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/3/ - 3DCG


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File: 1.29 MB, 1500x882, 1557845853677.jpg [View same] [iqdb] [saucenao] [google]
687477 No.687477 [Reply] [Original]

Back in Color Edition

Last thread: >>684282

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.687492
File: 366 KB, 2556x1695, Engine thing.jpg [View same] [iqdb] [saucenao] [google]
687492

Working on some kind of Sci-Fi engine/jet thing to be part of a flying car. Right now it's just the main block. I'm trying to get a few interesting focal points on it. It's less about how practical it is and more about the "cool" factor. I'll admit I'm not really the best at it, but I'm chugging along. Any tips or ideas would be appreciated. I'm planning on fleshing out different elements underneath it, and having some tubing and stuff as well.

>> No.687493
File: 132 KB, 1674x873, car rear.jpg [View same] [iqdb] [saucenao] [google]
687493

>>687492
Here it is within the context of the car and jets. Right now it's pretty much just shoved in there without really incorporating it into the car, but I'm hoping to have all sorts of sci-fi doo-dads all in that open area in the back. So it's a blend of something smooth up front and industrial in the back.
I'm not really liking the little levers that adjust the thrusters either since they're pretty attention grabbing, so I'll probably change those into something more subtle.

>> No.687515
File: 1.85 MB, 1300x1200, Kitchen3PP.png [View same] [iqdb] [saucenao] [google]
687515

Making a kitchen.

>> No.687516

>>687515
the camera is too high, you should put that on the head height

>> No.687518
File: 384 KB, 838x696, height.png [View same] [iqdb] [saucenao] [google]
687518

>>687516
It is on my head height.

>the camera is too high
Wait... Are you a manlet?

>> No.687525
File: 743 KB, 1000x1000, dragon-render.png [View same] [iqdb] [saucenao] [google]
687525

This is my second attempt sculpting. I couldn't texture paint with 500k verts so I stuck a bogus "cracked soil" texture on it and messed with the nodes. Pretty good, right?>

>> No.687527
File: 2.46 MB, 1366x1502, WIP.png [View same] [iqdb] [saucenao] [google]
687527

Following a tutorial for this one.
any thoughts?

>> No.687532

>>687516
>t. manlet

>> No.687533

>>687532
>Putting cupboard that low
not OP but calling someone manlett because they figure out there is something wrong with the picture.

>> No.687542

>>687518
>It is on my head height.
So your eyes are at the very top of your head?

>> No.687545

>>687527

Are you supposed to chamfer everything like that.

>> No.687547

>>687545
no but it looks nicer when i bake the textures, and i'm don't have a polycount limit.

>> No.687549

>>687545
I will also end up replacing a lot of these meshes, this is more of a blockout.

>> No.687553

>>687516
You will never learn.

>> No.687554

>>687518
the scale of your scene is fucked

>> No.687555

>>687553
Shut up, creep.

>> No.687556
File: 8 KB, 170x297, images.jpg [View same] [iqdb] [saucenao] [google]
687556

>>687555

>> No.687558

>>687525
why were you trying to paint with 500k verts?

>> No.687559

>>687558
I don't know what I'm doing, of course. The reason is because I gave up on the sculpt and wanted to render it for posterity.

>> No.687575

>>687559
thats way too big even for a high budget model, especially if its just a bust.

>> No.687595

>>687559
Retopo it senpai then start texture painting.

>> No.687635
File: 317 KB, 999x761, Capture.png [View same] [iqdb] [saucenao] [google]
687635

>> No.687663
File: 198 KB, 1184x604, allie1.jpg [View same] [iqdb] [saucenao] [google]
687663

New character. No reference and I like it.

>> No.687676

>>687663
Are you ever going to post a finished character?
Everything you ever post are sculpts that are 1/3 done at best. I wanna see something polished from you.

>> No.687683
File: 180 KB, 739x775, 8McPDZV.png [View same] [iqdb] [saucenao] [google]
687683

Skull fun.

>> No.687691

>>687676
Soon. I just want to make better faces atm. I know I can do better. It should be pretty easy to do a render in marmoset but I want the hair done in polycards with all the details but last time I did that it took a whole but it was shorter hair. I will do it soon though as soon as I am happy with the faces.

>> No.687699
File: 44 KB, 1440x810, White IV_compressed.jpg [View same] [iqdb] [saucenao] [google]
687699

>> No.687705
File: 102 KB, 632x949, Phos2.png [View same] [iqdb] [saucenao] [google]
687705

Working on Phos!

>> No.687708

>>687705
fuck off phossu

>> No.687709

>>687699
Lookin good, but the material seems a bit off. Like it's made of plastic. Though you could just be going for a matte look. Still doesn't seem quite right enough for matte though.

>> No.687710
File: 180 KB, 1920x1080, phos-expressions-are-rock-solid.jpg [View same] [iqdb] [saucenao] [google]
687710

>>687708
What the FUCK did you just say to me

>> No.687712
File: 411 KB, 771x946, Capture2.png [View same] [iqdb] [saucenao] [google]
687712

>>687635

>> No.687715

>>687705
nice
how are you doing the face?

>> No.687719
File: 3.35 MB, 1920x1080, render2.png [View same] [iqdb] [saucenao] [google]
687719

>> No.687720

>>687691
You're just stuck, Anon.
Try something new. Or try to actually finish something.
This idiocy is getting you nowhere fast.

>> No.687733
File: 84 KB, 534x786, allie2.jpg [View same] [iqdb] [saucenao] [google]
687733

>>687720
Well I am trying to paint them now.

>> No.687758
File: 10 KB, 270x192, Phillips_armor.jpg [View same] [iqdb] [saucenao] [google]
687758

>>687733
Is that guy still doing North Hollywood game animations?
Is it okay if I do the same thing?

>> No.687763

>>687733
>>687663
immanuel kant believed that to know beauty the artist must be disinterested in the subject matter- a starving man will rate any chef 5 stars, a thirsty man will always say the wine tastes great, and horny boys who masturbate too much will post same face bimbo sculpts. Kant calls this an interest or bias, of artists thinking too highly of a piece of works aesthetics, simply because the artist wants to have that thing that is depicted. Maybe if youd sculpt some realistic bell peppers or salamanders your fem waifus would be less uncanny all the time.

>> No.687765
File: 315 KB, 534x786, 3dboi.png [View same] [iqdb] [saucenao] [google]
687765

>>687733
fify

>> No.687783

>>687715
What about it? Topo, material? Just made a pretty standard anime face.

>> No.687796
File: 261 KB, 1280x1280, Kitchen 3.jpg [View same] [iqdb] [saucenao] [google]
687796

Finished the kitchen. How do you like it now?

>> No.687797

i give up

>> No.687798

>>687797
nice

>> No.687806

>>687763
Not OP. How many times do you masturbate anon? What is too much masturbation?

>> No.687808

>>687796
your render is exactly what I see every image if I dont wear my glasses.
I think the chromatic aberration is getting everything blurry. tune it down.

>> No.687811

>>687796
nice scene but you're doing everything wrong in terms of post processing

>> No.687813
File: 114 KB, 2400x1350, White V_compressed.jpg [View same] [iqdb] [saucenao] [google]
687813

>>687709

yeah, I decided to "own" the matte/metallic look in this update.

>> No.687816

give me some cool ideas

>> No.687819
File: 8 KB, 275x183, download.jpg [View same] [iqdb] [saucenao] [google]
687819

>>687816
Here is a something cool for you, fren.

>> No.687820

>>687710
taking someone elses model and creating a shader for it and posting it here like you created it is low.

>> No.687823

>>687763
immanuel kant was a wanker

>> No.687825

>>687823
more like Immanuel C_nt amirite?

>> No.687828

>>687783
iirc in the show they used a system with 2D planes for the facial features rather than modeling them. thought you might be recreating that

>> No.687833
File: 3.53 MB, 1920x1080, Kitchen_N25.png [View same] [iqdb] [saucenao] [google]
687833

>>687515
I'm making a kitchen too.

>> No.687835
File: 229 KB, 866x898, don't bother.jpg [View same] [iqdb] [saucenao] [google]
687835

>>687763
Anon, I...
>>687765
Nah, that just makes her worse but I think I know what you mean. If I do that, there must also be a smaller gap between her nose and mouth.

>> No.687836

>>687733
you have done dozens of these and you still can't actually get the nose right?

>> No.687838
File: 124 KB, 604x473, happy_phos.png [View same] [iqdb] [saucenao] [google]
687838

>>687705
Nice.

