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

/3/ - 3DCG


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File: 1.59 MB, 1297x752, wip_got_edition.png [View same] [iqdb] [saucenao] [google]
491322 No.491322 [Reply] [Original]

Game of Thrones edition

Post what you're working on!

Previous thread: >>487388

>> No.491323

>>491322
The previous thread is actually >>489182 sorry.

>> No.491336

What took so long?

>> No.491341

>>491336
Sorry, I was out of town for a week and I'm also busy with stuff.

>> No.491343
File: 88 KB, 160x720, gold_sword.png [View same] [iqdb] [saucenao] [google]
491343

>>491322
still a bit blurry.

>> No.491374
File: 205 KB, 1024x683, Productrendering.jpg [View same] [iqdb] [saucenao] [google]
491374

Some rendering

>> No.491376
File: 3.67 MB, 1920x1080, untitled.png [View same] [iqdb] [saucenao] [google]
491376

stupidly short film.

>> No.491378

>>491376
pls fix ur sampling

>> No.491379

>>491378
cant it'd literally take years for me to render.
also why its stupidly short.

>> No.491380

>>491379
theres like 100 polygons on the screen, go fucking buy a computer that isnt a Ti-85

>> No.491384

>>491380
>100 polygons
4chan is an 18+ site if you want to be on here you are going to need parents permission buckaroo :^]

>> No.491399
File: 503 KB, 1175x921, Untitled.png [View same] [iqdb] [saucenao] [google]
491399

redoing this fucking hat, i had a break from it and returning to it tonight, i can never get ti look right

>> No.491409
File: 172 KB, 1024x768, vagTests.jpg [View same] [iqdb] [saucenao] [google]
491409

aight so I thought about my strategy some and came up with an alternative. So with my original sculpt I was trying to get away with making more of a pattern, and hopeing it would look fine enough once it was all folded or w/e but I guess not.

The top row is my original faux vagina, but ive dillued the normal map by 25, 50, and 75 percent. My thinking is maybe my original idea would work if the details werent so dramatic.

The second row is a new sculpt mad with reference to a real pussy, but only so so because the way these meshes are splaid out isnt really replicable in the real world. I also felt like the original normal map(most left) wasnt deep enough. So I went back into zBrush and punched it up. Then I punched it up again just in case that wasnt enough. That's the middle and right of the bottom row.

So I'm really more interested in aesthetic pleasantness than anything else. So if a fictitious design looks better than a realistic one I'm gonna go with that.

So is the realistic one an improvement? Subtler? Bolder? Should I try something completely different? Try a new sculpt with a better reference?

>> No.491411
File: 240 KB, 1024x768, vagTestHolePinch.jpg [View same] [iqdb] [saucenao] [google]
491411

>>491409
Another thing I was thinking about when some pedophile posted a weeaboo vagina tutorial (which was rendered useless because it was censored) was how the vaginal walls squeeze into a tunnel fairly abruptly. So I took my favorite one (bottom middle) and I pinched an edge loop a large amount to get that shape. Improvement, or not even noticeable? I think it helps, but again these shapes are going to get wadded up and shoved into the body mesh. You'll never see them stretched out like this in-game, but every little bit helps.

>> No.491414
File: 114 KB, 1024x768, bluetongue.jpg [View same] [iqdb] [saucenao] [google]
491414

and this is a tongue. How's it look? I'm not sure to what level I need to model the interior of the mouth. I've made the teeth but maybe i should scrap them all and make a mouth interior mesh which flows into the teeth? Like how they do it in tf2.

>> No.491428
File: 210 KB, 960x540, leatherraptor.jpg [View same] [iqdb] [saucenao] [google]
491428

Getting stuff done again.

>> No.491431

>>491379
Looks like cycles/blender? U should rly get into passes to see what causes the long render time dude.

>> No.491433

>>491399
dat smoothed low poly basemesh on tip.

Why not just att detail in textures instead?

>> No.491434

>>491374
Not bad.

>> No.491435

>>491431
its luxrender in blender, I agree haven't messed with it too much so Im not sure was dragging it down
Also cycles cant get this good of quality, path is really shit compared to bidirectional.

>> No.491442
File: 291 KB, 1400x840, do you even pussy.jpg [View same] [iqdb] [saucenao] [google]
491442

>>491409
>>491411
come on mate, heres a very quick pussy sculpt
its not that hard
-clit hood
-clit- often under the hood and not visible
-big labia
-labia minora
-uthera, usually not visible
-vag entry, some have those bumpy bits, some are smooth and round
and the insides, young girls have smooth like silk, older more wrinkly
i made the inner labia medium sized, but they can be very small and flow from the hood, but even the smoothest innies have them, and i made the insides a bit bumpy, but the smoother the easier to read they are

i have no clue what your outer circle is supposed to even be and where your inner labia are, probably the most recognizable part of a pussy

>> No.491449

>>491442
Those look good but I have a certain functional standard I need to adhere to. This mesh is just the inside of the vagina which is a separate mesh from the body. I did this so I could have a high res normal map. The bone weights of the edges of this mesh sync with the bone weights on the body's labia majora and then it all deform properly. So what you're seeing is sort of an unwrapped vaginal wall. The ring is the lava minora and I can make it peek out by rolling the bones controlling the vaginal lips.
So what I'm really looking for is a critique on the textures more than anything else. Otherwise I suppose I'd be open to a completely different strategy on getting a "close up ready" vagoo on a body mesh which will look appropriate in all manner of deformations.

>> No.491462
File: 114 KB, 553x455, aksjdfg.png [View same] [iqdb] [saucenao] [google]
491462

Been waiting for game of thrones edition for ages
i need some harsh criticism on these teeth

>> No.491464

>>491449
You were just shown a sculpt that looks like a vagina, maybe not the sexiest vagina, but anatomically correct and well sculpted, yours just looks like a wrinkled oval, any reason you have for thinking your way is better is wrong, you can uv and rig anyway you want, take slociks vag, all the colored parts, you could give each color its own 4k map if you wanted, rig every bump and fold. Your vagina is just wrong, learn from your mistakes

>> No.491473

>>491464
Chill your tits I'm not saying mine is better. I'm saying my project is inflicting certain restrictions on what I can do. So I either need to make this way work somehow or have an entirely different strategy for accomplishing my goal. I'll try what you said, actually, and have a multi meshed design and see if I can make it work. I don't care about "doing it my way" i just want it done in a way that works, is easy to use, and isn't prohibitively cpu intensive.

So this is my issue in a nut shell. I want to control the deformations with bones so I can make the deformations dynamic to gameplay. I figured enveloping complex geometry might be too hard to get just right so I made a simple mesh with most of the details coming from a high res normal map.
I would love a better looking solution.

>> No.491474

>>491462
What's their purpose?

>> No.491506

>>491462
6/10 needs a bit more calcium and doot doot

>> No.491509

>>491442

jesus that pussy looks horrendous, it's like it uses 2 liter bottles just to get off

>> No.491510

>>491462
incisors are nonexistent, and teeth don't go outwards like that. Most people have a bit of an overbite as well. Also more teeth and less gums.

>> No.491511

>>491510
So? Are you not up to the task?

>> No.491512

>>491510
>teeth don't go outwards like that

nigga what

>> No.491513
File: 1.72 MB, 3264x2448, teeth-06.jpg [View same] [iqdb] [saucenao] [google]
491513

>>491511
>>491512
I think it looks better if they're angled inwards a bit, not out. mostly talking about his upper teeth.

>> No.491514

>>491511
this was meant for >>491509

>> No.491516
File: 686 KB, 853x480, Sequence 01.webm [View same] [iqdb] [saucenao] [google]
491516

been rigging, scripting dynamic stuff, and working on sword. almost time to make blendshapes and then figure out the environment and animation around it.

>> No.491522

>>491513
> showing fake veneered teeth for example

>> No.491523

>>491433

Because I can't art, plan on drawing over normal map when I start texturing to guide me

>> No.491528

>>491516
full body shot?

>> No.491529
File: 77 KB, 1000x603, smiling-mouth-teeth.jpg [View same] [iqdb] [saucenao] [google]
491529

>>491522
dunno man, seems pretty common (besides the front two)

>> No.491531 [DELETED] 
File: 2.38 MB, 1500x1798, HighresScreenshot00013.png [View same] [iqdb] [saucenao] [google]
491531

>>491528

>> No.491533
File: 2.54 MB, 1368x1806, HighresScreenshot00014.png [View same] [iqdb] [saucenao] [google]
491533

>>491528

>> No.491545

>>491533
Holy shit did you make that model as well?

