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

/3/ - 3DCG


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File: 640 KB, 1000x505, WIP.png [View same] [iqdb] [saucenao] [google]
448963 No.448963 [Reply] [Original]

Edge edition

>> No.448965

gib original n delete dis nigga

>> No.448966
File: 329 KB, 1500x656, bonobo drugs 2.jpg [View same] [iqdb] [saucenao] [google]
448966

reposting from last thread
>A bonobo with a drug addiction.

>> No.448967
File: 328 KB, 751x1200, bonobo drugs.jpg [View same] [iqdb] [saucenao] [google]
448967

>>448966

>> No.448968

>>448965
u wot m8? if you are referring to the traditional QIP image, it's there just edited, fag.

>> No.448969
File: 274 KB, 711x547, bonobo fat.png [View same] [iqdb] [saucenao] [google]
448969

>>448967
shit, I might as well upload this one too

>> No.448970

>>448967
Are those craters from your reference?

>> No.448971

>>448970
I'm sorry? do you mean the sores? they are meant to be healed scars from where it has been picking at it's skin, it's a concept sculpt

>> No.448972
File: 2.83 MB, 876x516, JigglePhysics.webm [View same] [iqdb] [saucenao] [google]
448972

Babby's first jiggle physics. Doing it the good old-fashioned way.

>> No.448973

>>448971
Yes that's what I meant. They're freaking me out.

>> No.448974

>>448973
>They're freaking me out.
great, he's supposed to look rough and scary.

>> No.448976

>>448972
Why is there such a delay on the jiggle? it kind of gives the impression that it is massive, but I assume it's meant to be a breast.

>> No.448993
File: 437 KB, 630x4525, 1371566468078.jpg [View same] [iqdb] [saucenao] [google]
448993

>>448972

>> No.448996

>>448993
He isn't ./mayamasterrace so he can't do it like that.

>> No.448998
File: 36 KB, 128x128, 1403817394638.png [View same] [iqdb] [saucenao] [google]
448998

>>448993
post part two

>> No.449001

The other WIP thread is still up, the fug

>> No.449019
File: 128 KB, 1680x1050, werkwerk.jpg [View same] [iqdb] [saucenao] [google]
449019

Still modeling accessories.

>> No.449021
File: 497 KB, 1718x869, boxerwip.png [View same] [iqdb] [saucenao] [google]
449021

Working on this but the profile view seems wrong.

>> No.449024

>>449021
Muscular tone of the upper body seems unproportional with the lower body. Bigger ass and legs will do the trick i think

>> No.449028
File: 150 KB, 795x538, Liefeld-CaptainAmerica-RayDillon-2.jpg [View same] [iqdb] [saucenao] [google]
449028

>>449021

Pectoral area is projecting too far outward.

Lean it in (as in, regress it further near the clavicles) and you should be fine.

>> No.449037

>>449021
front is also off, ass the rest of the anatomy
also not a boxer physique at all

>> No.449038

>>449028
unless you are trolling then that a really idiotic comment, i would push them even more forward and add much more curvature

>> No.449039

>>449037
>also not a boxer physique at all

lost all cred there

>> No.449041
File: 83 KB, 432x677, pic.png [View same] [iqdb] [saucenao] [google]
449041

>>449038

I disagree, Sloc.

I can only do so much quickly with a mouse, but here's a quick pictorial example for what I meant (left). Though I do agree the rest of it needs anatomical tweaking to pull it together.

>> No.449047
File: 276 KB, 1935x811, pose001-prod-g_2.jpg [View same] [iqdb] [saucenao] [google]
449047

>>449041
yeah, since what you did is pushed teh clavicle forward not teh pecs them self

here, study how far the pecs push out of the chest in a normal person
the only reason they look of in his sculpt is since the neck is the wrong shape

>> No.449048

>>449021
Looks like Eggs Benedicked Cuminmysnatch.

>> No.449049

>>449048
Nope.

>> No.449050
File: 97 KB, 313x811, angle.png [View same] [iqdb] [saucenao] [google]
449050

>>449047

I said pectoral area, not specifically just the pecs themselves (better phrasing on my part would have just been "front of the chest").

The sculpt juts outward at the clavicles and then sharply downward, rather than sloped over the pectorals like so. Which is why it appears so box chested. Just moving the pecs outward as-is without regressing the upper portion and the clavicles would be just as off.

This is just one of several issues in the area, but probably the most obvious to a regular eye followed by the arms.

>> No.449060

>>449050
I don't know if I like slocik or not

>> No.449070

>>449060
i dont, hes a twat

>> No.449072
File: 124 KB, 1956x876, first sculpt.jpg [View same] [iqdb] [saucenao] [google]
449072

First time ever sculpting. I'm trying to follow along with a tutorial as I go, but my sculpt has gone so far beyond the original concept design that I'm just winging it at this point.

I think I'm going to give up and start over with this. I've spent too much time trying to fix the smallest details and it's not getting me anywhere.

>> No.449079

>>449070
Really though, I think you do some gold work but you seem a little abrasive maybe??

>> No.449082

>>449072
There's nothing wrong with starting over as long as you've learned something in the process. Looks like your model is still in base stages. Make sure to do as much as you can with one subdivision before subdividing up to another. Details usually come together later in the process.

>> No.449083

>>449082
Yeah, I started with a ZSphere as per the instructions in the tutorial. I had a tendency to go from lower subdivis to higher too frequently which destroyed my mesh.

>> No.449087

>>449079
he's jsut a typical tripfaggot that has a superiority complex. Why do you think the retard always posts with a name on an anonymous image board?

>> No.449089

>>449087
Ignore trips with the 4chin addon.

>> No.449091
File: 1.59 MB, 1920x1080, ontherocks.webm [View same] [iqdb] [saucenao] [google]
449091

>> No.449094

>>448976
What you're seeing is network latency. The physics are rendered on about several dozen networked high-end compute cloud instances, costing in total approximately $100 an hour to rent.

It is the price I am willing to pay for the perfect breast simulation.

>> No.449096

>>449094
You get better jiggles in realtime with physX

>> No.449107

>>449091
Needs a much higher simulation density...

>>449094
Just use PhysX... It is accurate as well, but can be GPU accelerated and performes a lot faster even on CPU than any 3DS Max solvers for soft bodies.

>> No.449114

>>449083
You'll get it, just keep that in mind. It took me a while too. Once you've used the program for a while you can skip between working on different levels

>> No.449115
File: 218 KB, 433x784, Capture.png [View same] [iqdb] [saucenao] [google]
449115

Looked at some more reference and spent a while on my boxer again tonight.

>> No.449116

>>449115
the pectorals look flat. like they're beveled plates

>> No.449121
File: 521 KB, 1920x1080, Edit 03.jpg [View same] [iqdb] [saucenao] [google]
449121

2nd low-polyish project with Maya, also finally got vray 3 for it, so I've been messing with that constantly. Here's a quick photoshoop of the last render. I'm managing, but I am horribly slow at modelling and haven't bothered looking into textures yet, dunno where to approach it to go with this aesthetic.

>> No.449122
File: 79 KB, 500x461, 1405640375974.jpg [View same] [iqdb] [saucenao] [google]
449122

>>449121
>vray 3
>this result

>> No.449124

>>449121
This picture and angle really doesn't emphasize the size of the structures.

>> No.449130

>>449091
I would slap the Bartender that poured me that.

>> No.449240
File: 107 KB, 842x716, Goldberndian_2.jpg [View same] [iqdb] [saucenao] [google]
449240

First time organic/charakter modelling

>> No.449243
File: 115 KB, 1680x1050, h-here we go....jpg [View same] [iqdb] [saucenao] [google]
449243

>>449019

H-here we go...

