[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/3/ - 3DCG


View post   

File: 2.19 MB, 1500x882, wip.png [View same] [iqdb] [saucenao] [google]
641708 No.641708 [Reply] [Original]

what is anatomy edition

previous: >>639728

Reminder!
This thread is for comments and critique on anything you're working on. Completed projects should be posted in here as well.

>> No.641711

Once more, a lil admin post to kickstart things.
So, I previously talked about the 'lifespan' of these threads, and I've been keeping a close eye on this one. The posting curve for the last thread was quite interesting, I thought we were going to hit a 12-day if not shorter thread but things slowed down rapidly at the 200-post mark. They only kicked back into gear when the anatomy discussions started. Otherwise, we had a 15-day thread as per usual, image bump wasn't hit.
>tfw consumed by anxiety and don't know how to put together a collage
Enjoy the shitty thread picture once again. Will try better next time.

>> No.641712

why half-assed op pic again

>> No.641713

>>641712
I'm sorry, Anon. I've failed you once again.

>> No.641715

>>641711
Thank you sir for taking care of us.

>> No.641778
File: 451 KB, 885x977, uguu am I kawaii oniichan.png [View same] [iqdb] [saucenao] [google]
641778

Is the pose here too stiff? I tried my best to make it look like the original.

>> No.641796
File: 2.82 MB, 5876x3184, 3delder61h.jpg [View same] [iqdb] [saucenao] [google]
641796

Went back to this model from some times ago and gave him a properly detailed high poly.

>> No.641821

Fucking 3D workflow is so slow, my ideas keep building up and I don't have time for everything. I get depressed every time I realize I spent hours texturing a random small prop in the scene and then it doesn't even look good.

Just the thought of having to model so many unimportant props now just to fill up the scene makes me wanna cry. If I half ass all of them it will definitely show and then I can't do any close ups, but if I get all autistic on each one of them and spend a day per prop, it will take forever.

Sometimes I envy 2D artists because of it baka desu sirtaki

>> No.641822

>>641778
I think his limbs should be a bit more cramped togheter, make left knee point more upwards for example

>> No.641823

>>641796
naice

>> No.641839
File: 254 KB, 1040x770, 654635454.png [View same] [iqdb] [saucenao] [google]
641839

I'm teaching myself Zbrush what do you guys think?

>> No.641844

>>641778
his torso is too long compared to the artwork

>> No.641846

>>641821
>Sometimes I envy 2D artists because of it
now imagine redrawing everything for every different camera angle including those close up shots you mentioned.

about your struggle thou, do you really need close up shots of everything? I hope you aren't going full autistic and using like 4k textures per prop.

>> No.641849

>>641839
needs 100% more dicks

>> No.641860

>>641849
>200% of 0 dicks
That's still 0 dicks, anon.

>> No.641893

>>641860
100% sure it need more dicks tho

>> No.641894

>>641893
You mean it needs dicks to counter balance the abundance of tits.

>> No.641898

>>641894
too much tits is gay as fuck
some dicks are needed for balance, better if there are more dicks though

>> No.641900
File: 1.09 MB, 2212x704, BFT.png [View same] [iqdb] [saucenao] [google]
641900

I'm working in an anime like character with huge milkers, what you guys think?

>> No.641901
File: 143 KB, 757x779, mizuki24.jpg [View same] [iqdb] [saucenao] [google]
641901

Started working on the hair.

>> No.641902
File: 1.59 MB, 2807x1592, mizuki23c.jpg [View same] [iqdb] [saucenao] [google]
641902

>>641901
Also, randomly tried to give her Boros' hair, and damn, if she doesn't looks like Kefla with it.

>> No.641903
File: 1.71 MB, 2830x1592, mizuki23b.jpg [View same] [iqdb] [saucenao] [google]
641903

>>641902

>> No.641905
File: 138 KB, 1344x830, person1.jpg [View same] [iqdb] [saucenao] [google]
641905

>>641900
Fuck yeah. Nice ones.
>>641901
>>641902
>>641903
I love seeing your progress man.
Just a male model. I didn't remesh so the ears stayed sucky. I need to practice ears.

>> No.641907

>>641903
It looks pretty nice, i'm kinda new in here, why are you doing so many OPM characters?

>> No.641908

>>641900
Fuckin' tight, my dude. I do think those nips are pointing a bit too high, though. Those that I see usually point more or less forward, but personal preferences. Also, that weird depression from breast leading to areola.

>>641902
>>641903
No offense, I think you're doing great work, but you really can't just throw wrinkles around like that. They look really poor, especially across the breasts. There's just too many microwrinkles and they fold in a way that almost looks implausible. Maybe find some references? Or you could cloth sim it and resculpt it from there.

>> No.641911
File: 83 KB, 681x825, person2.jpg [View same] [iqdb] [saucenao] [google]
641911

And some more. I think I will take each individual part of anatomy and try to deconstruct it and then do the ecorches as anons instructed.

>> No.641918
File: 102 KB, 848x859, person3.jpg [View same] [iqdb] [saucenao] [google]
641918

Some more. This is actually just an oldie.

>> No.641924
File: 295 KB, 1220x704, 84234634.png [View same] [iqdb] [saucenao] [google]
641924

>>641898
Hows this?

>> No.641929

>>641900
like Birdway models

>>641903
I see you have fun with your models, good.

>>641924
It's clear you spent more time on tits, get your priorities right.

>> No.641936

>>641901
youve been showing this for weeks. just make her fucking hair dude, you dont have to post a screenshot everytime you make a slight change

>> No.641939

>>641936
That’s the first screenshot I post that is actually about progress on her hair.

>> No.641974

>>641924
It has potential
https://www.youtube.com/watch?v=c-3nOLTI26U

>> No.642001

>>641911
teach me

>> No.642004

>>642001
For real?

>> No.642005

>>642001
If you are for real, I was planning on putting up a youtube channel just doing different faces and to sort of track my progress. Sort of, getting good from being shite. Building skills and giving recommendations for other tuts and books and stuff. Would something like that be interesting?

>> No.642007

>>641839
3d print it and put it into a "modern art" museum.

>> No.642009

>>642005
>>642004
yeah i like how you get the features so on point

>> No.642012

>>642009
Alright. I'll start some stuff. Glad you like them.

>> No.642020
File: 414 KB, 1919x988, Screenshot_48.jpg [View same] [iqdb] [saucenao] [google]
642020

WIP. Still a long way to go.

>> No.642024

>>642020
Have you got one light source from the front? It looks a bit off. The light on the objects should be a little bit softer. Leave some hard shadows. With a picture like this, you need some dark areas. The wood beam should be darker.

>> No.642029

>>642020
>still plugging away at this dreary scene from months ago
Stop. You aren't growing as an artist.

>> No.642030

>>642029
I only just started working on it again a few days ago. Put it on pause for months while I worked on other stuff. I still haven't finished it and I learned a lot about texturing in the meantime so I'm redoing the materials and adding more props.

>>642024
The sun from the front is the only light source, yes. Not sure I'm completely following you, though, the wood beam is already very dark? There are plenty of dark areas. I probably misunderstood you. Maybe you're right about the shadow softness though, I'll experiment with it.

>> No.642032

>>642030
>>642029
Btw, I'm just looking through my files to check the dates and I started and paused the project in May. I only worked on it for about 10 days half-time. How the time flies...

>> No.642043

>>642030
If the light is coming from the front, how come beams, only back of which we see, are as illuminated as planks on the floor that are illuminated directly by the source? Textures are nice though, could use a lot more lighting though, you won't get this gloomy feel and dark shadows on daylight, even if it is cloudy and the air has high humidity.

>> No.642044
File: 175 KB, 1314x740, engineer1.jpg [View same] [iqdb] [saucenao] [google]
642044

This took me about 15 mins no reference. Where do I go from here? Should I do more detail or just put on some skin. Engineers look smooth and plasticy. I'd really love to do a 3D print of this.

>> No.642047
File: 2.60 MB, 5308x3184, mizuki25.jpg [View same] [iqdb] [saucenao] [google]
642047

>>641901
Done with the hair. With that, that makes the base modeling done. Still gonna have more work with the adapting the assets for the action poses.

>> No.642048
File: 1.95 MB, 2916x1592, mizuki26b.jpg [View same] [iqdb] [saucenao] [google]
642048

>>642047

>> No.642049

>>642043
Hmm, that's a good question, I'm not sure. Well, the faces that are facing the wall directly are darker, but the sides are maybe too illuminated considering that the light is angled and that side should be in shadow as well, I guess. I don't know what can cause this, I thought it should be physically correct when I bake the lighting, I didn't mess much with the settings. But the sun which shines from the left at a slight angle is definitely the only lighting source.