>> No.491551
File: 72 KB, 457x185, handTweak.jpg [View same] [iqdb] [saucenao] [google]
491551

>>491533
this really is a great model, the only criticism i have is the hands, they are pretty flat and the thumbs appear to be joining the carpals too high, i did a quick paint over to show what i mean

>> No.491557
File: 734 KB, 1920x1080, lewd.jpg [View same] [iqdb] [saucenao] [google]
491557

>>491428
Lewd

>> No.491572
File: 100 KB, 1372x568, Untitled-1.jpg [View same] [iqdb] [saucenao] [google]
491572

I need some help with these proportions.
Something off about the plates under the helmet..

>> No.491574

>>491572
yes
looks like topo is uneven, use mirror if you like

>> No.491586

>>491513
>I think it looks better if they're angled inwards a bit
whenever i see a person with inward teeth i know instantly not to trust them.

>> No.491588

>>491462
Where are the canines?

>> No.491592
File: 109 KB, 1080x1920, clothes render.jpg [View same] [iqdb] [saucenao] [google]
491592

finally done with the clothes. she's almost done but i feel like the elbow is a little strange

>> No.491615

>>491592
>finally done with the clothes

why?

>> No.491616

>>491574
I used symmetry on all parts.
The angle of the shoulder guards needs to be less downwards, so that the shoulders fit.
And I think the helmet is too wide in the front.

>> No.491619

>>491616
maybe its just lightning that make the topo look weird, try putting shiny matcap and see if its still there

>> No.491638
File: 540 KB, 4096x4096, HouseMDAnimated.jpg [View same] [iqdb] [saucenao] [google]
491638

>>491322
Trying to make an ultra cheap, low budget continuation of legendary House series, which picks up after Wilson's death and how Dr. House does his work as a doctor as a 'not doctor'.

In my dreams because I cant rig for shit.

>> No.491642

>>491638
mmmm check your porportions bro. It might be the orthographic perspective bu the heels of you palms should hit the great trocantors. That's the bony bumps on your femurs.

>> No.491650
File: 32 KB, 409x645, arm width comparison.jpg [View same] [iqdb] [saucenao] [google]
491650

>>491638
it's gotta be the width cuz they look really long but also look like they dont reach too far.

>> No.491653
File: 546 KB, 1297x1405, 2015-08-28_13-44-40.jpg [View same] [iqdb] [saucenao] [google]
491653

>>491545
Yup

>>491551
Ah, you're right. I'll move some verts around, thanks.

>> No.491655

>>491638
looked much more like him in the sculpt. now it looks like total cuck

>> No.491656

>>491638
>>491642
>>491650
Thought I'd go for cartoony proportions for the body, but I dont know, should I re do the body?

>> No.491657

>>491592
looks like shit

>> No.491658

>>491653
no problem man, good work , and keep us posted

>> No.491659

>>491656
it's not stylized enough to get away with goofy proportions. It's uncanny. Either rigid realistic proportions or you'll pretty much have to redo the whole thing much more cartoony.

>> No.491661

>>491557
Pull in the top on bottom of that vag. It looks like a single oblong bulge with a slit in it and not 2 bulges of flesh which form a slit.

>> No.491662

>>491592
face looks like a dino, dude add some curvature to it
>>491653
oh man those shoulders and elbows are fucker

>> No.491663

>>491658
thanks!

>>491662
lol yeah, I suck at arms in general. There's only so far I can get with the shoulders before getting into corrective blendshapes, so the weird shape at T pose is mostly the weird skinning, I think. You should see the horrible concave horror that occurs without the helper joint at the shoulder, aaaaaaa. I don't have an reason for the elbows. Thank god they're covered by the sleeves

>> No.491664

>>491615
i posted her on the previous thread without the clothes rigged, now i finished it
>>491657
so do it better and then teach me
>>491662
i'll do it now. Thanks for the advice.

>> No.491665
File: 375 KB, 581x837, Capture.png [View same] [iqdb] [saucenao] [google]
491665

>>491442
This design's a bit more...reductionist than yours but like I said in >>491473 I used more complex geometry (not a whole lot more, because I felt like I didnt need it so much) and then I sculpted it. Painted it too for good measure. Clit is missing cuz I want to make it a separate piece of geometry. A continuous clit just doesnt look good at the clit size I want to do.

I discovered that if I inset the mesh and a do <copy skin weights> it does most of the job I was concerned about automatically. I'll see how well it works. Of course if I have to pick between a fugly vagina and a couple hours of tedious bone weight painting I'll just suck it up and paint bone weights.

>> No.491666

>>491665
labia majora is part of the body mesh and is not present in this image

>> No.491669

>>491665
why is it blue

>> No.491671

>>491665
lol man you've been posting this cunt tunnel for like a week and a half... it's getting kind of silly.

>> No.491673

>>491669
it isn't adjust your monitor
>>491671
it started off silly. If I keep going it'll roll over into serious eventually.

>> No.491675
File: 749 KB, 1920x1080, Lederdino2.jpg [View same] [iqdb] [saucenao] [google]
491675

>>491661
Okay but not sure if a want to have a human cunt on it though.

>> No.491677
File: 238 KB, 857x887, paintover.jpg [View same] [iqdb] [saucenao] [google]
491677

>>491592
i would go more like this

>> No.491679

>>491675
yeah sure, but you got any references for dinosaur cunts?

>> No.491680

>>491592
it's hard to tell wth the cell shading but I think you lost your face planes. The face looks like it falls on a wedge and normal faces are fairly flat. Even anime faces. It's something a lot of my models would fall into because on my image planes the side view of the eye was too deep. A wide eye and a deep eye is a long diagonal eye.

>> No.491684
File: 164 KB, 1024x768, rutoHeadshot.jpg [View same] [iqdb] [saucenao] [google]
491684

so here's how I thought I could rig this shit. I stuck the mesh in and deformed it as minimally as I could so that it would fit. Then I moved the pussy joints so that they outlined the labia mesh. Soft skinned, then did the bone weight copying and reset the joints to their normal positions. What results was a disaster.

I'm using Maya. Is any master rigger around that knows of a tool or w/e I could use to accomplish this goal? I need to envelope this pussy in such a way that when the joints move in it closes up evenly without overlapping on itself.

Maybe I should fold it up myself and then skin it so that it unfolds nicely?


this is it. NWS
http://i.imgur.com/XnMdwR8.jpg

>> No.491685

>>491684
kill yourself

>> No.491687

>>491685
is that in the Animation sub menu or Polygons?

>> No.491688

>>491679
There are other references. :^)

>> No.491689

>>491688
go with dolphin. I think that'd look the most appropriate.

>> No.491710
File: 2.51 MB, 286x258, 1434418467918.gif [View same] [iqdb] [saucenao] [google]
491710

>>491687

>> No.491739

>>491322
>that clean hair selection

I am impressed by your skills in Photoshop, OP.

>> No.491742
File: 49 KB, 1087x759, 2015-08-28_22-37-22.jpg [View same] [iqdb] [saucenao] [google]
491742

and in non blue vagina news i've been sculpting this

>> No.491747

>>491462

do this over and this time look at more than one picture for reference

incisors are not going to be wider than the maxillae, esp not at the root

seriously don't try to fix this model, do it over

>> No.491756

>>491742
neato

>> No.491763

>>491742
Digging the amount of detail.

>> No.491769

>>491742
That hilt must be millions of polygons.

>> No.491770
File: 80 KB, 1188x517, 2015-08-29_03-15-26.jpg [View same] [iqdb] [saucenao] [google]
491770

update before i go to bed

>>491769
it is actually 8 million polygons for the entire sword right now.

>> No.491772

>>491770
Holy fuck i wish i could sculpt like this. How the hell do you make grip like that?

>> No.491787

>>491770
not bad
>it is actually 8 million polygons for the entire sword right now.
pretty low
expected up to 20 with that sharpness, i guess you just hit that pixel/detail ration on your screen zoom

>> No.491798
File: 66 KB, 1198x770, marlin1895solid.jpg [View same] [iqdb] [saucenao] [google]
491798

>>491770
i wish i could add details like this bake them

>> No.491802
File: 235 KB, 1920x918, lowpolygunblade.png [View same] [iqdb] [saucenao] [google]
491802

Low Poly Gunblade, everything is Low Poly when learning, but god damn I want to try something huge, no time with school assignments let alone personal.

