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

/3/ - 3DCG


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File: 1.92 MB, 1500x882, 1368741809013.jpg [View same] [iqdb] [saucenao] [google]
356449 No.356449 [Reply] [Original]

Post what you are working on...

Old thread >>354211

>> No.356450
File: 1.64 MB, 1000x2000, squash-the-bug.jpg [View same] [iqdb] [saucenao] [google]
356450

Finally finished it.

>>354425
>>354451
>>354529

if you like it you can find the full res 6k version here...
http://www.mediafire.com/view/5155oigijn5894t/squash_the_bug_full_res_6k.jpg

>> No.356468

>>356450

Holy Hell, Good job anon! I love it

Was this a personal project or is it for someone/something?

>> No.356476

>>356468
It was for a work project that was delayed until fall.. but i was 2 weeks into it by the time it was canceled so i didnt stop working on it...

im making a "making of" for work purposes. our CTO asked me to make it.

>> No.356479

>>356476
I can see why it was cancelled. You cant tell what its supposed to be. Just looks weird. Definetely wouldnt have sold well. You fell in love with it, but what you did with it is crap.

>> No.356484
File: 1.71 MB, 5000x2000, squash-the-bug-evolution.jpg [View same] [iqdb] [saucenao] [google]
356484

>>356479
>>356479
lol, yeah, its crap.
thnx for coming out...

>> No.356488

>>356484
telling an audience that they are wrong in not thinking better of your work does unfortunately not make your work better, I'd brush up on taking critique as you'd get it on a daily basis out in the working world.

>> No.356492

>>356484
We all know it's well done, man, far better than what we're exposed on the board; that guy has been trolling /3/ for a while, hell knows what's going on in his life. By the way, is the ivy generated or modeled? I'd like to be able to do that. Also, I think the tail lights need a little more detail, it kinda looks plastic.

>>356479
Dude, I don't think these comments will change your life. Do you need help? We're here to help you, if you want, make a baww thread on /b/, they will make you feel better about your life, you have to stand up, man.

>> No.356493

>>356492
>We all know it's well done, man, far better than what we're exposed on the board;

even millenia is better and thats not saying much, kid

>> No.356496

>>356484
I like the fourth frame. Seems like, by the fifth frame, the "WE HAVE TO ADD MORE STUFF" mentality kicked in

>> No.356499
File: 350 KB, 999x2000, values.jpg [View same] [iqdb] [saucenao] [google]
356499

>>356450

Definitely not just 'crap' modeling and but I really dislike the composition, it's very uneasy on the eyes.
The image is very disharmoneus and confused and I'm not talking about the events taking place, the fact that we can see all the detail of the car this side of
such bright light makes no sense and fucks with our brains becasue we're looking into a glowing hot light source that doesn't light any of the objects in the scene.
it look very unreal and uncanny.

This blurred version of your image shows that your values are just a complete mush all over the place, as a result the image lacks readability.
All versions of the image shown in >>356484 is much, much, better than the final version.

>> No.356500

>>356499
*modeling and texturing like this takes real skills. Was what it was meant to say up there.

>> No.356501

>>356493
Yeh yeh, whatevs. I don't know whose penis you're sucking right now but good luck in your life, child.
sage cuz offtopic, end of discussion

>> No.356502

>>356501

read this comment carefuly:

telling an audience that they are wrong in not thinking better of your work does unfortunately not make your work better, I'd brush up on taking critique as you'd get it on a daily basis out in the working world.

>> No.356509

>>356502
Well, you should re-read >>356479 and the other replies

>Anon 1 posted decent work
>Anon 2 says "it's shit, lol"
>Anon 3 and 4 give positive feedback. They tell the author exactly what they're criticizing.

Telling people their work is "crap" does not make you look like a professional audience, you know? That's not how it works outside. You can say something is crap as much as you want if you state why, how to improve and stuff related, so... I'm sorry, but nope, you're not doing anything useful for anyone.

There's a place for negativity, but that's when you're paying someone and he's not responding.

>> No.356511

>>356484
>>356450
that is just sick dude.

>> No.356521
File: 1.28 MB, 1024x576, BKqy2IRCQAIs7CT.png-l.png [View same] [iqdb] [saucenao] [google]
356521

just a low-poly scene for a little movie project i'm working on

I need an opinion/suggestion from you guys:

should i furnish the entire house, even though I'm sure I won't have bathroom scenes in the movie, or just have it in case I want to make random films in those rooms?

>> No.356540

>>356484

I really really want to see the making of - The broken ground and the ivy are two things I'd love to be able to do, nice progress chart...I like how you got the camera ready first, then added the detail

Poly count?

>> No.356542

>>356484

It's really impressive, and the quality of the modeling, texturing, and rendering looks great, but I agree that the composition is confusing, and as a result I have no clue what's going on in the scene. Random ivy, and random holograms, followed by random robot tentacles all destructing a random car? I want to like it because it's impressive, but I definitely don't.

>> No.356544

>>356484
Still looks very amateur and weak. Lots of noobs suggest its a good work since they don't get anything from that visual abomination of a mash up. There's only an okay-ish car model which people usually upload to 3d websites for free. And the rest is just irrelevant stuff put together to make the scene look sophisticated.
The lighting doesn't make sense, the composition is non-existent, and the rest is typical amateur stuff.
The truth is not for everybody so it is possible that you can get slightly mad or not, but chin up. You have the potential to do much better.

>> No.356545

>>356542
I see it as the earth and some alien trying to stake claim on the car. And the holograms are for the sake of having holograms? But it looks cool in a sense.

>> No.356546
File: 815 KB, 1280x1280, artistry.jpg [View same] [iqdb] [saucenao] [google]
356546

>>356484

I do agree with >>356499, but you have real skills, just not in composition, here's some food for thought.

>> No.356547

>>356546
I bet if he took out the holograms it would better.

>> No.356558
File: 1.23 MB, 1920x1080, Cosmo Canyon redone first floor stairs and added entrance10.png [View same] [iqdb] [saucenao] [google]
356558

taking longer than I thought, but this is mainly a weekend thing now...

Not sure why 2 of the normals are flipped, but I'll figure it out

>> No.356564
File: 1.66 MB, 2000x2000, group.png [View same] [iqdb] [saucenao] [google]
356564

>> No.356566

>>356564
hey, I like this style, what's this project about

>> No.356569

>>356546
This is very good critique, I hope the OP of the bug picture won't just dismiss it as further trolling. I agree that the technical execution of the image is very good but I felt the same as everyone else here when I saw it for the first time, I was confused as to what the hell is going on in the picture. I can't take critique well either so I know getting all this negative feedback must suck but after I get over my mad I almost always realize people had a point there. Doesn't mean the image is worthless or that you have to re-do everything now, leave it as it is if you don't feel like putting more time into it but remember the critique for the next time because most of it is valid. A good idea and technical skills don't necessarily don't necessarily make a good picture, composition is hugely important and somewhat underestimated by many CG people.

>> No.356573

>>356566
Thanks, no project really. I'm new to 3D, trying to model some lowish poly stylized characters. Turned this into my D&D tiefling character. Most likely going to do the rest of the body.

Quick question to /3/, in 3ds max, is it possible to combine two separate objects but preserve their UVs (at least one of them so I don't have to redo both)

>> No.356587

>>356564

I like it. Just remove the specularity from the eyes. It doesn't fit with the shading.

>> No.356588

>>356558

This will look amazing if you texture it.

>> No.356613
File: 1.23 MB, 1920x1080, Cosmo Canyon redone first floor stairs and added entrance11.png [View same] [iqdb] [saucenao] [google]
356613

>>356588

Thanks, I will move on to texture it, but it will take me a long time...probably nearly as much as modelling it.

I'm getting close to the end of modelling now, just a few more pieces and tweaks, then I can move to texturing. Is this okay progress for about 25-30 hours? That's how long this has taken me overall, probably more

But all I have to work from is this:

http://images4.wikia.nocookie.net/__cb20091103215348/finalfantasy/images/4/4a/FFVII-CosmoCanyon.jpg

>> No.356622
File: 346 KB, 962x1046, toad_out.jpg [View same] [iqdb] [saucenao] [google]
356622

trying different to find a good workflow for concepting with zbrush. Reworked some things on an older bust i made, and trying different rendering techniques.

>> No.356625

>>356622
I suggest spending less time trying to cover up your work with postprocessing and more time learning to sculpt and paint.

