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

/3/ - 3DCG


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File: 339 KB, 1500x882, capture.jpg [View same] [iqdb] [saucenao] [google]
365078 No.365078 [Reply] [Original]

Post your works in progress. If you have complaints about a work, try to respons positively and not shitpost.

>> No.365079
File: 53 KB, 501x615, lowpoly.png [View same] [iqdb] [saucenao] [google]
365079

Still not very good at this whole "low poly" thing.

>> No.365080 [DELETED] 
File: 101 KB, 848x567, toplel.jpg [View same] [iqdb] [saucenao] [google]
365080

Im back to square one. My psd algorithm upon further testing will never support undo because of DG issues and is also not easily editable after you remove it and try to reapply. My next task is to update michael comets working psd from mel to python. I'll need all the luck I can get if I am to finish in time for next week. D-damnit ;(

>> No.365083
File: 51 KB, 406x677, lowpolypose.png [View same] [iqdb] [saucenao] [google]
365083

Ehh, I guess it's not too bad when posed.

>> No.365088
File: 175 KB, 876x891, skinnedBlendshapeUndoError.jpg [View same] [iqdb] [saucenao] [google]
365088

Im back to square one. My psd algorithm upon further testing will never support undo because of DG issues and is also not easily editable after you remove it and try to reapply. My next task is to update michael comets working psd from mel to python. The good news is that this should be very very easy.

>> No.365093
File: 878 KB, 1428x1977, WIP Johnny.png [View same] [iqdb] [saucenao] [google]
365093

Needs to be textured, which I am really bad at. Rigged with rigify.

> inb4: hurr durr lurn 2 rig
I can, i just hate it.

Eyes are deformed with a lattice, so when rotated they keep their egg shape vertically.

>> No.365094

Crits?

>> No.365095

>>365093
horrible.

>> No.365096

>>365095
okay anon, can you elaborate?

>> No.365098

>>365096
everything about it is bad!

>> No.365099

>>365096

The topology is kind of lousy, and it's overall blobby and lacks definition where it needs it. You might want to glance over some anatomy references just so you can get a better idea of what a human body is really built like.

Also, subsurf is not magic, and if your underlying mesh is lousy, it won't do much to improve the state of things.

>> No.365100

>>365098
Don't just shit post, if your gonna reply be fucking specific. Don't just say everything. Is it the topology, is the face uncanny, is the rig bad? If so, what is bad about it.

>tl;dr specify plz

>> No.365102

>>365099
How should i go about making it look cartoony then? I was trying to make this guy i've always drawn as a doodle, but he in general has little detail. I think i see what you mean by blobbly, besides the head i suppose it is just some cylinder legs and arms and a box for a chest.

>> No.365103
File: 923 KB, 960x540, WIP Back Yard.png [View same] [iqdb] [saucenao] [google]
365103

>>365093
This is another one of my WIPs, its my backyard.
Need to model the shed + a table and umbrella.
Texture the furniture, fix the pool water MAT and texure the pool's inside. As well as texture the back corner w/ mulch and put a lot of plants there.

>> No.365104
File: 244 KB, 960x540, camera bg.jpg [View same] [iqdb] [saucenao] [google]
365104

>>365103
Also need to add grass.

This is my reference.

>> No.365106

>>365103
Theres no point in what you're doing. Your not practicing anything but wasting your time and it didnt carry over. Fail.

>> No.365107

>>365106
How is this not practicing?

>> No.365108

>>365106
The point is Im practicing modeling.
I had never modeled furniture before (the chairs), and i had never modeled a character before. I also never used cycles before. (though i can understand how using blender in general can be labeled as a waste of time.)

>> No.365111

>>365106
let him do the fuck he wants
fucking retard

>> No.365112
File: 6 KB, 250x224, 1366051364205.jpg [View same] [iqdb] [saucenao] [google]
365112

>>365104
it looks so real

>> No.365113

>>365112
that is a photograph

>> No.365114
File: 583 KB, 614x858, Capture.png [View same] [iqdb] [saucenao] [google]
365114

>>365113
really?

>> No.365117

>>365113
>>365112

Trolls trolling trolls

>> No.365140
File: 171 KB, 1280x720, How to model the door, without boolean.jpg [View same] [iqdb] [saucenao] [google]
365140

Hey /3/, I'm kind of wondering how to model a door out of a flat plane, without using Booleans, as they create all kinds of topology problems.

The door I have there is only a placeholder, just like the dome and 'telescope' of the Observatory

It's all an early WIP, just wondering how I'd go about modelling the door...thanks

>> No.365149
File: 197 KB, 400x1180, this weird dream again, a deja vu.jpg [View same] [iqdb] [saucenao] [google]
365149

>>365140
Glad to see you still going on with it, i'd like to see it finished someday!
What you want is either loops all over to create additional geometry to cut door from or pic related.

Make a plane resembling your door, extrude inwards, snap those edges to the wall, extrude outwards, merge vertices. That's how i would do it at least. It's definitely faster then cleaning up booleans and you can use a cylinder to shape into door with ease.

>> No.365155

>>365149

You are amazing! Perfect advice, with a great explanation. Yeah, it's taking it's time, as I'm struggling with motivation at the moment...I try and put in at least half an hour a day into this, with more depending on my mood...So it's slow progress. But I will finish it, I've come too far to give up

Thanka again

>> No.365163

>>365149
Uh, why are you making it watertight anyway? Floating topo will save you so many polies and be MUCH cleaner...

>> No.365165

>>365163
I assumed that's what he wanted. Also muh draw calls. I don't know.

>> No.365166
File: 625 KB, 1920x1080, FI_CG_04_hd.jpg [View same] [iqdb] [saucenao] [google]
365166

School Stuff. Work In Progress.

3 teaser + 1part in real time

>> No.365179
File: 847 KB, 960x540, Wip backyard2.png [View same] [iqdb] [saucenao] [google]
365179

added the table and umbrella. changed the pool mat too. idk why but now its giving me all the damn firefly things.

>> No.365181

>>365166
blurry as fuck/10

>> No.365182
File: 95 KB, 1493x711, Untitled.jpg [View same] [iqdb] [saucenao] [google]
365182

my first experience with 3d modeling :3

>> No.365186

>>365182
this looks like it was made in MSPaint.

>> No.365188

>>365186
It looks more like that google sketchup program, which is primarily used for educating autistic children.

>> No.365187

>>365179
Looks convincing in the thumbnail. Assuming you do everything right from now and fix all issues, it should work.

>> No.365190

>>365179
not bad, but the curve of the fence on the left makes the whole image look like its on a slope

>> No.365194
File: 393 KB, 960x540, Twarz021.png [View same] [iqdb] [saucenao] [google]
365194

I'm making my dad in Blender.

>> No.365197

>>365181
yes, it's just a screenshot from a teaser.

>> No.365220

>>365188
>sketchup
So, 3D mspaint.

>> No.365240
File: 506 KB, 1137x866, DralthiCustom.png [View same] [iqdb] [saucenao] [google]
365240

A Custom Dralthi from the 1990 Dos game wing commander

>> No.365247
File: 2.40 MB, 367x340, about tree fiddy for a stinger.gif [View same] [iqdb] [saucenao] [google]
365247

Have an orb, /3/. Pizza and cuhrayzee not included.

