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/3/ - 3DCG


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File: 439 KB, 1297x752, WIP.jpg [View same] [iqdb] [saucenao] [google]
489182 No.489182 [Reply] [Original]

WIP Thread!

Smudged to fuck edition.

last bread: >>487388

>> No.489183
File: 305 KB, 1045x729, headset_wip_01.jpg [View same] [iqdb] [saucenao] [google]
489183

>>489182
I'll start, Logitech g930 I'm working on tonight

>> No.489184

>>489183
its shit
which i mean its ok

>> No.489185
File: 265 KB, 1280x720, frog.jpg [View same] [iqdb] [saucenao] [google]
489185

>> No.489189
File: 102 KB, 1024x1024, Planks.png [View same] [iqdb] [saucenao] [google]
489189

Doing game jam with a friend, having to make lots of props fast

>> No.489190
File: 74 KB, 721x767, Humanoid_Plant_WIP.png [View same] [iqdb] [saucenao] [google]
489190

Working on some sort of a humanoid plant. The planes at the jawlines are going to be teeth.

>> No.489194

>>489185
oh great. like we didnt have enough frogshitposts going on around

>> No.489205

>>489185
the eyes look like uncircumcised penises

>> No.489215
File: 1.54 MB, 1440x810, 4.png [View same] [iqdb] [saucenao] [google]
489215

>>489182
working on a texture for the hey arnold! room im making

>> No.489216
File: 279 KB, 1920x1080, front.png [View same] [iqdb] [saucenao] [google]
489216

>>489215
same person

ship im working on

>> No.489228

>>489215
You should increase the res on that ball. I can clearly see the vertical edge loops.

>> No.489232
File: 553 KB, 1338x788, Gatsu.png [View same] [iqdb] [saucenao] [google]
489232

Getting all up in dem gatsu! Still wip, is there a better way to do the hair? I'm making them from cubes in Maya then importing in clumps to Z.

Ear is still being worked on, finding it somewhat hard to get the shapes in there.

>> No.489243
File: 283 KB, 500x378, tumblr_lod34szhc11qcpfe7.png [View same] [iqdb] [saucenao] [google]
489243

>>489228
it will be on a flat plane with im finished, i was just using the ball to test. but yeah, it was a 20x20 sphere without smooth on.

its going to be in the hey arnold room im making
>cont of what room looks like

>> No.489245
File: 217 KB, 1920x1080, side.png [View same] [iqdb] [saucenao] [google]
489245

>>489216
different angle

this ship is based off ships from a book ( ship breaker ) and has some foot in reality with the hydrofoils that are below the hull

>> No.489250

>>489245
you probably want more sails on that

>> No.489254

>>489232
only three cuts..who you fighting?

>> No.489255

>>489254
He still ain't ready for details, just put them in quick.

>> No.489257

>>489255
only cause dubz...handling..needs improvement...availablitly...less....anything else?

>> No.489260

>>489232
Proportions are there. Needs more uhnatuhmee.

>> No.489266
File: 407 KB, 960x540, privatebuilding2.png [View same] [iqdb] [saucenao] [google]
489266

something i did a while back
never really understood why so many 3D artists drawn to architecture

>> No.489329
File: 141 KB, 396x640, c158a8c27a85252fb15a26760f5febcd.jpg [View same] [iqdb] [saucenao] [google]
489329

>>489190
Bad shape language, the main stem needs to be thicker, right now it is a direct callback to one of those mario plants. If you are going for that you need a thicker stem/bigger teeth.
Otherwise you need to make the head completely different. Look at irises and orchids for plant inspiration. Legs need to be thicker, or just replace the feet with lots of tangled together roots. Add like 2 more legs if you are going to do that. Put it in a sillouette shader and see if it is recognized by your mom or gf or roommate or neighborhood homeless man as a Walking Plant Guy
I like those leaves on the back though.

Draw a whole sheet of different ones, ones with big leaves, fern fronds, a bulb instead of a pot, etc etc. Reference onions and other plants.

Pic related, these fuckers are terrifying. Its gonna eat that bird.
I'm from /ic/.

>> No.489355
File: 227 KB, 866x485, Vroom 3.png [View same] [iqdb] [saucenao] [google]
489355

Stupid car continues from last thread

>> No.489363

>>489355
Man that is one aggressive grill.

>> No.489365
File: 252 KB, 1024x1024, dsadsa.png [View same] [iqdb] [saucenao] [google]
489365

Gotta make it less poly

>> No.489376

>>489365
you already don't have a lot

>> No.489387
File: 185 KB, 504x542, PBR Granade.png [View same] [iqdb] [saucenao] [google]
489387

>> No.489393
File: 152 KB, 965x709, Texture_Map.png [View same] [iqdb] [saucenao] [google]
489393

I finally found some time to continue to work on my thunderhammer. I just started to get into texturing and got some problems with mapping the handle...

>> No.489395

>>489387
there is nothing holding the ring on, it should be set into a metal pin, like a keyring.

>> No.489396

>>489393
damnit that was pretty lazy. I made this mostly to practice texturing though

>> No.489397

>>489393
Cylindrical project the cylindrical surfaces and planar map the flat surfaces. The hemispheres you can planar project and then relax them.

>> No.489399
File: 185 KB, 1018x610, planar_vs_cylindrical_mapping.png [View same] [iqdb] [saucenao] [google]
489399

>>489397
Well, I tried it with cylindrical mapping already, but it seemed to not work that great. Probably because the model itself is kinda bad. Planar mapping on the handle seems to work though.

>> No.489403
File: 94 KB, 1209x360, Untitled.jpg [View same] [iqdb] [saucenao] [google]
489403

>>489399
Did you align and scale it correctly? Weird. If planar works for you, go for it.

>> No.489405

>>489399
Make sure the cylindrical projection is rotated to the correct orientation and it scaled to the length of the grip. Make sure you've frozen transforms and delete history on it first.
There is no reason cylindrical shouldn't work.
Do you have seams at the caps of the cylinder where it connects to the extruded parts?
for screenshots it would help to show UV seams.

>> No.489406

>>489365
flat quad with a picture of a hamme

>> No.489417

>>489406

Pfft, what a waste.

Flat Tri with a picture of a hammer.

>> No.489420

>>489387
That is quite suicidal grenade. You have the small fins at the end of the handle bended the wrong way.

>> No.489421

>>489250

no fucking shit, guy? this is called a wip thread for a reason

thanks for showing your intuition yes i WANT more sails on it

>> No.489442

Wtf is this shit? It's all crap. Wheres the gud stuff?

>> No.489465

>>489329
Thanks for the great feedback, I'll be posting the update when I'm done!

>> No.489487

>>489421
thanks for showing that you're a cunt

>> No.489488
File: 294 KB, 1024x1024, sadas.png [View same] [iqdb] [saucenao] [google]
489488

Just been practising High to low poly normal baking, never done it before

>> No.489489

>>489442
don't look on 4chan for good stuff

>> No.489495
File: 268 KB, 1221x945, Render_1.jpg [View same] [iqdb] [saucenao] [google]
489495

Taking a break from the house to brush up a bit on modeling and texturing. Currently making some models from Borderlands.

>> No.489499
File: 16 KB, 960x540, 11874118_10153368597027013_1052852604_n.jpg [View same] [iqdb] [saucenao] [google]
489499

Made a little house. It's been three days since I started learning 3d
what do you guys think?

>> No.489508
File: 247 KB, 1024x1024, attempt2.png [View same] [iqdb] [saucenao] [google]
489508

>>489488
Had another attempt

>> No.489525
File: 79 KB, 1305x819, help.png [View same] [iqdb] [saucenao] [google]
489525

I need some fucking help lads
I am trying to follow this tutorial http://cgi.tutsplus.com/tutorials/complete-human-character-rig-in-3d-studio-max-part-2--cg-17521
and it all goes well up until step 30+
I can attach constraints to my left side of model, but when I try to attach orientation constraint to my right foot, it gets flipped 180 degrees.

wat do?

>> No.489539
File: 231 KB, 1363x764, polypaint.png [View same] [iqdb] [saucenao] [google]
489539

>>489182
Polypainting this skeleton tonight....

>> No.489547
File: 155 KB, 965x604, polypaint2.png [View same] [iqdb] [saucenao] [google]
489547

>> No.489552

>>489488
>>489508
I think you need to bake at a higher resolution to get sharper detail.

>> No.489557

>>489552

Yeah I did some wooden pillars with higher res and it came out alot nicer, I also realized theres some settings in maya which i got wrong. Im having fun with this, need to practices more in zbrush

>> No.489561

>>489525
Try re-mirroring your leg bones with y as your flip axis. Use the mirror button in bone tools which you can access in the animation drop-down menu.

