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/3/ - 3DCG


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File: 729 KB, 1090x640, Untitled-2.jpg [View same] [iqdb] [saucenao] [google]
375742 No.375742 [Reply] [Original]

>>372057
Old thread autosaging.

>> No.375743
File: 449 KB, 1090x421, asdasdasdasd.png [View same] [iqdb] [saucenao] [google]
375743

Kid Buu

>> No.375744
File: 2.89 MB, 4000x2250, Untitled-1.jpg [View same] [iqdb] [saucenao] [google]
375744

>>375743
Very rushed+ crap render. Both done in the same night.

>> No.375751

>>375743

> blobmonster.jpg.tif.exe

>> No.375753

>>375744
and you suck at sculpting, anatomy, everything else...

>> No.375754

Is there a way to get mental ray in Maya to render decent outlines with some control? Basically I just want the type of outline you get with real-time shaders, which is based on simply extruding backfacing polys along their normals, but I can't get it to do that. And its a pain to get get it to combine different attributes like z depth and curvature into line width and alpha. I'm thinking of just using a CGFX shader, wat do

>> No.375793

fuck fuck fuck fuck

Now that I have more references I can see all the errors

So many things to re-do

so much topology to adjust

dammit

>> No.375800

>>375744
crap model
crap result

this is what i told you but NO - shut the fuck up they said. This is what you get - shit. Shit in, shit out.

>> No.375820
File: 338 KB, 640x480, GokuVsKidBuuEp280.png [View same] [iqdb] [saucenao] [google]
375820

>>375753
>>375800
Ah well I am still new, and learning as I go.. so meh, I would take heed of your comments if you offered criticism or advice but if ye are just going to say it sucks for the sake of voicing your opinion I am going to take it like you love them! So thanks! Also they are quick sculpts with very little reference work.

>>375751
He actually is a blob monster.

>> No.375822
File: 1.61 MB, 1280x720, PTown WIP 4.png [View same] [iqdb] [saucenao] [google]
375822

how is it so far guys
btw the showcases will have movie posters in them when done

>> No.375827
File: 79 KB, 1201x678, Bench.png [View same] [iqdb] [saucenao] [google]
375827

Knocked this up in half an hour as I was bored of Dota

Might make a scene out of it

>> No.375838

>>375827
looks disgusting

>> No.375844

>>375838

Thanks for the great advice, fegit...It's a WIP thread for constructive help and advice - keep shit posting

>> No.375845

>>375844
No I mean that I hate victorian looking wood-metal benchs like that. It's more of a personal taste thing, and not really related to anything technical you did.

>> No.375847

>>375822

This is strange, the picture as whole I don't like very much - it just doesn't work for me...but when I look at individual objects of the photo - The fence, the tree, the lights, I like them.

I've seen the reference, it's coming along nicely - try and focus on the lighting. Dayligh scenes are usually one big area light and a lot of reflected light

>>375845

That's okay then, but with the typical /3/ user - how can we distinguish? I would personally like to sit on that chair, looks comfy

>> No.375848

>>375845
Still doesn't help or justify it against what he was looking for.

>> No.375849

>>375742
>autosaging.

IT'S CALLED BUMP LIMIT, YOU FUCKING FAGGOT.
A BUMP LIMIT. GET THE FUCK OFF OF 4CHAN IF YOU DON'T KNOW THAT SHIT.

>> No.375851
File: 649 KB, 1024x981, untitled.20.jpg [View same] [iqdb] [saucenao] [google]
375851

Zbrush then Keyshot 4

>> No.375853

>>375848
shut your face girl

>> No.375859

>>375851
this looks awesome. are you by any chance looking to mentor a lesser sculptor by any chance

>> No.375934
File: 73 KB, 571x569, my3dprogress.jpg [View same] [iqdb] [saucenao] [google]
375934

>mfw topology

>> No.375973
File: 234 KB, 954x674, Cave.png [View same] [iqdb] [saucenao] [google]
375973

Start of a cave. Planning to put some more geometry and stuff in it and texture the bastard.

My friend said the ground floor looked like a river which I would be totally fine with if I was going to actually animate it. But I didn't plan on that.

>> No.376003
File: 483 KB, 1680x1050, derpity.jpg [View same] [iqdb] [saucenao] [google]
376003

>> No.376006
File: 190 KB, 1080x488, Untitled-1.jpg [View same] [iqdb] [saucenao] [google]
376006

my first ever 3d model, WIP
based on a leopard 2 tank.
pretty much learned c4d from the ground up while making this so there are lots of mistakes/ lack of technical skill

>> No.376007

>>375973
> cave
you mispelled curtain

>> No.376040
File: 1.54 MB, 1600x1543, untitled.23.jpg [View same] [iqdb] [saucenao] [google]
376040

Zbrush then Keyshot 4
>>375859
At some point maybe, ive only really been zbrushing over a year, theres a huge wealth of tutorials on youtube that will get you set in no time!

>> No.376041

>>376040
looks like a blobmonster with quick alpha maps and bad textures.

>> No.376044
File: 566 KB, 1024x768, running-test.gif [View same] [iqdb] [saucenao] [google]
376044

>>376006
Can I ask you guys a question. How long does it take for an intermediate 3D artist to create something like this?

4-5 hours, right? I spent 2h modelling and animating the attached .gif

>> No.376045

>>376044
lel

>> No.376047

>>376045
don't bully pls.

>> No.376057
File: 312 KB, 1165x716, Capture.png [View same] [iqdb] [saucenao] [google]
376057

FUCK RIGGING BIRD WINGS

>> No.376066
File: 252 KB, 830x912, Untitledppp.png [View same] [iqdb] [saucenao] [google]
376066

>>376040
i don't have the patience for tutorials to be quite honest. but if you change your mind i'll be here lurking. pic is something i did a couple weeks ago, so it's not like you'd be starting at the very beginning. i'm mostly interested in how you're rendering to be honest. i feel like i can learn sculpting on my own just through practice and figure drawing

>> No.376071

>>376057

Oh dude, that ain't gonna be fun :(

>> No.376095

>>376057
theres a digital tutors tutorial on that that i got.
does a pretty good job of showing you how to do it.
might wanna look it up

>> No.376097
File: 711 KB, 1280x722, vlcsnap-2013-08-22-20h13m20s83.png [View same] [iqdb] [saucenao] [google]
376097

>>376095
heres a screen shot

>> No.376100

>>376071
>>376095
>>376097
I've been using this one: http://blenderartists.org/forum/showthread.php?125766-Rigging-a-bird-wing-part-1

But it's still fucking tedious. Also I had never used bone constraints before so that took some getting used to. It feels more doable now but it still took like 3-4 hours today and I estimate at least that much time tomorrow before it's fully rigged.

