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/3/ - 3DCG


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File: 2.21 MB, 1500x882, 8-190314.png [View same] [iqdb] [saucenao] [google]
671879 No.671879 [Reply] [Original]

PLEASE IGNORE LOW-QUALITY AND BAIT POSTS.
>posts that are directed to the artist and not the work ("stop posting", "stop spamming", "you're shit", etc.)
>posts that do not elaborate (stopping at "it's ugly", "disgusting" without actually saying WHY)
>posts written intentionally to incite responses (nonsensically incorrect posts, anything that makes you irrationally upset)
We can't stop the posters, but we can discourage them by simply not acknowledging them.

we broke the streak edition

previous: >>670679

Reminder!
This thread is for comments & critique on whatever project you’re working on / have completed.

THIS IS NOT THE THREAD TO ASK FOR HELP. If you need any assistance in your work, visit: >>>/3/questions/

List of free resources (textures, assets, etc.): https://pastebin.com/vU7P8Vmi
If you’d like to add more links, post them here: >>637415

>> No.671897
File: 371 KB, 726x406, img-2019-03-14-032814.png [View same] [iqdb] [saucenao] [google]
671897

memeboard

>> No.671899
File: 387 KB, 1028x622, img-2019-03-14-035643.png [View same] [iqdb] [saucenao] [google]
671899

>>671897
well that was a pain in the ass for something not very good

>> No.671900

>>671899
it looks alright. what are you doing for the backlight? (baked lighting, gradient, something else?)

>> No.671901

>>671899
It looks fine but the spacebar looks a bit thin.

>> No.671902
File: 1.84 MB, 1920x1174, img-2019-03-14-041253.png [View same] [iqdb] [saucenao] [google]
671902

>>671900
Just assigned an emission node to the face behind the keys. cant be fucked to do it the right way
>>671901
yeah just realized its offset, thanks for pointing that out

>> No.671914
File: 156 KB, 417x488, blender_2019-03-14_19-53-51.png [View same] [iqdb] [saucenao] [google]
671914

Making shield hero raphtalia right now for my hack and slash game. Its the kaguya anon
I should be hanging in vg/agdg/ and /a/ in a bit.
Its been awhile since i made an anime game.

>> No.671916

>>671914
your model likes like a 6 y/o child rather then your ref who is at least 16. just because the matched the drawings hight doesn't make your proportions correct

>> No.671917

>>671914
doesnt look like the ref but i like it anyway very cute chibi

>> No.671919

>>671829
you know that third girl is just a shop of the second right? nobody has proportions like that unless they're seriously deformed.

>> No.671921

>>671919
Check Neoteny on wikipedia. Here https://en.wikipedia.org/wiki/Neoteny_in_humans

>> No.671931
File: 781 KB, 1920x1001, blender_gUUr3epZHM.png [View same] [iqdb] [saucenao] [google]
671931

>>671662
Big progress since, happy with the head and hair, but the body is bothering me.
>>671824
I can see the Taiga resemblance for sure.
>>671793
Using figures as reference really helped, thanks.

>> No.671935

>>671921
that's great and all but are there any real life photos you can show of a person with these features who isn't clearly deformed

>> No.671937

>>671931
Your center line is far to harsh and obvious, the nose for example is like a knife edge. The hair that meets looks stupid. fix that shit first.

>> No.671939
File: 94 KB, 759x583, Untitled.jpg [View same] [iqdb] [saucenao] [google]
671939

my first ever model (minus the mannequin)
vert count around 170k i guess

>> No.671943

>>671916
>your model likes like a 6 y/o child rather then your ref who is at least 16
Friendly reminder that you are posting on a Mongolian horse breeding forum and that might be exactly what that poster was trying to do

>> No.671944
File: 3.50 MB, 800x830, Screen02.png [View same] [iqdb] [saucenao] [google]
671944

Doing some test, i really hate my camera composition.

>> No.671946

>>671914
hips are too low lad

>> No.671950

>>671939
MORTAAAAAL KOMBAAAAT!!!!!! badam badam badam badam bam bam!

>> No.671958

>>671944
bed frame could use some better texture verity, joinery and uvs

>> No.671959
File: 34 KB, 390x508, temp.jpg [View same] [iqdb] [saucenao] [google]
671959

>>671958
Not sure even Jesus could save that one.

>> No.671960

>>671958
About texture and uvs im agree, but i did joinery, i think a should move or chamfer a coupple of mm.

>> No.671962

>>671960
hi man, hi, I hope you don't mind a small laugh at you expense. I apologize.

>> No.671969

>>671962
Get lost.

>> No.671971
File: 27 KB, 305x441, temp.jpg [View same] [iqdb] [saucenao] [google]
671971

>>671969
We are all lost.

>> No.671975

>>671898
Retopologize it for animation...
but that's still far away, as life is too busy.

just looking forward to finish it then retopologize everything

>> No.671991 [DELETED] 
File: 216 KB, 1298x867, devilcat3.jpg [View same] [iqdb] [saucenao] [google]
671991

Well, this is some sweet shit!

>> No.671997

>>671879
>PLEASE IGNORE LOW-QUALITY AND BAIT POSTS.
>>posts that are directed to the artist and not the work ("stop posting", "stop spamming", "you're shit", etc.)
>>posts that do not elaborate (stopping at "it's ugly", "disgusting" without actually saying WHY)
>>posts written intentionally to incite responses (nonsensically incorrect posts, anything that makes you irrationally upset)
>We can't stop the posters, but we can discourage them by simply not acknowledging them.
Greater truths had never been spoken.
Just hope we didn´t lost any great 3D artists to 12 year old edgy teens.

>> No.672007

>>671960
Only reason I mentioned joinery is I think it would be cool if you had some visible woodworking. Like wooden dowels, or a dovetail, not just use butt joints. Is this entire shot 3d?

>> No.672010

>>671971
You know your images are fairly decent, you spent a lot of time on this console but there is a lot of detail. I would just appreciate, I'm sure others would too if you stop trying to role play in the thread. You don't have to change much, just when you post an image ask for feedback on a particular thing you're working on, no need the writing on sensicall paragraph every time. You might actually get some good critique this way, I'm sure it wouldn't hurt.

>> No.672028
File: 260 KB, 1294x674, captura.png [View same] [iqdb] [saucenao] [google]
672028

A character for a game I'm doing with some friends.
Any advice please? I'm quite nooby
Also. it's 2100 poly. Is this considered low poly?

>> No.672030
File: 2.54 MB, 1106x1468, tiger beat.png [View same] [iqdb] [saucenao] [google]
672030

>>672010
Never!

>> No.672032
File: 99 KB, 1152x834, frag1.jpg [View same] [iqdb] [saucenao] [google]
672032

>>672028
Pretty good and yup that's lowpoly alright. Looking at the topo and it seems pretty animatable. Are you going for a game like Journey? I guess with that style you could add more vibrant colors.

>> No.672034

>>672010
Just ignore him. He's one of the weirder /3/ regulars. Used to post in the DAZ generals (or something similar), went on a manic spree heralding Blender as the best, even decided to create a thread dedicated to himself (which I was completely fine with contrary to /3/'s general-enforcing standards since it effectively acted as a containment thread). Guess he realised no one paid attention to him in there so now he's here.
Interacting with him in any moderately critical way causes him to respond in some obtuse, arrogant and self-praising manner (like he just did). Trying to push it further causes him to spout some superiority complex derogatory bullshit like "Isn't it past your bedtime?" or "Shh, the adults are working". It's pointless trying to stop him is what I'm saying.

>> No.672037

>>672028
2100 polys or 2100 tris? if its 2100 the tri count would be almost doubled to 4000(probably more). and judging from the pic its more than likely 4000 tris because you have details that you dont normally see in low poly models. at this point this model is considered low poly in the sense that it can be thrown into one subivision to smooth it out and no detail would be lost because of poly count. i have a model at 1760 polys with 3364 tris and thats sort of considered low poly because i have details that you normally see in low poly, like no definition of the face using only simple planes for ears and a simple poly for the nose. in general low poly is in the range of 300-1000 tris.

>> No.672040

>>672037
>>672028
also let me clarify that yes it is a low poly model,but it only has the atheistic of low poly because its blocky not an actual low poly model.

here are some examples

https://polycount.com/discussion/41232/lowpoly-sub-1000-triangle-models

>> No.672042

>>672040
sorry that ones sort of dead
heres this one

https://polycount.com/discussion/41232/lowpoly-sub-1000-triangle-models/p277

>> No.672044

>>671916
This >>671943
Though i might still tinker it for a bit. Im still experimenting on the cute/chibi formula.
Also i forgot that spoilers dont work on /3/

>> No.672049
File: 73 KB, 930x806, Circle takes the square.jpg [View same] [iqdb] [saucenao] [google]
672049

>>671959
Why aren't you making your dial instruments likes this instead. It would cause a lot less problems when you apply shaders plus it's a lot easier to make.

>> No.672050

>>672049
? theyre flat surfaces why would there be any problems

>> No.672054

>>671931
Lookin str8 DEEN m8, instead of superior UFOTABLE. Bring those eyes closer together. She's looking a bit more like Kirei rather than Rin.

>> No.672077
File: 21 KB, 485x270, temp.jpg [View same] [iqdb] [saucenao] [google]
672077

>>672049
My only argument is to keep poly count low. I am unaware of any shader problems that would result. Later today, today Anon. TGIF. Plus, you could have mentioned that like two weeks ago,

>> No.672079

>>672077
kekeke. Demanding people to read your mind and serve you. How much of an ego have you grown. Restrain yourself man.

>> No.672081
File: 597 KB, 672x553, img-2019-03-15-051934.png [View same] [iqdb] [saucenao] [google]
672081

taking a break from bedroom stuff, practicing using materials. Do I bite the bullet and try to learn UV unwrapping?