Also, I'm not sure if it can be read from the screenshot, but there is a heavy rain in this scene, and I wanted to go with a rainy eve, with desaturated blueish tones and some fog. I really don't want it to look boring and I'm still afraid that it is, which makes me lose the motivation again. I like the desaturated tones, and I aim for realistic look, but a lot of people might not like the lack of color variations. I'm not sure if I'm going in the right direction.

>> No.642050
File: 2.09 MB, 2938x1592, mizuki26c.jpg [View same] [iqdb] [saucenao] [google]
642050

>>642048

>> No.642051

>>642044
Engineer from...? Forgive me, don't know what you're referencing, so it just looks like you made a guy with an extremely fucked neck.

>>642048
Man, you're just ignoring me, aren't ya. Fine, I'll point out proper: Sports bras don't wrinkle like that. They're made out of thick material. They're meant to compress breasts, so they rarely ever have excess material to wrinkle like that. Furthermore, such high density wrinkles only occur on thin fabrics, like silk and satin, and even then, they don't wrinkle so haphazardly.

>> No.642052

>>642051
Oh sorry, Prometheus. From the Alien movie - https://wwwDOTimdb.com/title/tt1446714/

>> No.642053

>>642051
No, I got you the first time. See it more as stylization, while I was experimenting different looks, thin wrinkles worked pretty well to me.

>> No.642054
File: 1.00 MB, 2938x1592, redline1.jpg [View same] [iqdb] [saucenao] [google]
642054

>>642053
I get it, he seems not to. Although there are some bits that go over each other like they are fractured on the boobs.
Hope my redline helps.

>> No.642055
File: 466 KB, 482x844, miz11.png [View same] [iqdb] [saucenao] [google]
642055

>>642054
> stop making anime eyes

Wow, had a revelation, thank you so much.

>> No.642056

>>642055
keke. Just doing my part. Anyway, you made me interested in One Punch Man. Is it good? Do you suggest reading or anime?

>> No.642057

>>642055
btw, me on the left.

>> No.642058

>>642051
>Man, you're just ignoring me, aren't ya
Not op. Nobody is ignoring you. It is a slow board. Relax. Also do research into giving constructive criticism. It you can't point out the problem, don't raise the problem at all. Otherwise you sound like an ignorant prick who points fingers at others while having shit to show for it.

>> No.642059

>>642052
Ah, forgive me. You definitely started those traps too high up the neck though, from what I've seen engineers have pretty regular neck anatomy.

>>642053
>stylization
Not to hate, seriously, but ugh, not really a valid excuse. I'm not pointing any fingers here, 'specially not at you, just dislike it whenever an artist excuses some mistake by saying "oh, it's stylised!"
Fair fair, though, I get that everyone has different preferences, and from the reference material you've posted I see that isn't really a normal sports bra either. I'm just saying those wrinkles look pretty unnatural, even as thin ones.

>>642058
>It is a slow board
Yeah, don't have to tell me. I've been the one keeping our generals refreshed after all. It'd be weird if I didn't. I used "ignoring" because it's my third post telling him about the wrinkles. And I'm fairly sure I've given a decent amount of detail in my criticism, no? Though I'll admit the first two could have used more elaboration.

>> No.642061

>>642059
No problem. Sometimes it takes a while to get the kinks out of a relationship, but remember that giving and receiving is always a relationship. That applies to critiques too. You are helping the person grow and flourish if you make him understand your critique as well as you are putting him down and making him question his work if your criticism fails to resonate with that person.
What you did with these replies is exactly how we should talk. Keep the board alive.

>> No.642063

>>642061
Heh, you speak like you're trying to help a couple fallen out of love. I definitely agree with what you've said and I do try to make sure what I put forth is understandable. In fact, I have a fairly notorious habit of writing complete essays as critiques (if you're able to follow my typing style, you'll note that quite a few very long posts have been by me). Been trying to kick that, since I know people don't really like being talked to like that too much. But I appreciate knowing it can properly help.
>Keep the board alive.
Tryin' my best.

>> No.642073
File: 418 KB, 1366x723, Untitled-1.png [View same] [iqdb] [saucenao] [google]
642073

is it me or is the user base dropping?, use to see a lot more anons posting.

>> No.642076
File: 2.73 MB, 1360x2354, asasa.png [View same] [iqdb] [saucenao] [google]
642076

>>642073
more wips hopefully i'll finish one of these.

>> No.642078

>>642056
Read then watch the anime. Both are great.

>> No.642080

>>642073
Twitter and tumblr have sucked all the oxygen out of independent art communities.

>> No.642151

>>642005
Go for it anon
Post a link when you're done

>> No.642153

here's an animation im working on. Trying to get good at doing faces. Not my model.
Mind giving me criticism and advice?
https://streamable.com/vjvff

>> No.642156
File: 2.49 MB, 5876x3184, mizuki27.jpg [View same] [iqdb] [saucenao] [google]
642156

Javelin pose set. Modeling/detailing of it is mostly done, except for having to rework on the hair to fit the pose better.
Also, started doing some tests on sketchfab.
https://twitter.com/TheGoldenSmurf/status/1041059182911336450

>> No.642158
File: 451 KB, 1620x990, Screenshot_57.jpg [View same] [iqdb] [saucenao] [google]
642158

Which one do you prefer? I was really worried about a lack of color variations so I quickly tried out a different look.

>> No.642159
File: 503 KB, 1919x978, Screenshot_54.jpg [View same] [iqdb] [saucenao] [google]
642159

>>642158
Well, wrong image, I wanted to post a side by side one, but nvm - this is the original version.

>> No.642160

>>642158
This one's definitely better.

>> No.642161

>>642160
Thanks, I really need some other opinions, I can't tell anymore. My feeling about it changes 15 times per minute lol. Yeah, it's clearer when not everything is brown. The only thing is that I kinda wanted to go with an old, poor and simplistic store, and when it has colorful walls, I feel like it doesn't fit well with that aesthetic.

Do you think I could make it more interesting in a different way, where I keep the raw wooden materials?

>> No.642164
File: 404 KB, 1872x763, Screenshot_60.jpg [View same] [iqdb] [saucenao] [google]
642164

>>642161
Side by side, with a third variation on the right. Hmmmm...

>> No.642166
File: 800 KB, 960x540, plank example1.png [View same] [iqdb] [saucenao] [google]
642166

>>642158
>>642159
Both, my dude. The store looks old and run down, the paint shouldn't have 100% coverage. Use a grayscale noise texture (or hand paint something) where black = exposed wood like in >>642159 and white = painted like in >>642158. Then you can use a color ramp or adjust the contrast of the image to determine how much paint is worn off.

Pic related is a quick example I made of what you could do with such a method.

>> No.642167
File: 824 KB, 960x540, plank example2.png [View same] [iqdb] [saucenao] [google]
642167

>>642166
Another example with better paint coverage. You could invert the coverage simply by inverting the grey scale. If you're using blender, I could post the node setup.

>> No.642168
File: 888 KB, 960x540, plank example3.png [View same] [iqdb] [saucenao] [google]
642168

>>642167
Alright, one final example. Just thought of this.

Here, I'm using a grey scale version of my wood texture to determine the amount of paint coverage. This probably produces the most realistic result, as it means the paint wears with the grain of the wood. You might notice more tiling this way. However, you can probably counteract that (and add more realism) by combing the grey scale version of your texture with a noise texture for additional variety in wear. I didn't do that in this picture, but it's a thought.

>> No.642170

>>642166
>>642167
>>642168
Yep, thanks, I agree. I made those wooden planks in Substance Designer and I can probably even make it adjustable in Unreal, I just need to learn how to do it since I'm completely new to SD. I'm rendering this in UE4, so no need for the node setup though. Or I can even make a second version where some planks are also missing and then vertex paint it.

>> No.642172

>>642170
Happy to help. The scene looks pretty good so far. The lighting feels a little off, though. I think the shadows are little too pronounced given how cloudy it is.

>> No.642174
File: 451 KB, 1523x997, Screenshot_61.jpg [View same] [iqdb] [saucenao] [google]
642174

>>642172
Yep, I'm trying to fix the lighting as well.

I might try going with a saturated, sunny goldish filter as well. Honestly, I feel like it would be more eye-catching that way, but the "backstory" I had would be then completely lost. But I want to nail the gloomy rainy mood first. I have these blood stains that dissappear in the rain, a broken window on the right, and the door should be slightly open, like there was someone who entered the building, a shootout happened and somebody escaped while heavily bleeding. That was supposed to be the "story" of it, but I'll see how it'll end up.

