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

/3/ - 3DCG


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File: 909 KB, 1297x752, taytay.jpg [View same] [iqdb] [saucenao] [google]
480535 No.480535 [Reply] [Original]

WIP is Kill!
Long live the WIP!

>> No.480536
File: 283 KB, 1841x972, fucking female faces how do they work.jpg [View same] [iqdb] [saucenao] [google]
480536

Help me out on this.
Appealing female faces are the shit.

>> No.480537
File: 9 KB, 80x81, 143567163.jpg [View same] [iqdb] [saucenao] [google]
480537

>>480536

>> No.480538
File: 499 KB, 1081x659, face.png [View same] [iqdb] [saucenao] [google]
480538

first time trying to model a face
rate?

>> No.480539

>>480536
Super clean so far, looks hella Pixar, but it mostly just looks like babby right now. I would shrink down the massive cranium and make the ears smaller. Should look more adult, but still very stylized.

>> No.480542

>>480536
Cheeks too chubby, head too big, ears have unnecessary wideness near the top

>> No.480544

looks fine with hair

>> No.480546
File: 335 KB, 629x972, itHasHair.png [View same] [iqdb] [saucenao] [google]
480546

>>480544

>> No.480548

>>480536
it looks fine so far, how old is she supposed to be? probably shrink her cranium. I'd round out the chub on the cheeks, it seems flat in consistentcy from eye to corner of mouth. the ears are wide like anon said but I don't see why that's a problem it kind of depends how it looks with the hair/whole design.

>> No.480550
File: 295 KB, 960x1280, 1434448798790.jpg [View same] [iqdb] [saucenao] [google]
480550

>>480536
Cute. Looks kind of like a child though. Is that intentional? It might be the overly soft features and small nose.

>> No.480551
File: 134 KB, 1841x972, What could be better.jpg [View same] [iqdb] [saucenao] [google]
480551

>>480536
Okay so first we have to look at what we could even make more appealing. So let's first isolate some features. Now after looking at pic related, if you're tastes are like mine and by extension, not shit, then you'll see that her eyes look great but her nose and mouth are a fair bit too defined for such a young looking character.

>> No.480553
File: 45 KB, 600x600, My take on appealing.jpg [View same] [iqdb] [saucenao] [google]
480553

>>480551
So it seems like the way you model leads to your character's features being a little too over exaggerated. After a bit of shopping I've lowered the definition on her mouth, nose and that area between the two. I also gave her a bit of a frown because at the moment, she has angry eyebrows and a happy mouth which in this case looks weird.

Now of course this is all subjective, so if you have bad tastes(which is nothing to be ashamed of) then please free to take or leave whatever you want from my very helpful advise.

>> No.480553,1 [INTERNAL] 

>>480550
cute girl

>> No.480576
File: 220 KB, 651x761, YourNightmeresHaveCome.png [View same] [iqdb] [saucenao] [google]
480576

Just fuckin around in Zbrush need anatomy lessons kek

>> No.480577

>>480576
More than just anatomy lessons.

>> No.480578

>>480577
First time trying human anything, ples no bully

>> No.480581

>>480578
keep trying then

>> No.480583
File: 12 KB, 600x400, baby ear..jpg [View same] [iqdb] [saucenao] [google]
480583

>>480553
>that area between the two
philtrum

the bit of flesh above it dividing the nostrils is the columella

the flesh covering the nostrils are called nares

learn this shit if you want to talk about anatomy not because you need to be a prissy fag but so you can get it over with quicker

>>480536
kid ears are surprisingly not much different than adult ears inside; the artistic license of making them perpendicular to the skull is fine but the tragus is always along the head contour and it shouldn't be visible from the front

Here's a baby's ear, about the only really glaring difference is how large the antitragus is; in adults it's less prominent than the tragus

You're doing good work as usual, the guy shopping your proportions is right though.

>>480550
go back to jerking it to Rose in /v/, trapfag

>> No.480584

>>480583
> always

well, as it so happens I'm wrong about that but aesthetically my point stands, don't make tangents

>> No.480612

A character for a gam, using substance painter and enjoying the ease of use so far.
still getting the technics down

>> No.480614
File: 1.30 MB, 1920x1080, OES-min.png [View same] [iqdb] [saucenao] [google]
480614

>>480612
oops

>> No.480634

>>480614
Show more of it

>> No.480673
File: 43 KB, 1024x768, kokiriSword..jpg [View same] [iqdb] [saucenao] [google]
480673

not much to it

>> No.480675
File: 77 KB, 1024x768, dekuShield..jpg [View same] [iqdb] [saucenao] [google]
480675

and the shield. Also not much to it, but it occured to me that the deku shield is just the side of a hollow log. So I actually cut this shape from a big cylinder and left in hard edges for there the bevel on the top and bottom is.

>> No.480696
File: 329 KB, 1024x768, dekuShield2..jpg [View same] [iqdb] [saucenao] [google]
480696

>>480675
with a texture I whipped up

>> No.480698
File: 321 KB, 1024x768, dekuShield2..jpg [View same] [iqdb] [saucenao] [google]
480698

>>480696
So I had this question earlier:

Seeing as how zBrush regards the V direction as inverse to maya how can I ensure that the normal maps I export are correct?

I tried just flipping the V coordinates within zBrush prior to cloneing the maps and I thought all was well until I made this shield and noticed some of the ridges werent right. Flipping the green channel fixed it right up.

So if your curious here's what to do an in what order to ensure a healthy transition from zBrush to maya.

1-Import the mesh with the desired UV map. Meaning the V coordinates are corect for maya, and htus inverse for zBrush.
2-Sculpt and paint as desired.
3-Before generating the texture and normal map flip the V coordinates within zBrush
5-After generating, but before cloning, the normal map reverse the green channel.

>> No.480701
File: 1.26 MB, 2490x2772, ponyriduclothuu).jpg [View same] [iqdb] [saucenao] [google]
480701

tummy top

>> No.480703
File: 691 KB, 1080x1080, Photo Jun 17, 5 58 25 PM.jpg [View same] [iqdb] [saucenao] [google]
480703

>>480634
more, well I dont have anything else textured yet but heres something.

>> No.480705

>>480701
you killed my boner

>> No.480707
File: 80 KB, 960x540, 0010-0049.webm [View same] [iqdb] [saucenao] [google]
480707

Who even needs fingers, right?

>> No.480711
File: 231 KB, 1984x818, garl2.jpg [View same] [iqdb] [saucenao] [google]
480711

More garls

>> No.480712
File: 484 KB, 1119x845, AlienNightmeresHaveCome.png [View same] [iqdb] [saucenao] [google]
480712

>>480711

Nice man,

Still just fucking around with Zbrush

>> No.480713

>>480711
noice

>> No.480715

>>480711
The freckle pattern and distribution on the neck/chest doesn't feel natural.

You can improve the smile line deformations, they don't feel like they curve quite right.

But i like it, it looks different, most CG suffers from same face because everyone ascribes to the same standards of appeal

>> No.480716

>>480711
Also, the nose shape feels oddly bulbous/cartoony at the tip, I would maybe soften that area out.

>> No.480722

>>480715
>>480716
I agree with this anon
also the nips aren't modeled 0/10

>> No.480723

>>480711
> all teeth are incisors
meh

> nares lower than columella
lazy but fixable

> clavicle nightmare mode
lazy

> eye line at 1/3rd mark not 1/2, head appears to be no deeper than ears
uncanny as fuck, fix it now asshole

Expressions, texturing and facial design otherwise good, actually light the scene next time darkmaster

>> No.480728

>>480711
This shows potential, but if I wanted to fap to actual women I'd watch real porn.

>> No.480735

>>480728
He better just stop then, since this particular anon would rather watch real porn, and clearly speaks for everybody.

>> No.480738

>>480536
the nose scares me because if i ever saw a chick with a nose like that i'd be worried that it was an android.

>> No.480739
File: 2.85 MB, 1280x720, 1427748740832.webm [View same] [iqdb] [saucenao] [google]
480739

>>480735
Yes, of course. I'm the authority on porn. I speak for everyone when I say I want cute anime porn instead of that attempt at replicating 3DPD.

>> No.480768
File: 906 KB, 2048x2048, high poly build.png [View same] [iqdb] [saucenao] [google]
480768

loco for SL

>> No.480811
File: 1.15 MB, 2682x2094, ponyriderflipflops.jpg [View same] [iqdb] [saucenao] [google]
480811

flipflops

>> No.480812

>>480739
You don't speak for everybody. While recognizing the uncanny valley is okay, this example you posted has the most boner killing cringeworthy animation.