>> No.672082

>>672081
Yes, it's an essential skill if you want to to 3D modeling. That's like a basketball player asking if they should learn to jump.

>> No.672083
File: 502 KB, 997x541, img-2019-03-15-053945.png [View same] [iqdb] [saucenao] [google]
672083

>>672082
fair enough, shame, I was having fun

>> No.672084

>>671944
Why did you leave the texture of the top frame like that? Normally long pieces of wood are cut along the wood grain, not across it. Plus you can take the oppotunity to cut the frame and creat a union there, giving it a more realistic look.

>> No.672085

>>672028
I like it, though I find that you dont need so much geometry in the mid and lower part of the dress, specially since the polys are so stretched there. They might deform in wonky ways once you add the bones.

>> No.672087
File: 2.55 MB, 1825x1059, img-2019-03-15-071313.png [View same] [iqdb] [saucenao] [google]
672087

>>672083
gotta say eevee is pretty fun to fuck around with aimlessly, no waiting 3 years to see a usable image

>> No.672089

>>672032
I always recognize you based on your sculpts. You keep doing those giant creases on the cheeks and the pig nose. And one thing I noticed is that whenever someone is focusing on female models and then tries making a male model, it looks like trans / gay, you're not the first one.

>> No.672091
File: 2.70 MB, 1920x1080, vibswrd1.webm [View same] [iqdb] [saucenao] [google]
672091

>>672087

>> No.672094

>>672091
https://youtu.be/yqydwpN-3eE heres one but not shit

>> No.672105
File: 1.38 MB, 1920x1080, Untitled-4-Recovered.png [View same] [iqdb] [saucenao] [google]
672105

>>672084
I'm still working on it m8

>> No.672137
File: 138 KB, 1385x834, frag4.jpg [View same] [iqdb] [saucenao] [google]
672137

>>672089
>You keep doing those giant creases on the cheeks and the pig nose.
Cheers anon. I do have a lot of things to improve on. I made some changes.
>And one thing I noticed is that whenever someone is focusing on female models and then tries making a male model, it looks like trans / gay, you're not the first one.
I wish. If I could do a decent trap, that'd be an accomplishment.

>> No.672145

>>672028
I like it :)

>> No.672152

>>672137
nose is too far in.

>> No.672154
File: 130 KB, 1296x672, frag5.jpg [View same] [iqdb] [saucenao] [google]
672154

>>672152
How do you mean. They result in different looks so there is really no real way to define how a made up person should look like. But by your suggestion I pulled out the ridge on the first one and it looks better.

>> No.672155
File: 2.66 MB, 2369x989, img-2019-03-15-205938.png [View same] [iqdb] [saucenao] [google]
672155

>>672091
ive fucked this up past recovery. time to move on and forget how badly I fucked up the geometry of this

>> No.672162

>>672154
looks way better

>> No.672163
File: 132 KB, 1030x842, dc4.jpg [View same] [iqdb] [saucenao] [google]
672163

Another character just for fun.
>>672162
Thanks for the help.

>> No.672166
File: 114 KB, 1190x640, wan1.jpg [View same] [iqdb] [saucenao] [google]
672166

And another try on a greek/jewish chick

>> No.672167
File: 81 KB, 890x557, wan3.jpg [View same] [iqdb] [saucenao] [google]
672167

With hair

>> No.672169

>>672050

You generally want to avoid having that many vertexes converge on one single spot even if it is flat it can create visible edges when you render.

>> No.672170
File: 95 KB, 1259x568, micro1.jpg [View same] [iqdb] [saucenao] [google]
672170

Last one before sleep

>> No.672173
File: 70 KB, 842x574, wan2.jpg [View same] [iqdb] [saucenao] [google]
672173

Thank you anons, just keep hammering at me. I need to improve.

>> No.672174

>>672173
copy. thanks for the company.

>> No.672178

>>672169
no it wont lol

>> No.672181

test

>> No.672183

Hello, I am new to zbrush and want to learn how to create characters. If I post here my works will you help me with feedback please?

>> No.672196
File: 1.04 MB, 1920x1174, img-2019-03-16-053042.png [View same] [iqdb] [saucenao] [google]
672196

i got a gun, no girls

>> No.672198

>>672183
Stop being a weirdo I'm just posted you work man, be prepared to get shit on it doesn't happen that much if it does learn from it

>> No.672206
File: 87 KB, 1361x924, low poly wolfie-1062543483.png [View same] [iqdb] [saucenao] [google]
672206

Now that I have a bit more experience, I went back and reworked an old abandoned model. I ended up pretty much keeping nothing but the head. Any thoughts? I dread to rig and texture him because I know fuckall about it.

>> No.672231
File: 2.42 MB, 1975x2774, fin.png [View same] [iqdb] [saucenao] [google]
672231

Heyo, I haven't really done characters before, so I tried to make an ecorche to get a sense of what's where. I'm not really looking to be super detailed, but I'd appreciate if you can point out any major fuck ups.

>> No.672232

>>672198
You're what?

>> No.672264

>>672231
>I'd appreciate if you can point out any major fuck ups.
Yeah. Yer boy ain't got no skin! He got muscles, an he got Them Bones (dun dununununun dun dun ahhhhh), but he ain't got no skin I tell ya what!
How can he sit on a chair if he's got less than his birthday suit on!?

It might be me though, but the torso seems a little long too. Then again, that might just be the way torsos look when it's all muscle/bone.
Butt seems like it protrudes out quite a bit too, even when you factor in the fat deposits that might be there after the fact. Once again, it might just be me thinking it's weird.
Are you going to be adding fat to different areas as well?

>> No.672278

>>672231
Thicc af

Thighs look thicc but as a whole it looks pretty biologically accurate, actually

>> No.672294

>>672231
her tits are too small

>> No.672299
File: 582 KB, 782x833, img-2019-03-17-005536.png [View same] [iqdb] [saucenao] [google]
672299

is there any way to edit keyframes in a world in this timeline menu thing? I cant figure it out

>> No.672310

>>672299
>>669725
>>666179

>> No.672351
File: 164 KB, 1350x689, blender_2019-03-17_23-43-23.png [View same] [iqdb] [saucenao] [google]
672351

Some slow progress since i've been busy, lazy these past days.

>> No.672353
File: 539 KB, 1350x689, blender_2019-03-17_23-43-50.png [View same] [iqdb] [saucenao] [google]
672353

>>672351

>> No.672354
File: 582 KB, 1350x689, blender_2019-03-17_23-43-53.png [View same] [iqdb] [saucenao] [google]
672354

>>672353
>>672351
I think it turned out ok somehow. Someone told me to make the hips wider and shoulders narrow. But its time to sleep..

>> No.672355
File: 212 KB, 1350x689, blender_2019-03-18_00-09-48.png [View same] [iqdb] [saucenao] [google]
672355

>>672354
Forgot wires.

>> No.672356
File: 209 KB, 1350x689, blender_2019-03-18_00-09-54.png [View same] [iqdb] [saucenao] [google]
672356

>>672355
Going to sleep now for real.

>> No.672425
File: 340 KB, 968x659, sallet1.png [View same] [iqdb] [saucenao] [google]
672425

how's my first 3d Sallet helmet look?

1/2

>> No.672426
File: 274 KB, 1029x779, sallet2.png [View same] [iqdb] [saucenao] [google]
672426

putting out there that the texture/material is temporary, it's pretty shit.

>> No.672430
File: 649 KB, 1920x1080, zzzzzzzz.jpg [View same] [iqdb] [saucenao] [google]
672430

Fence for my racing circuit scene.

Not sure about the wire mesh, looks a bit flat, but my brain has stopped working for now. Starting to get a good handle of Substance Painter though.

I'll give it another texture pass tomorrow. Please leave your thoughts and comments boys n grills.

>> No.672432

>>672425
>>672426
Shape is good, just add some thickness to it with the solidify modifier and round out all the resulting hard edges with the bevel modifier afterwards. It's too obvious that it's an infinitely thin plane.

>> No.672437

>>672430
Looks fine, no-one will notice when racing anyway.

>> No.672448

>>672437
Well its not for a game, its just a small environment piece.

I'll have to look at the big quadruple-A racers and see what they're doing.

>> No.672449
File: 272 KB, 1250x1000, Kitbash 1.jpg [View same] [iqdb] [saucenao] [google]
672449

Started work building some greebles, wall panels, and assorted set dressings that can be used to quickly kitbash together sci-fi interiors. Kinda fun, I've never worked on environmental assets before as clothing is really my bailiwick.

The cut out I-beam took my longer than I care to admit to make until I realized I shouldn't be thinking of it as two triangle side to side but as a sort of Z pattern repeated over and over. Then it was easy to make.

>> No.672451

>>672430
If it really bothers you, just make the wires seem more rounded with a bump/normal map or something. That should be enough.
Should be as easy as throwing a smooth gradient on each of the wires.

>> No.672462
File: 1.71 MB, 1250x1000, 1549039814292.png [View same] [iqdb] [saucenao] [google]
672462

>>672449
You should try to fix that or hide it behind another prop.

>> No.672464
File: 91 KB, 474x633, castellated beam.jpg [View same] [iqdb] [saucenao] [google]
672464

>>672449
Its weird how you have so many different shapes. Like if the wall panels are gonna be rectangles with rounded corners, the door should be a rectangle with a rounded corner too. Its the future why would you put a world war 2 submarine door? I'd give them a sliding door. Those columns are ellipses, should be circles to fit the rounded rectangle vibe. Those roof thing = if its gonna be a big beveled triangle, it needs to be big like a real big TRUSS and only one of them. If its gonna be lots of tiny ones, it shouldn't be bigger or more complicated than a present day STEEL JOIST or a CASTELLATED BEAM.
>rectangles with rounded edges are really cliche sci fi but whatever

>> No.672468

>>672462
Yeah I'm going to build some riveted L brackets like they use for joining real i-beams.