>> No.491809
File: 135 KB, 1080x1920, face_fix.jpg [View same] [iqdb] [saucenao] [google]
491809

>>491677
>>491662
fixed the face a little as you suggested this time

>> No.491814

>>491809
Why are you using some shitty toon shader? You'd be better off with the inverted normals+push trick, or no outline would be better than what you have atm. Some cell shading would go a long way too.

>> No.491841
File: 96 KB, 1345x782, 2015-08-29_14-24-52.jpg [View same] [iqdb] [saucenao] [google]
491841

>>491772
It's a custom mesh insert brush I made in max. this is documented but if you hold down shift in the middle of an insert mesh curve brush drag and drag outside of the mesh, it will try to make a loop around it. Then the usual moving around with move brush and and inflate in deformation window to make it look thicker

If you get jaggies with the insert mesh curve brush, I've included the settings screen in the Brush window as well. It took me two hours of tutorials to hunt down the right attribute to increase the number of steps in the spline without decreasing the increment of the actual mesh sections: Curve Res. The ZClassroom videos on insert mesh brushes are very thorough and you should watch them, though.

Hope that saves you some time, anon.

>> No.491842
File: 215 KB, 1080x1920, Int_render.jpg [View same] [iqdb] [saucenao] [google]
491842

>>491814
this is how it looks on blender internal rendering with the toon materials

>> No.491843
File: 384 KB, 2169x730, sculpthilt.jpg [View same] [iqdb] [saucenao] [google]
491843

Here is process for hilt. I didn't have a concept and never did a tiger before so drawing on the basic shape lets me figure out the basic shape without getting caught up in sculpting.

>>491798
yeah, I plan to bake them later. I think the shell eject holes look a bit too elliptical on both sides. Take the mesh into zbrush or do subD modeling for the high poly or something.

>>491787
I've noticed if you zremesh in the middle (or redynamesh a duplicate subtool) and project the details onto that new one, you can drop the polycount a lot while retaining the same level of detail. Since it evens out all the super-squished verts you used to get sharp edges. The polycount for the hilt went from 3mil -> 700k from that alone

>> No.491845

>>491842
here head is just way way too long

>> No.491846
File: 235 KB, 924x631, anotherpaintover.jpg [View same] [iqdb] [saucenao] [google]
491846

>>491842

>> No.491847

>>491842
you have too much definition in the nose for an anime model. Also, view from the side?

>>491846
is a step in the right direction

>> No.491848

>>491847
yeah , i don't think anon can see it tho, some people get tunnel vision, but her head is like a egg

>> No.491849
File: 225 KB, 500x541, Godhead.jpg [View same] [iqdb] [saucenao] [google]
491849

CAN SOMEONE HERE SAVE ME
I am not a /3/ person, I came here just looking for help because I need some model changed because I have to print it in an hours or so
all I need is the text on this STL removed, please
https://mega.nz/#!vY1wCa6Q!KuisOpwDS7oiQIusAX_l7DdF15S0delVKb0Y8ZNKDxE

>> No.491850

>>491849
just need the thing to be flat/textless surface
been fucking with blender and other free software and can't figure out how to /3/ on basic level at all. not to mention that the mesh of the letters seems to be fucked in some strange way

>> No.491852

>>491849
post it in questions and post a picture next time

>> No.491853

>>491852
thanks

>> No.491875
File: 2.22 MB, 2160x1920, small_side.png [View same] [iqdb] [saucenao] [google]
491875

>>491847
>>491846
shrank down the head a little bit
also, side view

>> No.491877

>>491875
Do you think you could post a version with both a front view and a side view? (with the arms hidden in the side view.)

I'm seeing issues that I can potentially point out by redlining it.

>> No.491878

>>491875
its still a potato ma nigga

>> No.491883

>>491846
considerably more kawaii

>> No.491888
File: 852 KB, 2160x1920, front-side.jpg [View same] [iqdb] [saucenao] [google]
491888

>>491877
there you go
>>491878
i'll get better don't worry

>> No.491891
File: 116 KB, 1271x848, wip_katana_01.jpg [View same] [iqdb] [saucenao] [google]
491891

sculpt is done, I'll add the curve after bake

>> No.491892

>>491891
Pretty damn good. I'd love to see it poly-painted or textured..

>> No.491899
File: 86 KB, 1036x415, ss+(2015-08-29+at+09.05.35).jpg [View same] [iqdb] [saucenao] [google]
491899

>>491888
Alright, overall the shape is kind of borked as well as landmark placement.

Honestly, modelling stylized characters is extremely difficult and I would recommend studying actual anatomy and character modelling before attempting it. You'll get far better results once you have proper grounding.

I was doing the exact same thing you were doing a while back and I was told to do the same thing and believe me, it'll help a lot.

>> No.491900
File: 86 KB, 1036x415, ss+(2015-08-29+at+09.05.35).jpg [View same] [iqdb] [saucenao] [google]
491900

>>491888
Alright, overall the shape is kind of borked as well as landmark placement.

Honestly, modelling stylized characters is extremely difficult and I would recommend studying actual anatomy and character modelling before attempting it. You'll get far better results once you have proper grounding.

I was doing the exact same thing you were doing a while back and I was told to do the same thing and believe me, it'll help a lot.

>> No.491902

>>491900
i see... I'll look forward to it then, thamks for your help.
i'll also work on the image you posted but since i'll be travelling tomorrow i won't be able to post at daytime because i'll be coming back at night, but as soon as i get home i'll post the results.

you´re helping me a lot with my work anon, thanks a lot

>> No.491903
File: 104 KB, 560x594, naga set.png [View same] [iqdb] [saucenao] [google]
491903

Workin on something for the steam workshop, specifically dota 2

>> No.491904

>>491903
That set won't get accepted, mostly cause of that ugly as fuck tail. It's "blob monster" quality.

>> No.491910

>>491903
naga please

>> No.491924
File: 405 KB, 717x831, ms_sculpt_mach2_12.png [View same] [iqdb] [saucenao] [google]
491924

Eh, I dunno. I feel like I've got a decent foundation upon which to improve, but it's hard to tell when it's so unfinished.

Anatomy is hard.

>> No.491925

>>491924
are you using a reference?

>> No.491926

>>491924
I'm telling you, you're going to regret it if you don't put in some spheres for the eyeballs and eyelids, a few stages ago.

>> No.491928

>>491925
Yep. Got buttloads of reference on my second monitor.

This is also my first time sculpting a human head. I've mostly been studying anatomy and sculpting technique for the last few months, and this is my first big project.

>> No.491930
File: 115 KB, 1377x888, 11779888_10204719252329118_8089595978106656304_o.jpg [View same] [iqdb] [saucenao] [google]
491930

>> No.491931
File: 40 KB, 1671x947, 11896380_10204870748676432_4801013236710698491_o.jpg [View same] [iqdb] [saucenao] [google]
491931

>>491930
(same)

>> No.491932
File: 182 KB, 642x886, d85d61b091e8473a9a02716840293a56.png [View same] [iqdb] [saucenao] [google]
491932

>>491931
(same)

>> No.491933

>>491932
>>491931
>>491930
You might have some topology problems because all of those meshes look completely different

>> No.491934
File: 1.22 MB, 2560x1000, burger keyshot.7.png [View same] [iqdb] [saucenao] [google]
491934

>>491932
(same)
threw some random textures on this to block out color

>> No.491935
File: 1.66 MB, 1920x1080, final hard surface.0105.0024.png [View same] [iqdb] [saucenao] [google]
491935

>>491934
(same)

>> No.491936
File: 45 KB, 1920x1080, 11231769_10204198734876507_7901725137993820331_o.jpg [View same] [iqdb] [saucenao] [google]
491936

>>491935
(same)

>> No.491937
File: 440 KB, 939x777, ms_sculpt_mach2_16.png [View same] [iqdb] [saucenao] [google]
491937

>> No.491938

>>491937
who knows how long ill keep this in my dropbox. but just take it
>its an eye ball
https://dl.dropboxusercontent.com/u/48445052/eyeball.obj

>> No.491939

>>491936
You've posted all of these here before. If you stopped working on them they aren't WIPs any more, they're just unfinished projects.
Why are you treating this thread like a gallery?

>> No.491941

>>491770
uhghghghhghghghghgh nearly cam in pants

>> No.491942

>>491939
still working on them, ive remodeled the helmet, car, and mech at least once, and im UVing them and texturing them as we speak. but for now they are still grey

>> No.491959

>>491937
whats his name?

