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

/3/ - 3DCG


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File: 528 KB, 1500x882, 13904166232071.jpg [View same] [iqdb] [saucenao] [google]
408285 No.408285[DELETED]  [Reply] [Original]

you know what to do

>> No.408287
File: 909 KB, 2000x1500, censored.jpg [View same] [iqdb] [saucenao] [google]
408287

here you go a censored version of bug girl !
Now you can show it to your mum.
Made a textured version, but didnt like it.

>> No.408292

>>408287
Now make a low poly

>> No.408293

>>408292
why? modern video cards are powerful engouh that you would never really need to go low poly

>> No.408294

>>408293
so you're saying that a character that's about 500k polys is perfectly fine for a video game? i doubt that.

>> No.408295

>>408293
Because a game is not made from a obscure ant-wasp-titmonster alone. Without a proper low poly model (low depends on what the model is made for, for animation it can be relatively highpoly) your work is not complete, and not very impressive.

>> No.408296

>>408294
try 12 mln

>> No.408297

>>408296
name any current game that's actually been released that does this. And don't include tessellation.

>> No.408299

>>408297
oh im the guy who posted the wip, as for such high poly scenes, dosnt star citizen aim for 10mln polies at any time or something like that ? If recall single ships will go as high as 10mln tris.
Also 12mln quads is 24 mln tris ;f

>> No.408301

>>408297
None, we've had that polycount denier in here for quite some time, what happened was he was listening to some talk stressing
the importance of minimizing drawcalls, because there is this bottleneck in streaming over information onto the GPU,
so having like one chunk of geometry that is 1 million polygons is kind of fine, having 1000 objects with a 1000 polygons each is not.
Then the guy extrapolated this, by being a r/3/tard, and though this: "herpa-derp polycount doesn't matter only draw call matter derpa-herp"

>> No.408302

>>408294
>>408295
you guys just got tricked

>> No.408303

>>408299
nigga u must be high

>> No.408304

>>408299

Sounds high but not impossible, the key to understand if those figures are correct is that a starship is a static piece of geometry,
it doesn't do costly deformations to skinweights on bones and so forth, and the action takes place in space - no polybudget needed for backgrounds since it's all empty.

As long as there is just one ship on screen you could have it in many millions of polygons on current day systems, the problem is what happens when you wanna have a fleet of starships.
Then you gotta start LOD everything cause while one 10 million ship is kind of fine, a few more of them is not.

>> No.408307
File: 230 KB, 800x800, TEXTTT.jpg [View same] [iqdb] [saucenao] [google]
408307

>>408287
And a quick mashup for a texture number 2
i dont know if i want this gradient to orange or not

>> No.408311

>>408295
>Without a proper low poly model (low depends on what the model is made for, for animation it can be relatively highpoly) your work is not complete, and not very impressive.

Tell that to michelangelo and his sculpts.
Inb4 this is no david, the idea of a sculpt is just that, a sculpt.
Unless you just want to show of you lol low poly baking skills there is n reason for it,.

>> No.408312

>>408311
hello, autism

>> No.408313
File: 351 KB, 1400x800, TEXTTT 2.jpg [View same] [iqdb] [saucenao] [google]
408313

>>408307
And shaded test, yeah the orange isnt needed at all.

>> No.408314

>>408313
terrible, but you already knew that

>> No.408315

>>408312
>shitposting

>> No.408316

>>408314
thanks

>> No.408337
File: 181 KB, 540x960, Big Guy.png [View same] [iqdb] [saucenao] [google]
408337

How is my anatomy?

>> No.408339

>>408337
3/10
im not even sure if its supposed to be stylized or not

>> No.408341

>>408337
Shitty.
But a tip: Do not use Cycles for such renderings. Use Blender internal, a darker background, and the famous three-light-setting (with the main light for shadows) for lighting. Would look much better.

>> No.408343
File: 1.36 MB, 3112x3000, insect girl text1.jpg [View same] [iqdb] [saucenao] [google]
408343

>>408313
K, im bored with this for now
gotta make something else
maybe some dynamic pose anatomy studies

>> No.408361
File: 419 KB, 992x939, preview.jpg [View same] [iqdb] [saucenao] [google]
408361

This will take a long time to finish.

>> No.408366

>>408343
>Insect
>No mammal
>Tits
I think there is something you haven't understood.

>> No.408367

>>408299
they are using cryengine, which means all those polygons are tesselation polygons.

>> No.408373

>>408366
>implying it matters

>> No.408377

>>408367
Okay let's correct this:
Crysis 1, which uses CryEngine 2, does not and never had tesselation for anything other than the ocean (~200,000 polys in view at any given time.) There is no reason that it couldn't have 10mil untesselated polys in view at any given time.

>> No.408379

>>408373
No plausibility = shitty model.

>> No.408380

>>408377
Yeah, but not all of them in one single fucking model.

>> No.408383
File: 22 KB, 960x540, 0017.png [View same] [iqdb] [saucenao] [google]
408383

>> No.408390

>>408343
This is pretty awesome.

>> No.408415
File: 246 KB, 968x741, スペースキャリア.png [View same] [iqdb] [saucenao] [google]
408415

>> No.408417
File: 231 KB, 400x750, Angel.png [View same] [iqdb] [saucenao] [google]
408417

>> No.408451

>>408380
On the contrary having 10mil polys in one model is more efficient than having 10mil polys spread out over 10000 objects. Drawcalls and whatnot.

>> No.408452

>>408417
can you please stop posting that fucking angel everywhere and I can swear that it gets worse for every time you post it.

>> No.408454

>>408311
Well, if it's for a game rather than a still render then you'll still need a low-poly

Besides, modern games use a low-poly + a bump-map texture + shader from what I gather

>> No.408457

>>408454
Plus tessellation if they do so choose. What the guy seems to misunderstand is that low poly doesn't mean it has to be like 5k polys. If it's for a modern game it could easily be about 50k polys which is high enough for a character. No sculpt is impressive unless you make a decent look low poly with good bakes.

>> No.408472

>>408415
there are no vertical engines. this ship couldn't even start.

>> No.408475

>>408472
>there are no vertical engines.
fucking major kek

>> No.408477
File: 201 KB, 1086x758, Yaris4.jpg [View same] [iqdb] [saucenao] [google]
408477

2008 Toyota Yaris I'm working on. My first high poly car.

I'm currently working on the black bit at the bottom of the windscreen. Still have to do the bit where the side mirrors come out, and the wheel bays - then I can start working on a higher poly version that I can bake onto it later.

I doubt I'll be doing interiors, and if I do, they'll be just enough so it doesn't look too bad through the windows.

I'm planning on using it for some animations later. Compositing it into real footage and the like.

>> No.408478
File: 369 KB, 1086x758, 1.jpg [View same] [iqdb] [saucenao] [google]
408478

>>408477
fix this before going any further.

>> No.408479

>>408366
Shes a new class of animals that shares both characteristics of mammals and insects, a hybrid.
I call them ... insect girls.
Where is your implausibility now ?
>>408457
What i do understand is that low poly requires additional work, not only would i have to do a retopo, make non shit uv map, set up smoothing groups where needed or decide to use 1 group, and then prepare a cage for normal bake, and bake the normal itself.
And then find something to render it with, all this work with nothing gained.
>No sculpt is impressive unless you make a decent look low poly with good bakes.
Then again you seem to just be trolling/
>>408390
thanks

>> No.408481

>>408479
>Where is your implausibility now?

It is not plausible a insect and a mammal can create offspring like this. What's this with your obsession for implausible shit?

>> No.408483

>>408481
its plausible. an ant was bitten by a human. she survived and became the first hybrid.

>> No.408488

>>408472
>implying it has to lift

>> No.408500

>>408481
Both insect and all mammals share a common ancestor, while the genetic differences are now too big for natural procreation both genetic manipulation and evolution of insects allows for ir.
If we finally destroy earths climate and wipe our self out, the next race to become the next wave of alpha predators might have an exoskeleton instead of bones just like insects do.

>> No.408502

>>408500
>, while the genetic differences are now too big for natural procreation both genetic manipulation and evolution of insects allows for ir.

Bullshit, especially the evolution part. There is no way a insect and a mammal could have offspring. And injecting some genes is not comparable to offspring. Reality is not a Alien movie. Your elaborations make no sense.

>> No.408505

>>408502
see >>408483, kid

>> No.408507

>>408502
Did you even read my posts or just talk out of your ass while linking to random posts above you ?
As i said, naturally, not.
But insect over few millions years could evolve into humans ... or anything other, even creatures sharing all characteristics of every animal class we know today.
Hell, not more than 100 thousand years ago we were not much more than ugly monkeys.
Turtles almost do have an exoskeleton, with their spine being merged into their shell, and having no bones in their torso.

Or we could engineer a creature like that, huge part of human genome is already encoded, in 20-30 years we will have everything,, and by 30 years more we should be able to create artificial dna strands.