>> No.356629

>>356622
Blurry/10

>> No.356630

>>356625
this

>> No.356637

>>356625
Thanks for the feedback, ya i definately have a lot more work to do, it was a test more than anything. I was inspired by a trailer i saw for Ben Mauro's new dvd where he goes over his workflow using the same principles for concepting.

>> No.356658

>>356450
Kill the lens flare Abrams and I'll like it a lot more.

>> No.356661
File: 1.62 MB, 150x300, 003.gif [View same] [iqdb] [saucenao] [google]
356661

>>356658
sorry cant do it
>>356569
agreed
>>356547
sorry cant do it
>>356546
yeah im not a good comp guy
>>356511
thnx
>>356540
poly count is about 13 million
ivy gen by guruware
rayfire

and thnx to all for the crit and the arguments. at least it evoked something, lol

>>356509
>>356502
>>356501
>>356500
>>356499
>>356492
>>356488
>>356479
>>356468


>>356496
you may be right
>>356493
if i ever need guns, ill contact milenia

>> No.356669
File: 15 KB, 373x476, Screen Shot 2013-05-26 at 12.44.50 PM.png [View same] [iqdb] [saucenao] [google]
356669

low poly

>> No.356678
File: 43 KB, 960x540, snail.png [View same] [iqdb] [saucenao] [google]
356678

d-does this look like a snail?

>> No.356679

>>356678
Looks like dog shit with a soccer ball in it

>> No.356692
File: 16 KB, 300x300, 1365114820947.jpg [View same] [iqdb] [saucenao] [google]
356692

>>356521
those textures are hideous
since when do houses have brick roofs like that ?

>> No.356702
File: 121 KB, 960x540, LANDSCAPE.png [View same] [iqdb] [saucenao] [google]
356702

more dogshit with a footbal

>> No.356711
File: 34 KB, 1139x753, House.png [View same] [iqdb] [saucenao] [google]
356711

r-rate my house? it's my first creation

>> No.356713

>>356711
Good enough for a skybox.

>> No.356767

>>356692
a guy can dream

>> No.356822

>>356692

It's cheaper than iron plate, stops asteroids just as well.

Don't tell me you're still on asphalt shingle. It's like you're begging for space rocks hitting your ass.

>> No.356825
File: 71 KB, 1080x720, roadexample_01.jpg [View same] [iqdb] [saucenao] [google]
356825

>>356449

>> No.356851
File: 152 KB, 1280x720, robit.jpg [View same] [iqdb] [saucenao] [google]
356851

let's play a game called find the texture seams

>> No.356857
File: 324 KB, 884x486, ithurtstolive.png [View same] [iqdb] [saucenao] [google]
356857

thank God that I learned anatomy like you told.

>> No.356865

>>356825
You should finish the skyline and run away from the Toyobaru, buuutt what's the deal with the game? I could be interested in contributing.

>> No.356872
File: 180 KB, 539x523, Jaw line maybe.png [View same] [iqdb] [saucenao] [google]
356872

>>356564
Looks good, mate but the lack of a jaw line is kinda bothering me. Maybe something like this?

>> No.356878
File: 62 KB, 960x540, howtoproceed.png [View same] [iqdb] [saucenao] [google]
356878

so what should be the next step /3/?

>> No.356879

>>356878
Uhhh. Well what was that step?

>> No.356880

>>356878
Is it a plastic bag? Cuz if yes: You should fill it with something

>> No.356889

>>356878
make her tits more noticeable

>> No.356895

>>356889
this

>> No.356899

>>356889
just so im clear, i dont mean make them mellons, but there should be more than at least what appears in the screenshot to be concave boobs.

with that said, you may want to move the pose a bit, i suggest bringing the left arm up to its touching her left arms elbow in a casual pose that also would make her chest a bit more of a focus.

>> No.356907
File: 488 KB, 1920x1160, tc.jpg [View same] [iqdb] [saucenao] [google]
356907

Treasure Chest, the chest part is done, next up the lid.

>> No.356916
File: 265 KB, 500x499, 1361675736972.png [View same] [iqdb] [saucenao] [google]
356916

>>356907
All that wasted UV space.
Say it ain't so anon.

>> No.356917

>>356916
I'm not that anon, but shouldn't that only matter when you're limited to a texture resolution?

I really don't see a problem with doing it that way. It's so much easier on the eyes and is much easier to figure out how everything works when you come back to it later.

>> No.356918

>>356916
The bigger WTF is why he deleted the outliner but kept the timeline (and even expanded it)

>> No.356919

>>356918
The outliner is probably on a floating panel, on his second screen.

>> No.356924

>>356899
thank you

>> No.356928

>>356919
still doesn't explain the timeline

>> No.356929

>>356928
Its better to have a larger timeline, especially after you've been staring at the screen for a while.

>> No.356930

>>356929
Why do you need a timeline when modeling?

>> No.356935
File: 224 KB, 612x697, thanks3.png [View same] [iqdb] [saucenao] [google]
356935

Learning anatomy was the gift that keeps on giving. Thanks /3/

>> No.356949
File: 114 KB, 924x1079, face1.jpg [View same] [iqdb] [saucenao] [google]
356949

>>356449
hows my head /3/

>> No.356951

>>356935

Please stop posting the same head, and captioning it with anything related to Learning Anatomy

>> No.356952

>>356949
alien/10 stop fucking sculpting in free-hand and find some refs god dammit

>> No.356958
File: 621 KB, 634x716, goOn.png [View same] [iqdb] [saucenao] [google]
356958

>>356951
go on....whats wrong with my anatomy? Anything to add? hmmm?

>> No.356957

>>356949
I think its cool. how long have you been using zbrush if you don't kind me asking?

>> No.356961

>>356952
alright you busted me. Ill sanity check using some refs.I am determined to be able to freesculpt without refs and make realistic people.

>>356957
about 2 years. and 1000 heads. Its not quite cool. I felt it looked unnatural but i needed the hateful eyes of /3/

>> No.356964
File: 383 KB, 1920x1047, penis.jpg [View same] [iqdb] [saucenao] [google]
356964

>>356449
Attempt nr 5 on doing a face. Gradually i'm getting there but i'm really bad at topology.

Anyone have any tips on doing faces? I know i should have the mouth+nose in one "circle segment" while having the eye in another... i think..

Anyway any tips would be appreciated, thanks!
(some really active dude might even recognize thse rather poorly modelled faces from before, think i've posted in another "what you're working on" thread)

>> No.356965

>>356964

Stop trying to model faces by deforming primitives. It's embarrassing to look at

>> No.356966
File: 130 KB, 1920x1080, hotbodhandsomeface.jpg [View same] [iqdb] [saucenao] [google]
356966

>>356872
thanks, I hadn't put a neck yet, but had planned to so I didn't spend much time on the jawline.

Started working on the body last night.

>> No.356968

>>356961
>I am determined to be able to freesculpt without refs and make realistic people.

The way you get good at free-sculpting humans is by looking super carefully at references learning to build exact likeness of people.
Humans have so many subtle features that you keep discover even after years of refining your skills. But here's the kicker; when you are skilled
enough to do good free-sculpts you're still gonna sculpt worse without references than you're gonna do with them.

Not using tools you have to the fullest wil limit you as an artist, we have the ability to augment our memory by looking at reference material.
Not doing so because of some misguided notion about artistry will only serve to degrade the quality of your work.

>> No.356969
File: 26 KB, 523x403, ceilingturret2.png [View same] [iqdb] [saucenao] [google]
356969

doing some low poly no texture work

idc what you h8rs say

>> No.356970
File: 50 KB, 569x432, bdss202.png [View same] [iqdb] [saucenao] [google]
356970

>>356969

>> No.356971
File: 8 KB, 453x300, hidden_line_spaceship.png [View same] [iqdb] [saucenao] [google]
356971

>>356970

>> No.356972
File: 191 KB, 996x502, robothands2.png [View same] [iqdb] [saucenao] [google]
356972

>>356971

This ones not low poly and its WIP but I'll post it all the same

>> No.356974

>>356968
that cant be the case. Wouldnt closing the gap in know anatomy and the planar structures be enough? Eventually I dont wanna make people that exist. I just want to make them up. But not with bad proportions but with perfect ones that I then can twist and pull. Im basemeshing with a reference now so i have a foundation to sculpt from.

>> No.356978

>>356965
I have no clue what any of that means.