Currently looks like this, I think I'm liking it now, but my eyes are not objective anymore and it's late night haha.

>> No.642200
File: 144 KB, 1452x857, scientist1.jpg [View same] [iqdb] [saucenao] [google]
642200

Just doing some more face practice. I think about a few faces per day should be ok. I should get to other bodyparts soon.

>> No.642201
File: 396 KB, 960x540, wip thing.png [View same] [iqdb] [saucenao] [google]
642201

>>641708

Have always liked the subterranean, industrial feel of DooM 3, so that's what inspired this. Not sure if I'll continue with it, but it as fun to make. It reminded me of how fun making awful DooM 3 maps with GTK Radiant was.

>> No.642202
File: 168 KB, 1383x883, pharaoh.jpg [View same] [iqdb] [saucenao] [google]
642202

Some more. It is fun doing sketches like this on the go. Mind just going with it.

>> No.642203
File: 388 KB, 960x540, spooky1.png [View same] [iqdb] [saucenao] [google]
642203

>>642201
And another render.

>> No.642204

>>642201
>>642203
How do I get up on that platform?

>> No.642205
File: 289 KB, 960x540, door.png [View same] [iqdb] [saucenao] [google]
642205

>>642204
By coming in through the door, lol. >>642201 is what you see coming through that doorway. I also plan on adding a ladder where the gap in the railing is.

>> No.642239
File: 149 KB, 1551x788, REEEEEEE.png [View same] [iqdb] [saucenao] [google]
642239

>>641708
How do I prevent my verts to become all unaligned and ugly like pic related? Do I just have to be more careful? Is it just something that gets better the more verts I add? Is it less of a problem than I'm making out to be, because this shit triggers my OCD like nobody's business.

Any tips?

Thanks in advance.

>> No.642270

>>642239
The real question is why do you do this in maya and how do you do this.

>> No.642277
File: 1.50 MB, 3423x3585, gonhxh.jpg [View same] [iqdb] [saucenao] [google]
642277

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

Making gon from hunter x hunter. Best example of what i'm aiming for is this clip.

>> No.642278

>>642277
ANY crit would help. The anatomy is probably pretty bad and i've still got the lower arms/hands to do. Plus work on the face. Be nit picky. Anything will help :)

>> No.642279

>>642277
Plus the legs feel super under developed in comparison to the rest of the body. any body got any suggestions for the legs too.

>> No.642281

>>642239
what are you even asking? you are the one who makes and moves the verts. If you don't like it just move them to where you like it. This is what modeling is.
If you don't like the way something looks with fewer verts, adding more will only make things more unmanageable. fix your issues before adding more edge loops

>> No.642282

>>642239
Be more careful. Move them into place before you add any more detail. That's just what modelling is.

>> No.642286
File: 232 KB, 766x1013, Screenshot_66.jpg [View same] [iqdb] [saucenao] [google]
642286

New version of the front wall! Baking problem on top makes me wanna cry, but such is life.

>> No.642289
File: 339 KB, 1024x1024, Untitled-1.png [View same] [iqdb] [saucenao] [google]
642289

everyone here is so good it makes me want to get better. Working on this animu girl let me know what I can do better on

>> No.642298
File: 141 KB, 1103x788, Test.png [View same] [iqdb] [saucenao] [google]
642298

>>642270
What's the alternative then? I don't get it.

>>642281
The question isn't hard to understand, in my opinion, what's the problem?

Also, things do seem to become cleaner the more geometry I have to smooth things out. The thing I'm having trouble with is describing complex curves as best as possible with only a few quads in a clean way, but I guess that's just not a thing. I am taking ages to make this, though, so not sure.

Why are you being so hostile, by the way?

>> No.642299

>>642298
The alternative is zbrush. Nobody box models from scratch characters anymore. You can of course, but this is really redundant. I still don't get your question. If you have hard time defining shapes, start from easier ones, look at other's models, look at real life references. Nobody is being hostile, you don't just don't ask simple and understandable questions.

>> No.642300

>>642299
>The alternative is zbrush.
Nigga, I'm learning how to model, I've been doing this for 2 days and everyone says modeling is essential even if you plan on sculpting because of retopology.

>If you have hard time defining shapes, start from easier ones, look at other's models, look at real life references.
How would looking at finished models help me decide the shape of my own primitive body parts?

>Nobody is being hostile, you don't just don't ask simple and understandable questions.
I literally simply asked for tips on keeping vertex flow organized, how is that hard to understand?

>> No.642303
File: 300 KB, 2048x2048, simpleRenderRig.jpg [View same] [iqdb] [saucenao] [google]
642303

No real work other then setting up a character light rig, downloaded RapidRid from CG peers and went through a tutorial.

https://www.cgpeers.com/torrents.php?searchstr=rapid+rig

https://www.youtube.com/watch?v=sX_iUaE70iQ

If you want me to get you a copy off of CGpeers just tell me were to upload it for you.

>> No.642304

>>642303
why's she all cut apart

>> No.642308

>>642304
proxy rig from the looks of it. Needs to fix the mouth edges....

>> No.642309

>>642300
>How would looking at finished models help me decide the shape of my own primitive body parts?
You can follow tutorials focused on box modeling body parts. You´ll learn how to create adequate topology for all sorts of forms.

>> No.642310

>>642303
Very cute and appealing. I like how you stylized her.

>> No.642312
File: 256 KB, 581x540, gresge.png [View same] [iqdb] [saucenao] [google]
642312

>>642156
Congrats on the retweet from the man himself

>> No.642313
File: 27 KB, 457x587, Capture.jpg [View same] [iqdb] [saucenao] [google]
642313

working on a sexy character

>> No.642315

>>642286
Shit, what’s your workflow? Looks phenomenal.

>> No.642323

>>642312
holy shit that looks good.

>> No.642324

>>642313
reminds me of Aerith form FFVII

>> No.642328
File: 93 KB, 592x581, Ed.png [View same] [iqdb] [saucenao] [google]
642328

Fairly new to this stuff. Going through the texture right now. Any glaring mistakes in the mesh or the texture layout i should be aware of?

>> No.642333
File: 315 KB, 1432x772, 8562324645.png [View same] [iqdb] [saucenao] [google]
642333

>>641929
Are you proud of me now sempai?

>> No.642339
File: 184 KB, 792x476, 2018-09-17_06-08-27.png [View same] [iqdb] [saucenao] [google]
642339

I don't know how to fix this nose. So many triangles I don't know how, and if I should get rid of. I don't care about lighting errors because I intend to hand paint it, but I don't want to have bad deformations.

>> No.642341

>>642333
Make the bottom pair of testis boobs and you've got me

>> No.642342

>>642298
your op was talking about unaligned and ugly verts. this doesn't make sense because nothing makes those verts except you. if they are unaligned, the solution is simply to align them. and aligned relative to what? adding more edge loops to make it smoother is a natural step in the modelling workflow, but will only create problems later on if you don't have your basic edgeflow correct(which is what I'm guessing you mean by unaligned?).
>hostile
that was hostile to you? do you have wet paper skin?

>> No.642344

>>642303
you sonuvabitch

>> No.642349

>>642333
Hot. Combine the two and give us a dickgirl already.

>> No.642352
File: 124 KB, 1025x851, lucky5.jpg [View same] [iqdb] [saucenao] [google]
642352

Another face.

>> No.642357

>>642277
I'd probably pull his nose out a little more, add some definition to his forearm muscles and detail his boots more.
In the second example, where he has his shirt off, his shorts look weirdly thick. Maybe widen his waist just a little to help reduce that.
Looks good though

>> No.642358

>>642344
I have not used rapidrig for a model yet. Will be using it for the next project. Just trying to streamline my process.

This Xmes I will learn Zbrush so I can model better/faster.

>> No.642359

>>642303
did you download the 1.6 version or is there the 2.0.1 around?

>> No.642360

>>642303
>>642303
hey, )) glad to see your character finalising )))
BTW is rapidrig any better than AdvancedSkelleton?
I've used AS(and suggested it to you at some point) and I really think it's awesome. also they released new version just now.

>> No.642361

>>642315
Thanks! I use Blender, Zbrush, Substance Painter and Designer, and I'm rendering it in UE4. Those blue planks are the only material created in Substance Designer for now, since I just started learning it, and they are displaced with parallax occlusion mapping. A bunch of decals for the dirt, blood etc., a bit of exponential fog and post-processing, which is very important. Don't know what else to say, I can answer if anybody has some specific question.