>> No.489563

>>489561
it worked! thanks anon

when I was mirroring first time I thought that I was using y axis, so on my second try that you can see on my original post, I tried z axis.
turns out I was using z axis from beginning.
thanks again

>> No.489564
File: 1.86 MB, 240x146, 1387413742647.gif [View same] [iqdb] [saucenao] [google]
489564

>>489547
cool bones bro, I like the paint

>> No.489567

>>489547
spoopy

>> No.489571
File: 81 KB, 699x655, Capture.png [View same] [iqdb] [saucenao] [google]
489571

it's a vagina. I hope it's blocky and indistinct enough no one whines about it.

I'm making it seperate geometry from the rest of the mesh so i can give it a hella optimized uv map and it's own 2048 texture. Gonna load this shell into zbrush and sculpt it out.

>> No.489572
File: 1.76 MB, 2120x1193, TEMPLATE_newYT - Copie.png [View same] [iqdb] [saucenao] [google]
489572

>> No.489573

>>489571

But for what reason? Having the clit as a separate object is going to make it near impossible to sculpt properly as you need the hood to go around it anyway.

>> No.489574
File: 50 KB, 1226x797, smith sauge.jpg [View same] [iqdb] [saucenao] [google]
489574

>>489182

well. space.. flying sauge.. finished shield generator. next will be warp inductors and some laser cannons..

>> No.489575
File: 213 KB, 640x480, TechBallFuzz.jpg [View same] [iqdb] [saucenao] [google]
489575

How long would it take to UV and make each polygon a different color?

>> No.489576

>>489575

why do you want to make uvs just only for making them different colors? nigaaa. just do some materials and drop fucking colors.

>> No.489578

>>489557
baking is a very neat tool.

>> No.489580

>>489576

...totally forgot about matIDs. Thanks

>> No.489586
File: 104 KB, 860x484, turntable.webm [View same] [iqdb] [saucenao] [google]
489586

>>489564
>>489567

Marmoset turntable

>> No.489589

>>489580
You almost killed yourself there anon

>> No.489590

>>489574
add more detail

>> No.489597

>>489573
huh no this mesh being shown is on piece and it's a separate mesh from the rest of the body. That's what i meant by two pieces.

>> No.489598

>>489575
there's a tool that does that.

>> No.489604
File: 184 KB, 1129x666, smith sauge.jpg [View same] [iqdb] [saucenao] [google]
489604

>>489590

On it. will do tomorrow more. that will be space garden area.

>> No.489613
File: 105 KB, 444x607, Capture.png [View same] [iqdb] [saucenao] [google]
489613

>>489571
so the point here is that I modeled it out kind like a dish so i could sculpt it, but when i actually use it it will be in various states of enclosed. This is it in zBrush. now im gonna see how the normals look in maya on the low poly version.

>> No.489618
File: 1.13 MB, 2000x854, sword_model.png [View same] [iqdb] [saucenao] [google]
489618

First time making a sword and trying to go fully through the process of
model low ply -> sculpt higher poly -> bake -> texture -> render with impressive lighting
Is that right? Or should I texture before sculpting and baking?
Also I'd like to know if you guys can spot any obvious flaws that I can't see before I move onto the next step.
Like does the handle look kinda crooked to you guys? I'm going by a reference but it looks off in the reference as well.

>> No.489622

>>489618
the handle looks like a handle. no one's going to hold your finished work and you reference up next to each other and compare them.

I'm starting to think the texturing and sculpting process should be the same step. Combining sculpt and texture helps make them inform each other and takes the guess work out of lining up features. When I dont paint in 3d i at least do a quick coat just to give myself a guide to follow in photoshop. But it doesnt look like you'll have much to worry about as far as sculpting or texturing is concerned.

>> No.489626

>>489613
hurp took a couple tries. the normal map kept coming out messed up. I had to generate it at the 2nd subdivision level though but it looks fine and the end result was going to be smoothed anyways so there'll be less uv stretching.

So when this is aligned with the hole in my body's mesh and bind it to the skeleton it'll just move along with it.

>> No.489628
File: 94 KB, 1024x768, vagMedRes.jpg [View same] [iqdb] [saucenao] [google]
489628

>>489626

>> No.489629

>>489628
here it is installed into the model and smoothed. It's more NWS than I think I can get away with. Especially cuz of all the nudity narcs we've been seeing recently.

nws
http://imgur.com/q8i93Mn

>> No.489631

>>489628
Looks like a cavern

>> No.489632

>>489618
I would probably suggest making the hexagon pattern in photoshop and then mixing that normal with you baked normals unless its EZ PZ in sculpting

>> No.489635

>>489629
>installed
kek

>> No.489636

>>489629

You mean NSFW?

Also it's pretty terrible.

Serious question: Have you seen a vagina in real life? Because it looks like you're making it up based on something you saw in the dark one time.

Or at birth.

Use proper reference.

>> No.489637
File: 123 KB, 1599x336, low_res.jpg [View same] [iqdb] [saucenao] [google]
489637

Low poly sword

>> No.489638

>>489571
>>489613
>>489628
nigga, did you even see a pussy before?
if not there is this thing called the internet where you will find lots of refs, you should look it up

>> No.489639

>>489637
what is this pointy thing at the hilt for? so I can cut myself when trying to grab it?

>> No.489640

>>489639
so you can stab yourself while you stab your opponent
genius really, you can bleed away the guilt

>> No.489641

>>489640
lol

>> No.489642

>>489640
CRRAAAAAAAAAAWLIIINGG IIIIINNN MY SKIIIIIIIIIINN

>> No.489643

>>489636
No I havent. I live in a muslim convent.

>> No.489644
File: 63 KB, 974x246, uv.jpg [View same] [iqdb] [saucenao] [google]
489644

>>489637
unwrap

>> No.489645

>>489639
skull cracker.
You use it for opening walnuts.

>> No.489646

>>489638
>>489636
And nice use of the "find a way to call them a virgin" put down by the way.

Here it is in action. So maybe you can see the reason to my madness.

nws
http://imgur.com/q8i93Mn

>> No.489647
File: 687 KB, 765x485, Pillbox.png [View same] [iqdb] [saucenao] [google]
489647

Here's my pillbox. Does anyone know how to get shadows to work in Unity btw? I have cast and receive on everything but still no shadow

>> No.489648

>>489647
only directional lights can cast real time shadows. everything else must be baked.
in either case the option is in the light component.

>> No.489650

>>489648
I am using a directional light. I haven't updated Unity. Was this a bug?

>> No.489651

>>489648
You can have real time shadows with any light type if you use deferred rendering.

>> No.489652

>>489648
point lights cast shadows on deferred camera
both in Unity 4 and 5

>> No.489654

>>489629
Turn that 90 degrees in either direction and it looks like a skeptical cyclops.

>> No.489663
File: 20 KB, 312x405, Capture.png [View same] [iqdb] [saucenao] [google]
489663

>>489650
have you changed "shadow type" from "none" to hard or soft shadows?

>> No.489664
File: 538 KB, 746x630, Capture.png [View same] [iqdb] [saucenao] [google]
489664

>>489654
and what exactly do you think you're implying?

>> No.489665

>>489663
Yeah I have that on

>> No.489666

>>489465
Good. I want to see it.

>> No.489679
File: 256 KB, 1136x967, 556.jpg [View same] [iqdb] [saucenao] [google]
489679

Going to stop here with the body, I don't have enough spare time to continue with it. I MIGHT do the head but eh. It was really a test to begin with anyway, maybe next time I can do it properly.

>> No.489688
File: 174 KB, 1365x592, unity.png [View same] [iqdb] [saucenao] [google]
489688

>>489182
Unity is a pain in the ass

>> No.489690
File: 314 KB, 540x720, rap chain.png [View same] [iqdb] [saucenao] [google]
489690

>> No.489691

>>489688

It really isn't.

What is your problem?

>> No.489693

>>489691
I am actually trying to make a 3d model viewer for unity... So that students trying anatomy can freely navigate and understand the relations through their mobile phones.... I am total c# noob and raycasting and adaptive screen resolution are bugging me alot... I mean I get the general idea on how they work, but writing it as a code is painfully painful....

>> No.489697

>>489688
>>489691
>>489693
Can anyone point me towards creating a 3d model viewer in unity in c# ?

>> No.489709
File: 1.03 MB, 1080x1920, Screenshot_2015-08-17-08-00-35.png [View same] [iqdb] [saucenao] [google]
489709

>>489690

Look at how dynamic these chains are, then look at yours. I think you were going for a chain link sort of thing, but it didnt hit that mark either.
Study these different designs, see how yours can emulate them. You have to remember that this is jewelry, and is meant to accentuate the person and bring attention to them.

Make your chain match the lock.
Your lock is also really really dark and is weirdly reflecting light.

Anyway, I think it has a lot of potential.

>> No.489718

>>489697
>>489693
Well let me ask you what sort of features it needs.

