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

/3/ - 3DCG


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File: 1.96 MB, 1500x882, WIP.jpg [View same] [iqdb] [saucenao] [google]
430078 No.430078 [Reply] [Original]

Old WIP thread is kill.

New WIP thread is now

>> No.430079
File: 352 KB, 1531x926, 006a.jpg [View same] [iqdb] [saucenao] [google]
430079

Trying to make some sort of tropical dragon.
Wings are bitch to make.

>> No.430081
File: 500 KB, 769x690, Chicken.png [View same] [iqdb] [saucenao] [google]
430081

>>430079
yeah, I know what you mean...

>> No.430082

>>430081
>dat topology

>> No.430084

>>430079
Jus prepeare yourself 3 type of scales/wing objects, one short medium and long, so teh long one wont seem like streatched one short

And place them again according to where you have the objects now, move transpose while holding alt with no sub levels duplicates and marges the mesh while masking every instance made so far

After you got such base its easier to add more details into them

>> No.430098

>>430079
looks good so far. ya gonna texture it?

>> No.430099
File: 226 KB, 1125x675, -.png [View same] [iqdb] [saucenao] [google]
430099

Concept from deviantart not my.
>>430079
Nice work.

Where is that Anon with caterpillar from previous thread?

>> No.430106
File: 183 KB, 1131x531, ergh somebody kill me already.jpg [View same] [iqdb] [saucenao] [google]
430106

Hahaha wow +30 items left to texture *headshot*

>> No.430152
File: 402 KB, 1531x926, 006e.jpg [View same] [iqdb] [saucenao] [google]
430152

>>430084

Thanks for the tips, anon. I'm doing that since the start, but it's my maiden voyage on making wings, so it's still tough to me. It looks like crap to me, i'm not sure if it's an author thing or not, but i just keep seeing flaws everywhere.

>>430098
Yessir. And hopefuly render it in Vray.

>>430099
Thanks, anon. You're doing a cool job aswell!

>> No.430153
File: 188 KB, 748x592, xcom_personal_armour_power_suits_i2.jpg [View same] [iqdb] [saucenao] [google]
430153

>>430099
reminds me of cortex command and xcom :o

>> No.430157

>>430152

It's an author thing.

The wings look like they are made of feathers, same for its head. Add a cock and post it on /b/

>> No.430162

>>430157

Thanks man, that calms my soul.

>> No.430167
File: 120 KB, 954x688, Chicken.png [View same] [iqdb] [saucenao] [google]
430167

>>430082
>oh, anon, just model at a higher vertex count and then decimate down to a lower poly mesh
>Blender's decimate modifier is great!

>> No.430168
File: 38 KB, 500x627, My eyes.jpg [View same] [iqdb] [saucenao] [google]
430168

>>430167

>> No.430169
File: 207 KB, 1477x1059, cartooncar.png [View same] [iqdb] [saucenao] [google]
430169

trying to make this cartoony looking car, though my topology is shit.
does anyone have a better idea on how to make the windows and doors?

>> No.430170

>>430169
also, can't figure out a good way to make the wheel arches

>> No.430171

>>430106
doesn't sound like a bitch to do at all..

>> No.430176

>>430167
This is fucking beautiful. Would buy this artpiece for $60K

>> No.430177
File: 296 KB, 838x694, Chicken.png [View same] [iqdb] [saucenao] [google]
430177

>>430176
Ha ha ha ha ha


yeah, restarting...

>> No.430179

>>430167
Blender doesn't do that...

>> No.430182
File: 419 KB, 836x696, Chicken.png [View same] [iqdb] [saucenao] [google]
430182

>>430177

>> No.430184
File: 382 KB, 1656x1058, vespacartoony.png [View same] [iqdb] [saucenao] [google]
430184

>>430169
also started working on this

>> No.430185

>>430152
Oh, v-ray, I want to learn it so bad but for now, I can't get to find good tutorials that teach quickly the basics (on maya)

>>430167 >>430177
ouch, you should have use a better ref

>>430171
it's painful to do, but it's a pleasure once everything is done and working perfectly

>> No.430186

>>430167
Probably it would be better to use retopology instead of decimate.
But in model like this its a double work. Simple box modelling will be faster.

>> No.430200
File: 109 KB, 930x620, -.png [View same] [iqdb] [saucenao] [google]
430200

>> No.430215
File: 443 KB, 800x587, 7-7-2014 17-31-32.png [View same] [iqdb] [saucenao] [google]
430215

I'm trying to use vray to render this scene in 3ds max, but for some reason whenever I enable caustics I get this weird wavy pattern on the milk...

>> No.430216

>>430215

It's because Vray takes so long to render that the milk becomes rotten

>> No.430217

>>430216

9/10

I smiled and felt lighter. Good one, anon.

>> No.430218

>>430215
is that cum ?

>> No.430219
File: 1019 KB, 265x260, pol 4chan internet.gif [View same] [iqdb] [saucenao] [google]
430219

>>430216
I didn't smile but I found it to have comedic value.

>> No.430222

>>430186
Thanks anon

>> No.430226

>>430215
You fool, did you make the milk completely opaque?

>> No.430234

>>430226

I'm just using the standard vray skim milk shader for now.

>> No.430237

>>430185
I've been using V-Ray for more than 6 months. There are no good tutorials unless you know absolutely nothing about the render engine and want a quick introduction to everything. It kinda works the same in Maya and 3ds Max. If you're curious about what render settings to use, Google each setting. I don't recommend following any "ultimate render setting" guide (there are a lot).

>> No.430240

>>430215
>>430237 here again.

Do you have GI enabled? If yes, those splotches could be because your samples aren't large enough. To test this, go into your render settings and change the Global Subdiv parameter to something like 4 or 8 (temporarily). If that doesn't solve the splotches, lower your noise threshold. Or increase your GI settings.

>> No.430241

>>430237
well I learnt Maya at school, so I pretty much know how to use Mental Ray. I've recently aquired the "V-ray complete guide" but it's... pretty fat (and low res)

>> No.430242

>>430234
Hmm, you should mess around with that. I never used Vray, but i dont think standard textures are ever good ^^

>> No.430255
File: 112 KB, 910x825, Chicken.png [View same] [iqdb] [saucenao] [google]
430255

>>430182
I-i... just... wow...

>> No.430263
File: 67 KB, 947x366, sword.jpg [View same] [iqdb] [saucenao] [google]
430263

quick sword project to warm up

>> No.430265
File: 72 KB, 500x540, hyoomin.png [View same] [iqdb] [saucenao] [google]
430265

How do I into anatomy, /3/?

Every torso I try to make ends up looking like some weird alien angular humanoid.

pic related

help

>> No.430268

>>430265
Learn anatomy.

>> No.430273

>>430215
>milk
stop lying faggot. That looks like a fucking jug of sperm.

>> No.430275
File: 1.78 MB, 800x600, milk.png [View same] [iqdb] [saucenao] [google]
430275

>>430240

Thanks for the help! Using light cache in place of irradiance map diminished the effect a bit, and increasing the scale under the milk material options seemed to smooth out the rest.

