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/3/ - 3DCG


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File: 1.08 MB, 1024x1024, AI Wip.jpg [View same] [iqdb] [saucenao] [google]
910303 No.910303 [Reply] [Original]

/wip/ - Works in Progress
- DALL-E-dition -

Post your work-in-progress projects, recently finished projects, or things you'd like critiqued here.

Previous thread: >>907726

List of free resources: https://pastebin.com/cZLVnNtB
/3/ Discord for those interested: https://discord.gg/ujt5vtr4DE

>> No.910309
File: 1.36 MB, 1590x990, Untitled-1.png [View same] [iqdb] [saucenao] [google]
910309

Working on another wip, really just getting into substance so I'm still learning a lot so I'm making some more props.

>> No.910310
File: 2.78 MB, 1617x990, Untitled-2.png [View same] [iqdb] [saucenao] [google]
910310

>>910309
bit of a close up here, again very wip but crits welcomed

>> No.910311
File: 2.94 MB, 1752x997, Untitled-3.png [View same] [iqdb] [saucenao] [google]
910311

>>910310
and there just a bit of a close up on some of the detail on the sides, getting these to properly get some decent topology and bakes was a challenge for sure.

>> No.910313
File: 204 KB, 1300x1081, bronze-statuette-of-a-lion-from-the-first-persian-or-achaemenid-empire-J1A4F5.jpg [View same] [iqdb] [saucenao] [google]
910313

>>910309
>>910310
>>910311
This is a lion from the Assyrian civilization btw.
so trying to at least somewhat stick to their design language.

>> No.910314

>>910313
>>910311
>>910310
>>910309
Holy fuck those look incredible

>> No.910315

>>910314
Thanks anon

>> No.910317

>>910309
Alright, everyone can go home now, this one is probably the best that will get posted

>> No.910331

>>910309
I'd go a bit easier on the discoloration on the face. On the tongue and the flat side of the face it would naturally wear off a bit more than that even though the tongue seems to be slightly covered. Just add a bit more noise into the discoloration on those areas or something at least.
Aside from that it looks great.

>> No.910349

>>910309
very nice. mask guy?

>> No.910441

>>910309
what programs did you use? was that a sculpt or a retopology-ed model?

>> No.910442

>>910441
>a sculpt or a retopology-ed model
huh? those aren't mutually exclusive

>> No.910444

>>910442
I mean in that pic, did you retopology the statue yet? Or was it still a millions vertex scuplt?

>> No.910446

>>910444
i'm not the guy who posted it

>> No.910447
File: 31 KB, 399x416, pants-extrude.jpg [View same] [iqdb] [saucenao] [google]
910447

How do you model pic related, with a clean topology? I could do it, but its embrassing shitty topology wise. Iam thinking a mirroed cylinder, with merging enable, for a start?

>> No.910448

couple issues before I smooth things out and start modeling the art
1. The anchor points for automatic weights are actually only on the highlighted orange dots, meaning the mesh arms in particular won't move with the bones
2. The bones are stretching when I move them in pose mode, making animation nearly impossible/ridiculous
3. The mesh doesn't stick to the bones when I bend the elbow
4. I keep having to reset the pose using clear transform, it gets messed up when I go into object mode randomly

>> No.910449
File: 121 KB, 777x558, new_model.png [View same] [iqdb] [saucenao] [google]
910449

>>910448

>> No.910451 [DELETED] 
File: 10 KB, 480x480, sex.png [View same] [iqdb] [saucenao] [google]
910451

Just finalizing and tidying up my unique final artwork for my new game.

>> No.910456

>>910451
Fuck off

>>910309
Why are you not hired yet?

>> No.910465
File: 254 KB, 539x578, file.png [View same] [iqdb] [saucenao] [google]
910465

groomin. missing the braided bun. not looking forward to it.

>> No.910466
File: 3.11 MB, 1887x957, Helmet.png [View same] [iqdb] [saucenao] [google]
910466

>>910317
I'm not done yet, I got more projects coming
>>910331
got it yeah, I'm really just getting into substance but i'm surprised it's basically like photoshop on stereoids. really working on observation skills and layering up details and stuff.
>>910349
yeah

>> No.910467
File: 275 KB, 584x570, file.png [View same] [iqdb] [saucenao] [google]
910467

>>910465
better shampoo

>> No.910469
File: 530 KB, 1776x981, Lion_Decimated.png [View same] [iqdb] [saucenao] [google]
910469

>>910441
>>910444
it's the usual high poly sculpt, then low poly then baking. for this one it's just a decimated version that has been tweaked a lot to get the uvs to unwrap properly. I'm using mostly zbrush and maya.

>> No.910470
File: 3.36 MB, 1716x1080, Hunter.png [View same] [iqdb] [saucenao] [google]
910470

>>910456
>Why are you not hired yet?
Honestly I haven't tried applying for jobs yet, I do want to but I've never feel like I'm ready, it's a bit daunting too. been coming here for a long time tho.

>> No.910485

>>910470
You're ready retard

>> No.910486

>>910451
fuck off cris

>> No.910514

>>910470
You either are larping or incredibly dunning kruger. Your interviewer will de cide if you are ready. Not you.

>> No.910519

>>910514
>incredibly dunning kruger.
lol this doesn't mean anything

>> No.910520

>>910470
Make a new throaway discord account, post it here and wait, seriously it will work

>> No.910523

>>910520
Why not just post my artstation, I'm gonna put all this stuff in there anyway, or will people blacklist me for posting here?

>> No.910526

>>910523
Depends where you from, higher ups who like 4chan won't blacklist you for sure, they might actually become friends, but HR in some places is very corrupt and nepotistic, will 100% be iffy towards you for being on 4chan

>> No.910528

>>910309
>>910310
>>910311
bro that shit is awesome, how many polys and udims you got there?

>> No.910532
File: 5 KB, 298x198, 1648406144041.jpg [View same] [iqdb] [saucenao] [google]
910532

>>910451

>> No.910533

>>910523
No dingus. You make 2 artstation portfolios. One with your 4chan projects with a made up name, another for serious projects with your real name.

>> No.910534

>>910523
already flagged your work at mpc and sent them over to a friend who works at dneg as well. blacklist 4 lyfe.

: - )

that sinking feeling?
imagine how bad it would be if i wasn't lying.
stop posting on 4chinz.

>> No.910535

>>910533
Ohhh brilliant kek

>>910470
Monster hunter/dq anon, you were always ready, you don’t have to doubt yourself.

>> No.910536

>>910534
Not the sculptanon, stop fearmongering and larping words you don't understand, Cris

>> No.910537

>>910534
>wanting to work at mpc
Doesn't that place treat their employees like literal slaves?

>> No.910546

>>910534
You got me there pal

>> No.910548

Do people in the industry really care if you post on 4chan?

>tfw no qt rich anon to make a studio exclusively for 4chan chads

>> No.910549

>>910548
yes they do care and you shouldnt even _think_ of posting work on this far-right, extremist site. I only post on artstation, despite any amount of baiting and "pyw" begging

>> No.910552
File: 616 KB, 1920x1080, Screenshot_2022-07-26_16-36-56.png [View same] [iqdb] [saucenao] [google]
910552

Making a low poly human, what do you think, /3/?

>> No.910553

>>910552
learn anatomy

>> No.910554
File: 156 KB, 860x860, dc51mm1-21a4591b-d865-40d7-98d9-3282acf2d5da.png [View same] [iqdb] [saucenao] [google]
910554

>>910549
>tfw living under the boot of HR

>> No.910575

>>910549
Are you aware of how many artist are posting their work online everyday?
And you're telling me that out of the hundreds of artworks that get posted everyday on Twitter, artstation, discord, etc, some hr person is gonna come to check what is essentially the least popular board on 4chan where 99% percent of the work is being posted by beginners and trolls and tell me that they will even take the time and go to the trouble to track who's posting here just because it's associated with the far right? Who even really cares that much? Even if you post something here now, people will most likely forget it by next week.

Have you noticed the state of this board? It's dead, it moves at a snail pace, I wholly understand not posting here if you're a professional already working in the industry but for anyone else I just don't see what the big deal is.

>> No.910579
File: 609 KB, 1920x1080, Pogchampbullet.jpg [View same] [iqdb] [saucenao] [google]
910579

day 40 in blender and touch of photoshop for contrast

>> No.910590
File: 46 KB, 482x600, fork.jpg [View same] [iqdb] [saucenao] [google]
910590

>>910447
whats wrong with this?

>> No.910593

>>910552
kino

>> No.910594

>>910575
That's not how it works anon, it usually goes like this instead
You post art, art goes viral, you go viral, you get famous.
Nice you are famous now, you let it get to your head and start proselytizing whatever social/ideological issue you care about, eventually someone who dislike and disagrees with your ideas find out you are proselytizing and complains about it to their own little community, in their profile.
Word goes around people notice the beef and eventually one of the people that happen to see the complaints is from this board and has seen someone post things similar to your style here, and for some reason decide to fuck with the artist cuz why not?
Checks board again, see if artist still lurks, screengrabs, send it to the ppl that dislike the artist, it gets shared around, eventually someone decides to do the good ol' classic "Hello company X did you know employee A does Y and Z on 4chan, here are some pictures of it"

HR gets a hold of evidence, have a discussion on how deeming it is, if it's bad Anon gets the axe, if it's not anon only get grabbed by the loins by HR and plays ball as to not give any reason for them to let him go, if anon is a really good boi, a goody two shoes HR will likely see if he browses 4chan in company computers through logs and tell him to stop and nothing happens, or if HR lady is crazy enough she lurks here as an anon herself and checks up on anon(Hardly doubt about this one tho)

This "Never happened" example is brought to you by discord/twitter drama, for it is how it goes on those platforms, and I can easily see it happening here too.