Will users need to be able to load their own models or only use ones included in the software. That is the only feature that would need any real work.

Other than that use the built in "mouse orbit" script that comes with one of the asset packages. Either character control or the camera package. That makes a camera aim at and orbit and object using the mouse to swivel around. On a phone mouse movements are strokes so it would work fine. That and a back button so you can return to the menu.

>> No.489728
File: 211 KB, 1436x736, asdasd.png [View same] [iqdb] [saucenao] [google]
489728

>>489508

>> No.489735

>>489718
Users can use the only ones included in the software, can you tell me where to find the mouse orbit script?

Its for mobile only, so I hope it works...

>> No.489755
File: 378 KB, 1041x723, headsetchan_wip_01.jpg [View same] [iqdb] [saucenao] [google]
489755

Done some more on this.
It's not turning out as well as I had hoped though.
I still need to fix all the triangles.
And does anyone have a tip on how to do the indentations/holes in which the buttons are put in?

>> No.489759

>>489679
looking quite good

>> No.489761

>>489728
Dude, you really need to go easy on those marks

>> No.489774

>>489728
the scratches look really artificial. It screams "i drew lines on my hammer to make it look worn"

Use the alphas, they really do help.

>> No.489779

>>489735
right here
http://pastebin.com/MqwS8pRK
copy and paste that into notepad and save it with the extension js and drop it into your assets folder. After that you'll be able to attach it to a camera. Assign a transform as its target and you have a camera which orbits via mouse (or swipe) input.

for extra easy mode you can ust make a separate scene for each model. Though a more optimized approach would be to have one scene to which you pass data telling it which model to load.

>> No.489780

>>489755
just bevel the face and extrude inwards

>> No.489788

>>489779
Thanks, I've tried the script and it works great for mouse, but I cant get it to work on mobile swipe input, should I be trying raycasting?

>> No.489819
File: 419 KB, 1416x845, nigger.png [View same] [iqdb] [saucenao] [google]
489819

>>489182
any tips or crits?

>> No.489824

>>489788
hmm no, but i dont know what the problem could be. Look up mobile inputs and how to register swiping. I havent done any mobile exports so im not sure.

you may have to set up a 2d "swipe zone" which could easily just be the whole screen and swiping horizontally does the x axis for the mouse and swiping vertically could be the y axis. What you're trying to do is not complicated so any complicated solutions you find are overkill.

>> No.489825

>>489819
make sure the bevel widths are consistent. It doesn't look right for the bevel on the armor to be a different size than the bevel on the steps. After all in the factory it's the same machine that does each bend. So the tiny steps have the same size bevels as the big armor plates.

>> No.489827
File: 954 KB, 1080x1080, Leg1.png [View same] [iqdb] [saucenao] [google]
489827

Don't mind the massive light grain, the balls are really shiny.
Legs for a mech.

>> No.489829

>>489825
thanks anon will take that into consideration, that step always bothered me!

>> No.489832
File: 52 KB, 609x789, Plant_Wip.png [View same] [iqdb] [saucenao] [google]
489832

>>489666
Currently looks like this, Don't have a lot of time because I am working a lot lately.
Made the base of the stem thicker and made new legs.

>> No.489863
File: 81 KB, 294x404, 124434.png [View same] [iqdb] [saucenao] [google]
489863

>> No.489892
File: 144 KB, 556x952, wippers.jpg [View same] [iqdb] [saucenao] [google]
489892

quick sculpt i started yesterday, don't have any plans for it so far, probably clean it up a bit for a half an hour and then scrap it

>> No.489900

>>489892
Looks like he has no skin

>> No.489902

>>489892
If you going to scrap it could I get it off ya? I just started sculpting would be a nice base.

>> No.489903

>>489902
>give me your half decent sculpt so I can make it worse and claim it as my own

>> No.489905

>>489902
honestly it would probably do more harm than good, it's several pieces , no topology, it would be very difficult to get anything worthwhile from it, what you could do is head over to http://wiki.polycount.com/wiki/BaseMesh there are a bunch of basemeshes there, and they have legit topology and polygroups , there is a really good human male there, with topology and polygroups, good way to learn if thats how you like to do it.

>> No.489907

>>489903
lol it's pretty bad as it is, i had no idea what i wanted, at first i was like i kind of want to make a cartoon character , and then a super hero and then who fucking knows lol, always a good idea to have at least some idea of what you want to do before you set out to do something

>> No.489918

>>489905
Thanks man.

>> No.489944
File: 31 KB, 573x667, fox_WIP.png [View same] [iqdb] [saucenao] [google]
489944

Character for my game

>> No.489945
File: 209 KB, 1024x1024, hat.png [View same] [iqdb] [saucenao] [google]
489945

Trying to colour the hat but I cant use photoshop to save my life

>> No.489946

>>489944
that aint falco

>> No.489951
File: 273 KB, 1024x1024, hat.png [View same] [iqdb] [saucenao] [google]
489951

>>489945

Thats as far as my artistic skill can take me, i might try this again later

>> No.489954

>>489951
I dig it.

>> No.489961
File: 2.57 MB, 1488x1852, HighresScreenshot00000.png [View same] [iqdb] [saucenao] [google]
489961

realtime character model for practicing new tools.

>> No.489962

>>489961
Whats realtime in this?

>> No.489964
File: 207 KB, 1844x1049, 2015-08-18_08-23-20.jpg [View same] [iqdb] [saucenao] [google]
489964

>>489962

everything, but probably too dense for gameplay. maybe a cinematic model? I wanted a model to learn how to rig blendshape face rigs.

>> No.489965
File: 340 KB, 1114x758, 2015-08-18_08-28-43.jpg [View same] [iqdb] [saucenao] [google]
489965

>>489961

wires and eyes

>> No.489966

>>489961

10/10 if this was modelled in ps2/early ps3 times

4/10 now, sadly

>> No.489967

>>489961
>>489965
>>489966

I thought it was some high poly model, looks great...
But the only use for this model is for making cg porn

>> No.489969

>>489961
Looks good, only gripe is the knuckles.

>> No.489971 [DELETED] 
File: 47 KB, 778x717, 2015-08-18_09-17-42.jpg [View same] [iqdb] [saucenao] [google]
489971

>>489969
Could you elaborate? here's a closeup

>> No.489973
File: 47 KB, 778x717, 2015-08-18_09-17-42.jpg [View same] [iqdb] [saucenao] [google]
489973

>>489969
Could you elaborate? here's a closeup

>>489967
>>489967
Thanks. It's not actually going in a game so I figured I'd see how far I can push the engine / my computer

>> No.489974
File: 238 KB, 704x487, Screen Shot 2015-08-18 at 6.24.53 AM.png [View same] [iqdb] [saucenao] [google]
489974

>>489971
the transition between the knuckles and fingers look too steep, or shallow, one of those words.

>> No.489975

>>489974

Ah I see what you mean, thanks. I'll fix it after making the shoes.

>> No.489976
File: 129 KB, 1140x777, Tetsubo.jpg [View same] [iqdb] [saucenao] [google]
489976

Nothing much, Working on making a japanese war club. Its hard surface practice in zbrush, still has a lot of work to go through. I'm going to change the end, I don't like it.

>> No.489979
File: 2.35 MB, 1920x1080, untitled.png [View same] [iqdb] [saucenao] [google]
489979

This is a minecraft-like cube I'm working on. Modelling itself is done, I just need to texture it.

>> No.489980

>>489979
So you modeled a cube, what was it before it was a cube, a square?
I'm having a hard time following you here anon.

>> No.489981

>>489979
>>489980
>failing for bait.

>> No.489982

>>489980

dont feed the trolls

>> No.489983
File: 382 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
489983

>>489945

So I redesigned the idea a little, im still trying to get the rim to look fluffy still

>> No.489986

>>489983
Looking nice, what did you use to get the hexagons at the end of the hat ?

>> No.489989
File: 169 KB, 1104x732, sadsa.png [View same] [iqdb] [saucenao] [google]
489989

>>489986

Its just an unsmooted face from my low poly model, The cylinder was 10 faces

>> No.489990

>>489989
Oh you made it in maya, that explains a lot.

>> No.489996
File: 47 KB, 961x831, 2015-08-18_12-24-31.jpg [View same] [iqdb] [saucenao] [google]
489996

>>489961

finished the sculpt and base color pass for the socks / geta

>> No.490004

>>489983
>370k
>still looks unsmoothed

I mean, that's quite a feat in its own, but jesus christ.

>> No.490006

>>489266
You serious?

There are like zero archfags here.

It's all gunfags and game industry wannabes.

>> No.490007

>>490004
370k polies is literally nothing

>> No.490011

>>490004
>>490007
he talking about the guy sculpting it to LOOK like it has 6 sides...

