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

/3/ - 3DCG


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File: 2.14 MB, 1500x882, 3 hobbit hole.png [View same] [iqdb] [saucenao] [google]
968417 No.968417 [Reply] [Original]

/wip/ - Works In Progress
Post your work-in-progress projects, recently finished projects, or things you'd like critiqued here.

Previous thread: >>964650

List of free resources: https://pastebin.com/cZLVnNtB (embed)
/3/ Discord: https://discord.gg/gbYCEBPuK2

>> No.968422
File: 175 KB, 1068x593, Screenshot_1.png [View same] [iqdb] [saucenao] [google]
968422

Modeled one of them posable hand thingies.
In general I'm modeling some home decorations: some snowglobes (1 ball, 1 horizontal, 1 vertical), some bookends. What more decorations could I make?

>> No.968431
File: 269 KB, 752x746, matry.png [View same] [iqdb] [saucenao] [google]
968431

>>968422
Doin' some matryoshkas but furry.
Unwrapped two objects to see which was the better suited one for the texture projection. I'd say we have an obvious winner

>> No.968434
File: 1.09 MB, 1024x1024, topTest.png [View same] [iqdb] [saucenao] [google]
968434

>>>968343

>> No.968435
File: 1.44 MB, 1067x1068, 2023-12-27-121205.png [View same] [iqdb] [saucenao] [google]
968435

>>968208
>>968219
>>968343
>>968434

>> No.968436
File: 144 KB, 939x647, 2023-12-27-121358.png [View same] [iqdb] [saucenao] [google]
968436

>>968208
>>968219
>>968343
>>968434
>>968435
Different anon here, this is as edgy as i could get it. No You can see that there is vertical warping aligned with the edges, but almost all of the horizontal warping is gone

>> No.968454

>>968431
>but furry
Fucking degenerate.

>> No.968458
File: 283 KB, 2101x1825, Screenshot 2023-12-27 152221.jpg [View same] [iqdb] [saucenao] [google]
968458

>> No.968460

>>968454
Eat my ass nigger

>>968458
What's that?

>> No.968462

>>968460
ebike battery.
Im hopefully going to cover it with old 2 liter soda pop bottles.

>> No.968463

>>968458
>>968462
this is cool. looks a lot like the battery in my old scooter. is the wiring accurate?

>> No.968464

>>968463
Almost. I have to be careful in the way I wire or there wont be enough space.
Pop bottles make for really strong heat shrink.

>> No.968496
File: 270 KB, 2560x1920, 07.png [View same] [iqdb] [saucenao] [google]
968496

it's chirstmas 96 and everyone in the world got a n64.

not YOU

you boot dads business computer and play one of a few cOmPuTeR games

https://youtu.be/-fMmu7Thet4?si=ygkQjdLZz5eCqveD

>> No.968513

>>968496
upvote

>> No.968536
File: 406 KB, 905x811, soss.png [View same] [iqdb] [saucenao] [google]
968536

Work on mah lizard slut continues. Did a quick and dirty skinning test and proportions and expected deformation zones all seem a-ok. Next up, retopo. God help me. I mean it's not hard, just tedious, especially the hip area, that always fucks me up and confuses me. Ah well

>> No.968550
File: 2.28 MB, 1280x720, Edge volume 03.webm [View same] [iqdb] [saucenao] [google]
968550

>>968046
This was a struggle. Just about all of my spare energy for the last 5 days have been dedicated to figuring out how to make all the points move along with the edges. I couldn't figure out how to rotate the points. So instead I did some voodoo math where the points know how far along they are in the edge in the resting position, and then find that place along the edge in the new posed position. Honestly, I'm not even sure how it works. Sometimes I'm blessed with brief windows of understanding. And then I look back at what I did, and I'm confounded.

Anyway, check out the points moving. Armature controlled.

>> No.968551
File: 1.27 MB, 1280x720, Edge volume 04.webm [View same] [iqdb] [saucenao] [google]
968551

>>968550
With the inner points set up, then mesh knows how distant it is from the inside. And so I can tell the points, "you've lost X amount of volume, fix that by scaling Y amount". And so the points avoid volume loss. For now, it works best on simple tube shapes. Like this elbow here. But for other parts of the body, it gets all jagged and ugly. Part of the problem is that there isn't a smooth transition between zones of influence. I have no idea how I'm going to solve that. But that's the next big hurdle.

I'm going to take a break from this though. I should have taken a break before, but I just couldn't rest until I figured out how to make the points fit the edges properly. Now that that's done, it's a good place to break.

>> No.968681
File: 1.50 MB, 2560x1564, updated enlarged collage, bloodified textures.png [View same] [iqdb] [saucenao] [google]
968681

is posting textures okay?
I'm recreating a scene from Blood in 3D and thought I'd try and recreate the look of the textures while I'm at it
I compiled a load of textures from Blood, made a palette out of it in Aseprite, then got my own textures (top section) and ran it through the palette in Aseprite
works okay I think, although anything with white, purple or bright green doesn't work nicely since Blood doesn't do those colors

>> No.968682
File: 2.50 MB, 2560x2817, tttt.jpg [View same] [iqdb] [saucenao] [google]
968682

>>968681
still a /beg/ so it might show, but this is a fun way for me to learn at least, recreating something I find cool in memepoly

>> No.968683

>>968681
That looks awesome

>> No.968684

>>968682
So far, looks good!

>> No.968750
File: 435 KB, 531x833, Matryo.png [View same] [iqdb] [saucenao] [google]
968750

>>968431
Aaand she's finished. I don't know about you but I think she's precious, lil' nigga gonna make a fine home decoration

>> No.968754
File: 922 KB, 993x900, 40kShit.png [View same] [iqdb] [saucenao] [google]
968754

So I've been testing 3DF Zephyr with videos to get references to sculpt, overall the results are great, it is faster and it requires less machine than meshroom, the only problems are the fremiun version, limited to 50 images mask included, but it has a mask editor, and the workflow is less automatized.

>> No.968761

>>968754
>photogrammetry in a /wip/ thread
cringe

>> No.968762

>>968761
photogrammetry anywhere in 2023 is cringe

>> No.968765
File: 328 KB, 845x925, 86993.png [View same] [iqdb] [saucenao] [google]
968765

>>968761
>>968762
I'm glad you liked it, yw.

>> No.968766

>>968754
>photogrammetry
Anon this is the /wip/ thread. What's the "work" that you did here? Yeah that's what I thought. Go away and make a photogrammetry-specific thread

>> No.968767

>>968766
these are the referencse, I painted the masks too, took me almost 20 minutes.

>> No.968774

>>968767
Meh, even so I still think photogrammetry is gay, you didn't even model that stuff yourself

>> No.968778
File: 3.64 MB, 3464x2308, 06.png [View same] [iqdb] [saucenao] [google]
968778

Mech modelling mostly done, UVs come next

>> No.968781

>>968778
Looking good! Is this Zbrush/Blender sculpting?

>> No.968782

>>968781
yes, blocking out in blender and than sculpting in zbrush

>> No.968784

>>968750
cute

>> No.968785

>>968784
Thank you!

>>968778
Whoaah that looks fucking awesome. Did you do the concept art too?

>> No.968786

>>968761
>>968762
>>968766
What's different about this compared to that one guy who was doing the same with his car? I remember he put peanut butter or something all over it because the reflective surfaces were fucking with it.

>> No.968787
File: 2.35 MB, 1080x1920, 025 - The Medic.png [View same] [iqdb] [saucenao] [google]
968787

>>968417
The Medic (Based on TF2 concept art)

Took me long enough...

>> No.968791

>>968785
sadly no, I am not that skilled in concept art...
The Artist is called Brian Sum, look him up on artstation, he does cool stuff.

>> No.968817
File: 872 KB, 1245x966, MagnusTR.png [View same] [iqdb] [saucenao] [google]
968817

I'll go with the demon guy, I made a second scan and I've been blocking a bit, it is kitbash from a different sculpture mostly.

>> No.968823

>>968787
Very cool anon, good job

>> No.968883
File: 715 KB, 912x819, 0795508459lwdz.png [View same] [iqdb] [saucenao] [google]
968883

Eggy egg on a frying pan

>> No.968922

Eventually solved my guitar string issue so I want to thank that anon for his advice. I ended up doing it in a semi-unconventional way because I'm lazy, but I'm sure it's okay. It does look much better, the strings are the right gauge now, and I got the faces down from ~1m for the strings alone to 82k for the whole model so I'm happy with that. I think I'm going to have to make some kind of normal map for them though because I just can't find one anywhere.

Also started texturing it and it looks dogshit. Although I've never been good at texturing. I was going to put it into substance, but I'm not sure what substance is like when it comes to ngons. Probably isn't worth doing it that way anyway for what it is.

/blog

>> No.968934
File: 511 KB, 3026x1671, String.jpg [View same] [iqdb] [saucenao] [google]
968934

>>968922
Glad to hear it worked out for you.
>I think I'm going to have to make some kind of normal map for them though because I just can't find one anywhere.
Can't you just do it procedurally? Pic related should be enough of a starting point. For far away views anyway.
For close ups though you'd do a bit more.
Throw some roughness on there at certain points to break up the perfect gloss, maybe tarnish them a bit near the top of the neck where your fingers would go, and where you strum, so it looks like it was played. Add some slight marking on the bottoms of the strings where the strings would hit the little ribs on the fretboard. Somehow figure out a good way to get some dirt and fuzz between the coils... All that nitty gritty jazz.