>> No.449244
File: 117 KB, 875x679, Goldberndian_2_wire.jpg [View same] [iqdb] [saucenao] [google]
449244

>>449240
and the wire w/o subdivisons

>> No.449265

>>449244
That's hard surface modelling.
The edge flow isn't suited for deformation nor is It rigged, and it doesn't look organic.

>> No.449314
File: 253 KB, 1141x621, bonbobody.png [View same] [iqdb] [saucenao] [google]
449314

How's the anatomy looking? it's supposed to look skinny.

>> No.449316

>>449314
Dafuq is wrong with his forearms????????
He becomes a giant from the elbows to hands???

>> No.449317

>>449316
I left the forearms intentionally quite big, I tried to kind of taper them down to the wrist but it's not working. I guess I will try just making the forearms look skinny too.

I have a good 'hand' model already that I want to attach to this one, that's why the hand looks especially shitty and unpolished. forearms are generally a bad point for me.

>> No.449332

>>449240
woulda looked perfect except for the pixel density

>> No.449354

>>449314
Jesus Christ look at that rectum

>> No.449357
File: 959 KB, 2880x1620, dream2.jpg [View same] [iqdb] [saucenao] [google]
449357

Working on a scene i had in a dream of this futuristic post office (pic related) i'm pretty close to done but i was wondering how you would be able to render our dust particles floating in the air?

critiques are welcome as well but if u say blah blah this shouldnt be like that stfu its from my dream and i wanna remake it like how it looked .

>> No.449359

>>449357
also i know the blood on the backwall is shitty havent fixed it yet its placeholder for now just to get a feel of what it will look like

>> No.449360

>>449357
it looks like 1996 ass. Learn to design you shit

>> No.449362

>>449091
the ice slamming in the cup makes me laugh so hard

>> No.449363

>>449360
its from a dream dumbass im not designing anything

>> No.449369

>>449243
Did you sculpt and retopo this or model it from scratch?

>> No.449370
File: 239 KB, 620x1080, devilbutt1.jpg [View same] [iqdb] [saucenao] [google]
449370

working on a model for school, I spent a long time modeling this butt, more than I'd like to say, and i'm pretty happy with it.

That being said, now that I've merged the two halves, how can I make the the crack not so smoothed?

I know there's the crease tool, but honestly, I've had trouble using it in the past.

>> No.449375

>>449314
have you ever seen a picture of chimp before?

>> No.449381
File: 41 KB, 200x200, pepe.png [View same] [iqdb] [saucenao] [google]
449381

>>449354

>> No.449382

>>449375
It's not a chimp

>> No.449386

>>449382
so what's it meant to be then? your mum?

>> No.449387

>>449386
filename

>> No.449388

>>449387
so what's with the arms then? even a gorilla doesn't have forearms that much wider than its biceps.

>> No.449389

>>449370

Butt's a bit small compared to thighs. I'd make it bigger, personally.

>> No.449391

>>449388
I know I addressed that, I'm going to definitely make them smaller, it was a failed stylisation.

>> No.449392

>>449391
if you're trying to go for realism don't bother with stylisation unless you're going for a somewhat cartoony look.

>> No.449393

>>449392
nothing wrong with a bit of stylisation in realism, there is more between cartoon and realism. It's the body to this: >>448966
So you can see there is some level of fantasy to the design already.

>> No.449394
File: 110 KB, 628x530, body2.png [View same] [iqdb] [saucenao] [google]
449394

>>449388
>>449316
better? again the hands are placeholder at the moment so the wrists and hands will be replaced.

>> No.449397

>>449393
>nothing wrong with a bit of stylisation in realism, there is more between cartoon and realism.

There is, but unless you can actually do realism first it's a hollow excuse for your work not looking as it should.
You can't really stylize something well until you've gained the ability to make it look like you really want it to.
And once you've refined your craft to be able to make something look just as you intend, doing realism isn't hard.

Judging by >>449394 you have a good enough eye for this sort of thing to be able to lift yourself over the bar
if only you applied yourself and actually studied the subject hard fo a few months.

For now it looks like you're doing the typical wannabe artist shortcut of looking at the surface and just guesstimating wildly what's going on.

>> No.449398

>>449397
I see where you're coming from and I absolutely agree, I wasn't just making the arms big as some kind of excuse for not understanding the anatomy (I admitted it's a problem area for me) I did have a vision there but it was just poorly executed.
>looking at the surface and just guesstimating wildly what's going on.
So this isn't really an accurate analysis at all, I've actually studied anatomy fair amount and I understand the importance of understand the underlying structures and working, I'm just not at that level of proficiency yet obviously.

My point about stylisation in realism was more about how there is more area for stylisation between photorealism and cartoon style, you can create a stylised character that has realistic anatomy and rendering, and you can exaggerate certain features in order tell a story.

>> No.449399
File: 85 KB, 628x530, tendons.jpg [View same] [iqdb] [saucenao] [google]
449399

>>449397
>>449394

Here did a edit but ran out of time, basically step back and look at the anatomical system you've created
and pay attention to how the tendons muscle and skeleton connect to work as one, does it start to look like a
actual functional living creature that's been petrified? Or does it just look like a surface made in the general shape of one.

>> No.449400

>>449399
this is great thanks, I see now in comparison how blobby mine looks. I'll keep working on it.

>> No.449404
File: 1.79 MB, 2000x1696, 5.png [View same] [iqdb] [saucenao] [google]
449404

First mudbox project ..

>> No.449405

>>449404
use reference
don't use mudbox

>> No.449406

>>449405
Why? I am here to learn. Please elaborate.
Reference as in a Pic?

>> No.449407

>>449406
reference as is multiple pictures preferably. I guess it's okay to use mudbox to learn but in my experience its very shitty.

>> No.449408

>>449405
what the FUCK's wrong with mudbox?

>> No.449409

>>449405
Mudbox is really nice actually, not as powerful as Zbrush in absolute terms true, but in practice good enough for most purposes.
And how it handels, man it's just nice, like you step out into a meadow in summer and take a deep whiff trough the nostrils and smile.

In comprassion Zbrush is like stepping onto a waste dump filled to the brim with putrid sewage baked into foul juices evaporating under a scourging sun.
Like you have this really ace lab in which all the equipment is availible, but some scheise loving german have taken a big unforging shit ontop of everything.

>> No.449410

>>449408
>>449409
I just really don't like it, I used it for a while a year ago and it wasn't very nice.

>> No.449412

>>449410
Hold on bub. Mudbox is only $10 a month for professional use and $0 for unlimited student use. Zbrush otoh is $700 with no demo, nothing for students.

Seems like we got a shill on our hands, boys.

>> No.449413

>>449412
>paying for software before becoming a high profile professional
The only shill here is you

>> No.449415

>>449413
I work in AAA in Californiuh. You?

>> No.449417

>>449415
I'm not professional, hence not paying for the software. neither is the concerned party: >>449404

>> No.449418

>>449417
So you're still implying that he 1) cant afford $10 2) cant use unlimited free student software from billion dollar company.

>> No.449419

>>449418
No, I'm saying why pay at all if there are no repercussions?
Hey could you post some work or point me toward some in this thread? I ask purely becuase I'm interested in seeing it, it has nothing to do with the discussion at hand. I'm interested in seeing the work of AAA artists.

>> No.449420
File: 1.64 MB, 2000x1696, 3.png [View same] [iqdb] [saucenao] [google]
449420

I use mudbox together with maya, mudbox is just so nice for detailing stuff. Specially with a wacom tablet.

>> No.449421

>>449419
>No, I'm saying why pay at all if there are no repercussions?

There are always repercussions for stealing software.

>I'm interested in seeing the work of AAA artists.

Play any AAA game or watch any AAA movie then. It's not hard.