>> No.491962

>>491841
awww, im disappointed, i thought you used a tillable alpha for those detail,s knowing its another mesh but reprojected feels like cheating ;f

still looking great
>>491900
great paintover
wanted to suggest something similar for the head shape,

>> No.491963

>>491903
yep, thats one ugly set
if you going for that armored smooth look at lest apply it to the whole model including the tail

>> No.491968
File: 171 KB, 1331x524, they&#039;re tits.jpg [View same] [iqdb] [saucenao] [google]
491968

Tits of the most adequate size for the most supreme of gentlemen. Nipple accessories optional.

I'll adjust the positioning later.

>> No.491971

>>491968
>most supreme of gentlemen
elliot rodger?

>> No.491973

>>491971
Think even more supreme. Small tits are for men with only the finest of taste.

>> No.491974

>>491973
> Small tits are for men with only the finest of taste.
yeah, taste for boys

>> No.491975

>>491974
Get a load of this gaylord.

>> No.491976

>>491975
> i like to see masculine features on women
> oh let me call him gay first for no reason so he doesn't call me gay back
gay faggot homo cocksucker horsepenis cum addicted closetfaggot :^)

>> No.491977

>>491976
If you think that's gay, wait until you see what's hiding in the lowerhalf of this sculpt.

>> No.491978

>>491968
This is geometrically accurate. Your opinions are shit but your modeling is not.

>> No.491979

>>491978
> geometrically accurate
> huge gap between the tits
> ribcage is all wrong
> bottom of the tits fused with the skin rather than having the curvature
his modelling & opinions = shit

>> No.491984

>>491979
>> huge gap between the tits
when they're that small it's plausible
they shouldn't be trying to hide in the armpits but nature doesn't care about placement much when gravity's uninvolved

>rather than having the curvature
see above
small tits on a young person don't drape

>> No.491986
File: 652 KB, 1049x694, youreWrongFaggot.png [View same] [iqdb] [saucenao] [google]
491986

>>491979
>huge gap between the tits
They're exactly where they should be. The breasts angle out from the centre of the ribcage at approximately 45 degrees. The larger they are, the wider they are, which brings the inside edges closer together at the centre of the ribcage.
> bottom of the tits fused with the skin rather than having the curvature
This is so retarded i don't even know how to correct it.
>pic related

>> No.491989
File: 324 KB, 1331x1404, how to boobs.jpg [View same] [iqdb] [saucenao] [google]
491989

>>491986
i mean you're either blind or clinically retarded

>> No.491999

>>491989
hes right
the smaller the titties the wider apart they are
something to always keep in mind when modeling
also bodyfat musculature and age have a lot to do with position

>> No.492000
File: 119 KB, 802x708, titties.jpg [View same] [iqdb] [saucenao] [google]
492000

>>491999
>>491989
forgot pic

>> No.492001
File: 459 KB, 1312x722, doland lump.png [View same] [iqdb] [saucenao] [google]
492001

Just messing around :^)

>> No.492002
File: 28 KB, 464x464, 1439456686078.jpg [View same] [iqdb] [saucenao] [google]
492002

>>492000
>gynecomastia

stop posting this gay shit. Also, BLUE board

>> No.492005

>>492000
Those sculpted boobs have considerably more volume than your pic, and those are the least feminine breasts i've ever seen. it's fine if hes going for a really boyish body but don't tell me those are ideal breasts

>> No.492006

>>492002
Breasts are not unsafe for a modeling work environment, they're just part of the human body.

>> No.492009

Why do you guys bicker so much about parts of a model that wont be seen 99.9% of the time on a finished project? There's way more reason to move on to clothing and stuff which is gonna hide the breasts anyway. A lot of the critique on these threads are insanely destructive if you take some time and think about them.

>> No.492010

>>492009
men like boobs, thats it

>> No.492012

>>492009
>take some time and think
yeah well if you suggest such a thing you're only inviting more shit.

>> No.492013

>>492009
fuck off, this is 4chan.

>> No.492014

>>492002
>>492005
no wonder 4chan is shit when its riddled with faggots

>> No.492016
File: 269 KB, 2080x920, reference.jpg [View same] [iqdb] [saucenao] [google]
492016

>>491962
i made her based on this reference at first, but then i wanted to add my details while modelling. I think that's what kinda messed up with her

>> No.492021

>>492016
knock off that toon shader till you're done.

I used to use toon shaders a lot of the reason was because it hid my surface imperfections. Problem is, any affects of a broad stroke "mistake eraser" is relative to the original product. Toon shading your mesh to make it look smoother looks worse than using a toon shader on a mesh which is smoothe.

>> No.492022

>>492014
Why don't you leave so we have less faggots

>> No.492032

>>492001
you forgot the MAKE AMERICA GREAT AGAIN ballcap

>> No.492035
File: 1.46 MB, 2598x1080, Tetsubo-messed-up.jpg [View same] [iqdb] [saucenao] [google]
492035

I've gone and just went to town with the damn standard on this thing, I don't even know what I've been doing so far. Still haven't been able to make the handle cloth thing as yet. Also I suck at cropping.

>> No.492036

>>492035
focus your wear on the sharp edges, not just randomly everywhere. It's a good start, though. Also, turn on RGB as you do the edge wear so it looks like there's corrosion on the edges as well.

>> No.492037

>>492035
Needs some grunge t break up the shine/colour. Nice texture on the ball/chain. Is that a procedural texture?

>> No.492040

>>492037
Yup its procedural. It is Noisemaker/Noise plug with high detail and low magnitude and low strength with the standard surface noise. They make pretty nice noise patterns. Its also applied to the mesh but the strength is weak so it doesn't deform it too much.

>> No.492043

>>492040
I'm not familiar with Noisemaker, is that a zBrush plugin?

>> No.492045
File: 654 KB, 1908x1016, Here-it-is.jpg [View same] [iqdb] [saucenao] [google]
492045

>>492043
Yup, its a zbrush plugin. You can find it under surface and noise-plug.

>> No.492046
File: 26 KB, 1224x571, 2015-08-31_00-13-42.jpg [View same] [iqdb] [saucenao] [google]
492046

getting a quick preview of colors before baking maps and sticking into painter

>> No.492047

>>492046
Why are you even on /3/? This work looks like you should be working for a studio.

>> No.492048

>>492047
because I like the things you guys pick at

>> No.492064

>>492046

Looks fantastic, but the outside ring of the tsuba/guard looks cheap and plastic in comparison to the flat sides. I'd suggest either making the ring a smooth circle or adding a pattern around it. It doesn't look hand made, but extruded out of a mold and after a skim of google images I don't see a lot of expensive katanas with that type of shape to it.

>> No.492068

>>491903

Do you NEED a tablet to make shit for Dota? Explain your process.

>> No.492075
File: 68 KB, 1276x635, 2015-08-31_06-51-35.jpg [View same] [iqdb] [saucenao] [google]
492075

>>492064

Hey thanks for the suggestion, it's a bit too late to change the topology and remove the sculpted detail at the top at this point, but I gave the pattern a try. I didn't like how that came out, but turns out I got the thickness of the hilt completely wrong and that helps the thing read as not moulded. Wouldn't have noticed without your suggestion though, thanks!

pic is marmoset render

>> No.492077

>>492064
>>492047
>>492046
all that samefagging lol

>> No.492078
File: 423 KB, 1912x655, allThatAutism.jpg [View same] [iqdb] [saucenao] [google]
492078

>>492077

>> No.492081

>>492075

Slimming it down and adding a decent material has absolutely helped alleviate what I was feeling for sure.

>> No.492089
File: 250 KB, 1080x1920, not_toon.jpg [View same] [iqdb] [saucenao] [google]
492089

>>492021
removed the toon shader as you sugested and tried to render it in cycles with HDRI lighting. This was the result

>> No.492090
File: 126 KB, 338x343, New_Asari_Races_Page_Image.png [View same] [iqdb] [saucenao] [google]
492090

>>491669

>> No.492092
File: 45 KB, 934x960, 11947598_10203865929402508_7701138205019492104_n.jpg [View same] [iqdb] [saucenao] [google]
492092

Some decent looking work in this thread. Keep it up everyone!

Working on a Mutoid Man model for the Retrogasm Facebook contest. Been working on it off and on for the last few weeks.

>> No.492093

>>492089
This looks infinitely better than the shitty flat shader/outline. just get get rid of the nostrils or angle the nose tip down more. You aren't obligated to stick to the reference, and things change in translation from 2D to 3D.