>> No.376102
File: 593 KB, 856x861, kid bu upd1.png [View same] [iqdb] [saucenao] [google]
376102

>>375743
Update. Would appreciate some pointers on what to do next.

>> No.376103

>>376102

blobby_unrefinedform_moreworktodo_lr2anatomy.ztl

>> No.376105

>>376103
Thank you for your excellent words of wisdom. You are a credit to this board!

>> No.376106

>>376102
he looks too blobby.
i know hes a blob, but he shouldn't look like hes made of dough. he should look smoother.
also those holes look too big.
and his mouth looks weird.

>> No.376108

>>376100
looks kinda close to the digital tutors one.
but i just slimmed through the pictures.

>> No.376109

>>376106
Thanks. Feedback I can work with! What about the mouth?? The teeth or the shape?

>> No.376110
File: 74 KB, 416x408, 577475-kid_buu___budokai_3.jpg [View same] [iqdb] [saucenao] [google]
376110

>>376109
Ref I used for the mouth

>> No.376114

>>376044
Your anim doesn't even revert back to the starting keyframe. Wtf dude. Watch IMBROKERU on Youtube. It will help you immensely as he has made an entire tutorial playlist for animating.

>> No.376117

>>376102
Part of being a blob is that he shouldn't have the kind of muscle definition shown here. At least not to this extent. Notice in your own reference that he's smooth.

>> No.376122
File: 26 KB, 500x574, gir-gir-543021_500_574[1].png [View same] [iqdb] [saucenao] [google]
376122

>>376106
>>376109
He was fairly vague, but it looks like he's purposely lifting his lip and pushing it into his gums to expose his teeth. At least that's what it makes me think of. Pic kinda related, I couldn't find a pic of a person doing it.

>> No.376124
File: 385 KB, 1070x621, Helm4.png [View same] [iqdb] [saucenao] [google]
376124

I'm trying to into Hardsurface... it's not going well but after struggling with it I'm starting to get a better feel for things.

Long way to go but figured I'd post my WIP

>> No.376130
File: 537 KB, 1920x540, pg1-pn3.jpg [View same] [iqdb] [saucenao] [google]
376130

I didn't optimize the line distance modifiers but what evs.

>> No.376135
File: 1.41 MB, 329x489, running.gif [View same] [iqdb] [saucenao] [google]
376135

>>376044
Too many keyframes, let the program handle inbetweens for you.
Move the center of gravity around.
Keep the ground in mind.
Treat individual steps as small jumps, including ground impact.
Find an excuse to move every bone in some way.

>> No.376138

>>375973
why is there a door in the cave?

>> No.376142

>>376066
I stopped rendering in zbrush as of this week and started using Keyshot 4, easy to get hold of if you know how. Not as skilled as exporting passes and compositing, but you get really nice results quicker.

Other then that you arnt far off at all, you have the main form pretty much there, you just need to get into detailing and polypaint.

>> No.376152

>>376130
Is this Max?

>> No.376185

>>376142
alright cool. i'll check out keyshot 4. any particular rendering tuts you recommend?

>> No.376196
File: 209 KB, 1104x696, feathers misaligned.png [View same] [iqdb] [saucenao] [google]
376196

So I got the bones working pretty well, but when I went to weight paint the feathers to them the rig has added all this rotation to them so that they splay open. How do I keep them flat? I feel like it's some constraint I can add but I can't seem to find the right settings.

>> No.376201
File: 228 KB, 1680x1031, Butts.png [View same] [iqdb] [saucenao] [google]
376201

Been trying to get better at anatomy so I did this, about 3 hours in about an hour on the base mesh and 2 in Dyno sculpting. I'm an ass man why not. Any critiques? This is like my 4th sculpture by the why, kinda new to it.

>> No.376202

>>376201
nice pillow

>> No.376203

>>376202
If I could some how print this in to a pillow after I'm done I would sleep so well.

>> No.376204

>>376201
>I'm an ass man
I hope those aren't supposed to be female butts

>> No.376207

>>376204
It is, would you please explain why? It would really help

>> No.376209
File: 241 KB, 1680x1031, Butts.png [View same] [iqdb] [saucenao] [google]
376209

Made some edits after seeing that sheet I put up.

>> No.376210
File: 797 KB, 1478x3000, Jessica Biel.jpg [View same] [iqdb] [saucenao] [google]
376210

>>376207
because

>> No.376211

>>376210
gross. Over 30, smokes a pack a day, deep voice like a man.

>> No.376212
File: 1.29 MB, 2908x2156, jessica biel face.jpg [View same] [iqdb] [saucenao] [google]
376212

>>376211
...said the faggot

>> No.376213
File: 246 KB, 611x903, RussianKnegget3.png [View same] [iqdb] [saucenao] [google]
376213

Trying out zb's Micromesh

>> No.376214

>>376212
terrible, injecting collagen like an addict for decades

>> No.376215
File: 594 KB, 2400x3300, biel ass.jpg [View same] [iqdb] [saucenao] [google]
376215

>>376214
...the faggot continued

>> No.376216

>>376207
Hips are way too small in relation to waist, ilioinguinal canal is too horizontal and short, ilioinguinal canal is convex with the leg when it should be concave with the leg on a female, navel is too low, fold under the butt is way too proncouned, anterior superior iliac spine is nowhere to be seen (regardless of sex), butt is too rectangular and elongated, butt and buttcrack begin way too high up on the back (regardless of sex) in relation to ASIS and back curvature. The buttcrack should start below the ASIS and iliac crest as a simple result of how the sacrum connects with the ilium. The butt itsn't rounded enough and doesn't protrude outward enough in relation to back and legs (which is a result of the butt starting too high up and having to travel an inordinate length). Last but not least, the surface is bumpy and not smooth which isn't just a minor detail but an important feature of a young female butt.

>> No.376217

>>376210
Damn I was hoping you had something constructive to say.

>> No.376218
File: 644 KB, 3000x3000, biel ass 2.jpg [View same] [iqdb] [saucenao] [google]
376218

>>376217
her buttocks speak louder than words

>> No.376219

>>376216
Thanks alot! I was actually working on correcting some of these things, like the fold under it and the hips. The other stuff I had no ideal was a problem. as for the bumpiness its a side effect of me not know dynamic topology correctly, I'll retopo it to get rid of that if I wanted to. Again thank you.