>> No.430276

>>430275

Christ that looks way off from what it looked like in the render frame window. One second...

>> No.430278
File: 339 KB, 800x600, 7-7-2014 23-38-36.png [View same] [iqdb] [saucenao] [google]
430278

Weird, it just looks off from how it appears in the vray frame buffer window. Oh well here's a screenshot.

>> No.430284
File: 6 KB, 320x320, Ripple bmp.jpg [View same] [iqdb] [saucenao] [google]
430284

>>430278
hey anon, add this to your milk upper surface

>> No.430285

>>430284
>black gradient going from top to bottom
>cause that totally won't make for a weirdly angled surface

>> No.430294
File: 387 KB, 1489x828, 7.jpg [View same] [iqdb] [saucenao] [google]
430294

Huge thanks to the >>430084 anon that helped me out with the feather & scales tip.

Would love some C&C.

>> No.430296

>>430294

Nice work

chance of a wireframe?

>> No.430297
File: 523 KB, 1615x950, anon.jpg [View same] [iqdb] [saucenao] [google]
430297

>>430296
Thanks!
It's just some sculpted shit in zbrush, so i didn't really worry about the topology at all.
I'm trying to figure out some cool lightning to go with it, but i'm as noob as it gets at it.

>> No.430298

>>430275
>>430278
The frame buffer is 32 bit.

Your image is either 8bit or 16bit, which would explain the difference.

Save the image as OpenEXR and convert it to 16bit in Photoshop.

>> No.430299
File: 717 KB, 1615x950, anon's wire.jpg [View same] [iqdb] [saucenao] [google]
430299

>>430297

Sorry, wrong pic.
Here's the fix you asked

>> No.430303

>>430298

Thanks, I tried that plus toned downed the lights a bit. It isn't washed out anymore and it's less monochromatic: http://i.imgur.com/InCac5C.png

>> No.430304
File: 67 KB, 828x645, ss (2014-07-08 at 04.43.03).jpg [View same] [iqdb] [saucenao] [google]
430304

making my first organic model. i have no idea what im doing, critique would be great

>> No.430305

>>430304
its shit
10/10


jk it looks like a corgi, is it a corgi? the topology could use a lot of work

>> No.430313

>>430304
you should really be pushing to maintain quads at this stage. Up around the shoulders especially, you should keep your edge flow going up and over

>> No.430314

>>430265
get zbrush, as it looks like you are useing blender here... and add detail, add definition, than smooth it away, and redo it over and over again...

blender just isnt there yet in the tools it needs.

>> No.430316
File: 506 KB, 1024x1024, lp_barrier.jpg [View same] [iqdb] [saucenao] [google]
430316

just did a simple low poly barrier

>> No.430318
File: 184 KB, 1000x1250, shortstack2.jpg [View same] [iqdb] [saucenao] [google]
430318

I had to rebuild the mesh because for some reason the symmetry wasn’t working with MTMirror and that’s very important when I’m creating the expression morphs.

But it’s just as well because I wasn’t satisfied with the way autopo made the breasts so I retopoed them manually. Plus there was a lot of geometry I was able to condense in the arms and ears so it’s a much more optimized mesh now.

>> No.430321

>>430316
Nice.
What is testure resolution? Normal map on tubes parts higher than diffuse?

>> No.430322

>>430321
>texture

>> No.430325
File: 112 KB, 259x269, we want to reach a wider audience.png [View same] [iqdb] [saucenao] [google]
430325

>>430321
it's all 2k resolution.
my uv and texturing suck major dick though
wish i could find a working torrent of Advanced Texturing with Photoshop

>> No.430350
File: 139 KB, 1260x590, --.png [View same] [iqdb] [saucenao] [google]
430350

>> No.430351
File: 176 KB, 1262x620, wire.png [View same] [iqdb] [saucenao] [google]
430351

>> No.430367
File: 799 KB, 1326x571, sharkquestionmark2.png [View same] [iqdb] [saucenao] [google]
430367

My friend linked me to some random pixiv artist and I took off from there

>> No.430378
File: 221 KB, 1454x1059, vespa.png [View same] [iqdb] [saucenao] [google]
430378

worked a bit on this

>> No.430379
File: 184 KB, 803x833, cock.png [View same] [iqdb] [saucenao] [google]
430379

>>430378
you suck

>> No.430382

>>430379
So does your knowledge of a penis

>> No.430384

>>430382

Sorry, I'm still a virgin

>> No.430385

>>430382

I'm sorry, I'm still a virgin

>> No.430393

>>430367
Nice, neat modeling and texturing but the topography seems a little odd? Watch out for your non-quads (on the arms?)

>> No.430395
File: 230 KB, 800x559, bonobo.png [View same] [iqdb] [saucenao] [google]
430395

bonobo study

>> No.430405
File: 279 KB, 1280x922, untitled.3917.jpg [View same] [iqdb] [saucenao] [google]
430405

Bitches please. Scorpion biomimicry construction machine. Do you even make god machines?
It is still wip.

>> No.430406
File: 97 KB, 350x283, 1402640219281.gif [View same] [iqdb] [saucenao] [google]
430406

>>430405
god tier cycles, I assume?

>> No.430407

>>430316
can you post a wireframe?
curious about that mid section of the bars.>>430351

>> No.430417

>>430318
bent it over
add horse anus

>> No.430431
File: 47 KB, 416x480, frimmin.jpg [View same] [iqdb] [saucenao] [google]
430431

>>430395
nigga das a tauntaun

>> No.430442
File: 227 KB, 1920x542, sword.jpg [View same] [iqdb] [saucenao] [google]
430442

just an iron sword,

>> No.430444

>>430417

I haven't rigged it yet.
I will not be adding a horse anus.

>> No.430447

>>430444
>I will not be adding a horse anus
what wasted potential

>> No.430448

>>430447

My father was killed by a horse anus, so I cannot abide by them.

>> No.430449
File: 1.09 MB, 1477x977, claire.png [View same] [iqdb] [saucenao] [google]
430449

I'm satisfied for the most part with the body but I've been beating around the bush with the hands and feet because I'm really not sure how to approach them. In the end she will wear a turtle neck, black jeans, and maybe boots. Hair like corelines mother.

>> No.430453
File: 309 KB, 1633x790, axe.png [View same] [iqdb] [saucenao] [google]
430453

I-I made a low-poly (216 tris) axe as one of my first models (excluding tutorial stuff). It took me about an hour and a half because I was still figuring out some of the tools.

For the blade I used a curve and did "planar trim surface" which seemed to do what I want (convert it to an actual poly shape) and I used poly optimize to get all those weird triangles you see. Is that bad?

I know you could probably make something like this in a few minutes but you have to start somewhere ;_;

>> No.430456
File: 509 KB, 1920x1080, scene.png [View same] [iqdb] [saucenao] [google]
430456

working on some assets for a horror game me and my friend are working on still asking for feedback from people though because i want to get the feel right before i move on
critiques welcome

>> No.430457

>>430449
The troll is strong in this one, but also weak.