>> No.356979

>>356972
> 5th time posting the same crap
> Work in progress

>> No.356980
File: 410 KB, 1890x1080, WIP.jpg [View same] [iqdb] [saucenao] [google]
356980

>>356613

Thought I'd be finished, but I guess I forgot the observatory at the top of the whole place, Yay fun fun fun fun - Guess that's my next task before texturing

>> No.356981
File: 81 KB, 907x959, face2.jpg [View same] [iqdb] [saucenao] [google]
356981

>>356974
i made a quick base mesh head to sculpt with

>> No.356982

>>356980
that lighting is pretty sweet

>> No.356984

>>356980
that lighting is pretty bad

>> No.356985

>>356980
>almost 20 years later
>original is better
damn look at them stairs. the hell. Squaresoft made them curved and flawed for a reason

>> No.356986
File: 171 KB, 999x949, iwM72ru.jpg [View same] [iqdb] [saucenao] [google]
356986

>>356985

Please elaborate, everything is divided into sections, so it wouldn't be hard to fix, there is a slight curve in all of the stairs, but I guess it's not noticeable...only about 4% I think when I curved them. And yes the lighting is bad, as it's all a work in progress - Look at the thread title people :)

Early draft of the upper section... i.e. will be remodelled once the scaling and placement is correct

>> No.356987

>>356985
>original is better
>damn look at them stairs. the hell. Squaresoft made them curved and flawed for a reason

>strict 100% original interpretations only.
>No fun allowed
> /3/

>> No.356989

>>356978

He's saying don't start shaping a sphere or cube into a head.

Of course, there's a lot of people who get good results doing just that, so YMMV.

>> No.356995
File: 109 KB, 512x512, COS_BTM.jpg [View same] [iqdb] [saucenao] [google]
356995

>>356986
I haven't played FFVII in ages yet somehow i just pulled that image out of my memory

>> No.356997

>>356958
its perfect

>> No.356998

>>356979
This. I first saw that WIP robot hand 1-2 years ago.

>> No.357004

>>356978
Model with edge extrusion. It gives you more control over edge flow.

>> No.357018

>>356995

Slow clap... How did you figure that out?

Look up 8 posts

>> No.357022
File: 54 KB, 632x635, dbz nigger.jpg [View same] [iqdb] [saucenao] [google]
357022

Im gonna make that fat nigger from dragon ball
progress so far

>> No.357038

report rednecks

>> No.357044
File: 176 KB, 794x447, Des5.jpg [View same] [iqdb] [saucenao] [google]
357044

Just testing out a set for an animation, really dont have the skills to pull off something better. Still getting the hang of materials :/

>> No.357045

>>357044
i like it.

>> No.357047

>>357045
Me too. Reminds me of Wile E. Coyote.

>> No.357052
File: 47 KB, 470x634, 2013-05-27_1759.png [View same] [iqdb] [saucenao] [google]
357052

Working on retopologizing the abdomen.
Thank god for quad-draw.

>> No.357065

>>357052
If you sculpted in ZBrush, it has a nicer quad draw than Maya once you understand how it works. It's very quick to use.

>> No.357067

>>356998

Well that simply cannot be because I started doing it within the past month

>> No.357070

>>357065
Does it?!
I've never used it, do you have a recommended tutorial or something on youtube?

>> No.357072 [DELETED] 

>>357070
Just select the Topology brush, and start drawing lines on the surface. If 3 lines intersect, it creates a quad (and if 3 do it's a tri). Hold down alt and draw over an existing line piece to delete it. After that, all you do is do a click on any line to turn it into a mesh (you can ctrl-z to undo, if you just wanted to preview. And if your mesh isn't completely closed, your brush size will define its thickness) and the split unmasked subtool.

But here's a video series that goes into more detail:
http://www.youtube.com/watch?v=6asXD5rypMU

The third video isn't really relevant though, it goes into using ZSpheres to edit the points/edges in a mesh that has been made.

>> No.357073

>>357070
Just select the Topology brush, and start drawing lines on the surface. If 4 lines intersect, it creates a quad (and if 3 do it's a tri), so you can imagine how easy that can make it to fill areas to the curvature by drawing at big grids. Hold down alt and draw over an existing line piece to delete it. After that, all you do is do a click on any line to turn it into a mesh (you can ctrl-z to undo, if you just wanted to preview. And if your mesh isn't completely closed, your brush size will define its thickness) and the split unmasked subtool.

But here's a video series that goes into more detail:
http://www.youtube.com/watch?v=6asXD5rypMU

The third video isn't really relevant though, it goes into using ZSpheres to edit the points/edges in a mesh that has been made.

>> No.357076

>>357073
Ah my version of zBrush doesn't have this feature.

>> No.357079

So is it safe to say that Zsphere armatures are antiquated now that dynamesh has taken the spotlight? Is it worth investing more time in learning dynamesh?

>> No.357080
File: 188 KB, 1279x807, yesyesyes.png [View same] [iqdb] [saucenao] [google]
357080

new life :D

>> No.357084

>>357080
tooth scale?

>> No.357085

>>357076
How come you're not using 4R4 or R5? If you own ZBrush, it's free to upgrade. If not... well it's still free haha and there are a lot of new amazing features in R4 and 5.

>> No.357087
File: 274 KB, 1920x1040, bike.jpg [View same] [iqdb] [saucenao] [google]
357087

not actually WIP, just following a tutorial from Digital Tutors

>> No.357093
File: 78 KB, 1402x747, 2013-05-27_2204.png [View same] [iqdb] [saucenao] [google]
357093

>>357052
Worst game of retop ever....I'm so bad at this.

>> No.357094
File: 25 KB, 360x360, 0102_zpsaf8ba1ba.jpg [View same] [iqdb] [saucenao] [google]
357094

>> No.357110

>>357093
what is that on the back. A giant turd ?

>> No.357121
File: 131 KB, 655x435, CyborgWIP.png [View same] [iqdb] [saucenao] [google]
357121

An cupple of wips imma twerkin un

>> No.357122
File: 116 KB, 436x698, GiantWIP.png [View same] [iqdb] [saucenao] [google]
357122

>>357121

>> No.357124

>>357122
...Modeled a low-poly character, textured it, posted it in a WIP thread and now those legs started to annoy me.

>> No.357125
File: 210 KB, 811x860, Doyouevensquats.png [View same] [iqdb] [saucenao] [google]
357125

>>357122
any better?

>> No.357126
File: 75 KB, 288x162, untitled.png [View same] [iqdb] [saucenao] [google]
357126

How do I make my renders not shit?
Other than increasing samples, that doesn't work

>> No.357127

>>357126

read up on rendering techniques - took me around 2 months of properly learning and testing renders before I figured out why my renders were bad...you can't just tick all the boxes and expect a good render.

Amount of Light Rays, bounces, ambient occlusion, depth of field, camera lens, Global Illumination, Final Gather Vs Monte Carlo, Specular levels, normal maps, Lighting falloff distance, volumetrics,

Read up on all of these keywords and you may find some more understanding - good luck. Some words may change between softwares, but these work for Lightwave

>> No.357135

>>357126
More samples.

Or you could actually learn physics and understand what all the fucking sliders and buttons do.

>> No.357136

>>357126
First of all use a reflection map on your wood material

>> No.357138

>>357125
looks nice, polycount?
also mind postin the your UV

>> No.357155

>>357138
details tomorrow, left my model at school. Yes, I don't carry them always on my USB drive. Check the low-poly thread, I posted it there a while ago with polycount.

>> No.357172
File: 719 KB, 1080x1080, Started Observatory.png [View same] [iqdb] [saucenao] [google]
357172

...

>> No.357174

>>357172
Will you do more FFVII locations after this? A full model of Midgar maybe?

>> No.357183
File: 1021 KB, 1920x1200, midgar_almost_complete_by_killerx20-d5azqbn.jpg [View same] [iqdb] [saucenao] [google]
357183

>>357174

I don't think I'll do a Final Fantasy VII location again. Midgar would be a fun challenge though. But another game yes...I'm currently deciding on either a Final Fantasy IX or a Suikoden location...as these haven't been done before and are two of my favourite games from my childhood. Not too sure yet

Wow, someone's already done it

>> No.357184

>>357183
>FFIX
>Favorite
Mah nigga.

>> No.357185

>>357183
>Suikoden location

Damn. Be sure to post it here if you do.

>> No.357188
File: 310 KB, 1920x1045, alltidapor.jpg [View same] [iqdb] [saucenao] [google]
357188

face try nr.6

It does look somewhat human, but not really anyway. I don't see why it don't look human, why does it not look human?