>> No.376268
File: 42 KB, 800x450, lego_textured_posed.jpg [View same] [iqdb] [saucenao] [google]
376268

My first model ever... I wanted to try and light it too, but I know next to nothing about lighting, soooo...

>> No.376270 [DELETED] 

>>376210
>>376212
>>376215
looks fine to me

>> No.376271

>>376210
>>376212
>>376215
>>376218
looks fine to me

>> No.376297
File: 235 KB, 1680x1050, BBH.jpg [View same] [iqdb] [saucenao] [google]
376297

Having some fun with 'da Hood

>> No.376300

>>376297
gun is yours too ?

>> No.376301

>>376297
What's wrong with her tits?

>> No.376302

>>376301
She has none, she's underage.

>> No.376309
File: 364 KB, 779x804, headheadheadhead.png [View same] [iqdb] [saucenao] [google]
376309

>>376297
any tips on sculpting eyes? the whole needing to insert another tool fucks with me and ive been struggling. and then you gotta add creases and shit and i've just been going at this sculpt for a couple hours now and sadly this is all i have to show for

>> No.376310

>>376297
Where is her dick?

>> No.376311

>>376310
> her
> dick
wat

>> No.376314

>>376311
die cis scum

>> No.376316

>>376314
wat :o

>> No.376317

>>376316
>>>/lgbt/

>> No.376320

>>376317
xo

>> No.376321
File: 352 KB, 607x513, asdasd12312314.png [View same] [iqdb] [saucenao] [google]
376321

>>376309
Out of the way. Antishitpost coming through.
for eyelids or eyes?
For eyes appead a new sphere in the subtool menu, then move it into place. Go then to Subtool master click subtool master and click on mirror. This will mirror the appended tool on the appropriate axis you choose.Then you can use the same method but instead choose merge to merge the visible subtools. You are better off doing these a last step (so when you are happy with the appearance of the eye).

For eyelids just sculpt dat shit on.

>> No.376324
File: 161 KB, 943x974, Anon is cool.jpg [View same] [iqdb] [saucenao] [google]
376324

>>376309

hey bro, >>376297 here.

what I'm doing is this.
What I do is Sculpt the overall shape of the eye as if it is closed, just giving volume to it. Then, I dig using the clay buildup some of the eye cavity, leaving some sking behing to form the eyelids. Then I append a a sphere to use as a eye globe.

Hope this helps

>> No.376325

>>376324
Hey dude, where did you learn to do teeth?

>> No.376327

>>376325

It's just a Cilinder with a few passes of Dam_Standard, nothing fancy bro.

You cound make a lot of subtools if you want them really detailed, though.

>> No.376328
File: 46 KB, 601x339, character.png [View same] [iqdb] [saucenao] [google]
376328

first human /uv mapping on complex objs

usually an environment artist, could really get humans down
tried this one free hand because does landscape freehand... meh not bad.

>> No.376329
File: 471 KB, 1011x993, headheadheadheae.png [View same] [iqdb] [saucenao] [google]
376329

>>376321
i understand the basic concept and how to execute it thanks though
>>376324
thanks i'll try it out.

added a jaw and began working on the lips. they're too small and thin at the moment but i'm done for the night as it is 3 in the morning. any tips?

>> No.376330

>>376329
I'd suggest getting ridding of everything from the top of your interface. All that stuff up there is much easier and quickly found through your right click. It'll free up more viewport space. Same with everything in the left side bar.

>> No.376331

>>376330
how would i do that exactly? there doesn't seem to be a hide panel button

>> No.376333

>>376331
Preferences>Config>Enable Customize. Then hold ctrl+alt to drag UI elements to anywhere you want. Drag them into the viewport to just remove them. Once you've removed all the top ones, it will collapse up, freeing space. You can use this to also bring materials and brushes from the menus up top, putting them onto your UI for things you use frequently.

>> No.376334

>>376333
thanks i'll do that. any advice on the sculpt though? lol

>> No.376338

>>376329
>dat chin

>> No.376364
File: 84 KB, 875x411, awesomefaps.png [View same] [iqdb] [saucenao] [google]
376364

>> No.376368

>>376185
Other then the basic tutorials you won't need much to get started, keyshot is very simple to use

>> No.376369
File: 114 KB, 960x533, Scrnsht4.png [View same] [iqdb] [saucenao] [google]
376369

Hey, I'm new to this board and not so new to modelling. This my latest project I'm making in Blender. It's a custom Jaeger from Pacific Rim. Critiques?

>> No.376371

>>376369
Hardly see anything, but i suggest you get a global shape before committing to the little pieces. Also get rid of that neck teacup

>> No.376372

>>376364
Love the helmet. the arms kinda bad though :\

>> No.376373
File: 140 KB, 961x536, Scrnsht5.png [View same] [iqdb] [saucenao] [google]
376373

>>376371
The "neck teacup" is unfortunately part of the design which I kind of like. It serves as a neck protector if anything. I'm vaguely modelling it off a space marine. Here's a more defined body of it, though.

>> No.376374

>>376372
just placed there to get the sizes i want. They'll get better, i hope!

>>376373
I see you are trying to protect the neck, but you could try to invert the size of the cup, making it wider at the base?

>> No.376375

>>376374
So it's the same size? Well, I haven't really reached the shape that's in the sketches, I can upload that, because it looks a lot better than what I've got.

>> No.376411
File: 91 KB, 977x1152, blades.jpg [View same] [iqdb] [saucenao] [google]
376411

Choose.

>> No.376413

>>376411
If I do will you turn it into something that doesn't look like play-dough?
Everything except c looks oddly proportioned because of the size of the hand guard.

>> No.376415
File: 158 KB, 800x429, fgfgfg.jpg [View same] [iqdb] [saucenao] [google]
376415

>> No.376416
File: 861 KB, 951x4000, woods2.jpg [View same] [iqdb] [saucenao] [google]
376416

I made my world bigger, got lost, and found new places. Thought that was kinda neat.

Gonna work on LOD efficiency some more for better performance next. I've got 20-40 fps which I'm not happy with.

>> No.376417

>>376364

Crimson Typhoon?

>> No.376425

>>376416
My video of this just finished uploading.
http://www.youtube.com/watch?v=fT4AryKLCVY

>> No.376426

>>376425
>Blender forest game
>forest game
>game

theres no game in here. What you did could be done in 1hr in any engine. To quote Andy Price "You dont get special points for using blender".