>> No.968979 [DELETED] 

Not related to thread, but here is a friendly discord server for 3d and art. Pretty friendly and chill.
https://discord.com/invite/nnkzP8Pe

>> No.969028
File: 936 KB, 1480x892, MagnusTR-02.png [View same] [iqdb] [saucenao] [google]
969028

I've worked a bit more on this the head doesn't look right but it could be fixed with the helmet maybe, it is a model to print so I'll sculpt it only.

>> No.969141

>>968934
I didn't think about doing it that way, but it looks like it's worked perfectly well. Thanks. From a distance it's really subtle and I won't be doing any close ups so it's all cool.
I'll take a look at some refs for markings and such and see how I get on. I was watching a tutorial not long ago about adding dirt and fuzz and things so now might be the right time to give that a shot too. Although because it isn't close up it might not be worth it. Still, if I do decide to do some close ups I would definitely add that kind of thing in.
Appreciate all of your help.

While I'm here I might as well ask, I did a test render on something else, but I don't really know how to explain it, it's got this black rectangle across part of the texture. It's almost like the texture is being shrunk or the bottom is being moved up on the Z axis when it's rendered, but in the viewport it looks fine.
Anyone know what this could be? First time I've came across it.

>> No.969142

>>969028
>>968817
>>968754
If you are going through all this trouble why not just make something of your own anyway?

>> No.969165
File: 655 KB, 998x793, Screenshot_1.png [View same] [iqdb] [saucenao] [google]
969165

Work on my lizard slut continues, did her head, will do the body too, soon
I also toyed around with skyboxes a bit, trying to figure them out. They're actually extremely simple: I tried Unreal Engine once and it seemed super complicated to set all the "sky stuff", let's call it that, up (so sky color, clouds, ambiental lighting etc.), but it's actually much, much simpler than that. The quick and dirty sky here is just a box with some keyframes to make it rotate ever so slowly. I also disabled its shadowcasting and plugged the Diffuse texture into the the Material's Emissive slot as well.
Anyway my attempt is very amateurish so I'll need to find some tuts that go a bit more in depth

>> No.969166

>>969141
>I don't really know how to explain it
A picture is worth a thousand words, anon. Don't try to explain it, just show us what's up.

>> No.969170

>>969166
>A picture is worth a thousand words, anon.
lolno

>> No.969191

>>968551
I'm finally starting to understand your point. Looks like a convoluted way of going about it, but maybe at the end it will be worth it. Good luck anon.

>> No.969198

>>969170
I could come up with 1000 words for faggot to describe you, and it still wouldn't be enough.

>> No.969200
File: 397 KB, 733x800, blender_iXEYzwiUmV.png [View same] [iqdb] [saucenao] [google]
969200

I'm trying to bog him, not quite there yet

>> No.969201

>>969200
>him

>> No.969204

>>969201
>he

>> No.969210

>>969200
My name is Skyler White, yo.

>> No.969213
File: 574 KB, 779x918, blender_nj95W6HOy9.png [View same] [iqdb] [saucenao] [google]
969213

>>969201
>>969204
>>969210
Ok, fuck it

>> No.969223

>>969142
>why
This is how I make minis and things like that and I wanted to test 3DF Zephyr, yes I can work with imgs as references and things like that too but the sculpts are less accurate, I'll work more on that the next weekend, the wings and the hair will be a pain in the ass.

>> No.969225
File: 163 KB, 454x472, tumblr_41abba479c72dd6f9b9f1b23f9aa64e8_f0426d50_500.png [View same] [iqdb] [saucenao] [google]
969225

>>969213
Starting to look like pic related

>> No.969237
File: 568 KB, 663x913, blender_LzxTxpbHdv.png [View same] [iqdb] [saucenao] [google]
969237

>>969225
gotta love junji ito

>> No.969289

>>969237
I like the sculpture

>> No.969294

>>969225
Looks like my dad

>> No.969300
File: 1.31 MB, 540x756, blender_UPrISozZtq.webm [View same] [iqdb] [saucenao] [google]
969300

>>969289
Thanks senpai

>> No.969305

>>969300
Sort of reminds me of a stylized Darlene Snell

>> No.969310

>>969300
Nice

>> No.969316

>>969191
Thanks. It seems convoluted. But I bet someone better at vector math than me could have figured as much out in a few days, rather than months.

Take a look at this guy's work: https://www.reddit.com/r/blender/comments/16zr58k/3d_straight_skeleton_test_using_geometry_nodes/
He uses simulation to find the center of limbs. Those center points are a lot smoother than the ones I created and will probably get better results when deformed. I don't know.

I'm still not sure how to proceed. I'll have to think on it some more.

>> No.969320

>>969300
I was going to ask why you let the crusty wire frame show. But I guess you enjoy the crackliness of it.

>> No.969322

>>969300
This is a real nice look, you’ve got an eye for this. You should step into the creepy girl porn territory, it’s growing huge these days.

>> No.969324
File: 1.54 MB, 1792x1532, 534.png [View same] [iqdb] [saucenao] [google]
969324

>>969166
Good point. For some reason I always forget to do that.
Added a pic to explain it better than I can.

>> No.969327

>>969324
Yeah that's definitely weird. What are the settings for your image texture? Do you have it set to something like clip? That'd do something pretty similar. You might also have a face that's occupying the same spot and casting a shadow on the area, I'd go over it and remove doubles to see if that fixes the issue.

>> No.969328

>>969327
I just have it as
>Linear
>Flat
>Extend
>Single image
It was on repeat, but that didn't seem to matter because I'd moved the UVs to a position where you wouldn't see any repeating.
At first I thought I might have had something in the way that was causing a shadow or rendering in front of it, pretty much the same as you say, but I disabled everything except that just to be sure and it still happens. Also tried to remove doubles too and there were none.
I'm going to try a different image and see if it happens with that too.
Thanks anyway dude.

>> No.969330

>>969327
>>969328
Never mind, I'm a total fucking retard. I forgot I had a subdiv on.

>> No.969332
File: 504 KB, 549x852, blender_icTzCbDO5w.png [View same] [iqdb] [saucenao] [google]
969332

>>969305
hnng I wish I was Wyatt langmore ngl
>>969310
Thanks
>>969320
Exactly
>>969322
Is pic related good enough?

>> No.969340
File: 379 KB, 2365x2048, IMG_2177.jpg [View same] [iqdb] [saucenao] [google]
969340

>>968417

>> No.969341
File: 111 KB, 1127x572, click click pow.png [View same] [iqdb] [saucenao] [google]
969341

Doin' a M16A2, you know, the one with the cool cheesegrater foregrip or whatever it's called.
Would like to continue modeling today but I gotta lay off for the time being, my wrist don't feel too good

>> No.969379

Hey dudes, someone asked me if they could pay in crypto, but traditionally I've only accepted money via paypal. I know fuck all about crypto, but I did say I'd consider it. I've tried looking it up and I get all kinds of bullshit about wallets and blockchain and crypto autists, but I just want to accept the payment somewhere and transfer it to cash on Paypal or something.
I don't want to get too into details, but Paypal doesn't work for him. He's paid me in the past though, so he's not trying to throw me for a loop.
So yeah, is there somewhere I can accept his payment and then send it to my paypal without a bunch of BS like installing some program that runs in CMD for pretend hackers? I'm sure some of you guys are getting paid.

>> No.969382

>>969379
I've never done it myself, but I have heard of people being paid in crypto and then just selling the coins once they get them.
What most of them seem to do, I think, is sell them on coinbase and then cash their balance out to their bank (or paypal if that's possible).

>> No.969408
File: 1.82 MB, 1809x2288, 2d_recreation.png [View same] [iqdb] [saucenao] [google]
969408

Currently grabbing 2D images from boorus and recreating them in 3D. I hate all the 2D cheating tricks and detail cluttering to cover up something sketchy when I model the scenes, but I still like the images. Currently wondering how the fuck I'm supposed to figure out that mess of a ceiling on the platform.

>> No.969427
File: 28 KB, 700x394, paid.jpg [View same] [iqdb] [saucenao] [google]
969427

>>969379
>I'm sure some of you guys are getting paid.

>> No.969429
File: 2.52 MB, 1638x864, untitled15-1.png [View same] [iqdb] [saucenao] [google]
969429

Added a flock of birds to this nature scene with boids. Does it look semi convincing? I even animated them but you cant offset it with boids it seems.

Trees made with The Grove. Plants straight from Megascans. Feels like cheating but whatever

>> No.969437
File: 193 KB, 1339x499, click click powww.png [View same] [iqdb] [saucenao] [google]
969437

>>969341
More progress: optimized parts, put on a different stock that's more in line with the foregrip's more blocky appearance, UV unwrapped parts, manually defined sharp edges. I'm only missing the lower receiver, mag, grip, trigger and stock. Gettin' close

>> No.969439

>>969429
Looks good to me anon

>> No.969451

>>969332
>Is pic related good enough?
Yes, cummers gonna cum

>> No.969511
File: 62 KB, 1920x1080, screng.jpg [View same] [iqdb] [saucenao] [google]
969511

tried to recreate the bike scene from fallen angels. thoughts?