>> No.365248

>>365179
Double check to make sure you have reflective caustics turned off. They can add some nice detail to an image, but the sampling needs to be really damn high and the render times just aren't worth it, especially in "non-final" work.

>> No.365249

>>365248
>>365179
Another thing I should have added, bring down the intensity of your skylight, it seems to be lifting the shadows up too much. I think you should also push your sunlight towards the reds a bit more, it's looking a tad green right now.

As well as that, it would really sell your image if you added some break-up to the shadow being casted from what I assume is your roof there. See how in the reference picture there's a very slight bump on the lowest edge of it? throw in a sphere or cylinder or something to add that kind of break to the straight edge you have going on.

I wouldn't focus on the grass until way later on, when your lighting is almost finalized and you're satisfied with it, as it can double, triple, quadruple render times.

Also, it would be awesome to see that tree shadow in the bottom right corner, would really give the image a natural touch. Just grab a free model of a tree of turbosquid or something and throw it in, it wouldn't take too long and it would look really great.

>> No.365250
File: 317 KB, 1280x720, sword.png [View same] [iqdb] [saucenao] [google]
365250

Meh, I only started doing 3ds max modeling today just trying to get the hang of things.

>> No.365258
File: 315 KB, 1985x870, 3vpjk[1].jpg [View same] [iqdb] [saucenao] [google]
365258

Please give me critique. What's wrong with it? Whatever's wrong with it, how could I fix it? How do I add/make hands for this? Christ, hands are confusing.

>> No.365260

>>365258
I'm also doing this because I can't find a character modeler to do it for me. I plan to make porn with this model, so I need it to look good.

>> No.365266

>>365258
>>365260
Dude, no

>> No.365268

>>365266
Please give me specifics.

>> No.365269
File: 124 KB, 500x500, 1342844457582.jpg [View same] [iqdb] [saucenao] [google]
365269

>>365260
>I plan to make porn with this model, so I need it to look good

>> No.365270
File: 52 KB, 480x640, gbm.jpg [View same] [iqdb] [saucenao] [google]
365270

>>365268

>> No.365286

>>365270
>>365269
>please no shitposting
shitposting is when you give absolutely no critique and just say it's bad. Which is what you're doing. I'm trying to get better, so please give me something more detailed if you're going to say anything. I would fucking /love/ to get better. So please tell me what to do with it and I'll fix it to the best of my abilities.

>> No.365289

>>365286
Im not that guy, but dude. Its hard to describe without shitposting tbh. What kind of shape is that fucking thing (and who the hell wants porn with that). If your really itching for specifics...

>Eyes are too far apart.
>Nose is non-existent.
>The entire topology. (The hips are autistic/10)
>By the crotch i-is t-that a ...vagina made of deleted faces..?
>Did you even try to 3d
>Whole thing is uncanny as fuck
>Looks like nothing that has existed ever

>> No.365290

>>365286
How are we even supposed to respond to this? Compare your image against a photograph of a nude person. Spot the differences.

>> No.365295

>>365258
What the FUCK are you making?

>> No.365296

>>365286
It looks like something that NOBODY would want to fap to, for one thing

>> No.365297

>>365258
Why does it have a cock and balls?

>> No.365298

>>365296
may not fap to it, but by god it must be done.

>> No.365310
File: 709 KB, 1940x744, l96_done.jpg [View same] [iqdb] [saucenao] [google]
365310

Finished this the other day, for STALKER and Fallout primarily.

>> No.365311
File: 647 KB, 1280x896, 92fs_w1.jpg [View same] [iqdb] [saucenao] [google]
365311

>>365310

and working on this atm, model by Kimono.

>> No.365315
File: 382 KB, 1280x720, test 12.jpg [View same] [iqdb] [saucenao] [google]
365315

I guess i'll post my crap as well.
I couldn't make a decent shader if my life depended on it. (inb4 "texture as well", i know). I have to figure out how reflectance map work with mia (A&D) material. Where to plug it, reflected color, reflectivity itself, glossiness?. Also i really have to lower photon contribution and simply add some lights there. The way GI i s set now it illuminates everything deeper uniformly, decimating whatever reflection detail there was.
Anyway, trial and error until i slowly crawl out of utter shit realm into "sorta believable if you have astigmatism". Glad to see others continuing their work.

>> No.365316

>>365311
>>365310
>It begins
That's some tasty eyecandy right there m8.

>> No.365320

>>365316

Thanks, a bit rushed but I'm trying to do tens of textures in a timely manner so can't spend too much time on a single one, haha.

>> No.365323

>>365311

wow, how did you do the rough handle texture and the fine details above the trigger and at the front. Just textures? High poly to Low Poly Normal Maps?

Either way - wow, you are good. Do you have any other amazing pieces of work that aren't guns? I'd love to see some more from you

>> No.365324

>>365311
>>365310
its a gun/10
good as always
>>365323
google his name

>> No.365340

>>365310
>>365311
They're really beautiful and all, but do you ever do something else like environments? Not saying you shouldn't do guns but I'm curious to see what it would look like.

>> No.365359

>>365310

I'm not sure that the bolt handle is bent like that

>> No.365360
File: 159 KB, 1060x725, topo.png [View same] [iqdb] [saucenao] [google]
365360

please don't look at the poly count

>> No.365361
File: 481 KB, 1024x691, Angel.png [View same] [iqdb] [saucenao] [google]
365361

>>365360

render

>> No.365363

>>365361
What's your goal?

>> No.365365

>>365363

Remembering. I haven't been drawing anything in 3D for over half a year because my graphics card farted out.

Also, I wanted to see what this design would look like in real life before I build it myself. Maybe I might make some improvements to it and screenshot a better schematic. Minus the badass spikes of course.

>> No.365367

If I make a base mesh for sculpting, do I bake the details onto my original base mesh or retopo the new one?

I guess the shape could change quite a bit right?

>> No.365390

>>365361
>>365360

I don't know much about this, but that looks like shit. The guns are way to small for the model, your poly distribution is fucking whack, the nose of your plane is ugly and doesn't match the theme of the rest of the model.

>> No.365394

>>365390

I should mention that the cowl, wings, cockpit, and horizontal stabiliser are all separate objects. I'm not sure if this is good or bad. Probably bad considering this is /3/

>> No.365399

>>365394

its just the overall thing that looks bad.

>> No.365403

>>365315
The floor is too clean, needs dirtying up a bit. The rest of it looks good. Just change the floor a little.

>> No.365404

>>365365
> I wanted to see what this design would look like in real life before I build it myself

If you even want to start thinking about designing a real airplane in 3D you're going to need a different program. I don't know what you're using, but whatever it is I can tell is not CAD and definitely not meant to design anything that will actually fly. Get something like Solidworks so you can learn to draft your plans and create them in a fashion that can actually be used and tested for the real world.

..just my $0.02 about not using CAD/parametric software for mechanical engineering/aeronautics

>> No.365405

>>365404

lol I drew it on a sheet of graph paper and used it as a reference for 3DS max. Maybe I'll consider checking it out with a CAD or some equivalent engineering program

>> No.365415

>>365403
Thanks, i'm still working on it and the stairs, it's simple lambert right now.