>> No.449422

>>449421
>>449421
>Play any AAA game or watch any AAA movie then. It's not hard.
why didn't I think of that! of course I mean here on 4chan,
>There are always repercussions for stealing software.
Enlighten me

>> No.449423

>>449422
>There are always repercussions for stealing software.
>Enlighten me

Englighten yourself.

>> No.449425

>>449423
nice cop out, I guess if there are repercussions I'll find out soon enough.

>> No.449426

>>449425
doubt you'll ever get work. You'll be a hobbyist forever

>> No.449427

People sure are nice here.

>> No.449428

>>449426
sure, we'll see I guess.

>> No.449435
File: 203 KB, 1579x762, fish guy.jpg [View same] [iqdb] [saucenao] [google]
449435

>>449415
Im a professional shitposter, and i can tell you your suck


anyway a quickie sculpt
didnt make a monster bust in a while

>> No.449437

>>449369

I'm just modeling the hard Surfaces and hair i'm going to make.
The body is the low poly of the Sculpt I made.

I'll throw it back to Zbrush when I'm done with the accessories

>> No.449442

>>449021
He got tiny legs.
However, that's okay, he's a boxer.

>> No.449443

>>449091
You can do better with cycles.
If it doesn't look photo-real, you've done a bad job.
Bump up the samples.

>> No.449444

>>449404
Needs higher res texturing for that AO, but he looks manly as fuck.

>> No.449450

ugh this hair is just not happening. I'm not even sure what style I'm going for.

>> No.449453
File: 142 KB, 1024x768, hairbleeeeuuuuu.jpg [View same] [iqdb] [saucenao] [google]
449453

>>449450

>> No.449457
File: 400 KB, 1408x1056, render2.jpg [View same] [iqdb] [saucenao] [google]
449457

Hey guys, messing around trying to make a room with props and stuff.

I'm curious, i've tried lighting the room with just a directional light going through the window, I thought it would illuminate the room via refraction but the render was black aside from where the directional light hit. I ended up putting an ambient light on really low intensity in side the room.

Shouldn't the directional light and spot light make the room brighter without the ambient?

>> No.449458

>>449457
nice butt

>> No.449459

>>449457
Also jesus, what is wrong with the material on the torso that it is reflecting so much light.

>> No.449460

>>449458
Do you want a closer look?
>>449370

>> No.449462

>>449115
That looks cool Ryan ;)

>> No.449463

>>449457
Yes if you set ridiculous levels of raytrace refractions, and by virtue of the fact that we actually can see quite a bit of the room, means that it is doing exactly what you said.

Think about how a room like this would really look. A tiny window a a desk lamp aren't exactly going to make a whole room bright. You can get the "sun light refracting through a window" look by putting a point light up against the window in addition to the directional light. That way the shadow of the window is still being cast, and the point light's light will fill in the rest of the room.

It STILL wont look right though. You'll need another light somewhere to fill in the shadows (called a fill light). A light that's cooler and darker than your main light.

>> No.449464
File: 122 KB, 1680x1050, Wtf totems.jpg [View same] [iqdb] [saucenao] [google]
449464

I still have no idea how those trunks will be attached to his body. A harness, maybe.

>> No.449465

>>449463
>It STILL wont look right though. You'll need another light somewhere to fill in the shadows (called a fill light). A light that's cooler and darker than your main light.

no, you idiot you don't need to artificially insert another "fill light" into a mental ray scene to make it look right. It's fucking raytracing. What op needs to do is adjust his gamma from 1.0 to 2.2 then use basic tonemapping

>> No.449466

>>449464
you really really should have thought about that when you placed them initially, I'd personally recommend having them in some kind of leather harness.

>> No.449468

>>449444
I know, its only a screenshot from mudbox, will try and render him with mental ray, when i have time..

>> No.449471
File: 384 KB, 1499x816, fish guy 2.jpg [View same] [iqdb] [saucenao] [google]
449471

fish guy done, maybe i will go another detail pass

>>449462
oh snap, nice reverse google image skills, literally anonymous army ;)
>>449464
looks alright, slap there a big harness

>> No.449472

>>449471
not sure how I feel about this one but the mouth is great.

>> No.449474

>>449463
like i said, you can see the room because i put an ambient light in on low intensity.

Is that like a fill light?

Thanks for the advice.
>>449465
How do I adjust the gamma?

>> No.449475

>>449471
reminds me of a snapping turtle

>> No.449476

>>449464
lots and lots of rope all over the place

>> No.449478
File: 441 KB, 640x1440, lights.png [View same] [iqdb] [saucenao] [google]
449478

>>449474
Here's a breakdown.
The scene is like yours. I have a box with a window in it.

The top version has a point light sitting outside the window with a 0.5 intensity. It lights the whole room pretty much. The black triangle on the left is a shadow cast by the window.

The second version has a direction light the same color as the point light at 1.0 intensity. It's not about lighting the room as much as it's about making the reflection on the ground to show off the window. In real life, sunlight gets scattered by the atmosphere and objects outside. that's why a single window could seemingly light a whole room despite the uniform angle of sun light rays. Light bounces around the room yeah, but shining a flashlight onto a white couch isn't going to illuminate an entire room.

The last version has the fill light. It's pale blue with 0.2 intensity. The fill light stands in for the scattered light bouncing around the room and gives a little depth to the shadows. Could you mess with your raytracing options to get it to scatter across the room? Yes you can and yes you should, but remember that the most sophisticated raytracing simulation is real life, and in real life movie sets they have fill lights.

>> No.449479

>>449478
Thank you for the in depth advice.

What should I use for the fill light?

Ambient? Volume?

>> No.449480

>>449464
Tie some ropes around his chest.

>> No.449482

>>449479
point
point lights are like real lights. So in scenes you want to look real you use them. Ambient lights are really powerful and should only be used in very particular instances and when realism is second to design.

>> No.449483

>>449482
do NOT listen to this guy - he knows dick. Point Lights are NOT like real lights - real lights are like AREA lights.

>> No.449489

>>449482
Nope. Point lights don't happen in real life. A lightbulb is not a point light, it has area to it, and the cover that a lightbulb usually sits in is also serving as an additional area light source as it reflects light from the lightbulb very strongly.

When doing realism, you either use area lights, or lights with IES profiles on them, which are use to simulate the way various light fixtures and bulbs emit their light.

>> No.449503
File: 340 KB, 1680x1050, baine ropes.jpg [View same] [iqdb] [saucenao] [google]
449503

>>449464
Ropes around chest. Basically I'd say put ropes around these areas?

>> No.449506
File: 387 KB, 879x1080, Edit 01.jpg [View same] [iqdb] [saucenao] [google]
449506

>>449121 here
i made jukebox

>> No.449507
File: 289 KB, 1207x770, fish guy 3.jpg [View same] [iqdb] [saucenao] [google]
449507

>>449475
yeha i did have a turtle in mind, but making a turtle skin is way too time consuming, still maybe i will add him a shell and a bit more of a body

>> No.449508
File: 97 KB, 1307x714, longsword2.jpg [View same] [iqdb] [saucenao] [google]
449508

made this yesterday after a while away from anything artsy. In the past my work flow was total shit and produced piss poor results only suitable for modding ancient 90s games.

Now I want to try to practice doing it right, and sculpt in fine detail etc. It is better to unwrap before sculpting or after?

Google seems to suggest it depends on what your sculpting tool is. In this case, I am using Blender for sculpting after modeling in Wings3D.

>> No.449509

>>449507
O think it would look nice if you had the crest spread out into the brow a bit more.

>> No.449512

>>449489
>>449483
Wow. You are so upset over this. An area light whose area is so small as to be analogous to a light bulb is as stupid as creating an area light so big and far away that it acts like the sun.