>> No.910607

>>910466
How is Substance anyway? Good? I have shitload of years of professional work with Photoshop, but only just starting with 3D and I was wondering how to make texturing easiest for me.

>> No.910613

>>910590
Can i have the object file please?

>> No.910615
File: 172 KB, 473x594, file.png [View same] [iqdb] [saucenao] [google]
910615

>>910613
bro you just take the top cylinder, extrude the middle face, keep extruding until you can connect it with the middle face on the back, now you have 2 rings on the sides which you can extrude

>> No.910619

>>910607
Substance is pretty close to Photoshop in terms of the layered workflow. They're obviously different programs entirely, but if you're skilled with image manipulation and working with masks and stuff, you should be able to pick up SP pretty quickly (like within an hour or so). It's incredibly simple to jump into.

>> No.910620

>>910619
Nice, I'll look into it. Thanks.

>> No.910621

>>910590
Blender.

>> No.910660

>>910594
Not all companies are fucked with HR, usually the most mainstream ones.
This reminded me of that right wing recruitment agency that advertised as a non-political HR recruitment company, getting jobs for ppl that were not interested in following the mainstream government views, what was the name of it again?

>> No.910661

>>910660
That sounds like a such a lazy honeypot.

>> No.910671

>>910661
Ikr, I want to see if they are still around or not, but I'm failing to remember the name, they paid for ads on a bunch of right wing sites and I remember seeing it on the daily wire once

>> No.910682

>>910528
it's like around 50k polys and the head, mane and body are separate meshes with 1 udim each
>>910535
thanks man, glad someone here remembers my work, i'll probably be gone now for good, if I ever make it i'll come back and let you guys know, I've been coming to this board since 2017 so I do feel a bit nostalgic about this place, and even tho yes there is a lot of bad reputation around it a lot of people helped me along the way and I wouldn't have the first clue about 3d without their help. so there's that.

>> No.910683

>>910615
Or just use the skin modifier.

>> No.910684

>>910309
This reminds me of Mesopotamian engravings of Tiamat. I wonder how She would look like as a statue in a similar style and quality to this

>> No.910687
File: 9 KB, 166x303, aaaaqdownload.jpg [View same] [iqdb] [saucenao] [google]
910687

>>910526
Another day another tale of HR being an absolute totalitarian hellscape:

https://www.youtube.com/watch?v=cUL29VQCijA

Be wary of those demons

>> No.910699

>>910615
Why do this when you can just make a bent cylinder and extrude out the middle of it?

>> No.910746
File: 1.67 MB, 2560x1417, oscar.png [View same] [iqdb] [saucenao] [google]
910746

I'd love some criticism on this.

>> No.910750

>>910746
Arm proportion seem slightly longer than the anatomical averages it's too far down the waist line. Hands are too big too

Other than that I like what I see

>> No.910752

>>910746
Nice ginger girl anon. Are you following yansculpts?

>> No.910753

>>910750
Thank you, the hands and feet are temporary but I'll shorten the arms.

>>910752
No, just reference and Anatomy for Sculptors.

>> No.910754

>>910746
Clavicle / sternocleidomastoid area looks a bit wobbly
The top inside of the booba also arcs inwards a bit too much
Hands an feet a little noodly
Back feels a bit flat and would like to see more of the back wall of the arm pit

Imo of course, could be wrong. Just give it a second look.

>> No.910755

>>910753
Don't just shorten it, do it properly, remember to check a book or google on the avrg measurements of the humerus, ulna and radius.

The way I see in this pic is the ulna and radius are too elongated compared to the humerus

>> No.910756

>>910754
Perfect, I'll work on those areas.

>>910755
Good shout, I wouldn't have thought to do it that way.

>> No.910757
File: 470 KB, 1113x1541, file.png [View same] [iqdb] [saucenao] [google]
910757

>>910756
not that anon re:proportions, but this is from artistic anatomy by paul richer.
but check out loomis' proportions as well because he thinks the average 7.5 head measure "dumpy" and prefers slightly different proportions - the type you see on fashion models etc (b/c he was a fashion illustrator). you'll probably want something closer to that.

>> No.910759

>>910746
Face is fucking weird man, especially the lips. Unless it's a style you're going for.

>> No.910760
File: 252 KB, 2290x1580, download.jpg [View same] [iqdb] [saucenao] [google]
910760

>>910757
here's the other side

grab yourself a pdf tho, it's well worth having as reference.

>> No.910761

>>910746
>more fucking coomer shit

>> No.910762

>>910761
How does it feel to get mogged by talented coomers Cris?

>> No.910763

>>910759
Face is fine man, she's just not your type

>> No.910764

>>910756
Don't change too much Anon you got smt good going already, change things very slightly and slowly, don't destroy your model

>> No.910765

>>910761
Lol a character model being naked doesn’t make it coomer shit. The model will likely have clothes added to it later, or at least that’s what most people who model naked characters plan on doing. Nudity is just a part of art and it always has been, and you would know that if you were an actual artist and not just a tourist with a donut.

>> No.910766

>>910765
>coombrain tries to justify his shitting up of a blue board by saying its art
You're that guy from the last thread, aren't you?

>> No.910768

>>910766
>Tfw you've never opened a Jeffrey R. Watts or a Jon Demartin book in your miserable life

Seethe all you like son, Anon Is gonna make it and you won't

>> No.910770

>>910766
I'm one of those guys. Sexual acts or even a suggestive pose are one thing, but nudity by itself isn't always NSFW. Even in a school environment, nudity isn't always NSFW because I remember seeing a good few Greco-Roman and renaissance statues in history and art class, butts, balls, boobs, and all. You're just projecting your own coomerism onto other people because you used to be a porn-addicted degenerate who can't get his weenie up anymore.

>> No.910771

>>910770
Based

>> No.910776

>>910770
>n-no y-you're the coomer!
You got me. Excellent logic there.

>> No.910779

>>910750
You're looking at it wrong anon, arm proportion is fine, it's the placeholder hands throwing you off,

>>910755
The bones in the arm need adjusting tho Humerus is smaller than it should and Ulna is too long

>> No.910780

>>910776
I didn't say you are a coomer, but that you were a coomer. The only thing preventing you from being a coomer is your limp dick.

>> No.910781

>>910766
It's a work in progress model, I'd say something if there was detailed genitals but there is none.

>> No.910793

Seething about coomers are one of the most assured way how to spot a newfag. Fucking election tourists I swear.

>> No.910802 [DELETED] 

>>910793
Chud, stop pretending you're not q Donald Drumpf tourist from 2016 /pol/ yourself.

>> No.910806

>>910766
>>910761
>another false flag
damn this coombrain got butthurt real bad
Can some mods just ban his ip or something so he doesn't keep shitting up these threads?

>> No.910829
File: 1.08 MB, 1920x1200, Screenshot_2022-07-28_13-26-03.png [View same] [iqdb] [saucenao] [google]
910829

Woke in progress.

I have to say i begin to love Eevee. That thing is fast as shit, and no fucking noise.

>> No.910830

>>910829
>Woke in progress

>> No.910831
File: 1.42 MB, 290x221, 156.gif [View same] [iqdb] [saucenao] [google]
910831

>>910830

>> No.910832

>>910831
>gays being silent
>ever

>> No.910833

>>910829
>That thing is fast as shit, and no fucking noise.
because it's like a vidya render engine from 2014 - and looks like it.

>> No.910835

>>910829
Yeah you keep making shit because you can't light properly.

>> No.910836

>>910833
>>910835
All this irrational homophobia here.

>> No.910837

>>910836
u hittin on me, bro? cuz if u are we should take this to pvt if you know what i mean

>> No.910838
File: 2.91 MB, 1440x2926, punk.jpg [View same] [iqdb] [saucenao] [google]
910838

>> No.910842
File: 368 KB, 1440x2926, lel.jpg [View same] [iqdb] [saucenao] [google]
910842

>>910838

>> No.910891
File: 2.45 MB, 864x1536, RiggingTest2.webm [View same] [iqdb] [saucenao] [google]
910891

>>910309 Looks great, might give substance a shot after after i been very disappointed by Quixel Mixer, with their "smart materials" that are worse at box projecting shitty texture maps than blender. And if i have to bake color Id maps i might as well bake my procedural materials to a texture...
Maybe for the next project.
>>910552 Maybe some eye sockets, to make the face look less flat and you are well on your way. Maybe Look up what deep rock galactic does and you are well on your way to a cool model!
>>910829 Don't worry, with big enough textures and glass materials you get some damn noise and slow ass renders. I currently average 24-ish seconds a frame.

>>909157
Making first moves. Threw together some keyframes on the Body Rig so i can test / tweak all them IK chains for the robotic parts. Looking at my old base mesh this way too long project stated with, it for sure does not hold up anymore. Still good enough to have something other than the not yet weight painted suit.
Some advice for anyone wanting to do Robots / Exoskeleton stuff, leave some extra degrees of freedom and some places to hide stretching. This makes the faux mechanisms work a lot better if you can cheat your way out of inaccuracies. We do art not engineering after all.

>> No.910946
File: 274 KB, 744x523, Capture.png [View same] [iqdb] [saucenao] [google]
910946

So I'm working on my next anime-sque tank.
I'm trying a more complex project this time.
It took me a while to concept what shape this guy would have. Initially I wanted him to be like a mechanical worm that tunnels through the ground, but it ended up lookin too goofy.
I'm getting more and more used to using anotate to block out my proportions and sketch out complex shapes, but it irks me that I can't assemble rough "cages" of my parts and have to stick to traditional front/side/top .
Is there any way around this?
Use grease pencil?

>> No.910961
File: 193 KB, 1308x684, ak.png [View same] [iqdb] [saucenao] [google]
910961

AK. I just want to git gud.