>> No.430462

>>430449

I love Alice Da Goon.

>> No.430477

>>430448
died doing what he loved, cant get so hung up on that.

>> No.430482 [DELETED] 

>>430456
add lighting and shadows

>> No.430501

>>430449
your model looks very sluggish, it's like a giant stickjaw

>> No.430504

>>430456
Make sure you have some creative normal maps to make the masks on the pillars look more "set in" than like intersecting geometry

>> No.430513
File: 78 KB, 1013x724, ss (2014-07-09 at 05.02.54).png [View same] [iqdb] [saucenao] [google]
430513

First ever cylindrical object

Tris: 1014

Is it pleb, y/n
Improvements?
(yes, the UV is utter shit)

>> No.430519
File: 229 KB, 1920x1080, sheild 3.jpg [View same] [iqdb] [saucenao] [google]
430519

>>430513
I remade that within two minutes, if you have just started modeling its good as you are getting to grips with the software, however if you have been using the software for more than two weeks you got some learning to do

This is what I had made within two months Maya. I had no previous experience with 3D Modeling or rendering at all. Nothing at all

>> No.430534
File: 95 KB, 1157x847, wireframe.jpg [View same] [iqdb] [saucenao] [google]
430534

>>430407
sure, why not
i just have no idea how to render out a wireframe in modo, so i hope you can see enough on that screenshot i took
i also just noticed that i forgot to delete that one edge in the middle

>> No.430535

>>430534
> tons of unnecessary polygons
it's shite

>> No.430536

>>430535
yeah just noticing a tonof edges i missed or stuff that i should've done differently, the fuck was i thinking. sometimes i should just take a step back and take a look at the other day before moving on

>> No.430537

>>430536
if you unwrapped the UVs properly, you can simply delete the unnecessary edges without fucking up your model and textures.
post the UVmap

>> No.430565

>>430405
looks like legos

>> No.430574

>>430501
I wanted tall and slender :P

>> No.430583

>>430299
Noob question but why do people colour code like this?? i see it quite often but never understood why?

>> No.430608

>>430504
that goes without saying my friend :)

>> No.430613

>>430583
Max automatically assigns colors, I don't know for the other softwares

>> No.430619

>>430613
>Max automatically assigns colors
But why? And which colors goes where? Or is it just random

>> No.430620
File: 1.44 MB, 2048x2048, 9-44-2.png [View same] [iqdb] [saucenao] [google]
430620

Customer request for SL, don't know why the train market is so hot there, but who am I to complain?

Its going pretty well, but getting that front cab just right has been a bitch of a job with all those bevels

>> No.430623

>>430519
is that a baked shadow or a dynamic one ?

>> No.430625
File: 511 KB, 1920x1080, ldaoskd.jpg [View same] [iqdb] [saucenao] [google]
430625

How comes my lighting in UDK becomes the excact same regardless of how I make my second UVW channel? I use 3ds Max and Im fairly new to udk which is rather obvious.

>> No.430626

>>430625
holy shit look at that horrible interface. Uefags think they're smart because HURRR "GUD ENGINE" but they're just monkeys who dont have a clue. lmao

>> No.430629

>>430619
its totally random

>> No.430630

>>430626
Cute, now that you have made your life feel a little less worthless. Could you please comment a solution if you have one, being that you claim to know it all.

>> No.430631

>>430630
I use unity, son. HAHAHAHAHAHAHAHAHAHA

>> No.430634

>>430625
check your smoothing groups. make sure that edge isn't set to be smooth or something

>> No.430636

>>430316
that isn't low poly; that could go straight into a game

>> No.430642
File: 404 KB, 1454x1060, vespadoh.png [View same] [iqdb] [saucenao] [google]
430642

done, i guess.

>> No.430649
File: 407 KB, 1077x536, fur.png [View same] [iqdb] [saucenao] [google]
430649

>>430395
What would be the best way to have the texture of the hair, particularly the bits that spike out like in the quick sketch I did over my screenshot?I tried using the move tool to pull some out and I will try sculpting over those but I have a feeling it's a bad method.

any advice?

>> No.430650
File: 978 KB, 3872x2592, 96d2f4d7efde3f94f84214ad3d481e3b.jpg [View same] [iqdb] [saucenao] [google]
430650

>>430649
main reference.

>> No.430651
File: 295 KB, 1660x762, Editor 2014-07-06 22-32-17-58.jpg [View same] [iqdb] [saucenao] [google]
430651

I made this well a few days ago and imported it into CryEngine. Dressed it up with some pre-made assets that came with it.

>> No.430654
File: 197 KB, 678x608, bonobo2.png [View same] [iqdb] [saucenao] [google]
430654

>>430649
still appreciate advice on the hair, thinking of just
doing individual clumps of hair like >>430079 did the feathers using different objects.

>> No.430655

>>430651
Looks nice.

>> No.430683
File: 120 KB, 505x435, bonobo3.png [View same] [iqdb] [saucenao] [google]
430683

>>430654
decided to go back to basics and just start sculpting the whole head without the fur, the fur was really just throwing me off, at least now I can to the fur on another object and play around with the style more.

how is the skull shape looking? I'll add ears shortly

>> No.430693

>>430625
Increase your lightmap resolution to like 128

>> No.430696
File: 54 KB, 329x627, Body.jpg [View same] [iqdb] [saucenao] [google]
430696

learning human anatomy. I've been individually practicing how to make the torso and head, so this my first attempt to have them together

>> No.430703
File: 698 KB, 1920x991, Untitled-5.jpg [View same] [iqdb] [saucenao] [google]
430703

Just chipping away at this on the side whenever I can be arsed:

>> No.430762

>>430696
the torso is too big for the head

>> No.430763

>>430696
- ribs are a bit too pronounced, serratus anterior needs to overlap into them a bit better
- needs nipples obviously
-basically no traps, for someone with that level of muscle definition on the chest they'd have visible traps meeting their neck, atm this looks like female shoulders with huge delts.
-the central abs muscles could be a bit wider. it's not just two columns of muscle but there's other core muscles on each side. the way you've done them i'm not actually sure if it's ribs or muscles but it looks wrong.
- on a lot of people you can see the lower edge of their sternum just underneath the gap in between their pectorals, and above the first row of abdominals. might add a bit of extra detail to your model if you add it in, but subtly.
- hips way too wide, the obliques look ok but the hip to waist ratio looks decidedly female.
- you should actually model the legs up to the middle of the thigh if you're doing a torso study, it helps you position the lower ab muscles correctly and helps you place the pelvis correctly. right now it looks weird, the groin should end roughly where the bottom of the image ends but you've taken the core muscles all the way down.

otherwise not bad, keep it up.

>> No.430772

>>430623
Dynamic
Just mental ray physical sun and sky

>> No.430791

>>430703
Nice, as always!
Got any job project you're willing to share?

>> No.430809

>>430763
thanks for the feedback. it really helps a lot.
I'll do 2 or 3 more paying attention to that and use references,

>> No.430826

>>430619
3ds Max automatically assign colors to each new "Layer" or "Object" you create m80. It's actually useful somehow. Well at least i find it useful

>> No.430828

>>430619
zBrush does it too, each object is a different colour so you can tell them apart, it doesn't always look like that though it's a mode you can set.