>> No.480817

>>480812
I thought it was obvious that I was joking.

>> No.480819
File: 548 KB, 1600x993, secondpass.png [View same] [iqdb] [saucenao] [google]
480819

Could I get some critique? I've probably gone blind to any obvious problems after looking at this for so long.

>> No.480820

>>480819
study human anatomy

>> No.480821

>>480820
I'm already working on that. Finding reference that is both helpful and not 3DPD has proven challenging.

>> No.480822

>>480821
ask /ic/ for help

>> No.480823

>>480822
Didn't think of that. Away I go.

>> No.480825

>>480819
Her belly looks like she just gave birth
This appeals to my fetish

>> No.480826

>>480819
could use arms, legs, a head, and a horse cock.

>> No.480827
File: 21 KB, 536x538, tpose.jpg [View same] [iqdb] [saucenao] [google]
480827

Making this for rigging later

>> No.480828

>>480827
I like the style you're going for, but the character is too tubular for my liking. Needs more hard edges.

>> No.480830
File: 130 KB, 950x632, tim_2004a.jpg [View same] [iqdb] [saucenao] [google]
480830

>>480828
>TUBULAR!!!

>> No.480831

>>480830
TUBES WATSON, SHE'S MADE OF TUBES

>> No.480832
File: 1.61 MB, 738x560, 2015-06-18_16-21-11.webm [View same] [iqdb] [saucenao] [google]
480832

Threw some of my assets together in unity. I'm still using 4 out of habit so no neato unity5 render stuff. It's cool to be able to walk around something I created.

I feel like I'm close to making the OoC style controls. There's a tutorial specifically mimicking it and with some of my own adjustments it should be tubular.

>> No.480834
File: 20 KB, 496x538, zbrushtpose.jpg [View same] [iqdb] [saucenao] [google]
480834

>>480828
Thank you.
Yeah it lost a lot of definition when I started retopologizing it from the zbrush sculpt (pic)
I'll try to add it back in when i've fixed the face topology.

>> No.480842

>>480538
bettertheniwilleverbe/10

>> No.480845
File: 129 KB, 997x960, noir3.jpg [View same] [iqdb] [saucenao] [google]
480845

I don't know how many times I cut myself making this character.

>> No.480853
File: 1.59 MB, 3840x1080, WIP 2.png [View same] [iqdb] [saucenao] [google]
480853

Working on a Fucking office interior...

>> No.480857

>>480853
>naming your layer "lol"

Is this where you store your porn while at work?

>> No.480859
File: 956 KB, 1920x1080, 2015-06-18_210744.png [View same] [iqdb] [saucenao] [google]
480859

>>480857

Dude shit how did you know, you some sort of wizard or what?

>> No.480864
File: 2.92 MB, 2880x1620, Screen-Shot-2012-12-12-at-9.00.12-PM.png [View same] [iqdb] [saucenao] [google]
480864

>>480857
You are a dumb shit arent you?
I mean, your mom mother must have dropped you quite a lot to define LOL as anything other than Lots of Light
GOOD LORD ALMIGHTY

You're a special kind of retard Pyle!

>> No.480871
File: 35 KB, 600x287, 1431678412318.jpg [View same] [iqdb] [saucenao] [google]
480871

>>480864
I don't know about anyone else but I put my lights in a layer called "Lights".

>> No.480873
File: 289 KB, 691x776, head.png [View same] [iqdb] [saucenao] [google]
480873

I'd happily take some critiques on this.

>> No.480880
File: 3.71 MB, 3840x2160, pic5.jpg [View same] [iqdb] [saucenao] [google]
480880

down to the tweaking stage :D

>> No.480885

>>480832
ah god those incorrect shadows

>> No.480891
File: 2.34 MB, 3840x1080, WIP 3.png [View same] [iqdb] [saucenao] [google]
480891

>>480864

Nice.

>>480871

I name it "Luces" because language and shit.

>>480880

>Down to the tweaking stage. Go back a few steps.

>> No.480897

>>480873
1. Don't model only half a head and then run a mirror on it. Use a tool that lets you sculpt with automatic mirroring if you're not going to box model. Had you done so you would have noticed the upper lip divot was too wide.

2. Eyes are not eggs. Spend a day or two reading one of those "Draw the Human Head" books and doing the exercises. The pupil of an eye is usually parallel to the corner of the mouth.

3. The cheekbones and the temples look like they're competing to become the same thing. Stop that.

4. Learn to model ears. Their structure varies a lot less than you'd think and it's easy to memorize.

At a distance the design isn't too uncanny, it's when you expand the thumbnail that you notice these things. Keep working at it.

>> No.480898

>>480880
Why are there freeway exit signs in thee middle a city? Why is the jet so small? Why is the ground illuminated like it's an overcast day when there is a blood red moon in the sky?

>> No.480900

>>480873
you're really "a head" of the game

>> No.480901 [DELETED] 
File: 160 KB, 1440x900, male face.jpg [View same] [iqdb] [saucenao] [google]
480901

>>480900
Go watch Ryan Kingslien's "Quick Sculpting the Human Face" tutorials on Uartsy. The tutor sculpted this in minutes.

>> No.480903
File: 160 KB, 1440x900, male face.jpg [View same] [iqdb] [saucenao] [google]
480903

>>480873
Go watch Ryan Kingslien's "Quick Sculpting the Human Face" tutorials on Uartsy. The tutor sculpted this in minutes.

>> No.480910

>>480819
Just at a glance. The stomach is too flat and small, it is also looks like its caving in, at the side. The rib cage is also too small

>> No.480913
File: 547 KB, 1920x1080, DOG3.png [View same] [iqdb] [saucenao] [google]
480913

tank guy here, haven't posted in a while cause busy with school and such, but saw Sony's horizon and got inspired to work on my things again, so I made this today. Obviously still have a lot of work to do and this is still very much a proof of concept (back legs are literally copy/paste from the front legs, going to fix that for the final) and still need details, but how does it look as a machine? Any glaringly obvious flaws?

>> No.480914

>>480913
should mention in relation to the tank, am still trying to figure out texturing, but I'm pretty much done with the modelling part I guess

>> No.480924

>>480913
>>480914
Nice wolf.
For the tank texturing you could try substance designer, I really like to use that thing.

>> No.480925

>>480924
Don't listen to this shill. Use blender and gimp / krita or at worst, mari.

>> No.480926

>>480925
Do you really think you're going to bait anyone on /3/? You might want to avoid calling people "shills". Too obvious.

>> No.480927

>>480926
>bait meme

>> No.480929

>>480897
Thank's for the advice. I'll work on all of those things.

>>480900
;: )

>>480873
Will do. Thanks!

>> No.480936

>>480903
Link? I can't find it through the search function in UArtsy, only think I got was about Hair, Coil brush and the interface of ZBrush

>> No.480940

>>480880

Your name is devon right?

>hiimtwelveandcheckmahwork

>> No.480941

>>480940

No dude thats a shit logo of devon energy.

>> No.480943

>>480927

>>479508

samefag. Do yo ueven do /3/, or just hang out here to shitpost?

INB4 >shitpost meme

>> No.480944

>>480924
Listen to this guy
not
>>480925 this guy

>> No.480966
File: 350 KB, 600x1000, 1434031681335.png [View same] [iqdb] [saucenao] [google]
480966

>>480936
Google it dude. It's on Gumroad. Literally the first thing that comes up in Google.

It costs $3.50. Not a bad price but I don't like the idea of charging for 3D tutorials in the first place.

>> No.480985

>>480913
it's cool

I would say though as a quadruped animal it's going to lack mobility in motion if it only has two segments for its body, think about how those would pivot during a run

>> No.481001

>>480924
thanks, does substance painter let you paint directly onto the model? because unwrapping is killing me
>>480985
thanks, had somewhat of a joint in the middle, but 2 or 3 would probably be much better for turning and such, will keep that in mind!

>> No.481019

>>480898
the jets easy to scale, so theres something to do when i have a chance. and its lit up because when it was dark everyone was complaining that they cant see anything, or else i wouldve kept the scene dark

>> No.481027
File: 270 KB, 1120x840, fantasy-creature-concept.jpg [View same] [iqdb] [saucenao] [google]
481027

Been working on this fella for a little while, mostly for fun and to practice the extremes of anatomy, still got a lot to learn but quite happy with how he's turned out.

Thoughts?

>> No.481028

>>481027
god awful. Delete it all.

