29 Jan 2024 08:56:19 UTC No. 972225
>>972186
ty, the final sculpt has 1.1K objects and 5.5M tris
Anonymous at Mon, 29 Jan 2024 09:13:38 UTC No. 972228
>>972186
ty, the sculpt has 50 hours of work or so, 1.1K objects and 5.5M tris.
Anonymous at Mon, 29 Jan 2024 09:55:08 UTC No. 972229
>>972212
Pretty much. I think your type of question can only really be solved by going at it. Looking at the wireframe of actual models and or speed sculpting videos would probably help. At least, I assume that you are lesser skilled than me so that's how I "feel" the form. I also just straight up draw certain sections in Clip Studio Paint if I don't understand how it works. Are you a beginner or something? If so, going through more fundamental stuff would help before you tackle something specific like genitals.
Anonymous at Wed, 31 Jan 2024 21:55:21 UTC No. 972496
>>972242
This looks very cool anon. This for a game or just for fun?
Anonymous at Fri, 2 Feb 2024 02:34:12 UTC No. 972673
>>972521
prolapse4jack
Anonymous at Fri, 2 Feb 2024 09:06:56 UTC No. 972703
>>972496
Just for fun, I could use more rigging practice so maybe ill do that once its fully retopo'd and try getting it into unreal or something
Anonymous at Fri, 2 Feb 2024 19:41:56 UTC No. 972770
>>972184
Great stuff anon, cool to see your progress
Anonymous at Fri, 2 Feb 2024 21:44:33 UTC No. 972784
>>972771
Fishe :D
Anonymous at Fri, 2 Feb 2024 21:48:15 UTC No. 972785
>>972190
this place is so dead that sometimes I imagine the worst - some anon takes the work I posted here and impersonates me on discord to get those sweet sweet (You)'s elsewhere
it's not like I'd ever know either, I don't frequent those places
Anonymous at Fri, 2 Feb 2024 23:39:32 UTC No. 972795
>>972785
>tfw no wants to even pretend the shit you make is their own for (you)s or otherwise
;_;
Anonymous at Sun, 4 Feb 2024 03:37:19 UTC No. 972939
>>972770
Thanks bro.
Anonymous at Sun, 4 Feb 2024 17:15:19 UTC No. 972983
Anonymous at Sun, 4 Feb 2024 23:16:41 UTC No. 973008
>>972983
That's funny.
Fuckin tourist.