>> No.687841

>>687796
Is that shelf/cabinet floating in the back?
Are all of them, even the stove on the right side? That's fuckin weird dude.

>> No.687842

>>687833
Where?

>> No.687844
File: 181 KB, 1379x739, allie5pointyears.jpg [View same] [iqdb] [saucenao] [google]
687844

>>687836
I'd say it is a perfectly passable nose. There are many shapes out there.

>> No.687850
File: 1.84 MB, 2105x1066, scene.png [View same] [iqdb] [saucenao] [google]
687850

>>687828
Ah, I'm not. I know the effect you mean, though, but that's way beyond my ability.
>>687820
Excuse me?

>> No.687853

>>687844
I think this guy >>687763 might be on to something because your work is incredibly unappealing and all looks the same.

>> No.687854

>>687850
>but that's way beyond my ability.
Extracting some polys around the eye area and putting a texture on it is beyond your ability? Are you huffing paint thinner?

>> No.687865

>>687844
That's no nose.
That's a schnoz.

>> No.687881
File: 316 KB, 1500x1026, camera-o-matic.jpg [View same] [iqdb] [saucenao] [google]
687881

>>687854
No, having the facial features skew and deform based on camera angle is beyond my ability. I thought that's what you meant.

>> No.687896

>>687835
Yeah, I accidentally raised it a little. But my point still stands. Her nostrils resemble a pig snout. Its pointed up way too far. Her eyelids are formed as if around a perfect sphere too. Its very uncanny.

>> No.687908
File: 480 KB, 631x341, cabinets.png [View same] [iqdb] [saucenao] [google]
687908

>>687841
Yes, they are all floating cabinets on the right side and backside, even the stove. I've put LED Strips to make them cool under them.

>> No.687926
File: 41 KB, 720x358, kitchen-cabinets-with-LED-strip-lighting1 (1).jpg [View same] [iqdb] [saucenao] [google]
687926

>>687908
leds are fucking disgusting,take them off, and block all that, its not possible to have a flying kitchen.

>> No.687939

>>687844
no dude you need to step away for a while, cause all your models have the exact same nose. do something else the rest of the body maybe?

>> No.687942

>>687896
I still don't get the pig snout thing. Please do a redline.
>>687939
Although that might be useful I don't want to waste my life by waiting anymore. I want to nail it by struggle because I must do something. I will leave this character as is for now and work on the body. There is still a lot to learn.

>> No.687944

>>687942
In my experience, it's more efficient to work on a limited set of notably different objects, say one for each day of the week, than to attempt the same type of object every time. Otherwise I get tunnel vision. Changing subject matter allows to come up with different approaches more easily and realize better ways of dealing with previous problems.

>> No.687945

>>687926
>leds are fucking disgusting
BLUE leds are disgusting, I agree. White ones are nice.

>its not possible to have a flying kitchen.
Not with that attitude.

>> No.687948
File: 139 KB, 500x501, 1543462997522.png [View same] [iqdb] [saucenao] [google]
687948

>learning substance designer
>spacebar in graph brings up search
>spacebar doesn't also create node
>have to manually click the selection
fucking cringe
take some fucking notes from autocad

>> No.687950

>>687944
Thanks. I will try this. I did it before and liked it.

>> No.687953

>>687942
>Please do a redline
>>687765
Just compare and contrast the one I already did. Christ.

>> No.687956
File: 206 KB, 1293x874, elf4censored.jpg [View same] [iqdb] [saucenao] [google]
687956

>>687953
You don't seem to understand. But anyway. Here is some new progress.

>> No.687957

>>687956
I've never seen such a butchered pelvis

>> No.687960

>>687908
Nail a stove to the wall and tell me how that works out, friend.
That's not how kitchens work. That's not how any kitchens work.

>inb4 screenshot of real kitchen working

Just imagine all the garbage and food that'll get trapped under there. That'll be a bitch to clean.

>> No.687962

>>687957
>I've never seen such a butchered pelvis
I don't see any blood or body parts. What do you mean?

>> No.687981

>>687956
Head too big, latisimus dorsi is wrong, arms to short, nose is weird as hell.

>> No.687989
File: 30 KB, 777x540, tetsuo.jpg [View same] [iqdb] [saucenao] [google]
687989

Never really made anything in blender before, trying to make tetuso. It's pretty fun

>> No.687990

>>687981
no (its the right size for the character), yes (I am still learning anatomy and back anatomy is my enemy atm), no (palms are at crotch length), nose is what it is (I actually tried grabbing Scarlett Johansson and Jeniffer Lawrences noses and making a Frankenstein monster).

>> No.687992

>>687981
btw, thanks for noticing and commenting.

>> No.687996

>>687981
Nose is weird as hell but head is not wrong size. You probably shouldnt give critique if your advice is gonna steer artists in the wrong direction.

>> No.687998
File: 632 KB, 1980x1980, Kitchen3FINALpp2.jpg [View same] [iqdb] [saucenao] [google]
687998

>>687808
>>687811
Tuned down the dispersion. I think it's better now, indeed.

>> No.688003
File: 161 KB, 1033x945, 1544780470251.jpg [View same] [iqdb] [saucenao] [google]
688003

>>687998
better. also what is up with the light leak there?

>> No.688004

>>687908
>they are all floating cabinets on the right side and backside, even the stove. I've put LED Strips to make them cool under them.
holy shit dude, fucking undo all of this, the floating and the LEDs. see>>688003
it looks like a huge fuckup, it doesn't add to it.

>> No.688024

>>687998
bevel the kitchen worktops, both looks too thin, the grill looks weird too and it shouldn't be there because you'll fuck all the glass everytime you cook and you are forced to open the windows because no smoke extractor, the glass looks bad too, some of the assets looks without textures, the floor texture is fucked, ceramic tiles instead of wood would look better there.....

>> No.688178
File: 1.91 MB, 1280x720, 2019-07-04 08-35-06.webm [View same] [iqdb] [saucenao] [google]
688178

I did these cloth physics in unity with a bunch of capsule colliders

>> No.688179

>>688178
That "crazy overly-attached girlfriend" look needs to be kept at least as an option at release.

>> No.688182

>>688178
Meakrob, I want to do this. Did you follow any tutorial in particular?

>> No.688184

>>687477
>>687477
test

>> No.688200

>>688182
theres no trick to it. just make sure your cloth geometry has even polygons and is the right scale in unity. it gets all fucked and strange if the scale is off.

>>688179
Im gonna try. I have face blindness on my model atm and can only really work on physics and coding right now

>> No.688214

>>688200
>theres no trick to it. just make sure your cloth geometry has even polygons and is the right scale in unity. it gets all fucked and strange if the scale is off.
Thanks man. Always love seeing your work.

>> No.688255
File: 267 KB, 732x768, Rasta tower3.jpg [View same] [iqdb] [saucenao] [google]
688255

A fantasy Castele

>> No.688259
File: 161 KB, 360x360, 1534369693171.jpg [View same] [iqdb] [saucenao] [google]
688259

>>688255

>> No.688260

>>688259
The roof?
The window?
Something else?

>> No.688261

>>688260
looks angry as fuck

>> No.688270

>>688261
>>688261
Ok! Now I see it. Thanks.

>> No.688271
File: 168 KB, 1412x850, elf5.jpg [View same] [iqdb] [saucenao] [google]
688271

Working on clothes but without Marvelous or anything similar. I will probably wing it and hurry so I can put it into Unity asap.

>> No.688275
File: 77 KB, 970x890, elf6.jpg [View same] [iqdb] [saucenao] [google]
688275

Started with folds.

>> No.688276
File: 223 KB, 592x768, Rasta tower3.jpg [View same] [iqdb] [saucenao] [google]
688276

>>688270
An update.

>> No.688289

>>688271
Is that supposed to be polite cencorship anon? because it kinda looks like a buttplug..

>> No.688295

>>688289
Naah, its just a black hole.

>> No.688299
File: 40 KB, 782x748, wip.jpg [View same] [iqdb] [saucenao] [google]
688299

Trying to learn low poly stuff / 3d in general. Making a gun

>> No.688322
File: 120 KB, 1229x851, elf7.jpg [View same] [iqdb] [saucenao] [google]
688322

Clothing pretty much done.

>> No.688333

>>688178

I actually really like the character aesthetic, more cute than overly-attached-girlfriend!
When are you going to release a tech demo?