Bottom line, there is nothing stopping fantastic creatures from having tits, good design is more about the balance, muscle mass distribution, skeletal structure, be it exoskeleton or bones and about design consistency.

I just think you are a faggot.

>> No.408510
File: 77 KB, 437x400, ObviousTroll.jpg [View same] [iqdb] [saucenao] [google]
408510

>>408502
>>408481
>>408379
>>408366

>> No.408687
File: 1.00 MB, 2048x2048, daily#164.jpg [View same] [iqdb] [saucenao] [google]
408687

didn't know what to make, so i made my coffee. Going to make the sleeve later

>> No.408688

>>408343
im sorry but the breasts on that thing look completely stupid and out of place

can you sererate your dick from your hobby work please

>> No.408695

>>408479
seems just like you don't know the definition of trolling, doubt you'll ever get work if you're not willing to actually put any effort into your work.

>> No.408703
File: 133 KB, 500x600, oldpp.jpg [View same] [iqdb] [saucenao] [google]
408703

>> No.408720

>>408688
but my dick is my hobby
>>408695
>2014
>having a job
>not having rich parents

>> No.408748

>>408361
nice.

>> No.408752

>>408748
Thanks, first time doing hard surface.

>> No.408755

>>408343
Your model is really cool. It inspires me.

>> No.408756

>>408703
That's neat. What are you rendering that in?

>> No.408764

>>408756
Thanks,
Rendered with mental ray in 3ds Max
Sculpted in ZBrush

>> No.408789
File: 71 KB, 1027x802, SuperLady.jpg [View same] [iqdb] [saucenao] [google]
408789

Was playing around with this, just fiddling till I get an idea for something as cool as big tits monster bug lady up there.

>> No.408795
File: 756 KB, 1086x758, fixitfaget.png [View same] [iqdb] [saucenao] [google]
408795

>>408478
He has more than that to fix.

>> No.408817

>>408688
>>408695
Nope, you lack imagination.

Seriously, suspension of disbelief applies to all form of art, even if it doesn't make sense.

>> No.408835
File: 213 KB, 1110x692, space carrier 3.png [View same] [iqdb] [saucenao] [google]
408835

>> No.408837

>>408835
homeworld ? the design is terrible tbh

>> No.408844

>>408835
>lets put a big hole in our spaceship to expose the unarmoured parts

>> No.408851

>>408837
It isn't terrible, I like where control room is putted.

>> No.408852
File: 496 KB, 1709x395, IverJohnson2.png [View same] [iqdb] [saucenao] [google]
408852

Shotgun guy here again.

Haven't touched this in a while, picked it up today to work on. Could I get some texturing critiques? I've been toying with various shades and finishes for the wooden areas, and I can't quite settle on the right one. Looking at the real shotgun next to me, it has a very very dark, shiny heavily varnished stock, which looks like crap so I've only given this one a "light" coat.

>> No.408853
File: 901 KB, 1427x1008, IverJohnson1.png [View same] [iqdb] [saucenao] [google]
408853

Second WIP

>> No.408855

>>408844
It's called a loading/cargo bay you retard. The door for it is probably just up, or he's deciding to go with a force-field type design.

>> No.408868
File: 180 KB, 1080x624, texwip4[1].jpg [View same] [iqdb] [saucenao] [google]
408868

>>408853
Those missing ornaments in the middle of the rifle don't look good, make up your mind what to do with it, but don't leave such unnatural whole there.

Also: wood needs work. See pic. Keep posted.

>> No.408877
File: 586 KB, 1024x836, eotech_w1.jpg [View same] [iqdb] [saucenao] [google]
408877

Guns, you say? Texturing attachments for this M4 I finished back in October so I can actually release it.

EOTech model by ImBrokeRU

>> No.408878

>>408877
*yawn*, image isnt even using linear workflow

>> No.408913
File: 110 KB, 1920x1080, 1.jpg [View same] [iqdb] [saucenao] [google]
408913

>>408868
Just curious, by missing ornaments, do you mean the engravings on this mid-section? Alrighty, I'll get right on it and see what I can do. The texture is still WIP so some areas still need a lot of work.

As for the wood, I'll start adding some flaking/peeling of the varnish to give it a good look, thanks for the tips!

>> No.408918
File: 204 KB, 1709x395, Untitled-1 copy.jpg [View same] [iqdb] [saucenao] [google]
408918

>>408913
What the pic says.

By the way, why are you working on so few polys? You could make alpha from those ornaments and instead of texturing them actually sculpt in the metal.

>> No.408921

>>408878
buttmad billy over here

>> No.408922

>>408918
I guess I've been stuck in the "old days". When I used to model weapons, it was for source engine (around 2005) and the polycount limit for viewmodels was around 3000 back then. I've really got to start bumping up the amount of detail I use.

If I ever do a high poly model though, I'll be cramming in as much detail as I possibly can with reckless disregard for polycount figures.

>> No.408924

I'm pretty new to 3d and something has been bothering me.

What are the different "maps" used for?

I know what a UV map is, but I hear terms like light map, normal map, specular map, diffuse map, and a million others I'm forgetting thrown around. Where can I learn about these and how they are used?

>> No.408925
File: 384 KB, 1031x655, SHIP3.gif [View same] [iqdb] [saucenao] [google]
408925

Been ages since I've used maya so I'm all rusty. Trying to design some ships for my game. This one is still needs a lot of touching up and additional detail and textures.

>> No.408931
File: 101 KB, 867x436, Untitled.png [View same] [iqdb] [saucenao] [google]
408931

>> No.408932

>>408817
>suspension of disbelief applies to all form of art

>have no understanding of a subject
>scream suspension of disbelief when criticized.

Suspension of disbelief, doesn't shield work from criticism, nor does it create magical shield that negates reason.

>> No.408935
File: 1.53 MB, 3050x768, TitBugs.jpg [View same] [iqdb] [saucenao] [google]
408935

>>408932
No I understood the concept behind the sculpt, it's based off of this image.

Stop being a goddamned nitpicker.

>> No.408936

>>408935
>No I understood the concept behind the sculpt
sculpt is shit, image is shit, you're shit, and no amount of suspension of disbelief will change the fact you do not understand this.

>> No.408937

>>408936
Okay, what about this:
You can slap tits on just about anything and everything just for the fun of it.

>> No.408938

>>408937
You can sexualize everything, and make porn out of everything. If you're against rule 34, then too bad.

>> No.408940

>>408938
>You can sexualize everything, and make porn out of everything.
Doesn't make it any less shit.

>> No.408942

>>408937
>>408935
>>408938
You seem to misunderstand the argument, the argument here is not that you are not allowed to do it, the argument is that its shit and "suspension of disbelief" is not a fucking excuse, you can say Jesus told you to make it, still won't make it any less shit. any excuse will not change the fact its absolute rubbish.

>> No.408941

>>408940
and what make it so shitty about it then?

>> No.408944

>>408942
Seriously, give me a good concrete reason why it's shit? Other, the only shit I see around here is you.

>> No.408945

>>408944
And don't give me that plausibility bullshit.

>> No.408947

>>408944
>>408945
>Give me a reason why its shit but don't give me any reasons I disagree with because suspension of disbelief and I like it so it must be good.

You know, if you wanna jack off to yourself, you can do it, just don't involve us.

>> No.408948

>>408945
If it's about the tits those aren't going away, I already explained it.

>> No.408949

>>408947
Anthropomorphic animals isn't plausible, Giant space monsters isn't plausible, yet those were good.

Why is this one bad? what made this worst than this: >>403893

>> No.408951

you guys are all fags

>> No.408952

>>408949
>implying both aren't as bad.
>>408948
Look, you can always leave, bro.

>> No.408954

>>408952
You know what, if you think it's shit, then it's fine by me; as long as it's your opinion.

>> No.408956

>>408954
I can assure you that it's his opinion.

>> No.408958

>>408956
>>408954
samefagging on this level.

>> No.408959

>>408958
>shitposting this hard

>>>/out/

>> No.408960

>>408959
>He disagrees with me
>must be shitposting
>>>/pol/

>> No.408961

>>408960
>he disagrees with me
>he must be samefagging

seriously though, go back to whatever shithole you crawled out of where it's okay to act like this, ironically or otherwise

>> No.408964

>>408961
He's from reddit. They came invading every board and redirecting people to /paul/ for epick wins and upboats.

>> No.408963

>>408961
>seriously though, go back to whatever shithole you crawled out of where it's okay to act like this


Do you not see the nigger posting tit ants and trying to force everyone to praise him even though we've all already decided its shit?? this is that shitholes.

>> No.408965

>>408964
>reddit.
>>>/out/

>> No.408967

>>408963
We seen bugs with tits, and yes it's fucked up, but it doesn't mean it's shit. Fuck we even have this: >>403893

Stop speaking for all of us LeFaggot.