>> No.672475
File: 282 KB, 1250x1000, Kitbash 2.jpg [View same] [iqdb] [saucenao] [google]
672475

>>672464

I'm going to make different doors but that door is one I have a particular plan for and it will be unique in the project and I want it to have a very retro look. I like those hexagonal beams you posted. I think I'll make some that look like that too. They should be pretty easy to make.

I'm going to be making a bunch of old school CRTs too even though those are definitely an obsolete technology that really looks dated when you see them in sci-fi now.

>> No.672478
File: 75 KB, 1250x1000, I Beam Brackets.jpg [View same] [iqdb] [saucenao] [google]
672478

>>672468
>>672462

There we go. Three different types of brackets to use.

>> No.672479

>>672478
Wait, is this some render preset I'm not aware of or are you the same anon doing the WoW gnome(?), the chibi robot and now this?

>> No.672483

>>672479

Yeah I'm the chibi guy. The guy who usually makes clothes for the chibi figure.

>> No.672513
File: 1.48 MB, 1200x1200, 1552895497328.png [View same] [iqdb] [saucenao] [google]
672513

board game piece, saloon

>> No.672523

>>672513
Can't tell if that's a render or a printed piece on a lightbox. Either way, well done.

>> No.672534
File: 322 KB, 800x800, saloon wider comp.png [View same] [iqdb] [saucenao] [google]
672534

>>672523
Thank you! I tried widening it a bit. It doesn't look as witty bitty cutey this way but it reads better as a saloon, I think.

>> No.672545

>>672534
i think a generic icon of drinking/alcohol on the sign would help differentiate it from some something else

>> No.672557

>>672545
something like "xxx" maybe?

>> No.672618

>>672557

That would probably imply a whore house.

>> No.672621
File: 1.36 MB, 1342x2000, BeepBoop.jpg [View same] [iqdb] [saucenao] [google]
672621

Possibly my first post to /3/ so hey everybody!

Some Quake II inspired character concept stuff I've been working on for a couple of days.Testing out some Zbrush to Photoshop workflows to try and determine which parts are faster to sculpt and which parts are faster to paint/photobash. This was a ~6 hour sculpt with another 8-12 hours spent in Photoshop.

Things I noticed while doing this:

- It would have made more sense to split all the individual parts into separate subtools for easier rendering/compositin with a nicely split clown pass

- Keyshot can be a real fucking cunt some times

- I definitely hould have spent more time in 3D overall. If I'd spent another 5h. sculpting this I could have been done with the whole image in 70% of the time

- Should have taken a rust render pass instead of photobashing that shit

Do you guys think there's a market for this type of thing? I mean, I'm obviously slower than a guy doing quick speed paintings/line art (I can do that shit too though) however this workflow gives me something I can send the modelers as a base for retopology and shit. Where should I put my focus? C&C welcome...

>> No.672634
File: 80 KB, 1200x1200, xxx jug.jpg [View same] [iqdb] [saucenao] [google]
672634

>>672618
No. XXX is pretty common to denote alcohol and stuff in a country/western setting. But I always thought it had more to do with moonshine than alcohol in general.

>>672621
Looks pretty neat. For obvious reasons, it reminds me a lot of the Revenants and similar in the Doom games, just more agile looking. So I guess it'd fit right in with Quake as well considering it's also an Id game.
I wish there was some more color in it though. I think making the cyber eyes glow a bit more than they are now could really give off more of a menacing look to it as well. Knees look a bit wonky too I think.

>> No.672642
File: 433 KB, 1920x1080, untitled.png [View same] [iqdb] [saucenao] [google]
672642

trying to figure out 3d shit for the first time, ill figure out at some point how to make the renders not look like ass

>> No.672647
File: 1.55 MB, 925x584, wew.png [View same] [iqdb] [saucenao] [google]
672647

first time i've ever made a face. Since everything is off I plan to individually practice each part of the face (mouth, nose, eyes, ears) so I can understand how they actually work. This is supposed to be a female face

>> No.672656

>>672634
I'm with the other guy, while I have seen xxx referred to alcohol it's much more commonly associated with sex.

>> No.672657

>>672513
>>672534
Anon that is the most adorable little saloon I done ever did see
>*spitoon clank*

>> No.672676
File: 3.28 MB, 1920x1080, Cave 2.png [View same] [iqdb] [saucenao] [google]
672676

Not WIP, but something I made a while ago and wanted to share.

>> No.672682

>>672676
I know it's supposed to be dark since it's in a cave but it's way too dark. I can't make out nearly anything in this scene

>> No.672683

>>672634

Thanks for the crit on the skeletron dude. Btw I agree on the XXX thing btw. If you ever watch really old western cartoons or read those comics that's what you're gonna see.

I understand where you're coming from with the color thing but I really want him to look bleak like an old military machine. Maybe I should have given him some scifi military decals? I made the eyes glow a bit more. I get what you're saying about those knees but it doesn't really bother me. It's like some of those MGS robots with kind of wonky looking anatomy to distinguish them from a man in a suit.

But yeah. Might be returning to this in a couple of weeks and I'll definitely take your observations into consideration /,,/.

>>672647

Nice job if that's your first face. Female faces are super hard to sculpt. You can deform male faces to shit and they can still look appealing. Female faces just look ugly if you deviate from the norm and you don't know what you're doing.

I think you should look up some nose anatomy stuff. The tip of her nose looks like someone cut off a bit. I think she could do with some fuller lips with more dynamic shapes. There's a bunch of stuff you could do but this is definitely a good start!

>> No.672686
File: 2.91 MB, 485x555, 2019-03-19_23-42-21.gif [View same] [iqdb] [saucenao] [google]
672686

Mostly Rigged now. I still gotta rig the hair tomorrow.

>> No.672690
File: 348 KB, 1525x651, tats1.jpg [View same] [iqdb] [saucenao] [google]
672690

>> No.672691
File: 404 KB, 813x1134, MG.png [View same] [iqdb] [saucenao] [google]
672691

Remaking a weapon from a PS1 game using a (very low quality) screenshot for a reference (top). Probably should have just fired up an emulator and taken my own screenshot. My goal is to detail it quite a bit more and then bake it to something pretty low-poly like the source material. Trying to get the look of Early PS2 models.

>> No.672692

>>672634
>>672656
>>672618
XXX on a jug of moonshine denotes being triple distilled. Every time you distill the liquor you mark the bottles with another X.

>> No.672694
File: 2.03 MB, 712x556, 2019-03-19_23-59-36.webm [View same] [iqdb] [saucenao] [google]
672694

>>672686
Webm ver.

>> No.672695
File: 3.26 MB, 2140x1080, crashrender1.png [View same] [iqdb] [saucenao] [google]
672695

A little composition i've been working on, don't really know where I wanna go with it right now, just have always been interested in crashed space ships in deserts, stranded boats etc.

>> No.672696

>>672682
Yeah, you're probably right. Will increase the brightness next time. Thanks for the feedback, lad!

>> No.672720
File: 739 KB, 1227x1571, a4310ce06ec60c9609a405d8d538eb92.png [View same] [iqdb] [saucenao] [google]
672720

Anyone know the best topology for the corners of lips? The mouth wont be opening. It's just a bust/likeness study.

>> No.672722
File: 719 KB, 1280x720, lockers_1.jpg [View same] [iqdb] [saucenao] [google]
672722

Any thoughts on this, struggling a bit to add clutter

>> No.672726

>>672722
add some small water splashes/drips to the area under the water fountain.

>> No.672730

>>672720
why are you so concern about it, just fucking close it up its not that hard. and this is too fucking high poly, this needs to be subdiviced at least once to smooth it out and to get rid of tris and n gons

>> No.672733

>>672690
for the skin of the face, did you use a specific material, or did you paint the textures to create the subtle soft shadows/lights?

>> No.672735

>>672730
Ok. But its a just a simple question of best practice. Why are you so testy? There are no tris or ngons.

>> No.672737
File: 559 KB, 813x567, MG-2untitled.png [View same] [iqdb] [saucenao] [google]
672737

>>672691
Have added temporary materials and began to detail parts of the lower receiver area. Going to redo the paneling. I like the bigger panels in the front of the gun more than the smaller, denser panels toward the rear.

>> No.672738
File: 562 KB, 813x567, MG-2untitled.png [View same] [iqdb] [saucenao] [google]
672738

>>672737
Ah, forgot to hide the boolean objects like a total retard.

>> No.672741

>>672695
Looks interesting. Try out a few other compositions similar to this (same colors, shapes, themes etc...) and see which ones you like the most. Scifi stuff is neat.

>> No.672745

>>672722
Clutter ideas:
>Discarded q-tip
>A pair of shoes
>Empty can of soda or energy drink
>Gym bags
>Maybe a forgotten t shirt on top of a locker
>Make one of the locker doors slightly open
>Deodorant
>Trash can
>Empty water bottle
>Candy wrapper
>Dumbbell
>Old pair of ear buds
>Broom, mop, dust pan, 5 gal. bucket
>"Wet Floor" sign folded and put into a corner
>Small towel on the floor
>Pair of cheap looking goggles
>Crumpled ball of paper
>Gatorade bottle cap

Think of things people might bring to the gym or pool and what they might accidentally misplace or leave behind. What would you bring? What would you forget? What might you discard or throw away?

>> No.672746

>>672745
>What would you bring?
Thots.

>What would you forget?
Their names.

>What might you discard or throw away?
Condoms. Before using them.