>> No.492094
File: 43 KB, 901x870, ZEUS_01.jpg [View same] [iqdb] [saucenao] [google]
492094

>> No.492095

>>492094
Fuck off, fag

>> No.492098

>>492089
Gokd. So now you're probably noticing some weird shadows on everything. You have bumps and pits across your geometry. Wherever theres a perceived flaw click and see if there's a vertex right there. Push or pull it along its normal till the whole thing looks smooth. If the mesh is real dense use a sculpting tool with a smooth setting but be careful with those. They can do too much

>> No.492100

>>492090
I was about to praise you here anon . . .until I realised you used a stock photo, from either a game or video.

Shame, that character appealed to me.

>> No.492101

>>492095
So is this guy the artist who made the Splatoon inkling abomination? Is it cool to hate him now? Because I don't understand this behavior I keep seeing towards him. He is probably practicing getting better more than 80% of posters on this board.

>> No.492103

>>492094
Yo Slocik, I didn't know you started sculpting again! Don't need to be shy and hide your name...

>> No.492108

>>492100
Well there's lots of asari porn already out there.

>> No.492111

>>492092
I really suggest you hard surface model the Tank part

>> No.492114
File: 375 KB, 1920x1200, HouseMD_New.jpg [View same] [iqdb] [saucenao] [google]
492114

>>491638
>>491642
>>491659
Thanks for suggestions....I re-did the suit...

>> No.492122
File: 2.33 MB, 1920x1080, screenshot002.png [View same] [iqdb] [saucenao] [google]
492122

Working on some Treasure Planet fan art

>> No.492126

>>492122
Treasure Planet will always remain as one of my childhood memories. Please continue.

>> No.492127

>>492114
Mucha perfecto

>> No.492128

>>492122
Captain Amelia porn when?

>> No.492129

>>492128
I don't want to see her dick

>> No.492130

>>492114
put one hand in a grasping position and make a bottle of oxycontin and you have a printable action figure

>> No.492131

>>492077
>being this salty
lol

>> No.492135
File: 542 KB, 1953x860, Screen Shot 2015-08-31 at 3.15.26561 PM.jpg [View same] [iqdb] [saucenao] [google]
492135

I think I am more or less done here. I want to add graffiti at some point, as well as a better texture for the terrain under the grasses, but for now this will do.

>> No.492136
File: 1.27 MB, 1670x1003, Untitled-1.jpg [View same] [iqdb] [saucenao] [google]
492136

>> No.492137

>>492135
It's progressed a lot since you started.

>> No.492138

>>492135
That leafy foliage is looking pretty bland. Add some red or other colorful flowers. You don't need a lot.

>> No.492139

>>492136
Murder or nonconsensual copulation, either way I want this set

>>492138
Flowers growing inside that foliage will only be distracting.

>> No.492140

>>492122
doing some good work first thing i thought was oh look like treasure planet

>> No.492141
File: 405 KB, 655x560, Untitled-1.jpg [View same] [iqdb] [saucenao] [google]
492141

>>492139
Sure.

>> No.492143

>>492139
>Murder or nonconsensual copulation, either way I want this set

what? o.O

>> No.492144

>>492135
What are you making?

>> No.492145

>>492138
I get what you are saying, thing is the reason all the grasses are brownish and desaturated is because the time of year is between fall/winter. I’ll need to look into flowers that live during that timeframe.

>> No.492147

>>492144
Well, this specifically is a railway bridge over the Dardenne creek in Old Town St. Peters, MO. It is behind my grandmother’s house (the one room schoolhouse I have been posting here also). If you are asking what this is for, its for a game project I have been picking away at for a while that takes place in that town; it’s where I spent most of my young childhood.

>> No.492149

>>492147
neat, whats the game about/whats gameplay going to be?

>> No.492151
File: 2.38 MB, 3648x2736, DSCF1265.jpg [View same] [iqdb] [saucenao] [google]
492151

>>492149
Survival/horror. Actually if you look into the history of the town, it’s…bizarre, and has a lot of events that lend themselves easily to that sort of world- for example, the town jail used to be on the SE corner of the lot my grandmother’s house is on. Held two people. When they needed to put a third in, guy who had been there longest got drug across Salt River Road to the park, and the town would have a picnic and a hanging’. Spent my childhood playing in that park, there are pictures of this in the local tavern/inn. 15 miles away is the Weldon Springs Nuclear Pile (see https://en.wikipedia.org/wiki/Weldon_Spring_Ordnance_Works)), so I grew up drinking TNT/DNT/uranium/thorium tainted water because they didn’t bother to line the raffinate pits they dumped the byproducts into, by the way the town is built on top of Indian mounds etc. The history of the place is so fucked up that you almost don’t have to write a plot, it does it for you. Seriously, the town has a board of Alderman in place of a normal local government. Know how you get on it? You have to be a direct decedent of one of the founding members of the town.

>> No.492154
File: 17 KB, 574x644, asjmkdfb.png [View same] [iqdb] [saucenao] [google]
492154

title says it all

>> No.492160

>>492111
I will. It's just a proxy for now.

>> No.492166

>>492154

and what's the title of your work?
:^)

>> No.492167
File: 51 KB, 957x829, 1080p render.png [View same] [iqdb] [saucenao] [google]
492167

honest critque please

>> No.492168

>>492167
Hello. I'm the CEO of Epic Games and I would like to hire you full-time for our designer team. If you are interested please contact me : Epikgamezz:D@epiq.com

>> No.492169

>>492167
elvis?

>> No.492170

>>492167

it reminds me of that Lisa game.

If you make the lighting/material shadeless it might look better(but still pretty crap/beginner level)

>> No.492171

>>492151
god damn when do dipper and mabel move in

>> No.492173

>>492171
Ha. In all reality, Twin Peaks was one of the bigger influences, along with of course Silent Hill 1/2, the short stories of Stephen King and Clive Barker, and more contemporary games like PT, The Disappearance of Ethan Carter, etc v

>> No.492177
File: 45 KB, 926x861, last.jpg [View same] [iqdb] [saucenao] [google]
492177

>>492094
>>492095
>>492103
>>492101
I was going to post at least the evolution of this model, but it seems like /3/ is now attended by... uh... well, a certain kind of people?
Anyway... sorry, bye.

>> No.492179

>>492101
He's the only person on /3/ I've seen who sculpted a monster girl. For that, he has my respect.

>> No.492180

>>492173
>the short stories of Stephen King
He has an annoying habit that you might want to avoid of writing adults in his horror as trope junior high schoolers. Situations are decent, characterizations are cringe.

>> No.492181

>>492180
Agreed. I'm thinking more stories like The Shining and Bag End and 1408, about places- not so much the characters in his stories.

>> No.492196
File: 261 KB, 1136x852, Gem-D-2.jpg [View same] [iqdb] [saucenao] [google]
492196

Making this gem thing, do you guys see any problems with it that I'd possibly need to fix ?

>> No.492199

>>492196
Wireframe would have been helpful

>> No.492200
File: 644 KB, 2272x1704, Frame.jpg [View same] [iqdb] [saucenao] [google]
492200

>>492199
I tried to lean it to get make the frames easier to see. Don't know if it helps.

>> No.492212

>>492200
That client you're making this for has strange preferences when it comes to dildos.

>> No.492213

>>492212
Its for myself and just a practice model. Thanks for thinking its even anywhere near client worthy though.

>> No.492214

>>492200
Holy shit why would you think you need that kind of poly density? From the view distance your renders are at those polys are less than 1 pixel.

>> No.492216

>>492200
The middle parts only need to be one poly, learn about alpha maps

>> No.492217
File: 327 KB, 2272x1704, 1441080949199.jpg [View same] [iqdb] [saucenao] [google]
492217

>>492200

>> No.492219

>>491935
bullets are bigger than barrell. what the fuck ?

>> No.492222
File: 183 KB, 1920x1080, frame2.jpg [View same] [iqdb] [saucenao] [google]
492222

>> No.492232

>>492151
neat.

>> No.492236

>>492212
>>492214
>>492216
>>492217

Thanks for the advice guys, just what I wanted to know to get better. By the way, does anyone know how to get >>492222 result in zbrush, I can see myself doing that in maya or 3DS max but having trouble with the amount of poly count in zbrush and zremesher only does so much.

>> No.492239

>>492236
You can import it to zbrush and just subdivide 1 or 2 times. Something that small wont be taxing on your system.

>> No.492250

>>492173
>>492151
damn you're brilliant, i like the way you think.

>> No.492251
File: 202 KB, 1080x1920, final.jpg [View same] [iqdb] [saucenao] [google]
492251

>>492098
looks loke the smooth vertex tool helped on some parts but the artifacts are still on some parts of the leg. Btw thanks a lot for the help anon, i'l definitely post more of my work here for critique and help

>> No.492254

>>492251
Yeah its much improved. Smooth tools help but like you said you still have artifacts. I'll Gove over my model back and forth pushing and pulling individual verts along their normals till the surface is exactly how I want it.