>> No.408968

>>408963
I see him asking for criticism with substance beyond "its shit" and "i don't like the idea"

This board runs entirely on user generated content; it's literally what you make it. However, if it's a shithole, you're definitely making it that way, not him.

>> No.408970
File: 1.79 MB, 2560x1440, Final.jpg [View same] [iqdb] [saucenao] [google]
408970

>> No.408971
File: 989 KB, 512x1536, mudfloor001a.png [View same] [iqdb] [saucenao] [google]
408971

>>408924

1) Diffuse map = Your base texture which shows what colour each part is. Basically a flat, fullbright texture of sorts.

2) http://www.chrisalbeluhn.com/Normal_Map_Tutorial.html

3) Height map = Used for Parallax mapping, an interesting shader often used to create the illusion of depth within a surface that is actually flat.

4) Specular map = Used to determine the amount of shine a material will have to it in various areas. You might have a barrel model with shiny metal bands around it, but the wood would be dull. The specular map would enable you to have one part of the model as being shiny, and another part not reflecting any light.

Best way to learn is to honestly just google it; there are some great tutorials out there which can explain it better than my convoluted paragraphs ever will.

>> No.408974

>>408968
You hit the nail right on the head.

>> No.408975

>>408971
thanks for the insight
>>408970
I like this a whole lot but im not really in a position to criticize it

the yellow floor panels could be more defined i guess

>> No.408976

The shit posting in this thread ...
somebody needs to tell moot to give us ids
>>408970
k, maybe it pisses me of since i work in construction,but those tiles above the supporting pillars dont look right, a specialized shape like that just feels off since it would sell, too specific
Try keeping tiles flat.
Anyway too clean, also bottom tiles lack in detail, for marble the pattern is to big and uniform, and for printed tiles it looks too big.

Why jap metro ?

>> No.408977

>>408970
How many polys?

>> No.408990
File: 134 KB, 2048x1536, DSC02278.jpg [View same] [iqdb] [saucenao] [google]
408990

>>408970
You should use a glossiness map on the floor with shoeprints, smudge marks, etc. Very ligthly though, almost unnnoticable.

Also get some large, smooth procedural noise and apply it as a bump, the reflections are too perfect they need wobble and breakup in them.

pic related, wobble

>> No.409019

Noob question here but what's Linear Workflow?

>> No.409025

>>408922

you dont need to use allot of polys, you just need to use enough polys.

for a game, and for a gun in a fps, can you see the polys when you are first person without taking a screenshot and examining it? if not, the gun is good enough.

now enemies, are you engaging the enemies at a distance that you would see the polys? if not, than lower is better. if you are able to, i would tesslate any of the rounded parts of the gun, so when you get closer, more geometry is added with minimal preference hit.

>> No.409034 [DELETED] 

>>408343
Those inverted titties nips *smacks lips*

>> No.409035

>>408287
>>408307
>>408313
>>408343

Very detailed I love this work. Love the expose breasts and nipples. Think with your dick more often.

>> No.409043
File: 228 KB, 1023x794, gorro simulacion.jpg [View same] [iqdb] [saucenao] [google]
409043

Harley Quinn Update

>> No.409046

>>408944
People think it's shit because of the tits, and that's a perfectly good reason because it makes it look terrible. honestly if you're the guy who made that horrible mewtwo X and Y sculpt then there's obviously no helping you, fuck, even the people on E621 hated that one.

>> No.409081 [DELETED] 

>>409046
He's the same guy who made that sculpt.

>> No.409083
File: 496 KB, 1282x744, 2.jpg [View same] [iqdb] [saucenao] [google]
409083

Update. Arms don't painted yet.

>> No.409084
File: 465 KB, 1400x770, MegaMewtwoYSculptRL1.png [View same] [iqdb] [saucenao] [google]
409084

>>409046
Like >>408968 said, I'm asking for more constructed feedback. Also, he made that mewtwo sculpt, yet I also gave him a constructed feeback for it.

>> No.409085

>>409084
the pig nose screws up the whole concept

>> No.409087
File: 23 KB, 288x499, Kornheiser_Why[1].jpg [View same] [iqdb] [saucenao] [google]
409087

>>409084
Tits and pussy.

>> No.409091
File: 263 KB, 1600x900, mewtree 17.jpg [View same] [iqdb] [saucenao] [google]
409091

>>409085
i did change the nose later, which i regret in the end, wasted time,i need to focus on forms instead of pointless details
>>409046
yeah its me, i dont really care if people like it, i only pay attention to comments on the forms anatomy and realization not to ones criticizing the concept of the sculpt
>>409087
why not
>>409035
>>408755
thanks, maybe i should model more often

Also since people seem to think i make every second post in this thread i actually didnt post once since they day i posted the insect girl wip, so chill
im starting to think of tripfagging

>> No.409096

>>409084
constructive

>> No.409099
File: 45 KB, 500x463, 1364246910442.jpg [View same] [iqdb] [saucenao] [google]
409099

>>409091
About tits and pussy. You have good sculpting technique, but what's painful in those models for me is this so called quasi-naturalism. You're making fucking Pokemon and adding female reproductive organs to it. In case of Insect Girl, it don't strikes so much, but in case of Mew, which in your concept look like little girl this little skinny pussy and ribs makes me cringe. You're mixing whole different concepts and it's not a good thing in this case. But again, it's my opinion.

>> No.409100

>>409091
I'm usually into stuff like this but I'd like it a lot more if the nipples and vagoo were gone altogether.

>> No.409102

>>409099
dunno, like most my stuff it was a quick evening sculpt, its not like i planned it out, i just find something and just go with it.

>> No.409103

>>409102
you're going to get banned.

>> No.409104

>>409103
There's no porn, only artistic nudity.

>> No.409105

>>409104
its explict. This is a work safe board.

>> No.409106

FCC pls go

>> No.409110

>>409106
FCC?

>> No.409111

>>409110
it's like FFS but more PC, it stands for 'For Cunts Consideration'

>> No.409112

>>409110
Federal Censorship Committee.

>> No.409118

>>409105
Explicit would be presenting it in a pornographic context (which in the case of a piece of artwork actually would make it more artistic).
We may find people adding sexual organs onto childlike characters disturbing but that depiction is utterly sterile, it's like something out of a medical textbook so you can't say it's explicit.

My own view of this is that it is retarded to make such art, but it is twice as retarded to get offended by it to the degree you wanna censor it.
We live in a culture where it's perfectly normal for a teen to watch terminator jam a chainsaw down someones throat, but if terminator inserts
his finger even one knuckle deep into a pelvic orifice of someone people will go bat-shit banana over it.

Any intelligent observer, not members of our tribe, witnessing this behavior would conclude we're fucked up in the head.

>> No.409123

>>409106
>>409110
>>409112
>>409118

Btw, reading trough the old threads it becomes apparent /3/ has a new mod that seems to enforce nudity,
that guy who's posted that terrible 'girl with horns' waifu of his has been wiped from >>407969

>> No.409125

>>409123
you know you can delete posts ?
/3/ has no mods

>> No.409127

>>409125
Only your own though? Doesn't 4chan bind some kind of temp session user to your ip to track your activity, what's the odds of that guy reaching an epiphany and deleting all of his posts?

>> No.409128
File: 211 KB, 884x757, トランスポート.png [View same] [iqdb] [saucenao] [google]
409128

>> No.409146
File: 586 KB, 1920x1200, Screenshot 2014-02-09 15.11.20.png [View same] [iqdb] [saucenao] [google]
409146

game character in higpoly.

Missing trousers, gun holster, some straps, and major detail.

What more should I add?

>> No.409147

>>408292

THIS. But you should already know that ZRemesher will do the trick.

>> No.409149

>>409146
Anatomy.

>> No.409156

>>409091
>yeah its me, i dont really care if people like it, i only pay attention to comments on the forms anatomy and realization not to ones criticizing the concept of the sculpt

>asspain about people calling his work shit.

>> No.409157

>>409149

Fuck off, all the time with that same one word shitty no-help answer. Anatomy isn't needed for everything.

If someone is playing a game (which that model was for), they don't stop and think, "oh this model is shit, I really wish the hips were more defined, and the bone structure was more realistic"

So shut the fuck up and either, exactly state what is wrong with the anatomy - or any other areas for improvement. That one word shit doesn't help anyone and just ruins this board

Also, congratulations, you got some attention from me, mission achieved right?

>> No.409158

>>409157
kidd, if you wanna improve, you should learn anatomy. What you posted is pure shit

>> No.409159

>>409158
There we go again with that shit criticism

>> No.409160

>>409159
how is it not shit

answer it

>> No.409162

>>409158

tbh, I haven't modelled for a few months, as I've lost my passion for 3D and turned more into music production. But I did have a few years where I enjoyed 3D and frequented this board quite a lot. I still come here every so often, once or twice a week to have a browse.