>> No.365416
File: 622 KB, 300x186, lawnmower.gif [View same] [iqdb] [saucenao] [google]
365416

>>365404

As for it being able or not to fly...

>> No.365464
File: 71 KB, 329x493, walk screen.png [View same] [iqdb] [saucenao] [google]
365464

Working on a running animation.

>> No.365469 [DELETED] 

>>365464
I'm working on a similar thing.

>> No.365473
File: 148 KB, 833x480, SWAT_First Response Team.jpg [View same] [iqdb] [saucenao] [google]
365473

I'm working on a similar thing.

>> No.365481
File: 837 KB, 1920x1080, pokeball_wip_render_by_rafael_de_jongh-d6bw7kf.jpg [View same] [iqdb] [saucenao] [google]
365481

Pokéball I'm working out for CS:GO

>> No.365482
File: 977 KB, 1920x1080, mang_in_graz_de_luxe_render_by_rafael_de_jongh-d6a6d4s.jpg [View same] [iqdb] [saucenao] [google]
365482

>>365481
A Mang In Graz Deluxe that I've also worked out and put in CS:GO

>> No.365484
File: 241 KB, 1632x816, Rhinowip1.jpg [View same] [iqdb] [saucenao] [google]
365484

First week in maya course & first assignment.
I chose a rhino to model, but I'm having difficulties with these folds.
I think I found a way to have them show up okay and I tried it out around the leg and torso, can anyone give me some opinions on this?
I've been show to mostly extrude and create edge loops and cut faces.

>> No.365486
File: 60 KB, 639x554, 0000871c_medium.jpg [View same] [iqdb] [saucenao] [google]
365486

>>365484

don't do folds at such low poly. fist make a general shape.

>> No.365487

>>365486
Alright so just finish the model first without them, then add them in later with edge loops & cutting?

>> No.365493

Noob question, why do I see so many realisticish renders of structures and landscapes like >>365315 and >>365179 but none of realistic looking humans? Anyone have some of those?

>> No.365494

>>365493
unlikely to get realistic and highly detailed maps to show up especially specular with the dipole subsurface algorithm thats present in almost all off the shelf renderers.

>> No.365496

>>365493
because modeling and rendering humans is harder

>> No.365497

>>365496
not really. The more realistic the human model has to be, the bigger incentive there is to scan the actor and mold the head. There are plenty of people who do this here in California. But, again, you need to not use the dipole algorithm to get realistic results in animation.

>> No.365503

>>365497

But if you're scanning an actor, you're not modelling it per se~

It's always going to be harder to communicate a 'living' quality, especially in a human(oid) model than it is going to be to communicate a static environmental material.

>> No.365508
File: 87 KB, 374x516, Textured.png [View same] [iqdb] [saucenao] [google]
365508

Walk cycle will be later. Decided to finish texturing.
Just gotta do fur and some details on the gloves and boots. Then the fur pattern.

Also, because I'm an awful animator.

>> No.365510

>>365503
If you want realism, you scan + mold + motion capture. Thats how it is.

>> No.365511

>>365503

Do a compromise then, work from a few angled shots of your subject. Gives you multiple angles to work and model from without just scanning in a model.

>> No.365521

>>365497
>not really.
yes really, dipshit

>> No.365523

>>365521
No, dipshit. How much pipeline work do you actually do? Have you ever worked with advanced workflows that you cant buy? Do you really know jow easy it is to do x task from your basement or shitty apartment while you model for your hell living? Didnt think so.

>> No.365533

Started workin' on an armored car thing for a cartoony project. Been aa while since I've made something

>> No.365534
File: 284 KB, 844x661, tankthing.jpg [View same] [iqdb] [saucenao] [google]
365534

>>365533
I should probably post it huhh

>> No.365537

>>365511

I'm not really complaining about the workflow it's damned effective. But stating that scan + mold is a solution to the difficulties of /modelling/ a human seems a little contrived.

Working from reference is good though and I don't really any see any reason not to use blueprints if verisimilitude is your aim.

>> No.365541
File: 310 KB, 1152x739, pilot_test.png [View same] [iqdb] [saucenao] [google]
365541

Prototype pilot for a space simulator game

>> No.365545
File: 1.46 MB, 3840x1080, Untitled-2.jpg [View same] [iqdb] [saucenao] [google]
365545

hey guys look, im doing it

>> No.365548

>>365481
clean your balls, why is every texture i see so dirty

>> No.365549

>>365523
i'm in 2d animation brah give it up

>> No.365557

>>365106
Blender isn't a waste of time. Don't let these supremest assholes convince you otherwise.

>> No.365559

>>365182
Sketchup, I assume. It's where I started, too.

>> No.365560

>>365404
Looks like he's using autodesk 123d, a terrible failure of an attempt on autodesk's part to compete with sketchup.

>> No.365567
File: 114 KB, 1067x1987, working2.jpg [View same] [iqdb] [saucenao] [google]
365567

Still working. I like the hair better now but it still needs some combing through

>> No.365568

>>365567
How`d you do hair?

>> No.365570

>>365567
Looking nice what's it for?
You need work on the bottom half badly really letting it down.
Mind posting a wireframe? Was the hair via sim or poly planes?

>> No.365572
File: 457 KB, 2034x1822, hair.jpg [View same] [iqdb] [saucenao] [google]
365572

>>365570
Thanks! Its not for anything. Just to pass the time.
Like the legs you mean? I'll get on it. And sure here's the wireframe so far
>>365568
>>365570
The hair is made of a bunch of subdivided planes with the texture on the left as a transparency map. The color and specularity is set up with node materials.

>> No.365573
File: 72 KB, 297x240, QQQQQQ.jpg [View same] [iqdb] [saucenao] [google]
365573

>>365572
>The hair is made of a bunch of subdivided planes with the texture on the left as a transparency map. The color and specularity is set up with node materials.

THEN WHY DOES IT LOOK SO REAL!? MINE LOOKS SHIT!

>> No.365574

>>365541
KHAAAAAAAAAN

>> No.365575
File: 184 KB, 1920x1080, rccar.jpg [View same] [iqdb] [saucenao] [google]
365575

>>365545
the asshat told me to delete the reference planes
so half an hour later i could not finished the shell details
im better then i was yesterday
going to do the Concept Vehicles tut next

>> No.365580

>>365573
haha I dont know. What I did was cover the whole scalp with planes. I dont know if that would work for your low poly model.

Just use a lot of references, is all I can think of. Most of us aren't hair stylists, so we shouldn't try to do this on our own.

>> No.365583

>>365548
have you ever seen how pokeballs are used?

>>365481

i would say that the dirty gritty pokeball is stupid, it shouldn't have that much dirt. shine that bitch up, and add in some serious fucking scuff marks, remember this is the lowest end pokeball, i can't imagine low end thing here lasting all that long.

>> No.365584
File: 605 KB, 2244x1038, 1.jpg [View same] [iqdb] [saucenao] [google]
365584

Just trying to get it more real... any tips?

