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/3/ - 3DCG


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File: 336 KB, 1500x882, abrams wip.jpg [View same] [iqdb] [saucenao] [google]
431940 No.431940[DELETED]  [Reply] [Original]

Wip 'em out big boys.

Old dead is here. >>430078

>> No.431941
File: 171 KB, 1500x1497, expressions.jpg [View same] [iqdb] [saucenao] [google]
431941

Finished controllers for facial, genital, tail, and hand poses. Now just have to make texture maps, clothing and props and it will be ready to share.

>> No.431942

>>431941
doesnt look good.

>> No.431944

>>431941
are you in any way related to alioto ?

>> No.431945

>>431944

He is my onii-chan.

>> No.431947

>>431942

It's only my second figure. Next one will be better. I've learned a lot of what not to do on this one.

>> No.431950

>>431941
the ears are an huge turn off, they are so flappy, since when your ears move that much on any animal ugh ugh ugh

>> No.431951
File: 1.60 MB, 338x600, lend a helping hand2.gif [View same] [iqdb] [saucenao] [google]
431951

I tried my hand at making a hand today. It isn't as aces as some people's stuff, but as long as it can deform nicely, its good enough for me.

>> No.431952

>>431950

They're fully possable so people will be able to flap them as much or as little as they want.

>> No.431953
File: 630 KB, 1080x1213, old and new.png [View same] [iqdb] [saucenao] [google]
431953

>>431951

And here's my first shoddy attempt next to my second attempt.

>> No.431954
File: 668 KB, 1934x1520, wipdragon.png [View same] [iqdb] [saucenao] [google]
431954

I've spent a while on this guy

I was sorta shooting for low poly, its sitting at just under 2k (about 1/3 of it is the dong/eyes/mouth)

Any suggestions on the face topology or anything else? should I just rip it apart and make it loopier? I'm not planning any real complex facial animations, kinda just using it to play with Unity n stuff.

>> No.431955

>>431953

Definitely showing improvement.

This tutorial I found very handy for... well, making hands.
https://www.youtube.com/watch?v=J1mExXURsWk

>> No.431957

>>431954
if you're gonna make a sexy dragon you gotta give his body more anatomical characteristics. Give him a waist to differentiate from the pelvis. Wide shoulders and narrow hips will make him look more masculine, and slim shoulder and wide hips will make him look more feminine, if that's what you're going for.

>> No.431959

>>431957
>if you're gonna make a sexy dragon
he doesnt want a "sexy dragon" you fucking pervert

>> No.431961
File: 116 KB, 1250x747, dreemworks.png [View same] [iqdb] [saucenao] [google]
431961

>>431957
yea he is pretty neutral right now

I am probably gonna make a female version so I'll definitely increase the dimorphism for each.

>>431959
oh I do
cute in a sexy way ya know?
or sexy in a cute way

>> No.431963

>>431941
you should have fixed the eyes and ears years ago

>> No.431964

>>431953

Common rookie mistake it to make the thumb coming out of the side of the hand. Thumbs don't come out of the side of the hand, they come out at an almost 45 degree angle from the hand

>> No.431965

>>431964
...thumbs are a ball in socket joint m8...

>> No.431966

>>431954
This gave me a boner...

>> No.431967

>>431965

Exactly and their resting position puts them at an approximately 45 degree angle to the palm of the hand, not straight out to the side. Try holding your thumb straight out to the side like that and you'll see it's very uncomfortable and unnatural.

>> No.431969
File: 589 KB, 1920x1280, 3-Post1-1.png [View same] [iqdb] [saucenao] [google]
431969

>>431954
>Creases, creases everywhere.
>Bad edge flow
>No smooth shading
>Dragon dick, inb4 b&

That thing will likely need to be redone. Pic related is what I've kind of finished.

>> No.431970
File: 255 KB, 1920x1080, untitled.png [View same] [iqdb] [saucenao] [google]
431970

>>431964

Here's my hand attempt from a different angle. does this look alright?

>> No.431978
File: 420 KB, 1219x855, 8d.jpg [View same] [iqdb] [saucenao] [google]
431978

Shapping some tertiary volumes / fine details.
Or trying, at least

>> No.431979
File: 555 KB, 1692x1079, 8e.jpg [View same] [iqdb] [saucenao] [google]
431979

>>431978
Please ignore the writting on the log.

>> No.431981

>>431970
The tip of the thumb needs to point downward.

Relax your hand and then look at where your thumb points.

>> No.431984
File: 742 KB, 1832x871, quaaaads.png [View same] [iqdb] [saucenao] [google]
431984

>>431969
Is it too far gone? can the topology be saved?

>>431978
>>431979
how long does a sculpt like that usually take you?

>> No.431989

>>431984
I'm currently 3~4 weeks in, working on my freetime. I'd suppose it would take me about 2 weeks to do it on working hours. My mentor told me to finish stuff by the fifth week, otherwise it takes too long, and the investment isn't profitable anymore.

So i'll finish detailing the headress feathers and move on to rendering, I suppose. Wish me luck.

>> No.431990

>>431984
Yeah the model is far too gone. The model has a number of other issues along with the topology like the anatomy (the snout is the biggest offender here), over-reliance on tris & creases, and lots of detail on one area (head) and barely any on others (claws) compounding these issues.

>> No.431994
File: 73 KB, 863x555, i_have_no_eyes_and_i_must_see.jpg [View same] [iqdb] [saucenao] [google]
431994

>>431990
I was going to redo the claws/other stuff at a higher detail later, but I think starting over completely with everything I've learned (and a higher poly ceiling) will be more fun (and much faster)

before I begin, what exactly about the snout do you find objectionable?


pic was him at 700 tris, back when I was still going for low poly

>> No.431996
File: 256 KB, 800x600, OffroadRenderWheelTurn.png [View same] [iqdb] [saucenao] [google]
431996

My first vehicle AND first render. I feel pretty good with the detail I got in since its only 1808 polys. Now if I can just get better at texturing.

>> No.432004
File: 28 KB, 863x555, 1405739709843.jpg [View same] [iqdb] [saucenao] [google]
432004

>>431994

Not the same guy as before:

If I were you I'd retopo the low poly and build a new model that way. You have something like 3ds max's retopology tool right?

The last one had loops around the eye which is good, but the mesh wasn't going fluidly form that area to the snout. I did a very sloppy impression of what I mean in MSpaint

Also look up how crocodiles and dinosaurs get their jaw muscles to bulge -inside- the mouth. It's the exact opposite of what you did where there's a cervice after the corner of the mouth ends.

>> No.432005
File: 7 KB, 190x190, LivingAnatomy.png [View same] [iqdb] [saucenao] [google]
432005

>>431952

That's not the problem - ears don't move LIKE that.

Overall It's pretty apparent you're no mr Anatomy.

>> No.432008

>>432004
noted, thank you

I'm almost done with the body of my new one, and keeping these quads and loops is quite a bitch

>> No.432015

>>431952
why would anyone want to move ears like this?
They look like useless flaps of flesh, or a badly programmed dynamic. Ears aren't clothe. Maybe a little bounce would have been enough.
Someone who would want to animate ears like this is a BAD animator

>> No.432030

>>432005

People can move the ears however they want. If they want to move them like that they can. If they don't want to move them like that they can too. They're fully rigged they can be moved as much or as little as people want.