>>449479
Dude listen. You can do whatever you want. I posted a picture of what I suggested would look like. If that's what you want then do it. If it's not then don't. Listening to method fetishists, though, isn't going to get you anywhere.

>> No.449514
File: 248 KB, 1024x768, boyClothesCasual.jpg [View same] [iqdb] [saucenao] [google]
449514

Standard outfit for our protagonist. Just like in real life, I don't know how skinny jeans fit. There's like a conflict between how low it should be in the front versus the back and where the crotch is on both sides.

>> No.449533

>>449464
>>449503

I don't think that would hold those things together, mainly because the ropes are only around his torso.
Maybe if the author provided a backshot of the minotaur, we could help some more.

>> No.449547

>>449508
this isnt artsy, youre a nerd. go draw some dragons or something

>> No.449596

>>449091
Needs some gamma correction on that too

>> No.449600
File: 569 KB, 2000x900, fish guy 4.jpg [View same] [iqdb] [saucenao] [google]
449600

>>449509
not sure what you mean

>> No.449612

>>449410
If Mudbox isn't your Pref that's fine, just don't tell people "don't use it"

I personally love Mudbox and it's compatibility with Maya is handy for sculpting clothes.

>> No.449613

>>449514
You might as well texture the legs without an extra mesh because that's what skinny jeans feel and look like.

>> No.449616
File: 497 KB, 2000x900, fish guy 6.jpg [View same] [iqdb] [saucenao] [google]
449616

>>449600
lets call it done

>> No.449619

>>449616
Its really ugly to look at, plus you didnt adjust gamma from the default of 1.0 to 2.2 which 99.999% of all monitors output. The result is everything is dark and I cant see anything. This is bad.

>> No.449622

>>449616
His ears look like a nest for fish eggs, except its more flat.

>> No.449623
File: 689 KB, 2000x900, whatslocikprobablylookslikeIRL.jpg [View same] [iqdb] [saucenao] [google]
449623

I like this creature, my main criticism is that it has a certain stiffness to that puts me off, Something that grows organically should have a more fluid feel to it's macroscopic form.
All your detail work is great in isolation but the whole feels synthetic, like it's exactly what it is a digital sculpture, rather than a living creature.

I can't really criticize this using language in any great capacity so I did a edit of what I would do if handed this sculpt.
It could of course be styled in different directions to look more peaceful, sinister etc, that's not the point.
point is moving things around to get it to feel more like a 3D scan of a living creature or a well made creature sculpture in a more organic media like clay,
rather than a well made Zbrush manufactured monster mask.

A lot of this is in the tension of how major lines are allowed to flow together, and a lot of it is in subtle asymmetry.

>> No.449626

>>449612
>just don't tell people "don't use it"
I was being flippant, of course he can use what he wants.

>> No.449641

>>449623
from your suggestion the one i like is the angling of the nosy, your side suggestion are just subtle silhouette changes that impact nothing
now from the front, all your changes are aimed at a more masculine look with wide jaw broader shoulders and a crown like head

its not what i was looking for i though or a more compacted skinny guy, a muscular but low mass body with long limbs and hunched back
as for realism, i wanst looking for it at all,changing his body type would not help, the skin flow would, more fat, better consistency in its thickens and folds and detail type

>> No.449642

>>449641
His is much much better than yours. You just never have "it".

>> No.449644

>>449642
kek, no linear workflow shitposting ?
son, you losing your edgynes

>> No.449645

>>449644
You'll notice that that the better version has much better lighting in the dark areas than yours as well as being overall better quality.q

>> No.449654

>>449644
slocik do you ever do lowerpoly stuff??

>> No.449656
File: 1.00 MB, 960x960, dirty.png [View same] [iqdb] [saucenao] [google]
449656

Trying to do Sonic Youth's Dirty cover, but can't seem to get the UV's and the texture right, don't know much about the subject yet. I'll need to setup some kind of hair particle system as well, but yeah. Very early WIP, of course

>> No.449658

>>449656
oh sorry, wrong image, the normal map is way too high on this one. if anyone as any tips for texturing this kind of stuff, please do share. Will post another one when it's more advanced.

>> No.449662

>>449656
looks perfect as it is
>>449654
i assume you mean normal mapped stuff
not in a while

>> No.449663
File: 537 KB, 2000x900, sentient.jpg [View same] [iqdb] [saucenao] [google]
449663

>>449641
I think you missed the point I was trying to convey, one can style a creature or a face a million ways and
what is the right thing to do depends on the character you wanna create.

What I'm trying to get across is that you're technically very skillfull but your creature designs have this rigid quality to them
If you just would remedy that you would take your stuff to the next level and beyond, in my opinion.

Like If realism isn't a concern for you in this aspect it probably should be, any character just becomes a lot more interesting
if one manage to imbue it with some life like qualities, make it look like it's a mind inside there behind them eyes.
Previous image was me trying to do that not straying too far from your original.
Here's examples just going wild in various directions, that they all turned out kinda sinister is just my personal bias.

>> No.449664

>>449663
but at this point you are talking about a different design, something i set onto pretty early into the sculpt, such extreme changes would require me to remake most of it

as for the design itself, thats the problem of just going with what you feel like, it might end up looking better or worse, no way to tell till you make it, i didnt spend much time concepting this out

>> No.449665
File: 90 KB, 1000x1000, Garen_WIP.jpg [View same] [iqdb] [saucenao] [google]
449665

More work on this guy. Most of the cloth done.

>> No.449673
File: 69 KB, 425x524, ishygddt.jpg [View same] [iqdb] [saucenao] [google]
449673

>>449664
>the problem of just going with what you feel like, it might end up looking better or worse

>> No.449675

>>449508
Only unwrap the low poly first if you are 100% sure that you aren't going to modify extensively the model edges (contours, overall shape) else, you will find out that later on the low poly might not be good enough to fit in the details.

If your are just going to add grooves, indents, bruising, maybe some filigree or what else and you are sure that you aren't going to need to modify the low poly to hold the details, then you can unwrap first.

If you aren't going to use a low poly (to bake the high poly on) and that is just a base to start the sculpting of the high poly, you should wait until you finish the high poly and then go to the lower Subdiv and do the UV unwrap.

As a rule of thumb you should do the sculpting first, then look if you need or want a retopo and then unwrap.

>> No.449676

>>449613
but then he'd have a denim cock

>> No.449681

>>449676
Yup, forgot to mention the legs look elongated.

>> No.449682

>>449506
Why the fuck do I like this so much? So simple, yet appealing.

>> No.449684
File: 129 KB, 395x386, 1318563621006.png [View same] [iqdb] [saucenao] [google]
449684

>>449673
>>the problem of just going with what you feel like, it might end up looking better or worse

>> No.449686

>>449464
Imagine jungle vines. Now apply that to the trunks.

>> No.449690
File: 267 KB, 1424x936, silhueta do capeta.jpg [View same] [iqdb] [saucenao] [google]
449690

>>449464

Modeling accessories is very boring, so I just got it back to Zbrush to do some minor tweaks and whatnots.

Still can't manage to get the Horn silhuette quite right, though. Everytime I move part of it, it screws the other part over. So I'll just try to get the best angles right.

>> No.449691
File: 237 KB, 1024x768, boyClothesCasual2.jpg [View same] [iqdb] [saucenao] [google]
449691

>>449681
Agreed. Only full grown adult's legs are 50% of their height. I took about half a head off the length of his legs.

>> No.449692
File: 116 KB, 704x528, devil render.jpg [View same] [iqdb] [saucenao] [google]
449692

>>449690
Hey man, I'm modelling something with hooves too.

Maybe we can be BFFs.

btw what do you guys think so far? Obviously it's not much to look at but It'd be nice to get some crit.