>> No.430830
File: 2.83 MB, 500x280, FurnitureMILA_2.webm [View same] [iqdb] [saucenao] [google]
430830

Working with autocad and 3ds max

>> No.430850
File: 1.84 MB, 461x365, bonobo.gif [View same] [iqdb] [saucenao] [google]
430850

>>430683
He finally has ears, not for hair, I'm scared.

>> No.430860
File: 562 KB, 1429x1567, lil_repy.jpg [View same] [iqdb] [saucenao] [google]
430860

maya. next. Zbrush. dkw

>> No.430861

>>430860
nice use of materials.

>> No.430866

>>430860
I like this little guy

>> No.430874
File: 69 KB, 560x546, temp.png [View same] [iqdb] [saucenao] [google]
430874

>> No.430880
File: 146 KB, 1449x1057, Screen Shot 2014-07-11 at 11.26.02 PM.png [View same] [iqdb] [saucenao] [google]
430880

so I'm making this boat.
But for some reason I can't figure out how to make the window square with subdiv surfaces.
how am I supposed to place the support edges?

>> No.430881
File: 85 KB, 1455x1060, Screen Shot 2014-07-11 at 11.26.11 PM.png [View same] [iqdb] [saucenao] [google]
430881

>>430880

>> No.430886

>>430881
Make it a separate object.

>> No.430887

>>430079

Those don't look like dragon wings, more like birds wings. If I saw something like that I would think its a gryphon

>> No.430888

>>430886
Alright! Will do.
Is this a common thing to do?

>> No.430889

>>430888
It's the most common thing to do.

>> No.430899
File: 106 KB, 720x480, rend2.jpg [View same] [iqdb] [saucenao] [google]
430899

Further dicking around in Modo renderer, model out of Zbrush, Any ways g I can make the render more appealing, and thoughts on the torso?

>> No.430900

>>430899
renders only have appeal if they have eyes in them

>> No.430901

>>430900
You... what?

>> No.430902

>>430900
opinions only worth if they make sense

>> No.430903

>>430901
a render can only be appealing if it has eyes in it. Any art teacher will tell you that

>> No.430904

>>430903
So... thoughts on the torso?

>> No.430905

>>430904
It looks like a female torso, anon

>> No.430906

>>430905
That's good, that's good. That's sort of what I was after.

>> No.430908
File: 535 KB, 1920x1080, rend2b.jpg [View same] [iqdb] [saucenao] [google]
430908

>>430899
One of the back

>> No.430919

>>430908
2 muscular

>> No.430938
File: 411 KB, 970x677, topology.png [View same] [iqdb] [saucenao] [google]
430938

I dove into modeling without following any proper guides or books on topology, and my model turned out okay enough in my unknowing eyes, but I quickly became butthurt upon viewing other people's creations with such clean and easy to navigate topology. I wanted that too, so I'm in the process of learning how to do proper topology. Here's my first test run compared to my "just doing shit to see what happens" model. I know the areas with five intersecting points is bad, but keeping them to a minimum should be okay, right?

>> No.430945

>>430625
did you select everything in uvw unwrap and hit flatten mapping

>> No.430953 [DELETED] 

My low poly attempt at a humanoid.

>>430887

That's because you're a victim of public education, anon. Look up Quetzalqoatl. The feathery wings and serpent body are a clear refference to him.

>>430938

Well your topology made more sense the 1st time around - aside from longcat poligons. It was more circular around depressions etc. Now it's crunched up in places (temples) and crisscrossing between the eyes. The one on the left also has more proper topo on the cheeks - the face animates better if you keep it circular around the mouth all the way through the whole face.

Topology only exists to define shapes, do you need a mesh so thick?

>> No.430955
File: 28 KB, 606x520, humanoid.jpg [View same] [iqdb] [saucenao] [google]
430955

My low poly attempt at a humanoid.

>>430887

That's because you're a victim of public education, anon. Look up Quetzalqoatl. The feathery wings and serpent body are a clear refference to him.

>>430938

Well your topology made more sense the 1st time around - aside from longcat poligons. It was more circular around depressions etc. Now it's crunched up in places (temples) and crisscrossing between the eyes. The one on the left also has more proper topo on the cheeks - the face animates better if you keep it circular around the mouth all the way through the whole face.

Topology only exists to define shapes, do you need a mesh so thick?

>> No.430959
File: 1.74 MB, 344x469, test.gif [View same] [iqdb] [saucenao] [google]
430959

>>430955

The cleaner one on the left is my newer version. The messed up one was my attempt with no knowledge of anything even remotely resembling something workable. I just did a little animation test and the difference is night and day other than it's horrifying bug eyes. I feel stupid for ignoring topology until now due to how foreign it seemed to me, even if I'm just doing this for fun.

>> No.430962

>>430899
increase the brightness, if you want to show off shadows and form, increase the hardness of the light... not sure what thats called, but whatever.

>> No.430971
File: 129 KB, 1099x632, 1303983268307.jpg [View same] [iqdb] [saucenao] [google]
430971

>>430938
>>430959
If you're having a hard time with topology I highly suggest you stop right now. Open up some pictures of faces in PS or Gimp or whatever you just and start drawing wireframes over them and study examples of good topology and apply them to these pictures. You need to understand how the edgeloops lay across the surface of the face and how they're connected.

>> No.430977
File: 42 KB, 479x720, 1380697092809.jpg [View same] [iqdb] [saucenao] [google]
430977

>>430099
>using blender 2.0
>2014

>> No.430978
File: 265 KB, 1034x668, WIPdobbels.jpg [View same] [iqdb] [saucenao] [google]
430978

>> No.430981
File: 22 KB, 460x128, b.png [View same] [iqdb] [saucenao] [google]
430981

>>430977
>Blender
>Wow monkeys are so cool. Let's maek the monkey for basemesh
>Blender 2.5
>Wow monkeys are sooooooooo cool and awesum. Let's fire this stupid human interfase-designer and hire some awesum monkeys.
>Poo-brained monkey designed interface with tonns of wasted space and stupid windows
>WOWOW so cool. Let's leave it like this.
>Bananer 2.9

>> No.430983

where the fuck do I find references /3/?

pic related I need a reference for some simple fucking hands.

>been trying to find something suitable on google for 20 minutes but I've only found one thing even close to what I'm looking for

>> No.430984
File: 60 KB, 800x600, Untitled.png [View same] [iqdb] [saucenao] [google]
430984

>>430983

forgot image

>> No.430985
File: 90 KB, 470x597, u_wot_m8_jaden_smith.jpg [View same] [iqdb] [saucenao] [google]
430985

>>430981
wat

>> No.430989
File: 1.42 MB, 1410x873, 1333903009958.png [View same] [iqdb] [saucenao] [google]
430989

I have a question.
I've seen people doing this a lot of time.