>> No.490018
File: 440 KB, 1280x2048, ScI1oVL.png [View same] [iqdb] [saucenao] [google]
490018

I know it's pretty bleh, but I'm still new to this sort of thing. USP Match so far, heavy WIP and needs more work (still have to add in internal mechanism), unwrap and bake maps + texture.

Hoping to work on a revolver or a rifle next.

>> No.490022
File: 266 KB, 958x600, Capture.png [View same] [iqdb] [saucenao] [google]
490022

>>489182
Having some fun with zbrush.... obviously wip... I dont know if you can recognize him yet...

>> No.490023

>>490018
LMAO using maya, what a roflcopter, BLENDER IS LOVE, BLENDER IS LIFE...now that the /3 approved comment is out of the way, great work man, can you post some wireframes, all in all it's a solid looking mesh, good job

>> No.490024

>>490022

It's a decent likeness, but it's not great. Keep at it.

>> No.490025
File: 205 KB, 1024x1024, Hat.png [View same] [iqdb] [saucenao] [google]
490025

>>490004

It was still WIP, i havnt gotten around to smoothing that part

>> No.490027

>>490025

You shouldn't subdivide multiple times to begin with. Subdivide once, work, repeat. That way you don't have to make major changes to the later versions and basically wiping out all your detailwork so far.

>> No.490028
File: 181 KB, 1110x834, 2015-08-18_14-17-22.jpg [View same] [iqdb] [saucenao] [google]
490028

A WIP of my first attempt at a complete character sculpt.
Please critique thoroughly.

>> No.490030

>>490028

Next time use human reference.

Also a front and side views would be useful for critique

>> No.490031

>>490027

I didn't I just Dynamic mesh from the low poly hat, Set blur to 0 and res to 512

>> No.490032

>>490030
^ this

>> No.490033
File: 208 KB, 948x824, 2015-08-18_14-25-57.png [View same] [iqdb] [saucenao] [google]
490033

>>490028
Sorry, here's a better view.
Also for reference, was attempting to go for anime-ish proportions so its not exactly meant to be to life 100%, but I'm aware it still has issues so feel free to lay it on me the same as before.

>> No.490035
File: 315 KB, 1024x2381, Wire1.png [View same] [iqdb] [saucenao] [google]
490035

>>490023
Thanks - Some of the normal-map geometry is present here (floating geometry like the writing, grip etc). I'll post without in a sec.

I had a really high polycount limit (10k) for this project, and so I worked as hard as I could to avoid triangles and keep it quad-only. It's just something I always end up doing by habit, but it's also the reason for so many edge-loops on the slide and other areas (ie connecting up to the barrel hole at the front etc.

The barrel also has grooves / rifling inside and I've built a chamber ramp and some other stuff.

>> No.490036

>>490033
don't let anime or cartoon styles fool you, or even crazy fantasy monsters they are all grounded in reality, with any character , anatomy is king. i would straighten out the arms, the slight bend makes it harder to determine how long the arms are, the humerus should come down to the end of the rib cage, the forearm and hand should reach down a little past the groin, the wideness of the hips on a woman is less bone and more fat and muscle , the widest point of the hip should be where the ball socket connects, the ankles are wrong, the outer ankle is lower than the inner ankle , the outer ankle is the end of the fibula , it prevents the foot from rolling out.

>> No.490037

>>490031

You dynameshed from a low poly object on a high setting? What the fuck are you doing? Why would you do that? You basically wiped out your existing topology for what?

>> No.490038

>>490035
i was wondering if they were floating geo , i figured they had to be with a poly count that low, really is solid work man, don't get too hung up on triangles, i know lots of people have a hate on for them, but just remember if it's going into a game engine it will all be converted to triangles anyway so as long as your triangles don't interfere with your bakes and it's not in a heavily deformable area you will be fine

>> No.490040
File: 51 KB, 948x824, 1439926350729.png [View same] [iqdb] [saucenao] [google]
490040

>>490033
>anime-ish

What does that even mean? It doesn't look stylized, it looks wrong.

Either commit to a stylized model or realistic, yours is caught in the middle and it suffers because of it.

I did a quick paintover to indicate the main problem areas.

Use reference, either stylized or realistic. Just stick to one.

TL:DR You're not good enough to pull off stylized without understanding proper anatomy.

>> No.490041
File: 243 KB, 1024x2048, yuk.png [View same] [iqdb] [saucenao] [google]
490041

>>490038
Thankyou again - I think the floating geometry is really what makes it. Without it, looks really damned plain.

I think the real version of a USP (in 9x19mm at least) is a bit narrower than this one, but it felt kind of weird making it so thin, so I took a cue from Valves stylized Half-Life 2 USP which is really fat/beefy and widened the overall design. Now it feels like more of a beefy pistol than some slimline 9mm. Hopefully it was a good design choice.

>> No.490042

>>490037

yeah I kinda agree with this guy. If you needed more topo for sculpting without losing the hard edges you could have just divided without smooth.

>> No.490044 [DELETED] 

>>490040
>>490033
I think i'll just restart this wholesale considering how many problems this has. I'll work off a proper reference for the next attempt, though.

>> No.490045

>>490037

For bants and shit

>> No.490046

>>490036
>>490040
I think I'm going to restart this wholesale since I'm in this to learn both zbrush and anatomy. Thanks for pointing out all of this.

>> No.490047

>>490044
just don't get discouraged man, thats rule number 1, and when you start to recognize what is wrong with your models take great joy in knowing that you are able to tell the difference between right and wrong, just don't give up, that model isn't terrible, but knowing that you can do better makes all the difference in the world, godspeed anon

>> No.490048
File: 98 KB, 480x732, untitled.png [View same] [iqdb] [saucenao] [google]
490048

>>490022
Hugh Laurie / Dr House?

I tried making him in facegen once, but the limitations of the neck/cranial shapes made it tricky.

>> No.490049

>>490047
Oh, I'm not discouraged at all. I was posting it hoping for a thorough critique and what I got is what I was hoping for. I want to get better and I will put in the hours needed to do so.

>> No.490050

>>490022
its not lupus

>> No.490052
File: 365 KB, 955x611, capture2.png [View same] [iqdb] [saucenao] [google]
490052

>>490024
>>490048
>>490050
Right guesses... Just started polypainting.....

>> No.490053

>>490033
Her ankles are in space and her arms look really short

>> No.490054

>>490049
glad to hear, in my experience anatomy sculpting has very little to do with natural talent and almost everything to do with perseverance and knowledge, thing with anatomy is an objects form is dictated by it's function, so you learn why and how things work and then the rest starts to fall into place, it really helps with design choices as well, you want a monster that can bite a man in half , you understand the exaggerated function so you know where to put your exaggerated form.

>> No.490058

>>490052

Stop being lazy and do the ear properly.

Great progress though.

>> No.490061

>>490058
WIP duh! if its complete, I wouldnt post that here....

>> No.490062

>>489487
that wasnt me.
im the guy that made the ship, sorry about the random fag

>> No.490063

>>489892
i know its stylzd. but i would say his arms and hands are too big, if you shink them down a bit it wont look as strange.
unless thats what you are going for
also his legs are longer than the rest of his body by like a whole head

but it does look nice of your anatomy

>> No.490064
File: 662 KB, 1377x888, 1de06ce345bbc21d22d34ad1daf6a1c1.png [View same] [iqdb] [saucenao] [google]
490064

first head box model

>> No.490068

>>490033
>Also for reference, was attempting to go for anime-ish proportions so its not exactly meant to be to life 100%
dont
always use human refs
make anime characters only once you a proficient enough to make good character models
>>490064
really good for first box modeled head

>> No.490069

>>490061
Skipping ahead to polypainting while ignoring obvious modelling issues is bad practice, especially if you want to remesh

>> No.490073

>>490069

some features (like eyebrows) are hard to define without polypaint, so I think it depends. Sometimes you have to do it again after remesh because the model itself isn't enough.

>> No.490074
File: 202 KB, 1024x1024, sd.png [View same] [iqdb] [saucenao] [google]
490074

>>490025

urgh i hate texturing

>> No.490078

>>490074
Just keep doing it and soon it wont be a problem

>> No.490080
File: 888 KB, 954x605, capture3.png [View same] [iqdb] [saucenao] [google]
490080

>>490069
oh, wait, I guess you are thinking there are holes in his ears... No, they are not holes, I polypainted them like that... so that I can add more details to it....

Maybe you can appreciate it better in this pic

also I never heard that polypainting should be done at the end... It really helps to see the details of the picture rather than keep on referring to reference pictures....