>> No.688335
File: 209 KB, 379x385, 345256546354656435364.png [View same] [iqdb] [saucenao] [google]
688335

>>688276

>> No.688346

>>688299
I like the base shape but it actually looks like quite a few poly's, is that just the shading? For instance on the muzzle and parts of the handle

>> No.688350

>>688335
Come on.

>> No.688370
File: 194 KB, 531x768, Rasta tower3.jpg [View same] [iqdb] [saucenao] [google]
688370

>>688350
Better?

>> No.688375
File: 11 KB, 227x294, 1558643358645.jpg [View same] [iqdb] [saucenao] [google]
688375

>>688259

>> No.688400

>>688370
Look at real roofs.
Even though there's no "real" castles that look like this, look at how Disney does the shit. Take a look at the ones they have in their parks, and the ones they have in their movies.
Clipping a bunch of cones into some cylinders stopped looking like castles in 1993.

>> No.688404
File: 91 KB, 1250x1000, Bunk 02.jpg [View same] [iqdb] [saucenao] [google]
688404

Making a modular berth.

>> No.688411

>>688404
The handles on the drawers trigger me. Pls delet.

>> No.688422
File: 522 KB, 971x876, assaultclose.png [View same] [iqdb] [saucenao] [google]
688422

>> No.688423
File: 871 KB, 1650x986, roborender1.png [View same] [iqdb] [saucenao] [google]
688423

>> No.688424

>>688422
>>688423
Fucking love edges on mecha/exosuit shit. Good shit anon.

>> No.688425
File: 95 KB, 638x981, moredetail.png [View same] [iqdb] [saucenao] [google]
688425

>> No.688426

>>688424
thanks :D

>> No.688428

>>688423
>>688422
That's... Awesome...
*clap-clap*

>> No.688451

>>688422
>>688423
>>688425
Holy shit this is bad ass!

>> No.688477

>>688422
>>688423
>>688425
Weirdly aesthetic. At first glance it looks like some new dude who doesn't know how to actually make shit and slammed a bunch of shapes together. But at the same time, you obviously have some artistic knowledge since the visuals are pretty consistent, and proportional. Looking at the details though, you look like you've got knowledge about modelling, but there's something about it that makes it look "easy". Maybe that's just because you can identify exactly how each piece is made. I'm not saying that's bad though. Since it makes it easy to interpret the details rather than a bunch of weird ass kitbashed details.
Cuts a neat silhouette too. Looking forward to seeing this textured.

Get ready for people bashing it though. It's pretty much a given when something hits a few replies and is more interesting than the normal stuff posted here.

>> No.688484

>>688477
you are the only posting anything bad about it you Fart Huffer

>> No.688496

>>688400
The Disney castell are the first paragon for a real medieval castell.

>> No.688515
File: 3.02 MB, 1920x1080, 2019.png [View same] [iqdb] [saucenao] [google]
688515

Thoughts about lighting and composition? Made for garry's mod multiplayer

>> No.688516

>>688515
Comp is tight. Consider no interior light sources. If I were to be slaying zombies in that map then I would take a minute to relax here.

>> No.688517

>>688516
That's indeed what it's made for! Zombie survival

>> No.688518

>>688517
The zombies are real, man.

>> No.688519

>>688515
Looks like a CS:GO map. You're using the slammin' tools?

>> No.688522

>>688519
Yessir. Ambient occlusion and all

>> No.688523

>>688484
Read my post again, I didn't post anything bad about it (though reading it again I guess it seems a bit condescending, my bad).
What I meant that it was deceptively simple. Like how someone who's really good at skateboarding makes it look really easy.
Obviously the dude has artistic skill and knows what he's doing. Everything has a really good structure and volume, and nice focal points. It's got a look about it that makes it easy to digest what's going on with it. Which is a good thing.

>> No.688524

>>688496
Then take notes from it.
And learn to spell "castle".

>> No.688527

>>688411
The pressed metal handles on the lower pull out drawer, or the bolt on handles on the access panel?

>> No.688531

>>688527
On the drawers. Like I said.

>> No.688570
File: 72 KB, 466x876, lowpoly.png [View same] [iqdb] [saucenao] [google]
688570

>>688428
>>688451
>>688477
thanks, i wont be texturing this though, only made it for generating texture for the low poly model

>> No.688571
File: 80 KB, 514x1024, lowpoly2.png [View same] [iqdb] [saucenao] [google]
688571

>> No.688573

>>687763
this. i honestly tired of these same face sluts every month.

that guy needs some sex.

>> No.688575

>>688531
There's only one drawer.

>> No.688581

>>688570
>>688571
I know this is a bit late so just keep it in mind for your next project but all of your secondary forms here are approx the same size so there isn't really a dominant element in the design and it feels kinda repetitive. Also you're missing lots of tertiary detail (which I presume you'll add in shading), but adding form/size/material breakup as well as like more mechanical aspects especially in the joints would make the design more successful.

>> No.688588

>>688573
based lowercase poster. can't get more retarded than being obsessed and posting shit on each of the guys models.

>> No.688591

>>688404
everything looks molten. pay attention to how many bevels you need to round corners by keep the suface flat.

>> No.688598
File: 247 KB, 1502x1104, Mel_01.jpg [View same] [iqdb] [saucenao] [google]
688598

Starting retopo on this young lady, kinda winged her outfit but I'm open to suggestions.

>> No.688605

>>687806
Most likely he does not at all. He blueballed himself to erectile dysfunction, thus becoming disinterested in the subject matter which in turn granted him some serious artistic gains.

>> No.688610

>>688605
Made me laugh my ass of a chair.

>> No.688620

>>688610
How'd you get a donkey to sit on a chair?
Moreover, how did you teach it to read?

>> No.688623

>>688598
Attack on Titan: Links awakening

>> No.688627

>>688620
Naah, the ass didn't read it. I did. Then I laughed and accidentally pushed it off the chair.

>> No.688629

>>688275
these folds are the opposite of natural have you EVER seen clothes fold like that horizontally?
Not trying to be douchey, just trying to help.

>> No.688632
File: 83 KB, 945x876, elf10.jpg [View same] [iqdb] [saucenao] [google]
688632

>>688629
No offense taken. Thanks for the input. I want to avoid Marvelous Designer because it is clear when you use it on a model. I started with those folds and left them there. There is a good class I downloaded about sculpting clothing but it is a fucking long class. I will have to check it out when I get into more serious stuff. I am still sketching out the look for the character and see what clothing would fit her.

>> No.688635
File: 53 KB, 500x750, zbrush vs marvelous designer.jpg [View same] [iqdb] [saucenao] [google]
688635

>>688632
I have Marvelous Designer and 3D-Coat and I've always maintained that a skilled sculptor will be able to make cloth that looks far better than simulated cloth. At this stage of the game cloth sim is really only about speed. You can bash an outfit out in Marvelous Designer in a couple of minutes that might take you an hour or so to sculpt, but if you're a good sculptor then you'll always get better results doing it by hand. Especially on the fine details. There have been many times I've done a really quick rough build of an outfit in Marvelous designer, then put it into 3D Coat to sculpt in the finer details and then use the 3D Coat sculpt to bake the details onto the Marvelous Designer mesh.

>> No.688636 [DELETED] 
File: 217 KB, 1200x1200, IMG_20190709_224059_364.jpg [View same] [iqdb] [saucenao] [google]
688636

>> No.688638

>>688635
Thanks anon. I saw a tutorial with that approach and I like it a lot. That is something I will definitely do down the line. Lots more to do.

>> No.688649
File: 295 KB, 812x808, it's aboot time you get back to work.png [View same] [iqdb] [saucenao] [google]
688649

textured a boot

>> No.688656
File: 348 KB, 640x480, 485h45909454.webm [View same] [iqdb] [saucenao] [google]
688656

You would think i'd know how to animate tits having spent a large portion of my time examining them...

>> No.688685

>>688656
looks more like a skinwalker with that neck movement jesus fucking christ

examine anatomy instead of boobs

>> No.688698

>>688685

I've been slowly moving up the body so the tits are the highest i've gotten. Might move on to the neck and see what this mess looks like all together.

>> No.688735

>>688649
nice work, wabs

>> No.688736
File: 755 KB, 1316x1042, room4-alpha.png [View same] [iqdb] [saucenao] [google]
688736

Making a room office this time.

