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2023-11: Warosu is now out of extended maintenance.

/3/ - 3DCG


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>> No.662482 [View]
File: 91 KB, 833x485, blender_2019-01-17_20-35-18.png [View same] [iqdb] [saucenao] [google]
662482

>>662480
Back. I changed the flow in the back because of kaguyas hair.

>> No.662487 [View]
File: 4 KB, 493x100, lmao.png [View same] [iqdb] [saucenao] [google]
662487

>tfw banned for 3 days and the /wip/ went to shit
Jesus, quite a shitstorm happened while I was gone. Oh well, time to add a "0 threads since last argument" thing to the next collage.

>>662434
Damn, my guy, you work fast. I remember when you were still working on those little war hammers. Do you have any plans for all of these weapons or are they just purely practice pieces?

>>662455
I like the chiselled detail but I feel that it suffers from that same-face thing we discussed in the previous thread. The facial proportions are very similar, making him look like a male version of your female characters. Just thought you should be aware of that. I think it's got to do with the nose still, you tend to do stubby noses that tilt upwards quite often.
>>662461
>>662465
I don't think the ribcage and that chest crease should be visible on such a rotund body, right? I think the fat placement in his body is generally off, especially around the thorax area. Also, that bicep position looks a little too low. But I guess it doesn't matter if he's going to be robed.

>>662479
3D anime always looks freakin' weird. Waiting till you get it properly toon-shaded.

>> No.662488 [View]

Also, @ that gyrocopter anon:
(few (You)s so he sees this)
>>661762
>>661767
Not gonna say anything about your syllabus thing or your workflow or whatever the rest of these anons have been ree'ing about.

I'd just like to remind you that this is ultimately a comment & critique thread. While it is titled a "work in progress thread", this really is a place to receive feedback on what you're working on. Nothing more, nothing less.
Why I say this is because your work is ultimately irrelevant to this general. Since you're following a tutorial, and judging by how you've responded to some of these anons, any comments or critique you get you'll likely deflect them with something like "oh, it was part of this tutorial I'm following". You seem too strict to allow yourself to deviate from this syllabus of yours too.
All you're doing is akin to screaming into the void by posting your progress in here over the next 16 weeks. It doesn't contribute to the thread, since by following a tutorial there's a high chance you're just going to ignore input from other anons since they aren't the tutor you're following. At the most, maybe you'll get a few posts of validation, which honestly goes against what the /wip/ really should be (proper elaborated comments on how to improve things). Or hell, you could spark more of these thread-derailing arguments (which goddamnit they'll never end will they).
But, in the end, I can't stop you from posting in here. I can only hope to discourage you. Of course, I'm not saying to leave this board. Feel free to hijack another thread, say the donut one (>>645909) (or maybe even the /blender/ general), where it's full of people following tutorials and posting what their end results were. The /wip/ just isn't a place for your kind of work.

>> No.662489 [View]

>>662488
It's a work in progress, so I'm going to post it here. Critiques are fine, but enabling smooth shading *in the viewport* is not a critique no matter how you package it. If it was disabled for a render, then you'd have an argument because it affects the final product, if you will. You said it yourself, you won't say anything about my workflow. It's irrelevant to the thread. I'm going to model the gyrocopter without smooth shading and that's that.

>> No.662493 [View]
File: 149 KB, 522x319, blender_2019-01-17_22-32-19.png [View same] [iqdb] [saucenao] [google]
662493

>>662487
Yep. One of the front references has a big forehead while the right one has a small one. So i just put it midway. Though im not really that good in faces.

>> No.662496 [View]

>>662493
https://www.animeoutline.com/how-to-draw-anime-facial-expressions-side-view/ may be useful to you

>> No.662497 [View]

>>662496
Oh. I didnt draw these references. It was from the website and the OP.
Though if the model is close to the final product i think it would be fine. But thanks for the link. Maybe ill try drawing my side references sometimes.