>> No.490110
File: 75 KB, 716x663, Hexapus Pirate Destruction Submarine.png [View same] [iqdb] [saucenao] [google]
490110

Here's a thing I'm doing

>> No.490115
File: 831 KB, 1652x886, scultping is hard man.png [View same] [iqdb] [saucenao] [google]
490115

I've been sculpting this handle for the past several hours and it still looks like shit.
It's my second time sculpting so I guess I should expect to have some difficulty but sculpting just looked so damn easy.
The only brushes I'm using are sculptDraw, smooth, pinch and crease. Also this is all being done on a multiresolution modifier at the fifth level of subdivision.
Am I misses something that would make this process so much less painful? I still have to finish this handle and do the rest of the sword.
Maybe so much detail isn't even necessary. All of this is just going to end up in a normal map anyway.

>> No.490117

>>490115
>Am I misses something that would make this process so much less painful?
Yeah you should have just modeled that normally and then sculpted scratches and detail if you wanted and the baked normals. You are wasting time

>> No.490125

>>490115
Just extrude model the base mesh, add control loops where you want sharper edges, subdivide, then sculpt wear and tear + other fine details. This is a very common workflow.

>> No.490130

>>489679
>red heels

Jesus Christ.

>> No.490133

>>490068
thanks
it took like 4 hours or somthing, it was a homework asignment

>> No.490137
File: 622 KB, 375x211, 1403965711871.gif [View same] [iqdb] [saucenao] [google]
490137

>>489679
Looking good to me.

>> No.490138
File: 422 KB, 1121x789, Cylindergoesfurtherbeyond.png [View same] [iqdb] [saucenao] [google]
490138

Dicking around with fiber-mesh, its a really versatile tool. You can make all kinds of mesh with it, grass, hair, crystals etc.

>> No.490140
File: 966 KB, 1226x922, ms_sculpt_03.png [View same] [iqdb] [saucenao] [google]
490140

Curse you, Matt Smith, and your obnoxiously odd head shape.

>> No.490142

>>490140
You would have an easier time blocking in the shapes of his head if you were working with a lower poly count. There is literally no benefit to be working at the level of polys you are now.

>> No.490143

>>490142
Haven't I blocked the shapes of the head for the most part at this point?

>> No.490145

>>489679
terrible feet
the rest looks delicious

>> No.490146

>>490143
i don't think the polycount is excessive , you should refine the forms more tho, hes missing the back of his head

>> No.490147
File: 888 KB, 1119x939, ms_sculpt_05.png [View same] [iqdb] [saucenao] [google]
490147

>>490146
This is my first human sculpt, so it's gonna be a pretty slow process building up all the anatomy.

>> No.490148
File: 16 KB, 252x365, heads.jpg [View same] [iqdb] [saucenao] [google]
490148

>>490147

>>490146 is right, you're missing the almost hemispherical profile silhouette of the back of the skull. The image I attached has it to the right of the dotted line in the lower right image. Everyone has this, but the height of the head in proportion might change, making it look smaller. Note that the sides of the skull are flat and not spherical but the back looks spherical in profile. Use the move brush and clip curve brushes for major silhouette changes early on. Also, stick some spheres in there and dynamesh for the volumes of the eyes + eyelids before you settle on a brow shape, it'll save you time later. you can try sculpting them in too.

>> No.490149
File: 885 KB, 1149x927, ms_sculpt_06.png [View same] [iqdb] [saucenao] [google]
490149

I somehow managed to lose my symmetry.

Anyone know a good fix?

>> No.490150

>>490149
smart resym

>> No.490152

>>490150
Doesn't work for me at all. I masked the half I wanted to mirror over to the other side and hit Smart Resym, and it obliterated the model.

>> No.490159
File: 983 KB, 1263x909, ms_sculpt_07.png [View same] [iqdb] [saucenao] [google]
490159

Got the symmetry fixed. Still kinda treading the uncanny valley with the proportions, a bit.

>> No.490160

>>490159
i don't think you have to worry about the uncanny valley just yet

>> No.490166

>>490159
>uncanny valley

You clearly have no idea what that term means, stop using it. Also your proportions are wrong. The eyes are too high and the reference views don't match at all.

>> No.490167

>>490166
Yeah, I'm having issues getting good reference material that can be lined up closely.

>> No.490169
File: 94 KB, 734x551, creature5.gif [View same] [iqdb] [saucenao] [google]
490169

Hey guys I didn't want to make a new thread but I couldn't find a 'questions general' either.

How long would it take to do a little asset like this, with textures, lighting, animations, etc?

I'm trying to figure out if I'm better off doing these in 2d or if I should go ahead and do them in 3d in the future.

>> No.490170
File: 113 KB, 675x563, creature4.gif [View same] [iqdb] [saucenao] [google]
490170

>>490169

>> No.490175

>>490169
Given those are very low detailed, I'd say about 30 mins give or take. Maybe even less depending how fast your workflow is and how complex the animation isn't.

>> No.490190
File: 1.05 MB, 1425x939, ms_sculpt_08.png [View same] [iqdb] [saucenao] [google]
490190

Getting there. Humans are such a complex shape.

>> No.490191

>>490169
These are 2d sprites on 2d planes in 3D space.

>> No.490198

>>490175

Oh okay. So it's about the same then. 3d of course having the advantage of the asset being usable.

So if I have like 20 of these, and I want to comission a 3d artist to make them, would 250$ be reasonable? This would be only modelling, and texturing. And 'rigging' i guess? Although I'm not complete sure I know what that even is.

>>490191

Yes, exactly. I'm not sure I know what you mean though.

>> No.490201

>>490198
>Yes, exactly. I'm not sure I know what you mean though.

You agree but don't know what i mean?
What i mean is, you paint a 2d sprite in photoshop or w/e, you paint the anim frames as well.
In your 3D app you create a 2D plane that faces the camera and texture it with your sprite frames. You use raycast shadows (i think?) to create the shadow from the sprite's alpha.

>> No.490219

>>490190
10/10
looks like the actor

>> No.490223

>>490201

Oh now I get it. Yeah that would work but I do want the little guys to move around in 3d space. So I will definitely have to have them modelled. I was just wondering wether I should skip the concepting 2d process, and start in 3d from scratch. Right now I sort of like the idea of just doing 2d and comissioning somebody to translate them into usable 3d assets, mainly because I suck at 3d. But on the other hand might be a good time to learn it I guess. Just want my time to be used as efficiently as possible which is why I'm considering hiring someone who is good and fast instead of learning by doing.

>> No.490245

>>490223
You could skip the connecting process, but if you are going to hire someone to model the assets for you, having the 2D concepts will go a long way towards them giving you work at the quality you want quickly, because they will mostly be extrapolating already established concepts.

>> No.490247
File: 425 KB, 830x779, Untitled.png [View same] [iqdb] [saucenao] [google]
490247

>> No.490257
File: 471 KB, 975x936, ms_sculpt_17.png [View same] [iqdb] [saucenao] [google]
490257

Anyone got any good lectures or tutorials on how to sculpt eyes in ZBrush? I'm presently garbage at it.

>> No.490259

>>490257

Your eye sockets are still too high, you can spend all the time you want on sculpting the eyes, it'll never fix the core issues you should have avoided first.

>> No.490261
File: 501 KB, 1029x936, ms_sculpt_18.png [View same] [iqdb] [saucenao] [google]
490261

>>490259
I haven't sculpted sockets yet. I've sculpted the cheek bone, the supra-orbital margin and the infra-orbital margin. That much seems to align with the reference material fairly well.

>> No.490269

>>490261

Fine, good luck.

>> No.490270
File: 637 KB, 1592x1158, Allmost_done_brah.webm [View same] [iqdb] [saucenao] [google]
490270

>>490170
inb4 arms look like shit

>> No.490271

>>490269
lol, what you are witnessing here my friend is the birth of a future shitpost about how 'zbrush fucking sucks, garbage UI programmed by gibbon monkeys prevents me from making what i want'

>>490261
you model doesn't look like anything, it doesn't look human, it looks like shit, sorry, but it does, the skull shape is wrong , the mouth shape is wrong, the ears are obviously wrong, the nose is wrong, the neck is wrong

>> No.490272
File: 337 KB, 1600x1158, pose1.jpg [View same] [iqdb] [saucenao] [google]
490272

>>490270

>> No.490293
File: 538 KB, 1257x927, ms_sculpt_19.png [View same] [iqdb] [saucenao] [google]
490293

Moved the infra-orbital margin up a bit, narrowed the base of the nose some and added some placeholder hair to get a feel of what the mesh will look like with some hair covering it.

>> No.490295

>>490293
Howard Stern?

>> No.490304

>>490293

Your references don't line up and you just keep butchering it further. There is nothing more we can do for you.

>> No.490305

>>490304
You seem to be under the impression that I care what shitposters think.

>> No.490306
File: 152 KB, 800x815, 1437937854832.jpg [View same] [iqdb] [saucenao] [google]
490306

>>490305

>> No.490307

>>489832
Good work anon! I like it so far.
What is going to be on the pot? Have you thought about a flower vase or a french style of pot? Put your own twist on it. What kinda plant is it? These all help to solidify a good idea.