Also general tips on what i should do would be appreciated

>> No.357192

>>357188

Looking good with the topology and edge-loops...but not good with the overall shape. The eyes should be less circular and more oval shaped, the head should be more round, so bring the cheeks out a bit to stop it looking so long. And just look at your own mouth and chin the mirror and try to keep the proportions and space around the mouth the same as yours

Good job so far, much better than deforming a subdivided sphere, the edge loops in particular are usually hard to get the hang of

>> No.357193

>>357184
FFIX master race reporting

>> No.357195
File: 269 KB, 1049x629, Screen Shot 2013-05-28 at 3.45.44 PM.png [View same] [iqdb] [saucenao] [google]
357195

WIP gonna add armor n shit to this fat fuck. any crits? need the hateful eyes of /3/

>> No.357200

>>357192
Okay, thanks man will do!

>> No.357201

>>357188
the topology is A-OK... at least the parts you have.

There are some main loops missing.

Take a look at:
http://giovanniluccablog.files.wordpress.com/2012/08/human-head-topology.jpg

those nose loops really help shaping the nose, they are very important IMO.

>> No.357203
File: 25 KB, 960x540, Guitar.png [View same] [iqdb] [saucenao] [google]
357203

First modeling project in Blender. Pointers would be appreciated. Also does anybody have a tip on how to make strings?

>> No.357204
File: 111 KB, 800x585, untitled.129.jpg [View same] [iqdb] [saucenao] [google]
357204

BBS style wheels. Still need to change how the spokes connect to the rim to look more aggressive and to make the step lip on the rim match the spokes better. Aside that and needing to remake remake the centers so I can fillet the lug holes (fucking rhino and fillets) Any other thoughts on what would make them look better?

>> No.357206

>>357204
2fast, 2furious for me bro

>> No.357207

>>357195
Beows look a little too lumpy and the sforehead features look kind of wonky. Overall it's p. good, though.

>> No.357222

>>357203
Smooth the edges on the body of the guitar.

That's all I can see for now, post a better and higher res render.

For the strings you can either use a Bezier curve, or if you want the ultimate detail, model a spiral section and array it into a string.

>> No.357224

>>356449
thanks for the feedback

>> No.357241

>>357203

Draw a line, draw a really small circle.
Go to loft tool with ur line selected and click get shape, now you´ll have a nice string. Scale as you wish.

>> No.357248

>>357241

lol sry, actually this is a good way to do in 3ds max, not sure about Blender

>> No.357257
File: 285 KB, 1049x629, 1369770294910.png [View same] [iqdb] [saucenao] [google]
357257

>>357195
I'm pretty new to the whole 3d modelling thing and /3/ but I'm guessing red lines are acceptable? There are three things which I feel like you can improve upon to take your model to the next step. The first is the stance. His stance is too narrow. A man of that thickness, weight and strength would never have that narrow of a stance. It makes him look strange and unstable and kind of detracts from the overall look of the character. Secondly the curve of the spine. A person with that much belly (or chest) fat is a lot more likely to be slouching forwards rather than backwards, especially backwards at such an extreme angle. Thirdly, the feet. This in combination with the stance makes him look unstable. In short, the feet need to be less short (haha).

Anyways I hope this has been helpful or if I've deeply offended you or something kay thanks.

>> No.357259

>>357257
....was attempting to namefag as oorg my bad

>> No.357264

>>357257

:ooking at the redline of the profile I'd say you could even push it forwards more if you wanted to exaggerate the pose even more

>> No.357266

>>357257

For modeling in a neutral pose, your stance is wrong. You are technically accurate, and he should posed/animated with a wide stance. But you want to model in a neutral position.

I can agree with your comment on the spine though, for different reasons. His spine should be further forward for that neutral rigging pose.

>> No.357267

>>357266
>for modelling in a neutral pose
>you want to model in a neutral position
the guy who did that never mentioned wanting to model it in a neutral pose, why is it important to model in a neutral pose? How is a wider stance not neutral?

>> No.357272

>>357267
I'm not the most experienced but the T pose is handy when making sure IKs bend the proper way. But I guess you could make the joints in a t-pose add your IK's and then just pose him closer to the meshes pose.. Hmm.

>> No.357279

>>357266
>>357264
thanks for taking the time to give me some feedback; i really appreciate it.
>>357257
to clear up any confusion, this guy will end rigged and animated.

>> No.357282

>>356998

If you could find the hand you're talking about I'd appreciate it I'm so confused.

>> No.357288
File: 232 KB, 1443x871, Untitled.png [View same] [iqdb] [saucenao] [google]
357288

As far as I let this atrocity get before I put it out of it's fucking misery.

>> No.357301
File: 118 KB, 800x585, untitled132.jpg [View same] [iqdb] [saucenao] [google]
357301

>>357204
Wheel update. Remade the spokes and rim, kinda still want the spoke holes rounded all the way and need to add more detail around the center caps before adding them. Any suggestions?

>> No.357314
File: 145 KB, 800x600, logo wallpaper 800x600.png [View same] [iqdb] [saucenao] [google]
357314

Volunteer job. I'm just glad that nobody's paying for this...

>> No.357320

>>356982
>>356984

3.pbj

>> No.357321
File: 125 KB, 960x720, hang render.jpg [View same] [iqdb] [saucenao] [google]
357321

working on a plane hangar. Pmuch my first model, but when rendering, the wall behind shows up as glowing white. The floor is same object as the wall but it doesn't glow. What is the problem?

>> No.357322

>>357288
It doesn't look like you 'got' anywhere, just extruded some faces and gave up.

>> No.357323

>>357321

Have you been messing around in the compositor or materials? The only thing I can think is that you set it to an emission material, then decided that you wanted it to be a wall without changing the material back.

>> No.357324

>>357288

I couldn't even tell what it was supposed to be until I saw your filename at the top. Try at least a little bit before giving up.

>> No.357325
File: 140 KB, 648x576, LittleSisterWIP.png [View same] [iqdb] [saucenao] [google]
357325

Low poly Little Sister. I still need to finish her dress, feet, and texture her syringe. I'd appreciate feedback.

>> No.357326

>>357325
Nice texturing.
Any tips?

>> No.357328

>>357326
Thanks.

I painted it at 1024 x 1024, then decreased the resolution to 512 x 512 for that screenshot.

Aside from that, I dunno. Just paint a lot; there's no substitute for putting in lots of time. And try to emulate other people from time to time.

>> No.357329

>>357325
polygon density is off. Bazillion polys for hands, 4 for feet.

>> No.357331

>>357323
thanks, but I managed to fix it. Turns out the room had duplicated itself for no reason, so I remodeled that part of the wall and that fixed it.

Thanks for input, I'll start messing 'round with emission materials now.

>> No.357332

>>357183
dunno how I feel about some of the texture placements on the big lights and roofs, they all seem to go in one direction rather than the way the particular building or object is facing if you get what I mean.
Look nice overall though

>> No.357334
File: 33 KB, 576x432, hand.png [View same] [iqdb] [saucenao] [google]
357334

>>357329
I can decrease the poly count from 45 to 31 for the hands, but after that I feel like the silhouette suffers too much and the hands need that extra edge loop so they can grasp the syringe. Is there a better solution?

>> No.357336

>>357334
I wasn't implying hands have too much, I was implying that feet need some lovin' too.

>> No.357338
File: 839 KB, 1920x1080, lmg4.jpg [View same] [iqdb] [saucenao] [google]
357338

asdf

>> No.357339
File: 833 KB, 1920x1080, LMG3.jpg [View same] [iqdb] [saucenao] [google]
357339

>>357338
asdfghjkl

>> No.357340

>>357314
Not bed. But wheres the swastika ?

>> No.357342

>>357339
>fuckhueg barrel
>lessons not learnt from chauchat
>some random xbox memory card blocking the rail
>barrel couple of meters too hueg for bullet
>0 thought in design

>> No.357345

>>357336
>feet need some lovin' too

go back to /tv/ you disgusting degenerate

>> No.357349
File: 1.02 MB, 1920x1080, girl1.png [View same] [iqdb] [saucenao] [google]
357349

>>356449

just a quick retopo study. Bsurfaces can be fast as hell if you work at it.

>> No.357361
File: 647 KB, 1536x1536, plane hangar 2.jpg [View same] [iqdb] [saucenao] [google]
357361

my first model got some renders

>> No.357362
File: 737 KB, 1536x1536, Plane hangar 1.jpg [View same] [iqdb] [saucenao] [google]
357362

>>357361

>> No.357363
File: 739 KB, 1536x1536, hangar 4.jpg [View same] [iqdb] [saucenao] [google]
357363

>>357362

shame all those details went to waste in the final render.