Basically I made a 180 turn from washed out, rainy scene with an all brown monochrome small store to this and I think I made the right choice. If it was a full town, then ofc, some buildings will be bigger and richer, while the others will be simplistic, but since this is one is the sole focus, I feel it's better to actually make it more detailed and colorful. Provides more interest and space for artistic expression I guess. I just want to keep everything toned down and natural, nothing too saturated and bright.

>> No.642371

>>642328
Looks like you've got pretty even density through out the leg. Model looks really good, too. Great job, dude.

>> No.642378

>>642300
dude drop it and go watch some sculpting tutorials. then you can learn to retopologize which is way easier than what you're trying to do.

>> No.642388

>>642339
Are you the guy doing box modelling? I'm >>642352. I am doing a series of tutorials and will keep it pretty simple. Just my workflow. You should really try sculpting in blender or zbrush for organics.

>> No.642392
File: 15 KB, 353x334, 8d2.jpg [View same] [iqdb] [saucenao] [google]
642392

>>642388
>sculpting in blender
> I am doing a series of tutorials

>> No.642394

>>642388
>Are you the guy doing box modelling?
Well I'm not The guy. It's my first time posting this here.

I've sculpted in 3d coat before, but I can never get the surfaces to look as clean polished as I want them to be.
I'm trying something different this time. My plan is to bake normal maps from high subdivision of subsurface modifier.

I am probably still going to sculpt the body, but the only way I can think of working around my lack of ability of getting clean surfaces is to maybe just deforming primitives, and staying far away from any type of brushes.

>> No.642405
File: 130 KB, 1040x837, face_tut.jpg [View same] [iqdb] [saucenao] [google]
642405

>>642392
Nope. I sculpt in zbrush. I use blender for rigging and animation as well as scenery. I proposed he uses blender as an alternative to zbrush.
The tut is about 26mins but I have to edit it. First time doing it.

>> No.642407
File: 307 KB, 965x1035, Screenshot_75.jpg [View same] [iqdb] [saucenao] [google]
642407

Another update. Trying to find a better font for the signs.

>> No.642410

>>642407
Why not hand paint it? It's not like they had printed signs in wild west.

>>642405
so is it gonna be zbrush oriented, anatomy, your workflow overview?

>> No.642412

>>642410
I know, guess I will have to do that since every font I found is horrible.

>> No.642413
File: 516 KB, 1920x1080, 1.png [View same] [iqdb] [saucenao] [google]
642413

lord sama bryce kun is in the house.

gonna handpaint everything. just gotta finish the AK47 and the feet and legs then I'll render in marmoset.

>> No.642415

>>642405
Those who cant do, teach.

>> No.642416

>>642410
Mostly faces. I might even do a series of speed modelling vids. I have to set up audio for later vids because I have a malfunctioning mic. I will probably do a lot of these just to explore and advance my skill and help you guys get started. It is kind of like - is you see someone suck, you will be more eager to do it, thinking you couldn't suck more than that person.

>> No.642417

>>642413
it maybe from that angle and because of latissimus dorsi, but is seems like he is arching his back. Other than that, I really like it. I dig that body type.

>> No.642418

>>642415
That's me!

>> No.642419

>>642410
There will also be a facial topology vid soon and texturing in zbrush.

>> No.642421
File: 166 KB, 640x780, 734545354.png [View same] [iqdb] [saucenao] [google]
642421

>>642341
>>642349
THIS ONES FOR YOU /3D/ADS

>> No.642436

>>642407
/gd/ here, look for a slab-serif font.
Rockwell or something. Or just handpaint it like another anon said. Things that big wouldn't have specific fonts because of the size. Just try to make it bold and chunky.
Take a look at old handbills for an example of what style fonts are used. Might help later on.

>> No.642440

>>642359
Rapidrig 2.2.5 Haven't tried it on a model yet but the script runs without error.

>>642360
I tried another script, I think it was advance skeleton. Couldn't get it to work. Yeah I remember you telling me so I wont eat up so much time rigging the old fashion way.

>> No.642445
File: 657 KB, 2560x1600, 1374036685946.png [View same] [iqdb] [saucenao] [google]
642445

too many dicks on this board

>> No.642455
File: 133 KB, 770x844, 878574656.png [View same] [iqdb] [saucenao] [google]
642455

>>642445
Tell that to the seminal specter

>> No.642463
File: 163 KB, 1257x868, face_tut1.jpg [View same] [iqdb] [saucenao] [google]
642463

The speed modelling vid is up at - https://www.youtube.com/watch?v=9UMbQjPybSg.. There is a lot more to come just on this face but I will be dong other faces too now that I know how to make vids.

>> No.642464
File: 246 KB, 1587x1065, akko_model.png [View same] [iqdb] [saucenao] [google]
642464

Feedback on the shape? Ignore the tri smoothing on the legs and neck.

>> No.642465
File: 125 KB, 398x428, akko.png [View same] [iqdb] [saucenao] [google]
642465

>>642464
she seems too stretched, especially the torso. might be the perspective Lack of any hints of ribcage doesn't help

>> No.642466

>>642465
I based it off the proportions of the clothed model so perhaps I need to shift the chest down some more. I'll try defining her ribcage too.

>> No.642473
File: 101 KB, 584x704, 2018-09-18_12-41-49.png [View same] [iqdb] [saucenao] [google]
642473

>>642339
So the nose is a BIG part of the design, but I'm still not sure about it. What do you anons think?

>> No.642474
File: 1.20 MB, 2108x2080, mizuki29c.jpg [View same] [iqdb] [saucenao] [google]
642474

Working on the texturing, lighting, rendering (on UE4).

>> No.642478

>>642474
nice

>> No.642481
File: 223 KB, 692x880, I'm done.png [View same] [iqdb] [saucenao] [google]
642481

I finally finished my first practice project (took me 18 days from scratch)
how did I do overall/what are glaring problems I need to practice. I think gesture in 3d is a big one.

>> No.642532
File: 1.07 MB, 800x446, Golemturnt1.webm [View same] [iqdb] [saucenao] [google]
642532

Finalized the design and UVs
Onto the high poly

>> No.642534
File: 276 KB, 960x540, EF2000_1.png [View same] [iqdb] [saucenao] [google]
642534

I think I'm finally starting to get good at making aircraft. Did this in a couple hours. Suggestions on how to do panel lines are welcome. Do I actually have to build my topology around every individual panel, or is there some other way I can make accurate panel lines?

>> No.642535
File: 340 KB, 960x540, EF2000_2.png [View same] [iqdb] [saucenao] [google]
642535

>>642534
Another picture. Suggestions on how to make accurate lines of rivets are also welcome. I feel like once I get panel lines and rivets down the aircraft will really start to look a lot more realistic.

>> No.642536

>>642535
https://www.artstation.com/artwork/Bl9vk
Here you go.
That's nice actually, good job. Try doing rivets by extruding vertices along an edge. I dunno if this is a thing in the software you're using, but in 3dsmax it is and it does wonders sometimes.

>> No.642540 [DELETED] 
File: 2.46 MB, 1920x1080, aging_detail.webm [View same] [iqdb] [saucenao] [google]
642540

Heres a little webm of detail layers.

>> No.642543
File: 2.89 MB, 1280x720, aging_detail1.webm [View same] [iqdb] [saucenao] [google]
642543

Here is a better version of the face detailing. I did it on two layers. One for pores and stubble while the other for basic wrinkle and facial aging deformations.

>> No.642548
File: 2.28 MB, 1920x1080, EF2000_3.png [View same] [iqdb] [saucenao] [google]
642548

>>642536
I'm using blender, but regardless, this guide is super helpful. Really great stuff. Did you make it?

Also, I was experimenting with ways of doing panels non-destructively using modifiers in Blender. Basically what I did was:
1.Duplicate my mesh and cut it up into panels
2.Use a shrink-wrap modifier to make it "stick" to the surface of the aircraft
3.That mesh gets extruded with a modifier
4.Smooth to make the panels contract very slightly and reveal the gaps between them.

The nice thing about this is that its slightly less dependent on topology quality, and is insanely easy to change at any time. You can see the results in pic related. I've exaggerated the lines slightly to make them a little more visible.

>> No.642549
File: 1.47 MB, 1920x1080, EF2000_4.png [View same] [iqdb] [saucenao] [google]
642549

>>642548
Also, you can make the plane look retarded.

>> No.642550
File: 229 KB, 718x856, 2018-09-19_02-20-39.png [View same] [iqdb] [saucenao] [google]
642550

I'm going to add the rest of the hair later. I changed the eyes for spheres with a lattice. It's my first time trying out that technique, and I regret not doing it earlier. I especially recommend using it for cartoon, anime characters with flat eyes.