>> No.365585

>>365584
stop using phong and use cook torrance sparrow instead. stop not using sss on rubber. stop not reflecting anything. stop not using ibl

>> No.365591

>>365585
thks for the reply
noted everything down, but I cannot find anything related to cook torrance for 3dsmax... the only plugin for it was down..

>> No.365593

>>365573
you don't have enough planes, they're poorly organise, they're poorly painted, she doesn't have a hairline at all, the face underneath looks kind of bad which makes the hair look bad by extension.

>> No.365601
File: 196 KB, 1680x1050, 1EML5VQ.jpg [View same] [iqdb] [saucenao] [google]
365601

kudos if you know where this is from

>> No.365604

>>365100
The physical appearance of the thing you have created is of poor quality
>durr hurr it's supposed to be stylized
It's a very unattractive and unaesthetic stylization.

>> No.365607

>>365360
How to reduce polycount:
Remove the edge loops on the spikes
Reduce the number of verts on the base of the spikes
Reduce the edge loops on the wingtips
Reduce the edge loops on the... that's an engine at the front end, behind the prop?

Basically find as many useless edge loops as you can and eliminate them. Be liberal. Find as many circular things as you can and reduce the number of verts in the circle.

>> No.365609

>>365607
It's high poly, idiot.

>> No.365610

>>365508
I like this.
Just so you know.

>> No.365612

>>365609
Yes, and that's the problem.

>> No.365613
File: 499 KB, 1024x691, Untitled-1.png [View same] [iqdb] [saucenao] [google]
365613

>>365607

Thanks dude, a million times more helpful than most everyone i've encountered here :3

I should mention just about everything's been turbosmoothed because i don't like facets and the smooth modifier is something of a mystery to me (and i can't edit normals for life). Without turbosmooth it's a 16k model.

Yes that's something that should look like an engine, how bad did i fuck it up?

>> No.365614

>>365311
can you post your uv's?

i'm just wondering if you cram everything into the 0 - 1 uv space

>> No.365621

>>365613
a shame you started turbosmoothing too early. at least, If you're going to a p-47 look alike. If you wanted this angular shape from the beginning, then it's ok!
about the engine, If it's a V shaped engine, then it's fine. it will get better the more you work on it.

>> No.365623

No, faggot. People like you steal my work all the time. Go learn to paint, bitch.

>> No.365624
File: 77 KB, 192x154, sponge shift.png [View same] [iqdb] [saucenao] [google]
365624

>>365623
> fail name
> angsty additude
> can't even quote posts
2/10 for the effort

>> No.365625

>>365575
The springs and suspension look a little too thin, almost like a real car instead of how they usually look massive on RC cars. This is making me really want to start my RC project today!

>>365584
Looks good so far. Only things right away are the tires look a bit smooth even for slicks and I'll second trying to not use ibl. Usually those type of shots would be done in a studio with massive overhead soft boxes, or even a single one sometimes to avoid any random lights. Knowing that might help you create some sick lighting.

>> No.365626
File: 896 KB, 1024x1024, m4a1_specular.jpg [View same] [iqdb] [saucenao] [google]
365626

>>365614

I usually cram everything into a single square map, yeah. Here's an example from a while ago:

>> No.365629

>>365626
Real nice. How do you paint your maps? In 3d or in a photo editor?

>> No.365632

>>365629
>>365626

Oh another thing. What do you use for low poly baking? I dont see any incorrect projection on your models. How come?

>> No.365634
File: 138 KB, 640x480, micro blat.jpg [View same] [iqdb] [saucenao] [google]
365634

>remember Millenia from when gamesbanana was once csbanana
Nice to see you here posting your work, really appreciate it.

>> No.365636

>>365629

Photoshop, baked AO from max helps though. I bake in Max, there are threads at Polycount which touch on the subject of minimizing bake errors/skewing.

>>365634

Thanks brah :v

>> No.365641
File: 75 KB, 292x522, Textured2.png [View same] [iqdb] [saucenao] [google]
365641

>>365610
Finally, some approval.
Gonna go tell my mom.

>> No.365643

>>365636
I thought you might have some killer program for your bakes since they look so neat. I was hoping you wouldn't tell me that the answer to decent bakes is being careful. Ah well, practice makes perfect.

>> No.365645

>>365194
is your dad Jesus Christ?

>> No.365670

>>365584
Those flat tones on the rims are definitely giving it away. Other than that, pretty much photorealistic. Damn good job.

>> No.365684
File: 32 KB, 459x595, ss (2013-05-24 at 12.09.05).jpg [View same] [iqdb] [saucenao] [google]
365684

low-ish poly character. around 1200 tris total?

>> No.365689

>>365670
>>365625
thanks for the tips, i'll work on it!

>> No.365713
File: 720 KB, 1750x1079, MonsterAttempt1.jpg [View same] [iqdb] [saucenao] [google]
365713

Here's my first zbrush attempt, how bad did I do? any advice is welcomed

>> No.365715
File: 79 KB, 317x530, Textured3.png [View same] [iqdb] [saucenao] [google]
365715

Got his fur pattern down. Looked best with just a bit of white on the chest. Put a spot of pink in the ears. Contemplating outlining the white and pink in that.

I'm a much worse animator than I though. This is gonna take a bit to animate.

>> No.365721

>>365713
Actually pretty good.

>> No.365728
File: 550 KB, 1628x787, tankthing.jpg [View same] [iqdb] [saucenao] [google]
365728

more progress

>> No.365730

>>365728
How do you people do these renders?

>> No.365731
File: 425 KB, 1542x950, SpookyTreeColored.jpg [View same] [iqdb] [saucenao] [google]
365731

I posted a thread with this tree in it before i painted it and put some texture on the rocks and tree.

I'm also not sure how moss grows on a tree so I just put it on there

How did I do?

>> No.365737
File: 382 KB, 1542x950, SpookyTreeColoredTwo.jpg [View same] [iqdb] [saucenao] [google]
365737

>>365731
I changed around some lighting.

Probably didn't do much.

>> No.365747

>>365728
FUCKING TERRIBLE POLYKIDDIE, READS LIKE BINOCOLUARS NOT A FUCKING HEAVY ARTILLERY VEHICLE YOU RETARD

/COOL

>> No.365822
File: 57 KB, 1221x811, bus.jpg [View same] [iqdb] [saucenao] [google]
365822

Will use concept art as texture.

>> No.365836

>>365737
second render is way better, it is now more interesting. Keep it this way i say

>> No.365838

>>365822

Concept art as texture? Don't be a lazy faggot, texture it yourself...then you can render from a different angle, and the model looks great, so would be nice to be able to turntable it

Good work

>>365737

I see no tree? Also, it's very dark - maybe post a lighter using fireflies/a moon? Something that would seem like it belongs there

>> No.365841

i have question about marking some objects on texture so i can work around them, any suggestions?

>> No.365844

>>365838
There is the catch.
The bus is cut content from Fallout Tactics and there is nothing left of it, except the render picture on the right. (concept art).
So, i tried to recreate the model on the left.

>> No.365847

>>365822
post updates. promising concept good work so far.