>> No.449695
File: 132 KB, 704x528, booty.jpg [View same] [iqdb] [saucenao] [google]
449695

>>449692
swiggity swoogity

>> No.449696

>>449692

Hey dude! Hooves guy here.
It's looking pretty cool, dude!
If I could give you a suggestion, it would be to model the legs a little more spread. Try to think of your model like a living, breathing creature. Imagine how it can sustain it's own weight, how it would balance itself, etc.

Keep up the good work!
And don't forget, the first hours are the toughest on any model.

>> No.449697

>>449691
Something is still off about the legs, it has the structure of a females anatomy, but the width of a males?

It just looks off.

>> No.449698
File: 395 KB, 1311x2048, boyFront.png [View same] [iqdb] [saucenao] [google]
449698

>>449697
> it has the structure of a females anatomy
This is a feature, not a bug

>> No.449699
File: 1.59 MB, 3000x1448, devil model small.png [View same] [iqdb] [saucenao] [google]
449699

>>449696
I hear you man, but I'm rigging this to animate, so isn't posture kind of secondary? something I can do after rigging?

I've only been doing this for a few months so I'm not 100% sure. Thanks for the encouragement man.

I've been working on this for like 3 days

This is the model sheet I made for this, so i was also trying to stick with that posture as well

>> No.449700

>>449690
those biceps are tiny

>> No.449703

>>449698
But you said it's a guy.

>> No.449705
File: 1.06 MB, 1200x861, bonobo foot study.jpg [View same] [iqdb] [saucenao] [google]
449705

I have kind of a weird question: in a typical AAA character asset how many polygons would you assign to the hands and wrist?

I'm doing this workflow study where I have isolated the foot of my character asset (which I will treat as a hand, because it's a bonobo foot and they are really more like hands.) and to create a low poly version of my sculpt I need a goal polycount, can anyone help me out?

Here is the foot to give you an idea.

>> No.449716

>>449703
yes

>> No.449738
File: 64 KB, 480x360, image.jpg [View same] [iqdb] [saucenao] [google]
449738

haha, look at this next to the proto model.

The first one I was just messing around without a model sheet, I mean I know it should be obvious but it's crazy how much better your models turn out with guides.

>> No.449739

>>449738
The first one being the right one.

>> No.449743

>>449705
I'd say around 5-7k tris, 10k max.

>> No.449749

>>449738

I honestly see little to no improvement at all.
Don't glorify yourself at these little thing that just you notice, dude.

it >IS< getting better, but that doesn't mean it will turn out good, you know what I mean?

Please don't take this as an insult.

>> No.449751

>>449749
I know it's no masterpiece, and I'm not meaning to stroke my own ego.

I'm just very happy with how it's turning out since using a model sheet.

You see little to no improvement? I'm not challenging that necessarily and it may be presumptuous to talk about the good aspects of your own work, but objectively the left, the newer one, has better anatomy and form than the one on the right. It has better topology too but you cant see that.

I'm sorry if I seemed like I was being...self indulging?? I'm not sure, but I must have came off too strong about how much I liked it.

>> No.449758
File: 1.29 MB, 720x576, gife.gif [View same] [iqdb] [saucenao] [google]
449758

>> No.449773

learning about sss

tips plz

>> No.449774
File: 150 KB, 1100x990, spoopy.jpg [View same] [iqdb] [saucenao] [google]
449774

>>449773
I got too excited and blew my post load too early

>> No.449780

>>449743
For just a hand? 10k tris sounds fairly high for ecen a whole model

>> No.449782

>>449749
Imo its much better, as he said in the anatomy and forms. Tgere is nothing wrong with getting excited by progress, its a healthy way to get better.

>> No.449784
File: 298 KB, 425x524, le shiggy face.png [View same] [iqdb] [saucenao] [google]
449784

>>449673

>> No.449786
File: 198 KB, 1100x990, SPOOKEY.jpg [View same] [iqdb] [saucenao] [google]
449786

>>449774
this is fuuuun

>> No.449788

>>449716
Ohhh. Artistic License has its advantages.

>> No.449791

>>449784
You should make a 3D version of A Land Before Time.

>> No.449813
File: 128 KB, 823x779, alienu.jpg [View same] [iqdb] [saucenao] [google]
449813

quick 30 min sculpt form a sphere
i already forsee the ayy fags

>> No.449817

>>449813
That neck would break like a twig.

>> No.449818

>>449817
doubtful, you can grab well above 20kg in your hand and put it above your head without your hand snapping
but he wouldnt be a break dancer, thats for sure

>> No.449819

>>449818
the hand is smaller and or compact, do you even physics?

>> No.449820

>>449818
Even a child could break that neck, easily.

>> No.449826
File: 183 KB, 901x779, alienu2.jpg [View same] [iqdb] [saucenao] [google]
449826

>>449820
then stop beating up random aliens

>> No.449837

>>449826

His cheeks.
He's so fluffly i'm gonna die!

>> No.449850

>>449826
needs tits, a dick and a vagina, just like all your creations. c'mon man your work is slipping.

>> No.449851

>>449850
I think you're thinking of Alioto. I know, it's easy to get them confused.

>> No.449854
File: 68 KB, 391x864, alienu3.jpg [View same] [iqdb] [saucenao] [google]
449854

>>449850
here, now with alien penis

>> No.449856
File: 76 KB, 901x779, cockbalien.jpg [View same] [iqdb] [saucenao] [google]
449856

>>449854
A Khockballian being from the planet Phallos 8-D

>> No.449857

>>449856
Inspired by tell a story thread >>449831 >>449844

>where did he came from?
His head.

>what does he like?
crawling into cramped spaces.

>what's his purpose?
infiltration.

>his mission?
penetrate enemy lines.

>> No.449861
File: 87 KB, 600x450, rig.jpg [View same] [iqdb] [saucenao] [google]
449861

making progress

>> No.449862

>>449856
now that's a masterpiece

>> No.449877
File: 76 KB, 500x320, There-isnt-any-problem.1.jpg [View same] [iqdb] [saucenao] [google]
449877

>>448963
we need a WIP CENSORED EDITION
thoughts?

>> No.449881
File: 714 KB, 1344x1262, cockminator.jpg [View same] [iqdb] [saucenao] [google]
449881

>>449877
>Here we go again...

>> No.449888
File: 1.92 MB, 1920x1080, SnowManScene.png [View same] [iqdb] [saucenao] [google]
449888

Still working on 3D and this look is fairly easy for me to play around with.

Thoughts?

>> No.449893
File: 45 KB, 363x543, pls halp.png [View same] [iqdb] [saucenao] [google]
449893

>> No.449922

>>449888
looks like south park

>> No.449923

>>449893
you need another edge loop that goes around the eyes like a domino mask. Right now the edge ring from over the chin snakes over the cheek and goes into the eye brow. That's going to cause artifacts when it deforms

>> No.449967
File: 57 KB, 370x462, 29397822ae92574fdd92c3ad134dea07.png [View same] [iqdb] [saucenao] [google]
449967

How long did it take you guys to get the hang of facial topology? Every time I model a face, I feel like a retard and am just praying the whole time that it ends up okay.

I'm trying to keep the neck to 16 faces, probably gonna end that ngon in a tri on the back of the noggin

Do you guys have any methods of remembering facial topology?

>> No.450012

>>449967
you just fix it as you go along, and when you're done you stop and fix what got by you

>> No.450039
File: 64 KB, 1100x990, image.jpg [View same] [iqdb] [saucenao] [google]
450039

Does anyone have any advice for weight painting? I'm rigging my first model and I'm having a bit of trouble.

Also, is there some way to have alternate weight paintings for the same joint? For example, when rotating the shoulder down I want the weights to be different than when rotating up, mostly because if I paint for either exclusively, the other suffers. I'm an amateur so there may be a way of doing this I don't know about.

Any advice would be great.