>> No.376427
File: 138 KB, 960x540, HatstandRender2_FP.png [View same] [iqdb] [saucenao] [google]
376427

It's a hatstand!

>> No.376429

>>376426
I mentioned blender once and even blacked it out in my screenshots.

Its the weekend. You have an hour to prove yourself wrong.

>> No.376433

>>376429
im not going to help you glorify a camera move through transparent grass and leaves

>> No.376434

>>376433
You could do the opposite by backing up all the shit you talk. I guess you're just looking for someone to argue with. Switch to /b/.

>> No.376436

>>375820
Voicing my (our, everybody's etc) opinion is what people are supposed to do on the Internet. Learn how to deal with it, or don't post your stuff

>> No.376437

>>376434
>defending alpha planes this hard
>trying to get brownie pts for blender

>> No.376457

outside is almost finished

>> No.376458
File: 129 KB, 1048x848, rendercazzeggioso.jpg [View same] [iqdb] [saucenao] [google]
376458

>>376457

>> No.376462
File: 125 KB, 960x540, dickpic.png [View same] [iqdb] [saucenao] [google]
376462

look /3/ im making a dick

>> No.376466
File: 100 KB, 960x540, dickduck.jpg [View same] [iqdb] [saucenao] [google]
376466

>>376462
looks more like a duck

>> No.376467
File: 826 KB, 1600x1800, Gauss Rifle.jpg [View same] [iqdb] [saucenao] [google]
376467

Working on a Gauss rifle. Gonna turn this into lowpoly.

>> No.376469

>>376462
fak u nigga

>> No.376470

>>376462
woops, meant for
>>376466

>> No.376478

>>376467
badass

>> No.376480

>>376415
That Blodia can be awesome. Don't fuck that up.

>> No.376484

>>376467
Where's the trigger? If someone handed me that thing, I wouldn't have a clue how to fire it.

>> No.376485

>>376416
>>376425

Looks much better than before. I didn't get a good view of the reflections, but it looks like they never got fixed.

captcha: uggaiU noticed

>> No.376487

>>376478
thx c:
>>376484
It's done, it will be in the next render.

>> No.376488
File: 764 KB, 1020x855, weee2.png [View same] [iqdb] [saucenao] [google]
376488

Dicking about.

>> No.376489

>>376488
wolf spider ?

>> No.376490

>>376489
random spider monster thing

>> No.376491
File: 60 KB, 233x350, wolf-spider[1].jpg [View same] [iqdb] [saucenao] [google]
376491

>>376490

>> No.376492

>>376491
Woah that's freaky. I must of had subconsciously had this in my mind while doing it.

>> No.376493

>>376492
Should be tagged onto the end of that post: I didn't use any ref work

It is very late.

>> No.376495

>>376493
its okay. it looks good

>> No.376496
File: 354 KB, 1434x889, hEADoUT.png [View same] [iqdb] [saucenao] [google]
376496

My first ever attempt at sculpting anything. Looks like I used the "that feel bro" meme as the reference. I swear I didn't .

>> No.376497

>>376496
By the way, how would I go about extending the mesh to create shoulders and such in blender?

>> No.376499

>>376497

u start using zbrush

>> No.376501

>>376499
Sorry, but I don't have 800 dollars to spend on a sculpting program.

>> No.376502

>>376485
It bothers me too. I'm not sure what to do about it right now... You'd think there would be an easy way to fix considering that a lot of blender games would have to have water in them. I'll keep trying.

>> No.376503

>>376501
Sorry, but nobody said to buy it. Just download the damn program and start using it like 90% of the userbase does.

>> No.376508

>>376338
:( you again

>> No.376513

>>376501
If you think you have a future, it's worth it m8. In terms of companies that operate at the consumer market, they're the most customer friendly business involved with 3D. I'm pretty sure you could get free upgrades all the way to the current 4.6 even if you bought ZBrush 3 or 2.

>> No.376514
File: 365 KB, 560x4559, Chinman.jpg [View same] [iqdb] [saucenao] [google]
376514

>>376508
>>376338
>>376329

>> No.376556

>>376458
i like this a lot

>> No.376561
File: 350 KB, 1367x770, tipstricksandcriticism.png [View same] [iqdb] [saucenao] [google]
376561

Workin' on making a head. This is the first time I've ever done something organic and it's fun, but I blow at it. Any tips, tricks, and criticism would be greatly appreciated.

Also general workflow is based off of a tutorial.
http://cgcookie.com/blender/2011/08/31/sculpting-a-human-head/

>> No.376581
File: 482 KB, 1283x750, Screen Shot 2013-08-25 at 10.06.06 PM.png [View same] [iqdb] [saucenao] [google]
376581

Is this a "normal" way of modelling a car?
Tracing the blueprint with EP curves and filling it out with planes?
If not, how do you go about modelling a car?
https://www.youtube.com/watch?v=8wNy5fmUlIU

>> No.376613

>>376561
Are you me????

My post: >>376496

>> No.376615
File: 997 KB, 500x281, 1376512197674.gif [View same] [iqdb] [saucenao] [google]
376615

is it easier to rig in blender than in 3Dsmax?

>> No.376617 [DELETED] 
File: 3 KB, 88x70, 130667658153.jpg [View same] [iqdb] [saucenao] [google]
376617

Why is it so hard to find a nice nude female model

>> No.376629

>>376615

no

>> No.376648
File: 1.22 MB, 1830x892, headheadgead.png [View same] [iqdb] [saucenao] [google]
376648

>>376329
tweaked some stuff around, started working on adding ears since i never do. i'm gonna attempt to give the eyes a little bit more detail later. i'm really happy with what i've done so far. i think my next bust will be decent enough to render, i'm so excited

>> No.376673
File: 409 KB, 663x872, aleen.png [View same] [iqdb] [saucenao] [google]
376673

Little alien I decided to do. Still not finished, need to texture and add details.

>> No.376674

>>376673
i used to think dudes who did freaky alien faces in zbrush were creative until i realized they are just avoiding learning face anatomy like when high school kids draw comics they give all their dudes snake tail instead of legs cuz legs are "too hard"

>> No.376683

>>376674
Yup... Because anatomy. Clearly isn't human or based on any known living thing, but still it has to have accurate anatomy or it is shit. Learn to do stuff the way every other person does it or it isn't worth doing.
Don't try and be creative just go with the crowd.

>> No.376686
File: 188 KB, 658x722, ZBrush ScreenGrab01.jpg [View same] [iqdb] [saucenao] [google]
376686

Got tasked with making a 40k orc. Got the block out done today, got a couple hours of sculpting some details in.