>> No.357366

>>357363
its horribly lit.

>> No.357370

>>357366
how to improve lighting in that situation?

>> No.357389
File: 24 KB, 256x256, Chest_04.jpg7883d8de-f879-42ba-868e-424a9001f936Larger.jpg [View same] [iqdb] [saucenao] [google]
357389

>>356907
Do poeple still actually care about uv space conservation? sure, some people are better than others at it but unless it really affects the quality of the texture, it's not a big deal to me. however the problem i have is the seams, most of the time they can be fixed by completely covering the texture or at least making the background a similar color to make them less noticeable lines. Like this:

>> No.357394

>>357389
if using maya you can use the 3d paint tool

>> No.357406

>>357370
Are you even using GI? You should.

>> No.357410

>>357406
>GI?

>> No.357412

>>357410
Global illumination. Or is this realtime?

>> No.357416
File: 754 KB, 1920x1080, LMG2.jpg [View same] [iqdb] [saucenao] [google]
357416

>>357342
See that top tube? That's the barrel. The middle tube is a something. I didn't make the design, and I don't think it was ever intended to be functional at all, I just thought it looked cool.

>> No.357418
File: 83 KB, 673x567, bike.jpg [View same] [iqdb] [saucenao] [google]
357418

Just finished a tutorial for 3DS Max now.

>> No.357437
File: 248 KB, 4320x1924, Untitled.png [View same] [iqdb] [saucenao] [google]
357437

>>357324
Well, I took your advice and continued trying with an newer reference image. Coming along much better now.

>> No.357443

>>357416
This looks fucking cool
Would buy!

>> No.357444
File: 162 KB, 646x685, 13697702949102.jpg [View same] [iqdb] [saucenao] [google]
357444

>>357195
ignore my shitty drawing skills

anyway, smooth everything out, if you dont know what a shape should be, just remove it, never add details just for for sake of having them
always make sure you have good balance and strong legs to support the weight
triceps will be always visible on a semi muscular or muscular person form the front
muscles arent balloons, they are more cylindricall
teh fatter the person teh lwoer teh belly button goes
belly starts under the ribs, not under the tits, make sure there is a lane there
muscular forearms are 2x bigger on the bottom side than the top one, not the other way around
flatten the feet
also fuck t pose, its for faggots, you can always pose the hands up after you are done

and most important, get foto refs of fat ppl

>> No.357445
File: 63 KB, 1292x785, gabel1.jpg [View same] [iqdb] [saucenao] [google]
357445

>> No.357447

>>356961
>about 2 years. and 1000 heads.
and you are at that level. that head is atrocious. i always say to people to never give up but this time...

>> No.357451

>>357447
2 years is nothing if you arent working in the industry
but 1000 heads ? i call bullshit on that

>> No.357452
File: 150 KB, 1478x832, charbustb.jpg [View same] [iqdb] [saucenao] [google]
357452

>>357451

alright maybe not 1000. but I sculpt or poly model a head everytime i get a chance. I struggle with it but I'll never give up. Ill just keep watching videos and studying. Im just a slow learner I guess.

This is an old one but still a favorite even though its not anatomicly correct.

>>357447
gd /3/ quit telling me to give up. I'll someday be a master sculptor. 1000 litteral heads later. Id say realisticly about 500.

>> No.357453

>>357452
hwo about you stop trying and get soem ref images ? or study head anatomy ? muscle placement, bone structure, maybe some 3d scans ...

>> No.357454

>>357453
his anatomy is damn fine.

>> No.357455
File: 1.66 MB, 1920x1080, LMGwires.jpg [View same] [iqdb] [saucenao] [google]
357455

>>357443
Fanks. It's not done, it still needs a scope/BUIS, and some other shit. Here are the wires tho.

>> No.357457

>>357454
>>357453

Anatomy is okayish, the proportions is what messes it up.

>> No.357459

>>357454
no its not, fuck off if you are blind
who the fuck do you even use your pc, did they invent braille lcd displays ?

>> No.357460

>>357459
whats wrong with it

inb4 blind

>> No.357461

>>357455
>Waste a billion quads in places where they don't do shit
>Still have blocky curves
Lel

>> No.357463

>>357460
Print it out and go down to the mall, sit there and look at it until to you see a guy that looks similar to the picture.
After a few seconds of doing this task you'll reach clarity and come to understand what's wrong with it and thus become a better artist.

Oh, and just in case In case you actually do happen to find someone that looks like that, check twice so it's just not Elijah Wood on PCP
then pick up the phone and call the FBI, ask them to connect you to a agent Mulder.

>> No.357465

>>357463
so you dont know why its bad anatomy and are just being edgy, spewing "learn anatomy" like its a macro on your keyboard?

>> No.357466

>>357461
Care to point out where the blocky curves are? I don't see any, apart from maybe in the stock, and I think I'm going to sub-d that further. I don't have a polygon limit, so I wouldn't say any quads are wasted. But thanks for the CC.

>> No.357467
File: 848 KB, 1836x1149, pcpwoods.jpg [View same] [iqdb] [saucenao] [google]
357467

>>357463
>>357465

>> No.357469

>>357466
He probably means the curves aren't as relaxed as they could be and there's some stepping taking place.
They don't lie as points on the same harmonious curve that is it often happens when you do dense sub-d.
As for quad count I'm guessing this is a highpoly anyways.

It's a minor thing on a well made model so he's probably just ripping for the sake of being a douche.
The thick saturated red wire color is very uneasy on the eyes though.

>> No.357470

>>357469
Thanks. What do you mean by stepping, and how do I fix it?
I agree with the wire colour looking ugly, I kind of just put it on. I'll make it nicer for the final renders.

>> No.357472

>>356547
this

>> No.357475
File: 529 KB, 1208x655, polysteppingremedy.jpg [View same] [iqdb] [saucenao] [google]
357475

>>357470

This should clarify, and provide one method to solve such issues.

>> No.357477

>>357475
Awesome, thank you so much. I'll start fixing it right away.

>> No.357481
File: 320 KB, 3840x634, headGallery1.jpg [View same] [iqdb] [saucenao] [google]
357481

>>357467
omg you guys killed me. I went away and came back to that. I know my anatomy is messed up. Ive been spending some time making skulls n shit. But ive also began trying to use blender as my whole sculpting system with the whole dynamic topo thing but its weird at times and has me running back to zbrush.

These are all heads that have been condemned by me that i have so far. Im gonna organize these bastards.

>> No.357486

>>357340

Guy didn't ask for one. Apparently it's based on a bunch of random US military insignia he pulled from the Internet.

>> No.357489

>>357481
Holy shit, you have created more heads than I have and yet you still suck.

>> No.357490

>>357481
I think your heads show promise, but you need to pay more careful attention to minor anatomical features of the head to start brining it in a more natural direction.
You model the primary features quite well but there are many subtle features to the landscape of the human head that isn't obvious even to seasoned artists.
Try using video as your reference material, when you look carefully at a head that moves and you see it under different light conditions and angles you start picking
up on minor curves and shapes that is important landmarks for the overal shape of the head.

Anything on the human body that looks like a flat featureless piece of real-estate upon the human landscape - isn't, it hides subtle features and curves that is easely overlooked.
We're so accustomed at looking at people that we tend to overfocus on the big picture and turn a blind eye to the boring less descript bits in favor of highly recognizable features like eyes, nose mouth, ear etc.
As an artist working off a reference it helps to force oneself into the habit of looking at familiar objects like they're uncharted terrain we're unfamiliar with and then attempt to describe them as accuracte as possible.
Forcefully subtracting our mental model of what it is that we are looking at.

So that when viewing a reference of a face we don't see an eye and start drawing an eye, bringing our biased view of what an eye should look like into the equation, we see a curved surface next to a crease,
and we pay utmost care to all the bends and angles of the crease and how the hills and valleys are connected. Doing this allows us to capture what's really present instead of our preconceptions of how it should look.

>> No.357491

>>357481
>skulls

those are busts, but technicalities aside I would strongly suggest you start using references.

>> No.357494
File: 278 KB, 3840x634, headGallery2.jpg [View same] [iqdb] [saucenao] [google]
357494

>>357489
yeah i know. Its a long line of em.

>> No.357495
File: 338 KB, 3840x634, headGallery3.jpg [View same] [iqdb] [saucenao] [google]
357495

>>357491
Ive been cutting them into busts.