>> No.969575
File: 394 KB, 817x957, MagnusTR-03.png [View same] [iqdb] [saucenao] [google]
969575

I've been working a bit more on this, the long feathers are done, they are sculpted individually, the other are just clones and i think I'll sculpt the smaller ones, I hope i can finish the wings this weekend.

>> No.969613

>>969511
>bike scene from fallen angels
That's a really neat tunnel.

>> No.969638
File: 85 KB, 1920x1080, testing.jpg [View same] [iqdb] [saucenao] [google]
969638

>>969613
thank you. i told myself yesterday that i wont redo it again bc its driving me crazy yet i still did this. still havent color graded it tho. i think this is a little *bit* better

>> No.969647
File: 105 KB, 1920x1080, feln.jpg [View same] [iqdb] [saucenao] [google]
969647

>>969638
good god finally i think im done, post processing was crazy

>> No.969682
File: 595 KB, 1920x1080, fallen_angels.png [View same] [iqdb] [saucenao] [google]
969682

>>969647
final one i swear. what do yall guys think

>> No.969742

How do you use the HDRI lighting, but remove it from reflections? I'm not even sure if it is the HDRI I added or the default blender one.
Already tried that Mix RGB in the world properties method and it did nothing.

>> No.969744
File: 631 KB, 2615x1746, Example.jpg [View same] [iqdb] [saucenao] [google]
969744

>>969742
>but remove it from reflections?
Not sure entirely what you mean.
If you mean that you want to change the background to something else without affecting the reflections, you can do something like the left example.
If you want to affect ONLY the reflections, you can do something like the right example. I have half the object diffuse and half reflective to show that it's reflecting something different but keeping the lighting of the original for the diffuse.
If you want to remove reflections entirely, you'd do the same thing as the right, but set the color of the second input to black instead of inputting an HDRI.

Ignore the gamma node in the examples, they're just there to tweak the values to make the effect more prominent.

>> No.969747
File: 236 KB, 3840x2160, :3.jpg [View same] [iqdb] [saucenao] [google]
969747

>>969744
Thanks it was
>If you want to remove reflections entirely, you'd do the same thing as the right, but set the color of the second input to black instead of inputting an HDRI
that I needed. I was trying to remove the HDRI from the viewport background and from the reflections in the object itself. I'm not even at the lighting stage yet, but it was doing my head in every time I noticed it.

Are you that anon who was helping me with my guitar btw? If you are, it's gradually getting there I think. I just need to vastly improve my textures and work out how to properly map the imperfections.
I've only tried one so far, and white is probably the worst choice to use for them to show up, but still. When you zoom in you can see where the map doesn't extend . It's just there so I remember to go back to it.

>> No.969753

>>969747
>Are you that anon who was helping me with my guitar btw?
Maybe?
I posted the string texture nodes and also recommended using curves.
It's looking pretty good though! If you're looking for imperfections, I have a black flying V guitar and that thing is a fingerprint and smudge magnet (especially where you rest your strumming hand and near the dials). Dust also likes to pool in the area between and around the pickups and that bit after the bridge where the strings angle down. Though to be honest I haven't played mine in a while, so the dust might just be because of that.

>> No.969766
File: 744 KB, 838x816, freedge.png [View same] [iqdb] [saucenao] [google]
969766

Did a business fridge. Was a pain in the ass, it took me much longer than it should have, but it's done, amen

>> No.969771
File: 226 KB, 1476x926, shapePractice.jpg [View same] [iqdb] [saucenao] [google]
969771

Speed-modelling practice for videogame environment art. Making panelized sci-fi structure out of blocky shapes inspired by old game consoles.

>> No.969849

>>969682
Looks good

>> No.969855

>>969753
>I posted the string texture nodes and also recommended using curves
Yeah it is you kek.
Thanks dude appreciate that. I've looked up some pics specifically of flying Vs to see where the fingerprints and smudges are and it's pretty much just as you describe. I'm thinking that once I do the lighting properly it might highlight the imperfections a lot better. If not I might have to change the color.
Would using AO working for dust/grime/dirt around the pickups and anywhere else you'd expect it? I could do dust with particles in those sort of places, but I really don't think they'd be noticeable unless the camera was closeup so I was looking for a little cheaty way to do it because of the distance.

>> No.969859
File: 321 KB, 1522x927, Z6.jpg [View same] [iqdb] [saucenao] [google]
969859

>> No.969861

>>969859
bad anatomy
clothing folds that dont make sense

>> No.969897

>>969859
This looks pretty cool nigga
My only gripe is the clothing folds on the upper pants (i.e. from the waist to the knee), they are not very realistic.
Also are those TWO adonis lines on his hips? Like if you look to the sides of the belly button there should be only one strip of flesh per side not two.
Other than that, good work

>> No.969903
File: 2.02 MB, 1920x1080, birb2.0.png [View same] [iqdb] [saucenao] [google]
969903

>>968417
this is the very first completed project of mine
he's birb

>> No.969905

>>968817
why the hell is santana merged with zodd?

>> No.969922
File: 1.00 MB, 640x480, 0001-0250.webm [View same] [iqdb] [saucenao] [google]
969922

Early attempt at making hair in my own physics simulator.

>> No.969924

>>969859
Need more AAA workflow, you can go to the Cris thread to find out how you can achieve that kind of workflow

>> No.969925

>>969766
Needs more workflow

>> No.969929

>>969925
What does that mean?

>> No.969944
File: 1.28 MB, 1392x1080, 0001-0340.webm [View same] [iqdb] [saucenao] [google]
969944

more progress

>> No.969948

>>969944
cool wings

>> No.969950

>>969948
ty, it was a pain the ass to do that shit.

>> No.969953

>>969944
my man's butt cheeks clenched real tight
also 6 pack in the wrong spot. it stops at the belly button. top 2 are just under the pecs

>> No.969960

>>969953
no, that six pack is placed correctly.

>> No.969963

>>969960
no

>> No.969964

>>969963
it is tho

>> No.969973

>>969953
>>969960
ty but I have barely touched the torso and I'm just trying to match the reference.
I'll finish the feathers, the hair and some details the next 2 days and I hope I can do all the armor this weekend.

>> No.969978
File: 1.62 MB, 1196x801, blender_2aYkWqT6AA.png [View same] [iqdb] [saucenao] [google]
969978

Testing vertex colors for painting in shadows and light highlights in environments. I feel it's getting there but could use more work. Having said that, the fact I can use as many vertex color attributes as I want to do stuff is very cool.

>> No.969980
File: 24 KB, 746x420, file.jpg [View same] [iqdb] [saucenao] [google]
969980

>>969964
no

>> No.969988
File: 148 KB, 746x420, abs.jpg [View same] [iqdb] [saucenao] [google]
969988

>>969980
thanks for proving my point ;)

>> No.970000
File: 544 KB, 1240x785, xgenfuckeryyy.png [View same] [iqdb] [saucenao] [google]
970000

Trying to go for low-poly hair. Also have a question about it in the questions thread right here >>969999
if anyone can bother

>> No.970003

>>969855
AO could work for around the pickups, sure. Then maybe mask off some areas in particular where you want dust to show up without relying on the AO on its own.
I think if you're using Blender 4.0 the new Principled BSDF node has a newer implementation of Sheen that is pretty nifty for dust (from how they've described it anyway).
If not, using the AO for the areas close to the pickups (a lower AO sample size might actually give a nice bit of graininess), and then using the AO as a mask to adjust the roughness and mix a bit of a dusty color into the base color would work pretty well I think. Maybe even breaking that up a bit more with a high frequency noise texture too.
Main thing is to bump up the roughness and use a grey color for the areas where dust will appear.

>> No.970009

>>969980
retard

>> No.970014
File: 32 KB, 500x500, e7f3ad5d3fe4106218218e793dd72f51.jpg [View same] [iqdb] [saucenao] [google]
970014

>>969988
>>970009
i think you guys aren't seeing it

>> No.970069

>>969925
>>969859
Agreed, definitely needs more workflow

>> No.970071

>>970009
You lost, it's ok man, just crack open an anatomy book, you'll be fine.

>> No.970096

>>970071
No need for anatomy books, just follow the workflow like the real artists

>> No.970101

>>969929
Sigma Chud Workflow or SCW is an essential part of the AAA production ready 3d model

>> No.970107

https://www.youtube.com/watch?v=KD0qkW1mexI

>> No.970140
File: 657 KB, 1280x720, raycast volume.webm [View same] [iqdb] [saucenao] [google]
970140

>>968551
I just realized something yesterday. And I should have seen it sooner. I can set up the raycast node, so that the rays start inside of the mesh, facing outward. I've been so focused on rays going from outside to in. When I should have been thinking from inside to out.

Now, the mesh knows when it's intersecting itself... about halfway. It detects intersection up to the point where the intersecting mesh passes through the center points. Then the rays are freed up again, as if they're not being hit at all.(because they aren't)
So it's probably not the grand solution I was looking for. But perhaps I can make it work by shooting a second set of rays from the backs of the first set of rays. I don't know. My head is swimming with ideas right now. None of them seem very good.