>> No.376707
File: 594 KB, 861x1025, thehead.png [View same] [iqdb] [saucenao] [google]
376707

>>376648
made a few more minor tweaks. pretty happy with the head, this is the farthest i've ever gone with a sculpt, feeling accomplished. any comments?

>>376686

nice. how much farther have you gotten on this?

>> No.376718
File: 26 KB, 600x600, FATMAN_ben_afflecl.jpg [View same] [iqdb] [saucenao] [google]
376718

>Nobody use Autocad 123

Plebs

>> No.376730
File: 237 KB, 537x771, headasdasdasd.png [View same] [iqdb] [saucenao] [google]
376730

>>376707

messing around with the nose a bit.

>> No.376735

>>376615
Yes.

>> No.376734

>>376513
I gave mudbox a shot with the 30 day trial. Not too sure if I like it yet, but I definitely miss being able to use a mixture of modeling techniques instead of just having to sculpt everything. Probably for the better, though.

>> No.376737

>>375742
wtf is autosaging.

>> No.376742
File: 1013 KB, 1352x844, weeu.png [View same] [iqdb] [saucenao] [google]
376742

>>376737
When a thread reaches a certain number of posts then it begins to "autosage". This means that when someone posts the thread will not bump for each new post over the threshold.

>>376673
Going to try keyshot to attempt to render someone half decent.

>> No.376743

>>376742
what are you using to render? and how are you rendering actually

i have no idea what 3dcg rendering consists of

>> No.376744
File: 1.20 MB, 1312x791, aleeen.png [View same] [iqdb] [saucenao] [google]
376744

>>376743
BPR render inside Zbrush. I am not even doing a full size render just screen size then using the snip tool to take what renders. Do not attempt to copy me haha.

>> No.376752

>>376742
IT'S CALLED A BUMP LIMIT, YOU FAGGOT!!!

>> No.376754

>>376581
>https://www.youtube.com/watch?v=8wNy5fmUlIU
i always assumed it was make a box
subdevide box
get car you want to modle or concept behind it
than shape it, than do the same for the front, and all you had to do was add detail in the right spots...

>> No.376759

>>376135

tbh that isn't a very good running cycle either.

>> No.376760

>>376135
You should follow your own advice there mate... You're not treating each step as a jump, it's like she's on a treadmill running fast, holding herself up on the bars (except with her arms moving somehow of course). You need more up and down movement than that.

>> No.376767

>>376744
who the fuck would want to?

>> No.376768

>>376752
Same thing.

>> No.376769
File: 236 KB, 1920x948, untitled.1.jpg [View same] [iqdb] [saucenao] [google]
376769

Out of the box render for Keyshot.

>>376767
He asked a question. I answered. He probably did. Godam I hate /3/.

>> No.376771

>>376769
http://www.youtube.com/watch?v=Vdd4rBlsj2o
I definitely need to spend some time learning it haha.

>> No.376785 [DELETED] 

Hi /3/ I'm making a waifu.
>inb4 blender
so?
>inb4 not sculpting
I have an old computer, it can't handle sculpting.
>inb4 windows xp.
I have a legacy computer, windows 7 is too bloated.

>> No.376786
File: 391 KB, 1440x900, pacifica.png [View same] [iqdb] [saucenao] [google]
376786

Hi /3/ I'm making a waifu.
>inb4 blender
so?
>inb4 not sculpting
I have an old computer, it can't handle sculpting.
>inb4 windows xp.
I have a legacy computer, windows 7 is too bloated.

>> No.376788

>>376786
>waifu

>> No.376789

>>376786

/vg/ adgd

You should post your work in it.

>> No.376790

>>376789
>implying I'm not from /agdg/
>>46100827
agdg can't into modelling, is mostly pixel art and making muh own game engine.

>> No.376791

>>376790

Have you actually made a game?

As I'm going to make a game after I made the engine for it.

>> No.376792

>>376791
He's using Unity

>> No.376798

>>376789
AGDG hates 3D, it's not indie enough for them. There's more of us taking refuge here.

>> No.376803

>>376798
That's just not true

>> No.376806
File: 110 KB, 300x475, 1343405673409.jpg [View same] [iqdb] [saucenao] [google]
376806

>>376786
>making a waifu
2bad u cn't mdle m80

>> No.376809 [DELETED] 
File: 19 KB, 960x540, untitled.png [View same] [iqdb] [saucenao] [google]
376809

>>376806
a u jelly?

>> No.376815

>>376786
Why are you bothering to use a reference image? None of your vertices are anywhere near the points on the image... well, I guess except for the one at the very center of the chin. A reference image to place one vertex?

>> No.376818

>>376815
because is muh original sonichu donnut steal character.

>> No.376819 [DELETED] 
File: 393 KB, 493x503, pacifica.gif [View same] [iqdb] [saucenao] [google]
376819

>>376806
u just jelly.

>> No.376824
File: 645 KB, 941x853, ieeees.png [View same] [iqdb] [saucenao] [google]
376824

>>376102
Does this look any better?

>> No.376827

>>376824
That looks a LOT better. I can't tell from this picture since it's a front view but your older ones look like his jaw protrudes way more than it should. In the show it was almost receding.

>> No.376833
File: 651 KB, 1657x1045, Screen Shot 2013-08-26 at 9.20.28 PM.png [View same] [iqdb] [saucenao] [google]
376833

This is so fucking frustrating.
All of the images are the same size 1800x1800.
They are all perfectly aligned with the axis.
But the front is always offset slightly, and whenever I move it to the correct position the top view get fucked up.
Maybe I'm tired or retarded, either way I would like it if someone could tell me what's wrong.

>> No.376834

>>376833
Perspective?

>> No.376837

>>376834
Disregard. They are planes. Is it locking you to a grid of some form?

>> No.376839

>>376837
no it's whether the view is perspective or orthographic.

>> No.376844

>>376839
all 3 is in orthographic view
>>376837
nope

>> No.376846

>>376833
The boundaries of the images look about the same, but the drawing in the top view looks too narrow. Make sure you didn't squeeze it when you made the image. Or just try making it wider.
I don't know man, sometimes images just don't line up.

>> No.376850

>>376097
Is the material actually iridescent, or is it just the texture?

>> No.376851
File: 111 KB, 650x662, tide1.png [View same] [iqdb] [saucenao] [google]
376851

blobing hard

>> No.376857

>>376851
Decent large forms, reconsider the forearms and quadriceps, good luck.