>> No.365861

>>365730
pls respond

>> No.365862

>>365861
what about it? you make a decent model, put decent materials on it, light it decently, render with a decent software and postprocess with photoshop to get a decent background. i dont see anything mindboggling about it, its just done by someone who knows his shit.

>> No.365864

>>365737
I really like this

>> No.365865
File: 127 KB, 2397x427, faces2.jpg [View same] [iqdb] [saucenao] [google]
365865

>>365567
I made a shape key controller for my face morphs. This works great and I'm never doing facial animation with bones again.

>> No.365866

>>365865
This really arouses me because she looks like my teacher.

>> No.365868

>>365865
make her suck a cock or gag on something

>> No.365872

>>365865
Those face morphs make her look more vivid.

>> No.365878

>>365872
thanks :)

I'm gonna try making her look sad tomorrow

>> No.365879

>>365878
How are you doing the eyelashes, bitch?

>> No.365880

>>365878
Very professional work keep it up and thanks for replying to my post with the wire frames saved it into my resources folder
>>365570

Blend shapes look really nice but you should look into bone and blend shape work. Image metrics had a few really high quality facial rigs some were bone some were blend and some were a hybrid.

>> No.365882
File: 107 KB, 543x513, shaders.jpg [View same] [iqdb] [saucenao] [google]
365882

Gonna work on making props for the final render of my little bastard. I'm still having trouble with which version I should use.
I'm leaning towards the one that doesn't make anything in the shadows black.

Gonna use blender internal since it suits my needs just fine for this, since there's no need for anything fancy.

>> No.365883
File: 68 KB, 1032x698, 4ba457d8cf07b0489112e1820a94c29c.png [View same] [iqdb] [saucenao] [google]
365883

school stuff.

>> No.365888
File: 507 KB, 1792x1168, Screen Shot 2013-07-07 at 9.56.38 PM.png [View same] [iqdb] [saucenao] [google]
365888

I made this...thing.
Not sure what to do with it.

>> No.365890

>>365878
A natural looking laughing face or smiling face is the most difficult to make I think.

>>365880
It's like with the human body, parts that are moved by bones (arms, legs, neck, jaw ) should be controlled by bones and parts that are moved by muscles only (facial expressions, muscle tensions) should be controlled by morphs. (me thinks) Exceptions: eyes and tongue (and ears, heh heh)

>> No.365895
File: 92 KB, 500x602, 1373163259238.jpg [View same] [iqdb] [saucenao] [google]
365895

>>365888
you should turn it into a costume

>> No.365896

>>365895
I'll get to that when I get a 3D printer.

>> No.365898
File: 70 KB, 369x520, eyes closed.png [View same] [iqdb] [saucenao] [google]
365898

>>365882
Forgot to mention I added a new expression.
Now his eyes can close.

>> No.365897

>>365836
>>365864

Gratsi. I think I'm off to an ok start in my ZBrush career.

You should turn your monitor brightness up

>> No.365899

>>365879
Geometry. I'm in bed so I cant post pics. You can kind of see how it looks in this pic though >>365572

>>365880
That image metrics thing looks insane. I only saw the youtube video with the 3d faced girl being interviewed. I will take a look at their other stuff.
And thanks, no problem!

>> No.365900

>>365861
The simple answer you're looking for is Photoshop. Save your renders with a transparent background, add two renders into one background image, add some quick text and you have that image.

So I don't have to read this again I'll tell you off blurry memory.

>Save 2 renders with transparent backgrounds
>Open Photoshop, hit Ctrl + N and make the image the size you will need to fit the renders and text you want
>Select ONE render, as a whole image with the Rectangular Marquee Tool and use CTRL + C to copy, open your background image and use Ctrl + V to paste
>Use Ctrl + T to freely click and move your newly pasted layer around, then use Enter or double click to validate moving the layer
>Press T to add text
>Double click the image icon next to the layer you want to edit to edit layer styles on image layers or text layers as much as you want to change things like colors, gradients, adding a stroke to your font, etc.


As for more fine tuning, that's on how much you want to learn. I'd suggest at least learning to use Levels (Ctrl + L) and Selective Color (Image>Adjustments>Selective Color) to perfect colors and match/add contrast manually where needed.

camman man it's pretty much copy/pasting and adding some text. This can't be harder to learn than modeling.

>> No.365904
File: 417 KB, 1070x656, What.png [View same] [iqdb] [saucenao] [google]
365904

>> No.365910

>>365713
ANATOMY! But for your first attempt not bad, you got some good shapes for those subtools

>> No.365911

>>365481
>pre thumbnail click
uhg pokeballs
>post thumbnail click
I love it no one ever makes them dirty of dinged up!

>> No.365912
File: 5 KB, 250x187, cockmongler-Jr.jpg [View same] [iqdb] [saucenao] [google]
365912

>>365895
No

>> No.365926
File: 922 KB, 960x540, Backyard WIP 3.png [View same] [iqdb] [saucenao] [google]
365926

>>365248
>>365249
>>365179
Added the mulch
Turned Caustics off. (Thank you guy)
Sun is stronger, HDR environment turned down.
Added the two trees and the cylinder against the roof shadow.

>> No.365927

>>365926
Forgot, added debris to the ground too.

>> No.365933
File: 174 KB, 1920x1080, Wurm.jpg [View same] [iqdb] [saucenao] [google]
365933

Next

>> No.365935

>>365926
What did you use for the foliage?

>> No.365938

>>365882
I'd ditch the pitch black outlines if I were you.

>> No.365939

>>365935
http://thenatureacademy.blenderguru.com/sp/7612-the-nature-academy-live-now

>> No.365941
File: 2.42 MB, 367x340, look at the fucking image you bloody punk.gif [View same] [iqdb] [saucenao] [google]
365941

How does this combination of materials look together?

>> No.365942

>>365926
The background photo has some visible distortion that clashes with the scene's perspective.
Overall too sterile for anything but archviz.

>> No.365946
File: 1.07 MB, 640x480, Metal-Floor.gif [View same] [iqdb] [saucenao] [google]
365946

>>365941
Mine is superior.
rekt#

>> No.365947
File: 143 KB, 500x375, 1369377864129.gif [View same] [iqdb] [saucenao] [google]
365947

>>365946
totally what I asked about

>> No.365955

>>365947
ur mad is shoving lyl

>> No.365956 [DELETED] 

getting ready to start modelling, This is going to be my first character model. I plan to create a highpoly, bake some normals, animate it, and make a playable character out of it in UDK. wish meh luck.

>> No.365957

>>365926
add some chromatic aberration

>> No.365958
File: 252 KB, 1600x868, premodeling_phase.jpg [View same] [iqdb] [saucenao] [google]
365958

getting ready to start modelling, This is going to be my first character model. I plan to create a highpoly, bake some normals, texture it, rig it, animate it, and make a playable character out of it in UDK. wish meh luck.

>> No.365962

>>365958
Pick a better model please.

>> No.365967
File: 191 KB, 1280x720, chimichanga.jpg [View same] [iqdb] [saucenao] [google]
365967

first zbrush export :(

>> No.365973
File: 98 KB, 611x723, CombatAnts.jpg [View same] [iqdb] [saucenao] [google]
365973

>>365962
i haven't completed the orthographic template for it yet...should i redesign it? please critique.