>> No.910968

>>910682
Hell yea man, you got a distinct style that bleeds cool. I've been on the grind a couple years less but I feel ya, seeing the work of anons (like you) illuminated so much more than any YouTube tutorial. But yea, for you, it's time anon. We'll miss your posts, or I know I will, but you're ready. Now go out there and get that money and recognition, you deserve it bro. Godspeed you magnificent bastard!

>> No.910970

>>910682
>Anon makes it
>Leaves his bros behind

Many such cases. I don't hate you for it anon, I hope we all make it in the end and I begrudge no man from his perseverance paying off. Don't forget us though.
Just remember when you're having cigars and cognacs with the big cheeses in the industry and you feel like you need to talk with people who "get" you, we'll still be here for you.
For me, it's a case of seeing your work and not getting downhearted that I have such a long way to go, or even that I'll never reach your level at all. Rather I'm going to look it at the way a real man should and see it as something to aspire to.
I wish you only the best.

>> No.910978

>>910806
>its a false flag!
I didn't know /3/ had this much of a cross section with /pol/. Is anything you disagree with just not real?

>> No.910980
File: 1.30 MB, 517x659, 1.png [View same] [iqdb] [saucenao] [google]
910980

Making a kind of ancient city buried in the desert. Built a tower blockout and pulled in some quixel assets to set the mood.

>> No.910987

>>910980
Anor londo?

>> No.911000

>>910980
>>910987
No dex builds allowed.

>> No.911002
File: 1.94 MB, 1186x2251, PSX_20220729_010242.jpg [View same] [iqdb] [saucenao] [google]
911002

Being working on this ogre guy for a bit on my phone. All his body is split into each individual piece and I was wondering if I should work on the anatomy a bit more in t pose or pose it and rework the anatomy.

>> No.911009

>>911000
No dex build? i cry ToT

>Watchu mean I can't be a naked katana wielding genocidal untouchable demigod anymore?!

>> No.911020
File: 218 KB, 1205x684, ak2.png [View same] [iqdb] [saucenao] [google]
911020

>>910961

>> No.911021

>>911009
>N-noooo! It can't be!
Kek

>> No.911022

>>910970
Now is not the time for tears, our brother has been welcomed into the land of the gods, and he strived for it. So should we anon, so should we.

>>911002
He head lookin' a bit small there.

>> No.911033

>>911002
Right now your Orc is looking like a transwoman. Scale the upper body more so that the silhoutte is a inverted triangle. Oh yeah that's right you are using a phone to sculpt. Nevermind anon you are on your own.

>> No.911043
File: 308 KB, 1401x974, lowpolimodel.png [View same] [iqdb] [saucenao] [google]
911043

I am a beginner trying to learn. I started with this character sheet I found online, and nearly ruined everything while using the knife tool. Any criticism, please?

>> No.911044
File: 155 KB, 953x944, lowpolimodelbehind.png [View same] [iqdb] [saucenao] [google]
911044

>>911043

>> No.911058
File: 531 KB, 1471x800, 2.png [View same] [iqdb] [saucenao] [google]
911058

A few lazy sculpting hours later

>>910987
Yes, leyndell ashen capital looks is a main reference here, almost involuntary

>> No.911064

>>910313
>>910309
>>910310
Impressive, very nice. Maybe we don't even need to see Paul Allen's modeling. I know it's a WIP and you probably has already fixed it but im gonna say it anyways.

Materials on a face and legs has different scale, even blurring out a bit. Not sure if you've mapped texel density as you would do for a character, with a quarter of UV space dedicated the face. But it just breaks the illusion here.

Reference has some sharp medium-scale cast imperfections (near the tail, handle, and on the rear leg) They add a lot of variety to flat surfaces and help bring model's material together being same scale and sharpness everywhere. So you know it's a cast metal all over the place.

Green oxidation gives a nice contrast between metal and non-metal and gives warm-and-cold paintery vibes when combined with yellowish dirt. Also showing the age of an object.

>> No.911065

>>911033
>Right now your Orc is looking like a transwoman
So pretty spot on so far.

>> No.911079
File: 2.92 MB, 2422x3118, main_nofog.jpg [View same] [iqdb] [saucenao] [google]
911079

>>910980
>>911058

>> No.911083

>>911079
Two extrudes instead of three look much better on that lower battlement by the railing

I'm going to try that more often on my models

>> No.911095

>>911043
>>911044
You're better off sculpting it which would take less time then retopologizing afterwards since your topology sucks and it won't deform properly when rigged.
If you don't want to sculpt and are sticking to poly modeling, look up body topology reference and follow it.
Try to keep a mindset of using the least amount of subdivisions for the most amount of detail.
It's okay if the ass looks blocky at first, that can be sorted out later with a subdivision modifier.

When you're starting out, most people constrain themselves to just orthographic view when using reference, try not to do that.
Notice the way it almost looks rectangular in some places?
Try to make a few changes and check if they look good from all angles, remember this is 3D, the model has to look good no matter the angle you look at it.

Also, since it's an organic form, try not to focus too much on moving around singular polys, use proportional editing and you can make it look much more organic and dimensional that way.

If you want to learn more, try Daniel Kreuter on YouTube, he helped me a lot with understanding the workflow to make characters.

>> No.911116
File: 254 KB, 1273x684, ak3.png [View same] [iqdb] [saucenao] [google]
911116

>>911020
Big progress this morning.
>>911058
>>911079
Very pretty. How did you do all of that ornamentation around the archways?

>> No.911128
File: 2.87 MB, 1440x2926, shronk.jpg [View same] [iqdb] [saucenao] [google]
911128

>>911022
Made his head a bit bigger and his neck longer. Looks less like an orc though.

>> No.911129

>>911128
It looks like the teeth come through the lip rather than coming out of the mouth and pushing the lip forward. Unless that was what you were going for. I'm not sure how these fantasy characters usually get designed.

>> No.911131
File: 54 KB, 736x1092, 6b8a302fcce8077b444096dc67f9f4c9.jpg [View same] [iqdb] [saucenao] [google]
911131

>>911128
you ruined the aesthetic of an orc. They're suppose to dominate you in different positions but you.......you have an obsession for Bruce Willis or what??? Stop projecting damnit.

>> No.911135
File: 3.02 MB, 1440x2926, shronk_body.jpg [View same] [iqdb] [saucenao] [google]
911135

>>911129
>>911131
I dont know what to do with this sculpt because I dont know if he should look more human like or I'm being gaslit into making bad changes when it should be a bulky monstrous orc.

I have no idea what the right advice is.

>> No.911136

>>911128
Not scruffy enough, they're supposed to look like the pinnacle of testosterone, and that means folds nigga. fuck off with this soft skinned tender forehead orc.
Fucking nu-orc looking mothereffer

>> No.911137

>>911136
I'm just trying to get the proportions right before I start on secondary details. Want to make sure it looks correct enough to start adding folds, dirt, scars and dirt.

>> No.911138
File: 1.21 MB, 868x932, astrongman.png [View same] [iqdb] [saucenao] [google]
911138

>>911135
Go watch Strongman and Powerlifting competitions and look exclusively for the largest fattest or bulkiest guys

>> No.911139
File: 2.87 MB, 636x702, HeadIk (1).webm [View same] [iqdb] [saucenao] [google]
911139

>>910891
Another day another Rig.
A question for all you Rigging wizards. How much IK is too much IK? Can i make up for a lack in animation skill by just throwing more constraints and drivers at it so almost anything moves itself?
really not looking forward to weight painting that face... Does anyone have some resources on how little i can get away with? When looking at stuff from open3Dlab and coomer equivalents they all got almost a grid of bones covering the face. Or is just doing shape keys the better idea ??

>>911020
>>911116 Looks very neat, but i bet there are some dudes from /k/ who will point out all sorts of historical inaccuracies and what not. The only thing that jumps out to me is that this looks an awful lot like my old models where you try to fix your problems with more subdivisions. Like on the sight leaf you can see some funky edge normal which can be fixed by more subdivisions but working in a slightly higher mesh resolution and subdividing less might work out better.

>>911128 Pretty big forehead for an ork.

>> No.911141

>>911135
The only bad decision you made was giving him this elongated top, when anon said the head looked a bit small he meant proportionally to the rest of the body, It would've been a better decision to lower the thickness on the thighs and calves slightly, instead of changing the head. the head was ok initially, look at that warcraft orc face, and compare it to your first head, they look much closer to one another than this brucewillis looking weirdo

Everytime someone here tells you there's smt wrong with part X, don't immediately change it, not always it's that part that is the problem it's just when looked at the big picture it looks weird because smt else is wrong.
Zoom out a bit on the model and see if it wasn't another part of the body that is throwing ppl off, Like the waist and thighs making the mentioned part looks bad.

>> No.911142
File: 50 KB, 600x600, main-qimg-e69772aec17a47f8902763c0a9e2b740-lq[1].jpg [View same] [iqdb] [saucenao] [google]
911142

>>911138
Noel Deizel is a good model for an orc body, he is perfectly symmetrical, and the body fat is practically nonexistent

>> No.911144
File: 326 KB, 1258x726, ak4.png [View same] [iqdb] [saucenao] [google]
911144

>>911116
Last minute progress before work. I'll stop spamming these so frequently. Lower handguard needs a rework. Bad shading. Inconsistent topo density. Not entirely happy with the overall shape.
>>911139
Thanks for your feedback. I try to keep subdivisions at 1 or 2 levels tops. And I agree with the rear sight leaf. It needs to be reworked. It's actually not subdivided or beveled at all. I just threw smooth shading on it. It's like 30 quads lol. BTW, your rigging and models are always extremely impressive. One of these days, I will master anatomy and sculpting. Stuff's inspiring.

>> No.911145
File: 291 KB, 1218x759, ak4_no_subdiv.png [View same] [iqdb] [saucenao] [google]
911145

>>911144
and the subdivided model.