>> No.492267

>>492251
still shit ma nigga. just because you make it appealing for pedophiles, doesn't make it good.

>> No.492270

>>492267
this is the work in progress thread.

>> No.492271

>>492270
and ?

>> No.492272

>>492270
It's also a 18+ site, but that's not stopping him either.

>> No.492273

>>492267
If i follow your way of thinking i'll never be able to model cute little girls because it'll always look "appealing for pedophiles and shit". Your argument doesn't make much sense

>> No.492274

>>492251
That mouth keeps bugging me. I think her lips may need more definition.

>> No.492276

>>492273
My point was you can make good stuff irrelevant if it's appealing to pedophiles or not. You didn't wanna interpret that way because you're a pedophile and a bad modeller.

>> No.492277

>>492271
and people post work in progress which means it's neither finished nor perfect you fucking retard

>> No.492278

>>492277
How does that even relate to my post ? I commented on the updated work and said it was still shit. Learn to read before embarrassing yourself like this next time.

>> No.492282

>>492278
Yeah and in response to your flamboyant idiocy I pointed out what was obvious.

Do you even have a project you're posting here or are you just trying to inflate your ego by shitting on people trying 10 times harder than you?

>> No.492284

>>492282
> let me just avoid confronting his point so i don't look like a total imbecile
well, atleast you tried.

>> No.492291
File: 211 KB, 1080x1920, arti_test.jpg [View same] [iqdb] [saucenao] [google]
492291

>>492254
i did as you said and i think those artifacts are gone for good now. I did this a little quick so maybe there's some that i didn't saw and fixed.
>>492274
oh do you really think so? I'll fix it on my free time then. I'm quite busy these days
>>492267
You're just saying my work is shit and not posting something relevant for me or this thread so there's no point in arguing with you. Say what you want i don't care

>> No.492307

just a little old truck logo i did by tracing an existing one, but it seems that something is odd, may i ask where i can tweak?

here's the logo:

http://imgur.com/bTnLLoX

traced from this:
https://upload.wikimedia.org/wikipedia/commons/thumb/5/5e/Emblem_OM.JPG/500px-Emblem_OM.JPG

>> No.492308

>>492307
>traced
REEEEEEEEEEEE

>> No.492309

>>492307
You can trace anything you want for your 3D logo and you choose that ugly, poorly design, shit.

>> No.492310

>>492291
face is stlli potato
no eyelids
hair is terrible, maybe textures can help
i dont know what those retarded ears are supposed to be
joints should be much thinner, the calves look like theyre the same limb with legs and thighs.
shoulders too wide

>> No.492312

>>492310

>shoulders too wide

wat

>> No.492314

>>492310
she's supposed to look that way, it's a stylised character and since my work is already done with the help of some kind anons i can no longer post in a work in progress thread. You can stop hating now

>> No.492316
File: 71 KB, 1024x640, low_poly_naruto_model_study_by_mechakraken-d5mijqs.jpg [View same] [iqdb] [saucenao] [google]
492316

>>492314
> stylised character
ahahahahaaha classic.
Also you not being able to handle any criticism that's not a pat in the back, shows how incompetent you are.

>> No.492317

>>492309
well excuse me if this was a first try.. and i wanted to choose something simple

>> No.492318

>>492316
>you not being able to handle any criticism that's not a pat in the back, shows how incompetent you are.

Not him but he took constructive criticism and applied it, our opinion of his aesthetic is orthogonal to his interest in refining his work. Also, take the /v/itriol back where it belongs, 4chan is an 18+ site.

>> No.492319

>>492318
It's the same stupid potato faced, stick limbed, disproportional shitty model. He changed whatever he found to do easiest and he didn't fix any major issues.
> 4chan is an 18+ site.
Go back to bed then.

>> No.492321
File: 547 KB, 960x540, helmetnew.png [View same] [iqdb] [saucenao] [google]
492321

i fucked up the bottom a little but its fixable
i still need source on how to render metal

>> No.492324

>>492321
>i still need source on how to render metal
What are you using to render?

>> No.492325

>>492324
cycles
i know its not great for props

>> No.492326
File: 79 KB, 862x779, torsotoilet 2.jpg [View same] [iqdb] [saucenao] [google]
492326

I'm working on the torso toilet. Its a conceptual toilet i'm making for this toliet company in Poland. What do you think?

>> No.492327

https://www.youtube.com/watch?v=dzxJ-qwLmPU

>> No.492328

>>492326
looks painful

>> No.492330
File: 350 KB, 960x540, cycles_metal.png [View same] [iqdb] [saucenao] [google]
492330

>>492325
You're gonna need an hdri
if you don't know what it is: https://youtu.be/fI_FMa-8w50

The rest is pretty much just a glossy shader with a low roughness.

>> No.492331

>>492326

Polish people the toilet cleaners of Europe.

>> No.492332

>>492326
can u explain how it works?

>> No.492335

>>492326
epik troll eggs dee

>> No.492336
File: 268 KB, 320x240, YlSEkiY.gif [View same] [iqdb] [saucenao] [google]
492336

>>492326
lel anon ur so original. burn this gif after viewing it.

>> No.492340
File: 65 KB, 590x350, deaths-robocop2-590x350.jpg [View same] [iqdb] [saucenao] [google]
492340

>>492250
Even more fucked up: The Weldon Springs Ordinance Works is now a fucking tourist attraction. Imagine, you take the family on a nice weekend outing, and you’re on top of a containment facility for lead, two types of lethal explosive chemicals and their byproducts, three kinds of radioactive materials, and their byproducts. Sounds like fun for the whole fucking family, don’t it?

Pic seriously fucking related.

http://www.amusingplanet.com/2013/05/a-pile-of-nuclear-waste-now-tourist.html

>> No.492345

>>492325
use lux render, a far better rendering tool.

>> No.492371
File: 145 KB, 866x741, flash hider.png [View same] [iqdb] [saucenao] [google]
492371

i've never hard surface modeled before, am I doing this right ?

>> No.492373

>>492371

Congratulations, you've made a shape.

That's all the crit I can give with the information you've given me.

>> No.492376

>>492075
Looks neat, but the cloth bandage on the grip looks kinda wet, so i would turn up the roughness a bit, except it is supposed to be looking wet of course.

>> No.492389
File: 142 KB, 1919x1051, zbrushattempt.jpg [View same] [iqdb] [saucenao] [google]
492389

meh
I think it looks ok
first attempt at zbrush, did I do ok?

>> No.492391

>>492389
kind of, not really. Face is fucked, hair is fucked, torso is ok, but ugly stomach, no collar bones, no neck cavity.

>> No.492397
File: 931 KB, 2440x1373, tryouts.jpg [View same] [iqdb] [saucenao] [google]
492397

Although I personally think these kind of engravings look terrific, ive been hearing from a lot of people that they dont suit the gun and that I'd be better off with blank sides.

Going to bake a curvature and occulusion map out of it, and then throw that into substance.


Engraving, yes/no/tweak ?


I'm aware of the other issues in the normals, but a few of those are corona glitches, and the remainder will be fixed soon.

>> No.492398

>>492397

What's the setting for it? Who owns it? Is it a mobster who wants to look good or a dirty soldier in a muddy trench in France?

>> No.492401

>>492398
Although I have a fond love for all that is dirt and damage (which is great in PBR too), the idea was to do an honorary gun, given from a mob boss to another one.

The inlaid sides would be gold, and the wooden handgrips would have their own carvings on the sides.

Inspiration were the golden AKs filled to te brim with engravings that are found in cartel leaders homes from time to time.

>> No.492404

>>492389
It does look pretty good for a first try.

>> No.492407

>>492373
It's supposed to be a flash hider .-.

>> No.492416

>>492401

In which case fuck the haters.

>> No.492418

>>492407
Yes, obviously. But is that the high poly? What is the intended goal for it?

>> No.492419

>>492401
then it looks good
could use an eagle.

>> No.492420

>>492401
this is polished work, how long did it take you block out the hard surface and did you learn 3d at school?

>> No.492430

>>492418
yeah its the high poly and there was no goal
I was just bored at midnight. /3/ is what i do when i can't sleep; Most people read instead.

anything noticeable I did wrong ?