>> No.672752

>>672745
Cheers mate that's a nice list of things

>> No.672753

>>672735
because youre a noob and dont realize yorue worying about trivial things. i did't say there were n gons or tris. when i said to close it up you might get them and there are a cause for no concern when you subdivide fucking noob.

>> No.672754

>>672720
If it's just a bust/likeness and it won't be animated that means the topology is far less important than if it's supposed to be rigged. Placing your UV seams is 10x more important than the rest of the edge flow.

>> No.672760

>>672746
Kek'd

>>672752
Anytime, always glad to help out. I'd love to see an updated version of your scene later on!

>> No.672762

>>672754
Yeah, that's fair. I'm aiming to be a game artist so input on edge flow would be appreciated since it will be a portfolio piece. Having game ready/animation ready topology is always a plus if applying for games studios. I'll see how this retop goes then focus most of my time getting the most out of my uv space.

>> No.672770
File: 1.21 MB, 2048x1152, 54517794_1158746414305499_7552041442680504320_n.png [View same] [iqdb] [saucenao] [google]
672770

>>671931
Gave her clothes, time to texture, which I've never done before, so wish me luck. Any tips on texturing and adding materials to an anime character?

>> No.672771
File: 614 KB, 1223x1675, ed1ff9468454d18688b0314b46dd116c.jpg [View same] [iqdb] [saucenao] [google]
672771

How long should/would you expect retopologising a head like this to take?

>> No.672774
File: 114 KB, 250x250, 1475124098654.png [View same] [iqdb] [saucenao] [google]
672774

>>672770
oh god, the nightmare fuel
the hands are actual forks

>> No.672775
File: 45 KB, 811x1370, 48855ae6a0d989504a93e745563d1e86.png [View same] [iqdb] [saucenao] [google]
672775

>>672754
Are you rubbing your dick to how superior you feel right now? Either that or you just got some harsh crit and need someone to shit on. Either way you're making yourself look like an asshat.

I was asking in the general sense. Not exactly for this exact project. But in terms of what is best for animation/stretching and squishing. Would it be better to have a quad or vert in the corner of the mouth ecs.

>> No.672778
File: 84 KB, 1280x720, I_AM_THE_YEAST_OF_THOUGHTS_AND_MINDS.jpg [View same] [iqdb] [saucenao] [google]
672778

>>672770
Her face curved backwards so much shes kinda reminds me of this guy when shes not in complete portrait view. Revisit the anatomy of the eye socket and cheekbones.

>> No.672779

>>672771
its supposed to be long honestly.
like 30 mins at least

>> No.672781
File: 254 KB, 2654x1222, 6ce67f020b3b55241b20811c83f2fcb6.png [View same] [iqdb] [saucenao] [google]
672781

>>672770
Do you see what I mean? It looks like a rolling pin or cylinder has been pushed into her face where her eyes/nosebridge/cheekbones are. Push those out and formulate more of an eye socket. I know you're going for an anime look, but it looks like you've payed attention to the front and side view and not to the three quarter view so your model is skewed along those two axis. which is also why her mouth/nose/jaw area is pinched along that blue line to create the profile view without adding any actual volume to those areas.

It is super important to constantly check your work from the three quarter view and just generally look around your model all the way through the modeling process.

>> No.672794
File: 1.85 MB, 1280x720, building 1 no sound.webm [View same] [iqdb] [saucenao] [google]
672794

>>672760
Just uploaded this actually, this is the first building of three. Need to fix some minor issues, work on post and fix the render error on the kitchen. But it's basically done.

>> No.672799

>>672794
That's honestly some of the best work I've seen on /3/. Really great stuff, man. I think a lot of people would truly believe they're looking at a film, and not a 3D model. 9.9 / 10.

>> No.672805
File: 191 KB, 480x900, eyesapart.png [View same] [iqdb] [saucenao] [google]
672805

>>672770
I understand what you're trying to do with following your refs to a perfect T, but you still gotta follow basic 3d animu rules in making it look 'right'. Remember, its a 3D model, not a picture.
Like the eyes being really small and so far apart is not good for animu. The basic rule of thumb is to make the width of 1 eye be the same length of how far apart they are (pic related); it works in most stylized 3d models and safer to do so it'll look right in the 3/4s view.

I would recommend looking at 3d models of animu; pinterest is the best site for this because it'll show you wireframes etc. of 3d models. Learning how to see proportions and details is the first thing I would work on.
Also excellent job on finishing the mesh of the model and sticking through until the end. Persistence is very important in getting gud at 3d so keep at it, and you want to keep the momentum of this habit so it won't wear off.

>> No.672810

>>672794
What renderer are you using?

>> No.672817
File: 893 KB, 1280x720, 3DRender.webm [View same] [iqdb] [saucenao] [google]
672817

>>672794
I remember seeing another webm of yours (webm related) and saving it to my inspirations folder. Absolutely fantastic stuff you definitely are going to be massively successful

>> No.672818

>>672683
thanks for the advice on my face. Good to be realistic at where I stand and how far I still need to go

>> No.672827

>>672794
This is really good, Anon. It's a shame what the compression is doing, though. I wanna see it in all its full-res glory once it's finished.

>> No.672856

>>672827
Will post when it's done!

>> No.672861
File: 293 KB, 1920x1080, purple.png [View same] [iqdb] [saucenao] [google]
672861

something that went nowhere but I wanted to do a quick render for something to look back on

>> No.672864

>>672805
>pinterest is the best site for this because it'll show you wireframes etc
No, go to sketchfab instead.
Start from there and browse the collections on the right
https://sketchfab.com/3d-models/band-of-sisters-2f1c0626d4cf4fd286c4cf5d109f7a32
https://sketchfab.com/3d-models/zashiki-warashi-ce3c0a9c952e4deda9136e79793a3ebf
https://sketchfab.com/3d-models/kumiko-hibike-euphonium-82367f6a22644f6f88b462077611559e
https://sketchfab.com/3d-models/prinz-eugen-2204d6fd12b546deb69a91621c08b6e1

Also install the MMD importer addon and download some MMD models.

>> No.672917
File: 221 KB, 953x953, DKQVTppV4AAlx5L.jpg [View same] [iqdb] [saucenao] [google]
672917

>>672864
>sketchfab
I forgot about that fuck, that one is good too because it'll let you see the model. As for MMD, you can export the models to obj using the English PMX editor (free) and then import it to whatever 3d program you're comfortable with.

I use pinterest mostly because there's a a bunch of 3d tips like pic related, and you don't have to slog through twitter's shitty site and slog through food pictures of some nip's blog until you can find one 3d tutorial/wip from him.

>> No.672935

>>672799
>>672817
Thanks a lot, I appreciate the prase.
>>672810
Using Corona

>> No.672955
File: 1.27 MB, 1920x1080, D.png [View same] [iqdb] [saucenao] [google]
672955

It's supposed to be an anthro caracal but I'm not done, haven't started the body. Sorry for the noise.

>> No.672966

>>672955
You know what? It´s great.
No one here can do better.
Make the rest of it and make it dance the gangnan style.
You gonna get rich on Patreon.

>> No.672968

>>672955
Wow! This is really good. I would make it without the sunshades or make the shades without lenses to really emotionally bond with the eyes
>detective pikachu quality
red fur is a little off putting but you do you

>> No.672975
File: 1.13 MB, 675x584, mouth_study.png [View same] [iqdb] [saucenao] [google]
672975

last thread I made my first head and now i'm trying to focus on studying not to make dindu nuthin lips. First attempt was the one on the left and I find it weird how after toying around with all of them the first one I did ended up being the best out of the 3. All of them are still shit but it was a good exercise

>> No.672986
File: 226 KB, 700x530, lovett render 1.png [View same] [iqdb] [saucenao] [google]
672986

trying this kind of thing

>> No.673009

>>672986
I really like the color tones and the style. I'd love to see an environment with a similar style/mood as well.
The hand looks a bit weird from the behind view though, that pinky is way too thick.

>> No.673037

>>672986
Looks nice, but maybe add one or two more loops to the hair buns. They look like gemstones stuck into her head as is.

>> No.673054

>>673009
guess i forgot to mirror that texture. it's supposed to be the pinky and ring finger together while the other two are separate. honestly having them all separate would be the better course of action, would look more definite. also might follow up on the environment idea
>>673037
you're right about the hair, i'll see about adding a couple more loops to see what i like better
thanks for the crits guys

>> No.673084

>>673054

You could also just use a Geosphere, rounder with less poly than a regular sphere.

>> No.673119

>>672966
>No one here can do better.
Do you have a single fact to back that up?

>> No.673127
File: 191 KB, 406x252, Test.gif [View same] [iqdb] [saucenao] [google]
673127

Remember all those stick figure flash games from the early-mid 2000s? I Always wanted to make one of those growing up. Made this in about half an hour. Have only done animation a couple times and I'm not looking to become an expert. Just need something that works. Not sure if I'll do anything else with it, just wanted to share this .gif of a dying stickman holding a rifle.

>> No.673133

>>673127
I member. My favorite was interactive buddy with the chubby gray ball you torture/make happy. You could probably make a hit indie game if you turn everything into emissive flat so its a really minimal silhouette that reads 2d
>imagine your model in a bamboo forest, lots of thin vertical lines in background same flat black color as your guy

>> No.673135
File: 807 KB, 1600x900, UE4Game 2019-03-21 23-43-17-05.jpg [View same] [iqdb] [saucenao] [google]
673135

Starting to put together the racing track scene in UE4. Some materials dont look like they do in Substance Painter for some reason so I'll have to go back and do some tweaks.

I also have no idea why the UV map is screwed up. That error doesnt show up on Maya nor SP. Though thats where I'll be laying down some stripe decals so it might not be an issue in the final product.

I need that UE4 secret sauce. I'm trying to light this with just dynamic lights, because racing games these days have dynamic time of day and stuff, so I think it makes sense to get a feel for that while making this thing.