>> No.911146

>>911135
Post your references We'll tell you if it's bad or not or are you fucking sculpting from imagination? If that is the case then you are WAY too early to sculpt from imagination anon

>> No.911155
File: 2.91 MB, 1440x2926, shronk_face_update.jpg [View same] [iqdb] [saucenao] [google]
911155

>>911136
>>911138
>>911139
Made his face more monster like, I'm going to rework his eyes and his mouth

>> No.911158
File: 297 KB, 1440x808, Screenshot_20220302-151323_Chrome.jpg [View same] [iqdb] [saucenao] [google]
911158

>>911146
Here's one of them for the body I wanted for the orc.

>> No.911162

>>911155
Looks like my dad, and my dad looks like an orc, so I guess it's better hahahah
I like it.
I wonder how it would look like with a less monstrous nose tho, just the nose, and just slightly less monstrous.

>> No.911172
File: 654 KB, 1474x824, astrongman.png [View same] [iqdb] [saucenao] [google]
911172

I'm not >>911033

But here is what he was talking about in regards to triangles, it's basic fundamentals of drawing, get your construction and proportion right from the start.

>> No.911180
File: 118 KB, 512x512, real.png [View same] [iqdb] [saucenao] [google]
911180

real

>> No.911184
File: 2.82 MB, 1440x2926, shronk_proportion .jpg [View same] [iqdb] [saucenao] [google]
911184

>>911172
Thank you for the diagram and explanation. I've tried to match the proportions to the refrance using it as a background. Hopefully it looks a bit better.

>> No.911200
File: 2.53 MB, 1440x2926, 1659129539344694.png [View same] [iqdb] [saucenao] [google]
911200

>>911184
>>911146

>> No.911208
File: 1020 KB, 2098x2926, FF45AF47-4369-4A9B-ACDE-D73F21EE8B5C.jpg [View same] [iqdb] [saucenao] [google]
911208

>>911184
Small head anon here, my looks like my original advice took you further away, it was probably a neck issue rather than a head issue. Here’s what I can fix from the image using liquify tools. Something closer to that maybe.

>> No.911210
File: 2.84 MB, 1440x2926, shronk (3).jpg [View same] [iqdb] [saucenao] [google]
911210

>>911200
>>911208
Okay, fuck this is driving me fucking delirious with the constant edits but holy shit just please tell me on the right track this time.

>> No.911211

>>911210
Ye, just gotta fix th muscle placement and fix a few proportions, I couldn't get it exactly right because it's just a flat image I'm editing, but look at the >>911131 this ref and this one >>911158, those were the ones that caught my eye as most correct. But ye, he looking much beeger than before which was main the issue with the overall proportions.

>> No.911212

>>911208
Congrats on making that guys work more generic and up to your own personal style. Your feedback sucks and that X heads tall thing is a meme.

>> No.911214
File: 299 KB, 422x771, Screenshot_166.png [View same] [iqdb] [saucenao] [google]
911214

Making blendshapes for facial expressions and visemes

>> No.911218

>>911210
The issue I see in most of your work is that you have a great understanding of anatomy, but not a great understanding of proportion. This one's face looks nice, but the faces in most of your work look vertically squished. This sculpt you have made now looks like it's almost there, but the pectorals might (->might<-) not be big enough, and the lowest ab muscle appears to be too long. The lowest ab muscle is long in anatomy diagrams, but on the surface of the skin, the lower half blends in to its surroundings making it look shorter.

>> No.911220

>>911218
>The issue I see in most of your work is that you have a great understanding of anatomy
He doesn't

>> No.911222

>>911220
By "great understanding of anatomy" and "not a great understanding of proportion", I meant that he has a good understanding of musculature and how those muscles are shaped, but not exactly where those muscles should go and what size they should be.

>> No.911224
File: 300 KB, 1557x879, Gatsu_Revissed.png [View same] [iqdb] [saucenao] [google]
911224

>>911212
I'm relatively new to sculpting on my phone as apposed to zbrush. I'm trying my hardest to learn everything with anatomy (I'm not great at it). My last zbrush thing before a blackout broke my pc is this.
>>911218
He's right.

>> No.911239

>>911212
Anon who gave the 8heads. You’re blind if you cant see 8 by 4 heads on his first reference. It’s not a meme when it’s tried and true method for hero characters. Had a nice chuckle when orc anon attempted my advice. Not crabbing him or anything but he really needs to work more proportions than anatomy.

>> No.911240

>>911212
>>911220
So you're just some dumbass who crabs instead of wanting anons to make small steps to fix their shit. Moron

>>911222
That's what I'm getting at with the fix, not supposed to be what he should've copied exactly but the extension of the upper torso and whatnot was what he was supposed to look at. Muscles are well defined in the other pics so he can fix that up no problem, but the general size of everything leads to some Hobbit looking orc instead of some wongo 8 foot tall beast.

>> No.911244

>>911224
the only thing that 'broke' your pc is you because you didnt have a surge protector, idiot

>> No.911245

>>911210
Ok wait, anon, do you do any drawing? I think the issue here is that you're doing this on the phone (if its on a tablet this might apply if it's really small), so while you zoom in and work on the individual bits and details they look great. But, because you weren't building them in context to each other, when you zoom out, it's mismatched to your vision by the end. I think this is just the zoom out problem 2d artists face but for 3d. We're just trying to take guesses, but you already know what you want your boy to look like, just actually need a physically bigger workspace to build your parts in relation to each other.

Anyways, I think only you can decide what your guy should look like, but if you wanted some generic orc advice, I think most anons filled it out pretty well. Otherwise, be happy with the midget orc, it's still really cool.

>> No.911252
File: 217 KB, 604x642, file.png [View same] [iqdb] [saucenao] [google]
911252

boott haha :3

>> No.911257

>>911252
Nice green ass anon im tired of seeing tall buff orcs and midget orcs to be frank.

>> No.911259

>>911257
Woah, cool it with the orcism

>> No.911261
File: 757 KB, 1493x1782, brickwall.jpg [View same] [iqdb] [saucenao] [google]
911261

I'm pretty new to designer but you guys think I've taken this far enough? all of that detail is not even visible unless you're up close inside unreal. or should I exaggerate the details and brick height to make em read more?

>> No.911262

>>911261
From afar, the issue I would see is the pattern seems a bit regular (big small but always the same size) Other details like how much the brick is inset, plaster height variation would be icing on top though not really necessary if people won't be up close and personal with it.

>> No.911264
File: 2.33 MB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
911264

>>910303
so earlier i was watching this arrimus vid:
https://www.youtube.com/watch?v=O2vZ3Whqbp0

i decided to give a similar thing a go in blender since i'm already learning topology

obviously the mouth area is still a problem, i think i've done decent with the rest of the design. mostly i've practiced adding in details to curved areas (the indents on the temple for example)

>> No.911265
File: 2.03 MB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
911265

>>911264
non-wireframe

>> No.911268
File: 256 KB, 1404x675, spk.jpg [View same] [iqdb] [saucenao] [google]
911268

>> No.911270

>>910552
It's alright for a first try. Since you're new to modeling, and I presume new to this board, I would strongly suggest you never post here again. A lot of people on here who complain about other people's anatomy skills can't actually sculpt an anatomically accurate model themselves, so they take out their frustrations on people who manage to get somewhere, especially if they're less experienced. Some of them do know what they're talking about, but their skill in modeling is the only thing that makes them valuable as a person, so they like to tear other people down. Go get critiques on any other website, because people there will actually want to help you.

>> No.911274

>>911252
Wow, more coomer shit -- and it's furry shit too. Furry stuff belongs in /trash/.

>> No.911275

>>911252
Sonichu is looking good

>> No.911282

>>911244
Okay massive twat, I'll remember to get a surge protector when some dickhead knocks out the street power. I'm getting compensation and a new pc so I'll be back making stuff on zbrush you absolute prick.

>> No.911291

>>911282
I think it's just a schizo shitting up the bread, always explicit, no explanations beyond schizo rambling and obvious stuff. Safe to ignore I'd say.

>> No.911292

>>911291
this board is full of failed blendertards that know they can never make it and just try everything to drag anyone down with them and sabotage every attempt to have some kind of actual discussion here.

>> No.911296
File: 924 KB, 2422x3118, main_comp.jpg [View same] [iqdb] [saucenao] [google]
911296

Now I slap characters on top of it for scale and narrative.

>>911083
Didn't even knew building parts had specific names. I was aiming for regular big-medium-small relations instead of 3 equal repeating elements.

>>911116
Thank you. I used zbrush, displacement map from quixel assets and Jonas Ronnegard ornament brushes.

>> No.911300

>>911292
Yea it's part of the reason why I hardly come back anymore. Nice to help people out if I can and look at some pro anons drop by, but some idiot anon always comes by to take a shit.

>> No.911301

>>911296
Aw yea, that's gonna be sick anon, clothes all flapping about in the wind.

>> No.911311

>>911300
i have been sporadically coming here for years and literally the only piece of useful advice that I ever found here was that someone namedropped arrimus3d.

>> No.911337
File: 2.19 MB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
911337

>>911264
>>911265

re-worked the textures so it's more like the original model, also fixed up the mouth and a few other areas. gonna try and add some seams next

>> No.911339

>>911337
you really should separate the different colored areas into separate objects

>> No.911343

>>911268
Looking good, quite retro

>> No.911344

Hi, one question.
I am still making modular assets but I am kinda troubled since I want them to look a very specific way.
How? Either cel shaded or strong contrast, anyone can help me on chatting about shaders and rendering and texture work? I really don't know how to do this.
Like cel shading low poly models would suck right?

>> No.911349

>>909788
>>911214
Very cute! Can you explain why lips for simple one-line moth require so many polygons that isn't visible at all? I see that in any anime model.