>> No.688751
File: 142 KB, 754x1041, robowip.png [View same] [iqdb] [saucenao] [google]
688751

texture almost done

>> No.688780
File: 157 KB, 1348x585, 21 - Fullbody updated.png [View same] [iqdb] [saucenao] [google]
688780

>>687477
Sometime in December or January, I attempt to model a cat girl with a shitton of polys (less than 100k with clothes). It's slow, but I screwed the pooch on the rigging department, which in result of weird grotesque CG body horror. Judi didn't deserve this.

Months later, I begun redesigning this bunny girl to make it a little more like a bunny than just a grey person with ribbons for ears. Currently, I'm working on the legs, and those arms are shortened after this pic was taken. The obstacle being on how will the legs turned out when I rigged them. The struggle with this is how the upper thighs work out, since that's the one (of several) reason why I kill off the previous one.

Suggestions would be nice.

>> No.688781
File: 90 KB, 1224x580, Suggestion.png [View same] [iqdb] [saucenao] [google]
688781

>>688780
To give you some detail, here's the mesh.

>> No.688788
File: 2.95 MB, 480x270, 1540818965840.gif [View same] [iqdb] [saucenao] [google]
688788

>>688780
what the fuck

>> No.688789
File: 269 KB, 1148x628, 6F7426C9-D0BC-4E0B-BADC-7138D054EF58.jpg [View same] [iqdb] [saucenao] [google]
688789

Made a low res low poly scene of an old rental shop we used to have to see how well Unreal handles several hundred 32x32 textures. No problems. Gonna make a mall next

>> No.688790
File: 111 KB, 1208x613, Contacts ahead, advise.jpg [View same] [iqdb] [saucenao] [google]
688790

>>687527
Looking very handsome thus far.
>>688299
Cool shape, though it's a bit much if you're trying to go for low poly.
>>688570
>>688571
Very handsome as well, I love the base shape, I suggest trying some different colors out to allow for different parts to pop a bit more. Otherwise, this looks quite nice.

>>688789
Looks very, very good.

I'm making an image series to go alongside with an album I recently listened to. This image will correspond with the third song on the album, being the first image to show at the initial approach of the song, "Mobius pt. I", between the times of 6:10 to 6:45.
Song: https://youtu.be/91UCifPCLR8?t=360

>> No.688791

>>688789
Really cute anon. Good job.

>> No.688795

>>688780
Are you planning to give it rabbit feet that are connected to human thighs?

>> No.688801

>>688789

Very good.

>> No.688802

>>688780

Proportions are not working. Judy is 3 and a half heads long. I would go with that even if it's an original character. 4 heads at the most if it's tall.

>> No.688821
File: 497 KB, 1039x939, qw1.png [View same] [iqdb] [saucenao] [google]
688821

>>688790
thanks, yeah its gonna have different colors

>> No.688834
File: 100 KB, 838x563, 8 - Clothes 2.png [View same] [iqdb] [saucenao] [google]
688834

>>688802
Actually, that's not Judy Hopps. Judi was a cat girl, and sorry for the confusion. Pic here is Vivi. as reference.

>>688795
Well, yes. The limbs are actually reused, but I had to cut down the polycount, and change adjust accordingly. Her hands & feet are cut out for the moment since the previous ones are an ugly meshy mess.

>> No.688835
File: 1.81 MB, 1316x1042, room4-beta.png [View same] [iqdb] [saucenao] [google]
688835

>>688736
Finished doing the materials. Next time I post it will probably be the finished work.

>> No.688836
File: 145 KB, 1200x478, Cats can't sit.png [View same] [iqdb] [saucenao] [google]
688836

>>688788
This here's Judi... This is how I rigged her.

>> No.688844
File: 1.61 MB, 1280x720, screen 1.png [View same] [iqdb] [saucenao] [google]
688844

>>687477
I made a mobile game as a team of 1 + occasional freelancers. If you want to, ask me about parts of its development, I'll try to answer.

Please try it - it's called (Brave Save)

https://play.google.com/store/apps/details?id=com.Whaleride.BraveSave

or ios

constructive criticism welcome! :)

>> No.688849

>>687990
So youre not making a realistic character, just a meme one where you invent the length and sizes of everything?

>> No.688851
File: 587 KB, 1320x841, Captura4.png [View same] [iqdb] [saucenao] [google]
688851

wip spelunky inspired. ALready got some XXX on the rock spot and right now working on a mossy rocky material for the rock block. Hows the golden idol looking?

>> No.688852
File: 823 KB, 1135x720, a.png [View same] [iqdb] [saucenao] [google]
688852

>>688851
wip on the mossy rock

>> No.688854 [DELETED] 

>>688844
I really like all the low poly artwork, anyhow you should try >>/vg/258850471 and >>/vg/259137187 instead

>> No.688855

>>688844
I really like all the low poly artwork, anyhow you should try >>>/vg/258850471 and >>>/vg/259137187 instead

>> No.688857

>>688855
cheers m8!

>> No.688859
File: 2.02 MB, 1920x1080, allgold.png [View same] [iqdb] [saucenao] [google]
688859

A watch that I made for an exam, only worked on it for a couple of days, for a couple of hours so there are some major flaws

>> No.688867

>>688859
looks like one of the hour markers is not on its correct place, the 10 one. I dont understand why is the hands, specially the large one is so dark when theres light directly pointing at the clock. The strap color doesnt seem to fit with the watch at least for me and the uvs are fucked up, you can see the texture expanding. The model is nice and simple, cartoonish, reminds me of tf2

>> No.688879
File: 513 KB, 2160x2160, 8k_downscaled.jpg [View same] [iqdb] [saucenao] [google]
688879

Remember to oil everything that moves.
Still, i'm not happy with any of these two materials. I thought i could just add some grainy grease, but so far i've only got these surface imperfections.

>> No.689008
File: 1.83 MB, 1316x1042, Room4-Final.png [View same] [iqdb] [saucenao] [google]
689008

>>688835
Finished work. Feel like it's my best so far.

>> No.689009

>>689008
Seems too dark. I'd increase the GI strength a bit. Also try to get rid of the denoising artifacts, they are quite distracting on uniform surfaces.

>> No.689018
File: 221 KB, 492x970, rigwip2.png [View same] [iqdb] [saucenao] [google]
689018

>> No.689019
File: 202 KB, 600x870, rigwip1.png [View same] [iqdb] [saucenao] [google]
689019

>> No.689022
File: 1.74 MB, 1316x1042, Room4-FinalPP.png [View same] [iqdb] [saucenao] [google]
689022

>>689009
Here is the room post processed. Much brighter now, right?

> Also try to get rid of the denoising artifacts, they are quite distracting on uniform surfaces.
In this case, they are not artifacts. They are normal I've put on those surfaces to simulate imperfections.

>> No.689034
File: 2.98 MB, 2000x1649, saya_wipA.png [View same] [iqdb] [saucenao] [google]
689034

so im working on some Saya no Uta fanart and i thought it'd be a good idea to get some feedback from here before i finalize it

>> No.689039

>>689022
The highlights are compressed too much IMO. Especially at the window and its proximity, it could benefit from more brightness. Overall levels are better, I think.

By denoising artifacts I mean the "splotches" in dark areas (below the desk, on the drawers at the bottom), are we thinking of the same thing?

>> No.689043

>>689034

From looking online it looks like she has green hair and a silk dress.

>> No.689046

>>688790
I think I've seen you before with those two horsemen. You pose your characters really well. Do you ever make animations?

>> No.689115

3d board feels like dead.

>> No.689117

>>688698
You cant have spent that much time on boobs if this is the best you could muster

>> No.689126

>>689117
dazlets gonna daz

>> No.689134
File: 560 KB, 962x537, unknown.png [View same] [iqdb] [saucenao] [google]
689134

>> No.689136

>>689134
Game theory
Use the forehead piece to express rank?
Regular grey being normal retard, squad leaders having red?

>> No.689139

>>689136
yes thats the idea, i just havent made the otehr textures yet

>> No.689141

>>689139
Brilliant, I'm in love with everything about it.
I was a little worried about the height of the gun, but the texturing of the rail makes it look a lot better

>> No.689149
File: 384 KB, 919x954, blue.png [View same] [iqdb] [saucenao] [google]
689149

>> No.689154

>>689149
Fanta grape
>>689134
Fanta orange

>> No.689157

>>689149

Looks like a robot solid snake. I love it

>> No.689161

>>689149
Damn, Murder Miners 2 going for the Halo Reach aesthetic.