I added extra loop to eyelashes to curl them up even more, but is it better than just using quads with alpha mask instead?

As you can see I also have a lighting problem in the top eyelash, probably due to too many edges connecting to one vertex.

>> No.642566

>>642550
Is it supposed to be Ty Lee?
You're not too far off. The nose isn't as wide as what you have now though. Make it less wide and you should be good.

>> No.642569

>>642566
Yeah, I think she is more recognizable now with the hair.

She has probably the widest nose out of all tla girls, and it becomes more rounded in last season. It's hard for me to judge it thou, I'm going to try tone it down. Thanks for your feedback.

Since their faces are cartoony, there are only few features that I need to get right to have them look like the original designs. For Ty Lee it's her big eyes, rounded face, and wide, round nose. It's funny because all those features are in kids, which makes it hard for me to see the difference between her face from the series, and her younger self from flashback.

I would like to make the flashback version too, probably as a blend shape, but I don't know what I would need to change.

Anyway, I am finishing her hair, but I ran into problem >>642565

>> No.642575

>>642569
I solved it
x-mirror was on

>> No.642580
File: 152 KB, 758x730, 2018-09-19_07-02-14.png [View same] [iqdb] [saucenao] [google]
642580

There is always one more vertex you can always tweak, but I think I am done with the head. I made few adjustments, so I hope the nose looks better now.

The ponytail is separate from the head. I wasn't sure if I should keep it all straight, or bend it in the direction it's mostly going to be hanging.

Next weekend I may either reuse a body mesh from previous project, and adjust it, or sculpt a new one.

I look forward to making clothes as well (starting with bikini ad spats dress), because I never made any clothes (I tend to abandon my projects)

>> No.642581

>>642580
shes a little ugly right now but if you give her some really nice flat shaded textures she could be hot

>> No.642583
File: 2.61 MB, 1328x940, Turnt HP.webm [View same] [iqdb] [saucenao] [google]
642583

>>642532
High Poly Progress

>> No.642586

>>642581
What's ugly about the shadeless model? I know textures can change a lot, but I would like to get the most out of the mesh.

>> No.642587

>>642583
His back is kinda boring. You have these tentacles coming out, but there are no hole for them to come out off, no cracks, it's empty.

>> No.642599

>>642156
>>642312

Gratz OPM anon

>> No.642616
File: 61 KB, 384x499, 51pi4lrxUXL._SX382_BO1,204,203,200_.jpg [View same] [iqdb] [saucenao] [google]
642616

>>642481
I think the pose lacks movement, there is this thing in illustration called "dynamic posing" that helps with the reading of the image and gives personality to the model.
My recommendation is that you should study that concept and apply it to your model, there is this book called "dynamic life drawing for animators" it has a lot of examples and it's pretty useful to learn that concept.
In general I would say that it looks pretty good anon, keep up the good work

>> No.642620
File: 572 KB, 1942x1316, Diner_01.jpg [View same] [iqdb] [saucenao] [google]
642620

Working on a Diner scene

>> No.642639
File: 47 KB, 217x190, 1480651040290.png [View same] [iqdb] [saucenao] [google]
642639

>>642616
thanks for the help anon
I read that book once but it kind of confused me (mostly because I was inpatient at that time). I'll try reading it again and googling for more resources
>keep up the good work
thank you, I wish the best of luck for you too

>> No.642670

>>642620
borgar

>> No.642710

>>642616
Don't promote that shitty book that mentions "Force" every 2 fkn minutes.

It's like the author read a book on branding and forgot he's writing for artists, fkn idiot.

>> No.642726

>>642710
Agreed, artists are retarded little children.

>> No.642731

>>642710
you should not read it as a novel.. (i know that you know, but still you are underlining feature which does not matter.. )

this books are awesome, I would not reccomend it to absolute beginners tho..

>> No.642739

>>642474
I think that your material work has improved a lot

>> No.642769
File: 121 KB, 1280x720, Big promises but all talk.jpg [View same] [iqdb] [saucenao] [google]
642769

Remember that guy who modeled a low-poly bunny girl, last December? Well, that's me. This is pretty much the last time I made a small animation for this model only. I'm thinking about making a "slightly-higher-poly" model of Vivi in the future, along with a different character.

In the meantime, here's an image that has a potential use of exploitation.

>> No.642770
File: 538 KB, 1361x737, Klash9.png [View same] [iqdb] [saucenao] [google]
642770

>>642769
In case you're wondering (or not), I was quite busy. The last time I was active into this board was the time I modelled Skarpne, that mayo alien slut-lady for a long 35-min timelapse video modelling her. During that time, I made some small 3D things, most of which were for that PC game, Re-Volt. The most popular model that came to be was when I made some Youtuber's ship for the game as a simple challenge, along with an unrelated track (pic related) which is not yet finished as of September 20th.

Wanna tell you a secret? I made two variants for the bunny girl: One from the pic above, and the other without the dress, but with the legs & shoulders remodeled. The latter was used as a reference for my 2D drawings.

>> No.642810
File: 749 KB, 893x528, chair.png [View same] [iqdb] [saucenao] [google]
642810

chair

>> No.642849

>>642473
>>642550
I was going to say yesterday before I saw that you fixed up the face a bit in the picture with the hair on, you fixed up most of the things that looked off to me except for the edge of the face around the eyes. It bulges out around the eye socket and makes her look like she has a monkey skull. I think it needs to look more concave

>> No.642866
File: 263 KB, 1406x721, 2018-09-21_11-24-40.png [View same] [iqdb] [saucenao] [google]
642866

>>642849
Thanks for your feedback. I worked on the model before going to bed. I see what you are saying and decided that the eyes were too deep in the skull, I hope she doesn't look like a monkey anymore (even thou that wouldn't be out of character).

I made other adjustments, mainly to the mouth area, because it really bothered me. I found some images of her wearing lipstick, and that gave me a better idea what shape her lips are.

I am going to star working on her body over the weekend, and probably still doing some minor touch ups when anons or I notice something off.

>> No.642877

>>642866
Yeah that looks much better! the mouth also looks nicer too with that change and I have to say you're taking feedback really well. keep it up and I'm sure this'll look great at the end

>> No.642913
File: 19 KB, 540x359, 1478853.jpg [View same] [iqdb] [saucenao] [google]
642913

>tfw too poor to afford anything
>tfw too stupid to pirate shit
>tfw too stupid to understand blender

All I ever wanted was to create and animate thicc Animu waifus getting gang raped by fat guys with monster c*cks. Why can a man not enjoy the simple things in life? Why can I never have the nice things? Why am I a 100 IQ normie retard?

>> No.642915

>>642076
cool. Cooler than that black n white trash someone keeps spamming.

>> No.642923

>>642913
because you don't try

>> No.642937
File: 174 KB, 622x622, urdad.png [View same] [iqdb] [saucenao] [google]
642937

>> No.642938
File: 240 KB, 787x851, NMF.png [View same] [iqdb] [saucenao] [google]
642938

How does the face shape look?
I'm having a lot of trouble with her when she's shaded.
First time box modeling a real person's face, and she's famous, if you can guess who she is.

>> No.642948

>>642938
Chin and jaw look too narrow and protruding to me but I don't know if you're going off a reference or not. Bridge of the nose seems too shallow as well. So bring the nose forward and chin back

>> No.642949
File: 74 KB, 594x620, WIP.png [View same] [iqdb] [saucenao] [google]
642949

What do you think this is when you first look at it?
Just wondering if it's recognizable as what it's supposed to be or if I need to work on the profile and features more.

>> No.642950

>>642949
Gives me an invader zim impression.

>> No.642953

>>642949
Kinda looks like those jaw monsters on those deep sea girls from kancolle

>> No.642956

>>642953
>>642949
Wait is it a burger monster with an olive on top?

>> No.642957

>>642950
>>642953
>>642956
Thanks for your feedback! Everything helps!

>> No.642960

>>642938
>>642948

It's a famous person so with a plastic surgery ladened face you never know.

>> No.642961
File: 1.23 MB, 1200x1498, nicki-minaj0.jpg [View same] [iqdb] [saucenao] [google]
642961

>>642960
>>642938
>>642948

It's supposed to be Nicki Minaj, but it doesn't look quite right, and I'm not sure if it's just because of the way her makeup is done.

>> No.642962
File: 339 KB, 806x818, nm front.png [View same] [iqdb] [saucenao] [google]
642962

>>642961

>> No.642967
File: 2.33 MB, 1920x1080, 1.png [View same] [iqdb] [saucenao] [google]
642967

>>642949
Looks like some kind of mimic to me.