>>357490
I know reference images. Its the last piect of the puzzle. I just kinda lost it without those refs to guide me.

>> No.357496

>>357469
>nice model
>bazillion polys
>terrible poly density allocation
>clipping, clipping everywhere
>lack of details
>terribly done soft padding

>> No.357497

>>357496
Like I said, it's a WIP, and a high poly at that. The poly density is because different parts are at different levels of completion, namely the gear being dense as fuck because that's finished.

Anyway.

>> No.357499
File: 1.57 MB, 3840x2160, Blade_06_001.jpg [View same] [iqdb] [saucenao] [google]
357499

did a model of a futuristic katana / sword that I've seen on the web somewhere

1/3

>> No.357500
File: 567 KB, 1200x1800, Blade_03_001.jpg [View same] [iqdb] [saucenao] [google]
357500

2/3

>> No.357504
File: 471 KB, 1920x1080, Blade_018948797_001.jpg [View same] [iqdb] [saucenao] [google]
357504

3/3

goddamn redirect after failed upload! now this pic a thread of its own.

>> No.357506

>>356449
Whoa, best fuckin crit I've ever had ahaha. Thanks a billion, dude can't even express the excitement I have to go back and work on the suggestions you made.

>> No.357507

>>357504
Digging it.
Haven't played Halo in ages but is that the UNSC emblem I see in 3?

One thing you could add on is the material definition. Right now it seems like all plastic. Maybe some more specular on the blade part. Also more dirt and wear, if it isn't a showcase type thing.

>> No.357508

>>357195
Oops not meant for OP
>>357506

>> No.357510

>>357507
Ye thats the Noble team Emblem on there.
working on the wear right now

>> No.357527
File: 409 KB, 1400x1000, head lol.jpg [View same] [iqdb] [saucenao] [google]
357527

>>357495
>>357494
>>357452
ok man, i see you really dont get head anatomy, here are few tips i learned
also keep in mind my model is part of my demon girl quick sculpt head so its already stylized bit, dont use it as a ref, always use actual photo reefs

first cheek bones are always the widest part of the face, if the jaw is you get a stylized very muscular look, if the cheeks you get a very fat person, if they are really pointy you get a skinny person, but always make sure the are the right width for your model

now eyebrows, its not true for everybody but mostly they will stand out from every angle, there is a scull bump there and teh masle and fat layer makes you the most pointy part of teh head form 45 degree angle
make sure you have teh mouth lines right, they are very subtle and almost invisibl;e form teh front

the ear has the exact same shape on every human, its hard coded into our dna, it never changes its pattern, only shape thickness length and curvature, study the ear !! google ear and you will notice the same exact pattern on every person

the eyes are the most important part of your model, its where you will look first, make sure they have proper curvature, just like the ears its the same pattern for every person and every race, what changes between races is the area around the eyes, not the eyes themself

the neck is thick at the top and narrow at the bottom, its reversed from teh back, so thin at the top
this isnt true for very muscular and fat people people, in both cases it loses its curvature and turns into a thick cilinder

just fallow the body lines, and keep in mind fat people faces look all kinds of fucked up, the rules break apart there

>> No.357532

>>357527
ears are hard. I am gonna dig into that today as well as model based off of references.

>> No.357536

>>357454
this board is doomed.
>>357451
2 years are a lot. this guy has no chance in hell of becoming a good artist. he has no sense of proportion whatsoever and he never sat down to study anatomy

>> No.357537

>>357536
>he has no sense of proportion
Common begginner misconception.

Proportion != good anatomy. Lrn2 create

>he has no chance of becoming a good artist
Hes already good.

>> No.357538

>>357527
>>357532

oh and before i forget, i didnt even make 100 human heads, maybe 10 in all, i just looked up tips by good artists and pay attention to face lines

the lines i drawn are present in every face, memorize them. and look for them in photos you see
just google a famous actor, track the lines, try sculpting him, study if he has some additional scars wrinkles, skin folds, try to study how the flow where they end and where start
or if you want take pics of yourself form every angle and do a self bust

Also learn the names and works of top artists, mike nash, cedric seaut raphal grasseti , slevy, patrick murphy and so on
you cna learn a lot by just looking how they do things
>>357536
>he never sat down to study anatomy
yeah while that might be the case, dosnt mean he wont sit down to it one day
look at me, im talent less as fuck and i can string together few polygons

>> No.357539
File: 104 KB, 1345x986, hc1.jpg [View same] [iqdb] [saucenao] [google]
357539

>>357538
its not the amount of heads. Its just thats how many times i decided id rather start from a cube or sphere instead of continuing the same head.

I have sat down many time to study anatomy. Like rediculous amounts. I fall asleep to ryan kingsley and scott eaton. I watch tutorials about it every day. I downloaded all digital tutors stuff and even pass out watching maya tuts on head modelling.

I tried college twice and got raped financially so im self learning. Im a tough learner but im not giving up ever.

I made this just since I last messaged about 2 hours ago. using references.

>> No.357540
File: 604 KB, 1280x720, Scene_Test23.jpg [View same] [iqdb] [saucenao] [google]
357540

>> No.357543

>>357539

Just look at that fore head. Does that look nice or anatomically correct to you?

>> No.357545

>>357452
I really like this image, it is suppose to be stylized? It inspires a greek style to me.

>> No.357548
File: 107 KB, 1246x1002, hc2.jpg [View same] [iqdb] [saucenao] [google]
357548

>>357543
i know. It looked pretty bad. Correcting side profile now.

>> No.357553
File: 71 KB, 1085x753, hc3.jpg [View same] [iqdb] [saucenao] [google]
357553

>>357548
Eyes are the hardest part for me.

>> No.357554
File: 71 KB, 900x900, woman__s_face_reference_image_by_divasoftware-d3dzqfm.jpg [View same] [iqdb] [saucenao] [google]
357554

>>357548
Shes tilting her head down quite a bit, this is whats causing your face to look the way it does.
Hook nose, squashed mouth area, Tight throat, puffed cheeks and a bulged forehead.

She may not be a super sexy solid 10, But your model sure as hell can if you tweak it later.

>> No.357555

>>357475
"points rest"
one typo, and "points" being plural means you can remove the second s in "rests"
>inb4 grammar nazi, it looks like you want this to be seen by people and I'd like you to look smart
captcha "PowTHub Instead"

>> No.357556

>>357555
nevermind, reading thread from bottom up, didn't see you were making a specific recommendation

>> No.357560

>>357548
You need to look at a head in more angles than front/side. You misread how the face and the jaw is shaped.
That girl is tilting her head heavely forward so that the lower part of the iris comes up above the eyelid giving her gaze
this predatory quality of 'a wolf looking straight at you' type deal. Anon's may try this for themselves infront of a mirror,
it makes any person look really dangerous and evil like they're ploting your death, it's a very effective way to
make pople picking a fight in the bar etc reconsider their behavior. (but it triggers a 'fight or flight' response so be careful if it's a big dangerous guy)

However you read it like the head is still level looking straight into camera and as a result you build a perspective into a flat face.
Giving you a V shaped jaw and chin that has a almost anime quality to it and a spike shaped nose far from that of the girl in the image.
Also, notice where her ears are and where the ears of your model is, that's how much tilted her head really is.

>> No.357561

>>357555
>inb4 grammar nazi, it looks like you want this to be seen by people and I'd like you to look smart
Talk slow, I'm from swedurrn!

But thanks for attempting to educate me anon, grammar is not one of my strengths.

>> No.357563
File: 70 KB, 1113x941, hc4.jpg [View same] [iqdb] [saucenao] [google]
357563

>>357560
omg. mystery solved 1 of 300,000.
it may sound retarded but i have been wondering that. And now i see it.

now for eyes. Its a massive issue for me. I cant sculpt em worth a damn
Its hard to sculpt while working but eh. Its how i do most of my practice sculpts.

>> No.357569

>>357563
omfg
ffs just go and buy yourself a fucking anatomically correct head bust sculpt
dont know where you would get one, but you need it, so you can rotate and put it side by side by your screen and see whats wrong
steal one form a museum if you have to

>> No.357570
File: 406 KB, 1918x1080, untitled.png [View same] [iqdb] [saucenao] [google]
357570

Any tips on placing and sizing the lines?

Any other critiques/sugestions would be great, especially on the anatomical side.