Find me an imp of the same species and we'll compare anatomy. It's a toon. Everything is going to be exaggerated. Look at the size of the head compared to the wee tiny upper body. Look at the size of the ass compared to the wee tiny upper body. Look at the huge ape-arms. To argue anatomy over a toon figure is pretty silly. The problems with the figure are ones of topology. I messed up the shoulders a bit when I retopologised them and I probably should have worked more to optimize the leg and arm topology. Those are things I'll keep in mind when I work on model three. Right now I'm working on finishing up the model so I can learn the other things that go towards making a complete product. All the fiddly bits like the expression controllers and pose controllers. All the little bits of the face that need to be made movable in order to create expressions. All the different ways the hand and tail can pose, etc. etc. Now I'm moving on to painting the body texture.

>> No.432032

>>432030
>bbb

it looks like shit, end of story m8

>> No.432033

>>431994
His snout looks like he has a Subway $5 footlong for a nose in some views. Try looking at other 3D dragons in media.

>> No.432034

>>432033
I am not seeing it.

>> No.432035

>>432030
I can see this working in more natural motions. It looks odd in stills, since the different poses don't line up logically.

People getting befuddled by something as quirky as this is hilarious. What do you think you'll be going for when you do the third figure? Another gnome-like or something else?

>> No.432044

>>432035
>gnome
Fuck. I meant imp.

>> No.432075
File: 169 KB, 1000x1250, midnish 1.jpg [View same] [iqdb] [saucenao] [google]
432075

>>432035

I'm not sure. Maybe a more grotesque type of creature and not something cute. An orgre or a troll perhaps. I used to just make clothing pretty much but making figures is fun too.

Painted a texture map for it today. First texture map I've painted in 3D Coat. I wish it had more paint features but it'll do as a start and I can finish it up in photoshop after.

>> No.432085
File: 1.10 MB, 1502x973, Screen Shot 2014-07-17 at 12.36.33739 PM.png [View same] [iqdb] [saucenao] [google]
432085

Texturing the set is going slow because of a rack of hanging clothing, but the washer and dryer are finished.

>> No.432087

>>432085
massive polycount. Start again.

>> No.432088

>>432085

HA! I think I had that washer and dryer back in the 70s. It replaced the old timey ringer washer we used to have. That think scared the shit out of me when I was a little kid. I was always afraid I'd get my hand caught in it and get pulled through and flattened like in the cartoons.

>> No.432089

>>432087
Washer is 884 tris and the dryer is 1214 tris- my poly limits are 1500 tris or less per object depending on importance so…no. If I didn’t need to model the interiors I could cut a lot out of each one, but everything with doors/drawers needs to be openable. Besides, massive polycount compared to what? Some PS1/N64 tier model?

>>432088

My parents and grandmother had these units in the 80’s/90’s, they are Maytag units that AFAIK nearly everyone in the US had at one point or another.

>> No.432090

>>432089
>Washer is 884 tris and the dryer is 1214 tris-

way too fucking high

>> No.432091

>>432090
OK but again, compared to what? For what purpose? Quantify your assessment, otherwise it is useless.

>> No.432092

>>432091
you should have shame of the amount of tris for those assets.

>> No.432094

>>432092
Yeah, except I don’t especially when the comments are coming from someone who cannot even back up their opinions with a logical explanation as to why they possess said opinions. You should have shame for your inability to carry on a logical discussion or back up your critiques, because professionals (which you clearly aren’t) are capable of articulating themselves as opposed to spouting opinions with no ability to reinforce those opinions with logic and facts. 0/10 for making me reply.

>> No.432097

>>432094
translation: he means you didn't need that many tris to get the desired model

if its a game asset, too many tris is a waste of resources

if its a render asset, it will take longer to render

>> No.432098

>>432097
>>432094
post the wireframe though, it really doesn't seem that bad

>> No.432099

>>432098
it is that bad, i guarantee it

>> No.432100
File: 128 KB, 1434x976, Screen Shot 2014-07-19 at 3.33.30134 PM.png [View same] [iqdb] [saucenao] [google]
432100

>>432097
Thank you, that is reasonable. It is in fact a game asset, but given that the room itself is about 100 polys, I can afford to waste polys on the props to get detail. Particularly because these two props will take up a large chink of the display when you are in the room. Even If I cut them down significantly, I would not gain anything on modern hardware performance wise by doing so (which cares way more about pixel fill rate than polygon counts nowadays for the most part). It’s not like we are talking 5-10k tris here, it’s 1k. A damn tree will blow that easily, and modern games have tons of them on screen at once.

Wires attached.

>> No.432101

>>432100
first of all, this is incredibly wasteful.

Second of all, its not even triangulated. You're trying to pull a fast one.

>> No.432102

>>432101
The Tri counts are clearly shown.
And ok, I guess I will just bow to your opinion, clearly you know better than I do.

>> No.432108

>>432102
Your tricount is horrendous for what you have. Have some shame. And if you wanted to post wires of a tri count, the mesh has to be triangulated FFS

>> No.432109

>>432102
>>432108
translation: some of those curves and edges could create horrendously jumbled/stretched tris
but we can't see them because the wireframe isn't triangulated (there are some n-gons n stuff)

>> No.432110

>>432090
RETARD.

>> No.432111

>>432100
I'd say the polycount is fine, and unless you are aiming for lower-end android/ios you don't need to change anything.

>> No.432115
File: 895 KB, 1380x1816, Tris_Shaded.png [View same] [iqdb] [saucenao] [google]
432115

>>432109
Here are the triangulated models, according to the cleanup tool I actually had no n-tons before triangulation.
>>432111
Thank you. I know I could have gone lower, but the extra polys were all put into place either for vertex lighting purposes to smooth the transitions out, or to round out circular edges (the openings in the machines, for example).

>> No.432117

>>432115
so fucking wasteful. Instead of adding polys, use a normal map. No, normals arent MORE expensive than adding polys. You have to use normals anyway, for all lighting except vertex lit! Retard! Almost all of your details dont even break the silhouette!

>> No.432119
File: 244 KB, 704x470, dafuckyarr.png [View same] [iqdb] [saucenao] [google]
432119

>>432115

wow! what a piece of an art! such textures such model! excellent. how many weeks have you sit at it?

>> No.432123

>>432117
normal maps can only do so much, and unless you are at like 640x480 there are a lot of details that would look nice with a physical silhouette.

>> No.432124

>>432123
for 99.999999999999999999999% of >>432115 nothing breaks the silhoutte, dummy! Do I even have to explain this ?!

>> No.432134
File: 60 KB, 256x893, shower.png [View same] [iqdb] [saucenao] [google]
432134

>>432115
Looks good. I don't really understand the talk about it being wasteful, don't know if people are being stupid or just messing with you.
It being wasteful really depends on the whole of the scene.
It's not wasteful if you're considering the rest of your environment, which I'm sure you are. Older Silent Hill games could afford high poly counts on small props because most of the time, only a single room would exist at a time. Take this picture for example, Henry's shower and brush is 8,500 tris.
You're the guy who made the TV, bookshelf, couch, fish tank, and other stuff from before, right?
It's good stuff, what is your game about?