>> No.376864

>>375820
Tbh I really liked it......:3

>> No.376868
File: 261 KB, 958x596, tide2.png [View same] [iqdb] [saucenao] [google]
376868

>>376857
yeah i made them larger

>> No.376870

>>376868
>dem traps
I like the concept. It has a nice silhouette, in the 45* view the triceps and biceps look odd, but from the side look good. Keep it up.

>> No.376875

I've started sculpting my environments in ZBrush because I can't into traditional modeling, am I doing it right? Just seems faster to me

>> No.376878

>>376868
I like the mouth. Looks like a cartoonish amphibious enemy boss

>> No.376885
File: 1.45 MB, 300x300, mad.gif [View same] [iqdb] [saucenao] [google]
376885

So someone suggested tracking the face in mocha last time I posted, after doing the track manually. This way is a lot quicker, thanks for that suggestion.

>> No.376888

>>376875
Yup, perfectly fine.

>> No.376889
File: 360 KB, 454x468, everything is good and fine yet.gif [View same] [iqdb] [saucenao] [google]
376889

>> No.376907

>>376889
What the fuck am I looking at?

>> No.376911

>>376907
some unity shit I'm making.

>> No.376914

>>376613
Hah. I actually did see your post. I felt pretty good that I'm in the n00b boat with some others. I feel flat out jealous when I see people with these amazing works.

>> No.376916

>>376914
Never forget where you are, though. It's mostly shit they stole from real pros.

>> No.376925
File: 2.87 MB, 3046x1904, Kid Buupic.jpg [View same] [iqdb] [saucenao] [google]
376925

Finished with it for a while. Need to figure out how to render in Keyshot.

>> No.376966
File: 393 KB, 660x398, BoxWrap.gif [View same] [iqdb] [saucenao] [google]
376966

Made a lowpoly asset. 934 poly

>> No.376970

>>376966
take your clothes off

>> No.376971

>>376970
Without the clothes its empty inside. Just like me ( u_u)

>> No.376974

>>376911
keep up the good work

>> No.376975

>>376925
the lips look really weird when theyre closed. thats probably why you shouldnt have started out sculpting him with a wide open mouth.

>> No.376976
File: 293 KB, 1280x960, pipez render.jpg [View same] [iqdb] [saucenao] [google]
376976

Here's another.

>> No.376996

>>376976
lol that latex spec

>> No.377014

>>376971
;_;
>>376966
9/10
it's ok

>> No.377018

>>376561
learn facial muscle structure, unsderstand how the face moves and how it would show on skin...

honesltly i would suggest making an arm over a face, less work, easier to do, and you will feel better faster than you made something that looks decent, opposed to a few weeks to learn faces to a basic level.

>> No.377022

>>377018
I'd argue that making an actual good looking hand with poly modeling is even harder than a face... It's just like fucking drawing, hands are the hardest shit because their proper look comes from such fine variations in proportions and details.

>> No.377037

>>376581
It's an efficient way of doing it

>> No.377040

Ugh guys.. I know this has been asked countless times here already but I lost the link..

Does anyone have the link to the maya file of that huge 3d project collab (from that fantasy city) and if possible the most recent version?

>> No.377059

>>377040
anyone?

>> No.377060
File: 1.34 MB, 2400x1350, fantasy_city_3-wallpaper-2400x1350.jpg [View same] [iqdb] [saucenao] [google]
377060

>>377059
Ah I found a picture

>> No.377062

>>377060
thats the conceptart picture not the actual thing 3 did

>> No.377063

>>377022
he is sculpting, and i specifically said arm, not hand.

hands are motherfuckers to draw or sculpt and make look good, but just the arm or leg... that is fairly easy and will introduce you to learning anatomy.

>> No.377064

>>377060
i believe its already done

>> No.377065

>>377064
>>377062
Yea I want a link to the real project

>> No.377084
File: 450 KB, 1920x1200, civil protection street.jpg [View same] [iqdb] [saucenao] [google]
377084

I got a technical question that you guys might answer.

Which one eats more memory and render time ? Can you list them from high to low ?

Diffuse map
Specular map
Normal map
Transparency map (png/tiff quality)
Self illumination map
Reflection map
Parallax Occlusion
Tesselation disp.

>> No.377102

>>376152
Looks more like blender freestyle render.

>> No.377106
File: 160 KB, 960x540, Face.png [View same] [iqdb] [saucenao] [google]
377106

>>376496
Well, it's doing better than I thought it would. Bout ready to give up and start trying on another one with a better idea of what I am about to undertake. Can't texture it right, though, because I fucked up and subdivided around the eyes and not the whole head.

>> No.377119

>>377084
wrong thread you bloody wanker!

>> No.377124

>>377065
so.. Anyone please? Or atleast tell me the name of the project so I can use my google fu better because google isn't giving me anything when searching for "4chan /3/ project" or "4chan /3/ collab" (or equivalents of /3/ like 3dcg)

>> No.377125

>>377084
basically your list in reverse,,

>> No.377180

having trouble with zbrush... i cant access shaders 2-4, how do i activate them? :<

>> No.377182

>>377180
Water u talkin about? Are you looking at the "shaders" in your material properties? If you can't click them, then the person who made the material didn't make any extra shaders presets for you to choose for it.. simple as that.

>> No.377193

>>377182
oh thank you! do you know of a good material to use for rendering skin?

>> No.377195

>>377193
http://hazardousarts.deviantart.com/art/Zbrush-Skin-Material-332639261

I tweak mine a bit so it has a bit less of the pink saturation so I can change up the skin colors easier though.

I'm a big fan of the HULK skin shader as well, it's great for sculpting and rendering.
http://download.pixologic01.com/download.php?f=/library/matcap/graphite/dk_hulk.zip
Adjust it so it's more white than green though.

>> No.377197

>>377195
thanks so much :)

>> No.377198

>>377197
sent :)

>> No.377204

>>377198
what? what'd you send

>> No.377205

>>377195
>http://download.pixologic01.com/download.php?f=/library/matcap/graphite/dk_hulk.zip

Broken hotlink

>> No.377208

>>377205
Who the fuck would say 'hotlink' for a link?

>> No.377210

>>377208
Well, for a broken link he would have to say coldlink so I suppose you have a point there.

>> No.377214
File: 271 KB, 892x873, seeeeeee.png [View same] [iqdb] [saucenao] [google]
377214

Doing an Earthworm Jim. Feedback please! going for a cartoon look.