>> No.970251
File: 1.38 MB, 1096x859, shop propz.png [View same] [iqdb] [saucenao] [google]
970251

Finished texturing my Shekelberg 9000 cash register today. Doing a bunch of shop props in general

>> No.970256

>>970251
Man it definitely needs more workflow

>> No.970279

>>970256
ALL OF YOUR FUCKING WORKFLOW COMMENTS THIS PAST DAYS DEFINITELY NEED MORE FUCKIGN WORKFLOW.

>> No.970288
File: 426 KB, 860x808, Screenshot 2024-01-12 132518.png [View same] [iqdb] [saucenao] [google]
970288

I made this in ~6 days. That’s not particularly impressive but it genuinely is a record for me considering how long I normally take. I could still stand to do more with the rigging.

>> No.970289

>>970288
this is a blue board bruh, cover up them titties

>> No.970290

>>970289
You can cover them if you like once I make my game. I was gonna use jewelry instead of regular equipment so you can use necklaces.

>> No.970291

>>970288
Wtf, are you mentally handicapped?

>> No.970294

>>970291
Yes, I have autism.

>> No.970295
File: 153 KB, 1430x788, 345.png [View same] [iqdb] [saucenao] [google]
970295

>>969978
this looks really nice. how do you make your textures?
in regards to 'use as many vertex color attributes as I want' do you mean using more than just Multiply or whatever in the shading tab? here's how I usually set mine up

>> No.970321

>>970295
I'm intending to use multiple so I can do various effects and possibly some texture blending, and I realized that Blender let's you have more than one Color Attribute.

It does mean that it is more complex to use since I have to paint two separate layers, but it also means I have alot of control over scene tone and how I paint in lighting without really needing lights in the scene.
I will likely need to add lights in the setup at some point, but for now I want to see how far I can go with just this to keep the look authentic.

>> No.970322
File: 589 KB, 1098x919, blender_ujtfzILtHu.png [View same] [iqdb] [saucenao] [google]
970322

>>970321
forgot the image

>> No.970327

>>970288
Cute low poly grrl. I don't know how this took you 6 days but hey we all gotta start somewhere, keep going, you'll get faster with time. She for a game or something or did you model her just for fun?

>> No.970403
File: 1.13 MB, 1196x976, 0001-0099.webm [View same] [iqdb] [saucenao] [google]
970403

I'm done with this model, I could add minor things like wrinkles and other details but I'm tired of this sculpt, I'll try to do smaller things next.

>> No.970404
File: 587 KB, 2902x2160, Mech_Viewport2.jpg [View same] [iqdb] [saucenao] [google]
970404

Progress on my mech texturing

>> No.970410 [DELETED] 

>>970256
Don't be so salty, your work is incomplete, its just a constructive criticism, you just need more workflow

>> No.970411

>>970288
Hot!

>> No.970412

>>970404
hello, arrimus

>> No.970414

>>970279
I am just giving constructive criticism, I love helping people

>> No.970415

>>970412
Hello, Sanders

>> No.970449
File: 1.87 MB, 1280x720, Edge projection curve 1.webm [View same] [iqdb] [saucenao] [google]
970449

>>970140
>>968550
I'm trying to figure out how to make the points bend between edges. I came up with this. But I'm not sure it's the best way. Basically, it sort of works like curves, except not using curves. The edges are set up so that only 2 edges connection. And then I do a bunch of node bullshit to sample the 2 end points of each edge. get their average position, then mix between the potions of the projected points and the average of the end points. Then set the factor of the mix by how near the projected points are to the center connected points of the edges.

It's probably not necessary to do all of this if I actually used curves. But I'm being stubborn and avoiding curves.

>> No.970450

>>970404
it looks as if it was made out of plastic, which is obviously not a good idea
other than that it looks mad realistic

>> No.970496
File: 807 KB, 2089x1213, shroom guy.png [View same] [iqdb] [saucenao] [google]
970496

I finished the mushroom tutorial (my first ever 3d model) I am now ready to work at Blur studio...

Sadly the torrent I used didn't have the IMM brush used in the course so I'm missing a couple of details. Not a big deal though.

>> No.970512
File: 3.07 MB, 1920x1080, c1.png [View same] [iqdb] [saucenao] [google]
970512

I need work more more on textures especially plaster but I'm almost happy with this one

>> No.970524

>>970512
>>970496
Noice I like both of your work, but make them with more workflow
They definitely need more workflow

>> No.970538

>>970512
...octane?

>> No.970539

>>970327
I did make her for fun, but also because I wanted to make a game. In spite of the way she dresses, I wasn’t planning on making a porn game (but still an adult game), I’ve just been wanting to play around with the idea of a topless female character design for a while. My inspiration for such a design comes from my interest in history and cultures, like the way women from ancient civilizations around the equator (Egypt, Mesopotamia, India, SE Asia, etc.) would sometimes dress since it’s hot down there, and people had different standards of decency compared to today. I also take inspiration from some of the strange artwork some cultures created, like African power figures. They’re ugly little dudes, but I love them dearly and they make for great inspiration for monster designs.

>>970411
She is indeed hot, that’s why she doesn’t wear a shirt. She’s gotta let herself air out.

>> No.970540

>>970538
blender, sorry to disappoint you... or myself

>> No.970551
File: 97 KB, 557x584, 3dservalwip.png [View same] [iqdb] [saucenao] [google]
970551

I may never get a real woman, but as long as I can have a 3D serval wife I will be fine.

>> No.970552

>>970551
Will you give her big boobies or small ones?

>> No.970553
File: 866 KB, 2000x1422, serval_wife4.jpg [View same] [iqdb] [saucenao] [google]
970553

>>970552
I think small boobies. She is not meant for cooming purposes.

>> No.970554

>>970512
The normal maps on your bricks are inverted.

>> No.970557

>>970553
then she's a companion, not a wife.
Wives are meant for breeding.

>> No.970559

>>970553
>wife
>not meant for cooming
Anon, you should coom to your small boobie wife, she will be flattered.

>> No.970560

>>970559
She is not flattered she is just flat

>> No.970563
File: 80 KB, 1079x498, serval_gamer.jpg [View same] [iqdb] [saucenao] [google]
970563

>>970557
>>970559
Well, its complicated. When I came up with her she was going to be my wife, but she deserves a loyal serval husband instead of a human like me, so now she has a serval man in her life. I made her so kind and perfect in my head that it would be a disgrace for a degenerate like me to be her husband, now I either watch them as a couple or self insert as a platonic friend. I think it's better this way.
>>970560
kek

>> No.970565
File: 488 KB, 3305x1865, dinergate_01.png [View same] [iqdb] [saucenao] [google]
970565

>> No.970570

>>970512
Looking good anon, did you do all the models yourself too?

>> No.970588

>>970570
yes, took longer that I've expected

>> No.970605

>>970563
You are so sad Anon, not even in your imagination you can get the girl.
>I'm a platonic friend
What is a lower range than a beta male?

>> No.970631

>>970404
looks cool

>> No.970632
File: 171 KB, 1273x910, MechS.jpg [View same] [iqdb] [saucenao] [google]
970632

>>970450
Better?

>> No.970635

>>970632
Sorry

>> No.970638

>>970632
let me start stating that it looks impressive, other than that it does indeed look like it's made out of plastic

perhaps the actual 3d niggas can give you more useful insight

>> No.970639

>>970632
ok, the bottom left leg looks not made out of plastic

>> No.970642
File: 445 KB, 2698x1862, 2GvEvus.jpg [View same] [iqdb] [saucenao] [google]
970642

>>970632
maybe to glossy for a metalic surface, also add some wear/use and dirt

>> No.970645

>>970632
>>970642
don't listen to these grime and dirt goblins.
Make it the most pristine chrome mech

>> No.970646

>>970645
What about pristine chrome but full of mud

>> No.970670
File: 1.19 MB, 1920x1080, Shiro Side Hop Right.png [View same] [iqdb] [saucenao] [google]
970670

main protagonist for the game ive been working on.

>> No.970677

>>970670
looks good, under 1500 tris? can we see the face?

>> No.970682

>>970677
i believe its somewhere around 1200 tris, im trying to aim lower eventually. sadly this is the only render i have

>> No.970689

>>970670
looks good, reminds me alone in dark 1, in good way

>> No.970690
File: 3.44 MB, 1409x1194, Capture.png [View same] [iqdb] [saucenao] [google]
970690

801 crypt.

>> No.970692
File: 1.22 MB, 1024x1024, lego_testrender.png [View same] [iqdb] [saucenao] [google]
970692

made a bunch of lego bricks and built something

>> No.970698
File: 589 KB, 1024x1024, lego_testshit.jpg [View same] [iqdb] [saucenao] [google]
970698

>>970692
Nice. Lego renders are always cool.

>> No.970755
File: 2.99 MB, 1920x1080, c1eeee.png [View same] [iqdb] [saucenao] [google]
970755

k I think I'm done with this garbage

>> No.970756
File: 2.80 MB, 1920x1080, c1eeef.png [View same] [iqdb] [saucenao] [google]
970756

did also foggy version

>> No.970777

>>970756
Put some graffiti on the walls. They take up 70%+ of your image with empty space. Wasted opportunity to make your render look interesting and alive.