>> No.689208
File: 277 KB, 2488x1202, heads.jpg [View same] [iqdb] [saucenao] [google]
689208

Been working on this character for a while and I need another pair of eyes on it.
How is it looking so far? Are there any super glaring issues or anything like that? I've been trying to make it more attractive and more on the sexy side, but it seems to be more "cute" than anything (I'm not saying that it actually is cute or attractive, but that it's leaning more one way than the other). I figure the big eyes are what's making it look that way. I dunno. Any tips would be appreciated.

The textures and eyelash/eyebrows are all placeholders for now, so keep that in mind.

>> No.689229

>>689208
It looks creepy, but I don't know enough about anatomy to tell you why. I think the nose might be too big and the eyes too far apart.

>> No.689231

>>689208
>How is it looking so far?
the eyelids need lot of work, also the hair but less, I don't like the neck neither, it's a good start

>> No.689242

>>689208
Make cum on her

>> No.689245
File: 550 KB, 1279x496, thumbnail.png [View same] [iqdb] [saucenao] [google]
689245

Not quite done with textures got a few smaller details to add still but is this considered "game-worthy" ?

>> No.689246

>>689208
looks like a cartoon version of DR.Elliot Reed

>> No.689249

>>689245
Yeah looks better than most shit, only things that look off are how thin your receiver metal is

>> No.689265
File: 65 KB, 1525x968, 2019-07-15 11_36_45-Window.png [View same] [iqdb] [saucenao] [google]
689265

I think an irl model would be quite funny

>> No.689267

>>689249
Greetings from /k/
Most slav rifles only have 1mm thick receivers, so he did alright

>> No.689288

>>689245
>is this considered "game-worthy" ?
show wireframe, texture resolution and count

>> No.689296

>>689229
I figured the nose wast too small, but I can size it down. Eyes do seem a bit far apart though. I'll see what I can do about it. Thanks.

>>689231
The hair is more or less just a placeholder as well (I had forgot to mention). It was hard looking at a bald model and making it look feminine.
Is there anything about the eyelids that you can point out to help? The eyes have been a constant source of trouble for me as I've been doing all sorts of shit to make them look right.
What it is about the neck you don't like? The seam in the middle of it is just the result of shitty texturing while I finish up the model. Sorry about asking these questions. This is my first real go at making an entire character. Thanks for the crit.

>>689242
Well I can't say there won't be eventually.

>>689246
I can kind of see that. Though I think it's mostly my model's shitty hair.

>> No.689334
File: 496 KB, 722x841, lil guy.png [View same] [iqdb] [saucenao] [google]
689334

>> No.689335

>>688751
very nice.
good job supporting the much underappreciated low poly ps1 style graphics

>> No.689338

>>689335
>the much underappreciated low poly ps1 style graphics
>underappreciated
really bro

>> No.689345

>>689338
yes? all that anyone cares about now is that hipster faux-poly stuff that has nothing to do with how old games looked or worked. type lowpoly into youtube and you get a sea of generic faceted landscapes and nothing that could have possibly been in a ps1 game or quake or whatever.

>> No.689352
File: 399 KB, 2488x1202, 1563164244292.jpg [View same] [iqdb] [saucenao] [google]
689352

>>689208
>Is there anything about the eyelids that you can point out to help?
first of all the shape should be something like this
>What it is about the neck you don't like?
the neck looks squarish,the nose could look better without holes maybe

>> No.689360
File: 271 KB, 802x960, 66858949_930331187303266_2535013852718825472_n.png [View same] [iqdb] [saucenao] [google]
689360

I'm working on an entry for the Retrogasm game art competition. It's Bruce Willis from Apocalypse for PSX.

>> No.689383

>>689360
lol.

Dont bother.

Judges /Leyna/Haz are biased as fuck.
last Retrogasm they even mentioned they dont like any hardsurafce/mech stuff.

So unless you are making a mainstream stylized female character... dont get your hopes up lol...

>> No.689388
File: 990 KB, 1200x800, Bedroom.png [View same] [iqdb] [saucenao] [google]
689388

Bedroom in progress.

>> No.689393

>>689360
diehard 6 :apocalypse

>> No.689415

>>689352
Thanks. I'll see what I can do to make the eyes better. The paintover really helps, so thank you.
As far as the nose holes go, I guess they're not really contributing much. Easy enough to just work them into the texture instead.

>> No.689462
File: 1.46 MB, 1280x720, unknown.png [View same] [iqdb] [saucenao] [google]
689462

I made a model to lego converter to work, in houdini. It works with redshift proxies so its really fast but it was quite troublesome to make, and the models arent exactly "possible" i e sometimes theres floating bricks that would only work if they superglued it lol

>> No.689463
File: 820 KB, 590x809, charly.png [View same] [iqdb] [saucenao] [google]
689463

>>689334

>> No.689470
File: 1.35 MB, 1046x1080, screenshot001.png [View same] [iqdb] [saucenao] [google]
689470

>> No.689479

>>689470

Wait a minute, I know you.

>> No.689507

>>689462
>Lego
>Doesn't have the name on the block pin
Might as well be some bootleg toy brick

>> No.689508

>>689507
Cant have the name on the pin m8 im sorry
The job's not for lego officially and since the company doesnt want to risk it, we'll stick to bootleg banbao jinjao pinpao

The models are uv unwrapped to so if we REAAALLYY wanted we could still do it lol

>> No.689510

>>689508
>the job's not for lego officially and since the company doesnt want to risk it, we'll stick to bootleg banbao jinjao pinpao
That's a reasonable concern kek, I thought it was a personal thing rather than a assignment and thus the autism. What is the model and what for anyways?

>> No.689528
File: 777 KB, 600x825, charlie2.png [View same] [iqdb] [saucenao] [google]
689528

>>689463

>> No.689531

>>689265
there is only one that pool

>> No.689533

>>689528
Why does he need teeth if he just melts fruit to eat?

>> No.689565

>>689161
Man, I would love if Murder Miners looked like that.
A really good game is hiding behind those shitty visuals.

>> No.689578

>>689510
This is the side/close up of a converted lego thing from the "boss" character on mixamo lol. That has been my test for animation. We're still planning out what kind of thing to make with it but its gonna be pretty neat, this technique allows for a crazy high number of bricks due to the redshift proxies, and its possible to animate every single one of m. Plus I made sure to extract handy attributes to use like what type of brick is on a given point etc.

The whole conversion method was made by me cuz I am the go to houdini guy at the studio, which I am pretty proud of. I think we are gonna be doing alot of morphing type animation stuff and maybe some physics shit, although I don't really hope that'll happen cuz I'd have to scatter actual geometry on the points then :')

>> No.689606
File: 407 KB, 1500x1006, Gandalf.jpg [View same] [iqdb] [saucenao] [google]
689606

>>687515
>Making a kitchen.
For hobbits?

>> No.689613
File: 2.48 MB, 1920x1080, pool.png [View same] [iqdb] [saucenao] [google]
689613

Working on some interiors. Needs some more texture work but better than expected so far.

>> No.689617

>>689479
Dont be afraid to say hi sometime!

Rules 1 and 2 unless no one else is around irl lmao

>> No.689619

>>689617
hey, whatchu up to? I just called in sick and I'm having a good time on blender at home right now.

>> No.689625
File: 261 KB, 675x920, dust.jpg [View same] [iqdb] [saucenao] [google]
689625

>>689619
Gettin sick is a perfect time to focus on projects.
Any ideas or you just messin about?

I just finished up some commission work, so I can finally continue with that eldrazi theme.
Thinkin im gunna try to recreate this scene.
Workin on the landscape in zBrush rn since I already have a bunch of layered-bone substances designed.

>> No.689626
File: 161 KB, 400x276, layeredbone.png [View same] [iqdb] [saucenao] [google]
689626

>>689625
Heres a test of that substance.

Comes out lookin funny on the grass.

>> No.689630

>>689625
Hold up a sec, I just caught up on the conversation. I had a look at your previous muscle monster and I'm intrigued by its design. It looks very similar to the eldrazi theme you've brought up before. On closer inspection, it looks like the image you've posted on your previous reply, doesn't have any legs at all and its just a big silly fish. Then yours would be some kind of evolution of that thing. Maybe you could go for the same style as in the painting, but pose your model in a desert scenario. This would indicate to the viewer that the organism has moved beyond the need for water.

>> No.689633 [DELETED] 
File: 841 KB, 602x811, charlie3.png [View same] [iqdb] [saucenao] [google]
689633

>>689533
You're right. I changed it to look more like foreskin to make it looks like it eats with gills in its mouth

>> No.689664
File: 49 KB, 1470x1079, Head.jpg [View same] [iqdb] [saucenao] [google]
689664

Wanted to try and do some organic stuff for a chance.