>> No.377215

>>377205
Damn, referral restrictions on websites are so stupid.
Just go here:
http://pixologic.com/zbrush/downloadcenter/library/

Choose Skin, and it's the green one at the bottom, third last material.

>> No.377218

>>377208
>Who the fuck would say 'hotlink' for a link?

Welcome to the Internet. Have you read the manual yet?

>> No.377220

>>377214
bretty gud. i'd say to add pupils if you can, but i don't think you're finished just yet? i like it, very good.

>> No.377222

>>377220
Nah not finished yet. Trying to stay cartoony and such.

>> No.377223
File: 242 KB, 838x852, eweewewe2.png [View same] [iqdb] [saucenao] [google]
377223

>>377222
forgot image

>> No.377236
File: 402 KB, 1339x726, wire.png [View same] [iqdb] [saucenao] [google]
377236

>>377223
What is the recommended amount of polys for an animation?

>> No.377238

>>377236
That's a fine density. Sometimes it goes a bit higher even.

>> No.377241

>>377236
That chest topo is fucked up the ass man
>ZRemesher
>any year

>> No.377249

>>377236
The mesh is so unsymmertical my eyes hurt.

>>377241
Foken this.

>> No.377250

>>376966
I like how the cloth is done.

>> No.377252
File: 135 KB, 630x528, zswag.jpg [View same] [iqdb] [saucenao] [google]
377252

>>377249
>>377241
That's called hitting the ZRemesher button without laying down any guides, and for some reason not turning on Symmetry either. Stop being so jelly of ZRemesher being so good, it's funny to see you guys jump at every opportunity to bash it, it's like a little kind at the playground throwing a rock at the girl he likes.

>> No.377255

>>377252
This so much. zRemesher isn't some magical tool that's supposed to automatically retopologize everything correctly. It gets most of the work done for you, you will have to touch it up obviously, but the main point is you didn't have to waste hours retopologizing the model from scratch, you have most of the work done for you already, and if you place your guides down right, you won't have to be fixing a whole lot. Don't be afraid to use the sliders for AdaptiveSize and Curves Strength or even Polypainting areas you want to be more/less dense.

>> No.377256

>>377252
Dude what.
I'm not bashing shit. I'm just saying torso looks awfully unsymmetrical. I don't even know what zmeshbugger is.

>> No.377258

>>377256
He probably assumed for whatever reason that you were on the /3/ train that hates zRemesher without any real reason.

>> No.377259

>>377258
Ok. I should see what it is, though. That head remash looks beautiful.

>> No.377260
File: 307 KB, 1032x781, e12334.png [View same] [iqdb] [saucenao] [google]
377260

>>377249
>>377241
>>377236
Put down a few guides and actually made it symmetrical (wtf was I doing).

>> No.377261

>>377208
hotlink means a direct link to a file on the internet,
a link would bring you to a site with a Download button which would give you the downloaded file (example: Mediafire)

>> No.377266
File: 135 KB, 700x692, 24[1].jpg [View same] [iqdb] [saucenao] [google]
377266

>>377260
Your chest topology seems strange, keep fiddling around with the guides. Remember, if you're not getting results you like, you may have to bring it into maya or whatever you use and clean up the topology. Remember, zRemesher is basically just a shortcut to getting most of the dirty work done for you.

Maybe this resource will help you. (Refer to my name)

>> No.377267

>>377266
Couldn't figure anyway else to post it as 4chan was detecting it as a spam link, so just replace the % with / and ignore the letters A 2F

>> No.377270

>>377260
Just hold alt the next time you click on zremesher you dumb fucking nigger cunt

>> No.377285
File: 506 KB, 1664x1118, Screen Shot 2013-08-28 at 6.54.04 PM.png [View same] [iqdb] [saucenao] [google]
377285

>>376833
Ok, I'm about to fucking lose it with this shit. I've tried with 4 different blueprints and still the same relust. And if I offset it slightly to match the line something else gets fucked up.
If anyone else wants to try this is the R8 blueprint I used:
http://farm8.staticflickr.com/7045/6805644924_b19b2e9823_o.jpg

>> No.377302

>>377285
dude, it's fine. just model half the car and then mirror it or however shit works on blender.

>> No.377305
File: 128 KB, 1379x779, tunnelrender2.jpg [View same] [iqdb] [saucenao] [google]
377305

So I'm trying to learn Blender finally.

I don't think I'll ever understand this poly modeling thing.

>> No.377306

we need a new threat :o

>> No.377309

On a per-joint basis, what's the proper direction to orient joints in Maya?

>> No.377313
File: 2.01 MB, 400x301, Rotation.gif [View same] [iqdb] [saucenao] [google]
377313

does anybody know how to make it so that the rotation of the arms are uniform?

>> No.377314
File: 1.39 MB, 400x301, what_i_want.gif [View same] [iqdb] [saucenao] [google]
377314

>>377313
like this.
i know it has to do with the nurb circles since theyre the ones controlling the joints, but i dont know what to do.

i know i could do it with set driven keys or an expression, but is there a way to initially get it right from the start?

>> No.377316

>>377314
I actually believe it has something to do with the orientation of the joints. You can orient the joints to + or - x, y or z, so just make sure that they are oriented correctly. You might have to orient one side to +z and one to -z, or they might have to be the same, I can't remember. Unfortunately you have to orient the joints before you bind the skin, iirc. Could be wrong, though. It's been a while.

>> No.377317

>>377309
There is no "correct" way, you just have to make sure you're consistent so you don't confuse the shit out of animators using your rigs.

>> No.377320

>>377317
dont listen to this idiot. The correct way for 99% of joints is
> z up,
> x to the left,
>y down the bone

>> No.377322

>>377320
>Oh no I put Z down the bone now my whole rig is broken FOREVER OH GOD HOW DID IT COME TO THIS

Yeah nice try, /3/

>> No.377331

>>377320
Anyone got a screenshot or template with the joints showing the correct orientation?

>>377313
This concerns me too. I'd like to be able to key movements from one side and have it mirror properly on the other.

>> No.377360
File: 88 KB, 715x640, copertonenormals.jpg [View same] [iqdb] [saucenao] [google]
377360

normals on "low poly" tires for my fiat 500

>> No.377363

>>377360
why would you bother baking such small detail that wont even be visible

>> No.377364

>>377363
lol @ noob

>> No.377365

>>377364
lol @ retard who cant give an answer

>> No.377369

>>377365
government.
waste.

>> No.377370

>>377360
Unless the characters are playing on the actual Fiat 500 and running around on the tires, I also don't see much point for you to have such big detail on it when you could just make it flat and have about the same view as with the poly ridges.. That said if this is not for a game and other purposes, then this post is moot.