>> No.970785
File: 73 KB, 770x1155, 3013842-HSC00001-7.jpg [View same] [iqdb] [saucenao] [google]
970785

>>970756
>k I think I'm done with this garbage
This render is what I call 16:9 fixation. Try and get out of the widescreen format.
>>970777
>They take up 70%+ of your image with empty space.
Checked. Anon has the same point but as I said It may not be problem with the subject but the composition.

>> No.970790

>>970756
It might just be me, but something feels off with the scale. It could be the bins. Where I'm from they're about 3.5ft tall and those red bricks are about 3.5". So there should be around 12 bricks per bin height. But in the render the bins are only 5 or 6 bricks high. Sort of feels like I'd tripped over them if I rounded the corner.

>> No.970791
File: 177 KB, 1238x910, MechS.jpg [View same] [iqdb] [saucenao] [google]
970791

Good call with the Metal, I think I am getting close now to finishing this, some unique final touches maybe.

>> No.970797

>>970785
i know you're posting a composition ref but christ, the grade on that image is horrible

>> No.970799

>>970797
Yeah not the best image only a ref.

>> No.970800

>>970797
Definitely need more workflow, but the composition is good

>> No.970802

>>970799
Having good references is an essential part of my day to day workflow, but thanks anyway

>> No.970806

>>970777
I've worked too long on this project and want to hop on something new but thanks for well needed criticism.
>>970785
more like nail in brain but you have point

>> No.970810
File: 693 KB, 706x896, workflowstale.png [View same] [iqdb] [saucenao] [google]
970810

>>970800

>> No.970811

>>970810
How do I know if my workflow meme is stale? Can I follow some kind of workflow to find out?

>> No.970814

>>970692
the car in particular looks extremely realistic

>> No.970819

>>970791
I feel like it needs harder edges/bevels in some places, like it doesn't look "HD" enough if that makes sense

>> No.970821

>>970819
It does, my blur filter is to strong I believe. In general I cranked some values up to much in the render.

>> No.970822

>>970821
nta, but it looks amazing really

>> No.970828

>>970790
Yeah I see what you mean. Those bricks are fuckin huge.

>>970755
I don't feel like there's anything to really look at in this. It's all modeled alright, but it's composed badly. The lines (and light) in the alleyway lead my eyes down it for zero payoff. Contrast is nonexistent. Loads of empty space on either side of the image that doesn't work well with what's going on in the center (I'd probably crop it to half of the walls on either side).
Never call your work garbage, that's for other people to say, but hopefully you've learned some things to use on your next project.

>> No.970866
File: 161 KB, 582x811, lol.png [View same] [iqdb] [saucenao] [google]
970866

post ur best skeletons you stupid bastards

>> No.970893
File: 352 KB, 832x1051, epicskel.png [View same] [iqdb] [saucenao] [google]
970893

>>970866

>> No.970897
File: 393 KB, 1000x1436, red42222.jpg [View same] [iqdb] [saucenao] [google]
970897

I started practicing 3D modeling with Blender yesterday, and here is today's result. Next, probably to practice modeling of the body parts.

It looks pretty dumb but you gotta start somewhere I guess

>> No.970906

>>970897
Excellent rendering of Christina Hendricks. You really captured her essence.

>> No.970907

>>970906
pyw

>> No.970908
File: 207 KB, 919x1685, ChristinaHendricks08.jpg [View same] [iqdb] [saucenao] [google]
970908

>>970907
Calm down. I'm just having a little fun. It's a goof. Hendricks really does have that wide eyes, pursed lipped, slightly hooked nosed face.

>> No.970912
File: 200 KB, 1000x912, rd435435.jpg [View same] [iqdb] [saucenao] [google]
970912

>>970906
That's pretty funny, actually I didn't use any reference for this lol.

But yeah I can see what you mean. This 3D stuff is really interesting, can't wait to learn more!

>> No.970915

>>970893
Too much flesh, but other than that very good! If you did that and didn't just rip it off the internet then I'm jelly

>>970897
I'm both deeply unsettled and curious to see what other horrors beyond human comprehension your depraved mind will spawn next

>> No.970918
File: 240 KB, 785x1073, skelli.png [View same] [iqdb] [saucenao] [google]
970918

>>970915
Completely nude skeleton.
It's 100% my own.
First I built a higher poly skeleton then I reduced the polycount to get to the simplest shape, that still represents a decent skeleton for simulation.

>> No.970925

>>970912
>I didn't use any reference for this lol.
Yeah, you should use reference for absolutely everything.
It's not considered a "flex" when someone says they didn't use reference, it's just a red flag that they're bad at what they do. And they'll try to use that (and "I only did it in like an hour on my lunch break") as excuses as to why something is bad. Some people really are fine not using ref if they've really mastered what they're doing, but most people aren't masters.
You get a pass for now since you literally just started yesterday. Still, it's a good practice to use reference.

A little exercise my drawing teacher made us do that kinda really sent that home for me, was to draw a picture of your favorite dinosaur (or something else) from memory and then draw it again using reference images. It's obvious, but the ones using ref always turned out better.

But yeah, keep it up!

>> No.970927

>>970912
keep rocking bud as long you have fun

>> No.970931

>>970912
Sit on my face melted Mommy

>> No.970935

>>970925
Don't sperg out. I made a reference to a famous person. All he said was he didn't use a reference to reply to me. He wasn't bragging or "flexing". He even tagged his sentence with "for this", which suggests that a reference is not an impossibility. Only, it wasn't the case THIS time.

>A little exercise my drawing teacher made us do that kinda really sent that home for me, was to draw a picture of your favorite dinosaur (or something else) from memory and then draw it again using reference images. It's obvious, but the ones using ref always turned out better.

If you drew from memory again, then your new memory dino would be better than your old memory dino. References are great for learning many things, but you should also have the ability to recall what you learned from memory. Part of your teacher's exercise should have shown you how you can improve your ability to visualize. Not always rely on references for every little thing.

>> No.970938

>>970925
>you should use reference for absolutely everything
Sounds like the words of a guy who can't model without a reference.

>> No.970947

>>970912
Keep going anon, today's results are shit, tomorrow's will be slightly less shit.

>> No.970948

>>970935
I think you might have misinterpreted what I was trying to say. I wasn't sperging out, I recognize what he said. I know he wasn't trying to brag about not using reference. That's not really what I was saying, though I can see it being interpreted as that. I was just trying to say it's a good idea to use it, especially as a beginner. Since as a beginner it's easy to get into that pitfall of "well it's going to look like shit anyway, I'll use ref when I'm actually trying seriously to make something".

>If you drew from memory again, then your new memory dino would be better than your old memory dino.
Absolutely, I'm not arguing that. Still, having something handy to look at to reinforce that memory is better than not. Memory is nebulous and can change without you really knowing. Sure, I can know what something looks like, and be completely familiar with an object. Having a photo or that physical object on hand can offer up details that I otherwise would have forgotten or simply not noticed. That's why ref is useful. Not because I'm assuming people are all aphantasiatics that can't imagine what something looks like, or can't remember things after 30 seconds.
Besides, since it was a Still-life drawing class, I think the exercise was mostly about actually looking at something and drawing what's right there in front of you instead of looking at something and drawing your brain's interpretation of it.

>> No.970959

>>970918
That's pretty neat, some really nice topology too, how did you do that? Did you use an add-on or something?

>> No.970961
File: 246 KB, 1516x1176, 9398854856.jpg [View same] [iqdb] [saucenao] [google]
970961

>> No.970971
File: 264 KB, 863x1001, skull.png [View same] [iqdb] [saucenao] [google]
970971

>>970959
I pirated 3 anatomical models.
anatomy model plastic boy
Dosch human anatomy
the Kingslien anatomy model that comes with Zbrush, I did Kingslien's course on anatomy (it's okay)
I got myself the "human anatomy atlas" as another reference.
With the anatomy atlas you can quickly get the name of each muscle, then you put it into Yandex to get references and insertion points and Youtube to get their motion.

Don't rely on the 3D models to be accurate, all of them have some flaws somewhere.

How I got neat topology is poly modeling using a subdiv.
I didn't use any special trick, keep the polycount low and your edgeflow in mind.

Doing a bunch of poly modeling with subdiv is how you learn topology tbf.

>> No.970972
File: 103 KB, 840x1013, Femur.png [View same] [iqdb] [saucenao] [google]
970972

>>970971
I tried to get the shapes with as simple shapes as possible.
If I wanted to add more detail, then I would apply the subdiv once I got my shape and keep working on the higher plycount (probably make some changes to the topology around the knee joint to get a clean groove)

>> No.970973
File: 214 KB, 512x512, Serpentinite Clay Color light.png [View same] [iqdb] [saucenao] [google]
970973

>>970972
And use a muted blueish green matcap not white or red, you can see the shapes better in this color.

>> No.970977

>>970971
>Kingslien
that dude still around? always got the sense he thought he was hot shit. i guess back in day when there were fewer people in the field, he was.
last time i saw something from him it sounded like some self-help gifting for artists.