>> No.481029

>>481028
Yes sir :(

>> No.481030

>>481027
The head feels too small
Pec connection is odd

But mainly it's the texturing that is really lacking. Feels soft/muddy and just overall... not very appealing. The "veins" don't make sense either. It's clear you could benefit from learning how to paint

>> No.481031

>>481030
Thanks for the crit, will definitely give the textures a bit of love when I extract them from the high poly mesh and try and rework the upper body a bit more.

Will finally put Substance painter to good use!

>> No.481033

>>481031
Good luck. The model isn't great but it's not awful at all, look at some more reference and you should be able to see the problems. It is really the texturing that takes away from it. Maybe check out the handpainted thread on polycount for some inspiration.

>> No.481034

>>481033
Thanks man, hopefully over the next few weeks I'll have the refurbished model uploaded with most of the faults fixed.

>> No.481035

>>480885
take it up with the Unity lighting engineers. They all seem to be going in the right direction from here.

>> No.481035,1 [INTERNAL] 

>>480553,1
beware

>> No.481043

>>481027
> I should paint every divot in the body texture, the lighting and geometry can't possibly imply depth

where in the living fuck did you get this idea

>> No.481047

>>481001
It does but unwrapping is still important.

>> No.481072

>>481047
thanks, will look into it!

>> No.481082

>>481001
When I'm doing something that's too highpoly or I don't feel like unwrapping, I just do that automatic unwrapping in zbrush. It's no good for painting in photoshop, because it ends up very confusing, but since I use substance everything is good. And I've never used substance painter, only designer, but it does let you paint onto the model.

>> No.481084

>>481082
>It's no good for painting in photoshop, because it ends up very confusing

puppet warp is your friend

>> No.481095

>>481084
Yeah I know, but it's much easier to use substance's automatic processes and mask generators. And dat noise library.
I've done this with Xnormal and photoshop too, I'm just saying that I prefer the other way.

>> No.481106
File: 899 KB, 1221x1080, SET.jpg [View same] [iqdb] [saucenao] [google]
481106

Working on this set still needs modelling and polishing.

>> No.481109
File: 1.15 MB, 1920x1080, mofo.jpg [View same] [iqdb] [saucenao] [google]
481109

>>481106

floor plan... god the architect that designed this is fucking retarded.

>> No.481116

>>481109
the design of this place is godawful. The rendering is unreal 4 quality.

>> No.481117
File: 1.00 MB, 1440x1600, test9-2.jpg [View same] [iqdb] [saucenao] [google]
481117

>> No.481119

>>481095
hey no offense taken, it's good to know your toolset and it sounds like this is a good one.

>> No.481138

>>481109
got to love that inefficiency

>> No.481139

>>481117
the pillows and the flower pot look off

>> No.481147

>>481138
you cant tell me what to do

>> No.481148

>>481139
yeah the pillows look like they're catching too much light.

>> No.481154
File: 2.48 MB, 626x504, 2015-06-20_16-35-38.webm [View same] [iqdb] [saucenao] [google]
481154

Animations work. I could start making animations for Ruto or w/e.
I've barely started rigging link, and the control scheme for the OoC style controls isnt finished.

>> No.481155

>>481154
boobs need jiggle physics

>> No.481159

>>481155
your face need jiggle physics

>> No.481169
File: 2.89 MB, 590x422, 2015-06-20_17-47-21.webm [View same] [iqdb] [saucenao] [google]
481169

With Unity5 now.

>> No.481171

>>481169
>how to quality
>wallow everything in shaders
yep.
Now all you need is a landscape made in World Machine™ with detailed rocks in ZBrush™

Nothing like proprietary software and shaders to make up for lack of vision.

>> No.481172

>>481171
>lack of vision
die ableist scum

>> No.481177

>>481159
>Nothing like proprietary software and shaders to make up for lack of vision and jiggle physics

>> No.481199
File: 442 KB, 1274x805, Edges.jpg [View same] [iqdb] [saucenao] [google]
481199

Why does the comp have this edge on it?

The ship was rendered separately, and the smoke pass had a matte/shadow material on the ship

Ship rendered with mental ray in 3dsmax
Fumefx rendered with Scanline in 3dsmax

Checked the ship render, no edges problem, it's almost as if the matte-shadow material creates a shell on it when I render the smoke
This is driving me nuts

>> No.481208

>>481199
premult issue?
are you rendering on black?

>> No.481217

>>481199
what's generating the mask for the smoke pass? It just needs to be brought in a bit.

>> No.481220
File: 282 KB, 1032x568, MaterialandBackgroundsettings.jpg [View same] [iqdb] [saucenao] [google]
481220

>>481208
Don't think it's a premult issue, rendering on black background as PNG w/ alpha
>>481217
Here's the material that is applied to the ship

>> No.481221

>>481220
what's "apply atmosphere"? Could that be calculating some empty spaces as having depth?


Could you possibly use a hidden stand in model as the source for the alpha. That way you could push all the verts in slightly so the mask is contracted a little bits. Would let you have finer control over problem areas too.

>> No.481223

>>481221
>>481221
Apply atmosphere makes it render the smoke sorta "around" the object (when at object depth)

When it is "at background depth" it won't have the mask at all and only show smoke

If atmosphere isn't checked, the render will have the ship masked out, but you won't see any smoke in front or interacting around the ship.

I've tried them each and it still gives the weird edge.
Also tried shrinking the mesh ever so slightly but the ship is animated with morph targets and it didn't work
Basically played with all the settings on that panel and it didn't work

>> No.481224

>>481223
Aha! Duplicate the smoke layer and have it render behind the ship and around the ship like you have it now

>> No.481240
File: 486 KB, 1925x1080, Capture d'écran 2015-06-20 20.35.40.png [View same] [iqdb] [saucenao] [google]
481240

Currently working on this

>> No.481266
File: 221 KB, 960x540, tamburo3.png [View same] [iqdb] [saucenao] [google]
481266

WIP of a gun i'm making

>> No.481270

>>480811
those toes look weird, but maybe I'm just not into feet

>> No.481271

>>481109
what the heck is this place.
work out area, dining area...more dining area, mini cinema?

>> No.481278

>>481266
Looking better, just need to do that to the rest of the gun

>> No.481282

>>481278
that's what i'm going to do.

>> No.481334
File: 1.19 MB, 1600x1131, Bust 1.jpg [View same] [iqdb] [saucenao] [google]
481334

Hey guys, trying my hand at Zbrush. Could you guys critique pls?

I would like to do more busts like this before moving to bodies, going to try doing stylized human then realistic... is that a good way to go?

>> No.481337

>>481334
It's got that stereotypical lumpy zbrush look to it. Try using the Polish tool to iron out unintentional lumps and draw forms with one continuous stroke instead of scribbling.

Also it lacks noise. Experiment with spraying the various alpha masks at different intensities to add texture.

Other than that it looks like a solid attempt with real effort and potential.

>> No.481382
File: 270 KB, 1920x1080, ayy.jpg [View same] [iqdb] [saucenao] [google]
481382

Just saw >>481058 and realized I hadn't finished that model.
Let me correct that before going back to the pinup girl.

Now i need to learn how to render.

>> No.481389

>>481169
So what is the goal of this? The more you feed her, the more her belly grows? You're sitting on a goldmine for a fetish bruh.

>> No.481414

>>481389
i have no idea what the goal is.
The next step is getting link in the game and working the way he does in OoT.
Other than that I have ideas about how it might play but they're too lofty for the scope of this project. Maybe they'll just bone.

>> No.481415

>>481334
ayy lmao

>> No.481425

>>481270
Nah, they're too narrow and bony. The gap between toes is very rarely more prominent than just a line between them until they meet the rest of the foot.

>> No.481426

>>481425
maybe thats his conception of a human rabbit foot hybrid? I'd have done it a different way but w/e.

>> No.481427
File: 489 KB, 1925x1080, Capture d'écran 2015-06-22 17.17.38.png [View same] [iqdb] [saucenao] [google]
481427

>>481240

I'm slow as fuck

>> No.481430
File: 287 KB, 1600x993, thirdpass.jpg [View same] [iqdb] [saucenao] [google]
481430

>>480819
The ribcage and pelvis are killing me. I still have a lot of work to do.

>> No.481434
File: 90 KB, 375x688, torsoredline.png [View same] [iqdb] [saucenao] [google]
481434

>>481430
are you working from a reference? The torso seems very long and very shallow.

>> No.481436
File: 344 KB, 500x410, 2015-06-22_13-44-58.webm [View same] [iqdb] [saucenao] [google]
481436

So Ive had this problem for a long time and the way ive always gone about addressing it is to just tailor my animations to avoid it.