>> No.377372

>>377370
deserves a sage - why the hell not

>> No.377374 [DELETED] 
File: 1.12 MB, 3006x1864, EWJ.jpg [View same] [iqdb] [saucenao] [google]
377374

>>377267
>>377266
I cannot get it to work. Send me an email with it attached please! and Thanks.

Not exactly happy with how it turned out. But ahwell. It was a quick mess about.

>> No.377375
File: 1.11 MB, 3006x1864, EWJ2.jpg [View same] [iqdb] [saucenao] [google]
377375

>>377266
>>377267
I cannot get it to work. Could you email it to me?

Also not entirely happy with how it came out. Would have liked to have posed it. Did I make the hands the correct way? Orientation wise?

>> No.377377

>>377363
because it's fun

>> No.377393

Hi guys, I am milelnia

>> No.377394
File: 397 KB, 1280x720, mossberg.jpg [View same] [iqdb] [saucenao] [google]
377394

>>377393
fuck

>> No.377395

>>377363
... But it will be. Will you be able to make out the full curvature of the corners with your naked eye from meters away? no. But it's going to break up the lighting on the surface more, making it look more natural from any distance.

>> No.377396

>>377394
Kill yourself.

>> No.377398

>>377395
Again, pointless polygons for something as minute as that. The lighting would look fine with normals flat poly, but that's just in the mind of opinion.

>> No.377403
File: 251 KB, 2048x2048, MyHXB.jpg [View same] [iqdb] [saucenao] [google]
377403

>>377394
ur a fucking faggot do you even model the fuck man r u millenial i dont thiunk u even no wat da fuk a gun is thats a really gay rifle boi i bet you couldnty not even snpe a fuk in brit from 1000 meteres at that distance youre a fucking fag I hope ur ded someday cunt.

pic relate its my shotgun this is realdistance weapon u fukin cunt

>> No.377404
File: 120 KB, 800x600, 214e7h0.png [View same] [iqdb] [saucenao] [google]
377404

makinig strong villager

>> No.377409

>>377403
>>377404
jesus fucking christ...

>> No.377412
File: 53 KB, 599x449, ngbbs48f7fd9ca8f5a.jpg [View same] [iqdb] [saucenao] [google]
377412

>>377404

>> No.377421

>>377403
Nice looppoly bra

>> No.377426
File: 81 KB, 1200x800, model_plane_render.jpg [View same] [iqdb] [saucenao] [google]
377426

>>377285
remember they are just guides, if you get 2/3 right then you can still do it. You can see by eye if something isn't working and tweak it. I used photographs for this and they were quite a bit out but I managed.

>> No.377427
File: 197 KB, 800x600, WIP.png [View same] [iqdb] [saucenao] [google]
377427

I think it's starting to look pretty good. I'm not sure what I want to do with the whole scene though. I was thinking of adding some chairs and other pieces to make it look like a sesh room. Any ideas?

>> No.377428

>>377403
i was doing that tutorial too.
but i stopped.

>> No.377429

>>377426
Beautiful.

>> No.377468

>>377395
yes that was my intention
I agree that it's pointless polygons, but baking normals I can get a nice effect with 3k polys for tire instead of 40k, and I can place the camera close to the wheel without being afraid of it looking too fake
(It's for static render)

>> No.377470

>>377468
If you're doing a static render, then you're wasting time baking normals... The difference between 3k polys and even 100,000k polys isn't even going to equal a fraction of a second more render time, and having the tires physically done will add to the realism, since normal mapping is not physically accurate.

>> No.377474
File: 205 KB, 1280x720, ss_f67d56287431306f852a12d9fa333fd6ff1412a7.1920x1080[1].jpg [View same] [iqdb] [saucenao] [google]
377474

working on a TMNT fangame

Don't hold back >.<

>> No.377475
File: 399 KB, 446x400, lelbron laughing girls.png [View same] [iqdb] [saucenao] [google]
377475

>>377474
terrible

>> No.377476

>>377470
b-but my educational purposes

I learned a lot of stuff about normal maps doing this

>> No.377477

>>377474
The fucking costumes in the movies looked better than that shit.

>> No.377486

>>377474
From the other posts, the thumbnail and the fact this is on /3/ I was expecting something truly horrible but it's not as bad as the others say.

The render and the background are generally shit though.

The eyes ad face is where I think you should put your attention to first though. I'll see if I can do paint over later to better demonstrate where and how I think you can improve

>> No.377499
File: 174 KB, 627x648, orc.png [View same] [iqdb] [saucenao] [google]
377499

>>376707
Thanks, I got the armor done for the most part. Zbrush started to shit itself before I could get too far, need to upgrade. Thinking about working on the body here soon

>> No.377503 [DELETED] 

>>377486
>>377477
>>377475

It's not mine, but thanks for the input. It's from the TMNT game published by Activision that just got released.

I can't even comprehend how it could come out looking that bad.

>> No.377531
File: 1.82 MB, 300x300, phonegame.gif [View same] [iqdb] [saucenao] [google]
377531

>>376885

This one was fun

>> No.377538
File: 560 KB, 1360x1355, wires.jpg [View same] [iqdb] [saucenao] [google]
377538

ok the outside is pretty much finished.
Going to model the inside now

>> No.377670

>>377499
cant wait to see it rendered


are you planning on rigging/animating or just model/render?

>> No.377680
File: 101 KB, 1000x300, my shit helmet.jpg [View same] [iqdb] [saucenao] [google]
377680

Deathstroke, before I have made a high poly, maps, or given him an asym mask.

This would be the best time to change what i need about the mask to make it easier.

>> No.377699
File: 90 KB, 1920x988, 3_5.jpg [View same] [iqdb] [saucenao] [google]
377699

>> No.377701
File: 412 KB, 1920x988, 3_5_wireframe.jpg [View same] [iqdb] [saucenao] [google]
377701

mmmm im near an end whit the high poly...what do you think about the LT mars?

>> No.377722
File: 91 KB, 718x743, bees knee knee.jpg [View same] [iqdb] [saucenao] [google]
377722

Been stalling making animations. Finally need to get around to painting weights so that those animations actually work.

I like how the knee turned out.

>> No.377731

>>377538
love it

>> No.378206
File: 86 KB, 640x480, houserender.jpg [View same] [iqdb] [saucenao] [google]
378206

doing some tutorials in rendering

>> No.378207

>>377699
SEXY