>> No.911354

>>911292
There's only one person in /wip/ who consistently does that. He never posts any of his work and does nothing but shit on people, doesn't matter who it is. Everyone else is nice.
I don't believe you should tell someone they're doing well when they aren't just to spare their feelings. You encourage them by telling them to keep at it and, if you can, explain how/'where/why they're going wrong. Telling them they're doing good when they're making clear mistakes is much more damaging in the long run.
Not that the anon you're talking about gives constructive criticism, I think he's just a cunt. That's why I never respond to him.

I can't speak about the rest of the board because I only really come to /wip/
The truth is you'll find some jealousy in every subject, it doesn't matter what it is. A lot of the time the ones who are most jealous are the ones who do shit and get nothing but praised for it. It gives them this false confidence that they're the best there is. Then they see someone who isn't shit they get butthurt because they're being forced to accept they aren't actually as good as they believed they were. So they lash out.

Personally if I think something is good then I'll say so. If I think something is bad/done wrong and I know why, or have an idea that I know why, then I'll say so. But if something is bad/done wrong and I don't know why then I don't say anything. Even when I give advice I always tell them to get a second opinion because taking the word of one person is just as damaging as telling them they're doing great, especially if that one person has a misplaced confidence.

>> No.911356

>>911339
probably. i've been keeping it together for now since it just makes everything a bit easier. once i'll get to proper texturing i'll have to start making things more seperated

>> No.911360
File: 58 KB, 1081x1472, woman.jpg [View same] [iqdb] [saucenao] [google]
911360

I somehow managed to sculpt a woman face this time.

>> No.911364
File: 675 KB, 1280x720, 0001.webm [View same] [iqdb] [saucenao] [google]
911364

Finished the basic blocking of my next robot , wormy-guy . He shoots rockets.
Tomorrow I plan to add detail and start shading.
I am going to try using Grease Pencil to add some paneling and defined the shapes a bit more

>> No.911376

>>911354
For me, /3/ is great for ego checking and getting the most honest impression of what of your own work. You always be reminded that everybody needs to learn, grow and evolve because no one here is going to hugbox you unlike Reddit.

What's bad about /3/ is that the board is also filled with a lot of beginners who beilieve themselves to be pro. I'm still fairly new to 3d sculpting/moddeling and I have a lot to learn when it comes to anatomy, musculature and proportions and I'm doing this on phone (though September time I should be kitted out with a new PC)

I know my sculpts aren't good, but everyday I try to persevere, get some work done and post something even if I get shit on because I'll get a little bit better than the day before.

>> No.911381

>>911274
Maybe you should go to /trash/ instead if everything you see bothers you.
Or just fucking model something and stop being a whiny little bitch.

>> No.911384

>>911376
That's true. It's why I've always preferred 4chan over reddit, or pretty much any forum where you have a name tied to you. When you're anonymous people are much more honest, it's no different to how the "silent X" voter base works. Being confronted on the street by someone asking how you're going to vote isn't anonymous. Putting an X on a ballot is anonymous, and this is when they give their honest opinion and when the forecasters start coping that they didn't get it correct.

Your right that there are a lot of begs on /3/ too. I think their heart is in the right place but an amateur giving advice to another amateur rarely works out. I mean I'm an amateur, that's why when I give advice it's only something completely basic and I only do that if I'm 100% sure I know I'm right. Even then, like I said before, I still tell them to get a second opinion.
I couldn't imagine doing anything like 3D on a phone btw. I bet September can't come soon enough for you.

I like your attitude anon and I try to do the same. I know I'm making slower progress than I should be and I know I've left it way too late in my life to ever make it. But I enjoy modeling, it's fun. Every day you practice you're one step closer than yesterday to achieving what you want to achieve. That's all that matters.

Sorry for the lengthy posts, I have tendency to ramble. That apology stretches to everyone in the rest of the thread too. I waffle instead of posting something I'm working on. I don't mean to shit the thread up.

>> No.911386

>>911376
>>911384
Faggots who cares, you don't have to jerk each other off about how civil and humble you are lmao. I might or might not be the same, but consider that every virtue is always lessened by people's talking about and congratulating each other about it. Be like you are without fucking talking about it.

>> No.911388
File: 972 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
911388

>> No.911393
File: 1.30 MB, 1168x1296, Untitled.png [View same] [iqdb] [saucenao] [google]
911393

>>911349
It's so the silhouette isn't visible. For example take a look at that model I did last month.
It's very jarring when you're able to see the straight lines from the polygons in the mouth, eyes, around the eyes. Especially with anime-like style.
I don't know if I'm doing it properly, but I tried to increase the definition without increasing the overall polycount because it can't be too unoptimized, it's for vr chat oculus quest.

>> No.911395

>>911262
NTA but bricks are usually made to a uniform standard, I don't see the issue

>> No.911405
File: 143 KB, 640x360, ripple.gif [View same] [iqdb] [saucenao] [google]
911405

Picking up blender to make a scene that came to me in a dream. Slowly putting together the effects I need to make it.

>> No.911406

>>911395
Manufacturing and construction isn't perfect, take a look at the reference image again. Treat it as an exercise to understand why the real one differs from the anon's work. People don't apply the same amount of mortar between layers, nor do they place bricks 100% correctly. The bricks themselves should have variation on how in/out of the wall they are and different types of wear on individual bricks instead of a more uniform pattern across the whole thing (example weathering is uniform but the guy who chipped off a piece of the brick last week with his heavy suitcase? That's on an individual basis). Of course this is a pursuit of perfection, so if I were anon, I'd just throw some noise into the perfect lined bricks (some height variation too if possible) as that's the main issue. If stretched over a big plane, you'd see the repeating texture pattern problem from ps2/GameCube days (though it's in modern titles like BoTW too).

>> No.911408

>>911261
on the bottom image there is some depth variation, but it'd be good to see some more. the paint on the top image seems really layered on so in some areas entire breakers are hidden behind it. just my two cents

>> No.911412

>>911405
Very pretty anon, keep us updated. The dither adds a nice flavor to the whole thing.

>> No.911464
File: 774 KB, 640x360, cuthibble1.webm [View same] [iqdb] [saucenao] [google]
911464

Making a pitstop to make an audio visualizer for my friend's music. Needs another pass but it's 3am. Can't host audio here though and I don't want to get bullied for using imgur.
>>911412
I'm blushing anon!

>> No.911477

>>911405
>>911464
you may want to animate that noise map a bit.

>> No.911478

>>911405
>>911464
This feels nice. Sometimes I see a duck in the pond quacking and making circles around it like this.

>> No.911480
File: 214 KB, 725x253, char.png [View same] [iqdb] [saucenao] [google]
911480

>>911296
>>911301
I wish I was better at characters but here we go.

>> No.911482

>>911480
humblebrag

>> No.911485
File: 1.15 MB, 1486x1080, 111.png [View same] [iqdb] [saucenao] [google]
911485

What can I improve here?

>> No.911486

>>911480
I know it is fantasy art, but in real life, shamsir/saif type of swords were never carried with edge up, or at least I never heard about it. If you think about, you would have real bad time pulling it out.

>> No.911497

>>911393
Thanks. I forgot that mouth should be animated too.

>> No.911500

>>911381
Seethe more, coombrain, I just want a clean board.

>> No.911501

>>911500
>>911274
>maybe if i act like a retard and pretend to be offended people take my side and let me shitpost my degenerate fetishes
just fuck off instead, you butthurt coomer

>> No.911502

>>911485
pick better concept art next time.

>> No.911507
File: 219 KB, 1920x1080, 1650985161497.jpg [View same] [iqdb] [saucenao] [google]
911507

Just wanted to post something.
I've put materials on some things but they aren't textured. Just trying to practice scale more than anything. It's coming along okay though I think.

>> No.911524

>>910746
Forearms too long
Hands slightly too big
Keep up the good work

>> No.911530
File: 54 KB, 1075x1412, woman2.jpg [View same] [iqdb] [saucenao] [google]
911530

>>911360
tweaking in 160 dynamesh resolution

>> No.911531

>>910746
the area that connects the asscheecks and the thighs is noticeably weird
the boob shape gets a little bit weird in the center, I don't think they're supposed to curve inwards so strongly
arms are a bit too spindly (this is more of a personal taste)

other than that it's not bad

>> No.911534
File: 459 KB, 868x502, file.png [View same] [iqdb] [saucenao] [google]
911534

>> No.911537
File: 450 KB, 675x646, file.png [View same] [iqdb] [saucenao] [google]
911537

>>911534
fixed ears

>> No.911549

>>911480
Goddam those clothes are fire anon, awesome job capturing that windswept feeling. Honestly, the character bits read fine so I think you're good.

>>911464
Ayy nice nice.

>> No.911555

>>911534
>>911537
pretty nice, but feels a bit squished in Z

>> No.911564
File: 1.75 MB, 1920x1080, rocket_worm_boy.png [View same] [iqdb] [saucenao] [google]
911564

>>911364
Texturing in progress

>> No.911595
File: 61 KB, 720x1280, IMG_20220731_224131_959.jpg [View same] [iqdb] [saucenao] [google]
911595

Downloaded nomad after being inspired by phone sculpt guy. Here's is shrek

>> No.911598
File: 161 KB, 1140x690, workINprogress.png [View same] [iqdb] [saucenao] [google]
911598

Currently trying to make the Aloha Oe from Space Dandy

>> No.911601
File: 2.08 MB, 2560x1417, oscar2.png [View same] [iqdb] [saucenao] [google]
911601

Today's stopping point, made the body wider from the side, worked on the arms, hands, feet and hair.

>> No.911607

>>911477
Thanks anon, that's a good idea!

>> No.911651

>>911393
Teach me your ways. Where did you learn this?

>> No.911677

>>910309
>>910310
>>910311
Fuck man that's amazing. What courses did you follow to learn texturing/Substance Painter? I've gotten to a comfortable level with modeling but I'm lagging behind when it comes to texturing

>> No.911678

>>911677
Seconding this question. Also in same exact spot in regard to modeling/texturing.