How do you round models like this?
I always thought it was tesselate or chamfer, but it doesn't work.
I need to round and smooth the edges of a wall.

>> No.430990
File: 199 KB, 841x540, head3.jpg [View same] [iqdb] [saucenao] [google]
430990

First ever head model

Made in Blender

Thoughts?

>> No.430991
File: 1.06 MB, 4608x3072, hand.jpg [View same] [iqdb] [saucenao] [google]
430991

>>430984
Found one in the back of my reference image folder.

>> No.430992

>>430860
You messed up the hands, try again.

>> No.430996

>>430990
Its terrible. Try again, look at tutorials of how to do it. Nice edgeloop around the mouth though.

>> No.430998

>>430996
Would going into sculpt mode help? I thought the face looks a bit slapped on and doesn't flow.

>> No.430999

>>430990

The line of bone and teeth behind the lips should jut out forward. Like if he had a slice of mango between his teeth and lips. Think chimp mouth but toned down a lot.

The edges of his face near the temples, those bony ridges, need to be pulled back and lifted. More the former than the later.

The fatty tissue on the side of his mouth needs to be pulled back/down/flattened.

The edges of his jaw should be pulled back untill they'realmost under the ear and then pulled outward from the head a bit.

Underside of the nose needs to be better defined and separated by sharper angles from the top side.

The skin from the back of the head needs to be glued back to the skull. THere needs to be a visible place where the base of the skull meets the neck.

Ears are too thin.

You might want to pull the mouth and chin a bit down.

The front of his cranium needs to be nearrowed at least a bit.

Besides all that: it's a head.

>> No.431002
File: 91 KB, 680x601, humanoid2.png [View same] [iqdb] [saucenao] [google]
431002

>>430996

>feels the model is wrong
>can't describe it
>still posts
>"eed'z sheet"

Every time.

>>430999

PS The highest point of the skull should be located behind the ears

>> No.431005

>>431002
Yeah I can explain that actually, the reference I used was looking upwards and the highest point was above the forehead.

>> No.431006

>>430983
This might not be so helpful right now but it's a good habit to get into for the future.

create a reference folder right now. save EVERYTHING that is remotely inspiring to you or looks like a good angle to use as reference in the future. trust me it's a lot easier to sort through an organised reference folder than it is to just google whatever you need because then you are at the mercy of whatever google has to offer.

4chan is kind of a blessing for artists becuase of the imageboard format, people are constantly posting cool shit, nudes, whatever, I even have some images people posted as reactions in my reference folder I think.

>> No.431007
File: 73 KB, 399x498, 1384064555029.jpg [View same] [iqdb] [saucenao] [google]
431007

>>430984

>> No.431008

>>431005

I guess the guy was looking up?

Truth be told there are skulls like that but without a lot of signalising that you're depicting the walnut man it tends to feel off.

>> No.431009
File: 1.21 MB, 2410x1500, head.jpg [View same] [iqdb] [saucenao] [google]
431009

>>431008
Here's the pic I used,

>> No.431010

>>431006
This.

/o/, /out/ and /an/ are brilliant resources.

>> No.431011

>>431009

Really now? The hair piles up at the front but his cranium's peak is behind his ears.

If you're not modeling the head with the hair from the get go you need to take in account bone doesn't mimic the hair style.

Also, I'd advise against using highly asymmetrical faces at the beginning.

>>430984

IMO it's the topology not going where you want it around the thumb that is fucking you up. Look up 3d hands with facets/edges visible. The verts should be concentric around the thumb ideally.

>> No.431012

>>431011

PS It might just be me, but it looks like his head isnt entierly in a neutral position in the side view. Dude's facing up a bit

>> No.431014
File: 267 KB, 800x600, Untitled.png [View same] [iqdb] [saucenao] [google]
431014

[high pitch screaming]

>> No.431015

>>431014
I hope you saved.

>> No.431016
File: 532 KB, 1360x768, Untitled.png [View same] [iqdb] [saucenao] [google]
431016

>>431015

nope, I was almost finished with the base and now I'm back to this

I spent way to fucking long on those hands

>> No.431017

>>431016
The only way you could make this worse is if you stop.

>> No.431018

>>431016
ctrl+s is your friend, I do it subconsciously now.

>> No.431019

>>431018

is there a way to set up blender to autosave at time intervals?

>> No.431020

>>431019
I just found this.

http://cgcookie.com/blender/2010/05/24/tip-recovering-lost-files-with-autosave/

Might work?

>> No.431021

>>431019
not sure, I don't use blender. just get into a habit of hitting ctrl+s all the time or whatever blenders quick save hotkey is, trust me in no time you'll be doing it without thinking anyway, whenever you go to take a breather and look at how things are coming you will tap it without even thinking.

>> No.431022

>>431020

so apparently autosave is on by default in blender but I have no autosaves. Time to listen to some music and gedt to work.

>> No.431023

>>431022
use a real soft

>> No.431037

>>430983
just take a picture of your hand?

>> No.431038

>>431037
better yet, just look at your hand,

>> No.431039

>>431038
it shakes too much.

>> No.431044
File: 173 KB, 1440x810, 768.png [View same] [iqdb] [saucenao] [google]
431044

I can't believe this is supposed to be Edward Norton. Fucking heads, how do they work...

>> No.431049

>>431039
Stop drinking so much caffeine then.

>> No.431051

>>430959
AAAAAAAAAAAAAAAAAAAA
that's fucking creepy man

>> No.431069

>>430959
On my top 10 scariest things I've ever seen, this reaches at least number 6.

I'd like to see more.

>> No.431077
File: 1.89 MB, 333x458, spooky.gif [View same] [iqdb] [saucenao] [google]
431077

>>431069

Spookiness wasn't my intent, but it's what I ended up with. I might go back to it later, but for now I'll take what I learned and apply it to something else.

>> No.431078

>>431014
This is why I save every 5 minutes.

>> No.431101
File: 754 KB, 875x636, FloatingBricksOfDesolation.png [View same] [iqdb] [saucenao] [google]
431101

I realized I don't have the knowledge to do the project I was doing, sadness and suffering.

>> No.431102

>>431101
You mean including fake objects into real pictures?

>> No.431108
File: 78 KB, 720x480, 1405118847080222.jpg [View same] [iqdb] [saucenao] [google]
431108

>>430899
i still want to know whats going on here

>> No.431113

>>431108
Your illustration makes a lot of sense. Do you have a clear sense of what is going on? I was trying to bake in the pecs, deltoids and teres major but obviously I fucked up.

>> No.431115

>>431102
Nahh modeling and texturing a gun. A five seven, the shapes are too odd. curved and straight close together , i dont know how to pull it off...

That is just a picture of my sadness into 3d

>> No.431148
File: 203 KB, 1000x1250, weightmap complete.jpg [View same] [iqdb] [saucenao] [google]
431148

Rigging now. Few more tweaks to go. This is only the second figure I've made but my rigging has improved over the first one. Next figure I make will hopefully be even better.

>> No.431153

>>431148
The cock head looks a bit sharp from certain angles but overall it's good. You have a gallery?