But from when I did do 3D, I kept seeing that shitty 'Anatomy' as an actual critique of someone's work. It still pisses me off, the original 3D model in question, doesn't need anatomy to be a 'good' piece of work.

If it was a realistic high budget film, CGI model, then yeah - anatomy. But for a game, which may or may not have exaggerated features - it's not necessary.

Anatomy is irrelevant in this context, so stop posting it, and again - what exactly is wrong the the anatomy - the model has clothes right? Clothes - which tend to cover up muscle details and curvature of the body.

>> No.409164

>>409162
>Anatomy is irrelevant in this context, so stop posting it,

nope

>what exactly is wrong the the anatomy

everything

>> No.409165

>>409160
simple, it's fucking recognisable, I can tell what it is and what he's trying to create.

My suggestion for the model itself is to redo the vest, it seems too thick.

>> No.409167

>>409164
The problem is that the word 'anatomy' is a buzzword for anyone who unable to give suggestions on how to make the model/artwork better.

Be a fucking advocate, pinpoint the problems, and offer a solution.

>> No.409169

>>409167
the model is fucking shit, recognize this and move on

>> No.409171

>>409162
>its ok for it to be shit, its not like anybody is expecting anything from me

welp, i hope you dont share the same level passion for music as you do for 3d ...

>>409167
>anatomy
>buzzword
jesus, you people give me a headeache

>> No.409172

>>409169
Not until you post more constructive criticism as opposed to "its shit"

>> No.409174

>Board explode over anatomy.

It was a stock answer to a stock mesh. If you want to fix that without using a higher understanding about the human form the question can't be answered.
If you wanna model humans and stay ignorant of the human form, that's a pretty hard position to respect artistically.

>>409162
>It doesn't need to have anatomy in order to be in a game

To be appealing it must. One can tell when stylization has been attempted by someone ignorant of anatomy, look at western anime for example.
It's made by kids studying anime to make anime, instead of artists studying real humans to make cartoons.

>> No.409182

>>408343
Don't let these fuckin haters bring you down dude. That's an awesome model.

>> No.409184
File: 70 KB, 285x488, 75344441.png [View same] [iqdb] [saucenao] [google]
409184

howlowpoly

>> No.409185

>>409184
thats a stupid move. your model is gonna get buried under the heavy shitstorm happening in this thread. wait for the weathers to calm down, post ur werk in the next thread. Because this one is no longer about WIPs.

>> No.409188

>>409185
this isnt mine tho. i wanna know how to even start low poly modeling

>> No.409191

>>409185
>heavy shitstorm happening

But there isn't.

A guy posted a pretty bad model of some man/goblin thing and then got really butthurt when people told him it wasn't great.

>> No.409194

>>409184
I liked what you did with the texture, though not a huge fan of the geosphere you used for the bell.

>>409185
It's still a WIP thread. Though next time one should be made with these rules:

-If it have nudity, censor it; This is a Family friendly board (SFW).

-Give constructive feedback; no "It's good" or "it's shit". Just list what you like about the model and what you hate about it (redline it, if you must). It's also nice that you give suggestions on how to improve it.

-Talk only about the artworks posted on this thread, not the criticism itself.

>> No.409202 [DELETED] 

>>409194
shit post is shit.

>> No.409204
File: 724 KB, 1280x720, ScreenShot00005.jpg [View same] [iqdb] [saucenao] [google]
409204

Reworked the reflections and changed the scale of the floor tiles. Any better?

>> No.409212
File: 735 KB, 1920x1080, 1391995109699.jpg [View same] [iqdb] [saucenao] [google]
409212

>>409204
Lacks some detail such as trashcans, cables on the walls, maybe some adverts around, some imperfections like dents, smudges, fractures.

The bumpmap on the floor isn't that visible in my opinion. Also you should drop the opacity of the CA. The glowing is nice imo although, I would increase the radiosity.

Plus I'm guessing you didn't use a higher polygon count because this is for a game. Otherwise you should increase the mesh definition so we don't see the jaggy edges on things like cylinder colons or the curvy top ?

Love the concept btw. I love futuristic glowing shiny stuff.

>> No.409217
File: 968 KB, 1440x900, ScreenShot00006.png [View same] [iqdb] [saucenao] [google]
409217

>>409212
Thanks for the input! And yeah I was going for some sort of game environment, thats why most of the props are lacking polys. I'll probably continue with trashcans and train schedules aswell as letting the whole scene look more used.

>> No.409219

>>409157
"Anatomy" guy here. Jesus, this should be obvious. You're not using any reference. Look and compare. Think how muscles form body.

>face more comic than realistic, wrong proportions
>too big hands
>arms are plasticine, wrong muscles shapes, no bones inside
>clothing beyond everything

>> No.409221
File: 60 KB, 654x491, 1391998259935.jpg [View same] [iqdb] [saucenao] [google]
409221

>>409219
oh, and the pic

Proportions and forms.

>> No.409223

>>409219
>>409221
This guy really should be admired more than hated. He's trying to help people make more normal looking humans by pushing the fact that anatomy matters, and is the key thing behind sculpts. Hell it's some of the first shit they teach you in like 3D Schools, not to mention reference.

>> No.409225

>>409157
One more thing. Check links. This is your goal as it comes to naturalism.

http://www.zbrushcentral.com/showthread.php?170822&p=968970&viewfull=1#post968970

http://www.zbrushcentral.com/showthread.php?81488-mikkamakka-s-Sketchbook&p=1011738&viewfull=1#post1011738

>> No.409226
File: 616 KB, 1200x800, SWFC_Panorama_Night_cut[1].jpg [View same] [iqdb] [saucenao] [google]
409226

>>409217
Great work for an ingame. I forgot to add that you should also google shangai. It's probably the brightest and most colorful city at night. You can find lots of references.

>> No.409232

>>409219
That's what we're looking for. Just point out the problems instead of generalizing it in one word.

>>409223
I think >>409174 already stated that the knowlege of basic anatomy are required to be an visual artist, regardless of the medium.

>> No.409238

>>409204
Really good. I thought it was a photograph for a second.

>> No.409239
File: 455 KB, 951x1038, attachment.jpg [View same] [iqdb] [saucenao] [google]
409239

>>409225
nope. This *isnt* natural unless you're mega dosing anabolic steroids and then took an illegal fatburning agent. This "huge yet lean" look is the result of steroids, like a bodybuilder would use.
*Stop* spreading misinformation

Try again.

>> No.409241

>>409239

That type of physique is possible without supplements, drugs, steroids, HGH's etc. Though, it takes a couple of years and a rigorous physical and dietary routine.

>> No.409242

>>409241
its not.

>> No.409243

>>409225

Christ! That second link is amazing. Thanks bro.

>> No.409245
File: 84 KB, 840x869, this_is_how_bodybuilder_looks.jpg [View same] [iqdb] [saucenao] [google]
409245

>>409239
So you found one model from many in those sketchbooks and you're claiming I'm spreading misinformation? Yes, this is a bit exaggerated model of human muscles and it shouldn't be taken as a reference to naturalistic model (unless this is the concept). And yet, this is actually good example of muscle flow, exactly because it is exaggerated. Did you even saw other models there or you just stopped at first and proceed with shitposting?

Fuck off.

>> No.409247

>>409245
that picture is shopped.

>> No.409249

>>409167
its not a buzzword, everyone can tell the anatomy is shit, but saying why without a reference and making an image for it is hard, something im guessing most people here cant do.

look up an anatomical model, and look at how muscles form. than look at 5-7% body fat people with muscle because thats what most people want to model, and see your mistakes and fix them.

dont post the crap here and expect us to not rip it apart.

say "im learning, what can i do to make it better" and maybe you will get some help, but not for that.

and you want to hide behind "its exaggerated" than fuck the hell off, you aren't going to get better so stop trying.

>>409172

the vest is to thick, the cloth looks like hell, there is definition in some places in the arm, but its to simplified for how little fat there is the face is to big for the head size, the hands are to big for the head size. if i could see more i would probably fine more to bitch about, but perspective wise,the hands look wrong, but that may be prospective fucking with it.

>> No.409254

>>409242
whats not? all that is there is fairly normal sized muscles.

you eat less and what you do eat you eat with a purpose, its not impossible, just really fucking hard to get.

>> No.409257
File: 189 KB, 800x800, 1392010548073.jpg [View same] [iqdb] [saucenao] [google]
409257

>>409184
Whoa i forgot a number in there. I was basically asking how to do low poly characters.

I know how to paint textures rather decently, I'm just complete garbage at modeling.

>> No.409263

>>409146
Wow, holy shit, I just got to the board and realized someone else is defending my work. I'm actually the one that is making that high poly character.

After reading the posts, well I assure everyone I totally agree on my lack of anatomy skills, but this is my first serious projects. And I wish to keep receiving that constructive criticism.