>> No.432143

>>432134
I don’t really get it either, for the reasons you mentioned. I am in fact the guy who did those other props. I am glad my work is recognizable, a lot of time was spent on my part implementing a cohesive modeling and texturing style so the world would blend together. The game is going to be a survival horror game based in a small town in MO called Old Town St. Peters; my brother and I grew up there and the town has a very rich and mineable history for that sort of thing. Like older SH games, you will mostly be dealing with single rooms at a time, hence higher poly budgets for the environments, as you said. We have been planning this for a long time, did a couple of years of pre pro before I ever touched Maya to start building the world, so we have really thought out the design process to see what we could do in terms of world fidelity. In fact I did a lot of model ripping from older SH games specifically to get an idea of where I could place budgets given particular situations. I’m not too concerned about this whole argument- I am proud of my work and the time I have spent on it, and doing it has increased my skill far more than two years of university did.

>> No.432159

i am going to pirate zbrush and autodesk guys
if i dont report back here before tomorow i've killed myself

>> No.432162

>>431944
>alioto
Who?

>> No.432168

>>432162

Alioto is a guy who makes furries with breasts that look like softballs duct taped to a boy's chest. No matter how often he's told breasts don't work that way he refuses to listen.

>> No.432169 [DELETED] 
File: 305 KB, 1000x1250, headgear 5.jpg [View same] [iqdb] [saucenao] [google]
432169

Starting work on the headgear now.

>> No.432194
File: 2.71 MB, 3300x1650, Finalfucker2.jpg [View same] [iqdb] [saucenao] [google]
432194

aatrox from LoL, posted long ago when it wasnt even painted.

Not perfect but learned a lot.

>> No.432195

>>432194
> not perfect
its not even meh, its ultimately shit

>> No.432197

I spend good 20 seconds looking at that and i see nothing butch bunch of random colors

If this isnt troll then you gotta lots to learn

>> No.432199

>>432169
what an horrible awkward pose

>> No.432201

>>432169
is that Cowdna?

>> No.432210

>>432199

You try masturbating with 120lbs of stone on top of your head and see how non-awkward your pose is.

>> No.432211

>>432201

Now I want to redo the figure with an udder that has 4 dicks for the nipples. Damnit!

>> No.432217
File: 1.34 MB, 1600x900, Terrain.jpg [View same] [iqdb] [saucenao] [google]
432217

Terrain practise on Unity

>> No.432220
File: 93 KB, 879x623, workInProgress.png [View same] [iqdb] [saucenao] [google]
432220

i'm trying to make a diffuse map on a character for the first time

>> No.432221

>>432217
how do you make the lightning look so nice in unity?

>> No.432222

>>432221
lighting*

All my best efforts have only resulted in shitty source engine-esque stuff

Is it just blur and color filter trickery?

>> No.432224
File: 1.45 MB, 1600x900, Terrain 02.jpg [View same] [iqdb] [saucenao] [google]
432224

>>432221
My scene looks pretty crappy and dull without the post processing as well. I added glow, curves, anti-aliasing and vector motion blur that spices things up. Also the skymap is a pretty nice looking sunset.

>> No.432228

>>432195
Yeah this board isnt that good

>> No.432243
File: 391 KB, 1280x720, WIP.png [View same] [iqdb] [saucenao] [google]
432243

I think its coming along pretty well.

>> No.432247

>>432243

waifu/10

>> No.432274

>>432075

That's fucking terrible and you should feel bad about posting that.

>> No.432276
File: 37 KB, 800x519, MARK TWAIN.jpg [View same] [iqdb] [saucenao] [google]
432276

>>432243

>> No.432280

>>432274
i fukkin swear m8 /3/ has that one guy that just calls everything shit and never posts their own stuff

>> No.432282

>>432280
who?

>> No.432283

>>432282
Anonymous

>> No.432284

>>432283
Yeah but who is that guuy though?

>> No.432286

>>432284
I'm just talking about the people who call stuff shit without pointing out what makes it shit.

like
>>432274
>>432195
>>431942
you gotta give a bit more reason ya know? 3d artists like compliments and like constructive criticism even more. Its the basic point of these WIP threads

>> No.432287

>>432210
Good modeling/rigging/animating can solve the problem too bro

>> No.432288

>>432286
I agree with you but I told the guy what was wrong with his model, he just went "LUL THATS HOW I MODELIZE ITS MY STYYYYLE" so I think its quicker to say his work is shit

>> No.432291
File: 107 KB, 937x748, derpy.jpg [View same] [iqdb] [saucenao] [google]
432291

dunno quick 1h sculpt form a sphere

>>432243
why da head so big ?

>> No.432292
File: 162 KB, 662x662, Untitled-1.jpg [View same] [iqdb] [saucenao] [google]
432292

>>432291
its supposed to be stylized, im using pic related as reference since i cant draw for shit.

>> No.432295

>>432292
i cant draw for shit too so ignore how it looks, but your knesss are too wide, ankles to wide, she has no pussy or ribcage
add soem curvature to teh legs and reduce teh head size a bit.

>> No.432296
File: 161 KB, 1280x720, 1405885401399dadsa.jpg [View same] [iqdb] [saucenao] [google]
432296

>>432295
oh and the image, fuck my life

>> No.432297

>>432288

Where did he say that?

>> No.432298

>>432297
He said it over and over. He's always like its not shit - its MUH STYLE. not alwyas in thios words hu hu hu

>> No.432300

>>432298

Post link.

>> No.432301

>>432300
i dont care that much to do so. and like i said its not in those words since hes not intelligent enough to just say that he sucks

>> No.432303

>>432243
She looks like a twig. Needs more curves pls, then I can waifu it.

>> No.432306
File: 168 KB, 978x805, derpy 2.jpg [View same] [iqdb] [saucenao] [google]
432306

>>432291
lets call done on this fucker

>> No.432310

>>432301

In other words "I'm pulling shit out of my ass and have been called out on it and now everyone knows I'm 12".

>> No.432311

>>432310
>projecting

>> No.432316

>>432311

Checked through the old thread. He never says anything even close to that. Basically says "made some neophyte mistakes, will try not to repeat them on my next model, yippee for learning experiences".

But if you get "muh styles" out of that then you're a very special boy.

>> No.432317
File: 80 KB, 1280x720, wip again.png [View same] [iqdb] [saucenao] [google]
432317

>>432296
>>432303
Ok, smaller head and better figure.

the twaks messed up some portions of the UV but nothing worth fixing at this stage since baking and texturing is almost done.

>> No.432324

>>432317

The hands are a nightmare. Even toon hands have to follow basic anatomy.Thumbs do not come straight out of the side of the hand.

>> No.432326

>>432115
>>432143

I think other people are being rude, but you should learn to practice high poly to low poly baking. It shouldn't matter if the mesh you are using is still under the planned polycount - you are still making more work for yourself if you have to unwrap all of those little details. You may be able to get away with it with smaller models, but eventually that habit will start to turn into a problem for your workflow. I think that's what people mean when you are being wasteful.

Whether or not you use normals or vertex lighting, you can still add those details you baked into the diffuse itself.

Don't worry about the silhouette bullshit. I know a guy who judges every model by squinting his eyes and saying "if you squint your eyes you don't really see anything interesting on the model that pops out" Yeah no shit

>> No.432327

>>432324
that actually was on purpose since im going to experiment rigging the hands on that extreme pose and see if its easier to skin rather than starting at the relaxed pose.