Pic is an unrelated skin shader attempt I did the other day

>> No.450051

>>450039
>>449786
>>449774

Dude your model is terrible, please stop posting it.

>> No.450054

>>450051
Dude, I honestly don't care how bad it is, it's a WIP thread and I can post whatever I want. We're all here to learn and people like you who discourage beginners are disgusting. Be encouraging, helpful if you can or don't say anything at all. It's pretty simple dude.

>> No.450055

>>450051
Though I accidentally posted the same render twice, I don't know how it let me do that but my mistake.

>> No.450056

>>450054
>Be encouraging, helpful if you can or don't say anything at all. It's pretty simple dude.

That's not how it works. Your render is terrible now, it was terrible a few months ago when you first posted it. Delete it then delete yourself. Close the loop.

>> No.450057

>>450056
I posted the model a few weeks back and the model isn't great, sure, but that wasn't the point of me posting it again, I was learning about SSS and used the model to test it on. And again, that's exactly how it works, I post whatever
I'm working on however bad it may be. Critique it if you don't like it, I'll do my best to improve it, but don't be a sperglord.

>> No.450064

>>450057
>wrekt

>> No.450065

>>450057

I wouldn't count in work in order to achieve abomination of 3d model in the general meaning of Work In Progress which this thread is all about.

Let's be honest here, everyone come here to post/see something impressive.

>> No.450066
File: 432 KB, 1350x1350, ugly.png [View same] [iqdb] [saucenao] [google]
450066

>>450065
As long as you're putting in effort to improve, it doesn't matter if what you create is an abomination.

Being honest here, I come to post my progress and get critique and see others progress, despite what level they may be at.

This was the first thing I made in maya a few months back, tried using sss and everything and nothing worked out well, I had absolutely no clue what I was doing, and I still don't but at least I'm making progress, and that's all anyone can ask of me.

I honestly shouldn't even be responding to your troll shit but I guess I feel obligated.

>> No.450067

>>450066

>I come to post my progress and get critique

>I come to post my progress and get critique as long as noone is criticising me.

>> No.450070

>>449856
haha

>> No.450073
File: 149 KB, 923x507, wip.png [View same] [iqdb] [saucenao] [google]
450073

>>450067
Lol, "your render is terrible"

That's the thing man, that isn't critique, that's just bashing. I'm not even sensitive, I don't care if you call it terrible, but you're saying it's terrible and to stop posting, which is so against the point of this board that it is appalling and garnered a response.

I said in my reply, tell me what to fix and I'll do my best, which you still have yet to do.


On an unrelated note, here's a wip, feel free to critique my topology or something.

>> No.450082

>>448993

Defo gonna follow an animation tutorial from someone who cant even get a clean topology on such a basic shape

Is that a mayafag thing?

>> No.450083

>>450065
>everyone come here to post/see something impressive.
no one comes here to be impressed moron; the express purpose of these threads it for people to post the odds and ends that they are working on so as not to clutter the front page. Go fuck yourself you self important twat.

>> No.450088

>>450083
>projecting

>> No.450099
File: 127 KB, 960x540, Faraon4.png [View same] [iqdb] [saucenao] [google]
450099

>>450083

It is against human nature for people to care about autistic expressions like "I made a model", or "I'm learning certain technique and I got this". People naturally come to such threads to see something that will interest them and they're interested in seeing impressive shit being done. If WIP threads were what you think they are, every post would look like this:

I'm learning human anatomy, look at the picrel. You all must care now and criticise my work in positive manner.

>> No.450102
File: 368 KB, 880x1320, devil wip.jpg [View same] [iqdb] [saucenao] [google]
450102

>>450099
Not everyone goes to the WIP thread for the same reason.

even if someone were to post that image, I still wouldn't hold that against them, I would expect people to give them advice, not to berate them.
Unrelated, here's where I'm at with my model, all I've got left to do modeling wise is the eyes and tail.

>> No.450104

>>450099
There are two groups of people in this thread:
1. People who post what they're working on.
2. People who are interested to see what others are working on.

The reason someone would post their work in this thread is to receive feedback, whether it be positive or negative. And you're here to see that work. It's show and tell.

>> No.450109

>>449923
Okay thanks, this makes sense

>> No.450116
File: 70 KB, 704x528, devil render finished.jpg [View same] [iqdb] [saucenao] [google]
450116

YEH

>> No.450119
File: 260 KB, 960x720, dos render.jpg [View same] [iqdb] [saucenao] [google]
450119

>>450116

>> No.450136

>>450119
hooves and tail need serious work but otherwise I really like this.

>> No.450137
File: 90 KB, 900x506, 1415796063734.jpg [View same] [iqdb] [saucenao] [google]
450137

>>450099
>"I made a model"
>"I'm learning certain technique and I got this"
>Autistic

No, anon, "cuck" is the new word you're supposed to default to when you don't have any valuable input on the topic now.

There are two sides to a WIP thread - the passive learning side and the showcase side. For example, I lurk these threads to see what I can pick up from those who are showcasing their work, and from the feedback they receive. If someone posts an arm rig here, and someone else suggests that the way they set up the rig will result in problems later, I can take note of that and avoid it myself when I make a rig. I'm sure I'm not the only one with this mentality.

The showcasing side is just the other end of that - those posting their work. The most valuable result of this is, of course, to receive critique and feedback. But it's also fun to just offer your work to the eyes of your peers. If they don't see anything that glares and needs fixed, then just keep going. If someone points something out to you, take note of it, fix it and come back. The active people here are here to learn and grow.

"This is terrible, give up" is not critique or legitimate feedback, by the way. This is not because "durr feedback MUST be positive", it's because there is nothing of worth to these words. There's no reasoning, there's no "this is terrible because...", it's just you trying to bully a learning hand instead of putting the effort to improve your own.

People like you who try to stamp out growing skill in the online creative community are the most toxic people imaginable. You have no appreciation for art or this craft and you can never back up your malignant opinions with anything meaningful. If you're here to heckle, bully, and stew in your own ignorance then these threads obviously are not a good use of your time.

>> No.450138

>>450119
8/10 would fug

>> No.450140

>>449462
Thanks man :)

>> No.450141
File: 139 KB, 554x650, Capture.png [View same] [iqdb] [saucenao] [google]
450141

Trying to do some boots in Zbrush but I'm running into problems. I found an infographic but I'm still having issues. I mask an area, use the layer brush and then define it with HPolish but it still looks like dick. Any suggestions?

>> No.450142
File: 219 KB, 429x708, Capture.png [View same] [iqdb] [saucenao] [google]
450142

Worked a bit more on the muscles.

>> No.450148

>>450141
You would do something like this with the panel loops function in Zbrush.
If you wanna save your sculpt, then you have to re-topologize.

>> No.450150

>>450142
stop
drop
and roll

Smooth all of thsi out and work on the silhouette and body mass first before you work on any muscles

>> No.450152

>>450141
dont worry keep working on it, a good idea if you are an amateur is to split the mesh into subtoools
duplicate the mesh, mask out a part you want to be separate like the bottom of the shoe, extract, use zremesher to give it a better and smooth flow or use panel loops

>> No.450153

>>450152
shame that you never use panel loops in your shitty works. Yet, you reccommend them. Double standards much? Huh?

>> No.450154

>>450153
kek
>>450119
i like it mostly, the breasts dont look good, a bit too high up and a bit wide up the chest
triceps too narrow biceps too wide, the, also butt shape could use a lot work
also wrenet the horns square in the concept ?

>> No.450156

>>450141
Best is that you try to do and follow some lectures / tutorials at first and get the overall workflow tips. Try to look for "hard surface techniques zbrush" (I know a shoe is not exactly hard surface, don't bash me on this).