>> No.492435
File: 2.17 MB, 1920x1080, tommygun4.png [View same] [iqdb] [saucenao] [google]
492435

>>492416
>>492419

Thanks anons, I will proceed to engrave the shit out of this thing.

>>492420
gee, I did te entire hard surface work in a few days of casual work, while playing some CS
whenever i felt like it.

Currently a student in Game art, but I prefer /3/ related matters over 2D.
I've spent about 2 years getting all kinds of 3D stuff, from handpainted to marketing and game art. (4 hours a week for 4 semesters total)

(this isnt the high poly though, I hope that its clear that this is 9K worth of tris and a normal map)
Pic related is a high poly shot.

>> No.492446
File: 1.32 MB, 540x540, boop.gif [View same] [iqdb] [saucenao] [google]
492446

Made a shitty gef
had a lot of trouble trying to make it under 2mb on PS, then opened it on GIMP and saw they have a thing to optimize via difference from the last frame

>> No.492451

>>492435
>png

Stop.

>> No.492457
File: 57 KB, 576x779, Untitled.png [View same] [iqdb] [saucenao] [google]
492457

First attempt making something 3D. It's a Gladius. Made in Cinema4D. Might as well ask if that program is any good.

Also, how do I make a UV map, and is the UV map embedded in the .obj file, or is it a separate deal?

>> No.492458
File: 27 KB, 600x450, 1321886706177876170press_button.svg.hi.png [View same] [iqdb] [saucenao] [google]
492458

>>492446
3d board, dood

>> No.492460

>>492458
Are you retarded? creating a gif in photoshop from rendered frames doesn't mean it isn't 3D.

>> No.492462

>>492457
UV coordinates (aka uv map) are always embedded in the file.

>> No.492463
File: 151 KB, 1135x750, base_mesh.jpg [View same] [iqdb] [saucenao] [google]
492463

Moonman. Ready 4 skkkulpt.

>> No.492465

>>492460
>creating a gif in photoshop from rendered frames doesn't mean it isn't 3D.

Not using any 3D asset to create the animation, however, does mean it's not /3/ content.

>> No.492468

>>492463

Interesting idea. Going to do the piano as well.?

>> No.492477
File: 483 KB, 348x484, output.webm [View same] [iqdb] [saucenao] [google]
492477

>>492458
>>492465
I hereby grant you permission to feel silly

>> No.492478
File: 1.29 MB, 2241x2151, expression_presets_and_phonememes.jpg [View same] [iqdb] [saucenao] [google]
492478

spent most of today and yesterday building facs morph targets, expression+phonememe presets, and a basic animation interface.

>> No.492479

>>492478
The eyes need more expression. They don't change much if at all in many of them.

>> No.492480

>>492479
I will update, thanks.

>> No.492482

>>492478
Are you driving the face morphs just with mesh targets, or do you have vert clusters/controls or bones?

>> No.492483

>>492477
well fuck. this is awesome, also, how??

>> No.492484

>>492482
Jaw and eyelids are bones, rest is targets. I'd have used more joints but I didn't feel like skinning that much and don't need to reuse the rig/topology. I can't use clusters because they don't export to unreal.

>> No.492487

>>492484
I've always used bones for all facial controls. Are blend targets worth using if i CAN be bothered to skin like 30 face joints? Are they difficult to manage? can you store them in a different scene and reference them? How many different meshes do you have for these expressions?

>> No.492488

>>492477
>I hereby grant you permission to feel silly
WOOHOO I'M SILLY AS H*CK GOOBLY GOOBLY GOO

well that was more enjoyable than I thought.

>> No.492489

>>492487
I think it depends on your character. Blendshapes are worth using because they keep your face on model better if you have good sculpting skills. They're way easier to manage than joints imo since you don't have to fiddle with skinning, and I believe you can reference them but it'll mess up the names of the targets in the node. Also if you have a high enough polycount you get wrinkle definition for some actions, which you don't really get with bones.

You can drive both the joints and blendshape targets with a single attribute in your animation control to make them easier to manage, and I think that's the best way to do it.

I have around 32 different meshes but I've only sculpted around half of those since i use a script to split the left and right halves.

If you want the best of both worlds, do joint-driven blendshape correctives. My 2c

>> No.492490

>>492487
Also, if your engine supports it, I recommend using a blendshape target that stores all the ACTUAL blendshape targets so that if you change the main mesh you don't have to rebuild all the connections and driven keys. So something like

>actual skinned mesh A, has a a single blend shape target node with its' target mesh B at the right.
>mesh B has a bunch of targets that it's connected to and contains the blend shape node with all the actual FACS attributes.

>> No.492495

>>492451
shove it up your ass
for the hundredth time 4chan is an +18 board.

>> No.492496

>>492477
it was obviously 3d, hose guys are just idiots and most likely 12.
neat though.

>> No.492497

>>492490
So you have like a parent blend target that stores all the different morphs, and your skinned model only references that parent target instead of multiple targets?

I think i'll try this next time i rig a face in Maya. Maybe have the parent master target rigged with joints, and use the joint position to drive the blend values for all the morphs, then reference those joints back to the master skeleton/controls.

>> No.492498

>>492497
I skipped the parent blend target on this because I'm almost certain unreal won't read the connections through the parent blend target. (I haven't tried yet, though.) I just make sure all the driven keys from the control attributes -> blendshape weights are linear and the same scale in case I have to remove / rebuild connections later. But yeah, you're on the right track. Make sure to test it if you're using an engine first.

>> No.492499

>>492498
I haven't really used any games engines except unity. Just DL'd AD's stingray though. I'm sure this wouldn't be difficult to create from what i've seen so far.

>> No.492502

>>492483
>how??
Optics.

>> No.492503

>>492499
Didn't know that was out. Maybe post about your experiences at some point. I'd be interested.

>> No.492504
File: 63 KB, 1346x714, whatwillitbe.jpg [View same] [iqdb] [saucenao] [google]
492504

brownie points if you guess what it's going to be
I /3/ late at night when i can't sleep

>> No.492505

>>492504
a gun

>> No.492506
File: 32 KB, 800x600, mp5k.jpg [View same] [iqdb] [saucenao] [google]
492506

>>492504
MP5SD?

>> No.492507

>>492506
Close, but not exactly

>> No.492508

>>492507
going to be a Mp5SD Bullpup variant when i finish the modeling tommorow

>> No.492509 [DELETED] 

>>492507
You've got me beat there. The one part I don't really recognize is the rearmost part. The receiver and foregrip / silencer had me thinking SD.

What is it out of curiosity? Is it some cheap civilian-sale semi-auto SD clone?

>> No.492514
File: 1.37 MB, 1920x1080, HOUSE.webm [View same] [iqdb] [saucenao] [google]
492514

>>491322
>>491638
>>492114

>> No.492515

>>492478
its pretty bad. and they all look the same

>> No.492538

>>492515
>they all look the same
does it look like a pixar character? Of course a fine skinned realistic face isn't going to deform into exaggerated expressions.

>> No.492539
File: 317 KB, 766x918, 85521.jpg [View same] [iqdb] [saucenao] [google]
492539

Small update.

>> No.492546

>>492136
I want this to be a map for Killing Floor 2. It looks sweet.

>> No.492548

>>492514
perfection
>>492538
>being this defensive
you can very expressive faces without having it to be pixar level exaggerated.

>> No.492555

>>492539
design is alright, but the anatomy ... work on that shit

>> No.492556

>>492016
>>492089
>>492291
dunno why you dont keep closer to the ref
upload the file for a sec, i will do some moving around of forms to show you what i mean

>> No.492557

>>492514
his face will give me nightmares
was that intentional?

>> No.492558

>>492075
love the final results man

>> No.492567
File: 1.19 MB, 960x960, lighthouse.png [View same] [iqdb] [saucenao] [google]
492567

working on a small scene

>> No.492572

>>492539
the arms look like astro boy

>> No.492573

>>492567

Cool, I haven't seen those big concrete jacks outside Japan. We used to sit on the seawall and watch the crabs crawl all over them.

>> No.492576

>>492573
They are called "dolos"

>> No.492577

>>492576
Actually, let me correct myself, they have different names depending on the shape.
https://en.wikipedia.org/wiki/Tetrapod_%28structure%29

>> No.492579

>>492567
neat

>> No.492590
File: 979 KB, 2125x1080, pewpew.jpg [View same] [iqdb] [saucenao] [google]
492590

Another update on da clothing. Lots of things need fixing, haven't even got around to fixing her feet up. In the end I'm hoping to get this 3D printed.