>> No.432328
File: 11 KB, 200x252, images.jpg [View same] [iqdb] [saucenao] [google]
432328

>>432286

It's what passes for trolling these days. Hit and run shit attacks on /3/.

>> No.432330

>>432327

It isn't. You'll never get the joints to bend naturally if they aren't built naturally to begin with.

>> No.432358
File: 91 KB, 905x819, ddasdsadsadsasad.jpg [View same] [iqdb] [saucenao] [google]
432358

>>432317
>the twaks messed up some portions of the UV
that should not happen, the mesh deformation should have no relevance to the model uvs

anyway, add curves, curves everywhere, ankles still to wide knees still to wide, you can make them really tiny
female form, is all curves

>> No.432359

>>432310
stop whining and post 3D
the guy did shit /subject

>> No.432362
File: 55 KB, 464x540, untitled.png [View same] [iqdb] [saucenao] [google]
432362

Game character, I want to rig him but I have no idea where to start.

>> No.432363

>>432362
at hip bone

>> No.432366
File: 207 KB, 1114x860, derpy 3.jpg [View same] [iqdb] [saucenao] [google]
432366

>>432306
or not, a bit more polsih to the head, now its done

>> No.432371

>>432366
What's with the thing in his crotch on the third version?
Wasn't in the last version

>> No.432374
File: 211 KB, 1114x860, derpy 4.jpg [View same] [iqdb] [saucenao] [google]
432374

>>432371
hmm, a shading error i think
probably cashed shadow data from the previous frame sneaking into the next one

>> No.432378

>>432374
looks like something gorilla del taco would come up with
i like it

>> No.432398

>>432374
looking good!

>> No.432399
File: 1.02 MB, 1280x720, bg_test_final_05.png [View same] [iqdb] [saucenao] [google]
432399

Augh this is taking days and I see so many flaws in it, help

>> No.432400

>>432317
With hips like that I would think she was a child.

>> No.432401 [DELETED] 

maximum autism

>> No.432403

>>432374
lookin stupid as usual

>> No.432413

>>431959
there's literally a close up of a dick and asshole

>> No.432418
File: 299 KB, 1400x1000, derpy 5.jpg [View same] [iqdb] [saucenao] [google]
432418

>>432413
yeah, its for anatomical correctness
sir, get your mind out of the gutter
>>432403
>>432398
thanks
>>432378
yeah, del taco knows who to hire to design creatures

ok, now last, just a bit less symetry

>> No.432429
File: 1.89 MB, 1920x1080, rndTestWheel.png [View same] [iqdb] [saucenao] [google]
432429

the beginning of a bike

>> No.432439
File: 303 KB, 1280x720, wip-again.png [View same] [iqdb] [saucenao] [google]
432439

>>432358
ok, here goes again.

thanks for the feedback.

>> No.432440

>>432418

Pretty awesome,a non.
Really does look like something Del Toro would fap to

>> No.432448
File: 774 KB, 461x572, pink_klump_01_595[1].png [View same] [iqdb] [saucenao] [google]
432448

>>432418
It has that look of being "that one guy" from "that one game"

He has the aura of that enemy that shows up only three or four different places, but is a rough bastard all the same. He's like that guy that destroys speed runs and kills countless hordes of less experienced players. Hes that guy that becomes associated with the difficulty of an entire level like the black knights in dark souls or the black ops guys in half-life. That enemy that seems to be trying the hardest, maybe even harder than the final boss.

He reminds me of this guy

>> No.432449

>>432448
i actually prefer this one

>> No.432450

>>432075
Sup Unca Ghastly

>> No.432451
File: 137 KB, 650x650, damage control.jpg [View same] [iqdb] [saucenao] [google]
432451

>>432359

>> No.432454

>>432418

I love this figure, everything looks great except the nipple. They're just a little too "stuck on" looking. Like they were added an an after thought.

Looks like a creature you'd expect was a bad guy, but then you find out he's actually surprisingly gentle, like the Gorons in LOZ.

>> No.432474
File: 264 KB, 1435x865, SoScaryGuy.png [View same] [iqdb] [saucenao] [google]
432474

First zbrush attempt! Feels good to get a break from maya

>> No.432480

>>432474

2spooky4me.

>> No.432484
File: 574 KB, 1615x815, airduct.jpg [View same] [iqdb] [saucenao] [google]
432484

simple shit but leading up to a complex air conditioning unit I'm gonna make.

>> No.432502
File: 282 KB, 1000x1250, hair ring 4.jpg [View same] [iqdb] [saucenao] [google]
432502

>>432450
Sssh! There is no Dana. Only Zuul.

>> No.432515

>>432418
>>432448
What this guy says. Could be an iconic character like the Big Daddy from Bioshock.

>> No.432559
File: 968 KB, 1224x1854, modular.jpg [View same] [iqdb] [saucenao] [google]
432559

still messin round

>> No.432561

>>432474

actually really nice for a first attempt, good form and proportions. now just crank up the subdiv and add details.

>> No.432564

>>432559
This looks very fucking neat

>> No.432565

>>432559
The text looks weird since it's applied to an indented area but doesn't conform to the indents.

>> No.432595
File: 86 KB, 512x1024, wip.png [View same] [iqdb] [saucenao] [google]
432595

I hate texturing.

>> No.432602

>>432595
Do some real texturing, rather than wanky pixel art, and maybe your opinion of it will improve.

>> No.432608

>>432602
no it gets worse with the more complex

>> No.432614

>>432608
i wouldn't say so, texturing things with pixel art seems harder to me. all i can say is practice makes perfect... eventually it'll be fun if you keep doing it

>> No.432619

>>432595
post layout faggot

>> No.432629

>>432595
it looks pretty good

>> No.432668
File: 120 KB, 1920x1200, блядь.png [View same] [iqdb] [saucenao] [google]
432668

Still figuring out normal maps. Here's the low poly with normal map applied and shading set to smooth, because for some reason, Blender is ignoring the fact that I have a normal map applied, and is still shading entire faces.

>> No.432669

>>432668
>spoilers don't work on /3/
Well fuck me I guess.

>> No.432671

Hey guys im thinking of upskilling in a related area, which one would help me get a job faster, Animation, Art or VFX?

>> No.432672

>>432671
Or character design?

>> No.432673

>>432672
Not character design. Keep that aside as a hobby, because it's probably the most competitive area. Animation also. You have to be a little less vague with "art" do you mean concept art, visdev, what?
I will say as far as effects go places are always looking for gun effects, smoke, shit like that.

>> No.432676

>>432673
yeah concept art

>> No.432701
File: 688 KB, 2160x825, RateMyTopo.jpg [View same] [iqdb] [saucenao] [google]
432701

Rate my topology :3

>> No.432707

>>432701
>Rate my topology
post your topo then.

>> No.432717

>>432418

If you dont get a job doing this the world is crazy.

Conceptually it's worthy of any production.

>> No.432730

>>432595
Dude, why tho, texturing is so cool, my fav part.
Also, I don't think the pixel art texture matches very good your modeling

>> No.432736

>>432701
0/10

>> No.432738

>>432736
>>432707
It's gonna be fun animating this :3

>> No.432752
File: 102 KB, 509x1572, wires.png [View same] [iqdb] [saucenao] [google]
432752

>>432619


>>432602
By "texturing I mean all the shit that goes with it aswell, especially skinning. It's all a long, boring process especially if you try to unpack everything manually in order to maximize the efficiency.