>> No.662498 [View]

>>662497
using random screen captures of TV releases is often not good enough because they are QUALITY.
Best option is to get a hand on original model/character sheets.
Studying to draw those character is also going to help you spot mistakes in screen captures, so even if you end up using them, you know when to break out of the reference.

>> No.662501 [View]
File: 800 KB, 1181x1182, face 01.png [View same] [iqdb] [saucenao] [google]
662501

colors are temporary

what makes this uncanny to me?
eyes too big maybe?

>> No.662502 [View]
File: 975 KB, 1318x1160, face 02.png [View same] [iqdb] [saucenao] [google]
662502

>>662501

>> No.662503 [View]

>>662488
He's not going to listen to you. I don't even think he realizes that I just ended up making fun of him for being so high on the dunning Kruger scale. Expect him to samefag to defend himself. He's either going to burn out on 3dcg really soon or eventually decide our criticism of him is due to us being crabs trying to keep him from success.
Gyrodonut anon don't reply to this post. OP don't either

>> No.662504 [View]

>>662501
Looks cute to me 2bh. Not sure what you find uncanny, maybe you've been looking at it for too long. Perhaps you could try relaxing the upper eyelid a little, she has that surprise/shock level of wide eyes rather than something more neutral.

>> No.662505 [View]

>>662501
Face looks mostly fine from the front, not sure what the issue is.

>>662502
oh.

Yeah there's a lot wrong here. Jawline is all wrong, the ear's far too small, and all that is not helping the neckline. Also not sure why you're making her shrug like that. The sternocleidomastoids also look off, like they're a straight line down from the base of the skull to the clavicle. Maybe have a look at her chin too, as it seems to protrude quite far and breaks the roundness of her face as seen from the front. As for her mouth, it feels like her lips are in a relaxed state, but the corners of her mouth are completely detached from that.

It might be a good idea to just let this rest for a while then come back, allowing your eyes to readjust to what you're making.

>> No.662506 [View]

>>662472
Cheers.
>>662487
>stubby noses that tilt upwards quite often
Yup. But I like those noses. I will put more effort into making different ones.
>I don't think the ribcage and that chest crease should be visible on such a rotund body, right?
We are all different so I tried experimenting a bit in here. I want him to look like he was starving but then got fed fast. Kind of like a hobo who knew something and empire paid them to be witness and he ate everything they could throw at him. I kinda want his body to tell a story. Also I was fat. From the distribution, I'd say its OK. fat goes all the weird places. As always thank you for responding. Also, what do you think about his nose?

>> No.662507 [View]
File: 27 KB, 761x820, face 03.jpg [View same] [iqdb] [saucenao] [google]
662507

>>662504
The surprise look is probably because the iris is too small for the eye opening
>>662505
I'm not happy with the jawline either, but i don't know how to fix it
I should say that I'm not from a 2d art background, and i have no clue about anatomy
I just change stuff until it works
Is there a better resource for references except google images?

>> No.662508 [View]

>>662507
Maybe pull the jaw back a it. Also the chin too.

>> No.662509 [View]
File: 164 KB, 1042x623, iray.jpg [View same] [iqdb] [saucenao] [google]
662509

>>662216
>>662137

Thanks again for the criticism guys, I lsitened to your feedback and tweaked some things (sorry for the noisy render, I tried using iray in SP for comparison. it takes so long to get rid of the noise and even after an hour the quality was still crap)

>Materials could use some bump/normal maps to make things look less smooth
checked

>Does the wood grain on the backgammon board really go in that direction?
Checked. fixed the direction of the wood and tweaked the color a bit (hopefully its visible in this noisy render)

>The panels look about right, maybe scale them out a tad
checked. scaled them a bit.

The only problem is with the darker shadows, which I still cant seem to achieve, but hopefully the the objects doesnt look like they are floating now.