>> No.431172
File: 85 KB, 1050x825, pewpew13.jpg [View same] [iqdb] [saucenao] [google]
431172

>>430078

the Star wars gun. another step in progress to the empire domination. starting blocking in another room. which is quiet boring because none made any designs yet of it. so artist freedom ahead. only problem so far is the decision to make the head detachable or not. so it can be used as an escape pod.

>> No.431182

>>431148
thats pretty gay
also work on the curvature of the eyelids, the look horrid now, throw in few more loops in there to work with

>> No.431186

>>431153
looking at it again, those fingers are really overextended. Flex yours and you'll see. The last joint flexes the least with the middle defining the curve. Knuckle is normally mostly straight.

>> No.431194

>>431186

The pose is actually A Genesis 2 pose so it's meant for a finger with a more relaxed hand. I just wanted to see how compatable it would be with my figure

>> No.431200

>>430215
caustics emmites photons from light source, what are the lights on the milk surface are these photons, you need more of them to fill the gaps between them. but it could have major impact on render time.

>> No.431207
File: 491 KB, 1453x1057, shit?.png [View same] [iqdb] [saucenao] [google]
431207

how shit does it look? only diffuse at the moment

>> No.431209
File: 510 KB, 1452x1060, shitier?.png [View same] [iqdb] [saucenao] [google]
431209

>>431207
uploaded an older pic

>> No.431211

>>431182
https://www.youtube.com/watch?v=YgHNtzxO0y8

>> No.431212

>>431049
I don't think that's why it's shaking...

>> No.431213
File: 53 KB, 400x400, Touhou-Project-Pururuntei-Kaenbyou-Rin1.jpg [View same] [iqdb] [saucenao] [google]
431213

>>431209>>431207
Add some cats!

>> No.431214
File: 206 KB, 1000x1250, imp rigging complete.jpg [View same] [iqdb] [saucenao] [google]
431214

>>431182
>thats pretty gay

Yeah but that works fine because I'm pretty gay too.

Got the rigging finished. Now to work on expression morphs, genital morphs, clothing and props.

>> No.431216

>>431214
>Yeah but that works fine because I'm pretty gay too.

when did you "know"?

>> No.431217
File: 206 KB, 1000x1250, imp rigging complete 2.jpg [View same] [iqdb] [saucenao] [google]
431217

>>431216

The time I fell mouth first on a dick.

>> No.431218

>>431217
How did you know you weren't "just" bi?

>> No.431219

>>431218

Oh I would say I'm definitely bi. I just like men more than women and I'm in a gay relationship so I just identify as gay. I'd say I'm about 75/25 attracted to male/female.

>> No.431220

>>431219
Would you say that your sexual orientation have an influence on the popularity of your art or are you just this bad?

>> No.431222

>>431219
I think you're attracted to shitty things in general

>> No.431226

>>431220

My art is not popular. I'm just this bad.

>> No.431229

>>431226
Do you think you have a gene that makes you bad at art and makes you make gay shit that nobody likes?

>> No.431231

>>431229

Yes. I was born with Liefeld's Syndrome. It makes me shitty at art and make gay shit that nobody likes.

>> No.431232

>>431231
Not being sarcastic, anon, but you've been posting here for about 3-4 years, yes? Why aren't you better?

>> No.431233

Less talk more work Anons.

>> No.431235

>>431232
I've only been posting here a few months. I haven't even been doing 3D for 3-4 years. I also had no idea 4chan had any useful message boards until someone told me about /3/. I had assumed all boards here were variations of /b/, thus useless and full of retards. Not that that's not an entirely inaccurate assumption to make. But /3/ has actually been useful.

>> No.431236

Test

>> No.431237

>>431236
You have failed.

>> No.431239

>>431235
>I've only been posting here a few months
time flies by differently here, the amount of shitposting you get here compared to otehr 3d boards drags it out, so it might as well been 4 years

>> No.431303
File: 138 KB, 1240x430, -.png [View same] [iqdb] [saucenao] [google]
431303

Finally found free time.
Modelling done. Going to UVs.

>> No.431304

hi,
so I'm gonna do a scene in UDK
doing the assets in maya
currently doing a house
Is it a good idea to do it like pic related?
several pieces
the same amount of wall assets for the inside to make it look different and get better texture size?
or are there better ways to build open buildings?

>> No.431305
File: 73 KB, 1304x732, 23442342335.png [View same] [iqdb] [saucenao] [google]
431305

>>431304
pic related

>> No.431306

>>430651
could you post some assets with uvs?
I'm currently trying to figure out how to build that kind of scenes

>> No.431324

>>431303
post the ref again, hard to ell what im looking at now

>> No.431325

>>431304
Wat ?
You mean bulding objects from smaller assets ?
Yeah thats how a lot of studios do it, look up articles on how epic did environments fro gears of wars. They pretty much made a lot of small pieces.

Or you asking about something else.

>> No.431327

>>430989
It's called Sub-D (Division) modelling.

>> No.431333
File: 92 KB, 900x404, luanba_by_linecho-d4hu8mf.jpg [View same] [iqdb] [saucenao] [google]
431333

>>431324

>> No.431334

>>431333
Ref looks like shit, yours look like shit. TLDR get better ref at the very least then git gud

>> No.431335
File: 129 KB, 1035x995, suldaaut.jpg [View same] [iqdb] [saucenao] [google]
431335

Been working all weekend on this. First time I've sculpted a full character (he's got has a helmet as well). Fiiiiinally finished with retopo today and now it's on to texturing! Gonna try to experiment some with the quixel suit beta.

>> No.431337

>>431335
looks like shit and will never not look like shit

>> No.431340

>>431335

Looks like a young Gerald Ford.

>> No.431345

>>431305
>>431305
>Building a house in Maya
Not now not ever m80

>> No.431350
File: 180 KB, 850x720, 2.png [View same] [iqdb] [saucenao] [google]
431350

>> No.431361
File: 238 KB, 1360x768, A_Man2.png [View same] [iqdb] [saucenao] [google]
431361

Just started modeling about 3 days ago.

>> No.431362

>>430977
That's not blender. That's what a modern 3d environment looks like... Yeah, like blender from five years ago...

>> No.431363

>>430978
THE BLLLUUUUUURRRRRRR

>> No.431374

>>431077
holy shit this is like horribly beautiful

reminds me of a musical analogue to this
http://www.youtube.com/watch?v=tsfnuyyjaB0&feature=kp

>> No.431383

>>431361
Start simpler.

>> No.431385
File: 99 KB, 697x547, WIP.png [View same] [iqdb] [saucenao] [google]
431385

been working on this for about 4 hours.

>> No.431388 [DELETED] 

>suddenly miles of grid prairie

The fuck is this?

>> No.431389
File: 88 KB, 737x577, humanoid2.jpg [View same] [iqdb] [saucenao] [google]
431389

>suddenly miles of grid prairie

The fuck is this?

>> No.431392
File: 68 KB, 695x566, Optimus 1.jpg [View same] [iqdb] [saucenao] [google]
431392

Not sure anyone will care for it, but this is my current project.