>> No.432753
File: 212 KB, 1924x1040, cueb.png [View same] [iqdb] [saucenao] [google]
432753

what you think?
made this completely from scratch

>> No.432787

>>432752
the thing is, your model doesn't look specially "pixel art" to start with, once the weird look.
Also I agree the skinning is boring ergh argh

>>432753
0,1/10

>> No.432788
File: 338 KB, 1024x1024, hand texture test1.png [View same] [iqdb] [saucenao] [google]
432788

>>432753
10/10

How do you man a fucking hand? it always looks like shit

>> No.432789

>>432788
strange unfolding, you should separate the inside and the back of the hand?

also, texturing on Mari

>> No.432791
File: 345 KB, 538x763, Capture.png [View same] [iqdb] [saucenao] [google]
432791

>>432789
I understand the back but the inside of the hand? Also done in blender, here it is with a placeholder texture

>> No.432796

>>432429
Thats a very good start imo! Im just wondering, since im not a bike connaisseur, are these tires the usual BMX tires? Can you shoot the ref bike ur using? im curious.

>> No.432811
File: 110 KB, 1292x682, fragezeichen.png [View same] [iqdb] [saucenao] [google]
432811

Im modeling Kirby, because I want to train my animation and Rigging on him c:

>> No.432822

>>432789
where have you heard that?

>>432788
but you should check out those overlapping UVs at the fingers, that will lead to normal mapping/texturing problems.

>> No.432823

>>432439
looks better

>> No.432919
File: 177 KB, 1000x1250, axe.jpg [View same] [iqdb] [saucenao] [google]
432919

Stone axe.

>> No.432936

>>432919
that thing would snap under its own weight, no to mention who the hell makes axes out of stone
axe blade ? yeah maybe, but whole axe ?

>> No.432937

>>432919
Looks good.

>> No.432939
File: 366 KB, 1920x1080, warframe.jpg [View same] [iqdb] [saucenao] [google]
432939

ok my next thing, i always liked warfarme concepts and style, even if the game is pure shit they have so great artists on board
hope i will get it blocked out by today, this will take a while

>> No.432940
File: 163 KB, 612x612, 1406047061928.jpg [View same] [iqdb] [saucenao] [google]
432940

>>432939
looks like yet another of your retarded ant creatures

>> No.432942

>>432937
He's lying. That thing looks retarded.

>> No.432944

>>432939
oh wow, another autistic "stylish" blobmonster coming from sloick. how surprising...

>> No.432945

>>432944
>>432940
no need to samefag, but thanks anyway gonna post an update later

>> No.432946
File: 1.07 MB, 1920x1080, Blue Calx.jpg [View same] [iqdb] [saucenao] [google]
432946

Made a little Unity game where you fly a paper plane over a terrain

http://www.mediafire.com/download/y2e82gpvmrt7w72/Blue+Calx.rar

>> No.432948

>>432946
terrible

>> No.432949

>>432948
thanks :)

>> No.432950

>>432949
It wasnt a compliment. Its fucking shit

>> No.432951 [DELETED] 

>>432950
thanks :)

>> No.432956

>>431969
this is going to fuck a car isn't it.

>> No.432957

>>432946
yeah buddy its shit.

-no collision with terrain
-camera way too slow
-holding space to accelerate? this doesnt have an engine
-add Application.Quit(); goddammit

terrain looks great thou. could be a nice relaxing game

>> No.432960

>>432957
thanx for the feedback. imma try to unshit it

>> No.432961 [DELETED] 

>>432960
>unshit
i like that verb

>> No.432962

>>431940

What's the story behind OP's image? Every time I come here, you guys always post different versions of it.

>> No.432967 [DELETED] 

>>432962
Its an embarrassment that shows some retards here clinging to polycunt. The image was originally posted in polycunt years ago. Now they cling to it, like flies around shit

>> No.432969 [DELETED] 

>>432967
implying anyone here even knew it was from PC

>> No.432970 [DELETED] 

>>432969
everybody knows except you

>> No.432971 [DELETED] 

>>432970
shitpost elsewhere

>> No.432972 [DELETED] 

>>432971
You asked

>What's the story behind OP's image?

I told you the story and now you're crying like girl. You're the shitposter

>> No.432973 [DELETED] 

>>432972
I'm not the guy who asked that you fucking imbecile. I dropped in the middle of your convo and simply stated that not many people knew its from PC.
And then you went haywire batshit crazy, and gone on a shitting spree all around the thread.
Take a chillpill duckshit

>> No.432975 [DELETED] 

>>432973
>I'm not the guy who asked that you fucking imbecile. I dropped in the middle of your convo and simply stated that not many people knew its from PC.

How the fuck am I supposed to know that, idiot? Are you fucking retarded? We all have the same fucking name.

>> No.432976 [DELETED] 

>>432975
> goes maximum shitposting over his misunderstanding
> ask someone if hes retarded
case closed. go back to /mlp/

>> No.432977 [DELETED] 

>>432976
>memes and knee jerk reactions
>little girl crying this hard

gb2 reddit or polycount kid

>> No.432978 [DELETED] 

>>432977
although you gotta admit PC is better than /3/

>> No.432979 [DELETED] 

>>432978
Then go there then.

>> No.432980 [DELETED] 

>>432979
nah. ill watch you screw up and shitpost instead

>> No.433036
File: 476 KB, 1940x604, drag.png [View same] [iqdb] [saucenao] [google]
433036

Here's another dragon for your nice thread

>> No.433041
File: 5 KB, 425x409, head.png [View same] [iqdb] [saucenao] [google]
433041

At what point to I stop sucking at blender/3D?

>> No.433044

>>433041
when you learn how to extrudes faces, cut edges, and move vertices until it looks right.

>> No.433045

>>433036
you gonna do anything else with it?
texture/animate?

>> No.433046

>>433041
Oh good, that's pretty much what I'm doing. Except for the looking right part. I guess I'll throw more time at it and see what I get.

>> No.433066

>>433044
>cut edges
HEY
Now that you mention this, what's your general sequence for doing this? I've tried a few different things and none of them go as smoothly as I'd like. Knife tool? Select edge and subdivide? Plug-in?

>> No.433067

>>433066
in blender?
try ctrl+R
it tries to detect existing loops and will cut in-between them

>> No.433068
File: 189 KB, 1690x834, puff the magic.png [View same] [iqdb] [saucenao] [google]
433068

>>433045
Probably at least one of those things.

I forgot the wing but I give so very few fucks about that right now. Only one? I don't get it. I didn't draw the source material. I should probably just give it two wings right

>> No.433069

>>433068
beautiful texturing

I'd give it two wings just cuz

>> No.433071
File: 138 KB, 909x486, ship.jpg [View same] [iqdb] [saucenao] [google]
433071

Just discovered /3/

>> No.433083

>>433036
>>433068
The way the tail is modeled will likely cause problems when it comes time to rig, skin, and animate.

>> No.433089

>>432956
No car fucking, he's not big enough for that. Plus sticking your dick inside a tailpipe sounds painful.

>> No.433100
File: 416 KB, 1532x1000, AliObama.jpg [View same] [iqdb] [saucenao] [google]
433100

>>432162
This is alioto.