>> No.365988
File: 11 KB, 800x600, WIP.jpg [View same] [iqdb] [saucenao] [google]
365988

Just started this today. I don't think I'm gonna use it for anything though...

>> No.365994

>>365973
If it's going to be something silly like ''combat antz'' then you need to change the design in terms of how serious it's trying to be. cartoonize the face, beef up the arms etc.

>> No.365995

>>365988
#420

>> No.365996

>>365865
my god dude this is easily the most amazing thing I've ever seen in CG.. I want to ask all question possible about how you did it but I don't want to bother you. still, holy shit. may I at least as you what you're using to render?

>> No.365997
File: 532 KB, 1920x1080, immakingasmoething.png [View same] [iqdb] [saucenao] [google]
365997

i have no idea what im making really, and i was being retarded and didnt simplify my geometry as i went, so it crashed as i was doing so and i lost it back to here

>> No.366000

>>365939

You paid for this? It does look great. But I don't use blender

Anyone know where to find free 3D foliage? Trees ideally, but even just flowers and bushes. All of my scenes look a bit 'meh' with no background foliage

>> No.366002
File: 353 KB, 847x712, WIP2.jpg [View same] [iqdb] [saucenao] [google]
366002

trying to make this guy, not sure how bad its gonna turn out

>> No.366006

>>366000
Use NGPlant, make your own, it's not hard. Shit's free.

>> No.366010

>>366002
study some anatomy before doing those weeaboos characters.

>> No.366018
File: 660 KB, 946x736, retta_ig.jpg [View same] [iqdb] [saucenao] [google]
366018

Slapped the Beretta in Shadow of Chernobyl. Baked a bit of light on since the engine's a bit weak.

>> No.366019
File: 171 KB, 842x735, kawaiiarms.png [View same] [iqdb] [saucenao] [google]
366019

I would like to completely remove the 'cloth wrapping' around his forearm. What would be the best way to do this? I can't find a good brush or tool for it in mudbox.

>> No.366021

>>366018
You spend more time on the guns in the game than the programmers spend on the actual game. What im trying to say is that the S.T.A.L.K.E.R. series sucks so much ass and no models will ever fix that.

>> No.366023

>>366019
It's not a separate part, you're gonna have to delete to polys for the wrapping and model that section of forearm.

>> No.366024

>>366023

yeah, i figured. However i am having a real hard time with displacement maps in mudbox.

>> No.366026

>>366000
Actually, The Nature Academy does offer a free non-member starter pack with trees, plants, flowers, rocks, ect.

http://thenatureacademy.blenderguru.com/sq/8218-box-of-goodies

It is a .blend, but you can easily export the files as a .obj or whatever.

>> No.366028
File: 781 KB, 1920x1080, Wasp.jpg [View same] [iqdb] [saucenao] [google]
366028

I'm practicing forms and different techniques to create an interesting air vehicle. It's all experimental so pls comment constructively.

>> No.366029

>>366028
Air vehicles need to be smooth to cut the air and achieve flight. Something like that would have so much air resistance that it wouldn't be able to fly without obscenely large engines.

>> No.366030

>>366021

Meh, I find it enjoyable.

>> No.366031
File: 131 KB, 972x522, battleship.jpg [View same] [iqdb] [saucenao] [google]
366031

>>366028
I remember you. When was it, like half a year ago already? People wrecked your shit because your model (the very same you are using right now) was just a bunch of beveled cubes put together. Even more annoying was your extensive use of DoF, chromatic aberration and lens flares.
Oh well.

I'm not saying i don't like your pic, but if it's a machine, it should probably have a consistent frame, even if it's experimental. Look at this shit - it also looks like a bunch of cubes, but connected togeter in a single logical case.
No more "practicing forms" - model a proper aircraft. I believe you can do it and it would look amazing.

>> No.366032
File: 691 KB, 1920x1080, Ultraship_Final Render_OPT.jpg [View same] [iqdb] [saucenao] [google]
366032

>>366029
I was thinking about putting a huge propeller right in the center of it. That might be more physically accurate.
>>366031
I stopped doing those for some time, then saw one by accident and decided to give it another shot.

>> No.366033
File: 250 KB, 960x540, cake 1.jpg [View same] [iqdb] [saucenao] [google]
366033

I started out making a canned tuna and ended up with a cake.

>> No.366034

>>366032
It's still shit.

>> No.366037

>>366028
>>366032
I'm not sure about the style but theyre some badass looking ships.

>> No.366036
File: 80 KB, 520x750, 1369887795315.jpg [View same] [iqdb] [saucenao] [google]
366036

>>366032
>tank treads on an aircraft

>> No.366038

>>366032
It's a bunch of primitives chunked together to make something which makes no sense.

But hey we can barely tell what it is because of the over-the-top post-processing so it doesn't even matter.

>> No.366042

>>366010
>>366002
study some anatomy before doing anatomy.

>> No.366044

>>366032
If you want to make ships like this, look at the superman zod ship or transformers. This is just shit.

>> No.366045

>>366032
Looks like youve been 'inspired' by the michael bay's transformer movies. Where the robots had a bunch of impossible nonsense shit crowded ontop of eachother to hide how the tranforming parts work.

>> No.366051
File: 886 KB, 960x540, BackYard WIP 4.png [View same] [iqdb] [saucenao] [google]
366051

>>365926
Modeled the shed

Still need to:
Add more foliage
Add detail to the shed's geometry
Tweak the shed's textures
Tweak the pool's texture
Model the hose and vaccum
Texture the chairs
Add grass (Will do last)

>> No.366055

>>366045
Transformers anything look 1000x better than his pile o shit.

>> No.366056

>>366028
>>366032

Though your models could use a little more work, i must say that you've pretty much mastered the art of post-processing *3 claps*

>> No.366059
File: 438 KB, 1920x1080, Promedeuz v4_Final Render_v2_OPT.jpg [View same] [iqdb] [saucenao] [google]
366059

>>366037
Thanks.
>>366038
Thanks.
>>366044
>>366045
It's experimental. It's stupid trying to compare it with a movie-quality gunship which is done by 5 artists in 3 months.

As I said, it's not how I always approach to modelling. But they were a good base figure for a full scale ship.

>> No.366058

>>366051
The shed coud sure use some bump/normal map to emphasize the wooden planks it's made of. You probably left the light until the very end, but just put this and your reference pic together - i think you'll notice the overall tone of your render is shifted towards yellow/orange. Intentional effect?

>> No.366060
File: 661 KB, 1920x1080, paintOver.jpg [View same] [iqdb] [saucenao] [google]
366060

>>366059

sums up the facts on this garbage.

>> No.366061

>>366045
Cool name drops and all, too bad Transformers are pretty damn awesome looking, not to mention clearly top quality. The fact that you could even imply they look like shit and don't obviously have clean, properly functioning mechanical components while TRANSFORMING, you're as dumb as you seem.

I guess you could say everything is overcrowded, but how interesting would they be if everything looked like it was built on earth? There would be no fucking point., so implying the designs look like shit because of over engineering is pants on head retarded when everything that needs to functions mechanically, what you;re bitching about are things you can't directly see function? Go yell at a tank and tell them they're retarded because you can't see what fires the ammunition.