>> No.662510 [View]

>>662507
>I'm not happy with the jawline either, but i don't know how to fix it
Mask the ears and features, then use the move brushes to move the jawline into place. Also, fill up that underside of the jaw, that's not how the human head connects to the neck.

>I should say that I'm not from a 2d art background, and i have no clue about anatomy
You have google, that's a good start to just learn what people talk about when they mention specific anatomical landmarks.
>Is there a better resource for references except google images?
Oh, several. you can check the /ic/ sticky and see what references they use, but mostly you'll just want to look into books on anatomy. Anatomy for sculptors is a pretty good one, and focused strongly on 3D, but I personally find that figure drawing: design and invention is a good one to help you get an understanding of the volumes and shapes that make up the body.

If you want to improve at 3D, I do strongly suggest you try and pick up 2D somewhat at least. If you want to make characters at all, you're going to want to get a good grasp of anatomy.

>> No.662511 [View]

>>662487
cont.
>Also, that bicep position looks a little too low
Yup. I'll correct that. Thanks. He is basically just a newborn model. Still no features.
>But I guess it doesn't matter if he's going to be robed.
kekeke.

>> No.662512 [View]
File: 164 KB, 1042x623, iray sp go scene render.jpg [View same] [iqdb] [saucenao] [google]
662512

>>662509

>> No.662514 [View]
File: 99 KB, 886x895, bust2.jpg [View same] [iqdb] [saucenao] [google]
662514

>>662471
isnt the sticky outdated tho?
progress

>> No.662515 [View]

>>662503
>I don't even think he realizes that I just ended up making fun of him
No, I just don't care. Projecting again? Maybe insults affect you, but they roll right off of me. I can only imagine that insults wear you down, because you rate their ability too high. It's like some kind of weird version of Dunning-Kruger where the more childish you are, the more likely you think childish insults work.

>He's either going to burn out on 3dcg really soon
This couldn't be further from the truth. I've got sixteen weeks to *not* burn out. That's the point. Steady wins the race.

>eventually decide our criticism of him is due to us being crabs trying to keep him from success.
Eventually? I already said that I thought that was the case, and I still do. I won't make assumptions about which posts are yours, but it's weird to receive """advice""" about the viewport, and when it's rightfully ignored, you or another anon gets upset that you're not being respected as an elder of the board. It absolutely reeks of inferiority complex.

>Gyrodonut anon don't reply to this post.
lol too late

>> No.662516 [View]

>>662512
look at you go (pun intended)

i gave you the feedback a few days ago (yesterday maybe?)

you've done a great job. keep making incremental changes like this and you'll achieve your (go)als.

>> No.662517 [View]

>>662506
>>662511
>But I like those noses.
I can tell, and hey, I do too. They're kinda cute. It's just the whole "same face" thing, pretty sure that's a very bad trait for any character artist to have.
>I kinda want his body to tell a story.
Interesting, interesting. I think it's a great idea to develop stories behind all your characters, you can use bits of their personality to influence their looks like you've done here. The explanation makes sense, though I still feel the ribcage shouldn't be that prominent. Even someone of average fat would already have their ribcage obscured. But my anatomy's still very rough at the moment, guess I'll have to read into it more.
>Also, what do you think about his nose?
Follows what you usually do, short, a little stubby and tilted upwards. The vertical crease along the bulb is a little strong though.

>>662507
>Is there a better resource for references except google images?
>>662510
>Anatomy for sculptors
That does remind me. Anatomy for Sculptors also has Anatomy of Facial Expression available too. It seems to be as comprehensive as the former, so it could be an incredibly strong resource too.
https://anatomy4sculptors.com/collections/books/products/anatomy-of-facial-expression-paperback

>>662509
It's your lighting setup. It's too weak and causes the very soft shadows you have. Try using more high-contrast lighting, have a strong key coming in from the camera, if not swap out your HDRI.

>>662514
No reason for the sticky to be outdated. Outside from dead links, it still remains a really strong resource. In fact, a lot of the things asked in the /questions/ generals usually have their answers in the sticky. People should really check it more before posting.