As always, please feel free to leave a comment.

>> No.673138
File: 667 KB, 812x504, bamboo_postp.png [View same] [iqdb] [saucenao] [google]
673138

>>673133
>>imagine your model in a bamboo forest, lots of thin vertical lines in background same flat black color as your guy
Imagine no longer. Well, I made a couple changes to the idea.
This rig is very simple and limited. If I did want to make a stick figure game, it would definitely need to be replaced. In fact, the bamboo forest I made for this probably took longer than the rig itself.

>> No.673192

>>672805
You know your stuff, would you be willing to come on Discord and help me out a bit with this model, or is that too much to ask on here?

>> No.673193

>>673127
I remember making shitty animations in Pivot, it was horrible.

>> No.673201

>>673193
Pivot was one of my favorite things growing up! Would literally spend hours a day with it. Never really got gud, particularly with walking animations, but I had fun.

>> No.673216

>>673193
>>673201
I just downloaded other people's animations and show
ed my dad pretending they where mine. Good times.

>> No.673234

>>673193
>>673201
Honestly think my game making streak started back on pivot. What a nostalgia hit. Kids are missing out.

>> No.673237
File: 23 KB, 236x354, 359b36f60f6be22c89049eb9d7718cc4--captain-flint-pirate.jpg [View same] [iqdb] [saucenao] [google]
673237

Anyone got any good tutorials for hair and beards?

>> No.673238

>>673237
This guy doesn't have a beard tutorial per se but he covers everything you'd need to know and is really enjoyable to listen to.
https://jesusfc.net/tutorials/patreon-lessons/

>> No.673243

>>673238
This stuff is super useful if you're doing movie/cinematic quality models but as far as how this would translate into being game ready I'm not sure how I would do that/if this would be super useful.

>> No.673245

>>673243
For game hair, there is a course from CGMA on CGPeers which you can check out.

>> No.673247
File: 393 KB, 1409x1661, 55474769_422967364940041_3734892415161466880_n.png [View same] [iqdb] [saucenao] [google]
673247

>>673245
Thanks my dude, i'll check it out and post again once i've had a crack at it.

>> No.673263
File: 799 KB, 1920x1080, Guilty-Gear-Xrd-Revelator-Jam-Intro.jpg [View same] [iqdb] [saucenao] [google]
673263

>>671879
Hey guys. I'm looking to hire if any of you are interested. I'll be needing human modeling done like pic related. You'll need to be very comfortable with the human anatomy and be able to correctly create bodies in the right (stylized) proportions. Additionally, you'll need to have experience with making faces that are pleasing to look at as well with good topology.

Anyway, if you're interested, shoot me an email at this address with your portfolio:
oppenheimmer@protonmail.com

We only need one model. Prices are negotiable. We pay per completed model (not by hour).

>> No.673283
File: 364 KB, 1200x378, fp 9.jpg [View same] [iqdb] [saucenao] [google]
673283

Brothers and sisters,

I thought the side panels would be easy after the main front panel was completed. But actually, for character shots the side panels would be more visible and thus would require even extra attention to detail.

Refined techniques continuously and CONFIDENCE IS HIGH that completing this operation is within our scope.

Starfleet out.

>> No.673287

holy dicks the tip of my pp is so itchy

>> No.673288

>>673263
How long are your offers available?

>> No.673291
File: 345 KB, 535x947, red dress head.png [View same] [iqdb] [saucenao] [google]
673291

Just starting to learn about subdivision and skin modifier modeling with this lady

>> No.673303
File: 11 KB, 256x260, 1388060687125.jpg [View same] [iqdb] [saucenao] [google]
673303

>>673288
As long as it takes for me to find someone that meets the requirements. It's not easy to find artists that are not only good at human anatomy, but also have an eye for creating 3D anime-inspired characters. If you're even remotely interested, don't be shy. Send me your portfolio to that email address and I'll take a look.

>> No.673308
File: 1.35 MB, 800x450, Comp.gif [View same] [iqdb] [saucenao] [google]
673308

Small animation I've been working on as a school project. Can't upload the 60 fps webm :///

>> No.673309

>>673308
Give it some more snap and pop. It doesn't have any personality to it.
Instead of having the capsule open linearly, have it pop open quickly, give it a little bit of a wobble when it reaches the furthest point so it's got some inertia.
As for the spinning bottle, maybe give the spin some more variation instead of an ease in- ease out. Maybe start slow, with it tilted like it is at 45 degrees, straighten up and speed up the spin (like a skater tucking in when spinning), then go back to the initial angle and slow down.

Right now it's just boring to look at. It needs some P I Z A Z Z.

>> No.673310

>>673309
Also, camera movement.

>> No.673311

>>673310
That too, but I don't know if that anon might need the camera still for anything. Maybe he'll put text in it or something.
Not to mention, when people are doing 3d (at least inexperienced ones), they tend to really go overboard with the camera.

>> No.673312

>>673311
>Maybe he'll put text in it or something.
>not overlaying text with compositing nodes...
Anon, I...

>> No.673321

>>673263
Fuck off

>> No.673326

>>673321
>t. hates seeing others get paid for what he wishes he could do, but can't

>> No.673335
File: 122 KB, 1002x730, maxihelm.png [View same] [iqdb] [saucenao] [google]
673335

Blendlet and zbrushlet here, Worked on a Maximilian helmet a day ago. Not satisfied with the visor or rivets so I may redo them but the shape of the actual helmet itself is what i'm proud of, i'll need to seperate the cheek plates soon.

>> No.673336
File: 80 KB, 363x530, maxibreast.png [View same] [iqdb] [saucenao] [google]
673336

>>673335
Here's how it's sitting with a work in progress Cuirass and placeholder Gorget, I need to get a better male model since this one seems fucked up.

>> No.673348
File: 381 KB, 1324x716, 1379025614400.jpg [View same] [iqdb] [saucenao] [google]
673348

>>673321
I'll fuck off once I find a modeler

>> No.673351

>>673321
>>673348
This is a wip thread, either post your current project or critique someone else's, otherwise fuck off and make your own post that no one responds to.

>> No.673352

>>673351
You literally haven't posted a single image with any of your whining you dipshit, how about you point out your work to us in this thread? Why are you so mad that I want to pay people to do stuff they like? I don't want to make my own thread because I don't want my small thing taking up a slot in the catalog.

>> No.673353

>>673351
Please don't listen to anon, some of us are looking for actual work here and if you have the financial backing some of us would appreciate it.

>> No.673354

>>673353
I know, there's always that one faggot in the thread that acts like a massive tool. If you're interested in the job, feel free to email me >>673263. I have the money and would love to help an Anon out.

>> No.673356

>>673352
>>672794

>> No.673358

>>673356
Well, assuming you're not lying, I'd be willing to pay you for some work too. I'm needing some interior modeling done as well as the human modeling.

>> No.673363

>>673312
That's what I mean Mr. Anonkun. Never said anything about 3d text.
I'm saying he might be leaving space in the composition for text later in post, so moving the camera around might mess with that and overlap.
Then again, the way he has it now, with the fly in/out, and it popping open, there's not really any place for a ton of text to really hang out. Maybe at the corners though.

>> No.673364

>>673358
Then go make a commission thread or one for your project.

>> No.673368

>>673354
any luck finding someone?

>> No.673375

>>673263
What aboput textures and shading?
Is it diffuse only, normals, cells shaded or what?
Is there a concept to work with or will it be just a description?
Good topology? You going high or low poly, some more detail would be nice if you know what you looking for.

>> No.673380

>>673263
Does it require the same style that GG uses or just the model?

>> No.673405
File: 86 KB, 1015x778, jessie_fenze1.jpg [View same] [iqdb] [saucenao] [google]
673405

Just some progress

>> No.673438

>>672155
The overall design is shit anyways

>> No.673480
File: 79 KB, 638x359, ggg12.jpg [View same] [iqdb] [saucenao] [google]
673480

>>673263
Speaking of GGXrd...
https://www.slideshare.net/ASW_Yokohama/guilty-gear-xrdtips-124324946

I usually see people post the GGXrd presentation at GDC when making animu renders. This slide mostly talks about how they modeled their meshes (face especially). It's not for absolute beginners, but its still worth looking at because it gives out tips to common modeling problems when making animu.

If you want translation, the bottom text copy/pastes what the slideshow says in their corresponding slide number so you can use google translate and what not.

>> No.673486
File: 1.15 MB, 1024x1024, FuckingShininessHowDoYouWork.png [View same] [iqdb] [saucenao] [google]
673486

Ahhhh, back to her... New computer. New me. Gave up on my dreams of a universal procedural texture though. Decided to just port over the DAZ texture pack I was using for reference on my attempted procedural textures. Hoping to use cycles instead of Iray... Or rather, I am hoping to use blender's node editor instead of DAZ's god awful menu system.

The current results are decent ([pic related]'s settings are extreme for visibility's sake). That said, I get the feeling that I'm going to have to rethink my approach. The way I am currently assembling the multiple bump maps looks to be creating very subtle edges at material seams ([pic related]'s armpit is actually one of the less obvious examples of this issue). I also have no idea how to convert shininess to roughness properly so...

I think I might just steal the grain from the shininess map I have and mix it into a desirable roughness value instead. Right, now I'm trying to just straight convert it from shininess to roughness, but the related info I could search up was sparse and mostly said it couldn't be done... Apparently, they were right. [pic related] was supposed to be the default shininess to roughness, but its way to oily for a default.

Whoever made this texture pack is a dick as well... Half of the textures are using some super esoteric color profile that crashes blender when switch to preview render. Maybe its a problem with 2.80, but meh. Its still fucking annoying having to import the images to gimp, convert their color profile and save them. There is probably some way to batch the conversion process, but I don't know it...