No, it's not complete.
Yes, every part that looks as though it should move moves. (including the windshield wipers)
Yes, this is a shitty rendering of what is to come.

I will be using cycles for my final animation that I plan to do with this model. (among many others that are too early in their modelling stages for me to bother uploading)

>> No.431393
File: 81 KB, 1068x514, Optimus 2.jpg [View same] [iqdb] [saucenao] [google]
431393

>>431392
Vehicle Mode.

>> No.431394
File: 31 KB, 336x582, Optimus 3.jpg [View same] [iqdb] [saucenao] [google]
431394

>>431393
Current texture work. (will be improved soon)

>> No.431396

>>431393
>>431394
Does it logically transform?

>> No.431397

>>431396
The only part that isn't logical is the fact that the fuel tanks clip through the legs. I plan on making holes for them to fit through soon. Other than that, it's completely logical.

>> No.431399

>>431396
Of course, if you meant that as a question of if a toy can be made of it as it is, I would have to reply "No." because I have not modelled the individual joints that would be neccesary to make a toy of this. Mainly because it's a model that I designed for animation purposes.

>> No.431400 [DELETED] 

>>431389

o gad

make it stop/vomit

>> No.431401

>>431397
>>431399
I mean is the "transformed version" literally a repositioned version of the same mesh.

>> No.431403

>>431401
Yes. It is the exact same mesh, the pieces are simply moved around and rotated. If I can figure out how to webm, I'll post a video of a very early transformation animation I made a few days ago.

>> No.431404
File: 89 KB, 909x475, humanoid2.jpg [View same] [iqdb] [saucenao] [google]
431404

>>431389

o gad

make it stop/vomit

>> No.431405
File: 531 KB, 720x480, Optimus Transform.webmsd.webm [View same] [iqdb] [saucenao] [google]
431405

>>431403

>> No.431406

>>431403
Alright. Cool. I'd like to see that actually.

As for a critique: Legs are a little short. And it could use more detail, but hopefull textures make up for that mostly.

>> No.431407

>>431405
Alright man. Pretty tight. Clunky, but worked better than I thought it would. Functional, but I take it you're not an animator by trade. That's cool though. The legs look the proper length from this angle too. Polish that shit.

>> No.431408

>>431407
I appreciate the input.

Yes, the animation is clunky. It was thrown together in about 30 minutes with no polishing just to show my friends what the transformation would be like.

I agree that the lower-legs are a bit on the short side. Hell, the whole vehicle mode is shorter than it should be. I can easily extend the legs and fix that issue.

>> No.431410

>>431405
The most distinct error is when he's making the jump.
He keeps moving forward while his fists grip the road.

>> No.431411

>>431410

Actually, if you look closely, you'll see that his fists stay in the same location on the road while his body continues to move forward above him.

>> No.431452
File: 235 KB, 2075x701, Untitled.jpg [View same] [iqdb] [saucenao] [google]
431452

>> No.431458

>>431452
Just noticed I messed up the fourth picture.

>> No.431497
File: 981 KB, 1599x1904, tysk_udk.png [View same] [iqdb] [saucenao] [google]
431497

>>431335

...aaand into UDK we go.

>> No.431505

>>431497
I wouldn't bother... Work on something simpler, like... Just a boot. Or just a hand. Just a helmet.

>> No.431506

>>431505
this. what are you going to do in there? Shit?

>> No.431523

>>431521
failed to drink enough coffee, doing it right this time. Ignore cylinders, reference for 45 degree.

>> No.431546
File: 172 KB, 707x884, stunV1.png [View same] [iqdb] [saucenao] [google]
431546

Yep gotta adjust things and texture now.

>> No.431547
File: 416 KB, 949x1500, AidenDad.png [View same] [iqdb] [saucenao] [google]
431547

Am I gud yet

>> No.431557

>>431546
w-woah. I wasn't expecting a flashbang.

>> No.431560
File: 122 KB, 732x1514, guy.jpg [View same] [iqdb] [saucenao] [google]
431560

Here goes...

>> No.431562

>>431557
It's a stun...

>>431547
Is it rigged?

>> No.431565
File: 421 KB, 949x1500, AidenDad.png [View same] [iqdb] [saucenao] [google]
431565

>>431562

This is just the high poly sculpt, but eventually it will get rigged. This is as far as I can show of this guy.

>> No.431566

>>431565
This looks very impressive. If textured and rigged, this could be developer-tier.

>> No.431567
File: 426 KB, 1920x665, Untitled-1.jpg [View same] [iqdb] [saucenao] [google]
431567

Aye guys, I gots me here a 3D animu i've been working on.

>> No.431568
File: 63 KB, 895x582, ZBrush Document.jpg [View same] [iqdb] [saucenao] [google]
431568

>>431567
and here's some zbrush shit

>> No.431569

>>431566

Thanks

If you want to see the finished thing, you can check out the Daybreak: Ashes of the Insane demo for Black Eden Studios when it releases Q1 of 2015

>> No.431573
File: 265 KB, 1000x1250, Sad Imp.jpg [View same] [iqdb] [saucenao] [google]
431573

All rigging complete, now creating expression pose controllers and morphs. Tedious work but a hell of a lot more enjoyable than rigging. Those of you who are good at rigging are like wizards to me.

>> No.431576

>>431565
the anatomy is very wonky, and the folds seems kind of uniform

>> No.431577

>>431573
Wireframe?

>> No.431580
File: 45 KB, 800x600, dirty optimus.jpg [View same] [iqdb] [saucenao] [google]
431580

>>431394
Okay, just threw this together recently for the lolz and holy shit this took forever to render.

I've decided my final texture for Optimus will be much simpler, but will still have something that will break it up and keep it form looking too clean.

>> No.431581

>>431350
I like it
>>431497
Next time work on your proportions, looks like a cheap plastic Chinese figure
At lest you go a wrokflow going now

>>431567
no nose, looks creepy, and the background gives me eye cancer, please change it to something more pleasant looking
>>431565
work on that neck elbows and face, his chest looks weird a hell

>> No.431582
File: 226 KB, 1888x574, wire frames short stack.jpg [View same] [iqdb] [saucenao] [google]
431582

>>431577

>> No.431584

>>431582
Thanks. How's the deformation around the armpits/underarm? Futzing with that area myself atm, edge flow isn't good enough.

>> No.431585

>>431584
I could have done a better job of the topology there but over all it's not too bad. Definitely something I will watch out for on my next figure.

>> No.431586

>>431585
i found a few interesting threads somewhat related to this while looking up the problem. Old but good. Only bookmarked a couple. T pose vs rested pose.
https://gamedev.stackexchange.com/questions/2783/ third and fourth answers, nothing really new
http://www.polycount.com/forum/showthread.php?t=60203 <-- this shit right here. Links to several threads related to topology, some interesting off topic experimentation. Worth a bag of popcorn. I dunno your exp level so it may be inane.

Trying out 45 degrees shoulders. I'll need corrective shapekeys regardless of what I do, but it's worth a shot if it makes clothes easier.