>> No.433111

>>433071
Looks very Dead Space inspired.

>> No.433112

>>433068

Nigga, dat shit has knees in the front legs.

Liquidate the bent in the arms and shorten them. Lengthen the "feet" and make paws out of the balls of them by adding loops and thickening them below the new wrists.

>> No.433115
File: 357 KB, 1000x1250, complete 4.jpg [View same] [iqdb] [saucenao] [google]
433115

And I'm done. Thanks everyone for the helpful suggestions. I'll certainly be applying what I learned working on this figure to the next.

For Daz users the figure is available here if you'd like it.
http://www.sharecg.com/v/76878/view/21/DAZ-Studio/Short-Stack-the-Imp

>> No.433137

>>433068
That adorable, I would love to see more of your work.

>> No.433156

>>433036
Thank you for not putting a dick on it.

>> No.433158

>>433100
lel

>> No.433169

>>433111
Funnily enough I've never seen that video game.

>> No.433172
File: 152 KB, 400x2525, just another day on 3.jpg [View same] [iqdb] [saucenao] [google]
433172

>>433071
hi

>> No.433204

>>433172
>2d
It's shit.

>> No.433242
File: 116 KB, 1155x840, his majestys fucking tail.png [View same] [iqdb] [saucenao] [google]
433242

>>433112
Liquidate? I cam only find high stir, pulse and ice crush.

Blender jokes people this shit is gold

>> No.433248

no really though Liquidate?

>> No.433286
File: 1.03 MB, 960x540, untitled.png [View same] [iqdb] [saucenao] [google]
433286

Using blender to model my shed, I'm turning a 6m x 6m section of it into a guest room.

>> No.433306
File: 479 KB, 1920x1200, face.png [View same] [iqdb] [saucenao] [google]
433306

Came back to a character i made while learning Maya. Still learning Maya. Trying to fix this god awful face. Can't figure out what the problems are.
Advice please?
Also, With no poly count in mind What's the best method for hair?
Also, Is ZBrush a must? I can't get into it, or find any super basic beginner tuts. I sure could use some assistance here.

>> No.433311

>>433286

make double roof or you will melt down under that steel sheets.

>> No.433313

>>432291
what program are you using?

>> No.433314

>>433313
He's using Zebrash.

>> No.433315
File: 1.07 MB, 500x500, ERROR2.gif [View same] [iqdb] [saucenao] [google]
433315

Use an error model.

>> No.433316

>>433306
the problems are you lack experience, don't expect your first few models to look like a pro work
you need to learn a lot about anatomy, find ryan kingslein video on YT about face anatomy, then off to cg peers to download scott eatons videos.

best method for hair is use hair particles, something like hair and fur in 3ds max, or shave and haircut (?) in maya, or hairfarm plugin
the best tutorials for zbrush are from eat 3d, dont start with the newest ones, start with zbrush 3,5 tutorials from them, then watch newer ones, they are all on cgpeers

>> No.433318

>>433306
The ZBrush website is full of beginner tutorials that go over almost every feature...

>> No.433319

>>433316
I'm fine with anatomy, it's just the old "I can't get it to do what i want it to do". Watching more tuts doesn't really help me see my mistakes and tell me how to fix them, i was more looking for some CC. It's not meant to be entirely humman (hence the pointed ears), but there are things wrong with the eyelids/brows, nose, mouth/lips... I just can't pinpoint what.

>> No.433320

>>433319
>I'm fine with anatomy, it's just the old "I can't get it to do what i want it to do"
That's what most people tend to think, they say to themselves "hey, I've seen a million faces! I know how this should look, so why can't I do it!". The reason why you can't do it is simply lack of experience. That's one of the reasons starting in something like ZBrush is a better choice, as it's going to let you just continually play with anatomy so you can understand how to actually make it, not just know what it looks like.

>> No.433321

>>433320
I mean i've studied facial anatomy, and can draw faces well in 2D. Some things are just lost in translation moving to 3D.
I think i'd have more success moving something like what i currently have over to ZBrush, from whaat i've seen,
It's hard to convey detail for a face without blowing poly count up.

>> No.433325

>>433172
i'm a denizen of some other boards. came here to visit, since i've never checked out this board before, and your pic perfectly explains what i've seen so far.

>> No.433327

>>433321
That's why you bake normal maps to fake details

>> No.433337
File: 435 KB, 640x2287, 3 raiding.jpg [View same] [iqdb] [saucenao] [google]
433337

>>433325
it does. here's another one.

>> No.433338

>>432276
kek
that fucking animation will be with me for the rest of my life ;-;

>> No.433368
File: 75 KB, 570x870, chimpanzed.jpg [View same] [iqdb] [saucenao] [google]
433368

>>433314
Took me a second to figure out what software you were talking about because seeing it spelled phonetically reminded me that Americans call it Zee Brush and the rest of the world calls it Zed Brush.

>> No.433370
File: 22 KB, 480x360, thats the joke.jpg [View same] [iqdb] [saucenao] [google]
433370

>>432707

>> No.433415

>>433368
Pixologic is an American company anyways.
If anything, the rest of the world is wrong.

>> No.433416

>>433415
it depends. Do they pronounce it as zedbrush?

>> No.433419

>>432075
Midna is visually appealing because of her proportions, you should have tried to retain them.

>> No.433420
File: 1.57 MB, 940x529, 1.gif [View same] [iqdb] [saucenao] [google]
433420

I tried to make a simple pair of bloomer like underwear. They won't be seen 99% of the time, so as long as they're passable they should be alright. I might try to add something to make them look more wrinkled.

>> No.433429

>>433419

I wanted something a little less toony, but still not realistic and that would work for more imp styles than just Midna.

>> No.433433

>>433416

I think they pronounce it "kaching"

>> No.433445
File: 117 KB, 500x606, derpa durr.png [View same] [iqdb] [saucenao] [google]
433445

>>432075
lolwat

>> No.433447
File: 393 KB, 1366x792, Plane WIP.png [View same] [iqdb] [saucenao] [google]
433447

The engine is still missing, but it's almost done.

>> No.433455

>>433172
>post shit
>surprised when it you are told that it's shit

>> No.433466
File: 28 KB, 400x345, 1398865975296.jpg [View same] [iqdb] [saucenao] [google]
433466

>>433321
nothing personel, but that flat lips shows you know nothing about anatomy, stop being delusional

>> No.433485
File: 2.65 MB, 2048x2048, 9-44.png [View same] [iqdb] [saucenao] [google]
433485

9 - 44 for SL, going well however really overdue, anyone else finding that people really interfere with doing 3d? (Mainly familyfags at for me thinking that because I do "computer stuff" I should work around the clock while their off with their kidz, but even when I do get time off people just don't seem to want to let me have time alone to work on this stuff)

>> No.433514

>>432418

insane work anon, really want to see this all done.

>> No.433515
File: 536 KB, 1000x1727, DamienProg.png [View same] [iqdb] [saucenao] [google]
433515

just finished off this sculpt basemesh.

>> No.433535
File: 199 KB, 647x550, Kitchen_1_test.jpg [View same] [iqdb] [saucenao] [google]
433535

Making my house to learn photorealism. Structural and large furniture modeling is done. Working on textures and materials atm.
Only thing I have right now that I can tell is fucky is the uvs on the back row of cabinets.