Anyways I'm off to buy a new monitor. This old flat screen tv isn't cutting it anymore.

>> No.673488

>>673486
I like the new: you.

>> No.673497
File: 1.11 MB, 1280x1280, door.jpg [View same] [iqdb] [saucenao] [google]
673497

Working on a realistic door with all internals and functional mechanisms.

>> No.673500

>>673497
why

>> No.673501

>>673500
school project

>> No.673511
File: 236 KB, 865x1820, lb2lf2IaDAo.jpg [View same] [iqdb] [saucenao] [google]
673511

>>673336
Cool. Reminds me of knight I did a long time ago(not really a knight but anyway).

>> No.673528

>>673511

Ahhhh! So fucking clean! Is it a sculpt or what? I can see some nice quad topology here and there but it's kinda hard to tell. Sorry if I'm asking stupid question but what line of work are you in?

Really love everything about it. It's not too fantastical but the design still looks interesting. I'm asking this stuff because I don't really know what I want to get into... I'm >>672621 and I can do a bunch of speed sculpts and cheap Photoshop tricks but I've never attempted anything as elaborate as what you're showing here.

>> No.673531

>>673528
its sculpted its so obivous as hell, sculpt faggots never fix the smoothness of those faceted quads because theyre brainlets. you can also tell by the poorly sculpted shoulder plate.

>> No.673534

>>673531
Post your work polycuck

>> No.673536

>>673531
somebody's insecure about their own work.

>> No.673540
File: 21 KB, 450x456, Shitterstock.jpg [View same] [iqdb] [saucenao] [google]
673540

>>673531

Damn man. That's a really shitty attitude to have. What's up with the tribalism? You sound like one of those kids who gets into arguments with people over different game consoles. Grow the fuck up.

>> No.673543

>>673540
keke. I think he thinks modeling has to be purely simetrical and precise. He is an autist. Read the SMACK IN THE FACE BIG LETTERS in the title of the thread - NO ENGAGING THESE FAGS. Btw, I really like the >>673511 armor because it looks like it was handmade over an anvil. The imprefections really give it charm.

>> No.673544

>>673534
>>673536
>>673540
>>673543
t. assmad sculptfaggots

>> No.673558

>>673531
I dare you to box model that pussy

>> No.673570

>>672694
is the tail moving because of a bone or is it physics ?

>> No.673572
File: 1.70 MB, 2048x1024, SSScomparison.jpg [View same] [iqdb] [saucenao] [google]
673572

A quick Random walk vs Christensen-Burley SSS comparison. I made the renders to analyze the color contribution pass to see if the Random Walk SSS was blueing mouth corners and eye lids... It doesn't seem to be any worse then the Christensen-Burley setting; at least, not at a 1cm scale setting. The blueing is very noticeable when SSS scale is set larger then that. Thankfully 1cm scale was roughly the setting I was hoping to use on the material's SSS so I wont be needing to create a mask for it.

I figured I'd post the renders here for anyone that wanted a comparison. All of the material's other settings are still set very high, and I've obviously not done any work on her eyes. No post processing in this one either so its a little under exposed. My last post had some white balancing.

I do really like how fleshy your lips ended up looking, and the lack of glow around her nostril and in the folds of her eyelids. This is basically why they added random walk though so I'm not surprised. The random walk did saturate her skin a little more, but that can be easily compensated for.

Both images were 512 samples. Christensen-Burley took 3min and Random walk took 3.5min... Honestly, not that bad for what they said was going to be a lowbrow, brute force solution.

>> No.673573

>>673558
actually easier to model that with box modelling methods then to sculpt it lol

>> No.673578

>>672794

hi fren, this is very nice stuff. if you're still around do you mind answering a couple of questions?

1. how long did that take to render + what specs?
2. how much of the furniture is custom modelled vs pre-made assets
3. do you have a good tuto or tips for cloth shading? yours are impeccable

>> No.673579

>>673578
oh also:
4. how long did all that take you? (minus render time)

>> No.673583
File: 137 KB, 1267x943, chair.jpg [View same] [iqdb] [saucenao] [google]
673583

>>673578
cheers mate:
>render time
Took about 1.5-2 hours per frame usually. I was originally going for 1080 but had to settle for 720 because the 1080s where talking about 5 hours per frame. I don't have the spec on hand unfortunately.
>furniture
I would say about 50% was straight up downloaded and just placed while the other half can be split into download then kit-bashed / drastically changed or modeled by me. found out in ArcVis almost no one good makes their own furniture, wastes too much time.
>cloth materials
I haven't used a material tutorial in a long time so I can't recommend one unfortunately, most of the texturing knowledge I have now it just knowledge of what the nodes do mixed with trial, error, and problem solving to make them. Pic related is the chair seen in the kitchen if your interested in the nodes. honestly though they node graph is a little silly and unnecessary you could probably get something very similar with just a defuse, spec and bump map, I'm just lazy and can't be bothered changing maps for specific models.
>how long
It's a little hard to answer because this is only 1 building of 3 im working on at the same time more or less but this is the only one nearly done so i can't approximate about 3 months.

>> No.673585
File: 67 KB, 1591x707, Capture2.jpg [View same] [iqdb] [saucenao] [google]
673585

>>673583
Here's a pic example of the kit-bashing i was talking about

>> No.673586

>>673583
whats the purpose of all this garbage if its just for the base and reflection map

>> No.673587
File: 94 KB, 1152x718, Screenshot_01.jpg [View same] [iqdb] [saucenao] [google]
673587

>>673528
First of all I'm pretty sure I'm not better than you.
>Is it a sculpt or what
For the most part it is but I modelled some things too.
>Sorry if I'm asking stupid question but what line of work are you in?
The one that's called NEET. By the time I finished university I'd realised I didn't want to be a programmer. That being said take everything I say with a grain of salt, I'm a NEET after all.
>I don't really know what I want to get into
My opinion is that you're at a good place right now. You can sculpt/model and you can draw. Basically can nest anywhere from these skills. It's up to you which direction to take but maybe it's a good idea to explore your local market. What jobs are available? Or maybe you're ok with moving to another city/state/county? What If you want to freelance? When you roughly know what you're up to talk to some pro and ask them for advice. I for myself chose to spend a lot of time gitting gut before even thinking of applying for a job. Ideally I want to work on game environments and that's my last post btw >>670380.
>I can do a bunch of speed sculpts
speedsculpt is more than something polished. You can always polish your speedsculpts. Translating your ideas into 3d space within reasonable amount of time is the real skill.
>>673336
Your model looks exactly like mine in wip stage. That's why I felt the urge to comment on your post. Get your blockout done and then with a bit of polish it will look like my last post or potentially even better. Also I'd suggest to work on lower subd levels and don't be afraid of completely changing pieces you don't like.
>>673531
Hmm what program could it be judging by the background gradient?

>> No.673588

>>673586
it's essentially making a highly realistic fresnel light falloff, like I said though most of it is unnecessary if you just make a map specifically for your model, my original bitmap is just a generic fabric map

>> No.673595

>>673588
yea but you dont need that mess of nodes to do that lol

>> No.673597

>>673595
lol. Go fiddle with your toonshader, you plebeian.

>> No.673598

>>673597
all of those nodes go down to one simple map my dude, its only usefulness in that is that its procedural which im sure for those textures you really dont need that so youre doing more work for no fucking reason, kid.

>> No.673599

>>673587

Thanks a bunch for your answer! Sounds like we're in pretty similar situations... I don't know if you're from the states but I'd imagine there'd be a bunch of junior positions in game companies there. I'm from Finland so the circles are pretty small so you pretty much need to know the whole pipeline if you want to work in games or you need to know a lot of people to get a job. It's always:

- At least x years of work experience
- At least 5 shipped games
- You like to work on cute mobile games ^_^

International stuff is difficult because you're competing against some wunderkind motherfuckers from 3'rd world countries who are willing to work for peanuts...

It's too bad if you don't want to do programming because the market for that stuff is huge (at least here). However, I bet could be a valuable asset to a company if you could sculpt, model, work in UE, and code in C++.

Our day will come! (Or not. Ehh...)

>> No.673601

>>673598
He already explained that he was using generic texture images. He had to mix and mask them to get the desired results. There is no point in spending the time baking all of that into a single image if you computer has the ram needed to load that many images... The only argument in your favour is that he could have shaved a couple seconds of his frame render times be reducing the amount of image manipulation his shader has to do to get the pixel values. However, like I said, this would only shave seconds of his render times. Is a minute or two of saved time on each frames render worth the hour or so worth of work per object? Maybe in a production environment, but I'd rather let my PC do the work since my landlord is paying the electrical bill and I have no deadline.

>> No.673604

>>673601
yeah pretty much this.

>> No.673607

>>673601
>He had to mix and mask them to get the desired results. There is no point in spending the time baking all of that into a single image
this is how i know you faggots dont know the slightest thing about texturing and voids your entire post, dead brain faggots.

>> No.673608

>>673607
Look mate I'm not going argue with you if you individual textures for your models that's fine it works to, I prefer using the nodes to change textures in Max rather and making individual textures. Neither reproach is wrong, there are upsides and downsides to both.

>> No.673609

>>673608
shut the fuck up you dont have the slightest clue about texturing.

>> No.673612

READ THE MESSAGE IN THE OP BOYS LET'S NOT DO THIS AGAIN

>> No.673613

>>673612
Yeah no worries he's clearly trolling so i'm not going to argue with him

>> No.673614
File: 1.27 MB, 1920x1080, Screenshot from 2019-03-25 09-44-46.png [View same] [iqdb] [saucenao] [google]
673614

>>673607
>>673609
And I ain't even started on porting the eye textures and makeup. Shit, there is still acne, spider veins, age spots, stretch marks, etc. before I even get to those.