See how the shoulder collapses when it rotates on it's aim access? Whats the best method for avoiding this? Other than corrective blend shapes.

On the forearm I have 2 bones in line with each other. On has its aim axis locked and bends for the elbow, the other has every axis but the aim axis locked to it gives the twist the radius would give in real life. That works great for that but when I tried the same trick in the upper arm it just didn't work. The extra bone would not twist to accommodate the IK.

>> No.481439
File: 48 KB, 599x1035, torso.jpg [View same] [iqdb] [saucenao] [google]
481439

>>481434
Oh, you're right. Thanks for pointing that out.

>> No.481441
File: 74 KB, 761x760, Untitled 1.jpg [View same] [iqdb] [saucenao] [google]
481441

>> No.481442

>>481436
It doesn't look like it has anything to do with the rotation... The shoulder is collapsed before it even starts moving. The entire back side is folded in on itself.

Yes, shoulders are hard to get weighted cleanly, but you at least need to start with half decent geometry in the unrigged model before worrying about how it moves.

>> No.481443

>>481441
please please PLEASE tell me you're making this into a porn game!

>> No.481446
File: 58 KB, 744x534, bleh.jpg [View same] [iqdb] [saucenao] [google]
481446

>>481436
I found this tutorial earlier today, It might help.

see pic for link, because i'm too much of an idiot to figure out why 4chan thinks the link is spam

>> No.481447

>>481446
Three is an entire tutorial on this (plus more) on Digital Tutors. It's called "Advanced Character Rigging in 3ds Max". There might be a Maya version too.

>> No.481450
File: 72 KB, 860x860, Untitled 2.jpg [View same] [iqdb] [saucenao] [google]
481450

>>481443

>> No.481451
File: 473 KB, 1208x631, gettingthere.png [View same] [iqdb] [saucenao] [google]
481451

>>480834
Finishing up the topology and moving on to uv's

>> No.481457

>>481446
neato I'll take a look at this.
Also part of my problem was that the elbow was bending on the wrong axis so the shoulder had to roll a lot more than it should have to put the hand on the hip.

>> No.481459
File: 1.24 MB, 3840x1080, WIP 5.jpg [View same] [iqdb] [saucenao] [google]
481459

Rendering fucking strips....

>> No.481460
File: 181 KB, 1024x576, 17514400511_89c375ae16_b.jpg [View same] [iqdb] [saucenao] [google]
481460

>>480711
Are those curved flat planes for the hair?

Can someone give me some tips on how to translate this hair to 3D? Because the curly ends show that it has volume, and I'm not too sure how to pull that off with planes for hair. How would you go about this? Would you sculpt the hair as a polygon or use the hair system? Or use plane hair? I'm probably going to try the plane hair method, but I only have a basic outline of how to do it. Of course I can be convinced otherwise.

>> No.481466

>>481460
model each "strand" as solid geometry.
I would create splines and extrude a tube along them, taper the ends, then manually tweak the shape. If it was going to be rigged though i would model them straight and use the joints to bend them.

>> No.481564
File: 140 KB, 1127x938, hair.jpg [View same] [iqdb] [saucenao] [google]
481564

>>481460
They're planes. You just have to position each plane really carefully. Try not to use too many either, or you'll confuse yourself with the big geometric mess.

>> No.481566
File: 242 KB, 740x793, spacesuit.png [View same] [iqdb] [saucenao] [google]
481566

Began working on a spacesuit for a game, dont think I can add much more detail(like seams with threads) because I am working with Blendur and the sculpt tools are not that refined and my computer brobably wont handle adding more subdivs very good. Maybe I will add the fine details and such with normal map filter in photoshop or gimp.

Before you say get zbrush, for this project I can only use programs I actually own.

If you have any critique pls tell.

>> No.481567
File: 1.32 MB, 1125x1803, EVA_EMU_Suit.jpg [View same] [iqdb] [saucenao] [google]
481567

>>481566

Also before you say it looks plain, all the stuff is going to be added later.

Aiming for something like this pic, with the big backpack and stuff

>> No.481584

>>480842
don't say that, i've only been doing 3d as a hobby for a little over a year, self taught

>> No.481586

>>481154
>>481155
yes
>>481169
download link?

>> No.481587

>>481564
what 3dsk model is this?

>> No.481590 [DELETED] 
File: 1.84 MB, 1920x1080, tommygun2.png [View same] [iqdb] [saucenao] [google]
481590

Edges too tight?

The barrel has been shortened in the meanwhile, and the sides of the fron grip are flatter than this render shows.
Still loking for feedback though.

Sidenote, what do you reckon the polycount for most fps-weapons is these days?, I've been hearing all sorts of things.

>> No.481593
File: 235 KB, 1101x832, ConceptAsFuck2.png [View same] [iqdb] [saucenao] [google]
481593

Rough concept of Mech mesh, doing the eat3D hard surface thing... time to refine it abit

>> No.481608

>>481564
She's either looking better or I'm getting used to your idiosyncrasies. While I don't love everything you do, you have a knack for expressions that look human. But seriously make the irises larger, I'm not fucking with you here.
Also, most womens' navels are vertical, hers looks like a dude's.

>> No.481609

>>481587
>what 3dsk model is this?
If that torso skin texture belongs to a real human, she needs to see a dermatologist stat

>> No.481621

>>480711
looks like Bonnie

>> No.481622

>>481608
Woah. Irises are a bit small. I'll make em bigger when I'm off work.
>>481587
A few different girls I found on Google. Its not projection paint, if that's what you mean.

>> No.481632
File: 2.17 MB, 1920x1080, tommygun4.png [View same] [iqdb] [saucenao] [google]
481632

Going to start baking soon, what could I do to improve the HP at this point?
Edges too tight?

Sidenote, how high is the polycount for FPS weapons these days, 20K tris-ish?

>> No.481633

>>481632
do something original for once

>> No.481639

>>481633
fuck this guy
>>481632
looks good

>> No.481641
File: 1.45 MB, 678x456, 2015-06-24_13-16-33.webm [View same] [iqdb] [saucenao] [google]
481641

>>481586
this was way less convenient than I thought it was going to be. Have for for 90 seconds.

https://mega.co.nz/#!T8czwLwZ!jilCqEqYe06-dMoGbVdFtnJ5SjJpi172LOIlQuL08GQ

>> No.481642

>>481641
pls just make it stop. Try making something above baby quality

>> No.481647

>>481642
with today's super babies I dont think that is at all feasible.

>> No.481653
File: 204 KB, 1602x828, ayy lmao.jpg [View same] [iqdb] [saucenao] [google]
481653

>>481382

Some things were shit and I had to rearrange

>> No.481655
File: 209 KB, 1602x828, ayy lmaos.jpg [View same] [iqdb] [saucenao] [google]
481655

>>481653

I think this shader is better.

>> No.481673

>>481655
Damn dude you've been working on this thing for months, you haven't even started to texture it yet.

>> No.481674
File: 197 KB, 1019x650, Untitled-3.jpg [View same] [iqdb] [saucenao] [google]
481674

workin on a dwarf's torso. Squishing proportions , trying to make some buffy bubbly forms. Still learning and practicing anatomy.

>> No.481682

>>481673

This dude is actually sitting on my HD since July 2013
I have LOADS of unfinished stuff, you have no idea.

Also, I have no Idea how to texture it.
I mean, technically speaking, I don't know how to texture. I'm also very bad with colors.

>> No.481684

>>481641
Please listen to:
>>481642

You should really be taking the advice from the previous thread when you asked for feedback on your Ruto model and remodeling it rather than trying to rig it and stick it into a game right away. It looks awful.

>> No.481705
File: 36 KB, 667x604, tommy gun2.jpg [View same] [iqdb] [saucenao] [google]
481705

>> No.481706

>>481632
this looks way better than mine
is that a commission for a video game?

>> No.481712
File: 617 KB, 1168x975, r09.png [View same] [iqdb] [saucenao] [google]
481712

>>481682
>I mean, technically speaking, I don't know how to texture. I'm also very bad with colors.

This is my first attempt at texturing fwiw.

>> No.481714

>>481712
fuck, caught something else, back to the texturing board

>> No.481721
File: 423 KB, 1168x975, r09.png [View same] [iqdb] [saucenao] [google]
481721

>>481714
Thanks for losing me an hour's worth of work, photoshit

>> No.481729
File: 108 KB, 960x540, revy.png [View same] [iqdb] [saucenao] [google]
481729

getting better with the revolver i'm making

>> No.481746

>>481712
>>481714
>>481721


What I mean is, I don't even know how to proceed after doing UVs.