>> No.490309

>>490305
you're the one who is shit posting

>> No.490312

>>490306
>>490309
ha

>> No.490314
File: 177 KB, 1120x840, tetsubo-2.jpg [View same] [iqdb] [saucenao] [google]
490314

>>489976

Continuing my Tetsubo from earlier, I'm torn between making the protrusions a cone or a quad triangle. Which one would you think would look better /3/ ? Any advice or crit welcome since I'm not done yet so I can possible fix them. Also the topo is high poly and is a total mess.

>> No.490332
File: 489 KB, 1280x1427, wip_01.jpg [View same] [iqdb] [saucenao] [google]
490332

Legs (and underwear) remeshed, baked, and initial PBR maps authored. hair accessory modeled. minor things to tweak, mouth bag needs to be added, and a hairtie to hide the mesh clipping between the ponytail and back of head. Then it's off to rigging.

>>490314
quad triangles sounds more interesting and aggressive.

>> No.490333

>>490332
neat

>> No.490334

>>490314
wtf is a quad trriangle? do you mean a square based pyramid?

>> No.490336

>>490334
Yea, a pyramid or a square triangle or a quadrilateral triangle.

>> No.490337

>>490336
anyway people say it, the short pyramid thing, just a for sided thing. I'm tired and can hardly concentrate so please forgive me if I am talking nonsense.

>> No.490348
File: 64 KB, 674x919, clothestest.jpg [View same] [iqdb] [saucenao] [google]
490348

I'm back with this. Mucking about with making some clothing.

>> No.490369
File: 178 KB, 530x936, 2b.jpg [View same] [iqdb] [saucenao] [google]
490369

>>490348

>> No.490372

>>489646
Where is the clitoral hood? Where is the labia minora? If you zoom out, is there even a mons pubis? Christ, I can't believe someone spent time making this.

>> No.490376

>>490190
Now do bendytoots

>> No.490404

gfycat dot com slash ShadowyRealAlbacoretuna

~3 hours, no ref beginner goblin

>> No.490405
File: 3.25 MB, 300x300, ShadowyRealAlbacoretuna.gif [View same] [iqdb] [saucenao] [google]
490405

>>490404

>> No.490406

>>490405
real fuckin neato

>> No.490431
File: 554 KB, 1131x927, ms_sculpt_25.png [View same] [iqdb] [saucenao] [google]
490431

Feel like the base forms are pretty good at this point. Need to learn to sculpt eyes, ears, noses, and mouths.

>> No.490438

>>490431
why you trolling this thread , you can't think that looks good at all

>> No.490452

>>490431

I'd just start over and work harder to get the base shapes right next time.

>> No.490462

>>490348
>>490369
Make actual casualwear you see on your friends and you have a hobby that pays

>> No.490463

>>489182
Awesome

>> No.490466

>>490431
>Feel like the base forms are pretty good at this point

Dude, no.

>> No.490467
File: 1.40 MB, 1920x1080, mech3.png [View same] [iqdb] [saucenao] [google]
490467

Mech thing, going to add rail gun and beefier legs.

>> No.490498

>>489499
Ive been at it for a month and youre better than me

no hope now.

Thanks anon

>> No.490506
File: 119 KB, 1080x1920, test render.jpg [View same] [iqdb] [saucenao] [google]
490506

my first anime like model rendered in blender cycles. Going to fix some small details and then rig it

>> No.490510
File: 2.65 MB, 1920x1080, matebarender1.png [View same] [iqdb] [saucenao] [google]
490510

first model.

>> No.490527

>>489571
Why is there only one hole anon this looks nothing like a vagina what the fuck.

>> No.490528

>>490527
Fuck forgot I was namefagging, gomen.
But dude theres two holes in a vagina you dumb shit, one for pee and one for dick, it looks nothing like a vagina anyway.

>> No.490534

>>490527
I sculpted the urethra in zbrush so it's only represented in the normal map. It doesn't look like a vagina because I splayed it out for sculpting and uv mapping. Did you see the image for the final mesh in action?

>> No.490536

>>490534
Oops I guess I never posted the image I'm thinking of. No wonder.

There's like reasons why it looks the way it looks. When it's deforming on the model it looks better but I'd welcome a criteria of the final product when I get home and I can post the image.

>> No.490550
File: 1.32 MB, 996x1016, f459857893835b3242e2293df08697ab.png [View same] [iqdb] [saucenao] [google]
490550

Well, I'm nearly done with this thing. I'm far too lazy to make a proper presentation of this model so this shitty screenshot will have to do.

>> No.490551
File: 1.07 MB, 777x1023, 6d33e86918435f6b3b20dc2db20a4e04.png [View same] [iqdb] [saucenao] [google]
490551

>>490550
also this one

It feels good to finally have this behind me, you have NO idea.

>> No.490569 [DELETED] 
File: 157 KB, 1899x869, Ocotillo2.jpg [View same] [iqdb] [saucenao] [google]
490569

I taught myself home design from scratch in the hopes of becoming an architect, but no one likes my designs so it's become a rather useless hobby.

>> No.490573
File: 327 KB, 825x867, ms_sculpt_30.png [View same] [iqdb] [saucenao] [google]
490573

Feel like I improved the brow a lot. Head looks better, too.

Decided to scrap the mouth entirely and start from scratch. I think the previous mouth was too pointed and not flat enough.

>> No.490577

>>490573
how much time have you spent on this? assuming you are not a troll, and you have spent more than a few hours on this, you need to learn more and practice more.

>> No.490583

>>490534
>>490527
ok so here's how it all looks where it's supposed to be.

nws
http://i.imgur.com/OlhYEY5.jpg

>> No.490584

>>490583
LOL ..... yeah anon... that looks great lol, virgin detected

>> No.490585
File: 503 KB, 1920x1080, Hard.jpg [View same] [iqdb] [saucenao] [google]
490585

Trying to make pic related. Its been pretty damn frustrating getting it to look similar and I don't even know if I'll even make it correctly.

>> No.490589

>>490585
Looks like it could be easy with the snakehook brush and some very well placed brush strokes.

>> No.490590

>>490589
Haha, anon I was thinking the exact same thing as you are right now when I first started, even tried zshperes and the snakehook. I had to settle on the curve tube to get the overall shape correct. The brush strokes are right though, those look simple enough.

>> No.490591
File: 156 KB, 994x634, Tetsubo-again.jpg [View same] [iqdb] [saucenao] [google]
490591

Update on my mace, I am liking how the square triangles are turning out. Thoughts on the model so far, anything I need to change overall ?

>> No.490593
File: 204 KB, 1920x1080, Creature v2.jpg [View same] [iqdb] [saucenao] [google]
490593

Been working on this for the past few days

>> No.490594
File: 183 KB, 1500x822, Alt.jpg [View same] [iqdb] [saucenao] [google]
490594

>>490591
I don't even know what material I want it in. I can't make up my mind.

>> No.490596

>>490593
I like the rendering you did on the body and tail. Not a fan of the lens, whats it suppose to be though ?

>> No.490597

>>490594
bone? carbon fibre? bloody steel?

>> No.490600

>>490596
It's a small futuristic AI creature. How could you not be a fan of the lens? :P

>> No.490601
File: 21 KB, 600x174, Tob.jpg [View same] [iqdb] [saucenao] [google]
490601

>>490594

Chocolate!

>> No.490603

>>490591

I do like the bronze/gold looking thing though.

>> No.490606

>>490591
sculpt in some wear (and polypaint it), this is the perfect thing for it. It'd break up the perfect regularity of the pointy things. Maybe move / rotate a few around just a little bit. If you can, put some roughness definition in. I also think youhave too many similar polka dot patterns on the handle, it could benefit from a cleaner ring that's thicker and rounder or something, just to break it up with a small shape from the silhouette.

>> No.490619
File: 213 KB, 960x540, maze.png [View same] [iqdb] [saucenao] [google]
490619

gonna try to make a first person maze game.
this is prototype lvl.

mechanics:
>you left click to drop a flare
>only 5 flares at one time may be placed
>infinite flares in inventory
>flares only last for 3 minutes
>flares cannot be removed (for added difficulty)
>no time limit (full levels will be massive [1 sq. km])
>no monsters
>infinite time allotted but time will be your score

just a simple maze game.

>> No.490620
File: 273 KB, 777x300, grip_closeup.png [View same] [iqdb] [saucenao] [google]
490620

>>490591
Have you thought about putting some kind of leather band around the handle for a better grip?

pic related is an half-assed attempt of doing it

>> No.490626
File: 552 KB, 1120x840, tetsubo detailing.jpg [View same] [iqdb] [saucenao] [google]
490626

>>490597
>>490600
>>490601
>>490603

I'm giving what you said a try anons, especially >>490606 I had the same thing in mind for the detailing and will be doing that now. Thanks for the advice on the handle rings, it helps a lot to know what persons think, I'll review them. I'll add the straps like you said >>490620 Just have to find a way to make them look very good.