And one more thing, I tend to use the gizmo alot to move vertexes, but I never see them advertised or recommended in the tutorials. The reason I like it is because I can tweak verts quickly on one axis while being able to just orbit freely around the mesh. Should I stop using it? Will it hurt me in the long run in any way?

also
>357539
>>357563
How come the fist topologically correct face I make is better than your heads? It still looks like shit... but still...

Keep in mind that this is like the 3rd head I make, and I started literally 3 days ago with modeling, I had no previous experience in anatomy, modeling... not even with paiting...

Time to get some standards maybe?

>> No.357573
File: 612 KB, 1280x720, Scene_Test24.jpg [View same] [iqdb] [saucenao] [google]
357573

>>357540

>> No.357572

>>357570
>Any tips on placing and sizing the lines?

I meant the eyes...

>> No.357576
File: 78 KB, 998x921, hc6.jpg [View same] [iqdb] [saucenao] [google]
357576

>>357570
youre so talented bra. You outta be my gary oak rival that im always struggling to outdo thus propelling me farther. But yeah i think i have face bindness or something. Even my girlfriend thinks she can do it better than me. But you seem to have a much better grip of 3d space than me. It was a long journey just to get control of my applications.

>> No.357580
File: 62 KB, 488x249, chan eyes.jpg [View same] [iqdb] [saucenao] [google]
357580

>>357570
>>357572
> Any tips on placing and sizing the eyes?

The size of the human eye is very consistent between adults and the deviance is only withing 2mm. It's a sphere like shape with a diameter of 24mm
it's not a perfect sphere however, it's just a bit wider than it's tall.
The muscles of the eye connects closer to the iris on the nasal side than the ear side see picture related.
The eyes should be about one eyewidth apart from eachother but there is some deviance from this rule from person to person so it depends on the type of face you're making.

>> No.357581
File: 447 KB, 1432x965, cheek pull.jpg [View same] [iqdb] [saucenao] [google]
357581

>>357570
>And one more thing, I tend to use the gizmo alot to move vertexes ... Should I stop using it? Will it hurt me in the long run in any way?

Don't know exactly what you mean by that since I'm not a blender user, but in max I shape my meshes using soft selections and setting the transform to work in 'screen space',
That is the transforms XY axes are always pointing up and to the right like in image with Z pointing straigt at us then I orbit the mesh freely and edit the outline from any angle like pic related.
This is very similar to how one sculpts with a move brush in mudbox or snake hook in zbrush. This is the most effective way to model organics that I know of.

>> No.357583
File: 95 KB, 1020x930, hc7.jpg [View same] [iqdb] [saucenao] [google]
357583

>>357581
im gonna pull my cheeks like that.

>> No.357589
File: 1.55 MB, 691x790, CheekTest.gif [View same] [iqdb] [saucenao] [google]
357589

so this is where I get lost. but overall im please with this head.

>> No.357592
File: 210 KB, 1920x1080, untitled.png [View same] [iqdb] [saucenao] [google]
357592

>>357581
The arrows in the cube is the gizmo that I was reffering to.

>This is the most effective way to model organics
The thing is, I really like having vertex by vertex control over these things. Am I doing it wrong?

Also,
>>357580
thanks, that's really good info

>> No.357596
File: 200 KB, 1715x873, rank6 stage eyes.jpg [View same] [iqdb] [saucenao] [google]
357596

I've got a long way to go, but it looks better and better.

As usual, any tips on what i should improve on would be very appreciated

>> No.357597
File: 32 KB, 624x582, man.png [View same] [iqdb] [saucenao] [google]
357597

A'aight, I'll bite.

>> No.357598

>>357201
Alright man, i'll follow that picture when i start on face nr7, i'm just going to see how realistic i can do the one i'm working on now first. Thanks!

>> No.357623
File: 427 KB, 960x540, 7990NR.png [View same] [iqdb] [saucenao] [google]
357623

This. First project I'm not ashamed of. Actually went pretty good.

>> No.357624

>>357597

Something is wrong there, but I can't quite put my finger on it.

>> No.357642
File: 50 KB, 446x449, Slon2.png [View same] [iqdb] [saucenao] [google]
357642

Elephant torpedo

>> No.357657
File: 106 KB, 1374x849, hc8.jpg [View same] [iqdb] [saucenao] [google]
357657

>>356449
made another head to add to my gallery

>> No.357660

>>357657

Maybe you just watch too much anime.

>> No.357672

>>357195
Stick to the DSU. Most of /3/ doesn't know shit and you know it.
Don't let me catch you doing this shit again.

>> No.357677
File: 2.44 MB, 1920x1080, LMG.4.png [View same] [iqdb] [saucenao] [google]
357677

Fuck, I just rendered out some more frames of that machinegun I was working on but NOW I find out .tga doesn't have the background. That was a couple of hours wasted.

>> No.357679
File: 63 KB, 872x508, kh2_intro_high_kairi2.jpg [View same] [iqdb] [saucenao] [google]
357679

>>357660
i was going for this style.

>> No.357680

>>357679

Then I guessed correct.

>> No.357682

>>357679
please try to find anime and cg anime and look at how they handle faces. it is in no way similar to how you draw 2d faces, its a meld between correct human anatomy and exaggerated features. yours is fucked even for 90s standards,

>> No.357693
File: 94 KB, 1920x1080, LMG.3.jpg [View same] [iqdb] [saucenao] [google]
357693

>>357677
But anywho

>> No.357698

>>357693
>>357677

a bunch of primitives. How much work was really done here?

>> No.357701

>>357698
Meh, about a day? Though at what point does it stop becoming a primitive? I agree that it's mostly deformed boxes, but isn't all of 3d deformed boxes? Some parts of that are deformed to the point I wouldn't exactly call them primitive.

>> No.357703

>>357701
Don't feed the trolls

>> No.357704
File: 104 KB, 1920x1080, LMG.4.jpg [View same] [iqdb] [saucenao] [google]
357704

>>357703
ight
Re-rendered, WITH the background.

>> No.357711

>>357704
nice cubes and cylinders i guess?

>> No.357715
File: 110 KB, 1920x1080, LMG.2.jpg [View same] [iqdb] [saucenao] [google]
357715

>>357711
Thanks.

>> No.357721

>>357715

To be tecnical, it can be called primative when the dominant 3d surfaces have flat none compound characteristics

compound surfaces show form and reflection far better than flat extrusions.

the last picture you uploaded, even with its complex network of negative and positive surfaces is far far closer to primitive surfaces than something similiar to the front end of a porsche in 3d

If i were you, accept it as an exercise and learn to do more compound surfaces, something like this wont get you a job

B for Effort

>> No.357723
File: 2.87 MB, 720x486, aoAOVtestDeuce.gif [View same] [iqdb] [saucenao] [google]
357723

found an error in my renderer which made ao calculation take literally 20x longer than it should xD

>> No.357729
File: 94 KB, 640x480, demon2.jpg [View same] [iqdb] [saucenao] [google]
357729

never thought id post here but.... thoughts?

>> No.357739
File: 22 KB, 359x775, 2013-05-30_2331.jpg [View same] [iqdb] [saucenao] [google]
357739

Still need to sketch in shoulder plates, rib muscle groups and whatever the fuck muscles control the extra set of arms.

>> No.357740

>>357729
>thoughts
Awful.

>> No.357745

>>357723
>>357723
holy shit i don't think i'm supposed to laugh but i did.

>> No.357749
File: 47 KB, 468x345, article-2007644-0CB59FC100000578-273_468x345.jpg [View same] [iqdb] [saucenao] [google]
357749

>>357739
The way that you have the lower legs connected like she's a ball-jointed doll bothers me; that's not how ant legs are attached to their bodies, and it looks stupid anyhow.

>> No.357764
File: 230 KB, 960x720, lol.jpg [View same] [iqdb] [saucenao] [google]
357764

distributore di merda

>> No.357765
File: 150 KB, 490x650, .png [View same] [iqdb] [saucenao] [google]
357765

Based on barontieri's art. Failed with proportions i think.
Still needs hairs and something.

>> No.357766
File: 148 KB, 750x470, .png [View same] [iqdb] [saucenao] [google]
357766

>> No.357771

>>357704
>ебут чечне
Wut?

>> No.357773

>>357745
Thats good. Im going for lovable anime chars, like the simpsons or family guy, but 3d :D

>> No.357775
File: 54 KB, 1090x852, hc9.jpg [View same] [iqdb] [saucenao] [google]
357775

>>356449

morning /3/ time for some head modelling.