Ok, so I do the UVs, then I paint them in Substance designer, then I have to make the shaders and lightning - and I have no idea how to do neither Shading nor Lightning aswell.

Where can I learn them?
I heard Vray is really easy to use.

>> No.481747

>>481706

Nah, its a spare time game asset i'm working on.
I'm a second years game art & design student and im building up a portfolio, for when I graduate.

I'm always open for comissions though.

>> No.481758
File: 436 KB, 1980x1023, ayyyyy.jpg [View same] [iqdb] [saucenao] [google]
481758

There's a fuckload of tentacles.
I'm prettu sure I have to remove at least 4.

Definition of clusterfuck

>> No.481759
File: 293 KB, 969x1021, ayyyy2.jpg [View same] [iqdb] [saucenao] [google]
481759

>>481758

or remove all of them, for that matter.
Much better.

>> No.481761

>>481758
>>481759
you should have drawn this thing in 2d first. Now you've spent like 3 years in 3d like an idiot

>> No.481772

>>481759

Looked better with the tentacles

>> No.481777
File: 387 KB, 861x1024, ayyyyyy.jpg [View same] [iqdb] [saucenao] [google]
481777

>>481761
Chill brah, it's not like it's a race or something.
Besides, I had a shit load of stuff while this dude sit on the shelf.

>>481772
Nah, they don't add anything to the design and make the image so much harder to read.

>> No.481778

>>481777
looks dumb

>> No.481779
File: 1.26 MB, 3840x1080, WIP 6.jpg [View same] [iqdb] [saucenao] [google]
481779

>>481459

Making a structure ....

>> No.481784

>>481777
>>481759

I like the drawing better, he seems lighter more balanced... Did you draw this too? good job

>> No.481785

>>481337

Thanks for the tips and comments! I tried the polish tool but it just behaves so weirdly to me. I'll look for some tutorials on that...

I'll work some more on him and post results later!

>>481415
ayyyy

>> No.481791

>>481785
>I'll work some more on him and post results later!

Think more carefully about the texturing. This hard-on for monopigmentation is not your friend. You've got something like two separate competing detail layers on the forehead both of which are the same opacity and color. Make the veins a different color and something like 10% opacity at best, and lose the perfect symmetry.

The jaw areas look less like an intentional texture and more like one that's been distorted too far. Wayne Barlowe should be your god when it comes to making aliens: his creatures' anatomies and skins are undoubtedly alien but follow the principles of nature which makes them more believable.

The ridging bump map around the eyes and ears looks like you're not really sure whether it works or not. Either commit to it as a strong visual feature or lose it.

The eyes would look better if there were a hint of nictitating membranes near the lacrimals, just to break up the monotony. The sclera are again, burgundy only so dark that it would be better to just make them black. Fix the bump on the corneas, crosshatching burlap is the least organic choice you could have made here.

Darken the septum between the nostrils.

Next time you post, light this for clarity, not horror effect, and show both full face and 3/4s profile.

>> No.481793

>>481441
Go to /s/ and start looking at the amateurs who smile in their pictures.


Upper jaw incisors (i.e. the teeth between the front maxillaries and the canines) are often shorter than the two teeth they flank and the corners are substantially rounder than the maxillaries. This is a huge part of making teeth look natural and not unitooth.

Other normal variations include tilting them slightly inward or if the maxillaries are wide enough, actually translating the incisors back and/or turning them. Again, what you're shooting for is a lighting/sizing variation. Your model is unglamorous, keep her teeth consistent with this.

As the photos on /s/ show, canines are frequently less subtle about their point shape than the generic tooth model has them. Sharpen them.

Your tooth shader is mostly "add grey" where in nature, it's "add yellow/brown/mixture" and it shouldn't be a solid in any case. Coloration away from white is proportional to thickness. Clean the gum coloring off of the teeth and make them a separate material if they aren't already. Since this is going into a Unity game I'll avoid suggesting shader tricks.

The quickest way to check the coloration of the gums is to ask yourself if her vulva could be that color. You've desaturated them too far.

Blend the margins of the eye shadow more if you haven't already.

You've put bumps everywhere except the nose tip. Either make sure that's matte on the specular or reconsider how smooth it is.

The hair part is too profound, even if you plan to paint the scalp brown at that point. You can soften that ridge without compromising the shape.

Actually show us a full render next time so we can see how well the lashes and hair look.

Good work, look forward to you making it big.

>> No.481799
File: 192 KB, 927x968, ayyyok.jpg [View same] [iqdb] [saucenao] [google]
481799

Ok, tentacles mite be nice.

>>481784
Thanks, anon!

>>481778
Just like me :^)

The little squid on his feet isn't loking cool, though.

>> No.481802

>>480845
The design of this is really fucking cool, looks like something from adventure time meets SotC.

>> No.481806

>>481334
God damnit, this is the first thing you made, it takes no genious to know that it is shit. How about you go try and study instead of waving your polished turd around?

>> No.481807

>>481791

Great tips, will re-read this later, it's a lot to think about, thank you!

>>481806

will do sir

>> No.481809

>>481779

Adding facade elements ....

>> No.481811
File: 1.19 MB, 3840x1080, WIP 7.jpg [View same] [iqdb] [saucenao] [google]
481811

>>481809

oops

>> No.481812

>>481641
I honestly don't get what's the appeal of these kinds of game engines. Sure must be fun having all those physics and shadows in your "game", and then only being able to render like... 10 objects because of optimization issues. Sure must be fun having you game crash in someone's computer because of factors you can't control (which are many). Sure must be fun making people install a bloated environment with many features you don't use.

And the thing is, it isn't even that hard to write an expanssive environment which you can easily use (even more so than these engines) to write whatever games you want, efficiently (both time and speed wise), and freely, however you want. Other than that, it's just so much more rewarding and fun and reasuring to know that you actually know what's going on.

But I guess if you just want to make a generic FPS or something like that it's ok... I guess...

>> No.481814

>>481812
huh? What are you complaining about? I'm not making an FPS at all. And if you honestly believed that shooting miniature Jabujabus was the actual intent of my game and not just me having fun and trying to be funny, then way to go calling a Zelda themed fish shooter "generic".

>> No.481815
File: 66 KB, 381x512, model.png [View same] [iqdb] [saucenao] [google]
481815

first time modeling in Zbrush. Isn't great but I'm satisfied with it so far. Trying to make an old man character.

>> No.481817

>>481815
it shit, never be satisfied with your work.

>> No.481820

>>481815
Don't be satisfied. Learn anatomy.

>> No.481821

>>481815
Learn anatomy piece by piece. Don't do the entire body, do just the face or just the torso. Also sketch it out first.

>> No.481822

>>481815
Are you working from a reference? We can't tell if it's supposed to be proportioned the way it is or not.

>> No.481823
File: 174 KB, 2130x859, Screen Shot 2015-06-25 at 7.50.58112 PM.jpg [View same] [iqdb] [saucenao] [google]
481823

A railway bridge, ready for UV/texture now.

>> No.481825
File: 606 KB, 2000x1323, 1_puYkUuS4IjnSl8s4IjOiNQ[1]..jpg [View same] [iqdb] [saucenao] [google]
481825

>>481823
You should try doing an AVLB later.

>> No.481826

>>481825
If I can come up with an excuse to work it into this game, I will. There will be a scene with dirigibles against a red sky with flaming corpses tumbling out of them like rain, so I suppose I can work these in there.

>> No.481839
File: 115 KB, 946x936, somethingsomethinggirlsomething.jpg [View same] [iqdb] [saucenao] [google]
481839

Did some more face work.
>>481621
Which bonnie?

>> No.481853
File: 709 KB, 1920x1080, XtlXBT0.png [View same] [iqdb] [saucenao] [google]
481853

crosing my dick so valves adds it on the workshop

>> No.481854

>>481839
not really liking the mirroring of the textues

>> No.481858

>>481839
those dark freckles or whatever they're called are a step backwards

>> No.481859
File: 1.26 MB, 3840x1080, WIP 8.jpg [View same] [iqdb] [saucenao] [google]
481859

>>481839
I´m liking it. Nice rigging

>>481811

Testing glass n structure materials

>> No.481866

>>481839
Teeth look much better. Looks like you finally made the irises larger and dealt with the eye shadows.

Freckles need to be asymmetrical and not grey. Assuming you use Photoshop, paint them on a layer set to color burn and use #bcbcbc as your base color, no darker. Set layer opacity to 56%.

Play with resized pore brushes. It's that dead stupid simple.