>> No.673617

>>673614
this is a prime example of what not to do when yo utexture. not only is a fucking messy but the results also look like shit.

>> No.673688

>>673583
>>673585
thx 4 taking the time to answer, friend. very helpful.

i'm a little surprised corona hasn't gotten a 'sheen' style feature that arnold implemented recently. would probably be v.useful seeing as how archviz focused corona's community's become. your results are real nice tho.

>> No.673713
File: 1.29 MB, 1920x1080, I.png [View same] [iqdb] [saucenao] [google]
673713

>>672955
Update on the model, progress has been a bit slower than expected.
>>672968
Reduced the saturation a bit.
>>672966
I hope you're right anon.

>> No.673724
File: 39 KB, 500x666, b4f1f86.jpg [View same] [iqdb] [saucenao] [google]
673724

>>673713

>> No.673727

>>673713
Don't add refraction to the glasses. Just do straight transparency with some gloss. Otherwise it's gonna be distorted like it is now.

>> No.673743
File: 324 KB, 2550x1360, 09901.jpg [View same] [iqdb] [saucenao] [google]
673743

Guys anyone know why substance painter is pretending the faces on the mesh here face in the other direction? Because they definitely don't.

>> No.673751

>>673743
lmao

>> No.673765
File: 1.88 MB, 1920x1080, 2.png [View same] [iqdb] [saucenao] [google]
673765

Still workin on shit for my pathfinder campaign, whats going on in here

>> No.673766

>>673765
>A revolver with a tube magazine...
Why though?

>> No.673768
File: 757 KB, 1024x1024, Pelter.png [View same] [iqdb] [saucenao] [google]
673768

>>673766
they're capacitors, its meant to be like a coilgun thing. I wouldnt pay too much attention to the practicality of this thing since there isnt even a visible way to open the cylinder

>> No.673779
File: 1.18 MB, 1024x1024, Firsteyes.png [View same] [iqdb] [saucenao] [google]
673779

First pass on her eye's materials... I seem to have run into an issue with random walk SSS. The model has a couple faces behind her pupil that are coloured pink. I assume these are there to simulate the reflective surface of the back of a human eye. However, those faces are far too close to the front of the eye IMO, and [pic related] evidences that. Its so close that the reflections practically make her pupils glow... I'm probably going to have to switch to using the back faces of the eyeball itself instead of those mesh faces. We'll see if that solves the issue. Maybe I'll mix a blacked out emission shader into the surface to just manually compensate for it. I don't know if masking sections of the models mesh will fuck with the volume scattering of random walk sss

>> No.673782
File: 2.05 MB, 1920x1080, 5.png [View same] [iqdb] [saucenao] [google]
673782

I did not realize until a couple of days how fuckin sweet sketchfab is. How come everyone isn't using this? what's the catch?
6IOXE

>> No.673783

>>673779
Eyes are a little too red and too dark on edges, looks sick/tired. I think your overdoing the skins roughness, if it was just a little smaller, scaled down pores, more subtle. It might help to have a rectangular light when your doing this to find the specular parts of her face, shes too diffuse and your flat lighting makes it more offputting. Add some gloss to the eyeballs, lips, skin etc.l
>if this is for a porn thing it would be more attractive if you gave her smooth moisturized skin or makeup skin with even less of your textures showing
>plz give her placeholder eyebrows shes too creepy chemo to look at right now

>> No.673787

>>673782
>what's the catch?
The models can be ripped.

>> No.673789

>>673783
>Eyes are a little too red and too dark on edges
Yeah, Its my current project to fix that. Pretty sure its a problem with random walk SSS not liking intersecting mesh (the eyeball itself and her teeth/jaw are mesh islands that intersect with the main mesh). I'm going to try to fix this by moving them to their own object and turning that object's visibility off for "volume scatter" rays. I'll probably have to Christensen-Burley SSS on the eyes and mouth because of it, but it isn't a huge issue since the mouths isn't super visible and the eyes are smooth enough to not need the detail preservation of Random Walk.

> I think your overdoing the skins roughness
Random Walk can be thanked for that. The detail preservation is wonderfully photoreal.

>It might help to have a rectangular light when your doing this to find the specular parts of her face
I've set her face's material to a specular of .406 which, according to algorithm on the principled shader page of blender's online manual, is the specular setting for a material with an IOR of 1.44... Google told me skin has an IOR of 1.44.

That said, one of the texture images in the pack I am using is labelled as "S." Its a grey scale image that I've assumed to be shininess seeing as the pack doesn't contain any other images concerning roughness or shininess. It doesn't seem to be in line with my first paragraphs assumption of a specular setting of .406 either as its mean value is closer to .3 (although it does have a significant overlap into the .406 range)... Maybe I should go figure out what that texture is supposed to be.

>shes too diffuse and your flat lighting makes it more offputting
My lighting is set up to simulate a cloudy day. Its a little under exposed, but my point wasn't to make her look good. I'm trying to work with natural light so I know if the colours, etc. are correct. I could use an HDRI, I guess, but I don't feel like finding one I like.

>> No.673793
File: 1.29 MB, 1024x1024, FirsteyesWhitebalanced.png [View same] [iqdb] [saucenao] [google]
673793

>>673783
[pic related] is the same image with a little white balancing. Is this closer to what you'd want to see?

>> No.673801
File: 46 KB, 800x576, face lotion.jpg [View same] [iqdb] [saucenao] [google]
673801

>>673793
This is more what I meant. I get that you want to use the exact numbers for things, but you are basically a makeup artist and if it looks better when you break from reality then its ok to break from reality. I kinda liked your body renders >>673614 because they look like a real, approachable girl with rough flaws whose naked in a changing room or non pornographic sense.
Normal girls don't put make up on their body but they do put makeup/lotion on their faces. Seeing her so plain without makeup either gives her a diseased, im in a hospital/soup kitchen vibe thats a turn off.

>> No.673803

>>673801
Ah, I see what you are saying... I built a couple sliders into my material for exactly that purpose. Its basically just a multiplier for the bump maps. The last pic I posted was the default (intended to be "natural") setting, but I can just crank the slider to 0 if I want to remove them completely.

As for make up, I just don't want to get into it yet, lol. The texture pack has a folder with like 30 masks for all the different places to put make up... I don't even know how to put on real life make up so just learning what each mask is used for is going to be a whole different learning exercise.

>>673789
Update: it looks like just moving the eyes to a separate object removed their influence from the Random Walk SSS shading. No need to turn off their volume scatter visibility.

>> No.673804
File: 600 KB, 1280x720, lockers_2.jpg [View same] [iqdb] [saucenao] [google]
673804

done some more work, decided against adding garbage since although probably realistic would make the place seem a little trashy. did kit it out with a bunch more thing, thanks for the suggestions last time.

>> No.673819
File: 117 KB, 379x446, D2iuX9uW0AENw0E.png [View same] [iqdb] [saucenao] [google]
673819

anyone know how to replicate the Spiderverse shaders? this is the closest i got, using the ShaderFX in Maya 2016, it uses a screentone texture for the shadows, but it doesnt look like the same can be done for highlights. is there another alternative?

>> No.673820

>>673819
Dunno if you can replicate it in shaderFX but here's how it's done in Blender.
https://www.youtube.com/watch?v=M_Js07VVimY

>> No.673821

>>673819
/r/vfx had a post about this. A SPI lighting artist explained that a majority of the Spiderverse look was done through many many AOVs and custom compositing, not through shaders alone. Looks like great ShaderFX work though, I can't see how it could be improved all that much!

>> No.673824

>>673743
Because you touch yourself at night and don't post in the questions thread.

>> No.673825
File: 795 KB, 1024x1024, 3.png [View same] [iqdb] [saucenao] [google]
673825

>>673782
weird remote alarm thing

>> No.673831

>>673819
There's a greyscalegorrila Tuto about it

>> No.673832

>>673825
Looks like a RC car controller

>> No.673871

Working on a modular cathedral kit for UE4, using Blender and Substance painter.

https://youtu.be/5p6cF_mZFmw

>> No.673874

>>673612
I often learn the most from arguing posts, it can be very productive. Stop policing the thread, faglord.

>> No.673877

>>673874
Ah yes, because posts like >>673586 >>673595 >>673598 >>673607 >>673609 offer eye-opening industry-changing knowledge that we should all learn from.

>> No.673886

>>673877
Actually hes right, arguments are the best way to learn. It brings creative thinking in that just by praising someone wouldnt. You want to try to prove someone wrong and usually you cant take someones word for for it so you go and find credible resources to prove them wrong. it will be a back and forth thing like from a month ago people were arguing about HDRI's and Subdivision and some other shit, that was fun and funny to read but also educating in a way.

>> No.673890

>>673886
And I'm not saying he isn't. They are really great when both participants are actually trying their best to dispute each other. But we often get posters like those I quoted who just go
>UR WRONG U FUCKING RETARD
It's a completely different situation when the arguments have zero substance to them. I probably wouldn't mind arguments so much if they all didn't go the same route every time where one anon just refuses to elucidate their points. See >>670802 onwards, is there anything to be learnt from that besides "/3/ is an absolute hellscape"?
>You want to try to prove someone wrong and usually you cant take someones word for for it so you go and find credible resources to prove them wrong.
This just doesn't happen on /3/ from both sides.

>> No.673892

>>673890
grats u missed the point

>> No.673894
File: 567 KB, 2338x1239, 112-1.jpg [View same] [iqdb] [saucenao] [google]
673894

Is there an alternative to having to manually move every goddamn vertex into alignment???

Smart UV project is quite the poorly named feature because what it actually does is completely retarded UV projections. So that's no use.