I will post once I've considered all details mentioned before

>> No.409271
File: 289 KB, 920x820, progress2.png [View same] [iqdb] [saucenao] [google]
409271

Making some progress on this guy. Criticism would be appreciated.

>> No.409277
File: 1.08 MB, 3151x1088, Grenade.jpg [View same] [iqdb] [saucenao] [google]
409277

found this I made a couple months ago, thought it might be fun if anyone else have something similar from their progress.
although no textures on any of them, you can still see the modelling progression in 1 year.

>> No.409280

>>409277
>1 year
>No progress

Amazing.

>> No.409281

>>409280
>1 post
>0 fucks given
troll better

>> No.409287

>>408852
Where are your bevels?

>> No.409289

>>409271
First thing that bothers me is the neck, I don't see the muscles required to rotate the head along the axis he is looking at.

Also, forearm muscles twist along the bones, your polygon flow is too straight, even for a cartoon character.

You could achieve something better with the ears aswell, doesn't look plausible, the part where it is attached to the skull is too thin imo

>> No.409290

>>409281
He is right though. Even if it's more detailed, the mesh on the right still is shit.

>> No.409303

>>409277
You should probably post something else that shows your improvements, otherwise you're just gunna get laughed at.

>> No.409305
File: 276 KB, 500x375, ohwell.png [View same] [iqdb] [saucenao] [google]
409305

>>409303
I don't really care.
All I wanted was for people to post some sort of image that showed their progression during a year.
But for some reason people on /3/ prefer to shit on other peoples work rather than posting something themselves.
Oh well!

>> No.409341

>>409204
holy shit dat improvement
looks fuckin sweet, anon

>> No.409368

>>409271
I dislike how the lower half of the face looks like a saucer.

>> No.409435

Two questions.

What does your texturing workflow look like?

And..are the 3d tools in PS CS6 Extended worth cracking it for when it comes to texturing?

>> No.409453
File: 843 KB, 1920x1080, rendercomplete.jpg [View same] [iqdb] [saucenao] [google]
409453

>>409165
>>409157
>>409159
>>409157
>>409165

I WAS TOO USING A REFERENCE SEE???

I EVEN INCLUDED ANATOMIC NAMES FOR YOU GUIS.

STOP INSULTING MY ARTISTIC ABILITY.

>> No.409468

>>409204
wait, thats real time ?

>> No.409489

>>409453
epic strawman bruv

>> No.409501

>>409204
Nice.

would hire/10

Not even being sarcastic. That's looking seriously nice. Once you add some details like >>409212 suggested, I imagine your scene will look many times better, even though it's pretty fucking neat as it sits right now.

>> No.409506

>>409241
2 years? Are you crazy? A physique like that takes 10+ natty, for the few lucky people who have the genetics for it. The level of leanness is particularly suspicious because the human body is simply not made to hold such a disproportion between muscle and fat. There are natty guys who are very big and strong, but they can't get that lean without losing a ton of muscle

>> No.409510

>>409489
thanks maine

>> No.409522

>>409506
>10 years
This mass ? 5 years easy natty if you are not staring from 0, maybe 10 if you are a stick. Small pecs, medium at best legs, but huge shoulders and top trapz.
Now this body fat ? Theres your problem, for the photo shoot you can go so low, but for longer than a week and you will die.
Typical bodybuilding routine and extreme dehydration will get you there.

>> No.409524

>>409522
nope.zip

>> No.409551

>>408510
It's even sadder he's in here pretending to be 3-4 anons and replying swiftly to convinced others he's right and all. It's shit like this I don't visit here frequently anymore.

>> No.409566
File: 1.50 MB, 230x172, 1368835331846.gif [View same] [iqdb] [saucenao] [google]
409566

>>409489
please tell me your not critiquing his argument.

dear god dude please.

>> No.409573
File: 721 KB, 1280x720, ScreenShot00001.jpg [View same] [iqdb] [saucenao] [google]
409573

>>409468
Yup.
>>409501
T-Thanks! I added some trash cans aswell as some piping to cover up the seams on the ceiling part. Also I'm not able to bake the production lighting at the moment because my computer crashed two times so far, gonna try it at some point later again.

>> No.409574

>>409573
dumbass, you didnt even use linear workflow yet noobs are still praising it. LMFAO

>> No.409576
File: 730 KB, 1920x1200, 1391980339280.png [View same] [iqdb] [saucenao] [google]
409576

>>409263
not to be a dick but that shit sucks

>> No.409583

>>409573
You're welcome. It's giving off a Mirror's Edge vibe. By chance was that your inspiration?

Looks nice with the trash can. Amazing what a simple prop can do to a scene.

>> No.409586

>>409573
dont know if udk allows this, but i would pimp up reflection fresnel
basically the surface gets more reflecting the further its is from the camera due the angle it faces you changing, reflections seems pretty linear in your scene

>> No.409588
File: 225 KB, 800x533, seoul-subway.jpg [View same] [iqdb] [saucenao] [google]
409588

>>409583
Inspiration for the whole thing was a picture from a subway station in seoul. The moment when I added the billboards and saw how they are affecting the lighting I changed to something more colorful to see how that would look.

>> No.409587

>>409586
You could do this with a simple ramp on the reflectivity that increases opacity as the surface becomes more parallel to the camera view, similar to how edge glow and outline shaders work.

>> No.409589

>>409588
you see how the colors in this image are linear...

>> No.409591

>>409573
> Look guiz I can make reflective cubes and cylinders
Coloring some primitives will get you 3/10.

>> No.409599

did /3/'s mystery mod just delete the thread with the discussion about the recent clamp down on rendered genitals?

>> No.409600

>>409591
I look forward to seeing what you can produce in comparison.

>> No.409604
File: 134 KB, 995x498, Sin título.png [View same] [iqdb] [saucenao] [google]
409604

Industrial Park

>> No.409612

>>409600
Only noobs and faggots try to get people to like their crap with making everything shiny and reflective and glowing, since it contains no modelling or texturing or lighting or composition skills. This is the same level of garbage with reflective glowing spheres people render with cinema4D and deluding themselves like they accomplished something.
Just imagine me posting a photo of a dogshit and compare it with that. That would be a fair comparison.

>> No.409614

>>409612

Although I hate to shit on any other person's work, this guy speaks some truth.

>> No.409619
File: 728 KB, 300x207, 1391470308026.gif [View same] [iqdb] [saucenao] [google]
409619

>tfw no one will teach you how to low poly model

>> No.409626
File: 74 KB, 615x667, 2014-02-11_2019.png [View same] [iqdb] [saucenao] [google]
409626

Face finally in a place where I like it. Hair next.

>> No.409630

>>409604
Are you gonna add textures on that?

>> No.409632
File: 10 KB, 281x286, 1362794481099.jpg [View same] [iqdb] [saucenao] [google]
409632

>>409604
>zbrush env modeling

>> No.409636

>>409632
its obliviouslyly 3dsmax you penis

>> No.409635
File: 45 KB, 1019x484, copyright_maxofsd2_donotsteak3.png [View same] [iqdb] [saucenao] [google]
409635

>> No.409637

>>409635
throw it away

>> No.409641

>>409636
it is, but that color is indeed very zbrushistical

>> No.409642

>>409630
Yes, clay view allows me to work faster

>>409632
>zbrush
I model the whole thing in Autocad... And now i'm addind and modifying some details on 3ds max

>> No.409645

>>409619
why don't you stop being a faggot and learn yourself, or perhaps, i dunno, use google.

>> No.409653

>>409642
>modeling in zbrush autocad stuff
commend yourself on being retarded

>> No.409655

>>409653
I'm new to /3/ and I'm loving how the people who hardly speak English are just as hostile as everyone else, it's fucking great.

>> No.409658

>>409655
Playing Battlefield on European servers you learn that the english speakers are among the most chillaxed people there is.
People from Poland are perhaps the most aggressive ones you'll come across, they make up a minority of all the players yet it is impossible
to play a game for more than 0.5 seconds without learning that 'kurwa' is polish for 'whore'. They use the word 'whore' as a truely universal denominator.

For example the phrase "A bird sat at the fence chirping" would translate into polish as "whorish winged-whore whored it's whore-song on top of whore-sticks"

>> No.409659

>>409247

Haven't you seen steroid freaks before?

>> No.409661

>>409626
Needs more geometry in the chest area.

>> No.409662

>>409635
Needs more geometry in the chest area.

Either that or downsize the boobs. They look fucking stupid with the level of detail you have going on.

Also the ass is misshapen as fuck. Are you using Hank Hill as a reference?

>> No.409675
File: 528 KB, 1489x1077, 1392230196600.png [View same] [iqdb] [saucenao] [google]
409675

last wip thread didn't help me, hoping this will!
so i made a cloth simulation for the sail, it works well.
But i want to attach it to the mast and still keep the simulation so I can animate the ship with the sim still going.
Does anyone know how?