..and I don't even like transformers. I'm just sick of the faggots on this board implying top notch work is shit while not being able to properly model the arm of what you're attempting to shit on.

>> No.366067

>>366059

Doesn't look like you actually have any sense of direction with your 'experiment'. The entire ship is formless. There are no interesting major shapes at all.

If you want to experiment, limit yourself to working in only specific angles (45/90 degree) or maybe focus specifically on patterns where cubes are assembled on top of larger cubes which define the general shape of the ship while the 'detail cubes' reduce in size by a set ratio or something.

Right now it looks like the result of a kid grabbing a fist full of legos out of his toybox.

>> No.366068

>>366067
to be clear im not referring to that image but to >>366032

>> No.366069
File: 820 KB, 1920x1080, Scorp.jpg [View same] [iqdb] [saucenao] [google]
366069

>>366068
I don't really have the equipmental capacity to create such a detailed model with very tiny details. Max framerate drops to 3 with these already.

>> No.366070

>>366069
>Max framerate
>still image

durr durr dur

>> No.366071

>>366069
...what?

>> No.366073

>>366069
This can't be more than 100k tris, unless... it's all turbosmoothed?

>> No.366075

>>366070

I think he mans his computer's respone drops when he's working on it, like his computer is trying very hard not to drop all the shit he put together.

>> No.366076

>>366075
You dont turbosmooth in viewport except to check once in a while. This idiot is to busy planning his next lens flare to learn 3d.

>> No.366082

>>366076
> typical buttmad jellyboy
dont mind him, youre doing good.

>> No.366084

>>366082
0/10

>> No.366085

>>366069

I see what you are going for with this, but it looks like a cool ship that swept through a scrap yard with full hull magnetism turned on.

Remove a lot of those panels. they are superfluous details that mask any real sense of form that ship may have.

You can still have that paneled look, but it needs to be organized and deliberate, unlike what you have there

>> No.366094

>>366069
Are you using Maya? If yes, then you can switch to Viewport 2.0, which will accelerate the polygon interaction using your GPU, without the need for those bullshit workstation drivers AMD and Nvidia make us pay for.

>>366076
Rofl, no. If you're modeling for a smoothed result, you often spend lots of times in smoothed mode with your edges/verts still selected, moving them around so that you can see in real-time what the smoothed result will be. Popping back and forth constantly is idiotic.

>> No.366099

>>366094
> Popping back and forth constantly is idiotic.

Its not, especially with CC algorithm version 2.

>> No.366108

>>366032
It looks like you just clumped up a handful of legos.

Try dedicating your attention to major forms rather than meaningless detail. 3d/cg 101.

>> No.366226

>>366028
can you show not post precessed render?

>> No.366272
File: 73 KB, 1141x794, Capture3.jpg [View same] [iqdb] [saucenao] [google]
366272

>> No.366273

>>366272
Terrible texturing, shader looks flat, doesnt pop. Look at mechs in movies in film for inspiration first.

>> No.366274

>>366272
looks tight

>> No.366276
File: 235 KB, 1600x842, countach wip.jpg [View same] [iqdb] [saucenao] [google]
366276

Starting to chisel the door out of the rest of the body now.

Haven't decided if I'll do an interior after the outside is finished.

>> No.366277

>>366272
I'd like to see it rendered with TF2's lightwarps

>> No.366278

>>366272
The design seems a bit busy and realistic for TF2, but I can't fault the work that's been put in.

>> No.366280

>>366273
It's in 3ds max viewport....

>>366278
Ah yes, but I didn't really bother myself with sticking too close to the simplicity of TF2 - the idea is to make something crazy in SFM with it.

>>366277
Will do that, right after I rig it

>> No.366281

>>366272
Cute.
Would pet / 10

>> No.366284

I am trying to make a physically based shader, with Cook-Torrance specular and Oren-Nayar diffuse. I am new to this, but it looks good already. The linear artifacts are due to a shitty roughness map.

There are probably mistakes, so feel free to criticise my attempt..

>> No.366285
File: 149 KB, 925x833, shader.jpg [View same] [iqdb] [saucenao] [google]
366285

>>366284

>> No.366286

>>366284
>I am trying to make a physically based shader, with Cook-Torrance specular and Oren-Nayar diffuse. I

dumbass. Oren-nayar diffusion is like a super lambert. You dont have any specular with it, it defeats the purpose. God damn it you idiot.

>> No.366288

>>366285
> dem jpeg artifacts

>> No.366294

>>366286

huh?

>> No.366295

>>365988
you could make a dready rasta-man and then make virtual weed for him to smoke.

>> No.366296

>>366294
what youre doing has no point and makes no sense. Oren is supposed to look as flat as possible without pronounced spec. Reading from the notes of the original pixar implementation in the mid 90s

>> No.366298

>>366296

Yes, thats why there is also Cook-Torrance specular component in my shader. I am trying to combine high quality specular algorithm (Cook-Torrance) with high quality diffuse algorithm (Oren-Nayar) to get one high quality all encompassing shader.

>> No.366300

>>366298
>I am trying to combine high quality specular algorithm (Cook-Torrance) with high quality diffuse algorithm (Oren-Nayar) to get one high quality all encompassing shader.

Oren Nayar isnt any higher quality than other models like buratti, gooch, lommel, minnaert etc, just different looking. High quality has nothing to do with this.

Neither is cook higher quality than lafortune, banks, phong etc, just different. You goofd

>> No.366299

>>366285
>>366284
The question is, is it so much better than dot(N,L) that it's worth the extra overhead?
The screenshot doesn't look like anything that a simple lambert+phong wouldn't be able to emulate.

>> No.366306

>>366284
Don't bother. Create a BRDF shader. It's the closest you're going to get to realistic in real-time without a GPU based path-tracer.

http://www.disneyanimation.com/technology/brdf.html
http://research.tri-ace.com/detail_1.html

>> No.366311
File: 146 KB, 960x540, 0005.png [View same] [iqdb] [saucenao] [google]
366311

Not really "work", just playing around with Blender's new freestyle render.

>> No.366319

>>365865
wtf u doing on /3/ nigger

this is like the shithole of 3d

also, how are you rendering this ? mental ray?

>> No.366339 [DELETED] 
File: 96 KB, 525x450, 420.jpg [View same] [iqdb] [saucenao] [google]
366339

Fuck yeah, just make a smaller base and it will be useable. You reminded me I forgot to render a bong I made a while ago.

>> No.366340
File: 96 KB, 525x450, 420.jpg [View same] [iqdb] [saucenao] [google]
366340

>>365988
Fuck yeah, just make a smaller base and it will be useable. You reminded me I forgot to render a bong I made a while ago.

>> No.366351
File: 2.40 MB, 2560x1600, Render_Blender.png [View same] [iqdb] [saucenao] [google]
366351

Pretty new to blender, first time sculptor

>> No.366353

>>366311
Which of course looks like crap.

>> No.366364

>>366353
...and?

>> No.366367
File: 706 KB, 2000x1121, Likeness.jpg [View same] [iqdb] [saucenao] [google]
366367

Guys, how do I get the likeness?