>> No.673896

>>673894
>Dat ngon...
Bet you thought you could sneak it past us by scaling it down in the UV view, didn't ya?

>> No.673897
File: 2 KB, 434x299, iti.png [View same] [iqdb] [saucenao] [google]
673897

>>673894
>UV mapping in Blender

>> No.673902

>>673825
Looks like something that one would put close to the clit.

>> No.673903

>>673896

what sort of pokemon? it's been a long time since the last time I played anon, sorry. but he sounds very powerful.

>>673897

am I doing it wrong? Is Maya the way to go?

>> No.673909

>>672694

she walks like a toy solider anon. look at some refs of actual women walking

>> No.673922
File: 1.38 MB, 1685x1013, img-2019-03-27-015551.png [View same] [iqdb] [saucenao] [google]
673922

>>673825
Fuckin finally got finished making models for all the icons for my campaign. This was really good practice. I think this is the first 3D project I've gotten all the way done with

>> No.673925
File: 2.64 MB, 1002x690, apex-legends-inventory-guide.png [View same] [iqdb] [saucenao] [google]
673925

>>673922
These are extremely hard to read as icons let along ugly. You can use these as in game models but things like pic related would work so much better, you want a clean outline that at a glance anyone would know what it is.

>> No.673928
File: 177 KB, 1014x1021, img-2019-03-26-132207.png [View same] [iqdb] [saucenao] [google]
673928

>>673925
I appreciate the input but its meant for a tabletop rpg to go with item descriptions

>> No.673943
File: 2.82 MB, 960x960, Bitty.webm [View same] [iqdb] [saucenao] [google]
673943

We're doing this. We're making it happen.

>> No.673945

>>673943
Does it have a thorn in its hoof? Why does it have a limp

>> No.673950

>>673894
In the UV editor I scale multiple verts into alignment by selecting the vertices then scaling to the axis X or Y by zero.

I am not a robot.

>> No.673954

>>673871
Nice but gothic arches > roman arches

>> No.673956

>>673943
Unreal?

>> No.673960

>>673804
Looks good bud, nice wet patch

>> No.673961

>>673943
is that eevee? did you use the new plugin to get it in there?

i just took a model in last night actually she looked great but i didnt play around with the morphs, just wanted to take a look at her

>> No.673964

>>673903
>am I doing it wrong? Is Maya the way to go?
Not necessarily, but it doesn't help you to use software with serious limitations for UV mapping, as you have found. You can try the TexTools add-on to have some better tools. It will help you with alignment issues, but afaik it doesn't come with improved flattening/layout algorithms.

It may be worth your while to go through a series like this one, just to get access to better UV tools: https://www.youtube.com/playlist?list=PLkzopwqcFevZLnQIIU8GTGwg4o7RaarZU

>> No.673985
File: 103 KB, 964x904, z8_9.jpg [View same] [iqdb] [saucenao] [google]
673985

>>673782
That switch in the hammer's place is one cool detail, nice!

Learning hair.

>> No.673986
File: 1.11 MB, 1024x1024, EyeTest2.png [View same] [iqdb] [saucenao] [google]
673986

Attempt number two is a resounding failure. It also looks like I was half wrong about moving the eyes to a separate object to remove their influence from the Random Walk SSS. It appears to have only shrunk its influence to that sub scale setting sweet spot were the RGB radius's aren't aligned. Its the ting of blue in her "lacrimal caruncle" (the little pink thing at the corner of the eye). I wont be working directly on this issue next, but hopefully my next project will address it by proxy.

I'm not liking the fact that her eyes have double mesh; one for the tears/cornea, and one for the iris/pupil/sclera. Having a pretty much clear, watery layer made from actual mesh seems unnecessary when blender's principled shader has a built in clear coat slider. It also introduces issues with lack of lighting. I can't seem to keep that mesh based clear coat from reflecting all the light that is supposed to be lighting the eyeball itself. Using the clear coat slider in the principled shader doesn't seem to have this issue. I'll probably be masking out everything other then the cornea from mesh based clear coat and just using the principled shader's clear coat. However...

This doesn't entirely address the problem of her dark eyes. SSS doesn't seem to be quite the right effect. I'm not looking to spread the light out. In fact, that appears to be the opposite of what I want. Spreading the light with SSS actually darkens the eyes as a lot of the eye's mesh is hidden insider her body... What I want is for the light to transmit through her eye, be reflected by the faces that intersect her eyeball (the ones I mentioned in an earlier post), and then backlight her eyeball's exterior. This should also solve the tiny issue with Random Walk SSS near the very, very edge of her eye. That issue is caused by a lack of light hitting the the lacrimal caruncle at the parts just inside her eye... Hopefully.

>> No.674043
File: 316 KB, 1600x900, shoe.png [View same] [iqdb] [saucenao] [google]
674043

>> No.674046

>>674043
That’s a pretty nice shoe anon>>674043

>> No.674073

>>673986
you're making this harder than it needs to be, stop wasting time doing what ever it is you are doing.

>> No.674078
File: 1.71 MB, 1125x1500, tfw dazlet.png [View same] [iqdb] [saucenao] [google]
674078

>>673986
Ah, you're doing what I did a couple months back.
Here are some things you should know that could help to solve your issues:
If you're using Principled Transmission / Glass BDSF on the outer eye mesh: Congrats! You've run into a fundamental flaw of the Cycles render engine. It can't render proper caustics*, meaning it casts shadows. That's likely why your eyes are so dark. You can attempt to remedy this with this method I found: https://docs.blender.org/manual/en/dev/render/cycles/optimizations/reducing_noise.html#render-cycles-reducing-noise-glass-and-transp-shadows
As for your Random Walk SSS troubles, well... it's an inherent issue with Random Walk. It's not one to do with Cycles, even Arnold users face the same issue. Whenever subsurface radius is set to red, very thin parts of your mesh will end up blue. I guess it's got to do with how RGB light transmits under the Random Walk algorithm. (red penetrates the furthest, blue penetrates the least?)
I guess I should post how far I got before I realised learning to make this shit from scratch would be more satisfying and fun than toying with Daz. I never perfected the shading of the eyes, and if you zoom in to the eye you'll notice the Random Walk blue tint on the lacrimals and eyelids.

* - it can, but it requires so much computation that it isn't efficient. You can attempt bruteforcing caustics rendering by bumping up Transmission sampling, but it'll always stay noisy even set in the tens of thousands.

>> No.674084

>>674078
ew.

>> No.674085

>>673986
>>674078
The reason you get blue areas with very high amounts of SSS is because the red light penetrates all the way through the object and comes out the other side, leaving the blue (cyan) light reflecting back to your eyes.

Seeing this effect means you've turned SSS up too high.

>> No.674094
File: 1.40 MB, 1529x931, img-2019-03-28-094259.png [View same] [iqdb] [saucenao] [google]
674094

Working on a tavern, can't wait to finally have a reason to test out eevees volumetric stuff when I make it all smokey

>>673985
thanks thats the only part of it I liked making and thought was a good idea

>> No.674104
File: 206 KB, 1600x881, handgun.png [View same] [iqdb] [saucenao] [google]
674104

>> No.674120

Excuse the tiny image. I accidentally saved over my base render and didn't feel like spending the 15min rerendering a 1024x1024 image.
>>674073
No.
>>674078
I ended using your linked doc instead of masking the clear coat mesh. It works a lot better now, thanks.

I also ADDED a translucent shader instead of using SSS on the eye. It solved the issue of blueing in the lacrimal and also added the "red eye" in the pupil that I wanted to preserve. I still have some reading up to do to figure out exactly how adding, as opposed to mixing, a translucent shader into a material effects light rays. Does it duplicate the number of rays or does it apply both effects equally? I know it duplicates for some shaders, but I am not sure exactly how the translucent shader work and its documentation is sparse.

I also want to mask it from the iris, but that's a quick fix. Its currently ruining the grain of the iris, and it'd make sense seeing as the iris wouldn't be as translucent as the white sclera.

>> No.674122
File: 244 KB, 402x100, EyeTest6.png [View same] [iqdb] [saucenao] [google]
674122

>>674120
Whoops, forgot the pic.

>> No.674125
File: 1.09 MB, 1095x950, img-2019-03-28-115057.png [View same] [iqdb] [saucenao] [google]
674125

>>674094
this is fun

>> No.674127

>>674125
you should do lighting full before you start texturing. give everything a gray texture then go hard on lighting

>> No.674135
File: 536 KB, 800x640, WIP4.jpg [View same] [iqdb] [saucenao] [google]
674135

Got a lot of texturing work left to do. Nothing is permanent yet.

>> No.674138

>>674125
is it a brothel?
(just askin for a friend)

>> No.674140

>>674043
Good shoe. Looks like it goes on a foot or similar appendage, nice shoe.

>>674138
Probably a tavern/inn that rents beds too.
Or it could be a brothel. Out back where the trough is could be where the whores sleep :^)

>> No.674152
File: 1.53 MB, 1920x1174, img-2019-03-28-151709.png [View same] [iqdb] [saucenao] [google]
674152

>>674138
>>674140
It's a tavern

>>674127
I know you're right, but I was starting to get burnt out on modelling all the little bits and bobs and just wanted to see it with some color to make sure I was going down the right track. Will keep it in mind for next time though. thanks

>> No.674155

I tried to animate a dick in a pussy in blender and I could not for the life of me figure out how to properly do spreading/push pull of the lips. Does anyone know how to do that? I tried softbody physics, cloth sim, jiggle bones, none came out with even a hint of realism. Can anyone share the workflow if you know it?

>> No.674157

>>674155
have you tried going to church and praying to god about it

>> No.674172

>>674157
I pray everyday, but not for that stuff

>> No.674187

Sorry for the delay.

>>674186
>>674186
>>674186

>> No.674214

>>674155
Shapekeys.