>> No.357778

>>357771
"Fuck Chechnya"

>> No.357789
File: 43 KB, 648x894, hc10.jpg [View same] [iqdb] [saucenao] [google]
357789

what am i lacking? I followed references for all the proportions. And now I see how off I am on some features. Mainly head sizes and such not to mention eye shape and size.

>> No.357806

>>357778
Then it should be "ебать чечню".
Верь мне, товарищ.

>> No.357811
File: 1.61 MB, 737x795, CheekTest2.gif [View same] [iqdb] [saucenao] [google]
357811

>>357789
Sculpting with polygons is way easier for proportions than using dynamic topology. I never noticed how much easier it is.

>> No.357816

>>357328
How many pixels you left "bleeding" from UV-islands to avoid seams distortions after resize? Which resize filter you use (gaussian\mitchell\etc.)?

>> No.357817
File: 47 KB, 960x540, penis.png [View same] [iqdb] [saucenao] [google]
357817

Im new to this whole thing but right now Im trying to make a quick bag of dicks
I have no idea how to make a simple yet flowing bag

>> No.357838
File: 121 KB, 960x540, bag of dicks.png [View same] [iqdb] [saucenao] [google]
357838

>>357817
welp

>> No.357839

>>357838

Those are some rocket dicks.

>> No.357841

>>357745
>Laughed
That's funny... I reached for my gun.

>> No.357842

>>357839
Yup
but I am happy with how it came out
Not really the bag looks fucking awful and its driving me nuts

>> No.357864

>>357842
>Implying /3/ has spoilers

>> No.357866

>>357864
I dont come around often sorry I didnt know ;_:

>> No.357885
File: 860 KB, 1764x1008, aHEad2.jpg [View same] [iqdb] [saucenao] [google]
357885

>>356449
i took another crack at an anime styled head.

>> No.357895

>>357885
Chrome eyes, odd edge flow around mouth and I can see the scalp

>> No.357898

>>357895
Nyahh! foiled again! i would have gotten away with it if it wasnt for those meddling modellers!

You caught all the stuff I despised about it.

/me opens blender back up

>> No.357903

>>357898
maybe you should skip the blender and go straight for the wood chipper.

>> No.357914

>>357903
nah. Im sure I can sculpt it into shape!

>> No.357915
File: 698 KB, 1920x1080, dasd1.jpg [View same] [iqdb] [saucenao] [google]
357915

Skull I started today. Pretty happy with how it is progressing.

>> No.357917
File: 725 KB, 862x822, sdwqew.png [View same] [iqdb] [saucenao] [google]
357917

>>357915
Current progress.

>> No.357920

>>357917

Those teeth are tiny.

>> No.357926

>>357920
Oh shit... Right enough. How did I miss that. Shit.

>> No.357927

>>357917
And adult human has 32 teeth, if they haven't had their 4 adult teeth removed. You have 17 on the bottom jaw, for a total of 34, I would assume. Not to mention, the human dental formulation is 2-1-2-3. Your teeth all look the same. If this is supposed to be anatomically accurate, you clearly know nothing of anatomy.

>> No.357933

>>357537
i never said proportions equals good anatomy, and yes, proportions are crucial for anatomy. and the fact that you think he's good further confirms you are nothing, you dipshit

>> No.357934

>>357927
The reason there is 17 on the bottom is so it doesn't look weird. In my opinion looks > anatomy. Of course it isn't supposed to be anatomically accurate, look at it lol.

In my opinion anatomy doesn't mean squat unless that is what you are aiming for or if that is what's required of you.

>> No.357935
File: 1.78 MB, 2432x868, micimouth.png [View same] [iqdb] [saucenao] [google]
357935

Didn't touch zbrush for a month or so. Dood, I feel liek a babby again. If only there was standard three button navigation, this alone would make things soo much easier.

>> No.357937

>>357935
You again....
Hows the asian mouse-man/girl thingy going?

>> No.357938
File: 1.46 MB, 1438x898, ScreenShot00018.png [View same] [iqdb] [saucenao] [google]
357938

Working on a ArchViz video for a client.

The scene is over 90M polys.

GPU is getting laggy.

>> No.357951
File: 827 KB, 1208x765, muv1.png [View same] [iqdb] [saucenao] [google]
357951

>>357937
great great. I suxessfully managed to uv unwrap it to make map export possible later in zbrush.

>> No.357955

>>357806
thanks, I kinda just plugged it into google translate.

>> No.357959

>>357951
That's a nice ass.
Where's the penis?

>> No.357960
File: 28 KB, 596x339, awdgth.png [View same] [iqdb] [saucenao] [google]
357960

>>357806
>>357959
While I'm at it, does this make sense or does this also need fixing?

>> No.357961
File: 122 KB, 1080x720, bridge.jpg [View same] [iqdb] [saucenao] [google]
357961

>>356865
its going to be like mnc la but more to do with drifting

>> No.358022
File: 616 KB, 1280x720, Scene_Test26.jpg [View same] [iqdb] [saucenao] [google]
358022

>turn on raytrace shadows
>RIP my GPU

I have a feeling it's the alpha mapped net on my roof causing most of the render time, is there a way to disable the light casting shadows on a single object, but still light it?

Also, would more than one light casting raytraced shadows slow the render exponentially, or only slightly?

>> No.358023

>>358022
You using maya? If so, go to the planeshape (or whatever yours is called) under the attribute editor and expand render stats. Uncheck 'casts shadows' and you should be sorted.

Dunno about the render time tho.

>> No.358029

>>358023
Thankyou for that, yes Maya. If it doesn't make my render times quicker, it will hopefully darken the roof area above the net which I didn't want illuminated anyway.

I'm just making a very short animated sequence for 1st year 3d at school. Wondering if I should leave shadows and everything off as in >>357573
Or turn them on, but have it take quite a lot longer to render.

>> No.358030

>>358029
Definitely go with shadows, it really adds a level to the depth of the scene. I would, depending on the mood you were going for, change the lights a bit. The first image(without shadows) has a much warmer hue to it, and seems inviting. The second one has a much greener tint to it, like it's radioactive or actually underwater, rather than themed that way. Depends on the context of the scene though.

>> No.358031

>>358030
Yeh, I have no idea what happened, I think I toned down the orange lights on the left, which were there for that exact reason, to add warmth to the scene.
I'll try and get tham back to where they were and re-render that same shot.

The animation is just a simple move through the room, but then it turns to the window on the right to see a jellyfish float past and a submersible. I'll upload it to my youtube when it's done if you are interested, will post in whichever WIP thread is available.

>> No.358038
File: 669 KB, 1280x720, Scene_Test27.jpg [View same] [iqdb] [saucenao] [google]
358038

>>358031
This look better?
I turned on Mental Ray, but it took about 8 minutes for a single frame. Also, why are my shadows sort of grainy?
I'm not used to playing with lighting in 3D programs, so I have hardly any idea what I'm actually doing.

>> No.358039

>>358038
That's looking a lot better, yeah. Your shadows might be grainy for a couple of reasons, are you using ray trace or depthmap shadows? Also under the quality tab of mental ray you could turn up the anti aliasing to make them smoother, however it will really increase render time.

>> No.358059
File: 690 KB, 1280x720, Scene_Test28.jpg [View same] [iqdb] [saucenao] [google]
358059

>>358039
ray trace shadows.
I think I'll just leave it as it is, it took 18 minutes for a frame, not 8 as I posted above, but that was using mental ray. Pic attatched is using the in-built renderer, exactly 8 minutes, with 100% more Keanu.
Went cold again as well, I have a feeling it's because of the stock renderer, not my lights, as nothing has changed from >>358038


I'll render out a copy using the stock renderer tonight to check for any model/animation flaws and then render out one in mental ray tomorrow, or at least start it.

>> No.358060
File: 601 KB, 1280x720, Scene_Test29.jpg [View same] [iqdb] [saucenao] [google]
358060

>>358059

>> No.358069

>>358059
What hardware specs do you have for that scene to take 18 minutes to render???

>> No.358118 [DELETED] 
File: 84 KB, 571x773, Untitled-1.jpg [View same] [iqdb] [saucenao] [google]
358118

>>357749
Think I got it a little better here?

>> No.358336

>>357773
>anime
>simpsons
>anime
>family guy
>anime
>that thing
>anime
what

>> No.358997

>>357729
Looks alright for a low-poly game asset or some kind of Quake 3 mod. The teeth and lips definitely need more detail if you want them to open, or just model it closed if not.

>> No.359394

>>356558
OH MY GOD I LOVE YOU