As an example:
https://www.youtube.com/watch?v=Qpd5yKY54mY

I apologize in advance if I'm not supposed to link videos in this thread.

>> No.450159
File: 100 KB, 960x540, sadCG7.jpg [View same] [iqdb] [saucenao] [google]
450159

>> No.450160
File: 1.40 MB, 1920x1080, Road America WIP.png [View same] [iqdb] [saucenao] [google]
450160

/o/ here, have any of you ever worked on 3D modelling for games?

I've been working on this on and off for a while now, been too busy lately to even open it since late September but my thankgiving break is in a week so I'll be able to hop back into it.

Basically so far I've made a bezier curve and extruded a road surface and grass from that, and added walls along copies of that path straightened out/bend where need be to get them to line up with the satellite photo I'm using for reference.

The reason the road looks so fucked up is because it's two layers, the lighter gray one with the white stripes on the ends is the one you see in game and the dark one is the bumpy mesh the physics engine of the game sees and you feel through the wheel, but it doesn't actually render visually so the road looks fine if a little boring and flat in game.

Hopefully when I go on break I'll be able to finish the walls and start on the environment, then move on to actually texturing for real, it looks like ass right now.

>> No.450161

>>450160

Wouldn't it be better to store the roughness of the roadsurface as a map instead of actually using a surface?
like you read a pixel value of a surface under each wheel to get fine elevation changes, that way you could even have
things like different frictional coefficients depending on how worn and cracked the road is locally etc.

>> No.450163
File: 1.55 MB, 1920x1080, Road America WIP 2.png [View same] [iqdb] [saucenao] [google]
450163

>>450161
Sounds like it would be better to do it that way but I'm going to trust the devs know more about that than I do and they did it this way for a reason. Every other racing game I've seen does it the same way as this one so there has to be some merit to it.

And good Lord from up close my textures are absolute ass. I can't into UVs yet.

>> No.450164

>>450150
What should I do to improve the silhouette and body mass? I feel like I did a pretty decent job but I'm pretty new to anatomy so I'm open to suggestions.

>> No.450165

>>450159
It's never going to be a meme. Cut that out.

>> No.450166

>>450164
look at it with one of the flat materials applied and look for places where there's no detail and add it.

>> No.450167

>>450165
Sure I'll get right on that.

>> No.450184

>>450154
Yes they were square, I just had issues making it work, do you have any advice on how I could model them more to the original?

I thought the butt looked good ;(

Any specifics on how to rework the shape?

On a side note, I modeled the eyelids closed and I don't know how to open them aside from moving every vertex, is there a way to do this?

>> No.450186

>>450136
I actually used a reference on those hooves, they're goat hooves, not bull or horse hooves.
What is the issue with the tail?

>> No.450190
File: 118 KB, 1680x1050, sigh.jpg [View same] [iqdb] [saucenao] [google]
450190

Remade the gauntlet

>> No.450196

>>450186
>I actually used a reference on those hooves, they're goat hooves, not bull or horse hooves.
I bet the goat you used for reference had two front feet too right?
The hooves don't really work for a bipedal character imo, it looks like she will fall backwards. You need to take weight and balance into consideration.

>> No.450199

>>450190
Anatomy.

>> No.450200

>>450199
elaborate or fuck off

>> No.450201

>>450200
It's non existent lel

>> No.450202

>>450201
do you know what anatomy means, mouthbreather?

>> No.450203

>>450202
Something you/he don have, dicklick.

>> No.450204

>>450202
Bra, that dude is just trying to troll you and you're fallin for the bait, just ignore him.

>> No.450205
File: 380 KB, 1678x1027, hope it pleases.jpg [View same] [iqdb] [saucenao] [google]
450205

>>450199
That's a base mesh with 4k polys, bro.
This is what i've done with the limited knowledge i have. There are only secondary shapes blocked in. I'll leave the fine details when I get the UV done.

As always, criticism is very welcomed, SPECIALLY if it is well written so other people can understand and improve on what is believed to be lacking.

>> No.450206

>>450205
This is terrible. Its like there's no bones beneath it all. Just shit.

>> No.450208

>>450206
Now that's what I call some well written, constructive critisism. I'm not even that anon, so don't bother.

>> No.450209

>>450206

I don't understand your point. What makes you perceive that there are no bones beneath "it all" ?

>>450208
I'm that anon, so I'll just try to listen. Who knows, maybe he does have a few good, valid points that will help me improve the model.

>> No.450211

>>450209
Try and understand. You have shit.

>> No.450215 [DELETED] 

>>450211

Ok, thanks for the criticism, I'll to improve on it.

>> No.450216

>>450205

Think you need to re-evaluate just where the tailbone is located on a biped anon.

>> No.450217

>>450211
Ok, thanks for the criticism, I'll improve it.

>>450216
Totally agree, dude. I made it higher than where it should be so that the dynamesh wouldn't fuck the butt.

I'll get it differently, thanks for the help, anon!

>> No.450220
File: 229 KB, 1063x900, literally who.jpg [View same] [iqdb] [saucenao] [google]
450220

just fucking around
i really need to practice cloth sculpting

>> No.450222

>>450205
the tail should start where the tail bone is, not in the spine, move it much lover
other than that the body will do

>> No.450225

>>450164
man, to be honest, nothing you can do, you just need to practice your anatomy and form recognition, a lot
making an anatomy study after anatomy study is the only way to go

>> No.450226

>>450184
if you mean by box modeling
then i would take a box tamper it a bit a the top, twist and then put it into position, then try to figure out the topology and how to blend it into the head form there
the butt lacks definition and dosnt really overlap itself
if you modeled them shut then you are fucked, ether remodel or moving it by hand is your only way to go
and you dont really need to move it vertex by vertex, dunno what you are using but there must be some soft ranged tool for moving polies around

>> No.450228

>>449695
don't say that

>> No.450230

>>450225
O-okay...

>> No.450231
File: 194 KB, 687x696, boot.png [View same] [iqdb] [saucenao] [google]
450231

>>450141
Extruding and ZRemesher worked really well for me! I feel confident about making clothes now! Now I just have to figure out how I want to do the laces.

>> No.450232

>>450226
Thanks for the advice.

>> No.450233
File: 236 KB, 1716x1416, boxerdood.jpg [View same] [iqdb] [saucenao] [google]
450233

>>450142
>>450225
Pay much more careful attention to how the deltoid actually connects the shoulder to the trunk.
Smooth out your shapes and try looking at living people for reference, your current take at anatomy looks
kinda like a person without any particular shape to their body took on a shirt with a 'anatomy surface'.

You need to pay attention to how people look as a whole and make your anatomy look like it's made of actual muscles
suspended on a internal armature of bones. It's also very important to catch the slight curvature of the bones of the skeleton.
We're not made up of straight pipes underneath like a stick-figure so to speak.

Here's a edit of me trying to make this guy look a bit more natural for reference.
Notice how all the limbs the trunk and the wrists are ever so slightly curved, giving it a more dynamic vibe.

>> No.450238

>>450233
the only crit I have is he has no "cajones". No "junk".

>> No.450240
File: 357 KB, 1678x1027, deblizzed minotaur.jpg [View same] [iqdb] [saucenao] [google]
450240

>>450205
I can't really criticize something so styled, but as I deeply despise those kind of blizzardesque proportions that is so popular these days,
here's how I envision the minotaur if a darker more realistic style was pursued instead of that cartoony crapage. Just as a data point.

>> No.450245
File: 369 KB, 917x1416, spacecock.jpg [View same] [iqdb] [saucenao] [google]
450245

>>450238
Oh SHIT! sorry anon, I completly forgot that our cockminator was on vacation.
Here you go, and remember that if I get cockminated it was... probably totally worth it.