>> No.970980

>>970977
I have no idea all I know about the guy is his one anatomy course for sculptors and his zbrush ecorche model.
His course was decent, it lacked a lot in the finer details I was looking for but it seemed good for sculptors.
I have to say his anatomy model is the prettiest but also the least accurate.

>> No.970981

>>970980
he's been around in the zbrush scene for as far back as i can remember. you might recognize some of his work lmao:
https://www.zbrushcentral.com/t/ryan-kingslien-beta-images-and-a-new-movie-4-25-07/205019

>> No.970986

>>970971
>>970972
>>970973
Very interesting, much obliged skelly-anon-kun

>> No.971018 [DELETED] 
File: 1.45 MB, 932x1784, 123.jpg [View same] [iqdb] [saucenao] [google]
971018

>>970947
Thanks for the feedback

>>970931
Lol

>>970925
Good point maybe

>>970915
Maybe I should start another character, I'm still a total newbie on 3D so need to learn a lot more.

>>970927
Thanks, I will!

>> No.971019
File: 508 KB, 600x1148, 654.jpg [View same] [iqdb] [saucenao] [google]
971019

>>970947
Thanks for the feedback

>>970931
Lol

>>970925
Good point maybe

>>970915
Maybe I should start another character, I'm still a total newbie on 3D so need to learn a lot more.

>>970927
Thanks, I will!

>> No.971034

>>970973
I really like this circle, did you use an sphere to make it or you made an sculpture and retopo later?

>> No.971038

>>970971
you will never ever make it if you pirate.


Your skull isn't even close to being accurate, btw.

>> No.971055
File: 708 KB, 1695x1980, dinergate_02.png [View same] [iqdb] [saucenao] [google]
971055

>>970565

>> No.971062

>>971019
I come from the homepage just to say holy shit.

>> No.971070

>>971019
Absolutely horrifying. Keep up the dreadful work, and I mean "dreadful" in the most fear-inducing way

>> No.971071
File: 399 KB, 683x378, crab.png [View same] [iqdb] [saucenao] [google]
971071

>>971038
Not that anon, but here, just for you

>> No.971072

>>971071
hes right, that skull is shit tier

>> No.971075

>>971072
Why are you so envious?

>> No.971089
File: 36 KB, 870x751, tempo2.jpg [View same] [iqdb] [saucenao] [google]
971089

I have roughly two more days to finish my scene for a contest, I'm still fairly new to blender and I did this scene while figuring out shit on the fly in a few hours, anything I could improve yet? (I haven't finished the stairs yet and will put snow around the cabin with fir trees and a lake after)

>> No.971091

>>971075
You're delusional. I fucking told you guys that pirates never make it and all you did was prove me right.

>> No.971092

>>971089
U will never place in competition with this garbage

>> No.971096

>>971091
nice samefagging, midwit

>> No.971097

>>971096
Reading comprehension

>> No.971099 [DELETED] 
File: 459 KB, 1876x1789, samenigger.png [View same] [iqdb] [saucenao] [google]
971099

>>971097
It's spelled 'he's,' not 'hes.'

Is this what you do all do come to this half dead board and seethe at anons?

>> No.971101
File: 459 KB, 1876x1789, samenigger.png [View same] [iqdb] [saucenao] [google]
971101

>>971097
It's spelled 'he's,' not 'hes.'

Is this what you do all day? Come to a half-dead board to seethe at anons?

>> No.971107

>>971092
I don't care Cris, it's not my goal

>> No.971108

>>971101
not sure why he's bringing piracy into it, just makes him sound like a digitally illiterate weirdo

>> No.971112
File: 592 KB, 1000x1432, 99.jpg [View same] [iqdb] [saucenao] [google]
971112

Some progress

>> No.971120
File: 302 KB, 1006x1560, v0-mi0xfelbskob1.jpg [View same] [iqdb] [saucenao] [google]
971120

>>971112

>> No.971138
File: 20 KB, 320x320, 88a67eb7bc87ac6aac8cb7112a6bcf52.jpg [View same] [iqdb] [saucenao] [google]
971138

>>971112
>>971120

>> No.971141

>>971120
>>971138
You merely adopted the dark; I was born in it, molded by it.

>> No.971143
File: 80 KB, 512x520, weel what is it.jpg [View same] [iqdb] [saucenao] [google]
971143

>>971112
>>971141
You were merely born in the dark. I possess the soul of it.

>> No.971148
File: 638 KB, 700x1244, 345.jpg [View same] [iqdb] [saucenao] [google]
971148

>>971143
For you

>> No.971152

>>971112
Reminds me of the style the "american goblin spamming the BBC button" uses. I bet those two would be happy together - they're equally horrible.

>> No.971153

>>971112
>>971148
It looks like she is made of plasticine, the character would look really good for stop motion.
I am starting to like the sculpture anon, with some hand sculpting textures would look like those old stop motion cartoons I used to watch but more adult

>> No.971164
File: 327 KB, 800x1354, 885.jpg [View same] [iqdb] [saucenao] [google]
971164

>>971153
Thanks, I really appreciate your comment. It's true that I've only been practicing 3D workfor a few days or a week only, but I'm very enthusiastic about the subject. Doing it at the moment is difficult when you have to look for a tutorial at every step.

>>971152
What do you mean about the ''american goblin spamming the BBC button'' lol?

>> No.971166

>>971164
There's this really low quality animated 3D clip which gets posted on some boards from time to time. Think of the amerimutt meme and transfer that to 3D. It's just a short clip of the amerimutt character sitting at the desk, scrolling through 4chan and seeing something that "activates his neurons" to spam the only button on the keyboard labeled "built for BBC" or some shit. Somehow your style reminds me of that.

>> No.971195

>>971164
Please, for the love of God, anon, make animations with this thing. Seeing this filled me with so much childlike joy. The dramatic lighting highlighting her cottage cheese curves makes this the best model in the fucking thread.

>> No.971196
File: 1.00 MB, 1920x1080, roboGirl001.png [View same] [iqdb] [saucenao] [google]
971196

>>968417
Am I going in the right direction or am I way off?

>> No.971197
File: 486 KB, 676x679, Screenshot 2024-01-13 103029.png [View same] [iqdb] [saucenao] [google]
971197

>>971196
Reference image

>> No.971202
File: 2.46 MB, 675x1200, 4.gif [View same] [iqdb] [saucenao] [google]
971202

>>971166
Oh I've never seen that lol

>>971195
Not sure if you're being sarcastic or not, but thank you for kind words anyway! I have so much learning to do first with this 3D software but making animations would be amazing.

>> No.971204

>>971202
>Not sure if you're being sarcastic or not
Pretty sure anyone praising your model is not serious. But you're still about 3.5 times better than cris.

>> No.971213

>>971204
Who's cris? I'm glad that if at this very new moment I can be better than someone haha.

>> No.971227

>>971019
>>971202
you are best

>> No.971228

>>971213
he's the board "chud"

>> No.971232

>>971227
Still pretty sure you're being sarcastic lol

>>971228
Never heard, I'm nee here

>> No.971236

>>971232
Basically if you see any demoralizing posts or posts promoting AI, it's his doing. Don't fall for it.

>> No.971239

>>971236
has he made anything high quality or does he just shitpost?

>> No.971243

>>971204
Cris is soul of/3/ he even finished a game, what are your accomplishments apart from crying?
I like the melted Mommy character. >>971232
Not sarcasm, I do like your character, it's interesting
>>971239
If you are talking about Cris he made a game, I played it last night. It's better than I imagined

>> No.971244

>>971232
>Never heard, I'm nee here
Cris is a guy from Venezuela that people hate because he is the only one doing something in the board, so Anons don't like him because he is the only person posting work and not maya Vs max shit.

Be more like Cris, keep posting and better yourself. Don't be like those looses complaining about everything.
I also like your work, keep going and you are going to get much better really soon

>> No.971245

>>971243
Cris... Take your meds...

>> No.971246

>>971245
I'm not Cris you idiot.
You are crying because you know what I said it's true. Stop complaining about everything and go back to work, you would have 3d models to post and not just your tears

>> No.971251
File: 1013 KB, 1920x1080, roboGirl002.png [View same] [iqdb] [saucenao] [google]
971251

>>971196
Small update. What do you think? Reference in previous post.

>> No.971252

>>971251
Doesn't look like a "girl". Nose is too pointy. Eye slanting is the wrong angle, giving the eyes a different shape. Grin/Mouth is too wide, lips are too small - at least the lower one. The chin is a bit too massive for a female. Shrink it down a bit in height and width. Try to keep as much of the scene in the previews as possible, even if it's just temporary. The missing teeth rows make it look even more alien and harder to compare, especially with the thin lips.
I'm obviously assuming you want to recreate that face as close to the original as possible.

>> No.971256

>>971252
Thanks for the feedback.

>> No.971258

>>971251
you dont really know anatomy at all...you have no fundies

>> No.971275

>>971202
I'm this guy >>971195
I meant it when I said your renders made me smile. They'd fit in perfectly as a weird surreal claymation video with dark humor. Youtube has a ton of these types of animations but your model specifically looks like clay stuff Lee Hardcastle does. I imagine his humor with your model. Dont listen to the crabs and just practice. Keep it up fren, you're gonna make it.