>> No.481867
File: 860 KB, 1168x975, r24.png [View same] [iqdb] [saucenao] [google]
481867

>>481721
plugging on forward, eye makeups coming on through

>> No.481876

>>480536
looks alright, what im not fan of his big the whites are on the sides, maybe make the nose a bit narrower and move insides of eyes a bit closer
>>481799
looks better than before, but i still dont feel the leg mushrooms
anyway congrats on finishing it finally

>> No.481878

>>481641
what engine is this?

>> No.481899
File: 259 KB, 1920x1080, ayyyyyyyyyyyyyyyyyyyyyy.jpg [View same] [iqdb] [saucenao] [google]
481899

>>481876

Thanks, dude!
Females are though shit to make. I have no idea how asian developers manage to make them looking feminine all the time. Guess I just need to put more time into it to learn more.

Thanks for cheers on the alien aswell. I actually lost the old .ZTLs, but I still have all the jpegs of the process, so i just remade him in what i thought he should be better.
The leg shrooms are just some stuff i threw in there that i saw on another concept. Not sure if they really add to the design, indeed.
Anyway, here's progress on the pose. Still loads to be done until i'm finished with the sculpt and proceed to shading and lightning (wich i know absolutly nothing)

>> No.481907
File: 155 KB, 1813x975, male_face_attempt.jpg [View same] [iqdb] [saucenao] [google]
481907

I wanted to get back into 3D (messed around a bit in blender 5-6 years ago) and found a video of someone sculpting a human head. I thought I'd just get started and jump in.

I couldn't find a beginner thread in the catalog, so I thought I'd just post it here instead. I'm quite happy with the result for an early attempt, but I'd really like some constructive criticism on this. Something really feels amiss about this, but I can't quite put my finger on it. The eyes/ears are quite lacking in detail, but I just couldn't figure out how to make the mouth look right.

>> No.481935
File: 293 KB, 960x540, lighter cycles.png [View same] [iqdb] [saucenao] [google]
481935

just out of boredom

>> No.481936

>>481935

Bevel the top? Edge is way too sharp.

>> No.481937

>>481936
yep

the backside should be rounder since i took reference from my lighter

>> No.481939

>>481907

Lips arent wide enough
mouth is flat (depth-wise)
neck shape is weirdle triangular, the muscles you did there are more to the back of the head, and lower.

eyebrows are hard but monkey brow is nonexistant

cheek bones are too much forward and lack volume towards the ear

Skull definition is non-existant, try to get those vertical bone segments above the extremities of the eyebrows stronger, foreheads are way flatter than that.

Keep it up son, nice start

>> No.481945
File: 1.17 MB, 3840x1080, WIP 9.jpg [View same] [iqdb] [saucenao] [google]
481945

>>481859

Testing light n stuff....

>> No.481957
File: 483 KB, 1322x1350, Screenshot 2015-06-26 20.59.37.jpg [View same] [iqdb] [saucenao] [google]
481957

>>481839
Man I am loving your characters kinda quirky look. The teeth seem kind of small though. Like they wouldn't fill the upper jaw.
Looks good. What are you using to render?

Wip, any crits would be welcomed. I'm getting that blindness to it.

>> No.481978

>>481814
Nice reading comprehension brahsef.

>> No.481982

>>481812
What the fuck are you on about? Unity is a fine game engine. You have a whole team of programmers and different companies pouring time and money into creating an efficient way for game devs to put their work out there at a faster pace. Are you actually suggesting writing your own game engine from scratch? You might as well write your own operating system while you're at it. Heck, build your own hardware. You don't have a lot of time as a single game dev and any time you save will always be a plus.

>>481957
Thanks. I gotta pick up zbrush, man.

The crease next to the nose is a little high.

>> No.481988

>>481982
Regardless f how you're right about actually building your wo nengine for a small scale project, Unity office is a disorganised mess.

All I can speak for is Unity brighton ofcourse, but those guys are having some internal issues, a dozen neckbeard devs, 3 women in support and an obese black cunt with a heart shape shaved into the sides of her head.
To make matters worse, the competent devs get bossed around by the managment cunt, who seems to have no idea of what she's doing.
I was surprised someone like that got hired in a key role, which usualy requires at least a basic understanding of what they're producing.

They are also surprisingly anal about not referring to unity as a game engine, but as a multi-purpose 3D engine.
Unity is cool though, really fast when it comes to punching out prototypes.

I wish I was making this up.

>> No.482003
File: 1.17 MB, 1920x1081, props.jpg [View same] [iqdb] [saucenao] [google]
482003

Some props I made for my interior scene. No SSS on the candle yet, so it looks a bit rubbery.

>> No.482005
File: 171 KB, 960x540, Blondor.jpg [View same] [iqdb] [saucenao] [google]
482005

Baby's first model

>> No.482020

>>481169
this should go in one of those "greatest creation" threads

>> No.482054
File: 37 KB, 816x700, hand.jpg [View same] [iqdb] [saucenao] [google]
482054

poly modeled base hand for sculpting

>> No.482057
File: 109 KB, 960x540, revolver_render_ultimo.png [View same] [iqdb] [saucenao] [google]
482057

this is a smoothed version of the revolver i've made, i'm going to use it for gaming but i want to ask... is 10000 tris too much for a gun in gaming? or i should use the non-smoothed one.. which is 4000 tris?

>> No.482059

>>482057
That smoothed model looks like shit
All the edges are too damn soft

>> No.482075

>>482059
well, i also have the non-smoothed one, if the smooth it's too much i'm going to remake it, but the question is... is 10000 tris too much for a gun in a game?

>> No.482077

>>482075
probably wouldn't matter too much, but a revolver doesn't need 10k. If your characters have an equivalent LoD then it will end up being too high.

>> No.482078

>>482075
For a modern shooter first person view gun model, no.
For a bulk gun like yours, yes.

For 10K tris, you should have lots of details in your model, not just over smoothed cylinders.

>> No.482080
File: 124 KB, 960x540, firstpersonrevolver.png [View same] [iqdb] [saucenao] [google]
482080

>>482078
well, the gun has to be seen in first person, but infact yeah... it doesn't have many details.
this is the non_smoothed one in a first person view

>> No.482085
File: 89 KB, 708x834, Hands_sculpderd.jpg [View same] [iqdb] [saucenao] [google]
482085

hands after some sculpting done

>> No.482086

>>482085
looks good to me :)

>> No.482088
File: 219 KB, 960x640, IMG_3035.jpg [View same] [iqdb] [saucenao] [google]
482088

>>482085
My only beef with these is that the finger seem to narrow too much at the third knuckle, then widen back out at the tips, which gives then a sort of alien look. Your ulnar bone protrudes an awful lot at the wrist too- I am skinny AF and even mine don’t show such a hard edge. Rest of your details look pretty good though.

>> No.482111

>>482080
With 10K tris you can at least afford to make actual cilinders, I feel like theres a ton of polys on the front side that are going to waste because of the FPS aspect.

Less detail in the front, more in the FPS visible parts.

>> No.482114
File: 386 KB, 960x540, mental_revolver3.png [View same] [iqdb] [saucenao] [google]
482114

>>482111
yep, that's what i have to try to do, aniway the smoothed gun was also made because i tried to make a mental ray version just for trying... aniway does it look to much shiny in this one?

>> No.482121

>>482114

Material looks like some shiny plastic or enamel coating, not metal.

>> No.482132

>>482114
Yes.
It's way too glossy, feels like plastic.
Also has a kind of bright grain in there, get rid of it.

Look at reference.

>> No.482133

>>482085
Hammer muscle isn't that sharply defined and the palm skin should flatten it out. Thumb joint winkle and knuckle wrinkle don't meet any more than they do on the sides of any other finger. Where the fingers meet the palm, the wrinkle is generally a crisscross of wrinkles. Last joint of the thumb is flattened and by definition the thumb is the fleshiest digit. All of the finger pads need to bulge slightly at the middle, the index finger is better here than the rest.

carpals and veins on the back look good, as do the knuckle wrinkles. wrist bones are exaggerated but w/e

>> No.482134

>>482003
Add a blurred reflection of a fat naked guy holding a camera to the watering can and no one will doubt it's a photo

>> No.482135

>>481839
Someone alived your tulpa
>>>/s/16012055

>> No.482138

>>482003
also, there is no reason the wick would have a depression around it, that implies the wick is pushed into cooling wax rather than already being in the mold's form as the hot wax is added to it. If anything the wax should rise and blend slightly.

>> No.482146

>>482088
>>482133
Thanks for the good pointers, I still got quite a lot to do before moving onto texturing and rigging.