>> No.409677

>>409675
Maybe you could just parent the sail to the boat

>> No.409679

>>409677
didn't work, gah this is killing me

>> No.409680

>>409675
nConstraint -> Transform the vertices you want to hold and then parent the dynamicContraint it creates to the mast?

>> No.409682
File: 74 KB, 462x579, daman.jpg [View same] [iqdb] [saucenao] [google]
409682

>>409680
It worked! Thank you so much.
The sail got a bit jiggly when the boat turned but at least it's attached to the mast!
Again, thank you

>> No.409689
File: 71 KB, 556x731, mazing.jpg [View same] [iqdb] [saucenao] [google]
409689

>> No.409691

>>409689
Zbrush should very much use that model instead of the non-cock one they use now

>> No.409703
File: 312 KB, 401x562, DOCTORTRAN.png [View same] [iqdb] [saucenao] [google]
409703

Can I please have help with this? I need some fresh eyes and opinions/ suggestions.

>> No.409710
File: 168 KB, 1203x562, skullshape.jpg [View same] [iqdb] [saucenao] [google]
409710

>>409703
I'll echo a tip I gave to another anon, pay more careful attention to the head as a whole and how the shapes interconnect, IE 'study cranial anatomy'.

Here's a quick way to get on the right track with imaginary heads not built in the likeness of anyone in particular, google up a skull, liquify it in PS to get it into the rough dimensions of your head, then restructure your head to fit what you see. Added specular highlight to the eyes just to make them less distracting.

>> No.409711

>>409703
Face should get skinnier right around the eyes. The ears look to lengthy. The nose looks too straight. I'd add some curve, maybe inwards near the eyes. The little indents at the top of the nostrils look strange. Jaw seems too wide. Above the upper lip needs to be reworked. Can do more with the cheeks as well so his face doesn't look so flat.

>> No.409713

>>409710
>>409703
Is this Anders Brevik?

>> No.409714

>>409653

gr8 b8 m8

>> No.409719

>>409713
No, Anders did something very very naughty and therefore isn't allowed onto the internet, even if he was it is highly doubtful he'd ever post on /3/.
Unless he mistook it for /3rd reich/ of course.

>> No.409722
File: 34 KB, 928x848, lil grill.jpg [View same] [iqdb] [saucenao] [google]
409722

>>409719
did he stoled all the candy?

>> No.409725

>>409626
i like the face

>> No.409726

>>409719
wait.../3/ doesnt stand for 3rd reich ?

>> No.409740

>>409726
I-I have been fooled for so long.
>>409722
Candy ist verboten in die Reich!

>> No.409809
File: 153 KB, 383x679, qT2Xp1T.png [View same] [iqdb] [saucenao] [google]
409809

>>409368
Yeah, I tried fixing that.

>>409289
I'm not entirely sure what you're telling me to do with the neck. Should I thicken it up for it to look like there's room for the muscles that hold the head up? The axis he's looking at is straight forward.

I tried to thicken up the ears where they connect per your recommendation.

>> No.409810
File: 124 KB, 840x526, bridge1.jpg [View same] [iqdb] [saucenao] [google]
409810

in blender

>> No.409811

>>409810
really nothing to crit, it's just about perfect!

>> No.409815
File: 401 KB, 2490x1018, wip.png [View same] [iqdb] [saucenao] [google]
409815

>>409146

here is an update. What do you think?

Working on trousers/cloth modeling.

>> No.409819

>>409815
The cloth looks quite a bit better although the symmetry is really apparent and hurts the look quite a bit. the anatomy on the body is still quite off. I would suggest looking at getting a small anatomical model so you can really see how everything looks.

Keep going and you will get better.

>> No.409821
File: 624 KB, 960x540, bridge2.png [View same] [iqdb] [saucenao] [google]
409821

>>409810
some progress with trees

>> No.409824

>>409821
its bad

>> No.409825

>>409819

Well thank you very much.

I know its symmetrical, I plan to add asymetric detail till the end.

>> No.409827
File: 44 KB, 834x660, Ring1.jpg [View same] [iqdb] [saucenao] [google]
409827

give it to me straight
its supposed to be a diamond ring

>> No.409835

>>409815

Its shit.

>> No.409840

>>409835

Well.. show us some work of yours?

>> No.409843
File: 136 KB, 886x1000, final_render003.jpg [View same] [iqdb] [saucenao] [google]
409843

>>409840

Here's an old piece.

>> No.409844

>>409843
arnie ? not bad at all

>> No.409850

>>409844
and not good
>>409843
Weird thumbs, pecs end in wrong place, go too far under the shoulder, they wrap around chest too much, deltopectoral triangle shape messed up, clavicular head of pec muscle not connected to the clavicle, serratus anterior muscles too big and pushed too far forward, on top of that the back of them arent covered by latissimus dorsi muscles properly, bumpy and curved sternum, obliques connect in wrong places and go to wrong abs intersections, weird neck, especially the sternocleidomastoid muscle, especially its part behind the ear, and i dunno whats going on around it there, also trapz dont look right but i would have to see a side view... and collapsed cheek bones.
Also hands seem small.

Its shit.

>> No.409851

>>409843
That's a somewhat decent sculpt but I doubt it yours, I'd like to think somebody who've achieved that level of ability would
respect the craft more than referring to lesser artists work as shit, even when it is such.
We've all made shit getting to where we are, just pointing out someone isn't very skilled yet is like stating the obvious
doing so in condescending terms just reflects bad on whoever says it regardless of their own merits.

Not the anon you've been talking to btw, just weighing in.

>> No.409852
File: 627 KB, 1920x1605, collage01.png [View same] [iqdb] [saucenao] [google]
409852

A car I've been working on.

Polycount: ~25k
Textures: None yet, except for the textures used by the viewport shaders (reflections mostly)

Hit me with the worst you got, /3/.
Also, guess the 4 cars this is based on.

>> No.409853

>>409619
here is how you do it.

look at what you want, and use as little polys necessary to make the model work. if you are going for a retro feel, no AA of any kind,

snes era - Progressive: 256 × 224, 512 × 224, 256 × 239, 512 × 239
Interlaced: 512 × 448, 512 × 478

n64 era - 256 × 224, 320 × 240 and 640 × 480 pixels

ps1 - Resolutions from 256 × 224 to 640 × 480

ps2 - video output resolution: Variable from 256 x 224 to 1280 x 1024

anything newer than those wouldn't be low poly by low poly standards.

low poly is also more about the texture than it is about the model, so if you really want to make something good, you need to learn to make an immaculate texture

>> No.409855
File: 382 KB, 1500x1500, 9781587790355-01.jpg [View same] [iqdb] [saucenao] [google]
409855

>>409815
the clothing is good/passable, however the human underneath... fuck man, that human...

i did a google search, ill dump the images.

>> No.409856
File: 167 KB, 1144x987, Li60D.jpg [View same] [iqdb] [saucenao] [google]
409856

>>409855

>> No.409857
File: 64 KB, 532x496, 1musclesatside.jpg [View same] [iqdb] [saucenao] [google]
409857

>>409856

>> No.409858
File: 93 KB, 300x321, ARM-MUSCLES-SUPERFICIAL-2.png [View same] [iqdb] [saucenao] [google]
409858

>>409857

these should give you some idea how muscels are suppose to work, the placement, and what the shapes should be when bulky.

i suggest doing models like the one in
>>409239
realistic amount of bulk or not, it will help you make a believable model by being able to remember the muscles from memory.

though if you just want to go with your model, look at the shoulders, the side view and the arms as those are going to be exposed the most and least able to hide.

>> No.409859

>>409850

You cant be serious... You're trying to nitpick the composition that its not even funny. Ill agree with your comments on the latissimus, clavicle/pectorals/delts and ab intersection but other parts of your critiques were simply wrong or exaggerated. I want to see how you fare - please post one of your works for evaluation.

>> No.409861

>>409851

That comment about "Respecting the craft" is hogwash. Anon asked for critiques, he got some (some critiques were asinine while others were thought out). Anon should be prepared to receive "brutal" honesty - especially here, of all places.

He stubbornly tried to defend his work, knowing full-well that some anons were correct/justified. His second submission showed no significant improvements, he blatantly ignored all the feedback that was given to him and had the audacity to ask, yet again, "what do you think"?

Someone like him deserves to be ignored or shit-on. Anon doesn't want to improve, he wants validation.

>> No.409864

The anon working on the "horrible" human, here.
This is a small school project where I need to draw>model>sculpt>texture>rig>animate>integrate in unity.

So, I appreciate very much your criticism, and I'm aware it's not a great job. But I will comeback with something better.

>>409855
>>409856
>>409857
>>409858

Thank you very much, saved them for the next model !