>> No.366370
File: 35 KB, 844x509, prevedit.jpg [View same] [iqdb] [saucenao] [google]
366370

I posted in the last thread my WIP on this guy. Just finished texturing him this morning.

I've learned a lot from modelling that head. Overall I'm happy with the body, he'll have a squash and stretch rig....

hope you like

>> No.366374

>>366367
She looks like Julius Caesar

>> No.366386

>>366367
you learn to draw better

>> No.366393
File: 65 KB, 437x600, ZGrab01.jpg [View same] [iqdb] [saucenao] [google]
366393

Working my anatomy.

>> No.366397

>>366393
Going to bodybuilding.com is not anatomy study.

>> No.366399

>>366393
i think this looks pretty awesome. maybe add a bit of a bulge tough so that it doesn't look like an alien tranny

>> No.366402
File: 862 KB, 1544x833, annstoes.png [View same] [iqdb] [saucenao] [google]
366402

Toes kinda finished. They are not 100 percent perfect, but other body parts are calling to get treatment as well...

>> No.366406

>>366399
Thanks for the feedback, i appreciate. I'll do pants and clothes anyway so no need to do an alien dick for now :)

>>366397
Would you see it with less muscles?
What is studying anatom then? Enlight me.

>> No.366409

>>366402
Dude, where are the bones in this? Tendons? Muscles?

You have to look at references

>> No.366412

>>366402
Hey! its our rat women friend! :D

>> No.366415

>>366406
Bones and muscles on a woman? Yeah, nah!

>>366412
mouse, dude, mouse

>> No.366418

>>366415
fucking retard

>> No.366422 [DELETED] 

>>366409
At school I once learned why women are roundish and men edged. It's because in the stone age, cavemen had to be strong athletes running after animals to hunt them and carry back to the cave while the caveladies were staying at home nursing the cavebabies, cleaning the cave.
The men thus were muscular and the cavewomen had less muscles and more fat in their skin to be protected against the cold and be better prepared for famine periods.

I won't sculpt muscular ladies just to show of my anatomy/sculpting skilz. I want mouzy to look like a woman not like an other zbrush monster.

Sometimes less is more. No muscles on muh lady.

>> No.366424

>>366409
At school I once learned why women are roundish and men edged. It's because in the stone age, cavemen had to be strong athletes running after animals to hunt them and carry back to the cave while the caveladies were staying at home nursing the cavebabies, cleaning the cave.
The men thus were muscular and the cavewomen had less muscles and more fat in their skin to be protected against the cold and be better prepared for famine periods (because often their men didn't come back from the hunting or returned injured which usually ment less food for some while).

I won't sculpt muscular ladies just to show of my anatomy/sculpting skilz. I want mouzy to look like a woman not like an other zbrush monster.

Sometimes less is more. No muscles on muh lady.

>> No.366426

>>366424
School lied to you. Unless your lady has no bones she has visible anatomy of some sort.

>> No.366428
File: 240 KB, 1120x840, quick_anatomy_study_by_rishi_raj-d5lz7ax.jpg [View same] [iqdb] [saucenao] [google]
366428

>>366424

This is why you're the most hated person in this board. The guy said to look up references. All animals have muscles. Fat develops around the muscles. Just because she's a creature doesn't mean she lacks anatomy/muscles. The guy didn't say muscular ladies.

Fucking hell, I hope your a troll. You don't take criticism. You don't want to improve. Every time you get a critic you brush it off as if we're trying to ruin your "perfect" sculpt.

>> No.366429

>>366386
>le shitpost.jpeg xD

>> No.366431

>>366393
Hmmm. What would make a creature evolve such an anatomy? What would it's planet be like?

>> No.366432

>>366429
how was that a shitpost? ask anyone here, they'll tell you the same thing

no need to get butthurt because you're not as good as you'd like to be

>> No.366436

>>366402
quite literally looks full of air.

>> No.366440 [DELETED] 

Hmm... full of air you say? Maybe I should look at it again in a while.

>> No.366442

>>366436
>Full of air
I get the joke

>> No.366482
File: 283 KB, 1280x720, Countach Wip 02.jpg [View same] [iqdb] [saucenao] [google]
366482

>>366276
Pretty much all the geometry is done, but I've never been good at lighting and texturing.

>> No.366483

>>366319
I started here years ago and I never felt like leaving. I like how easy and anonymous it is to post here.
I'm using blender cycles renderer.
>>365996
Hah I dont think its that good but thanks a lot! As I said, its blender cycles.
>>366424
having proper anatomy doesnt automatically make your model a zbrush monster. There isnt enough definition to your model and it's really making it look fake and blobby.

>> No.366486

>>365865
How do you go about correcting stacking blendshapes?

>> No.366504
File: 70 KB, 411x564, RGBA03.jpg [View same] [iqdb] [saucenao] [google]
366504

>>366431
Well i thought about a environment similar to africa, hot, where that race would need to be tall to grab things in tall trees to feed. Like giraffes.
I think about re doing the anatomy, modying it to make it less human though.

But for now i gonna work the design of clothes. I want to try a mix between tribes clothes and something luxury, i imagine that creature as a prince.

Sketching clothes atm

>> No.366505

>>366504
>less human

Good. I always thought the concept of humanoid aliens wes dumb. What are the actual chances that they would look anything like us?

>> No.366506

>>365947
nearly closed the thread

>> No.366508

>>366505
Pretty high actually. in terms of being bipedal with two arms and a face with tools to see smell and ingest food.

>> No.366510

>>366505
Actually if you try to do something that really doesn't look human, people won't comprehend it and think it looks like shit. People need to relate.
Design trick i've learned the hard way.

>> No.366511

>>366510
This, also humans are designed to think anything that isn't humanoid can't possibly have human level intelligence, we'll just think of it as an animal.

>> No.366512

>>366510
You're wrong, actually. The only thing thats needed to relate is deep set eyes with eyelids. Anything else is gravy.

>> No.366514

>>366512
>humans can't comprehend or understand Asians
it's all starting to fall into place.

>> No.366515

>>366514
yuk yuk yuk

>> No.366548

>>366486
Don't really know what you mean. I just create all the shape keys while keeping in mind how they would react with their companions. Like I dont make a "smile" key, I separate a smile into parts. like this, sort of:


"lip left up/down"
"lip left left/right"

"lip right up/down"
"lip right left/right"

"lip bottom up/down"

"lip top up/down"

My bad if I missed your point completely with that explanation.

>> No.367013
File: 217 KB, 1458x710, Spitfire.png [View same] [iqdb] [saucenao] [google]
367013

early in develpement

>> No.367027
File: 229 KB, 1143x888, 2edgy4u.png [View same] [iqdb] [saucenao] [google]
367027

I shudder at the thought of retopologizing all those edgy parts.

>> No.367098
File: 212 KB, 1501x930, criminal front and side.jpg [View same] [iqdb] [saucenao] [google]
367098

took a mugshot off google for my first ever anatomical head sculpt. I had tried before in the past but they turned out something awful. Whats wrong with the anatomy?

>> No.367118

>>367027
too many polys around the nips

>> No.367154

>>365888
Make a monster porn with it and post it to /h/