>> No.490627

>>490619
>no monsters
That's okay, but don't tell that to the players, and make the atmosphere very dark with scary noises.

>> No.490632

>>489586
spooky

>> No.490634

>>490585
>texture>imrpot>import the image
>turn on floor
>draw >front back>map 1> pick the image
>play around with position to position it how you want

now for that weird ass thing use zspheres
just add one as a tool and get the shape right from front, now form all angels again from front and you are done

and no, you arent even close on the shape ;f

>> No.490635

>>490619
that's very doable

>> No.490649

>>490584
so you have nothing to say but a flimsy attempt to save face? I'll take that as a compliment.

>> No.490652

>>490550
>>490551
le neat!

>> No.490666

>>490649
oh i'm sorry, i wasn't the one keking at your awful looking pussy before, honestly until that person made fun of you and your fucked up attempt at a vagina, when I was scrolling through this thread I thought that your mesh was the inset for the headphones anon posted at the start of this thread , lol it wasn't until i read his keks that i realized what the mesh was trying to be. So my apologies but my lol virgin detected comment wasn't a veiled compliment , it was just an lol virgin detected comment, I've studied artistic anatomy for years, and i've been fucking girls since i was 14-15, so i am familiar with vaginas and artistic nudes, you missed the mark on both counts

>> No.490667

>>490666
>this guy
also checked

>> No.490671

>>490666
great well as long as you can congratulate yourself while putting me down and contributing nothing.

>> No.490672

>>490671
what is there to contribute? you have no interest in the artistic process, or the intricacies of human anatomy, you just want a pat on the back for making some shit tier loli, if you were looking for constructive criticism or feedback you would have posted something more than a close up of some half-ass post-op vagina

>> No.490674

>>489629
You modelled a vaginal canal with a clit glued to the top. That isn't where the clitoris is. Your model has no clitoral hood or labia minora.

>> No.490678

>>490671

Disinterested third party here.

They're right. What you've modelled doesn't actually resemble a pussy on the inside. You could get away with the outside, but given that you're bothering at all with the inside means it's going to be visible.

The opening to the vagina is much, much smaller than the slit between the lips, and positioned towards the bottom. The clit generally isn't right up at the very top of the lips. There's some interesting folds going on in there - including the clit hood and inner lips (labia minora) - that just aren't present on your model.

Hey, I'm all for backtalking the shitposters around here, but they actually were telling you what was wrong with your model. So either man up and fix it, or find another place where people won't hurt your feelings.

>> No.490689

>>490674
>Your model has no clitoral hood or labia minora.
like that matters when he's gonna throw it on a pony model.

>> No.490699

>>490583
>http://i.imgur.com/OlhYEY5.jpg
wheres the labia?
Wheres the clit?
Where her pee hole?
come on man, google vagina anatomy dosnt take more than 5 seconds

>> No.490707
File: 442 KB, 1220x930, lewd.jpg [View same] [iqdb] [saucenao] [google]
490707

This is where I'm at the moment. Not happy with the face though and the hands/feet hasn't been touched.

>> No.490708
File: 823 KB, 1920x1080, 1.png [View same] [iqdb] [saucenao] [google]
490708

Newbie at modelling... using C4D.
Just started to model a house... (approx 5-8 min).

>> No.490751

>>490672
I am looking for criticism, I haven't received any beyond being called a virgin. If you're so butt hurt I called you out for making a dumb comment then either speak to me like an adult or deal with it when people fire back what you dish out.
>>490699
>http://i.imgur.com/OlhYEY5.jpg
the labia minora is occluded by the labia majora in this image, but it is there.
The clit is the nubbin at the top of the image. Maybe the normal map got messed up? I'll explain why I don't know.
the URETHRA is just barely behind the labia majora about halfway up the inside of the vaginal walls.

The image you're seeing is still the low poly version after being smooth previewed. I rampped up the resolution on the body mesh by a lot an that caused the edges of the vaginal mesh to be out of sync with the body mesh and now they dont move together. It's turned into a hot mess and I think I'll have to start all of the envelopment over again.
>>490678
No they werent they were making inflammatory comments and you know it. I am definitely interested in criticism and prescriptive advice because this technique I'm using is an experiment and isnt going to be perfect on the first try. And based on my own self criticism I think the primary flaws of this design is an overall lack of aesthetic appeal and not the whereabouts of this or that orifice. It may be my personal prejudice, but if someone criticizes my work less harshly than myself I kind of feel like they didnt really look at it.

>> No.490752

>>490707
there's a lack of sharpness at the wrist. The bones of the forearm and hand make a rather sharp and obvious transition.
I'd find some photos of a face to work from and then back track to a stylised look. There are some minor details that all sum up to a bit of a "extra chromosome" look. thick brow, short face, sunken eyes. I cant quite put my finger on it but the contour leading from the lips to the chin looks bizarre, but I cant really explain why.

>> No.490758

>>490707
those eye lids

>> No.490862

>>490752
Thanks for the feedback. I really need a second monitor for referencing.
>>490758
What's wrong with them, first time doing a face without a reference guide. They obviously don't have eye lashes yet though which might make them look odd.

>> No.490864
File: 27 KB, 91x117, Screen Shot 2015-08-23 at 5.17.53 PM.png [View same] [iqdb] [saucenao] [google]
490864

>>490862
you don"t think thats wrong?

>> No.490878
File: 1.24 MB, 1920x1080, mechrailgun1.png [View same] [iqdb] [saucenao] [google]
490878

plasma cannon, it shoots plasma.

>> No.490892
File: 955 KB, 1500x1800, vagina_tutorial.jpg [View same] [iqdb] [saucenao] [google]
490892

>>490751
>No they werent they were making inflammatory comments and you know it.

Look at the address bar at the top of your browser. Does it say polycount? No, it says 4chan. That's what helpful advice looks like around here.

Here's a jap tutorial on making a cartoon pussy in blender. You'll see that it's not a giant gaping hole.

>> No.490904
File: 21 KB, 410x274, Fattest-man-in-the-world-using-4chan-on-computer.jpg [View same] [iqdb] [saucenao] [google]
490904

>>490751
top kek anon top kek. for any of you looking for a behind the scenes of anons workstation his mother was kind enough to send me a candid photo of the master at work.

>> No.490923

>>490864
oohh yeah, eyes need to be pushed forward a bit more. they were really just a guide but yeah, that does look odd. thanks though.

>> No.490960

Making a fan.

Can anyone help me with how to make this ribbed bit?

>> No.490961
File: 326 KB, 2282x1062, 12314234355.jpg [View same] [iqdb] [saucenao] [google]
490961

>>490960
hur durr

>> No.490967

>>490892
That mesh is almost identical to mine escape I didn't model the urethra and instead used a normal map to represent it. The chief difference is that mine has a very detailed normal map. Is it too detailed? Shows the wrong details? I'm not sure because no one's even addressed it.
Chris you guys are more sensitive about being called out on your shitty comments than deviant art fag are when receiving them.

My feelings aren't hurt, intersperse your comments with insults if your self esteem requires it, but at least say real things.

I'm going to iterate on the sculpt a couple times with variations that I think are areas for improvment.

>> No.490969

>>490961
Cut out the vertical edges so you have a column of curved ngons. Extrude them with "keep faces together" turned off. Then add the vertical vertical edges back in with insert edge loop tool.

Or you could make one row, duplicate it a bunch, and merge them together.

>> No.490971

>>490961

How detailed does it need to be?

Modelling it wouldn't be difficult - model one section, then duplicate it. I'm not cure if C4D has something like Blender's array modifier, but that's what I'd use.

If it's not going to be in the foreground, I'd either bump map it or bake it.

This for archviz?

>> No.491000

>>490892
>what do you think this is, some place where people aren't going to maliciously insult one another at any given opportunity?

Hoo boy. I didn't know they let 5 year olds use the internet without supervision.

>> No.491002

its time for a new thread yo.

>> No.491005

>>490967
>> Shows the wrong details? I'm not sure because no one's even addressed it.

people have addressed it countless times, you are just an edgy neckbeard who thinks he is treading uncharted territories and uses that as an excuse for created shit tier content.

>>My feelings aren't hurt, intersperse your comments with insults if your self esteem requires it, but at least say real things.

that is just void of any context, and i'm sorry but any criticism of either you or your 'work' is rarely going to be a self esteem issue of anon doing the criticizing

>> No.491008

>>491005
Are oyu jumping in late or something? That's a fair characterization of what's been going on. I make a subpar vagina, anons use it as an opportunity to bump up their selfesteem by imagining someone more pathetic than them. Intercourse as a means of learning 3D put on the same level as studying anatomy. It's been pretty stupid.
And if that's a-ok to do then it's a-ok for me to point out the embarrassingly obvious truth that people do that because they're pathetic and ashamed of themselves. Can't handle it? Well apparently that's how 4chan works. Want to talk like grown ups? I'd be happy to, but this "hur dur deal with the insults" is not a one way exchange.