TIL rest pose for a cock is just like a tail.

>> No.431587

>>431586
I messed up. Links to topo and experiments in here http://forums.cgsociety.org/showthread.php?t=1026706

>> No.431588

I think it depends on the type of figure you're making. If it's low poly or a toon figure then T-Pose is good because it lets you rig the figure easier.

If you need high level of realism then an A-pose is better because it allows for more accurate musculature detail.

>> No.431591

>>431404
You are in ortographic view. Press P to go into perspective and/or press G to turn the grid off.

>> No.431594
File: 1.77 MB, 3000x1600, Panzer__ConcfloorTest_small.jpg [View same] [iqdb] [saucenao] [google]
431594

something of mine that's been in WIP for a long time

>> No.431595

>>430990
there is another dimension, not unlike our own. Where all the 3d creations co-exist, sadly some creations are unfortunate enough to be created with characteristics such as the project you see before you. RIP

>> No.431596

>>431595
i think its W got smushed on the way in.

>> No.431597
File: 187 KB, 605x1331, guy.png [View same] [iqdb] [saucenao] [google]
431597

>>431560
Some improvement.

>> No.431600

>>431594
The machineguns look like peashooter

>> No.431601

>>431209
Uber HD textures on octagon wheels, tho...

>> No.431604
File: 115 KB, 459x620, model.jpg [View same] [iqdb] [saucenao] [google]
431604

>> No.431619
File: 716 KB, 723x706, Renderontheside.png [View same] [iqdb] [saucenao] [google]
431619

Quick render with shitty mats n lots of noise n shitty ass tier lighting. Just felt like rendering something for some reason.

>> No.431621
File: 413 KB, 1011x734, 88e779d15d0671c22064fa4a443fb693.png [View same] [iqdb] [saucenao] [google]
431621

>> No.431624

>>431594
>>431600

Yeh those guns look weak as fuck.

>> No.431627

>>431565
>wonky
I saw this guys on a tutorial on the internet ? Am i right ?

>> No.431639

>>431627

I don't have any tutorials out using this guy.

please link to tutorial if you can find it.

>> No.431647

>>431604
Looks like it could be cool. Needs a better silhouette and you could reduce geometry in some places. Also the hands kinda look like "I'm too noob to make real hands" stuff.

But it's not bad.

>> No.431659
File: 110 KB, 387x583, valka .jpg [View same] [iqdb] [saucenao] [google]
431659

still have to make the helmet and staff, add details, belts, and redo the cape.
thank god for the curve strap brush though.

>> No.431665
File: 1.21 MB, 511x420, robut.gif [View same] [iqdb] [saucenao] [google]
431665

a reptilian-eque robot based on an old drawing of mine. doesn't look much like a robot yet but it will, I will be adding signs of manufacture and detailing soon (well I think it will be the last thing I do actually).

>> No.431666
File: 198 KB, 1500x1047, robothead.png [View same] [iqdb] [saucenao] [google]
431666

>>431665
oh, reference.

>> No.431667

>>431665
the eyes on the sketch are on a angle, and the middle horn looks like its more on the side then down the centerline of the head

>> No.431668

>>431667
Without trying to sound like I dont appreciate your feedback, the original drawing was mine so I kind of know how I intended for those things to be. By all means recommend changes if you personally think it will look better though. (I will actually play with the eyes more and add the slant but not yet.)

>> No.431669

>>431668
well then you should realize that the line that goes around the middle horn indicates its placement.
also the cranium is higher in the drawing.
lastly just because you drew the reference doesn't always mean you know what you're doing or how to interpret it, 2d is very different than 3d.

>> No.431672

>>431669
>well then you should realize that the line that goes around the middle horn indicates its placement.
I know that, but it doesn't mean that it must be on the side, in this case it was meant to indicate that there wasn't a drastic angle between the head and the 'horn'.
>lastly just because you drew the reference doesn't always mean you know what you're doing
right
>or how to interpret it,
what are you talking about? the design isn't absolute and I know where things were supposed to be, am I not allowed to take liberties with my own design? there are a lot of things different in the sculpt as I decided they looked better that way in 3D. you can't tell me the horn is on the side when I know it's not. I can interpret my own design as I please, the design isn't absolute and I can take liberties as I see fit.

As I said I'm welcome to suggestions but don't tell me that I'm interpreting the drawing wrong that's absurd.

>> No.431683
File: 138 KB, 540x910, face_render.png [View same] [iqdb] [saucenao] [google]
431683

first serious attempt at human head

how is topology/form?

how do i into foreheads/brows?

>> No.431694

>>431683
Idk man, to me it looks fucking good, but im still a noob so i could be wrong. Your topo seems fine maybe someone will say im wrong tho.

>> No.431705

>>431683
Your topology is OK.
In the future you will want to avoid areas where a single vertex is used to make up a lot of faces. These are called poles, and are most prominent in capped cylinders and spheres
Making eyebrows is simple in 3D. The region where eyebrows should be is modeled as if the person were bald. So you can simply extrude the upper edges to make the upper head region.
There isn't anything special about that region. The deformations and wrinkles of the forehead are obvious and don't require any special topology.
The eyebrows and other detailed features are usually sculpted in a different program. Sometimes people copy the faces occupying the eyebrow region and apply a texture and alpha to it if they're going for a simple face texture.

>> No.431707
File: 219 KB, 480x360, 1401380487516.gif [View same] [iqdb] [saucenao] [google]
431707

>>431621
Would squish/10

>> No.431725
File: 30 KB, 400x400, Antarean[1].jpg [View same] [iqdb] [saucenao] [google]
431725

>>430990
reminded me of cocoon

>> No.431727
File: 140 KB, 960x540, tank.png [View same] [iqdb] [saucenao] [google]
431727

very wip such tank

>> No.431769

>>431727
Arms look flimsy. I'd go with something more curved teardrop shaped. Sorta fill in the void below the curve.

>> No.431807
File: 845 KB, 1080x1820, nig.png [View same] [iqdb] [saucenao] [google]
431807

>>431705

I noticed I have a lot more 5poles on the face than seems necessary, but I don't how to get rid of them without fucking the topology.

Pic related, fixed the nostril and the eye loops that were bothering me. The shape I drew is the main difference between mine and topology examples I look up, I don't know how to get rid of it. Everything I try ends up in the same shape.

>> No.432500

>>430405
looks neat, but having the scooper (dont know what else to call it) so far back would kind of complicate things. You'd be scooping dirt onto the windshield all the time because it (scoops) so close to the cockpit. You could utilize that extra space between the base of the scooper tail and the cockpit by making the tail sit on a track. that way you could move the tail forward and backward. Better positioning and it would also allow you to rotate the tail to scoop things that are at awkward angles.
I could probably could have have worded all of that better. Does it make sense though?

>> No.433393
File: 198 KB, 329x401, 1384226920146.png [View same] [iqdb] [saucenao] [google]
433393

>>430636
>Games
>High poly

>> No.433394

>>430981
>Bananer 2.9
>Not bladder 2.9

>> No.433395

>>431389
Orthographic view, that's what