>> No.409865

>>409852
Looks like a crossbreed between a Nissan skyline, Honda NSX, mazda RX7 and Toyota Supra.
Basically all the big name JGTC cars from the previous generation

I like it, 'would crash on nürburgring ring' / 10

>> No.409868

>>408925
agdg brother

>> No.409869

>>409864
dont think of it as a small school project, its a foundation you will forever build on

>> No.409899
File: 29 KB, 638x459, Capture.jpg [View same] [iqdb] [saucenao] [google]
409899

http://www.youtube.com/watch?v=V3R5iOGJXVI

only look at the camera tracking

>> No.409906

>>408932
You previously said that life is not an Aliens movie.
These are fucking 3D cartoon characters.
Why are you complaining about realism in a creative medium?
Do you go into Pixar films and get pissed off that the toys are talking? Or that the cars have eyeballs in their windshields?

>> No.409907
File: 146 KB, 779x837, all day bro.jpg [View same] [iqdb] [saucenao] [google]
409907

>>409859
>You're trying to nitpick the composition that its not even funny.

The word composition dosnt mean what you think it does, google it, should save you some embarrassment one day.

And if i really wanted to be nitpicky i would mention how each head of the trapezoid muscle goes into the wrong spot, and how the curvature of the muscle fibers intersections is wrong, especially the anterior deltoid which seems to be connected to the biceps ?

Regardless, why should i post my work, what difference does it make, i just find it ironic that someone who calls others work shit then proudly posts a crappy anatomy study himself.
I dont go around calling others works shit, unless its a case like this where someone is literally asking for me to do that, since i am conscious of my own shortcomings.

But if you really want, i made the insect girl among others.

>> No.409908

>>409907
And i know bottom obliques go too low, making his ass seem to go half way into his back, i have no idea what i was thinking, i just wanted the to go to his shorts i guess.

>> No.409911

>>408877
Millenia, the reticle on eotech's aren't fucking projected onto the rear lens you twat. 0/10

>> No.409912

>>409865
Nissan Skyline is correct.
The other cars are Ferrari 599XX, Porsche 918, and Pontiac Solstice.

That JGTC/GT500 look is exactly what I wanted to achieve, thanks!

>> No.409922

>>409911
Holographics will probably end up being added in post lel

>> No.409925

>>409612
>Just imagine me posting a photo of a dogshit and compare it with that. That would be a fair comparison

I guess we would have to imagine that you can post any pics to prove you have any comparable skill.
This anon simply showed his work, it looks fine, it's effective and all he did was show his work and accept advice on making it better.
I'm not saying it's fucking beautiful, I'm saying that the guy has some skill compared to the zbrushed demon heads and constant Joan of arc female bodies that get posted.
But hey, keep bitching and whining, I'm sure it makes you feel better somehow, otherwise, why do it right?

>> No.409934
File: 149 KB, 779x837, teh fuck bruh.jpg [View same] [iqdb] [saucenao] [google]
409934

>>409907

>> No.409936

>>409934
And your circle supposed to mean what ?
I see nothing wrong there, maybe bottom of his scapula should be a bit more defined for his insane musculature, but it would depend on the workout for such a physique.

>> No.409940

>>409907
>>409934
A. You need to do a better Job at redlining
B. At the very least praise him on what he done right. It's bad, but it's beyond shit (shit like RatBoy Genius).

>> No.409943

>>409940
He was pointing out several small anatomy issues to another guy in an extremely annoying fashion. I expected him to actually know anatomy when he's nitpicking others for theirs, so I just circled the part where most of his issues lie.

>>409936
Look up some back anatomy, the muscle structure is way off. Also, take a look at how the upper arm muscles and the shoulder muscles meet, your rear upper arm/shoulder isn't right.
Front upper body looks good, can't see issues there.

>> No.409949
File: 233 KB, 2278x821, get wercked.jpg [View same] [iqdb] [saucenao] [google]
409949

>>409943
As i said, i tend to half ass some areas of my models, some of the forms there are bit wonky to say the least, but fuck me, get some more anatomy knowledge before you comment.

Still im in a good mood so i prepared an anatomy lesson for you, now with real life examples !!
Since not everybody is 4% bodyfat like a dehydrated bodybuilder the split between the triceps and the posterior deltoid muscle is almost not noticeable, since thats what i assume you tried to say.
Also the 3d scan and the random guy isnt the same guy, in case it creates some confusion, just random picks from google i took now.

If you still think there is something wrong with my back, i would like you to point out with an example or with exact description.

>> No.409952
File: 618 KB, 2278x821, 1392422336222.jpg [View same] [iqdb] [saucenao] [google]
409952

>>409949
I just waster ten minutes of my life, I hope you're happy.

>> No.409954

>>409952
actually you didn't, you just helped him improved.

Unless you're talking about posting in this topic; then yes, you wasted hours of your life on an artwork noone cares about.

>> No.409960

>>409949
>Bought a 3d scan from Ten24

I don't suppose you're willing to share that?

>> No.409972

>>409907

That sculpt is shit. You should make like a banana and hang yourself.

>> No.409974

>>409949
you are an annoying fuck and >>409952 is right in every way
i am no way a pro at anatomy but i can see there are flaws in your model, notably with the angle of scapula that is completely horizontal. deltopectoral triangle shape is messed up
symmetrical abs. No sign of clavicular portion of mastoid. landmark presence of anterior superior illiac spine to mide, destroying sacral triangle. Pillar of mouth looks retrded with mentolabial sulcus way to close to lip.

shouldre/tricep relationship completely fucked.

But of course you think that all i said is wrong because you are amazing and god of universe. keep that mindest and you'll go far

>> No.409985
File: 30 KB, 382x376, ss (2014-02-14 at 09.57.23).jpg [View same] [iqdb] [saucenao] [google]
409985

How would I go about modeling the melty candle bit on top of mr litwik. His hair area?

>> No.409986 [DELETED] 
File: 231 KB, 779x837, nigga_please.jpg [View same] [iqdb] [saucenao] [google]
409986

>>409907

You're welcome.

>> No.409987
File: 243 KB, 779x837, bitch_please.jpg [View same] [iqdb] [saucenao] [google]
409987

>>409907

Here you go, buddy.

>> No.409989

>>409987
You're obnoxious and you never get any work done.

>> No.409990
File: 400 KB, 640x4320, Candle blobmesh.jpg [View same] [iqdb] [saucenao] [google]
409990

>>409985
put bunch of sphere meshes together, then use wrapit to wrap a mesh to fuse them together in one mesh. Then meshsmooth it.
You will get a mushy blobby mesh with super topology.

>> No.409991

>>409989

Cheer up, guy. Go for a walk and get some fresh air in your system.

>> No.409992

>>409991
I have been. Once you're outside you realize how little stuff like this matters. If you finish your projects, they'll be enjoyed a lot more than if you wait and scrutinize over every little thing and create a bunch of half projects.

>> No.409994
File: 33 KB, 522x434, ss (2014-02-15 at 12.03.30).jpg [View same] [iqdb] [saucenao] [google]
409994

>>409990
Its interesting I have never used zbrush before but I felt like this model was a zbrush situation. Might get into zbrush I suppose. Here in maya doing my best though.

>> No.409995

>>409992
On the other hand fixing the tiniest details will really build a good work ethic and you will get a lot of respect.

>> No.410006
File: 27 KB, 562x528, ss (2014-02-15 at 01.30.41).jpg [View same] [iqdb] [saucenao] [google]
410006

>>409994
Damn I wanted this to look good. How do I make it better? This is awful Im gonna squish him out

>> No.410007

>>410006
You could try making the flame stacked 3d shapes with inverted normals. I think it could more match the feeling of the original.

>> No.410009

>>410007
Wow what

>> No.410012

>>409827
how the fuck is it supposed to hold together?

>> No.410013
File: 19 KB, 756x223, 0923418098534.png [View same] [iqdb] [saucenao] [google]
410013

>>410009
Like dis.

>> No.410028
File: 49 KB, 816x561, first go.jpg [View same] [iqdb] [saucenao] [google]
410028

Had my first go at mudbox today :)
hope you love it as much as i do

>> No.410034
File: 193 KB, 800x600, trgfh.jpg [View same] [iqdb] [saucenao] [google]
410034

iv still some to do on this model but i want to be moved on to making some clothes and a rig in the next day or 2

>> No.410036
File: 209 KB, 800x600, hh.jpg [View same] [iqdb] [saucenao] [google]
410036

>>410034
can anyone tell me weather or not i clothes should be attached to bones in the rig or will the physics in the cloth modifier be able to take care of it?

>> No.410041

>>410006

Its cute and has potential.
1. Unwrap it, put some color on it (diffuse/self-illumination for body, reflective/refractive/glow material for the eyes)
2. Place the character in a scene (gloss/reflective ground, tiled background), 2 point lighting, global illumination, and apply some depth of field,
3. Make the flame as one object with fresnel and glow.
4. Add a vignette in post production and you're done.

>> No.410042

>>408343
only thing to make this better would be an ovipositor

>> No.410045

>>409952
So is my sculpt anatomically incorrect or did i exaggerate few forms ? Eh ?
And i sculpt that way since im lazy, and if werent lazy, i bet i could fine someone with highly developed lower trap muscles.