>> No.482168
File: 582 KB, 2000x2000, aromsvechi_ikea24..jpg [View same] [iqdb] [saucenao] [google]
482168

>>482138
I used this Ikea candle as a reference, and that one not only has a depression, but an actual hole where the wick is. At least it looks that way in this picture.

That hole was supposed to be there on my model as well, but I forgot to add a support loop before rendering.

>> No.482170

>>482138
>that implies the wick is pushed into cooling wax
that's what a lot of factoris do. the machine to do this is faster than the machine that does it your way

>> No.482175
File: 96 KB, 1315x550, lowpoly_01.png [View same] [iqdb] [saucenao] [google]
482175

8.2K Tris even with the fuckton of edfes on the barrel extrusions, now for the edge smoothing chamfers.

>> No.482196

>>482175
why did you spend so many polygons on the barrel but none on the magazine?

>> No.482198
File: 204 KB, 1809x1199, a0383.jpg [View same] [iqdb] [saucenao] [google]
482198

>>482175
It’s alright to start, but it seems like you can’t decide on low or high poly. Here is a ref photo, your front and rear stock need some work.

>> No.482203

>>482196
>why

because he is using 3ds max and because he started with barel and later was to lazzy to fix all shit.

>> No.482204

>>482196
because barrel has fine detail and magazine doesn't?

Easier to smooth shit that doesn't have detail than add polies.

>> No.482207

>>482175
>>482175
the other two responses are what i thought too, to keep what level of detail you have in the magazine you should make the barrel a cylinder with 12 verts (24 total), and either just use those barrel notch things as a texture or just model like 2/3rds of them as individual geometries to save memory. the trigger well place is a little too high detail, the handle bevels are too deep, and the barrel handle could lose at least a third of its vert counts. for the stock just trace it from a side view

>> No.482220

Thanks for the feedback guys.


>>481632 was the high poly original that I'm currently stripping down.

>> No.482225
File: 599 KB, 1466x897, ss+(2015-06-28+at+01.39.23).jpg [View same] [iqdb] [saucenao] [google]
482225

I'm redoing all the chainmail on this character. But I need a better way to bend it in shape. Previously I used the move tool but that was messy as hell. The mesh is micromesh converted to geo. I also tried the sbend but it bends in the wrong direction and not from the center of the mesh.

Any ideas?

>> No.482226

>>482225
export, import to max/maya/blender, bend, export

>> No.482227

>>482225
You can mask small sections of it and bend the other parts that aren't masked or you can do it in 3ds Max/Maya. I would do it in Max using the Bend modifier.

>> No.482235
File: 456 KB, 1120x837, 1416577716124.png [View same] [iqdb] [saucenao] [google]
482235

>>480701
he's back

>> No.482236

>>481839
http://media.reddead-series.com/red-dead-redemption/characters/bonnie-macfarlane.jpg

>not knowing best girl

com'on son

>> No.482237
File: 230 KB, 1077x769, ss+(2015-06-28+at+03.53.37).jpg [View same] [iqdb] [saucenao] [google]
482237

>>482226
>>482227
Ok, that was pretty dumb of me, thanks

>> No.482250

>>482235
>>482235
If that really is you i recommend you check out the following program.
>marvelous designer

It will help you wrap cloth around your models, also have you got your models into a game engine like unity yet?

>> No.482263
File: 2.12 MB, 2344x1858, lmao.png [View same] [iqdb] [saucenao] [google]
482263

tried to make the legs and the pose better.

Dynamic anatomy is hard. Any tips or leads?
Back and tentacles are still very WIP.

>> No.482265

>>482263
why every artist folio includes a scary monster he made in zbrush

>> No.482271

>>482265
because fuck you

>> No.482283 [DELETED] 

>>482265

Because scary monsters star in animations, vidya gays etc. Weather you're making Jurassic Park, Transformers or Alien -type shit decent creature design is required.

>> No.482284

>>482263

I think I saw you getting advice from /ic/ about the little squishy footstool creature and the monster's weighting it down.

I think you took the wrong approach by just pushing the bulb down. I'd keep the lightbulb shape, complete with the neck part below the main mass of it, but make heavy indentation on top of it where the foot presses into it. IMO it just worse the way it is now, lost it's form. Earlier it looked dynamic and recognizable as something alive. Not so much anymore.

>>482265

Because scary monsters star in animations, vidya gays etc. Weather you're making Jurassic Park, Transformers or Alien -type shit decent creature design is required.

>> No.482286

>>482265
So they cannot be judged on their ability to make a proper looking human or animal.
It's like drawing scantily clad girls, it's easy to make it look appealing.

>> No.482287

>>482286

I sort of agree but not quite.

I got into this cause ever since I was a kid I loved cgi monsters. But I made sure to learn how to do proper anatomically correct humans and animals too just to avoid that line of thinking.

>> No.482301

>>482265
To be quite honest, I just want to make something cool and put it in my brother's bedroom (he's 9 and think this stuff is pretty cool, so i just want to be a cool big bro). So i just dig up this monster I had sitting on my HD and here we are.

>>482271
No need to be rude, anon.

>>482284
Yeah, that thingie still need a lot of care and affection. I was too focused on the main mosnter to give the necessary love to this little squid-guy. I'll totally follow your lead, anon! You made some great suggestions.

>>482286
I think this is fairly accurate, and yet an amazing simplification and an avoidance to analyze complex scenarios.

>>482287
This is too.

>> No.482306
File: 204 KB, 696x720, case.jpg [View same] [iqdb] [saucenao] [google]
482306

about halfway done with this terminal thing HP

>> No.482313

>>482301
maybe,
maybe go fuck yourself

>> No.482325
File: 3.96 MB, 960x540, sig_p320.png [View same] [iqdb] [saucenao] [google]
482325

Sig I'm working on

>> No.482328

>>482306
This brings me joy.

>> No.482330
File: 35 KB, 550x667, Rip.png [View same] [iqdb] [saucenao] [google]
482330

Trying to evoke that Sonic the hedgehog level of modeling style is more difficult than I thought.

I guess ill have to start over again. How can I make things a bit more round? Just adding more edges?

>> No.482332
File: 47 KB, 800x600, 1988-Ferrari-GTB.jpg [View same] [iqdb] [saucenao] [google]
482332

Hi everyone, I've been trying to get serious with modeling for a future career

>> No.482334
File: 3.03 MB, 400x300, 1432501011629.gif [View same] [iqdb] [saucenao] [google]
482334

>>482332
>get serious with modeling

>jpg

choose one

>> No.482335

>>482334
Thanks for that intelligent input

>> No.482337
File: 520 KB, 752x1080, cage.jpg [View same] [iqdb] [saucenao] [google]
482337

>>482306
pushed the concept as far as I could. HP done.

>> No.482338

>>482325
HE GOT A NINE, I GOT A SIG

https://www.youtube.com/watch?v=p2DA0RfIbBU

>> No.482343

>>482338
I don't listen to that midnight street music.

>> No.482346
File: 248 KB, 1362x690, Screen Shot 2015-06-27 at 6.12.36 PM.png [View same] [iqdb] [saucenao] [google]
482346

First model, first /3/ post. Rigging this tomorrow any advice would be appreciated also

>> No.482352
File: 379 KB, 1280x1024, 34frontcbg.png [View same] [iqdb] [saucenao] [google]
482352

>>482332
Which industry? If engineering/engineering-like, you need a solids modelling program (SW, Catia, etc). If gaming/everything else, go Blender, Max, Maya, etc.

Tips for your Ferrari:

NEVER subsurf/turbosmooth until your manual modelling skills are excellent; modifiers can never emulate good modelling, will give sloppy polyflow, and tends to mangle your sharp edges like those valleys running along the sides of the car unless you know how to control it.

Polyflow. Keep a uniform grid of quads of roughly the same size. Some triangles are unavoidable so don't panic if you need to make some.

Blueprints are often inaccurate and should only be used as a rough guide. Use actual photos for your reference material.

Window pillars are curved outwards slightly. A perfectly flat window won't be able to fit in the door when wound down. Take a look at any car and you'll notice this.

I know this might be a WIP, but don't be lazy. If you want your work to stand out, model the engine, suspension, interior, and transmission. Any chump can model the exterior of a car in a matter of hours.

Unwrap and texture. Much better results than assigning different materials to every part of the car.

Save images of your work in png.