>> No.433536
File: 935 KB, 1920x1080, 4_3.jpg [View same] [iqdb] [saucenao] [google]
433536

>>433535
And here is the sitting room.

>> No.433537

>>433536
You have an empty sitting room, with nobody sitting in it. This is what faggots dont understand - if you want photorealism, have actual living things in the picture. Otherwise you have basically some cubes and flattened cubes and transparent cubes. Whats the fucking point? Nobody cares about that shit, if its rendered or not. People aren't interested in pictures without people in them

>> No.433538

>>433537
If I wanted to make a person I'd make a person and build the scene around that, but who cares about people?
The only time I see people in pictures are when its a portrait, the people couldn't be avoided, or when it's a fucking tourist.

I plan on adding life to the scene but not by making people.

>> No.433539

>>433538
>but who cares about people?
every living person on this planet.

>> No.433541

>>433537
You're everything that's wrong with /3/ anon. Perish in the cancer that is you please.

>>433535
>>433536
Looks great, scale of a floor tiles height variation looks a bit too high from what I'd expect it to be in reality.

>> No.433543

>>433539
I should have clarified.
Who cares about "pictures" of people? Especially when's there's no special reason for them to have a picture.

>> No.433544

>>433535
>>433536

nice work, anon, I think the first one looks more natural to me

>> No.433551

>>433539
WRONG, I hate people, and don't really care about them... so there are people who don't care about people.

>> No.433552

>>433551
There's always going to be a minority of people doing something, like the furry community.

>> No.433553

>>433537
>People aren't interested in pictures without people in them

This isn't true.

>> No.433554

>>433553
It is true. People will look at pictures without pepole in them, but they arent *interested*. I'm talking about the majority of people, not the fringe dwellers, or other fringe groups.

>> No.433564

>>433554
People as a group are interested in stuff that is different and especially spectacular. That's why wildlife photography is so popular.

Really there aren't many interesting pictures of people because everyone is more or less the same. Pictures of people doing things are pretty shit, pictures of people not doing something are shit, pictures of interesting people that tell a story are usual pretty good.

If you ever see a picture of the pyramids and think, that would be improved by someone standing in front of them smiling you have a serious mental deficiency.

>> No.433570

>>433564
nice opinions, loser

>> No.433609
File: 673 KB, 960x540, untitled.png [View same] [iqdb] [saucenao] [google]
433609

Hey /3/, I'm new to 3d modeling and made this in blender following a youtube tutorial. Be nice.

>> No.433611

>>433609
looks good for a first time. The image is grainy, but I suppose you already noticed. I like the colors in here, very soothing

>> No.433613

>>433515
i like it

>> No.433618

>>433445
Bless you if you made that. It's good.

>> No.433620

>>433570
Nice projecting there.

>> No.433621

>>433620
>projecting projections

gg

>> No.433629

>>433537
>>433554
You have clearly never seen or done professional in-door photography. Not all pictures must have people in them to be deemed "interesting".

>> No.433632
File: 3 KB, 125x117, 1403734592001.jpg [View same] [iqdb] [saucenao] [google]
433632

>>433629
>professional in-door photography.

i-is this a thing?

>> No.433636
File: 181 KB, 640x425, caustics.jpg [View same] [iqdb] [saucenao] [google]
433636

>>433609
needs caustics

>> No.433638

>>433636
needs more refraction samples

>> No.433639

>>431954
Yo what the fuck

>> No.433690
File: 542 KB, 1980x1485, ZBrush Document.jpg [View same] [iqdb] [saucenao] [google]
433690

This is my first thing I have made in ZBrush, followed a tutorial. What do you guys think? What should I improve on?

>> No.433691
File: 121 KB, 562x329, eek.png [View same] [iqdb] [saucenao] [google]
433691

>>433690
Did you spend hours trying to perfect the face and then just give up and go "eh, good enough I guess, it's a wip after all." (dw we've all been there anon)

Like, I guess if you aren't going to give it a bump map and you're purely doing ZBrush sculpting it's pretty good, but remember that eyebrows come out further than that and don't appear so thin (even tho they really are) and, like, just, redo everything on the face as well.

Neck, hips and belly button is k tho, pants wrinkle is specky. But like, the right (our left) toe section of the foot, eek.

I'm just glad your proportions in general are good, arms not too short, torso not too long etc. Also, unless they're meant to be fake, breasts don't stick outwards

>> No.433692

>>433690

study facial anatomy, check eye, palms and nose drawing tutorials.

Add ears, possibly.

>> No.433694

>>433692
There are ears, they're just under the hair, which I'm either gonna make in Maya from now on or just try my best to git gud at sculpting it.
And yeah for my next thing I'm definitely going to get a lot more reference and study the face more
>>433691
Gonna really study facial stuff a lot more, and try to get better at the wrinkles.
The pants were my first time making wrinkles, did I get better as I went from that to the shirt to the sleeve on her left side?

>> No.433695

>>433694
The shirt is, like, hasn't even got wrinkles, just dimples, but I like the shoulder thing, actually has wrinkles and the wrinkles are in the right spots bueno/10

>> No.433696
File: 55 KB, 399x400, 2ndbase.jpg [View same] [iqdb] [saucenao] [google]
433696

>>433694
Like dis doe

>> No.433698
File: 84 KB, 1156x848, girl.jpg [View same] [iqdb] [saucenao] [google]
433698

game character i started on last week
its just a uni project.
shes only like 3,000 tris bit more and iv just been poly painting in zbrush i still need to finish the uvs so i can bake her and finish in zbrush but yeah opinions please.
(the leg and arm pieces will be copied across and the face is just cos ill do that all in photoshop.

>> No.433700

>>433698
I think the character modeling looks okay? The texture is painful to look at, tho

>> No.433704
File: 590 KB, 2480x3508, drawings_scans1.jpg [View same] [iqdb] [saucenao] [google]
433704

Modeling, animating and rendering this into a 30 sec film for class over the next 14 weeks
Concept
In a vast desert landscape an obsolete machine wanders the desert without a clear direction, the
object is powered by desert rains which funnels through a phonograph style cone. Without rain
the machine remains still against the desert. It moves via 4 spider legs which stutter as the
water turbine spins giving life into the machine

The machine is made of brass and copper, covered with graffiti on bent out of shapes panels

>> No.433706

>>433700
why ?
yeah its pretty harsh but there was a lot of area where the edge flow was fucked and i couldnt be botherd subdng it anymore cos gotta go fast

>> No.433708

>>433551
>I hate people
>don't really care about them

Which is it?

>> No.433711

>>433706
I was going to point out the same thing, but didn't bother, assuming the texture was a rough.
It's just really sloppy/low quality. The hair and face are the worst part. The helm of the shirt and the light lining on the boots are a close second. The belt and the straps on the thighs aren't a consistent width.
"it's just aa uni project" is the wrong mindset.
you don't "gotta go fast" at the price of quality. Why would anybody care how fast you can go if your work looks that sloppy?

>> No.433712

>>433711
hem*

>> No.433729
File: 180 KB, 1008x862, zbrush.jpg [View same] [iqdb] [saucenao] [google]
433729

critiques on my anatomy?

>> No.433731

>>433729
looks scanned in, but let me tell you this - some people are too ugly to scan

>> No.433738

>>433731
>>433729

>Aaah cha cha cha cha cha!