>> No.971338
File: 1.20 MB, 1127x809, hoos.png [View same] [iqdb] [saucenao] [google]
971338

Slowly and painstakingly building mah hoos. I really need to streamline my modular pieces creation process, as it stands I have too many and it needlessly complicates shit, becomes a hassle to work with when it's intended to make your life easier, not harder. Still, I believe in this project's potential

>> No.971346
File: 636 KB, 1839x1073, 2024-01-15 21_56_39-Window.png [View same] [iqdb] [saucenao] [google]
971346

How do you actually practice sculpting? I want an exercise regiment, you know how drawabox has a homework section at the end of each lesson? Is there one for 3d sculpting? Anyone here interested in mentoring a newbie for a bit? Just someone I can pester with questions and ask for guidance, I know its probably a lot to ask but maybe theres a chance? Blogpost sidenote I think I wanted to do 3d for as long as I can remember but for whatever reason the fear of sucking at it stopped me for years, and now that im over that fear im almost euphoric to do it, even if the end result fucking sucks, the process is so soothing and meditative, all of my anxiety is gone, all negative thoughts purged. Nothing compares to it (picrel reflects my inner feelings when im sculpting)

>> No.971366

>>971196
Needs a little bit more of workflow
>>971202
You can clearly see the lack of workflow on the textures
>>971251
Needs more workflow
>>971055
Good workflow so far
>>970403
That's not finished, put more workflow on the thing
>>970251
Definitely needs more workflow
>>971258
Can you give us the workflow for anatomy learning?

>> No.971367

>>971108
He is, guy doesn't pay for his hentai and anime either.

>> No.971372

>>969859
Looks literally homosexual.

>> No.971375

Not sure how to feel about the workflow gimmick...

>> No.971376

>>971346
>I want an exercise regiment
A workflow basically.

>>971375
It's not a gimmick. It's a social commentary about artists over complicating things and inventing issues that don't exist in order to justify their complete lack of talent and questionable usefulness in the context of a modern society.

>> No.971387
File: 964 KB, 1613x1907, dinergate_03.png [View same] [iqdb] [saucenao] [google]
971387

>>971055

>> No.971389

>>971387
Looking good anon keep it up

>> No.971392

>>971387
I just wanna see him hop and bounce around like a puppy.

>> No.971393

>>971387
animation of this thing actually shooting would be so cool, it has to lean forward and brace itself right before the firing

>> No.971394

>>971387
based hiigaran aesthetic.

>> No.971407

>>971346
if you can match a reference, you can freestyle with confidence and make whatever you want in 3d

if you can't match a reference, it means your eyes need more training, you're not fully in control of your work tools, the art process, and there's too much randomness in everything you do. It means you don't have a bar of quality you're aiming for, which is dangerous.

If you want a 2-in-1 combo for getting a grip on basic shapes and subtle details, I recommend sculpting human faces from reference.

>> No.971410
File: 1.11 MB, 1949x1080, collage 1.png [View same] [iqdb] [saucenao] [google]
971410

just finished, trying to replicate the look of FF7 models by painting with vertex colors

>> No.971412

>>971410
nice workflow anon, i like your 3d model

>> No.971417

>>971346
Just pick a subject matter you enjoy (characters? faces?) and turn in something small of that every day. Do that enough times and eventually you'll get all the practice and skill you could ask for. You don't need a regiment or a mentor.

>> No.971432
File: 485 KB, 949x907, 2024-01-21 23_11_53-Window.png [View same] [iqdb] [saucenao] [google]
971432

>>971417
>>971407
Thanks! Will do

>> No.971435

>>968417
Can someone tell me which program this is made in?

>> No.971466
File: 146 KB, 980x980, 0001-0120.webm [View same] [iqdb] [saucenao] [google]
971466

>>971366
ok I'll try to put more workflow, I've blocked the armor, some of the accessories are done too.

>> No.971469

>>971466
Is looking much better anon, good workflow

>> No.971484

>>971466
Workflow makes everything superior

>> No.971485

the work must flow

he who controls the work, controls the universe

>> No.971495
File: 166 KB, 695x954, dude.png [View same] [iqdb] [saucenao] [google]
971495

>>968417
how am I going until now?

>> No.971496

>>971435
It was made a very long time ago anon.
I think I vaguely remember it being made in 3ds Max. Though for obvious reasons my memory is pretty hazy on it.

>> No.971502

>>971495
I recognize the wild topology on the feet. I used to do something quite similar when I box modeled something. You'll have to redo the feet sooner or later. It never ended well when any kind of animation was involved and it also didn't look right from any angle. Try to implement an ankle (sideways cylinder for now) into your topo asap, so you can use that as a hinge and to connect the quite complex flow of the shape feet have.
Why is the torso this detailed btw? Your arms are jelly of the verts there. What's your reference image?

>> No.971504

>>971502
That comment probably took longer to type than the guy took to make this... Thing

>> No.971505

>>971435
3ds max

>> No.971506

>>971410
I love it!

>> No.971550

>>971466
Have you tried tracing the 3d model?

>> No.971553

>>971387
Did yo traced your 3d model? Be real with me, tell me that you didn't trace it

>> No.971565
File: 61 KB, 598x819, template.png [View same] [iqdb] [saucenao] [google]
971565

>>971502
>What's your reference image?

>> No.971588

>>971565
Did you trace it yourself? I want to start tracing 3d models and become millionaire. I just need more workflow

>> No.971604

>>971550
jokes on you, that's a ""traced"" model, you can see the scans here >>968817 .

>> No.971606

>>971604
Did he became a millionaire?

>> No.971617
File: 63 KB, 1080x1080, They aren't even softgels.jpg [View same] [iqdb] [saucenao] [google]
971617

If you were on the beach with your qt gf and a looky looky man came up asking you to buy his 4chan Plus™ Based Pills™ would you buy them or would you tell him he needs to put more effort into his workflow and shitty labels and textures?

>> No.971622

>>971617
I will tell him that It Needs Nore Workflow

>> No.971624

>>971275
Thank you for the feedback! I'm glad to hear it made someone smile lol. I've taken a few days off from practice but have to get back on it soon!

>> No.971627

>>971606
Ofc.

>> No.971656

>>971627
I knew it
>>971466
You are a tracer, a 3d tracer. Pathetic

>> No.971712

>>971656
>You are a tracer, a 3d tracer. Pathetic
I'm pretty sure that's the idea. He's just cleaning something up so he can print it, if I remember right. It's something like that.

I feel like you're a tourist here complaining and trying to rally people towards your rant about that one game that doesn't matter.
No one here really cares.

>> No.971786
File: 1.25 MB, 3840x2097, RV9PqWf8ilzZu.png [View same] [iqdb] [saucenao] [google]
971786

Done?

>> No.971787
File: 1.80 MB, 1280x720, dinergate_anim.webm [View same] [iqdb] [saucenao] [google]
971787

>>971786
Animation is not my calling.

>> No.971788

>>971787
i think to animate well you have to find a subject or a scene that interests you in making it look really good. What this is varies per person. So, you weren't interested in animating this robot and making it look good, which is fine. You cant really force interest

>> No.971791

>>969300
hello potion seller

>> No.971793

>>971112
if you can maintain this style it would probably make for a proper horror game.

>> No.971797
File: 32 KB, 463x489, 130 - SoyBooru.gif [View same] [iqdb] [saucenao] [google]
971797

>>970553
>4cuck furfag is also a neutralcoaler
many such cases

>> No.971812

>>971787
The animation looks good.

>>971788
Somebody in /lgbt/ was looking for you. You better go back.

>> No.971850
File: 2.52 MB, 1260x1080, 0001-0200.webm [View same] [iqdb] [saucenao] [google]
971850

I have to add a couple of details here and there but it is done, at last.

>> No.971851

>>971850
those arms simply dont look right

>> No.971852

>>971851
they match the refference more or less .....

>> No.971853

>>971852
it looks like someone with synthol in their body, like Rich Piana, but even more extreme

>> No.971854
File: 165 KB, 1144x1512, 06a-3041408368.jpg [View same] [iqdb] [saucenao] [google]
971854

>>971853
>like Rich Piana

>> No.971871
File: 663 KB, 1100x711, 56.jpg [View same] [iqdb] [saucenao] [google]
971871

>>971793
Thanks! I've tried to make some ideas today with it. All the other objects here are made with AI lol, so its not that cool.

But nice to flip some ideas around.

>> No.971877

>>971871
>All the other objects here are made with AI lol
Don't bro, I hold you in higher regard than that, if you use AI I lose all respect for you, you can make those models by yourself, no AI shit needed

>> No.971878

>>971877
I just tried that because I saw a post about it here, I also dislike the AI crap but it was kind of interesting to try what it's capable of.

>> No.971887

>>971878
AI is like watching sports on TV or in person, even. You could find out what the players are capable of.

You need to give up the AI and find what You are capable of.

>> No.971890

How often should I post? I don't wanna spam the thread if all I've managed to get done for the day is like, the character's toes or something. But is that a big deal even?