Currently working on a Facehugger from Alien. Tail is done, body is mostly done. Just gotta do the legs and vagina mouth then I can retopo for baking and texturing.

>> No.642971

>>642967
>Looks like some kind of mimic to me.
Great, thanks for you feedback!
Also, that facehugger looks legitimately disgusting and as I remember them from the films (sans legs and some stuff). Good job. Is it for a project or just practice?

>> No.642977
File: 2.08 MB, 1920x1080, compare.png [View same] [iqdb] [saucenao] [google]
642977

Been working on some pyro and shading stuff

>> No.642979

>>642949
some kind of chest with cartoony human teeth.

shading looks cool, but you can do better I'm sure ;) outlines ar too thick and agressive' and too black

>> No.642980
File: 494 KB, 200x160, 1521423804732.gif [View same] [iqdb] [saucenao] [google]
642980

>>642979
Thanks for your feedback.
Outlines look better in motion than they do in a screenshot, fwiw.

>> No.642981

>>642961
I know how people look on NM, "trash, hoe, etc.." lol.
and they always overlook how fucking awesomely her music videos are done! I mean not because "butts" or "THICC", but how colors are picked and mixed with each other, how awesome is the composition of it all, pacing, post, editing, etc... is always done on very cool and high level way.
I'm not her fan or anything btw, I have not even listened her on my own, like ever..

everything that aside..
jeeez her face looks like trashcan... at least in this photo.. if you scratch her face, you'll scrape of 200-300 g of makeup, with just one swipe..

>> No.642993

>>642977
The right one looks pretty rad.

>> No.642997
File: 2.42 MB, 1986x2080, boros30b.jpg [View same] [iqdb] [saucenao] [google]
642997

>> No.643002

>>642997
This is why animu designs generally don't work in 3D.

>> No.643014

>>643002
Sounds more like you don't have the required taste to like it in the first place.

>> No.643015
File: 236 KB, 1208x972, CBP_G_28.jpg [View same] [iqdb] [saucenao] [google]
643015

WIP hand design of hers >>

>> No.643016
File: 536 KB, 1448x969, CBP_G_29.jpg [View same] [iqdb] [saucenao] [google]
643016

>>643015
I think I'm overdesigning it , but I also think it looks cool ...


Arm is her [pic related]

>> No.643017

>>642997
that armor is a mess.. it looks like childs scribbles,

>> No.643018

>>643017
That’s some extra retarded comparison.

>> No.643020
File: 310 KB, 1705x1123, 1537625344142.jpg [View same] [iqdb] [saucenao] [google]
643020

>>643018
just look at it..
are you blind?

>> No.643021
File: 298 KB, 939x1037, Screenshot_91.jpg [View same] [iqdb] [saucenao] [google]
643021

I'm reaching a point where it seems like there was not much done since the last update, but it's just because I'm working on details and tiny props. Thanks for the font recs btw. I went with both handpainted and slab-serif for the General Store sign.

Not used to the scenes with this amount of assets, feels like I've been grinding for months haha.

>> No.643022

>>643020
It would look find in a video game. your autisim is keeping you from completing anything because it all has to be "just right".

>> No.643024
File: 306 KB, 1454x937, CBP_G_30.jpg [View same] [iqdb] [saucenao] [google]
643024

the wires


>>643021
this looks very, very cool. glad to see good envo artist, which is rarity here ))

>> No.643025

>>642977
what renderer is that?

>> No.643026

>>643024
Ha, thanks man. I can honestly say the same about you. I love your characters and the amount of detailing.

>> No.643028

>>643025
Redshift.

>> No.643031

>>643021
Is that even 3D?

wires man, need proof.

>> No.643032

>>643022
>It would look find in a video game
maybe in oblivion fan mod
>your autisim is keeping you from completing anything because it all has to be "just right".
what? where the did you even get that?
I'm not putting out model after model beause I work. and my work is also on creative side, I can not come from work and do 3d after that.
+ social life..
your assumptions are retarded
really.. show me a game character with this kind of mess on it.. >>643020

>> No.643036

>>643032
> + social life
You sound like a massive projecting loser. But let’s see what your "creative side" can do.

>> No.643037
File: 536 KB, 1918x1038, Screenshot_92.jpg [View same] [iqdb] [saucenao] [google]
643037

>>643031
Here it is in a detail lighting view. I really like this view mode.

>> No.643039

>>643036
hahaha you forgot to guess how mych my mother weights tho.
chill dude, I just said that armor on the fanart you've done sucks (it does, it has seams all over it, it is baked poorly, it is sculpted poorly, etc..)
and you started analysing my life, which you can continue if you really want.

>> No.643040

>>643039
> and you started analysing my life

No, you’re the one who started boasting about having a "social life".

>> No.643042

>>643014
Bro I can enjoy anything if it is done in tasteful way, even %currentYear% """art""". You can be good at modelling stuff, but if you can't redesign something to both work in 3D space and still be tasteful that's only your fault.

>> No.643045
File: 2.67 MB, 1431x803, Capture.png [View same] [iqdb] [saucenao] [google]
643045

>>643021
The mud repeats/tiles pretty clearly.
Looks cool though.

>> No.643048

>>643045
Thanks, yep, you're right. I'm saving the ground and the background/sky for last, haven't worked on them at all yet.

>> No.643049
File: 31 KB, 720x644, 1518305364761.png [View same] [iqdb] [saucenao] [google]
643049

>>643048

>> No.643080
File: 374 KB, 912x1600, IMG_20180905_220804.jpg [View same] [iqdb] [saucenao] [google]
643080

hand study before sculpting.

>> No.643081
File: 353 KB, 1011x1077, 4.png [View same] [iqdb] [saucenao] [google]
643081

>>643080
base mesh complete

gotta learn UV unwrapping in Max. I only know how to in Blender, but want to learn Max too.

>> No.643082
File: 358 KB, 1487x1079, 3.png [View same] [iqdb] [saucenao] [google]
643082

>>643081

AKM all modeled except bolts. Gonna unwrap it, and then texture it in Substance.

Time to pirate a tutorial on substance :^)

>> No.643101
File: 1.07 MB, 1920x1080, PEACHER_02.png [View same] [iqdb] [saucenao] [google]
643101

I've jumped on the meme train.

>> No.643102
File: 154 KB, 1414x796, trish.jpg [View same] [iqdb] [saucenao] [google]
643102

>>643081
Hey! What do you think about my asian lady?

>> No.643104
File: 92 KB, 555x752, 2018-09-23_05-54-40.png [View same] [iqdb] [saucenao] [google]
643104

I'm getting the "shitty animu/mmd body" vibes from this now. I'm not sure if that means I am on the right track given the look of the character, but that body sure doesn't look like hers at this stage.
Looking at the references, I see I need to make her waist even thinner, but I'm not sure how I feel about that.

Is her belly button too high, or waist too low?

>>642877
Thank you, I need to get the most out of all the feedback I get. I understand I am not experienced enough, and different people are able to spot different things, so I find threads like this a huge help.

>> No.643105

>>643042
I’m curious at how you would redesign it to become "tasteful".

>> No.643106

>>643102
I'm getting a really strong Flashgitz animation vibe from this

>> No.643107

/3/ without bryce-kun's stalker is weird.

>> No.643108

>>643102
break everything into its most simplistic forms.

>> No.643111

>>643104
I'm no expert but I think her ribcage/uper torso needs to be longer, or maybe it's just her chest size making that area look too small.

>> No.643112
File: 342 KB, 1342x824, 2018-09-23_08-32-19.png [View same] [iqdb] [saucenao] [google]
643112

This is what I got now. I decided to go with a different matcap. I am not sure what matcap is best used for showing models here.

I decided to get rid of the modeled bellybutton, I am just going to paint it later.

>>643111
Yes, that could be the case. I am reusing a base mesh I made some time ago. I was made for really short characters with small chests and exaggerated butts. I think I am done reproportioning for the most part. I'm going to wait and see if anyone posts something I should change

>> No.643115
File: 636 KB, 1261x1058, Mallow_Head_WIP2.png [View same] [iqdb] [saucenao] [google]
643115

Here's a weeb trash head I've made, I'm trying to figure out how I'll make the eyelids open with either blend shapes, joints or both

>> No.643116

>>642286
Where do you get your textures?

>> No.643118

>>643037
Impressive mate!

>> No.643123

>>643115
This is some great weeb trash m8.

>> No.643124

>>643118
Thanks!

>>643116
I made all the textures with Substance Painter and Substance Designer. Mostly SP, though. Only decals are from textures.com.