>> No.662519 [View]

>>662517
>It's too weak
Correction, not weak, but low-contrast. The lighting's just all around too "ambient" and makes for very weak shadows as too much light is coming in from all angles. It's a similar effect you see in cyclorama sets, you try to flood the scene with as much light as possible so little shadows are cast and your subject is nicely isolated in a white background. But when you're trying to do something with any kind of mood, you usually don't want that kind of isolation happening.

>> No.662525 [View]
File: 924 KB, 1090x1783, warhammer.png [View same] [iqdb] [saucenao] [google]
662525

>>662440
Yeah, looks better! Cant wait to see her fully geared up.

>>662501
>>662502
Its fine. The jawline however feels way too sharp and steep of an angle there, maybe eye sockets and forehead falls a bit too much backwards compared to the tip of the nose, sure its stylistic choice but a little tweak there might balance things out.

>>662464
Thanks!

>>662487
haha, thanks man! So far just to practice things and to have fun, I do intend to put together an armory of some sorts in UE4 for showcase later, i want to learn one thing at a time so thatll wait till I got most all the weapons i can think of.

Made a new war hammer after all this studying, on the left is the first ever weapon i finished, from about 3 months ago or my memory fails me

>> No.662531 [View]
File: 132 KB, 1500x1000, bearded titan.jpg [View same] [iqdb] [saucenao] [google]
662531

>>662461
Damn, new AoT lookin good. Now I know why S3 was split in two.

>> No.662534 [View]
File: 1.33 MB, 512x512, butt.gif [View same] [iqdb] [saucenao] [google]
662534

just found out you can use nparticle soft bodies to make jiggle physics thisiswherethefunbegins.jpg

>> No.662535 [View]
File: 80 KB, 1536x1174, face 04.jpg [View same] [iqdb] [saucenao] [google]
662535

some improvements

>> No.662536 [View]
File: 196 KB, 2266x1104, new_08.jpg [View same] [iqdb] [saucenao] [google]
662536

>>662535

>> No.662538 [View]

>>662514
that vert with 6 edges. Either start collapsing or add more loops.
I know you are new, and I want you to not get discouraged, but you should watch some tutorials on topology flow.

>>662534
It's like the butt is clenched at all times. Happily holding diarrhea inside.
keep working on it, I can see potential.

>> No.662540 [View]
File: 214 KB, 2547x1349, bust3.jpg [View same] [iqdb] [saucenao] [google]
662540

>>662514
>>662538
more progress wasnt expecting to be this productive today. i appreciate the crit its early still anyways so i usually resolve it depending on the structure, eitherway it doesnt linger.

>> No.662546 [View]
File: 83 KB, 1016x528, staffguy_wip_001.png [View same] [iqdb] [saucenao] [google]
662546

>>662121
Haven't revisited the warrior yet. Still prototyping with cylinders, which is a bit tedious. So I started blocking in a new guy, right now I'm thinking he'll wield a quarterstaff and eventually spears/polearms. Debating whether he'll be the MC. Outfit will become more farmish as I adjust and decide on color scheme.

>> No.662549 [View]
File: 327 KB, 1184x791, wizard4.jpg [View same] [iqdb] [saucenao] [google]
662549

>>662525
>Yeah, looks better! Cant wait to see her fully geared up.
Cheers. Soon.
>>662531
hehe. Totally looks like him. I wanted to do AoT game but in a westernized style. I think it would be amazing.

>> No.662557 [View]
File: 261 KB, 849x1581, basichead.jpg [View same] [iqdb] [saucenao] [google]
662557

>>662536
if you drag a line down from the forehead apex the lips and chin usually stay within the left side and the forehead will sometimes line up with the chin, they shouldnt be protruding like yours. also shes missing a lot of the back of the head.