>> No.911680

>>911651
What? Which part? I'm not even sure if I'm doing it properly

>> No.911681

>>911680
Modeling in general. Do you do this with poli modeling? Sculpting? What about non-super deformed characters? Do you follow a method? How did you start?

>> No.911694
File: 273 KB, 614x1385, 4chan_anime.jpg [View same] [iqdb] [saucenao] [google]
911694

>>911393
Why didn't you make face features on alpha planes to make them independent from head topolpgy and easier to work with?

>>911485
Better concept is a good advice. But if you want to go with this one, work first on the important stuff — make a great looking meat and force a warm cozy feeling. All the other stuff is just a backdrop.

>>911537
This character is a criminal offence.

>>911601
I would say take a good reference and match shilouettes to it. From every side you can. I picked photo buy you can take anime reference instead.

>> No.911709
File: 1.80 MB, 1339x2543, PSX_20220801_150137.jpg [View same] [iqdb] [saucenao] [google]
911709

New update for my Orc geezer.

>> No.911717

>>911501
nta, what the fuck are you talking about

>> No.911722
File: 1.51 MB, 2422x3118, desertTower.jpg [View same] [iqdb] [saucenao] [google]
911722

>>911549
Glad you like it! I'll keep him as he is then.

>>911296
If any of you want to play with the assets here's the blend file:
https://mega.nz/file/JjwnTapA#qi8IVP_HZ41T28taT66rDzpr7QTHhIrm-UXqzm6bmJ8

>> No.911733
File: 1.67 MB, 1169x2220, PSX_20220801_165945.jpg [View same] [iqdb] [saucenao] [google]
911733

>>911709

>> No.911744

>>911717
He has schizophrenia

>> No.911746

>>911733
thighs are waay too thick and the forearm is a bit messy

>> No.911748

>>911733
learn anatomy you idiot

>> No.911752
File: 2.52 MB, 1440x2926, shronk_posed_update.jpg [View same] [iqdb] [saucenao] [google]
911752

>>911746
Made some adjustments.

>> No.911754
File: 2.55 MB, 1440x2926, shronk_posed_front.jpg [View same] [iqdb] [saucenao] [google]
911754

>>911748
If you not going to offer any meaningful criticism, don't comment twat.

>> No.911766
File: 256 KB, 421x579, Screenshot_21.png [View same] [iqdb] [saucenao] [google]
911766

>>911694
>Why didn't you make face features on alpha planes to make them independent from head topolpgy and easier to work with?
You mean planes with transparency? Because the platform doesn't support shaders with transparency.
Also I did it this way because that's how I know how to do it, simple as. I think it would be pretty noticeable from up close if I had planes floating above the mouth area like I did with this blush mark.

>>911681
That's just poly modeling, have front and side reference pictures of a super deformed figure and make a character.
Characters have pretty standard topology with loops. Honestly just learn how to model in general.

>> No.911781
File: 118 KB, 948x792, file.png [View same] [iqdb] [saucenao] [google]
911781

>>911534
replying to this since it's my original post.

anyway i've decided to start seriously learning 3DS max. i've switched since some of the features of blender are starting to frustrate, and max has a better quality of tutorials. it's also required for a job in this industry.

i've done some basic modelling before (maybe i'll post it) but this is the first 'proper' thing thats based on a real life object. it's based on a koppaberg pint glass. i plan to re-create the textures and render it eventually. UV unwrapping it should be simple, i'll create a basic texture in substance and then use that to power a glass shader. i've done other product render in blender, so i already have a bit of experience. i might make a can as well to go with it

>> No.911782
File: 224 KB, 518x741, file.png [View same] [iqdb] [saucenao] [google]
911782

>>911781
reference object

>> No.911805
File: 862 KB, 920x1311, Untitled.png [View same] [iqdb] [saucenao] [google]
911805

>>911754
hello nude dude brother

>> No.911808

>>911748
t. permabeg taking out his frustrations on people who are actually trying and making progress

>> No.911813
File: 1.27 MB, 1080x1080, FaceRigv1.webm [View same] [iqdb] [saucenao] [google]
911813

>>911564 Nice looking Wheels. But i cant get a sense of scale. The smooth brain just thinks toy car...

>>911337 I know the Arrimus 3D doctrine is preached everywhere that quads are the only thing allowed, but that very dense geometry in the circular areas
seems unnecessary. I ripped about 60k vertices out of my model by just deleting all the quads that are no longer circular and replacing them with tris to a center vertex. Also the best tip i got on topology. Loop tools; go to your circualar cutouts and the loops around it and circularize them as well with like 80%, 50% , ... falloff, helps a lot to keep it form getting to messy.

>>911144 Looks very clean. Something i did find out lately, is that for holes where something goes into in 9/10 cases you just need a dent for ambient occlusion to do the rest. For example the metal plates at the front of the handguard, just need some circular topology roughly around the part clipping into it in the middle with the center just moved back a bit. Makes stuff that is just clipped together to look a lot better.

>>911214 Nice Blendshapes. Been relearning them cause i did not need them in ages. But i think the classical face rig with a million bones and way to much weight painting is unnecessary. been experimenting a bit and it also works decently enough for less stylized characters to just do blend shapes, and just mix a pose library.
>>911393 Question on vr chat: Are there any people running vowel/consonants setups where the face is driven by speech snippets. Or is it just the mouth open / closed based on volume? Not sure how much Vtubing tech has trickled down into vr-chat.

>>911139
Did some more face rigging so i can drive the eyelids in an attempt o make the face look less dead.
Still not perfect, but good enough for now, with the interpolation still being a bit scuffed. But now i know how to set up drivers the right way to get stuff done so i can move on to the rest body.

>> No.911814

>>911722
I love your work, what are your references for this?
Anor londo? Burnt Leyndell? Ending of the Ringed City DLC?
This also has a "The Second Apocalypse" vibe.

>> No.911815

>>911813
Something about the face and eyes make it seem very unnatural.
Might be the lighting, eye specular contrasting with the skin specular or the lack of shadows

>> No.911817

>>911815
when she blinks her eyelids oscillate like springs, it looks very weird.

>> No.911818

>>911815
Lack of shadows may be the very uniform HDRI i use. Maybe I should do a proper specular map and not just colorramp the main texture...
Still not sure if I should attempt more realism or stuck to the social media filter face look...
Could also be the subdivision making things too smooth.

>> No.911819

>>911808
I am making progress, you're the one whose not even posting anything trying be reductive by offering no advice and being a cunt to those who are actually putting in the work. Put up or shut the fuck up.

>> No.911820

>>911819
I think you misunderstood me

>> No.911822
File: 1.14 MB, 1440x3040, Screenshot_20220802-013746_Poseit.png [View same] [iqdb] [saucenao] [google]
911822

>>911820
My bad, I thought you were responding to my posts. I jumped the gun because I thought it was just another remark.

>> No.911823

>>911822
It’s understandable. If I had that many people crabbing on me like that, I would also be quick to be defensive. If it helps to know, it’s usually the people who are the worst at things who talk the most shit and do the most bullying. In video games, the people who talk the most shit and blame their teams for everything are either the worst players, or the players who are only good because they’re tryhards constantly on the verge of popping a blood vessel. Art also has an equivalent dynamic of envious permabegs and people who never enjoy what they’re doing and just want to get good. Anatomy is hard to master, and that’s one of the reasons anatomy critics can be particularly aggressive.

>> No.911826 [DELETED] 
File: 128 KB, 1014x792, file.png [View same] [iqdb] [saucenao] [google]
911826

>>911782
did some more work to make it accurate based on reference.
i'm a bit suprised that this thing takes 1+ gigs of ram with just a simple model like this. i guess its all the extra stuff.

>> No.911838

>>911722
Great job champ. Only thing I can recommend, seeing him in context, is that he could be facing the massive structure more to help guide the viewer. Though that might ruin his silhouette, which might be more important here. Great work though anon, very quick turnover too!

>>911823
You take what you can get, after a while it becomes obvious who the idiots are and you can learn to filter those out accordingly. /Ic/ also has the same issue, but it always seems worse on /3/, for some reason.

>> No.911844

>>911813
VR Chat mouth tracking is sound based, same as some vtubing apps, but they actually have a lot more visemes than just AUIEO
https://developer.oculus.com/documentation/unity/audio-ovrlipsync-viseme-reference/
You can also use that complex face rig to generate blendshape in blender. It might save time if you're doing the ARKit mocap setup up, 52 blendshapes. It's just overkill for a chibi model when I can just use sculpting tools or edit mode.

>> No.911853
File: 12 KB, 300x252, Giant_Wurzburg_Display_-_Window_Effect.jpg [View same] [iqdb] [saucenao] [google]
911853

>>911722
holy shit that looks so good! I'm gonna download your blend and steal how you do things

>> No.911889
File: 235 KB, 532x779, blender_VHyY7t32Wl.png [View same] [iqdb] [saucenao] [google]
911889

Is my retopology ok?

>> No.911898
File: 2.99 MB, 4771x2047, desertTower_refs.jpg [View same] [iqdb] [saucenao] [google]
911898

>>911814
Thanks. Here are my refs. Names are Pablo Carpio, Quentin Mabille, Ali Eser.
Never read it and I doubt I will read fiction in this economy but I'll take a look.

>>911838
I agree. This actually means I should do more thumbnails so I don't leave important stuff for the last second.

>>911853
Awesome, that's why I post it.
But you should know most of the result comes from graphical read and not actual 3d work. 3d is very secondary, it just happens to be a best tool for this, for now at least. I look towards Dall-E for thumbnail brainstorming and assume ILM has already trained their own AI and using it in TV production.