I have some new versions I'd like to share, but not in this autosaging thread.

>> No.491012

>>491008
I would say , judging by the way you write that you have a pretty shit self esteem , this is extrapolated thru everything you have presented here, your defense mechanism seems to be shifting the blame onto other anons who criticize your 'work' . intercourse as a means of learning 3d.... thats a pretty bad way to learn 3d , honestly most of the people who take this stuff seriously, especially character work (as you are modeling a character) will probably ridicule you because your 'work' is juvenile, it shows no understanding or appreciation of human form, in short your 'work' is crude and childish, and even the anon who tried to help you with that weird loli cunt tutorial , you just brushed it off, you chalked up your inexperience and lack of skill and knowledge as treading new unexplored techniques.

>> No.491017

>>491008
You were also given plenty of point by point replies naming what you did wrong

>. Intercourse as a means of learning 3D
literally the best way of learning 3d i heard of, sign me on

stop being a faggot, why are you even arguing when even you know it dosnt look like a womans cunt

>> No.491020

>>491017
If I agree then in what capacity am I arguing?
>>491012
>I would say , judging by the way you write that
stopped reading.
Somebody called out shitposters on not being able to take their own shit and suddenly oyu gotta switch gears to the reasonable pseudo intellectual. blah blah blah.
I don't know how many people are so fucking pissed off I didnt bend over and take stupid shit but it's looking like a growing number. How about this for some constructive criticism: get over yourself. no one's impressed, and the moment you find an ounce of courage to post your own work you're going to get dumped on just like I was and feel the same way. If it's ok to call me a virgin because I drew a pussy wrong then it's ok for me to call your worthless for doing so. Wipe away those tears, take your dads cock out of your mouth and be a man about it.

>> No.491027

>>491020
lol is this bait? seriously man not everything in life is a deep seeded coping mechanism, some people can disagree with you or dislike you or the things you do, it doesn't mean that they are trying to compensate for their own short comings, could you imagine if every artist or musician or game developer turned around and said 'oh that guy doesn't like my work, he must have severe emotional and self esteem problems and is trying to compensate by not liking me' , you need to get over yourself if you actually wanted to grow as an 'artist' , learn to take criticism , the implication that you are a virgin is simply based on the fact that most people who have fulfilling sexual lives don't go through such great lengths of trying to create 3d loli's or learn 3d by using 'intercourse'... calling sex intercourse is another example of your seemingly disjointed association with sex

>> No.491031

>>491020
oh and double kek on calling me a pseudo intellectual...i'm shit posting on a 4chan, i'm obviously a fucking moron loser fagget

>> No.491047
File: 99 KB, 780x488, funny-pictures-evil-nigger-auto-463372.jpg [View same] [iqdb] [saucenao] [google]
491047

>>491027
Yeah but this time that's what it is. Sorry if that strikes a nerve. Makes you question your sexuality or what ever you people do.


Here's the big joke: while everyone thought I was ignoring their really lame attempts to hurt my feelings I made 6 new versions of the sculpt based on the few less than completely moronic comments I received.

I'm just waiting for the new thread.

>> No.491048

>>491047
Thats the joke.
Its how last thread ended as well.

>> No.491052

>>491047
your r/edgyatheism is showing. you seem like a cliche. im not really sure why i would be questioning my sexuality... and the big joke as you call it, well i'm really happy for you that you were able to preserver and make 6 more 'vaginas' ..how many fedoras do you own? are you a brony?

>> No.491055

>>491052
>urrr hurr well when taking your obvious attempt to troll me at face value it doesn't really make sense. hurrr durr

>> No.491056

>>491055
good luck with your future in 3d modeling anon, i'm sure you will be very successful

>> No.491073
File: 362 KB, 1019x632, marinaLives.png [View same] [iqdb] [saucenao] [google]
491073

A city.

>> No.491087
File: 385 KB, 1920x1200, BaldHouse.jpg [View same] [iqdb] [saucenao] [google]
491087

>>489182
Should I make the hair using fibermesh or creating a subtool and add clay? which is better? Which is easier to do? also I need to be able to render it easily, so I need low polys....

Also I dont know which house hairstyle will be better, but I'd love to go to the hairstyle in last season if it can be managed with just bump, normal and texture maps....

>> No.491103
File: 269 KB, 1128x720, galiantpenis.jpg [View same] [iqdb] [saucenao] [google]
491103

Improved on the head a bit.

>> No.491106

>>491087
you should give him some ears..

>> No.491108
File: 369 KB, 1600x1600, Lips_types.jpg [View same] [iqdb] [saucenao] [google]
491108

>>491103
looks way better, might want to give the lips some more attention, her lips remind me of number 2

>> No.491109

>>491106
k, what about hair?

>> No.491158
File: 526 KB, 1019x1591, PlasmaRifle.png [View same] [iqdb] [saucenao] [google]
491158

Been working on the DOOM 1 / 2 Plasma Rifle which was originally the tip-end of a toy m60 from the 1980s.

The reference sprite is so low detail that I wasn't sure what to do for the receiver, so it looks like ass / pretty bare. I have zero creative ability to come up with new stuff, but I'll fill it in eventually. I also used some of the original toy m60 references to build part of it.

>> No.491159
File: 114 KB, 987x481, Dakota.png [View same] [iqdb] [saucenao] [google]
491159

Also made the Tootsietoy Dakota (The shotgun used in DOOM 1 / 2), however I fucked up on the edges and made them way too sharp, so I'm going to redo it now that I have a less retarded idea of what I'm doing. Working on the chainsaw and BFG next.

>> No.491163

>>491073
Oooh I like it

>> No.491171

>>491073

Looks moorish. I like.

The stairways get a bit thin over the arches, but that's a nitpick.

>> No.491194
File: 258 KB, 1802x583, lupus.jpg [View same] [iqdb] [saucenao] [google]
491194

>>491109
you should focus on the anatomy first and worry about hair and texture later, the noisy bump map looks pretty bad, he doesn't have ears and his eye lids are a mess , he basically looks like a burn victim.

>> No.491214
File: 110 KB, 1080x1920, almost.jpg [View same] [iqdb] [saucenao] [google]
491214

>>490506
she's almost ready. Gonna set up the clothes on the rig and see what needs more tweaking

>> No.491250
File: 912 KB, 1920x1200, Dr_House_MD.jpg [View same] [iqdb] [saucenao] [google]
491250

>>489182
>>490022
>>490024
>>491194
Thanks for your suggestions, I added a bit of hair and changed the textures now, how does it look now?

>> No.491261

>>491163
>>491171

Thanks. Now that you mention it, it's rather thin. Can't unsee. Will fix.

>> No.491271

>>491250
Don't know anything about light and rendering, but I think those could use some... tweaking.

>> No.491285

>>491250
i think he still needs ears, and his eyes need to be fixed, have you ever heard the expression 'polishing a turd' ? your model should look good with a flat map , anyone with any knowledge will look right past lighting / rendering and texture to the underlying form, if that form is wrong that sets the tone for the whole thing, fix your underlying anatomy issues then worry about final comp

>> No.491288

>>491214
she's ridiculously cute

>> No.491292
File: 275 KB, 1920x1200, flat.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>491271
>>491285
Here is a flat map, I think that the ears are big enough already?
What about the eyes?

>> No.491293
File: 283 KB, 1920x1200, noSSS.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>491292

>> No.491298
File: 12 KB, 155x140, 1440657027016.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>491292
>What about the eyes?

look at those outer corners
Now look in a mirror and at every photographic reference of open eyes

you should be able to figure this out

>> No.491301
File: 288 KB, 948x590, new eyes.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>491298
okay, so I've worked on the eyes a bit now, how does it look?

>> No.491303
File: 780 KB, 1920x1200, NewEYEHouse.jpg [View same] [iqdb] [saucenao] [google]
491303

>>491301
cinema 4d render

>> No.491311

>>491303

The hair looks so computerized and detached from the head. Try searching for guides how to make hair look more realistic.

>> No.491313

>>491311
>hair look more realistic
I CANNOT

>> No.491314

>>491303
I can still see the skin inside the hair, it really looks unnatural.

>> No.491316

>>491314
Yeah, I think I should paint scalp black colored....

>> No.491317

>>491316
Still i think you're doing good work dude, you've got potential.

>> No.492134

>>490573
It's really not all that bad. Yeah, some of the proportions and forms are off but it's not nearly as hopeless as everyone else is making it out to be. Keep at it and stick to your reference and you'll be fine. Youtube is a great resource for seeing how people do eyes and other parts of the face.