>> No.689696
File: 160 KB, 640x480, 24562456g5s.webm [View same] [iqdb] [saucenao] [google]
689696

Trying out a hip sway motion.
Still not sure what to do about this neck though.

>> No.689697
File: 1.55 MB, 1138x1139, worm.png [View same] [iqdb] [saucenao] [google]
689697

>>689528
>>689533
All done. Blender 2.8 is pretty amazing. you can see your final render in 2 seconds whihc makes adjustments so much quicker!

>> No.689723

>>689697
Nice try Mr. Roosendaal

>> No.689732
File: 117 KB, 419x532, Untitled-1.jpg [View same] [iqdb] [saucenao] [google]
689732

Hey guys how would you model something like this? Would you use Zbrush?

>> No.689748

>>689732
Yeah zbrush can do that stuff prettt well, you can instance things along a curve you draw on the surface. I like to use houdini for that sorta stuff but it doesnt handle hi res stuff as well as zbrush does ofcourse, unless you resort to instancing which can be a pain and needlessly complicated for a fucking chair

>> No.689775

>>689732
Re-read the OP.

>> No.689793

>>688178
Hey man are you using HDRP? Maybe it's the compression, but this looks great.

>> No.689805

>>689732
Yes Zbrush would be perfect for this

>> No.689860

>>688259
That face you make when your body clips through your hat.

>> No.689861

>>688425
Very Surge-like model, nice

>> No.689862

>>689732
Can't people model anymore?
What's this sculpting fagotry?

>> No.689875

>>689862
Well eehm, bein able to draw curves on models is nice. I make small little tools for that in houdini all the time when I model things, but zbrush is also viable. Also doing things like paneling for robots and machinery or making multi layered things that need to fit over something is nice to do in zbrush.

>> No.689886

>>689862
If it's good enough for Michelangelo, it's good enough for you.

>> No.689944
File: 3.32 MB, 2438x1212, Screenshot 2019-07-20_19-12-26.png [View same] [iqdb] [saucenao] [google]
689944

finished giving her hair

>> No.689945

Where's the pussy?

>> No.689949

>>689945
There ain't no pussy here, sucka.

>> No.689950

>>689944

Is the hair one piece. Looks good.

>> No.689951

>>689950
the hair is made out of a bunch of paths that have a circle and bezier curve to it.

>> No.689979

The arms should swing opposite of the legs.

>> No.689991
File: 107 KB, 613x533, 1558705154414.jpg [View same] [iqdb] [saucenao] [google]
689991

>>689944
>her

>> No.690002
File: 73 KB, 800x439, 373c09fa-6182-4b53-906b-cc6376c9c5ae.jpg [View same] [iqdb] [saucenao] [google]
690002

>>689991
thats right, a little girl

>> No.690006

>>690002
what the fuck

>> No.690007
File: 116 KB, 1152x725, glenn2.jpg [View same] [iqdb] [saucenao] [google]
690007

One of my new super uber amazing character sculpts. Yaaah!

>> No.690014
File: 59 KB, 596x752, shell.jpg [View same] [iqdb] [saucenao] [google]
690014

And another one.

>> No.690017

>>690002
>a little girl
She's buff for a little girl. Is she the pedo crusher, the hero we need?

>> No.690027
File: 36 KB, 800x520, 78d7a62e-cb4e-4f54-b89f-690231f28bad.jpg [View same] [iqdb] [saucenao] [google]
690027

>>690017
she might be, she got sharp teeth for mauling

>> No.690031

>>690007
Where's his adams apple lol, is he a basedboy or trans or something lol

Great work either way!

>>690014
Something about the ears seems a bit off to me, a bit too much C shaped. The nostrils also point forward a little bit too much, don't you think?

>> No.690045
File: 1.22 MB, 2048x1024, render1,2_combined.png [View same] [iqdb] [saucenao] [google]
690045

Doing a hell scene inspired by Doom 1 and Diablo 1. First few hours of progress. Image on the right is a block-out of the scene, image in the left is a modular piece nearing completion.

>> No.690070
File: 107 KB, 981x806, characters1.jpg [View same] [iqdb] [saucenao] [google]
690070

>>690031
I dunno. His Adam's apple seems fine. Just to show from a good angle.

>> No.690073
File: 477 KB, 1920x1033, Screenshot (44).jpg [View same] [iqdb] [saucenao] [google]
690073

>>689862
I'm not sure. I haven't touched 3d in a year, kinda forgotten the best approach to these things.

Ive also forgotten how to texture, its literally just substance painter presets can't get away with it much longer.

>> No.690094
File: 962 KB, 1802x1064, Head.jpg [View same] [iqdb] [saucenao] [google]
690094

Before I start with the ears, I was wondering if the edges at the back of the head are becoming too dense and should be moved upward to spread them out, or if they're fine as is?

>> No.690103
File: 1.20 MB, 1378x916, wire.png [View same] [iqdb] [saucenao] [google]
690103

>> No.690114

>>690070
whats up with those long necks?

>> No.690119

>>690094

No if you took them away it would look too blocky.

>> No.690130

>>690114
It is actually a normal base head but as I carve and shape it, it gets smaller and smaller. It is like carving stone. I don't really care for the crappy neck length at this point because I will have to adjust it later when I project the face onto my topo-ed body that I use as template for all models (males still have to create proper topo for genitals). So I now that the heads and try to draw what kind of hair and beards would suit them, etc.

>> No.690132
File: 1.69 MB, 1024x1024, render3.png [View same] [iqdb] [saucenao] [google]
690132

>>690045
Made a floor, but I think I'm going to redo it. The seams between the boards are too large and uniform. Debating between staying with wood, or going with cobblestone of some sort. Also working on a blood material. Still needs work. It's using noise right now, but the idea is that I can make a bunch of splats in proper image editing software and use them with the shader.

>> No.690152

>>690103
have you considered just texturing a plane for the ground instead of an array of cubes?

>> No.690171
File: 128 KB, 1110x735, shell1.jpg [View same] [iqdb] [saucenao] [google]
690171

I really love doing makeup on the female characters. I feel like I could get a hang of it.

>> No.690182

Any advice for beginners interested in low poly in particular?

>> No.690185

>>690171
you've made good progress anon nice job

>> No.690186

>>690182
Don't shy away from high poly hard surface. If you do high-poly first, you'll have a better idea of where you can cut out polys, understand proper topology (the flow of polygons) better, and be able to apply standard workflows to the specific thing you want. One key tip in hard surface is to keep your topo as simple as possible for as long as possible. Knowing how to do this can only help in your pursuit of low poly. Keep doing your low poly, but it would be wise to spend a considerable amount of time doing high poly hard-surface. You could even use your high-poly models to create textures for your low poly model (see: retopologizing).
For tutorials, CGCookie has a monthly subscription, but there's a lot of good stuff there. I like it.
Most of all, have fun with it. Don't grind out high poly practice if you're not in the mood.

>> No.690206

>>688598
So generic it hurts

>> No.690207

>>688859
What kind of exam, holy shit... I hope that's not at any 3d school. This is a 10 min job for a beginner

>> No.690209
File: 107 KB, 600x656, lified.jpg [View same] [iqdb] [saucenao] [google]
690209

Made Mary Jane look more youthful, spoderman's request

>> No.690224

>>690206
perfect for the industry

>> No.690225

>>690002
>little girl
>looks like a body building boy
nothing about this says female

>> No.690231

>>690225
and thats the point, shes female but that doesnt mean she has to be petite and helpless

>> No.690247

>>688789
>several hundred 32x32 textures
several hundred draw calls, cancer.

>> No.690250

>>690247
Despite that there is nothing really taxing in that scene

>> No.690260

>>690250
Maybe not in such a small scene, but on the long run it will definitely cause some issues.

Why not grouping 256 of those 32px textures in a single 512px texture? Resolution will stay the same, and it will look and feel the exact same, but saving the CPU thousands of draw calls.

Developers who don't care about the technical performance of their games are destined to fail.

>> No.690262
File: 317 KB, 1920x1080, NAOMI_1.jpg [View same] [iqdb] [saucenao] [google]
690262

Doing some bullshit

>> No.690264

>>690262
wtf did you take the arms of a man and put them on a woman? fucking hideous

>> No.690265

>>690264
Too much woman to handle eh?

>> No.690268

>>690265
More like too much testosterone, mate.