>> No.971892

>>971890
Just post Anon, there are so little posts on here.
Some Anons would complain, but they complain about everything

>> No.971899
File: 596 KB, 2872x1930, ruu_01.jpg [View same] [iqdb] [saucenao] [google]
971899

>> No.971901

>>971890
No, you're not allowed to have fun on my board. Maybe you can spam once I get bored of this website and leave, which is going to happen eventually, but right now you have to avoid doing things that make me angry for a reason I can't explain.

>> No.971915

>>971878
>it was kind of interesting to try what it's capable of
That's the trap: you just try it at first, it seems harmless, and then before you know it you end up using it more and more until you become entirely dependant upon it.
Don't fall into that trap: be free from AI and become capable of making models by your own

>> No.971920
File: 373 KB, 1361x772, mod2.png [View same] [iqdb] [saucenao] [google]
971920

>>971495
improved version
Aside from the head, is the body alright in its current state for a low-poly model?

>>971502
>You'll have to redo the feet sooner or later. It never ended well when any kind of animation was involved and it also didn't look right from any angle.
I don't get why the feet? They don't even need that much of an animation, I'm more concerned about stuff like shoulders/knees/elbows

>Why is the torso this detailed btw?
If I add loops to the limbs, they propagate to the whole body

>> No.972006

>>971915
It's a tool anon, not a fucking drug. It's not really making your work any easier, just shifting it elsewhere. Assuming you had 8 hours to work on a project, you can spend most of that 8 hours on the important shit, instead of like 1 or 2 because you had to spend like 6 hours modelling all the bits and pieces that don't "really" matter in the scene except for fleshing it out. You're still working 8 hours, the only difference is where you focused that time.

>> No.972007

I don't want to post my fail here, but how do I model vagina well in the open position in Blender? Does anyone have a tutorial for the modeling portion of NSFW stuff?

>> No.972041

>>972006
As if I wanted to compare it to a drug. My concern was with overreliance on AI, to the point that you depend on it too much rather than developing your own skills. You really, really, REALLY shouldn't depend on AI since it's a proprietary tool that can be taken away from you at a moment's notice, literally a crutch kicked from down under you. Artistic skill on the other hand can never be taken away from you for as long as you keep it honed

>> No.972080
File: 834 KB, 1921x1051, class_08_WIP_04.png [View same] [iqdb] [saucenao] [google]
972080

Getting around to finishing this. Finally done with the modelling, time for UVs...

>> No.972081
File: 692 KB, 940x934, class_08_WIP_05.png [View same] [iqdb] [saucenao] [google]
972081

>>972080
Some close-ups.

>> No.972084
File: 513 KB, 978x654, shn-shj-sht-lol.png [View same] [iqdb] [saucenao] [google]
972084

>>971920

>> No.972085

>>972080
>>972081
how many hours did this take?

>> No.972111

>>972080
>>972081
Impressive but also
>3 million triangles
ouch my viewport performance

>> No.972114

>>971899
nice waifu, would hug. does she have a name, anon?

>> No.972116

>>972114
https://twitter.com/lalansane/status/1546967402671263749
It's one of lansane's bajillion OC characters.

>> No.972156
File: 732 KB, 1436x1932, ruu_02.png [View same] [iqdb] [saucenao] [google]
972156

>>971899

>> No.972184
File: 3.97 MB, 1803x2754, Area1完成.png [View same] [iqdb] [saucenao] [google]
972184

>>968417
Forgot to post my area. Here is the finished product. Currently making the bug like thing below which means learning basic animation and rigging.

>> No.972185
File: 657 KB, 1920x1040, file.png [View same] [iqdb] [saucenao] [google]
972185

>>972184
Current progress on said bug.

>>972156
ugh sexoo.... *cums*

>> No.972186

>>971850
Damn that is triple A material there!

>> No.972187

>>971890
This entire board is dead as fuck. I don't think you'll end up spamming if you are worried about such a thing.

>> No.972190

>>972187
>This entire board is dead as fuck
basically everybody is on discord now. I get much better feedback from industry pros, get to talk directly to actual dedicated official support if i need it 5 days a week, dont have to deal with trolling or racism etc. Forums and boards you visit outside of discord are legacy imo

>> No.972193

>>972190
>Forums and boards you visit outside of discord are legacy imo
I agree that Discord tends to be more higher quality. Threads like /agdg/ are active enough. I think /3/ is dead because 3d modelling only is just too a specific of a niche that I think is too small for an entire board but big enough that it can't be contained in a general. However I believe places like 4chan in particular still serves a very useful purpose when it comes to feedback. At least, it's a far preferable audience to say, Reddit. I also believe 4chan has a far higher concentration of actually skilled users compared to a lot of places due to it being a natural gate-keep and autism being linked to actual skill.

Sure, you probably won't meet too many huge "pros" but I think those truly big pros would be spending too much time on either Discord or forums anyway. But from what I've seen, it's sufficient enough.

>> No.972202

>>972156
more transparency on the veil and dress please

>>972185
I really like the bug body here, I think the sections look really nice. Are you just folding a plane into the shape you want?

>>972187
/3/ has always been dead. I've checked here when it first came out.

>>972193
I don't need professional help anyway, just someone more skilled than me. So I'm trying to model genitals, should I model them from the open or closed position?

https://gyazo.com/e7914a639d4cd9b49288e6903b100ced

I know this has barely progressed from getting started, but I've already started over like 3 times now...

>> No.972204
File: 469 KB, 1140x819, file.png [View same] [iqdb] [saucenao] [google]
972204

>>972202
>I really like the bug body here, I think the sections look really nice. Are you just folding a plane into the shape you want?
Thanks. Yeah. For certain parts like the exoskeleton which I can just add a solidify modifier if I wanted to thicken it.

>I don't need professional help anyway, just someone more skilled than me. So I'm trying to model genitals, should I model them from the open or closed position?
I don't have experience with this but I would assume genitals would have to be quite high detailed to look good. Which would mean the sculpting > retopology workflow rather than box modelling it. Though, you probably can. Are you using references? This sort of thing overlaps like with regular drawing in general.

>> No.972212

>>972204
So when sculpting, do I just need enough polys to hold detail?

>> No.972223

>>971787
look at him go!

>> No.972225 [DELETED] 

>>972186
ty, the final sculpt has 1.1K objects and 5.5M tris

>> No.972228

>>972186
ty, the sculpt has 50 hours of work or so, 1.1K objects and 5.5M tris.

>> No.972229

>>972212
Pretty much. I think your type of question can only really be solved by going at it. Looking at the wireframe of actual models and or speed sculpting videos would probably help. At least, I assume that you are lesser skilled than me so that's how I "feel" the form. I also just straight up draw certain sections in Clip Studio Paint if I don't understand how it works. Are you a beginner or something? If so, going through more fundamental stuff would help before you tackle something specific like genitals.

>> No.972242
File: 2.65 MB, 1973x1945, FEMAkillsquadkommander.png [View same] [iqdb] [saucenao] [google]
972242

>> No.972325
File: 72 KB, 509x546, file.png [View same] [iqdb] [saucenao] [google]
972325

what do you plug in 3dsmax arnold material's bump map?
there are these 3 maps & all have bump, input, & normal
and none come up right in render

>> No.972422
File: 3.96 MB, 2560x1440, idk.png [View same] [iqdb] [saucenao] [google]
972422

Just messing around with blender after a long break. Still kinda new :p

>> No.972496

>>972242
This looks very cool anon. This for a game or just for fun?

>> No.972509
File: 776 KB, 1441x1932, fsv1ihQGi0Egz.png [View same] [iqdb] [saucenao] [google]
972509

>>972156

>>972202
I do not believe zBrush does viewport transparency, unfortunately.

>> No.972521
File: 799 KB, 1316x1275, image_2024-02-01_161901450.png [View same] [iqdb] [saucenao] [google]
972521

wormin

>> No.972673

>>972521
prolapse4jack

>> No.972703

>>972496
Just for fun, I could use more rigging practice so maybe ill do that once its fully retopo'd and try getting it into unreal or something

>> No.972770

>>972184
Great stuff anon, cool to see your progress

>> No.972771
File: 2.11 MB, 1920x1080, Bass_Render_1.png [View same] [iqdb] [saucenao] [google]
972771

Didn't put a huge amount of effort into the environment but here's a render of a fish I've been working on

>> No.972784

>>972771
Fishe :D

>> No.972785

>>972190
this place is so dead that sometimes I imagine the worst - some anon takes the work I posted here and impersonates me on discord to get those sweet sweet (You)'s elsewhere

it's not like I'd ever know either, I don't frequent those places

>> No.972793
File: 497 KB, 2871x1933, ruu_04.jpg [View same] [iqdb] [saucenao] [google]
972793

>>972509
Done?

>> No.972795

>>972785
>tfw no wants to even pretend the shit you make is their own for (you)s or otherwise
;_;

>> No.972939

>>972770
Thanks bro.

>> No.972960
File: 963 KB, 3036x1147, kris_sculpt.jpg [View same] [iqdb] [saucenao] [google]
972960

Okay, what do you think. I don't think it's very important to copy the shape of the reference 1 to 1, it's important that the face is appealing. Maybe eyes too big?

>> No.972983

>>972982
>>972982
>>972982
New thread get in here homos

>> No.973008

>>972983
That's funny.
Fuckin tourist.