>> No.492607
File: 2.29 MB, 3840x1080, WIP 10.jpg [View same] [iqdb] [saucenao] [google]
492607

mAKING AN ANIMATION FOR A DOUBLE TRIPLE MOTHERFUCKING JEW CLIENT IN ny.

>> No.492611
File: 2.07 MB, 320x240, shit mofo_Segment_0_VP8.webm [View same] [iqdb] [saucenao] [google]
492611

aaaand here is the skeleton

>> No.492620

>>492607
I can't tell if you meant to use caps lock or not.

>> No.492628

>>492607
oy vey, at least it looks realer, more real?, this time.

>> No.492633

>>492590
> her viscera are stored in her thighs

ok

>> No.492675

>>492539
Make the head bigger

>> No.492676

>>492633
>conflating medical anatomy with artistic anatomy
You are a fine example with why it's not worth it to get critiques on the internet.

>> No.492677

>>492514
It actually looks really good. Face is spooky because it is motionless and locked in a blank expression but it still looks like Hugh lory.

>> No.492678

>>492515
>they all look the same
>Asian

>> No.492699
File: 903 KB, 1920x1080, space helmet front1.jpg [View same] [iqdb] [saucenao] [google]
492699

>>491936
(same)

>> No.492700
File: 841 KB, 1920x1080, space helmet back.jpg [View same] [iqdb] [saucenao] [google]
492700

>>492699
(same)

>> No.492715

>>492700

Unless you're going for a stylized look, there is way too much saturation on that blue.

And the eyes look... strange. Too far apart?

>> No.492781
File: 238 KB, 1436x775, Scope_Maya2015.jpg [View same] [iqdb] [saucenao] [google]
492781

About to start UV mapping the low poly

I'm gonna do the main sight tube in once piece as much as possible, but I'm still deciding whether to align the UVs in to a grid to make texturing a bit more simple, or just unwrap is so that it flares out like unwrapping a cone.

The end flares out to nearly 2x the diameter of the central section of the optical tube, so I'm figuring if I make it a grid there will be too much stretching/distortion

>> No.492782

>>492478
idk why but i really love your work dude, what is this going to be?, a game or something like that?

>> No.492787

>>492478
Lips are unusually thin, like this is a scullery maid who escaped the potato famine but somehow the rest of her face isn't emaciated. You don't have to give her DSLs but her mouth doesn't have to look like an axe wound either.

The columella (the flesh between the nostrils) is typically lower than the nostril wings in non-African ethnic types. It'll also make the nose shadows look more normal; there's too much darkness going on there and the nostrils just get lost in it.

If this character is supposed to be Asian, everything anatomically about her is wrong. She looks Irish, mainly because the distance between columella and upper lip is too long. Lower the columella and the nose itself by a fraction and stop using anime or other video game models as a reference.

Expressions/visemes are decent except for 'O' which needs to round everything out more instead of copying NDT with upper teeth inexplicably moving up vertically. Need to see more variety in degree of eyes open/closed here.

Eyes and brows need to be less robotically symmetrical for expressions like the lip licking face.

Overall looking forward to seeing progress on this.

>> No.492791

>>492715
the eyes are crossed.

>> No.492819

>>492791
yepp, i see that now

>> No.492829
File: 306 KB, 1122x854, wip_02.jpg [View same] [iqdb] [saucenao] [google]
492829

>>492558
Thanks.

>>492782
Thanks and nah, I've just always wanted to try something like this.

>>492787
I think the columella is too concave which makes it look higher than it actually is in frontal view. I'll see what I can do about lowering the nose / raising the mouth to fix the distance between the lips and columella. The in engine 3/4ths view I've attached makes that a little clearer. I've added more eyes closed variety and will break the symmetry more in the actual animation. I'm not sure how much I can change at this point in terms of huge anatomy changes, but I'll definitely keep everything in mind for next time. For the O and the lips, I'll just have to fudge with the weights for now. Maybe make a new morph target. Thanks for the tips.

pic is small update. closeup of face is for >>.492787
katana is in unreal and bound to joints for animation. There's another material pass on the armor, I've basically restarted the textures to try to match the definition on the katana. Still tweaking materials and lighting for everything since unreal doesn't have the same resolution of gloss definition as toolbag2. I'm getting ready to wrap up this project so I'm fixing skin weights, making small anatomy fixes, adding wrinkle maps and making some basic animations for a turntable.

todo:
-wrinkle maps / morph targets: laugh lines, brows
-a better presentation scene
-second pass on the animation to make less robotic
-redo the physx skinning for the sixth goddamn time because Apex cloth nodes like to corrupt my shape nodes
-stuff mentioned above

>> No.492831
File: 805 KB, 900x600, wip_idleBreakup.webm [View same] [iqdb] [saucenao] [google]
492831

>>492829
part of a basic idle breakup I blocked out

>> No.492837

>>492829
>>492831
pretty dank

>> No.492844

>>492831
>>492829
> visibly concave irises

you are worse than hitler and have literally no constructive reason to do that

>> No.492845

>>492844
...would you rather they were convex? If it's too much I can tone it down, it's handled through parallax occlussion mapping and a single parameter anyway.

>> No.492846

>>492845
there is nothing wrong with convex

>> No.492847

>>492846
take a picture for me next time you see someone with convex irises

>> No.492877

>>492829
keep the good work then, when did you started this work?, and modeling in general?

>> No.492885

>>492877
I started this in June, been modeling for 4 years but mostly hard surface.

>> No.492886

>>492847
>take a picture for me next time you see someone with convex irises
Geometrically, they're nearly flat but they sit underneath a convex lens that makes them appear convex. Either you model the lens to refract light to match or you model the iris convex. Your call.

>> No.492894

>>492885
what tools did you use? sorry if im being a nuisance.

>> No.492899

>>492894
zbrush, maya, max, marvelous designer, photoshop, unreal animation and rigging toolkit, unreal 4, topogun, ndo, substance painter, xnormal

>> No.492993
File: 556 KB, 1920x1080, ZBrush ScreenGrab02.jpg [View same] [iqdb] [saucenao] [google]
492993

blah

>> No.493022

>>492993
Lookin alright. Maybe sculpt in some muscle definition on a seperate layer and then turn down the intensity till you get really subtle definition. That'd look nice.

>> No.493043
File: 388 KB, 1707x2048, Current project.jpg [View same] [iqdb] [saucenao] [google]
493043

Still not done with the top yet, first building I've created and working in blender. about 11-12 hours into it right now.

I'm not sure if I'm going to attempt to texture it or just start another project that might be easier to texture.

>> No.493091

>>493043

The building is nice. The stone wall at the bottom, less so. The array modifier cranks out perfect masonry, which just doesn't exist in the real world.

Texturing could improve their appearance, but you might want to check into the masonry wall add-on.

>> No.493092

>>493091
Thanks, as for the wall add-on that will be damned helpful, I just ended up creating a single stone and then duplicated it in groups to make the bottom. initially it was just a flat stone face till I did that.

Should add a good bit of depth to it.

>> No.493491
File: 2.24 MB, 1920x1080, bulb.png [View same] [iqdb] [saucenao] [google]
493491

Inorganic - mostly hard surfaces - metal

I want realism, they want cylinders or cubes....

>> No.493661
File: 98 KB, 1196x532, ss+(2015-09-13+at+12.22.55).jpg [View same] [iqdb] [saucenao] [google]
493661

Is this correct?

>> No.493666

>>493661
You can't subdivide or animate it without errors. The texture won't be perfect either.

>> No.493667

>>493666
When I said animate, I meant deform.

>> No.493669

>>493667
>>493666
It's a hard surface object. But I can assume it will give artefacts on my baked maps etc?

>> No.493719

>>493661
itll probably be fine.

>> No.494123

>>491442
That vag looks incredible. Wish I had a working model with that. Sadly most sculptors are themselves pussies who will never make such.

>> No.494505
File: 57 KB, 626x612, Criticspls.jpg [View same] [iqdb] [saucenao] [google]
494505

Critic.
I am trying to aim for sex appeal.

>> No.494508

>>492397
I vote you keep them. its a work of art not a historical preservation.

>> No.494516

>>494505

Tits should be bigger, and less muscly. muscles aren't sexy on a woman.

>> No.494530

>>494505
Lots more gynoid fat. Way less subcutaneous bones.

>> No.494533

>>494505
That is not attractive at all. Too thick and muscly.

>> No.494540

>>494505
More ass.
I like the muscles but a nice heart shaped ass would be great.

>> No.494542

>>492001
America is not winning anymore!
You are not sculpting your best! You should be deported to Lackoftalentistan faggot!