>> No.662567 [View]
File: 359 KB, 1430x904, warrior1.jpg [View same] [iqdb] [saucenao] [google]
662567

More on this guy.

>> No.662572 [View]
File: 268 KB, 1281x854, characters4.jpg [View same] [iqdb] [saucenao] [google]
662572

Just to measure up the character sizes.

>> No.662575 [View]

>>662572
do something about your lighting its literally ruining your models

>> No.662576 [View]
File: 136 KB, 1700x1700, Robot with Human Hair.jpg [View same] [iqdb] [saucenao] [google]
662576

Finished rigging up this funky dude. Next up is getting some album art inspired background for him to hang out in. I'm really happy how the afro turned out. Decided to use that old trick of having multiple shells with holes to get that "poofy" look. Only real problem is it gets a bit weird at the edges. Not really sure how to fix that.

So far though this was a pretty fun project to really dive in and learn Substance.

>> No.662577 [View]
File: 348 KB, 423x400, file.png [View same] [iqdb] [saucenao] [google]
662577

>>662576
You could give him some disco skakes and add a little bit of the hair material to his chest area. Right now the only thing that says "funky dude" is the head and the rest doesn't mash as well as it could.

>> No.662579 [View]
File: 302 KB, 1418x1518, disco robo.jpg [View same] [iqdb] [saucenao] [google]
662579

>>662577
If it were my own original character I definitely would, I totally agree that some of it doesn't match. I've been basing this off a main character from a series of music videos from a band I listen to. Pic related is a pic of him in a funky setting. The music videos themselves aren't too consistent with the character, so I've mainly been adapting where I can. I've been referencing the latest video for the body, but the hair is completely different in it (slicked back instead of an afro), so I've kind of blended the two. That's also why the 3d model doesn't quite match the pic here. It's not even really consistent on how the joints and stuff move, so I've just been making do where I can. There's a lot you can get away with when you're using tweens in 2d.

>> No.662580 [View]

>>662579
Oh my bad, in that case it looks really great man! Glad you didn't go too crazy with substance like some people do early on with metals and define every angle and feature way too much with chipped paint and rust and whatnot.

>> No.662581 [View]
File: 374 KB, 1776x1065, bust4.jpg [View same] [iqdb] [saucenao] [google]
662581

>>662540
more progres

>> No.662582 [View]

>>662580
> it looks really great man!
Hey now, don't stroke my ego too hard, I might get a big head.

>Glad you didn't go too crazy with substance like some people do early on with metals and define every angle and feature way too much with chipped paint and rust and whatnot.
I mean I *did*, but that was more of a practice in private type of thing. See how far I can push things and play around with SP to get a feel for things. Going in I knew people really go overboard with that shit so I elected for a bit of a lighter touch for the actual textures. He doesn't get battle worn until later in his arc anyway haha. I'm not gonna pretend like it's a masterpiece or all that great, but I can accept it for where I am in terms of learning SP. I've got a ways to go, but at least I know I'm not fumbling around in the dark anymore.

>> No.662583 [View]

>>662581
Are you planning on using it for animations? That face is not going to deform well

>> No.662585 [View]

>>662583
what makes you say that?

>> No.662589 [View]
File: 137 KB, 800x548, 1111.jpg [View same] [iqdb] [saucenao] [google]
662589

>>662585
im not him but the topology of it isn't the best for animation.
In pic related, the topology goes around the mouth and up to the nose cause the way the face can stretch

>> No.662590 [View]

>>662585
Watch https://www.youtube.com/watch?v=im9XZf2C1s0 It's really good
and yes, even if you make animu characters, the main edge flow is still the same.

>> No.662592 [View]

>>662591
>>662591
>>662591

Small heads-up to anons like >>662581 and >>662535, if you want your stuff in the collage make sure you don't have the top cropped off. Wanted to throw in your stuff but it wasn't suitable enough. Cheers.

>> No.665675 [View]

Most of this stuff is pretty bad.