And tell Millenia... tell her I loved her... https://www.youtube.com/watch?v=MS4_Z84-rRE

>> No.450249
File: 49 KB, 300x250, 174974[1].jpg [View same] [iqdb] [saucenao] [google]
450249

>>450222
>>450205
>>450240
I kinda like what you changed, but I'd still say the tail is in the wrong position.

It's coming out at the top of the sacrum, but should be in the coccyx's position. More or less poking out from the butt cheeks.

also, lacks genitalia; should get on that very important.

>> No.450260 [DELETED] 

>>450233
I appreciate your time and effort, but you took the anatomy and made it worse. I agree with you about the deltoids and smoothing everything out but you made the calves way too big and stylized the abdomen too much imo.

I really do appreciate the help though. I'll fix the delts and muscles up.

>> No.450262

>>450233
The calves look a bit too big but you're right about some of that other stuff. I'll give it another go tomorrow. Thanks

>> No.450265

>>450262
>>450260
Yeah I always exaggerate the calves on males, it's because I rock these tremendous calves myself IRL.
I was shocked to discover guys should have bigger upper arms than calves on average when I started lifting.

My physique was nothing special but my calves was body builder tier in girth and strength from the start.
I'm so used seeing my own legs in the mirror that average legs just look kinda sticky to me.

>> No.450336
File: 151 KB, 1122x645, body.png [View same] [iqdb] [saucenao] [google]
450336

continued working on this, it has actual hands now so the forearms and hands hopefully look a little less fucked, although i'm not entirely happy with the fingers.

>> No.450337

>>449619
Jesus Christ, this guy sounds like the biggest elitist cunt.
It looks pretty good man.

>> No.450338
File: 180 KB, 1142x641, fat.png [View same] [iqdb] [saucenao] [google]
450338

>>450336
and then there's this.

>> No.450340

>>450338
It looks flat.

>> No.450342

>>450340
yeah im not really happy with it to be honest.

>> No.450352

>>450342
Try to give it more volume, I mean, it's supposed to be fat, right?

>> No.450353

>>450352
flat.

>> No.450360

>>450353
I mean the monkey should be fat but it's flat.

>> No.450364

>>450352
yeah I think it ended up looking too saggy and not plump enough.

>> No.450370

>>450364
plum orangutan tits

>> No.450385
File: 1.19 MB, 1280x720, werewolfidle_01.webm [View same] [iqdb] [saucenao] [google]
450385

Can I get some feedback on this short idle animation segment? I know it's not much to go on, the skinning and textures are fucked (not being graded on that shit though so it just has to be "functional"). Any advice on making this halfway decent? I've only spent an hour or two on it so far barely counts as a first draft but any crit's welcome

>> No.450386

>>450385
blender?

>> No.450387

>>450386
What?

>> No.450388

>>450386
Yeah, it's 2.7 xD

>> No.450394

>>450386
Na it's 3ds max 2015

>> No.450398

>>450394
Can you show me your license? Not a question.

>> No.450400

>>450398
It's just a standard student license

>> No.450401

>>450400
Can I see it?

>> No.450402

>>450401
Why? That's not even relevant to what I was asking

>> No.450403

>>450402
So you pirated it then.

>> No.450404

>>450403
No?

>> No.450406

>>450404
You couldnt produce a license when the inspector came, so the only conclusion is piracy.

>> No.450408

>>450398
>>450401
>>450403
>>450406
Reminds me of one time when a random stranger asked me to take off my shoes on the sidewalk. No, I'm not going to do that. Fuck you.

>> No.450410

>>450408
Ok buddy. Take your medicine alright m8

>> No.450431
File: 237 KB, 960x720, Untitled.jpg [View same] [iqdb] [saucenao] [google]
450431

made a different shader for the horns

>> No.450565
File: 441 KB, 1600x900, WAT.png [View same] [iqdb] [saucenao] [google]
450565

am I even doing this right?

>> No.450622

>>450565
if that looks like what you want to make then yes

>> No.450629
File: 518 KB, 1600x900, asdasda.png [View same] [iqdb] [saucenao] [google]
450629

>>450565
Meh, it doesn't seem t obe going as smoothly as I see tutorials doing it

>> No.450631
File: 122 KB, 1920x1028, axl04.png [View same] [iqdb] [saucenao] [google]
450631

Hoping to finish this model up tomorrow and then take it into Substance Painter for my first real attempt at making a model look good with textures and maps.

>> No.450725

>>450431
>would make deal with/10

>> No.450731

Working on this in Mudbox, how is it so far?

>> No.450732
File: 28 KB, 373x655, sssssss.jpg [View same] [iqdb] [saucenao] [google]
450732

>>450731
Fuck

>> No.450746

>>450732
welp/10

>> No.450748

>>450732
Better than anything I could do, but damn those proportions are wonky as hell in places. Check out the guy's hips. Needs some definite overhauling around his midsection in general. He just looks *too* chiseled. Make the indentations of his muscles more subtle.

Head/arms/feet look great, though.

>> No.450767
File: 128 KB, 704x528, dev.jpg [View same] [iqdb] [saucenao] [google]
450767

>>450431
I stretched the head a bit taller in this one because I thought she might look a little too childlike.

Should I stick with this or go back to the older version?

Btw, I'm sorry for spamming this with so little progress, I'm just lost as to how to finish it up.

I'm trying to use the fur tool on her legs but it's making maya crash/lag and is seriously bumping up my render times.

Also, does anyone have any advice for the best way of making hair? I tried modeling some so I could make curves along the edges and generate it that way but I was having issues with my curve tool so I abandoned that...What is the best way to make hair?

I also need to work on my rigging. I have the skeleton for the body done but I have no clue how to rig the face and I don't know much about making the rigs animator friendly.

I made an IK for legs, and it works okay for the most part but it seems kind of shoddy, I think in the rigs I've downloaded, they have some sort of knee constraint that makes sure it's always facing the right way. Not sure how to do that though.

Any advice on this stuff would be great.

>> No.450768

>>450767
nope
turn it back
also makes pupils bigger
and center the eyes more in each socket or reduce the nose bridge with

>> No.450769
File: 150 KB, 704x528, dsfdsf.jpg [View same] [iqdb] [saucenao] [google]
450769

>>450767
And here's all my test renders I've saved

Ended up changing the eye texture. There's also a test for the fur on the legs but I couldn't really get it how I wanted because messing with it made maya lag so bad. Also I wanted to do it on individual faces rather than on the whole body but ended up having to duplicate the faces I wanted fur on because otherwise it made the whole body hairy, and honestly it was more trouble than it was worth.

>> No.450770
File: 687 KB, 1392x1048, All renders.jpg [View same] [iqdb] [saucenao] [google]
450770

>>450769
I'm trying not to spam but I posted the wrong image, I'm so sorry. :(
>>450768
So make the bridge of the nose less wide?
I can do that.

>> No.450773

>>450137
>cuck is the new word to default to
When did this become a thing? I've heard so many people say that cuck is misused all the time, but I've only seen it misused once sarcastically in a shitpost.

>> No.450793
File: 101 KB, 947x1200, 1402495619192.jpg [View same] [iqdb] [saucenao] [google]
450793

>>450245

>> No.450796

bump

>> No.450823

>>450770
I like how the bridge is right now. Makes it look more cute. Like the eyes a lot too. Good work, man.

>> No.450928

>>449888
>>449922
agreed, i thought the thumbnail was south park

>> No.450930

>>450056
>>450065
ya, you can fuck off at any time

>> No.451621
File: 256 KB, 1692x816, 11-21-2014 03-56-13.png [View same] [iqdb] [saucenao] [google]
451621

started making a simple entertainment center today to practice modeling with real world measurements.
the two bottomless sections would be for speakers or small dual subwoofers, the rest for the receiver/DVR/game console/disk player(s)/etc.