>> No.690271

>>690265
Not >>690264 anon but he is 0.3% right. Make it somewhat attractive.
>Too much woman to handle eh?
Sounds like you are trying hard to defend your opinion. What you should do instead is own it. If a woman is THAT strong that she looks like a man, she has obviously surpassed any goal to keep her feminine beauty and has dedicated her body to become a war machine. The look literally writes the character if you have enough insight to explain it. You don't need to justify it. She is a fucking woman who wants to be badass probably because she had a good male role model (probably Colonel Father) or she grew up in an abusive environment and learned to become the alpha. But the second idea doesn't work because she has no femininity and endeavors to look like a man - her role model. If she had to survive, any woman would realize she has a great asset in manipulating people with her looks. She looks practical, now build her up. She is also a cliche but I have dated and have friends who are total cliches. Nothing wrong with that. Sometimes simple is a lot, look at the most popular assassin spy James Bond.

>> No.690272
File: 302 KB, 800x319, unknown (3).png [View same] [iqdb] [saucenao] [google]
690272

>> No.690273

>>690265
i like me some buff mommys, but thats a tiny bit too much

>> No.690276
File: 79 KB, 598x480, 155588355173.png [View same] [iqdb] [saucenao] [google]
690276

>>690271
I am not trying to be a dick, but literally what makes you think I'm going to read any of that?

I mean what the fuck

>> No.690277

>>690262
I am >>690271 anon. Also notices she has bumpy skin which only happens when someone has goosebumps. The body is ok but just sort her face out a bit. She doesn't have to look so raw unless she is a villain. You also want to give the characters that mental definition and play with it. Her face is pretty hard so she is probably a merc, possibly a bad one. But sometimes nice looking girls like Harley Quinn are total nuttbags and manipulating bitches. So she might even be a good guy but that picture doesn't say much.

>> No.690279

>>690276
If you ever read a book, this should be a piece of cake. Especially because it is priceless information.

>> No.690281

>>690279
you are a little full of yourself

>> No.690282

>>690276
Also because I AM THE GODDAMN BATMAN!

>> No.690283

>>690281
Mr. A. Non. You ar on fur cahn. Pluhseleave a cooming t to pm y post pleale.

>> No.690284

>>690283
lol. guy walks into a 4chan thread and wants to have a serious conversation.

>> No.690287
File: 198 KB, 1359x1850, wip.jpg [View same] [iqdb] [saucenao] [google]
690287

what do you think ?

>> No.690288

>>690287
What's with the terrible plasticky material on arms-chest-lower legs. Also pouches are totally impractical. You literally blocked access to mags by that big pouch. Shit design. My advice is to age her up (she looks gimmicky), learn why people have pouches, how to hold a knife properly (the THUMB, the THUMB is for pushing), her rig would fall off her shoulders because it is not strapped in tightly to her small shoulders and her face conveys confusion - Am I angry?

>> No.690289

>>690287
Only slasher horror idiots hold the knife like that. Check google for images on how to hold knife properly backwards. That is only good for surface stabbing and no real damage.

>> No.690290

>>690287
I don't like the neck and the chest but great character

>> No.690292

>>690287
Character design is shit and the lighting is worse

>> No.690293

>>688259
Lawd it looks like a Space Marine

>> No.690311

>>690287
i really like the arm armor anon, tho i have to agree that the throat is a bit too wide

>> No.690357
File: 4 KB, 478x459, girl face.png [View same] [iqdb] [saucenao] [google]
690357

>>689944
Everything seems great except the face.

>> No.690368

>>690271
anon I read all of that and I understand you want to empower women and that's great but I think you're missing the point. Take a look at women in professional sports and you can see that your anatomy is fucked in comparison. Look at real references and keep going you got this

for example something random I found online:
https://www.youtube.com/watch?v=b5Kwg9sBkmE

>> No.690370
File: 95 KB, 844x792, 1533733128904.png [View same] [iqdb] [saucenao] [google]
690370

>>690368
yeah I'm sure womyn feel really empowered by some neckbeard's homoerotic fapbait

>> No.690375

>>690368
post ur anatomy sculpt faggot

>> No.690385

>>690368
You got me wrong. I am MGTOW. So take that as you will. It also allows me to think without attachment and in many lanes of thought. Just trying to give anon some pointers on how to make stuff interesting.

>> No.690387

>>690385
the best way is to lead by example, so... post something you've done?

>> No.690395
File: 197 KB, 1280x720, 1DEEA657-E40C-4116-81C5-D4E5351FE791.jpg [View same] [iqdb] [saucenao] [google]
690395

Whats wrong with this render

>> No.690404

>>690387
No. I don't ask you to follow me. I ask you to follow common sense.

>> No.690407
File: 2.79 MB, 3870x4208, fierce fighter.png [View same] [iqdb] [saucenao] [google]
690407

>>690357
her eyes are that sharp, i understand that the transition to 3d is difficult. but i wanna stay as close to my drawing as possible

>> No.690410
File: 107 KB, 1098x1190, 398c4552-8a35-46e0-a8ef-144a25178d00.jpg [View same] [iqdb] [saucenao] [google]
690410

face texturing done

>> No.690454

>>690395
The first issue is that the building appears to be from the middle east.

Also the exterior of the building is glowing. It's night time but the lights aren't casting... light. And no shadows.

>> No.690455

>>690404
What? Why are you so arrogant for somebody who doesn't even produce anything?

>> No.690456
File: 90 KB, 1245x1207, 22zq01.jpg [View same] [iqdb] [saucenao] [google]
690456

>>690455
you bitch ass motherfucker, not the anon that critizised you btw. it looks off, it looks deviantart levels of off with those arms. the only arrogant on here is you that feels like our opinion only is valid when we produce something better than you, and even then we both know you will just shit on it.

>>690368
this anon right here was nice and told you how to get better, and it was not the "haha le funny 4chan tells people their work is shit lololo" kind of.

we dont need to help you, you can keep your work the way it is for fuck we care. i am not asking you to change your work if you like it that much, but there are times when 4chan isnt talking out of its ass

>> No.690458

>>690456
You need to relax, man. I don't know what insecurities you're compensating for but it's shit like this that makes /3/ such an unpleasant place.

>> No.690460
File: 804 KB, 1610x878, Screenshot 2019-07-23_12-29-47.png [View same] [iqdb] [saucenao] [google]
690460

>>690458
i will eat your ass backwards you fucknut

>> No.690464

>>690460
When I'm feeling antsy it's typically due to a lack of productivity in the preceding days. Maybe doing some creative work will mitigate all that negative energy?

>> No.690465
File: 67 KB, 934x610, ASS.png [View same] [iqdb] [saucenao] [google]
690465

Heavy bolter, fifth model i've ever made in blender

>> No.690466

>>690464
You can make a joke out of this all day long see if I care, but your model is a disgusting Fetish fueled abomination. I would even go as far as to say you didn’t even model it yourself but rather used some editor

>> No.690467

>>690466
I used the G3F base from DAZ and built on top of it. Why is this such a competition for you? Please stop acting like this. I'm just looking to have fun and make cool shit, why do you have to be so overcompensating? This is the last I'm responding to you, there's absolutely nothing to gain from this.

>> No.690468
File: 455 KB, 1088x1451, EC049074-4F18-4CD7-BE6B-EE7D6254B3AE.jpg [View same] [iqdb] [saucenao] [google]
690468

>>690467
You came here expecting praise but instead got your ass handed to yourself. Live in your delusion. Knowing you faggot want to have the last word I am pretty sure this is not the last we have heard of you here

>> No.690469

Great community you guys got here

>> No.690473
File: 86 KB, 656x596, BigGun.png [View same] [iqdb] [saucenao] [google]
690473

Don't think i will ever texture it but it's pretty much done

>> No.690494
File: 365 KB, 1920x1080, VIVIAN_1.jpg [View same] [iqdb] [saucenao] [google]
690494

Some more bullshit

>> No.690501
File: 747 KB, 1211x879, THROW1.gif [View same] [iqdb] [saucenao] [google]
690501

Opinions? Better with or without gaussian blur?

>> No.690502

>>690494
>>690501
Leave the blur erase the character.

>> No.690505

>>690502
Alri, I think I like it better with blur as well.

>> No.690508

>>690407
Sounds fine if you're committed to it, and >>690410 looks decent.

>> No.690512

>>690508
thank you anon, i yet have to make the feet and some clothing as well. tho thats gonna take a while since i am close to having a burnout

>> No.690518

>>690469
Thanks. We try pretty hard.