>> No.911928

>>911252
>>911274
i agree. im tired of seeing this shit here, please fuck off kindly furfaggots

>> No.911945

>>911889
No

>> No.911963
File: 148 KB, 1574x673, k.jpg [View same] [iqdb] [saucenao] [google]
911963

modeling clothes
can you tell whose clothes are these?

>> No.911964

>>911889
No one's topology is ever ok on this board

>> No.911971

>>911813
This is really interesting feedback and it got me thinking about how I plan on doing my detail.
Normally for sense of scale, I'd do human-usable things like.... a ladder on the side, a cockpit with windows a door. But this is a robot, so it makes no sense to do those.
Right now I'm thinking the density of the paneling might help? The smaller the panels making up the hull the bigger it must be right?
That and whatever decals I decide to add on this thing, their scale would clue people in.

>> No.911991
File: 589 KB, 1990x509, Tanks.png [View same] [iqdb] [saucenao] [google]
911991

I made some tanks for VR use.
Took 3 hours for each, each one is around 30k triangles, a majority it in the tracks unfortunately, even though they're so low detailed

>> No.911992

>>911991
Pretty neat tonks. Strange you didn't went after big cats instead.

>> No.911993

>>911992
I have a render in mind and wanted to use the more common types since the Big boys show up everywhere in media.

They'll get their shine eventually

>> No.911994

>>911991
The panzer III looks quite good, but I think you should work a little bit more on the T-34's turret and side skirt. If you already have tens of thousands of vertices, it probably doesn't hurt to add a few more to round and bevel things out.

>> No.912002

>>911889
The hips are bad. You don't want horizontal loops there. Go get naked in front of the mirror and lift your leg like walking up stairs and you should see how the crease forms between your Thigh and Pelvis. Its more of an upward diagonal. Saves you a lot of pain when rigging if you get this right.
And the shoulders look a bit weird with the extra patch. I'm not sure if that is going to deform well. But this is a general gripe of mine. Why the hell still work with t-poses. A-Pose is superior in 9/10 cases.
Your Arms don't look to aligned with world axis anyway so why even bother then. The rest looks fine but overly smooth.
>>911889
>>911694 Question for Both of you. Why no belly button?

>> No.912003

>>911971
What also could help is if you do an environment for a render to put something of know scale in it, like a building, a road or similar. Banana for scale.

>> No.912004
File: 179 KB, 1361x711, workINprogress.png [View same] [iqdb] [saucenao] [google]
912004

Made some adjustments
>>911991
Those look great!

>> No.912053

>>911928
>>911274
>samefagging this obvious
why are you still seething, its been like a week since youve been banned

>> No.912070

>>912053
furries should be permabanned

>> No.912138

>>912070
Is this one of those positive remarks of the gra

Nvm

>> No.912142

>>912138
What does that mean?

>> No.912150

>>912142
Nothing sir
Tell the grand jury of ngmi i said hi
Also that his buttplug fell off

>> No.912155

Pls tell me a horse walking trajectory is not a bouncing ball.

>> No.912186

This place practices less of everything. Goodbye.

>> No.912206 [DELETED] 
File: 107 KB, 853x924, Chud.jpg [View same] [iqdb] [saucenao] [google]
912206

>>912186
NO CHUD. YOURE GONNA

FUCKING.

STAY.

HERE. WITH US.

AND.

FUCKING.

ENJWOYW.

BWENDER.

OK FCKIN CHUD?

>> No.912218

>>912155
Everything's bouncing balls.
Always has been.

>> No.912226
File: 1.07 MB, 1339x2543, 1659362591413547 edit.jpg [View same] [iqdb] [saucenao] [google]
912226

>>911709
>>911754
With as thickly built as he is, I would think that his thighs touch. As he is now with the prominent thigh gap, and wide hips, his lower half looks quite feminine in the way an anime character is. So I would make the inner pars of his thighs more boulbous, and shave down the outer parts slightly to bring the hips in.

>> No.912229
File: 421 KB, 960x540, ak5.png [View same] [iqdb] [saucenao] [google]
912229

Work on the front end of the gun. So close to being done with the model; just a few more pieces to go. I can't wait to start on the real materials and replace the placeholder ones.

>>911991
Dang. That's amazing for 3 hours

>> No.912230

>>912218
>>912155
Worse: everything is waves. The balls are just simplified representations of wave movement.

>> No.912277

https://www.youtube.com/watch?v=l40i9akQgFo

Friend finally posted the finished version! Excited!

>> No.912284

>>912277
hello kindly make tutoreal i want to learn this thanks

>> No.912295
File: 11 KB, 310x276, gradient.png [View same] [iqdb] [saucenao] [google]
912295

>>912284
https://bradeneliason.com/non-photorealistic-rendering-dithering/
For the dithering, I'm basically following this guy, then feeding the entire black and white image through a color ramp node that looks like picrel.

The ripple is a sine wave that takes the distance from the origin and frame number as inputs. I use trigonometry to figure out what the angle is and separate the possible angles into 8 bins. I then multiply the perceived difference based on the loudness of the corresponding frequency band in the music. You do this by making a keyframe for one of the values in your node network, and hitting the 'bake f-curve' option in the curve editor and selecting the music you want to use. When you are in the music selection screen it'll let you select what frequency ranges you want to use. The frequency ranges should approximately double in size each time. For example the first one will be 20-100, while the next one will be 100-260.
https://www.youtube.com/watch?v=GS2NBrhdXn8&list=LL&index=3
If you prefer visuals, here's the best tutorial I could find on this in blender. It's giga scuffed, but the rest of them do weird hacks or only vary with the music's volume.

Hope that gives you a good starting place! You should be able to figure out the rest yourself.

>> No.912299

>>912295
>>912284
Also forgot to mention, but the sin wave's results are fed into a [greater than 0.985] node, so it's black and white. There's probably a better way to do this that doesn't give jagged edges, but the dithering and low resolution hide it so I didn't bother fixing it.

>> No.912300
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912300

>>912295
man why'd you put this much effort to replying to my racist shitpost, now I feel bad.

but t-thanks...

>> No.912301
File: 332 KB, 700x700, tumblr_113b0b7d817f9e77ada0c272175f86eb_62a4f654_1280.png [View same] [iqdb] [saucenao] [google]
912301

>>912300
You asked me a question :(

>> No.912305

>>910309
>>910310
>>910311
this is great anon, I have a question about substance: how do you avoid the clipping effect when baking meshmaps?

>> No.912357
File: 580 KB, 1000x1500, asd1.png [View same] [iqdb] [saucenao] [google]
912357

Bunny grill.

>> No.912371

>>912357
Nice! She looks barbie-sized. I think it's because skin feels plastic and hair clumps are very even. Looks really cool though!

>> No.912486
File: 3.98 MB, 1920x1080, 1655426031609.png [View same] [iqdb] [saucenao] [google]
912486

>>910303
thoughts? I was going for photorealism but I don't know why the giant wheel looks off.

>> No.912487
File: 58 KB, 360x555, 1656499403675.jpg [View same] [iqdb] [saucenao] [google]
912487

>>912486
this was kinda the feel i was going for

>> No.912488

>>912486
Lacking variety. Wheel stopped in a perfect positions, all cabins are same, with closed doors and no destroyed windows. The rust and damage is not visible enough to make them stand up. Also needs more detail.
Your grass is also too super tropic green for the autumn season.
Also get a denoiser, bru.

>> No.912489
File: 972 KB, 1840x1232, 1641595525608.jpg [View same] [iqdb] [saucenao] [google]
912489

>>912488
>The rust and damage is not visible enough to make them stand up. Also needs more detail.
make the rust have more rust? also details in the sense? more objects? the noise is on purpose, i just really love noisy photos

>> No.912490

>>911889
hips aren't good, fingers aren't visible and I can't see anything for the elbow, but I think topology is less of an issue than anatomy here.

>> No.912491

>>912489
No, the issue is that all the rust and damage you made is not strong enough to make the object stand up on these alone, especially from this distance. Details in a sense of your photo. I can see small holes on the right lower side after I expect was probably some electrical box. Doors of a different color than the cabin. Door and locking mechanism boxes. Bars across the door window. Rust eating through previously white construction.

>> No.912492

>>912486
Pipes are all too bulky and the materials feel like you dropped in a preset and called it a day.

>> No.912502

>>912491
got it
>>912492
is there any way i can reduce the thickness of the pipe without messing its position and length? most of the textures are procedurally done and i am not sure what else to add to these textures

>> No.912504
File: 850 KB, 1118x848, 1644832571326.png [View same] [iqdb] [saucenao] [google]
912504

>>912502
forgot pic, i knew i should have used curves instead of cylinders

>> No.912507

>>912504
>select some edges
>delete the rest
>convert edges to curve

easy as that

>> No.912508

>>912504
>>912502
It's not much work to redo it with curves. It's a circle and an A shape repeated around the central axis.

>> No.912525
File: 1.03 MB, 1280x720, 0001.webm [View same] [iqdb] [saucenao] [google]
912525

>>912003
Yeah, I intend to place this thing in a anime-sque city and have it fire rockets.
Meanwhile I finished the model

>> No.912534

>>912502
Yes, ALT + S

>> No.912535

Can any of you answer this for me please?
>>912426

>> No.912537

>>912535
Photoshop > hue. Or replace color, if you need to be more precise.
If you don't have Photoshop, then what are you doing, nigger. Luckily for you, here is Photoshop in browser: https://www.photopea.com/

>> No.912538

>>912537
Is that the the only way? If it is I'll stick with the link because I hate having multiple programs open, especially because this computer isn't great.
Thanks though fren.

>> No.912539

>>912538
I don't know, maybe you can fuck with it in blender somehow, no idea.
But you should learn basics with Photoshop anyway fren, it will serve you greatly in the long run.