>> No.482354
File: 491 KB, 1920x1080, enginebay.png [View same] [iqdb] [saucenao] [google]
482354

>>482352
If you want to focus on cars, gid gud on ALL automotive systems and subsystems. Understand the engineering behind them, and study the underlying parts; having a superficial knowledge of cars will be a hindrance when it comes to realistically designing them from scratch, or even modelling real car components. Hell, I quit my job and started working at a bodyshop at one stage just so I could expand my knowledge on how these things are built.

tl;dr git gud

>> No.482406

>>481641
HAVE A FISH YOU WHORE

>> No.482412
File: 25 KB, 550x336, 820.jpg [View same] [iqdb] [saucenao] [google]
482412

>>482352
>>482354
This the best advice I think i have ever seen on /3/ besides the sticky

>> No.482419

>>481839
Is that skin shader working realtime? i am searching a good realtime skin shader without going through all the siggraph docs math and write it to a code myself.

>> No.482420

>>482419
all time is real. Also, it looks like shit.

>> No.482514

>>482263

I like the slimmer legs, looks more like the sketch and less cumbersome, cool.

Instead of this pointing hand, maybe a "Imma grab you" kind of gesture? The curved claw would make pointing really weird for this species, I would imagine

>> No.482547
File: 349 KB, 1128x810, Terminalfinal.jpg [View same] [iqdb] [saucenao] [google]
482547

finished up a low poly terminal - 174 tris
Concept - Ivan Tantsiura

>> No.482570

>>482354
>Hell, I quit my job and started working at a bodyshop at one stage just so I could expand my knowledge on how these things are built.

What this guy said. I cut down to a 30 hour work week to start slaughtering hobos and it really improved my anatomical knowledge. An internship at NASA is a must for making starships, too.

>> No.482573

Hows Autodesk programs working with Windows 10?

I want to upgrade but I'm afraid the drivers arent there yet and might take a while

>> No.482574
File: 354 KB, 2000x2000, 0270371_PE408304_S5.jpg [View same] [iqdb] [saucenao] [google]
482574

>>482168
I stand corrected then. It looks like most of IKEA's block candles are made similar to votive candles, where the candle isn't poured around a wick but instead around a pin, then a precut wick attached to a small metal disc is pushed through the bottom to the top.

Fuck tradition, right?

>> No.482575

>>482573
There are speshul drivers for drawing polygons on a screen?

>> No.482582

>>482570
thats stupid
You'd at least clock 60 if you were dedicated

>> No.482586
File: 509 KB, 1920x1080, explodedf.png [View same] [iqdb] [saucenao] [google]
482586

>>482570
I hope you're not this stupid in person.

You need hands-on experience to properly understand the construction, and I worked with hundreds of different cars from different manufacturers and time periods which are all built differently. I'd hazard a guess that the anatomy of one person is basically identical to that of someone on the other side of the world. Starships are a different matter, since they're fictional, allowing the designer to do pretty much anything they want without having to factor in variables that affect real-world vehicles.

>> No.482594
File: 195 KB, 1366x768, lever.png [View same] [iqdb] [saucenao] [google]
482594

this is a lever shotgun i'm making for a game i plan to make in the next future, same thing for the revolver i posted some time ago, can you suggest me where i have to improve?

>> No.482599

>>482594
where is the trigger?

>> No.482602

>>482599
i still need to make it... this is just a WIP.

>> No.482629
File: 8 KB, 332x152, Yfw+_aec36040ea1a7b2333f58f42f59c9b12.jpg [View same] [iqdb] [saucenao] [google]
482629

>>482599

>> No.482651

>>482594
why not the now future?
also is the lever separated?
also the joining of the stock and action is terrible.
also too many polys on the barrel.
also>>482629

>> No.482686
File: 2.64 MB, 1920x1018, blender-app 2015-07-01 13-43-18-99_1.webm [View same] [iqdb] [saucenao] [google]
482686

>>482420
Wow, he sure asked you didn't he?

>>482419
Yeah, there are some pretty cool things you can do with face normal editing. You can setup a different "lightmesh" that you can borrow normal data from. When a light hits your model, and references the lightmesh, you can make it look sort of like you're using a sss shader. I havent tried this setup out completely with this character, but maybe I can post a
pic of what that would look like with a suzanne model.

>>482085
I like your handjob

>> No.482688

>>482686
SOOO KAWWAAIIIIIIII

>> No.482690
File: 198 KB, 1325x969, stoof.png [View same] [iqdb] [saucenao] [google]
482690

>>482686
>>482419
So it would be something similar to this. Careful though. It doesnt work as expected when animating.

>>482688
Thx :)

>> No.482694
File: 43 KB, 667x356, trigger.jpg [View same] [iqdb] [saucenao] [google]
482694

>>482651
the lever is separated because i need to move it
there's no joining between stock and action, i still need to combine them
the poly on the barrel yeah, i need to low them

and THE DAMN MADAFAGGIN TRIGGER i still need to make it.

>> No.482709

>>480819
Hipbones (front) seem to be out of place/wrongly shaped. I like the butt.
General tip, keep consistency in muscle and fat mass, for example her scapúla, collar- and hipbones are skeletonmode yet the rest seems like average/athletic.
Also it seems like you go with the shapes the program dictates without refining them. Especially in the lower spine area, looks kinda like someone just cut there.

>> No.482711

>>482686
She looks homely. Would waifu. Please don't tell me she gets fucked at the end.

>> No.482712

>>481430
Maybe you should work with small tits for now, could help you with closer examination of the ribcage.

>> No.482715
File: 160 KB, 1600x981, fourthpass.jpg [View same] [iqdb] [saucenao] [google]
482715

>>482709
>>482712
Thanks. I'm sculpting more of my shapes from a couple reference sheets I decided to make after some advice. There's a great book called "Anatomy for Sculptors" which has been a lot of help too.

The breasts need more work and the ribcage is still just fucking my shit up. I need to refine the silhouette before I can move on.

>> No.482740
File: 378 KB, 1615x1637, Arms.png [View same] [iqdb] [saucenao] [google]
482740

Hey everyone, I would like to get critique on my first person character rig (just arms). My friends and I wanted to give making a little game a try and I am the modeler of the group. The rig is a robotic character that doesn't have a serious style but at the same time isn't a cartoon. No texturing or bones have been done yet. Also if anyone knows good tutorials for those things (I use 3ds max) that would be a big help.

>> No.482750
File: 335 KB, 2028x858, Screen Shot 2015-07-02 at 2.03.05098 AM.jpg [View same] [iqdb] [saucenao] [google]
482750

Finished the flat parts of the walls, time to get the iron and riveted parts looking right.

>> No.482770
File: 96 KB, 960x540, render4.png [View same] [iqdb] [saucenao] [google]
482770

progressing with the lever shotgun

>> No.482784
File: 309 KB, 1485x840, Sand_Mage_Wip.jpg [View same] [iqdb] [saucenao] [google]
482784

Working on some sort of sand mage, would love some feedback or critique

>> No.482815

>>482784
is it for a low poly game? if yes, it looks pretty good.

>> No.482863
File: 3.96 MB, 960x540, sig_p321.png [View same] [iqdb] [saucenao] [google]
482863

Update on the sig

>> No.482892

>>482784
The varrying pixel density on the textures makes it look cheap. The super high res shoulders against the low res cuirass.

When working with these los resolution you want to make sure each pixel represents about the same amount of area. Like a quarter inch or w/e. So if his shoulders pads are 3 feet long they'd need 144 pixels across and his cuirass being about the same width would need the same number of pixels to look as if they belong together.

>> No.482954
File: 475 KB, 997x523, face2.png [View same] [iqdb] [saucenao] [google]
482954

Trying to make an anime styled face. I used the reference to get some proportions right. Any advice to make it look better?

>> No.482986

>>482954
you're gonna want to use image planes to make the proportions perfect. It actually doesnt look bad as is right now.

>> No.483050
File: 183 KB, 1366x768, ghever-96.png [View same] [iqdb] [saucenao] [google]
483050

i'm making this.. but i need an hint for geometry, it looks fucked up, do i need to remake the weapon body from the begin?

>> No.483071
File: 127 KB, 1024x1024, weepon.png [View same] [iqdb] [saucenao] [google]
483071

>> No.483459
File: 34 KB, 288x288, Swans_whitelightfromthemouthofinfinity.jpg [View same] [iqdb] [saucenao] [google]
483459

>>480701
disgusting
reminds me of swans

>> No.483460
File: 134 KB, 503x751, berserk_236_03.jpg [View same] [iqdb] [saucenao] [google]
483460

>>480845
literally counterfeit guts

>> No.483470

>>480739
Sweet mother of christ is this a real game?

>> No.484424

>>481441
Do you do commissions? I want a model done for a porn game (maybe I'd be just to busy fapping to it). How does one contact you?