>> No.643132

>>643106
ah. Now, I'll devote more modelling time to watching toons.
>>643108
Like cubic and round? Do you have any tutorial?

>> No.643140
File: 1.24 MB, 1504x2742, IMM_1.jpg [View same] [iqdb] [saucenao] [google]
643140

Belt Harness brushes I generated D:
should I start selling them?

>> No.643141
File: 140 KB, 1708x548, trish3.jpg [View same] [iqdb] [saucenao] [google]
643141

>>643140
yup. I'm broke so you can give me 4chan discount maybe?

>> No.643154
File: 121 KB, 916x634, trish2.jpg [View same] [iqdb] [saucenao] [google]
643154

Some more. Made her a bit younger.

>> No.643161

>>641839
Titus, the breast god.

>> No.643164

>>642277
I want to suck his dick.

>> No.643168
File: 1.98 MB, 2693x2082, IMM_4.jpg [View same] [iqdb] [saucenao] [google]
643168

here are some more

>>643141
)) for sure. I'll post it here for free.. with request that you guys won't share it

but not before I'll put it on store sites..

>> No.643170

>>643168
GREAT! I will also retopo the heads I do once I am done and load them up too.

>> No.643189
File: 539 KB, 1920x1080, koopahime_body_x.png [View same] [iqdb] [saucenao] [google]
643189

Starting to flesh things out.

>> No.643190
File: 1.15 MB, 2623x1592, hero10b.jpg [View same] [iqdb] [saucenao] [google]
643190

>> No.643191
File: 202 KB, 1920x1080, Apartment.jpg [View same] [iqdb] [saucenao] [google]
643191

>> No.643200

>>643190
Is this a dwarf because if it's not a dwarf the proportions of the arms are off. When the arms hang at the side the elbow falls roughly where the navel is.

>> No.643202
File: 322 KB, 1141x1038, Eyelash.png [View same] [iqdb] [saucenao] [google]
643202

>>643190
cute, i am making eye lashes

>> No.643206
File: 2.53 MB, 441x443, Vietnam_Marine_Test1.gif [View same] [iqdb] [saucenao] [google]
643206

WIP Vietnamese marine
Trying to get used to sculpting in Blender.

>> No.643207
File: 62 KB, 720x960, VietnamMarine.jpg [View same] [iqdb] [saucenao] [google]
643207

>>643206
reference

>> No.643216

>>643168
You can defintely put that shit on gumroad, I don't use zbrush, but it looks dope enought that it will definitely make some profit

>> No.643218
File: 495 KB, 512x512, 2018-09-24 22-07-23_Trim (2).webm [View same] [iqdb] [saucenao] [google]
643218

Tried out some blendshapes with the eyelashes to see if it looks ok, I think adding this to the eyelids being attached to joints could work

>> No.643220

>>643218
plus points for using Maya.

>> No.643225

>>643218
negative points for using Maya.
negative points for anime.

>> No.643226

hey guys my buddy asked me to make a 3d model recently. he wants me to make a base for this statue he is 3d printing. I subdivided the base 4 times so the edges are as smooth as I can get them. The file size seems pretty high for such a simple shape (20M). I tried decimating it but I don't like the results I got. I decided to dissolve all the vertices on the same face but this caused N-gons to form. I was wondering if N-gons on a 3D printed model is fine.

>> No.643229
File: 615 KB, 1123x695, Blendlet.png [View same] [iqdb] [saucenao] [google]
643229

>>643225
Would you rather I use blender?
I only started using it yesterday but I'm learning to use it too

>> No.643232

>>643170
you know what you should do with heads besides that, you should create VDM brushes with them.
btw, which brushes are you using during sculptinc process?

>>643216
tnx, and this is some portion of it all. i also have shitton of chains, ropes, etc all with variations.
oh and the best thing is, that all this brushes have UVs. if ,you,ll use many repeating parts like buttons or spikes, they'll have unraped uvs on same place.
same goes with belts and harnesses, all variations go with each other and uvs are also connected

>>643225
>negative points
why? which one is better 3d softwere than Maya?
I mean as general tool? also if you know coding even on basic level, it becames even bettter.. and if you are fucking 3d artist you must learn shit like that

>>643226
ngons are fine during 3d printing. also decimate with more density. it

>> No.643236

>>643206
very, very cool choice of concept art !!
huge bonus for that ))

but your model has some problems, first ones are, his hands and feet are tooooooo tiny, especially feet.
he is wearing boots inside that waterproof pants, enlarge feet much more.
that pants and shoes should be one piece. otherwitse it defeats it's purpose.
you can see it on concept that it's one full piece.

>> No.643238

>>643229
Use what you think is easier dude, don't listen to fags

>> No.643239

>>643238
I know, they're all just tools to use at the end of the day

>> No.643240

>>643239
Did you sculpt and retopo or did you modeled the mesh directly (oldschool)?

>> No.643244

>>643240
Oldschool

>> No.643245

>>643229
>>643232
>why? which one is better 3d softwere than Maya?

CINEMA4D

>> No.643247

>>643244
respect my man.
Not many people here have the skill, patience and will for doing that.

>> No.643249

>>643232
>which brushes are you using during sculptinc process
Check my video - https://wwwDOTyoutube.com/watch?v=9UMbQjPybSg
I will do more of these soon. I use STANDARD to get out some forms, a lot of MOVE tool, somebody in here has pointed me to the magic of the SLASH brush and I also use CLAY TUBES and BUILD to get the forms.
I like using the STANDARD to dig into the forms. MOVE and STANDARD remind me how I do IRL sculpting.

>> No.643251

This is the closest thing to a general thread on the front page so I'm going to use it to vent. Again.

Quixel Suite; I fucking HATE you. Seriously. You are the shittiest, most buggy, poorly designed, inconsistent piece of shitbox fuckware I have, ever - EVER - used. I have a 1080ti, a 10c i9, 48gb RAM, 1tb m.2 PCIE storage and you STILL run like a fucking DOG.

God fucking dammit if it weren't for the quality of results I eventually get out of QS and the fact that I actually *paid for this shit* there is no fucking way I would continue to use it. But I keep coming back like an abused wife.

Oh... and if you're wondering why Quixel is just such a fucking weird, all-over-the-place kind of company that comes up with insane/bad ideas that are poorly implemented - here's why:

https://www.youtube.com/watch?v=2QvLoIzGJxc

That really is the fucking CEO. He's like, 13 or something. And I give him money on a monthly basis.

What the fuck.

>> No.643253

>>643251
Rip all the Quixel maps from the program and put them into Substance Painter, then use that.
Its a painful process, but you only have to do it once and then you're free.

>> No.643254
File: 36 KB, 300x300, 6c585dd94a694103927485114f6b2147.jpg [View same] [iqdb] [saucenao] [google]
643254

>>643245
t. guy who only creates flying logos and never did any serious character animation

>> No.643256

>>643245
why? Because it is super easy and has prettier buttons?(i kinda think that's your main reason) i really like c4d-s UI it's awesome, and I like C4d in general, I started with it. But it is not general 3d software. Just having features does not mean that they work well.
C4d is specialised software for graphic design. It has shitton of awesome shit. But still it is specialized software.

It's stupid to compare it and maya..
maya iS the fullest package in 3d, which has the most working tools.
(As I said) I fucking like c4d tho.

>> No.643270

>>643256
h and BTW maya MASH becomes freacking powerful shit as graphic design goes..
I'm gonna delve in it, but I don't think it will come closer to c4d stuff, especially it's After Effects intergration..

>> No.643291
File: 199 KB, 1377x848, warren1.jpg [View same] [iqdb] [saucenao] [google]
643291

Playing around with some matcaps I found in the zbrush repository on zbrushcentral. Looks fun.

>> No.643293

>>643190
Shiiiiiit I remember this one, I think I saw it a few years back, or maybe a year I dunno.
You're still working on it?

>> No.643361

>>643236
>tiny hands and feet
Yeah, now that you mention it, I see it. Luckily they're separate parts, so they'll be easy to upscale.

>pants and shoes should be connected
Yes, ran into some trouble first time I modeled the bottom, so I took some artistic liberties. Should probably make them merge more closely, though.

Thanks for feedback!

>> No.643375

>>642937
I lost

>> No.643376
File: 384 KB, 1715x1807, EVDPlKm.jpg [View same] [iqdb] [saucenao] [google]
643376

>>642913
>weeb
>self-censors the word 'cocks'
>can't into piracy
>aspires to be a blendlet

why even try anon

>> No.643386
File: 514 KB, 1010x703, Deathclaw1.png [View same] [iqdb] [saucenao] [google]
643386

>>643229
I gave the anime trash a rest tonight to try out Blenders sculpting a bit, It's pretty fun.