>> No.912540

>>912539
I keep meaning to get a copy of photoshop and never get around to it. Partly because I'm waiting on getting a new drive and doing a fresh install as well as few other upgrades.
I fucked around with photoshop years ago, but put it to one side. When I picked photo editing back up I stupidly just used gimp, which I admittedly did get pretty proficient with, but it's no photoshop. I'm not sure how well a transition is between the two or if it'll be like starting from fresh again.
I bring all of these problems on myself desu. I will get it though, it would make a lot of things so much easier.

>> No.912542

>>912540
Just use photopea

https://www.photopea.com/

>> No.912543

>>912542
Yeah I'll do that for the time being. Thanks.

>> No.912544

>>912543
Np, it will be more than good enough for you, even I use it for some pro work when I don't want to pay a photoshop license, it has lots of photoshop stuff and almost the same UI. You may very well never need photoshop in the first place.

>> No.912545

>>912540
Don't worry, I am the opposite - I have about ten professional years of 2D graphics behind me, most of which with Photoshop/Illustrator. Started "refreshing" (first time since out of the school) with 3D just about half a year ago. You gonna make it, bru.
Also you can just use Photopea for time being, no reason to install anything. Like other anon said, I also even used it professionally few times just fine.

>> No.912555

>>912544
>>912545
Based. Thanks for your encouraging words and advice bros. It's always appreciated.

>> No.912559

>>910303
i still cant scult shit, all i can do is make a Minecraft character and sctizo anon ball thing mess.
How do i make pyramid and a pentagon.

>> No.912560

>>911180
who that

>> No.912562

>>912559
>How do i make pyramid and a pentagon.
for pyramid just scale the top face of cube to 0 and for a pentagon take a cube and put a loop cut in the middle and grab one of the middle points forwards.

>> No.912566
File: 3.67 MB, 1920x1080, 1631189293337.png [View same] [iqdb] [saucenao] [google]
912566

>>912488
fixed the grass and gave some more detail
>>912492
>>912507
>>912508
fixed the pipes being too bulky, made it thinner.
>>912534
this could have saved me a lot of time

>> No.912567

>>912566
Nice, makes shitload of difference.

>> No.912568

>>912567
anything else I can improve on/?

>> No.912569

>>912568
I would probably play more with angles of the camera/viewport. Also tried to put some shadows in the scene - your light seems okay for the hard surfaces, but it seems weak around the trees. Also if you sometimes watch nature, you can see that rarely all leaves are of the 100% same color. You did that with grass already, which is neat. If you have any way to randomize texture/translucency, you could play with that.
Speaking of grass, maybe try to play with distribution of it? To make it more uneven, yours currently seems too bunched up in those classical cg stalks. Finally with nature, don't forget middle/understory layer - bushes, shrubs, shit like that. You are doing some abandoned shit, it applies to nature as well, no humans around to take care of it and middle layer usually makes bulk of the flora. There should be some drier trees, maybe dead ones, some fallen trees, overgrown stumps. Maybe some stuff like moss or simple grasses growing on these containers or from those broken cabins - where you can get rain/water, nature will soon start growing something. Even if it should be just something already dead/dried.
Then of course more detail clusters (important it is clustered, google it) are always good, there is still plenty to add if you want.
And finally, maybe add some secondary piece in front of the camera? Like that no trespassing sign? Make it rusty and fucked.

Also brah, do I see it correctly you did not beveled those cabins? If not, do it. Everything must be beveled.

>> No.912573
File: 1.76 MB, 1364x910, 90PercentRig2.webm [View same] [iqdb] [saucenao] [google]
912573

>>912295 always love people sharing techniques!
>>912229 Looking very good so far. For materials throw on some dirtier ones to make things look less flat.
>>912525 Will also have to think about environments soon. As people in these threads finish 3 times more models than i ever will at my pace! looking forward to another cool animation!

>>911815 Found the issue, had some outdated cube maps that fucked up the lighting. I also added some more shader stuff like a subdermal map.

>>911813 Also for anyone struggling with Eevee render speeds. Noise maps are the enemy. Eevee precalculates all the shaders into some screen space textures and the more dimensions of noise the longer the computation. Idk if this is fixed after 3.2.1 but clear coat on transmissive materials on alpha hashed is fucked. Causes buggy results and a lot of render time or crashes. Cut my render times form 40sec a frame down to 16sec by reducing noise form 3D to 2D where possible or replacing noise with imperfection maps. And for Animation playback stuff like bevel modifiers are the worst. Hide 'em all for frames.
But now i got a 95% done rig. Maybe another correction bone here and there. With some more weight painting to fix some problem areas. Next up animation and rendering. To finally finish this project that started half a year ago. But this is how long it takes when you got about 5-10 -ish hours a week.

>> No.912575

>>912562
Or just add a circle with 5 verts.

>> No.912590
File: 3.93 MB, 2686x1705, Scene.png [View same] [iqdb] [saucenao] [google]
912590

Made some more detailed arches and modular parts to integrate them into some of the existing buildings and will use them to make some trims for the environment.
Also made some changes to the lighting, textures and vertex painting
Some of the shadows in certain places are very harsh and I'm trying to find a way to reduce their intensity.
I will also need to fix the cliffs in order to fix some of the weird normal issues as well as add in some greenery and foliage to the scene.

>> No.912599

>>911991
>Took 3 hours for each
Bullshit, cool tanks though

>> No.912638
File: 382 KB, 1268x536, T-34 wires.png [View same] [iqdb] [saucenao] [google]
912638

>>912599
It's true

>> No.912642
File: 198 KB, 1281x718, Screenshot_20220806_092614.png [View same] [iqdb] [saucenao] [google]
912642

So I have this inside of the cube. I need to extrude (?) it to roughly the shape shown in red. Am I retarded/missing some crucial tool, or is this beyond Blender, because edges are not same? Regular extrude obviously starts producing clipping artifacts nearly immediately, extrude along normals is just lmao tier of fucked. I could probably build it from extruding the edges, but that seems rather messy.

>> No.912644

>>912642
Can't speak for blender but this should be a completely basic extrude.

>> No.912645
File: 126 KB, 1184x629, Screenshot_20220806_094251.png [View same] [iqdb] [saucenao] [google]
912645

>>912644
I thought so as well. Seemingly it is not. Or I am missing something to make it right.

>> No.912646

>>912642
Select Faces > Mouse Right Click > Extrude Faces From Normals or some shit like that. Only issue with that is that geometry will intersect at that corner there, it'll require some fixing on your part, you'll have to merge some vertices here and there and delete some internal faces.
Maybe another anon can suggest a more elegant solution

>> No.912647

>>912646
Produces this >>912645
Isn't there a tool to prevent geometry intersecting?

>> No.912650

>>912645
I thought this might be what was happening. Just don't add meaningless loops where they don't belong. If you need higher resolution add them after you've got the broad strokes shapes down.
Alternatively, just slide those edges to where they intersect and weld them.

>> No.912652
File: 3.69 MB, 1920x1080, 1659315720510.png [View same] [iqdb] [saucenao] [google]
912652

>>912569
>Then of course more detail clusters (important it is clustered, google it) are always good, there is still plenty to add if you want.
i tried to find out but couldn't find much on the topic. i added some vines and the cabins are slightly bevelled but I guess i need to do a bit more. also, when is it a good time to move on from a project? i am not really a perfectionist but after seeing that i am not getting to that photorealism level, i feel like starting another project but i feel like that is a horrible mindset especially since i am aiming for the 3d industry.
>>912638
damn it took me about an hour or 2 to model and texture the giant wheel, how did you do it so fast?

>> No.912655

>>912652
Nice job, kid.

>> No.912656

>>912652
>but i feel like that is a horrible mindset
Not as long as you have new ideas to try and you are learning new things during the process. You can (and you should) reuse your old models anytime.
>detail clustering
Watch this https://www.youtube.com/watch?v=Sgf_wZBr5gM (whole channel is great)

Also your latest version is miles better from the initial one, bretty gud.

>> No.912659

>>912650
>Just don't add meaningless loops where they don't belong
This helped a lot. Thanks anon, it is working now.

>> No.912666
File: 229 KB, 1348x695, wtf.png [View same] [iqdb] [saucenao] [google]
912666

>>910303
I got a problem: see those grey faces? I'm unable to select them in Edit mode, all other faces are selectable except those. It's really weird, I deleted them previously but now they reappeared and trying to click them only results in selecting the faces that are behind them. What the fuck.

>> No.912669

>>912655
>>912656
thanks, anons, also wanted to ask if you guys were working in the industry and would these types of renders be good enough to be put in a portfolio?

>> No.912670

>>912666
They are faces of God, appearing to check those satanic trips.

>> No.912673

>>912666
If you click A and select all and they're still not selected, they're part of a different object.

>> No.912674

>>912673
I thought the same, but that's the only object I have in view right now, there's no overlapping objects. Just what the fuck is going on

>> No.912675

>>912666
>>912670
>>912673
>>912674
Oh my fucking God ok I understood the issue, apparently it was some weird fuckery with the Mirror modifier: I had joined previously objects that had the Mirror modifier applied with objects that DIDN'T have the Mirror applied. It was an easy fix: just delete the half of the Mirror-applied objects so that the current Mirror modifier doesn't have Mirror-duplicates

>> No.912717

>>912573
Why is there so much detail but you half assed the head and hair?

>> No.912722
File: 240 KB, 1920x1080, 1654992489773.jpg [View same] [iqdb] [saucenao] [google]
912722

I think it looks better now that there's some textures on it.
I can't seem to get that sandstone-esque shit around the windows right. The displacement and normal maps are all turned way down but they still seem too over the top. I'm sure I'll figure it out though.

>> No.912736

>>912717
Its just a shitty simplified preview for viewport performance. Could you pls elaborate what is "half assed" on this >>911813 ? Other than the dogshit demo animation? I agree i still need to learn a lot about animation.

>> No.912861

New thread: >>912860

>> No.914476

>>910303
right here bitch
https://discord com/invite/FGcAtYdCfS