>>409960
you mean the files ?
I dont have them, i took the image from their site from the shop area.
If you want the all sides view of this scan i can upload it.

>>409974
>i am no way a pro at anatomy
no shit
>, notably with the angle of scapula that is completely horizontal
its not
>deltopectoral triangle shape is messed up
not really
>symmetrical abs
i got symmetrical abs, am i anatomically incorrect ?
>. Pillar of mouth looks retrded with mentolabial sulcus way to close to lip.
now you are saying he is ugly, which has no relevance to the topic at hand

As for the lower abs, i agree, the problem of working first on the back then on the front with hands in the way.

And yeah, i think you are full of crap.
>>409987
Half the in this whole image is you want me to change his muscle mass in some areas, there you arent actually pointing out anatomical mistakes, you are telling me he should look different.

Few of your points are wrong, like the paint over of clavicular head of the pecs, the weird bottom of the feet comment, or the fact the way bottom of the pecs connect to the ribcage varies a lot in people, or your paint over of back lines.

Rest i agree, i made the feet way too skinny, and the forehead seems a bit big, and the spine is skewed.

But why do you feel the need to mix in stupid personal preference with your anatomical crits just to make it seem you have more to say is beyond me.

>> No.410046
File: 208 KB, 1935x811, all day bro 2222.jpg [View same] [iqdb] [saucenao] [google]
410046

Bottom like i didnt claim this model is perfect, even i can see right away few huge mistakes i made, but i just love how you hacks make things up since you cant actually spot them and criticize the model in a proper way. And i didnt see any of you pointing anything out when i was posting wips here like 3 months ago, guess what, that would be much more help.
As is, im happy with this for a 1 day sculpt.

As a bonus here is comparison to some more 3d scan pics from ten24 for those who claim his anatomy makes no sense, and before "lol they dont look alike" its not the person i used as ref for my model, but it proves a point.

>> No.410048
File: 205 KB, 800x600, fdgh.jpg [View same] [iqdb] [saucenao] [google]
410048

>>410036

>> No.410049
File: 153 KB, 800x600, ll.jpg [View same] [iqdb] [saucenao] [google]
410049

>>410048
legs

>> No.410052
File: 129 KB, 800x600, kjhlj.jpg [View same] [iqdb] [saucenao] [google]
410052

>>410049

>> No.410053
File: 128 KB, 800x600, ffff.jpg [View same] [iqdb] [saucenao] [google]
410053

>>410052

>> No.410055

>>410046

Someone's mad.

>> No.410061

>>410045
please die

>> No.410063

>>410045

"Im lazy....if i werent lazy...i bet if i could"

Blah blah blah - always with the "if's". You're pathetic.

>> No.410068

>>410045
>i got symmetrical abs, am i anatomically incorrect ?

Pics or never happened.

>> No.410077

>>408313
your skill is good but the design is a absolutely disgusting.

>> No.410083

>>410041
Alright I only know how to model at this point. This was my new years resolution.

Im going to learn how uv right now!

>> No.410099
File: 688 KB, 1920x1080, j1.jpg [View same] [iqdb] [saucenao] [google]
410099

>> No.410100
File: 602 KB, 1600x1054, venom_by_nebezial.jpg [View same] [iqdb] [saucenao] [google]
410100

>>410045
>i exaggerated a few forms
>it's still anatomically correct tho!!1!!

<also just a few exaggerated forms, but still really, like, anatomically correct, right?

mad/10, stop posting anytime

>> No.410101
File: 859 KB, 1920x1080, j2.jpg [View same] [iqdb] [saucenao] [google]
410101

>>410099

LF lighting and grunge texturing tips

>> No.410110

>>410045
You don't get it do you?

what we meant is to

FIND A FUCKING PERSON AND SCULPT HIM/HER/IT.

you used drawn and multiple references, when in reality, you should've just find a real life person that fits the description of your character, take several photo of him/her/it nude, and use those as reference for that character you're creating. It's hard, but essential to be an advanced visual artist. You'll never have an anatomically correct person from anything else but a naked human being.

TL;DR: COME BACK WHEN YOU COMPLETED LIFE DRAWING/SCULPTING CLASS YOU FAGGOT.

>> No.410116

>>410101

Very nice, my only advice is to work with your normals/specularity a wee bit more.

>> No.410117
File: 2.81 MB, 359x322, movementRevisions.gif [View same] [iqdb] [saucenao] [google]
410117

>>408285
Is anyone here willing to take me on as an animation apprentice?

I'm making a game, along with my own animations, but I'm having some trouble with certain animations, and I'd like to learn in general from someone who's possibly been in the industry/gone to school for this stuff. Seeing as I've only been animating for two months now, I could really use the tips.

Animations in particular that give me trouble are running cycles and flips. You can see what I mean in this GIF, as the sprint seems really slippery.

My Skype is SkyAphid, please contact me on there. I'd like to be able to talk in a realtime environment.

>> No.410118 [DELETED] 

>>410117
the animation is well done, but could you show us a slow mo of it so that we can nitpick it.
NB4 "It's shit"

>> No.410119

>>410117
the animation is well done, but could you show us a slow mo of it so that we can nitpick it.
NB4 "It's shit"

>> No.410123

>>410116

>> No.410124

>>410116 thanks, ive gotten that comment before, any particular areas strike you as wrong and what i can work on?

>>410119
he's/she's right, looks good imo!
is it easier or harder to animate transitions for fast mouvments than slower ones?

>> No.410125
File: 897 KB, 1920x1080, feedback.jpg [View same] [iqdb] [saucenao] [google]
410125

>>410124

>> No.410126

>>410101
The model and the texture don't fit together. If you were to take the texture away there'd be nothing besides the roof telling you that the car is banged up or worn out. The model is almost like a new car while the texture is for a car that has been rusting away in a dump for years.

>> No.410131

>>410125
nice, gonna be banging it up more as i go, i was more worried about shading and texture and needed to experiment with that. still not as easy to break things than make them look new

>> No.410138
File: 1.28 MB, 1920x1080, 1392504646140.jpg [View same] [iqdb] [saucenao] [google]
410138

>>410101
Hope it helps, m8.

I mostly agree with >>410125, except for the consistent spec, and don't apply postprocessing effects like DoF until your texture is what you want it to be.

>> No.410160

>>410138
cool shit, thanks m8

>> No.410195

>>410100
>made up character
>too muscular
commend yourself for not being able to make even a simple comparison

>> No.410239
File: 182 KB, 1123x1189, C3PO_render1.jpg [View same] [iqdb] [saucenao] [google]
410239

I know it's not objectively good render, but I find it interesting.

>> No.410403
File: 148 KB, 774x569, 1392685087351.png [View same] [iqdb] [saucenao] [google]
410403

Trying out hand painted textures. The wood is pretty shady, I might rework it later.

Any suggestions? I don't really like how to spikes came out, maybe the base color is too dark.

>> No.410417

>>410239
Learn about 3 point lighting, nigga.

>> No.410421

Ignore this nigga >>410417.

What you need to do is lighten up those shadows by adding a light on the right. Furthermore, If you want to step you game up, like a true OG, you need to add a strong light behind c3po to act as a rim light. You then need to create more contrast between your figure and its background. You can do this in 2 ways:

1) Vignette effect on background with c3po masked out ( pro status)
2) Create a large plane behind c3po with the colored desire and light that bitch up with an upwards spot light (lowly-bitch status)

You're welcome, young blood.

>> No.410423

>>410421
>What you need to do is lighten up those shadows by adding a light on the right. Furthermore, If you want to step you game up, like a true OG, you need to add a strong light behind c3po to act as a rim light. You then need to create more contrast between your figure and its background.

What, nigga? That IS 3 point lighting.

>> No.410424

>>410421
boy, you be trippin.

Most likely bait, but for everyone else, what he described is exactly what 3 point lighting is.

>> No.410440

>348
>104
Remember when we'd hit the image limit long before we'd ever reach the bump limit?
Is it only a few people that post wips while everyone else offers shitty advice?

>> No.410508

>>410423
>>410424

Yall some illiterate-ass niggas.

>> No.410540

>>410440
If that's the case, I made a new thread with some rules: >>410539

>> No.410742
File: 210 KB, 2100x821, dreadtest.jpg [View same] [iqdb] [saucenao] [google]
410742

This is kinda just a quick version I did to get ideas on paper so to speak, heavily based on the Dreadnoughts from WH40k, total noob at modelling so any constructive crit's more than welcome

>> No.410743

>>410742
Oh yeah ignore the exhausts that's a super old version that looked wank it looks not-awful now

>> No.412208

>>408877
Millenia, when will you texture a gun that looks new and nice rather than old and ready to be trashmanned

>> No.412216

>>412208

This, the old/weathered weapon look is so 2012.