>> No.690519

>>690469
what are you? new?

>> No.690548
File: 59 KB, 597x1000, rock.jpg [View same] [iqdb] [saucenao] [google]
690548

I've reached rock bottom.
14k poly's too much for an an realtime asset like this?

>> No.690553

>>690548
>14k poly's
>a literal fucking rock
That boulder better be a character at that point

>> No.690554

>>690548
Wayyy too much

should be ~0.5K at absolute most. Retopo + bake

>> No.690557

>>690467
>from DAZ
yep, that explains everything

>> No.690568

>>690548
This is one of those things where POM/Tesselation shines.

>> No.690573

>>690553
>>690554
>>690568
This was just an an exercise, i have no intention to actually use it in an real-time scene. I might use it in a non-realtime scene. But good to know.

>> No.690608
File: 162 KB, 1313x871, shell4.jpg [View same] [iqdb] [saucenao] [google]
690608

Posing the character to see if proportions fit what I want.

>> No.690609

>>690608
OP here, please don't mind the finger clipping inside the boob and other shit like that.

>> No.690618
File: 1.06 MB, 1702x822, file.png [View same] [iqdb] [saucenao] [google]
690618

Trying to make a kappa.
Going to attempt to make some haircard hair for it, because it's meant for a game, but procrastinating it hard.

>> No.690629
File: 899 KB, 1024x1024, final_show_keoni_one.gif [View same] [iqdb] [saucenao] [google]
690629

>local small advertising business guy is at coffee place talking about how he needs an animator
>I tell him I do 3d animation
>He says this is perfect and offers $80 to animate his logo with possible more work in the future
>Asks how he wants it animated
>Shows me nothing but 2D animated logos in after effects
>Try to make it in 3d

>> No.690642

>>690608
That left wrist looks a little odd.

>> No.690643

>>690629
is this what the guy sent you? If it is I would use better colours and make big changes to how fast/when things are moving on the screen. What I mean is at first my eye is following the gradient line, then my eyes switch to "LOCAL" then quickly back again to the left details of the gradient line and my eyes have to fight to see these things moving at once. Just my two cents, this may just be me

>> No.690650

>>690642
Yeah. I literally just transposed and smoothed. I missed that one. Cheers.

>> No.690661

>>690629
Bro you took this bullshit for $80? You could have easily doubled that and you'd still be fucking yourself.

>> No.690685
File: 965 KB, 2438x1352, Screenshot 2019-07-24_16-54-44.png [View same] [iqdb] [saucenao] [google]
690685

finally finished the body, next is proper rigging weight paint

>> No.690849
File: 2.43 MB, 2560x1440, screenshot161.png [View same] [iqdb] [saucenao] [google]
690849

>>690473
Looking good dude, good forms on the case.

Just baked and did blockout out materials for this guy today

>> No.690850
File: 2.09 MB, 2560x1440, screenshot164.png [View same] [iqdb] [saucenao] [google]
690850

>>690849

>> No.690868

>>690850
anon this looks amazing

>> No.690873
File: 1.60 MB, 1470x802, Screenshot 2019-07-25_17-00-36.png [View same] [iqdb] [saucenao] [google]
690873

got her shirt and gave her a bat, next pants and socks and then i can properly rig her

>> No.690955
File: 973 KB, 1024x1024, updateagain.gif [View same] [iqdb] [saucenao] [google]
690955

>>690661
how much would you quote? It's still a WIP

>> No.691026
File: 2.88 MB, 3840x2160, Prog.png [View same] [iqdb] [saucenao] [google]
691026

Trying to capture a likeness, I think the front view of her face looks odd still.
What should I do?
Also the neck hasn't been attached yet because I still need the mesh to mirror while I make edits

>> No.691090

>>690955
The line going around the state is fucked. It's taking its sweet ass time going around that last bit.
Match the speed of the line to the fill at the bottom so they start and end at the same time. Make them snappy. Less of a slow ease in/out, but not quite linear. Something bouncy. You're gonna have to play around with the f-curves.
Then after the state is filled in, bring in your letters. The way they move is fine, but they come to a stop after bouncing around too abruptly. I'd also make them come in a bit faster.

At most, this should take 1-2 seconds to animate. With 2 being on the slow side.

>> No.691148
File: 1.55 MB, 1024x1024, updateagain-1.gif [View same] [iqdb] [saucenao] [google]
691148

>>691090
better?

>> No.691154
File: 277 KB, 1500x500, Prog2.png [View same] [iqdb] [saucenao] [google]
691154

>>691026
Here's what I did:
>Created a cube (ruler) and scaled it to be a skinny rectangle
>Scaled up the concept side by side to my model
>Positioned the ruler on the landmarks of the concept art, and adjusted my model until they were equal
That was it, just capturing the correct positions of the landmarks until the model looks right.

>> No.691159

>>691148
The letters are I guess. All you did was speed up the animation though.
But your line and fill are still fucked as all hell.
Start them from the middle like you did in the last one, but have the line match the speed of the fill.
So when the fill is done, the line is done going around the state and they meet back up at the other side.

>> No.691160

>>691154
No one asked, nor cares.
There's a reason people don't make 3d models that look like Don Bluth characters. Your character is exactly why.

Also fix your seam.

>> No.691164

>>691154
I want you to understand that this is one of the most frightening models I've seen in these threads. It's not horrifyingly bad, but the unfortunate part is the caricature you're going for does not translate to 3d

>> No.691169
File: 546 KB, 1280x720, homer.png [View same] [iqdb] [saucenao] [google]
691169

>>691154
>>691160
>>691164
Another reason why 2D stays 2D.

>> No.691175

>>691160
Don’t be such a fucking cocksucker. Be nice to people trying to learn the hobby. Do not contribute to an already shitty community with this faggotry you worthless piece of shit.

>> No.691188
File: 136 KB, 1001x715, horsemilk.jpg [View same] [iqdb] [saucenao] [google]
691188

Working up to make a complete character. In this case a zombie fighting cowgirl.

>> No.691230

>>691169
Can't stop cringing when I see homer in 3d. And for some reason I've seen him so fucking many times.

>> No.691233
File: 505 KB, 1967x1345, Face.jpg [View same] [iqdb] [saucenao] [google]
691233

>>691154
Try this.
>Raise the back of the head
>Push her eyes down to allow for more brow
>Reduce the nose curve a bit
>Separate the lips more clearly
>Let the upper lid cover the top of the iris
>Reduce chin thickness

>> No.691234

>>691233
Thank you so much!
I was just in the process of fixing the head shape too

>> No.691260

>>691175
Cry more, cuck.

>> No.691261

>>691175
Thanks but it's okay friend, there's a good reason why trolls never respond with their own work
Good always wins!

>> No.691272
File: 710 KB, 1003x1019, file.png [View same] [iqdb] [saucenao] [google]
691272

>>690618
Kind of done. Going to add a shell and a spear or something too, I think.
https://sketchfab.com/3d-models/kappa-test-7fb7997948104e2985ed4ae8336afab6

>> No.691274

>>691175
>community
You guys always manage to out yourself, no matter how short the post.

>> No.691285

>>691261
>trolls never respond with their own work
Are you retarded?
There's no reason to post your own work when giving a crit. Just because it hurts your little feewings, doesn't mean it's invalid.

You're sitting there giving a tutorial of how you made it from a cube as if anyone cares. If someone wanted your process they'd ask. You're not in any place to really give advice.

>> No.691289

>>691274
>>691285
You need to kill yourself. But in lieu of that, just get the fuck out.

>> No.691312

>>691289
You first, kiddo. What with you trying to lead by example and all.

>> No.691365
File: 512 KB, 160x160, 1450850112528.gif [View same] [iqdb] [saucenao] [google]
691365

>>691312

>> No.691375

>>691272
Nice! You might want to add some detail in the roughness map, or at least tone it down a bit. It looks oily rather than wet now hahaha

>> No.691389
File: 123 KB, 1141x741, horsemilk1.jpg [View same] [iqdb] [saucenao] [google]
691389

Did a retopo for the hat. Haven't done manual retopo in a long time and enjoyed myself but my carpal tunnel is acting up.

>> No.691394

Whoever is in charge of making a new thread, go ahead and do it please.

>> No.691425

New WIP up boys.
>>691424

>> No.692520

>>690494
>>690501
Please stop posting your fetish monstrosities. You are a one trick pony and that trick has gotten stale.