>> No.643394
File: 51 KB, 474x394, 1411684037112.jpg [View same] [iqdb] [saucenao] [google]
643394

Are there any professionals here?

Or is it just a place for weebs\3d wannabe experts\I'm learning this new x software ?

I see a lot of weeb related 3d stuff, pretty much useless and never seen a single big completed project on here? Is it just a place to laugh at 3d noobs ?

>> No.643426
File: 66 KB, 702x800, brainlet.jpg [View same] [iqdb] [saucenao] [google]
643426

>>643394
what do you define a big completed project? Professionals get payed to do projects, so why the fuck would they post them here? There are tons of completed models and such, but nobody wants to make a feature length film as fucking hobby project

>> No.643446

>>643394

No professionals. It's a place to laugh at 3D noobs like yourself.

>> No.643452

>>643446
Noobs laughing at noobs, to be more precise. It's quite adorable.

t. Noob.

>> No.643462

>>643394
Depends on what you call a professional.

>> No.643465
File: 464 KB, 651x876, hero3_wip1.png [View same] [iqdb] [saucenao] [google]
643465

>>643200
Yeah, fixed the arms lenght.

>>643293
More like I’m redoing the model from scratch. The first one was litterally my first female model and I also updated the character design itself. The original is still on sketchfab.
https://sketchfab.com/models/500e9610615c4a2aa68e4e381731e836

Ideally I'll also try to do a v2 of the whole video project the model was part of.
https://youtu.be/ountSH1rCU0

>> No.643471
File: 3.67 MB, 1920x1080, 2d_outline2_recover-Temp0023.png [View same] [iqdb] [saucenao] [google]
643471

learning autocad for school (surveyor)

modeling my apartment atm.

>> No.643480

>>643471
Could you distort perspective even more? Why render from knee-height view?

>> No.643482
File: 393 KB, 640x360, shit_nigga.gif [View same] [iqdb] [saucenao] [google]
643482

>>643471
Dwarfs in Noiseland: A Autocad Tale

>> No.643486
File: 812 KB, 1277x1075, koopahime_body_04.png [View same] [iqdb] [saucenao] [google]
643486

>> No.643501

>>643480
I used a 14mm lens that I typically use when shooting interiors. Height was just to emphasize the props. Why does it matter?

In photography it's common to use wide lenses In tight spaces to make it look larger.

>> No.643506

>>642158
the cold version but add a warm light inside

>> No.643509

>>643486
ugh

>> No.643522

>>643291
good blockout
shitty material

>> No.643523

>>643486
was only a matter of time
you need to clean up some of that face
first lower the entire face down in the head, top of your head is too small so lift it up
dound up that nose eyebrows connection, its the only sharp angle in your face and dosnt match the style, push sides of cheeks a bit forward, you almost have none for a woman this big, should be round shapes everywhere same goes for face, lowering the entire face should help you fix that chin

>> No.643524

>>643386
not bad, how well does it run compared to zbrush?
i only used modo sculpting and it was too slow to do much outside of basic blockouts
maybe i will try newer blender version and see if its better than before

>> No.643525

>>643524
>how well does it run compared to zbrush?
Sorry I wouldn't be able to tell you, I haven't really given Zbrush a proper go because I struggled with its UI But Blender sculpting lacks a lot of functionality that Zbrush has like Polygroups and sculpt layers. Despite that blender seems to work ok

>> No.643531

>>643524
compared to Zbrush it will be bad.. i have not tested it, but technically it will be very, very hard for blender to handle same amounts of polys as Zbrush does.
Polygroups, Masking, Layers, IMMs, Deformers, Dynamesh, ZREMESHER, etc.. (maybe some of these features are in there, but I don't think that it'll work with the same efficiency)
and most inportantly Brush collection

>> No.643532
File: 2.28 MB, 1920x1080, Flanker_1_A.png [View same] [iqdb] [saucenao] [google]
643532

Attempting to make a Flanker. This is my best attempt so far, so I'm on cloud nine atm, but I'm going to restart. I've learned a lot and I want to do the topology differently, and I think the model will be better because of it. Pic related is a quick render I set up for it. It unfinished, obviously, hence the somewhat awkward framing. Overall, I am pretty happy with how the image turned out. Can't wait to have an even better model.

>> No.643533
File: 1.69 MB, 1920x1080, SU-33.png [View same] [iqdb] [saucenao] [google]
643533

>>643532
Sukhoi replication facility wire frame render and project theme:
https://www.youtube.com/watch?v=B5Js_nL0aXI

>> No.643546

>>643016
Design is fine, but she's ugly as hell and not sexy at all, that's the problem

>> No.643547

>>643533
When i did my early aircrafts a method i tried which was useful was building sections/ pieces then doing a retop to combine into a 1 piece shell.

It was helpful as i only had to build certain cut sections accurately at first vs the while body.

>> No.643553

>>643547
That's something that I will have to look into. Thanks!

>> No.643563
File: 150 KB, 643x934, RWBYrend.png [View same] [iqdb] [saucenao] [google]
643563

>>641708
MMmmmm, son. She's almost ready to be slid into unity or Unreal with Humanoid rig. Lemme know if you want her. Just gotta fix her damn shoulders.

>> No.643565

>>643546
I kind agree hat she's not pretty, she was more pretty at some point but then I changed her up, I'm gonna work on the face, before I finnish her.

btw I'm not going for "cute" or "curvy" side, if that's your definition of "sexy"

>> No.643568

>>643291
Looks like that black dude from Gladiator.

>> No.643571

>>643486
should be red haired, with greenish skin, and red eyes. thickness is on point

>> No.643574

>>643486
Looks like two of my english teachers did a fusion. My god I hate this meme, now.

>> No.643579

>>643563
You gotta fix everything bro, this is not Ruby.

>> No.643580

>>643486
eww fokin gross m8

>> No.643585

>>643563
>I glued Ruby's head onto a bimbo body
>Heres my patreon

>> No.643588

>>643585
>Ruby's head

Where?

>> No.643589
File: 201 KB, 643x934, RWBYrend.png [View same] [iqdb] [saucenao] [google]
643589

gais, it's skuddbutt's version of a Ruby Cuckporn by JLullaby, who Parodies RWBY. I couldn't sell this shit even if I wanted to. And yes I agree, it's a shitty model. But some people may want it in their vrchat or to make pron games so.

>> No.643590

>>643589
Its shit source material than resulted in a shit final product.

>> No.643591

>>643589
Is the guy a midget? Also the skin looks like plastic.

>> No.643592

>>643590
>>643591

Unity makes you assign new mats anyways, I'm using blender render.

>> No.643594
File: 297 KB, 1266x863, warren3.jpg [View same] [iqdb] [saucenao] [google]
643594

>>643568
Sure

>> No.643605
File: 224 KB, 1119x792, warren2.jpg [View same] [iqdb] [saucenao] [google]
643605

It looks like a normal female now. Yay!

>> No.643606
File: 251 KB, 1524x853, warren5.jpg [View same] [iqdb] [saucenao] [google]
643606

>>643605
Some more

>> No.643609

refreshed: >>643608
xox

>> No.643611

>>643592
>implying the problem is the material

>> No.643612
File: 1.57 MB, 1192x1239, DeathclawWIP2.png [View same] [iqdb] [saucenao] [google]
643612

Got a bit more work on my donut last night. Then I spent a while playing around with some rendering stuff like vilumetrics and shaders.
I don't really know what I'm doing

>> No.643669

>>643605
meh, you got some things better, like the shape under the eyes, but some like the nose now got too wide
Still overall ace proportions got better

>> No.643883

>>643531
>Polygroups, Masking, Layers, IMMs, Deformers, Dynamesh, ZREMESHER
Blender has all of those. Dynamic sculpting actually came to Blender before Zbrush. Pixologic bought Sculptris to kill the dynamic sculpting competition, but didn't actually bother implementing it before Blender became a competitor.
That said, Blender doesn't handle as many polygons as Zbrush, sadly. A couple of million polys is fine, though.

>> No.644932
File: 53 KB, 403x403, 1463471242480.jpg [View same] [iqdb] [saucenao] [google]
644932

>>643883
>didn't actually bother implementing it before Blender became a competitor

>> No.645166

>>644932
Yes?

>> No.645642

>>641903
swear to god dude i need to follow you.
love your work

>> No.645653
File: 951 KB, 1024x1024, apfelBTY.png [View same] [iqdb] [saucenao] [google]
645653

Procedural apfel texture, made 100%$ in maya