>> No.433739

>>433711
i'm >>433700 and I agree with this
look like you rushed to finish the textures, the hair and faces are the worst part, was it even unfolded? Also the skin color is too close to the white in the cloth.

>> No.433740

>>433729
you need to separate properly the fingers on both hands, and also, no toes? :c

>> No.433753
File: 465 KB, 1920x1051, halp.png [View same] [iqdb] [saucenao] [google]
433753

Hi guys, first time posting here
I just got mudbox yesterday and have been messing around with it, just familiarizing myself with the program
I imported a mesh from a video game to try to sculpt on it and make it more detailed, but I notice that the imported model is completely hollow inside and have polygons that aren't connected. Obviously, it's a pretty shitty model
But I was wondering if there's a way to fix this in mudbox or do I need to pull it into may or 3dsmax to makes the model solid

Sorry, I am completely new to the 3d art world so this is probably a dumb question

>> No.433754
File: 94 KB, 871x650, this is not 3dcg.jpg [View same] [iqdb] [saucenao] [google]
433754

>>433632
I believe the word I'm looking for is architecture photography, but you knew what I meant.

>> No.433755
File: 245 KB, 1800x830, interior design photography.jpg [View same] [iqdb] [saucenao] [google]
433755

>>433754
The word is interior design photography, actually. Search it on Google Images. You'll find a lot of pictures, but not any with humans in them.

>>433537
Eat shit.

>> No.433756

>>433729
3/10 but a good try
horrible anatomy, liek what are those lumps on her back

>> No.433757

>>433755
>The word is interior design photography, actually. Search it on Google Images. You'll find a lot of pictures, but not any with humans in them.

and they all bore everyone. They belong in an Ikea magazine, no where else

>Eat shit.
You seem to be...rustled?

>> No.433758

>>433690
>>433691
long way to go, you need to get good refs next time
>>433698
oh man, that texture needs way too much work, you also might think of baking ao and cavoty pass and layering it over base colors if lack any experience in hand painting
>>433753
mudbox isnt a box modeling software, just marge the verts in max blender or what ever
>>433704
>brass and copper
This thing would fall apart in a week if the legs are so thin, looks way too fragile

>> No.433765

>>433704
Your models aren't very precise and looks very rushed, either your teacher doesn't care, or you'll just have a bad result

>> No.433770

>>433729
Lol, nice try with the 3D scan there, but GRIS never fails:
http://www.ten24.info/?p=899

>> No.433779

>>433638
needs more images

>> No.433784
File: 98 KB, 1440x584, Throne.jpg [View same] [iqdb] [saucenao] [google]
433784

Made this 2-3 into Maya, was proud of it then, not so much now.

>> No.433785
File: 1.22 MB, 1828x778, vray grass 001.jpg [View same] [iqdb] [saucenao] [google]
433785

vr grass

>> No.433791

>>431969
super cute

>> No.433805

>>433618
Thank you, I've finished the retopology, and now am trying my hand at getting some PBR done. Then I'll rig and pose her for a turn table.

>> No.433807 [DELETED] 
File: 733 KB, 1920x1080, screenshot003.png [View same] [iqdb] [saucenao] [google]
433807

>>433805
Here's where I am at with it. Got to improve the arm spikes, but i'll do that later.

>> No.433808
File: 783 KB, 1920x1080, screenshot004.png [View same] [iqdb] [saucenao] [google]
433808

>>433805
Gotta make the crown texture better for sure.

>> No.433822
File: 36 KB, 561x401, 1402367622482 (1).jpg [View same] [iqdb] [saucenao] [google]
433822

>>433784
>'Pillow' has reflections
>Chair frame doesn't

>> No.433824
File: 46 KB, 400x400, 234.jpg [View same] [iqdb] [saucenao] [google]
433824

>>433822
>Pillow

>> No.433825
File: 30 KB, 348x319, 1399886823230.png [View same] [iqdb] [saucenao] [google]
433825

>>433824
C-Cushion...

>> No.433827

>>433808

Wow, looking very good. But the face has lost some of the cuteness Midna has. It kinda looks just like a human face that has been stretched sideways. But the body is fantastic.

>> No.433828

>>433785
Needs more variation. Otherwise, it's pretty decent.

>> No.433831
File: 581 KB, 1024x1024, its shit.jpg [View same] [iqdb] [saucenao] [google]
433831

Working on my first outdoor scene.
The rocks are placeholders, and the texture on the little wall things are UV grids which is why it looks blue. So far I've only textured the wall, the tunnel thing, and the ground. The lighting setup is just the Maya physical sun and sky to I can preview how its going to look when I get my own lighting set up.

>> No.433833

>>432115
The textures are fucking fantastic

>> No.433850
File: 541 KB, 1200x573, MUH POLYCOUNT.png [View same] [iqdb] [saucenao] [google]
433850

Hi poly is done, will retopo these next

>> No.433851

>>433758
to everyone else who replied as well
yeah i am planning to go over everything in photoshop once im done polypainting it really is more of a base to work off .
also yeah the boots and belt are the two things i made in zbrush not in maya to start.

>> No.433854
File: 630 KB, 1024x768, alsdkjasd.jpg [View same] [iqdb] [saucenao] [google]
433854

>>433831
Update, rocks coming along nicely and most of the texturing is done, just got to add some textures for the glowing crystals near the door. Also, can anyone give me some tips on skies? I have a sky dome set up but I'm not sure on how best to light it, I'm a complete noob at lighting.

>> No.433860

>>433827
Yeah, I'm gonna see if I can soften the lips up.

>> No.433862

>>433822
The 'pillow' shouldn't have a reflection yes, but I don't see why bone would reflect any light.

>> No.433863

>>433854
I like it anon

>> No.433865

>>433833
Shame about all the polygons though, makes it practically irrelevant for use in anything other than showing off to muh internet frends

>> No.433866

>>433854
Those egg shaped things, yes pls

>> No.433897
File: 369 KB, 777x917, drag.png [View same] [iqdb] [saucenao] [google]
433897

I think this is an ok solution for the feet. So I guess I'll finish the texture now.

>> No.433913
File: 250 KB, 1024x768, xcxcvxvdfasd.jpg [View same] [iqdb] [saucenao] [google]
433913

>>433854
Update

>> No.433917

>>433913
Check your normal maps on the bricks, I think they're reversed. Hard to say without a high quality picture though. Try inverting the green channel in photoshop

>> No.433918

>>433854
If you make the stone of the tunnel and the rocks surrounding it the same kind of stone, I think it will look more natural. That way, it looks as though the stone came from the same place.

>> No.433924

>>433918
That's a good point, I'll do some color correction

>> No.433935
File: 520 KB, 1920x1080, woo.jpg [View same] [iqdb] [saucenao] [google]
433935

>>433918
That definitely helped, thanks for the suggestion. I think it's finished

>> No.433984
File: 336 KB, 1920x1080, egg things.jpg [View same] [iqdb] [saucenao] [google]
433984

>>433917
Yeah you're right, weird. Don't know how that happened, thanks.
>>433866
For you anon

>> No.434003

>>433935
this is Bionicle ?

>> No.434004

>>434003
Yep, from that one online game

>> No.434029
File: 1.37 MB, 1024x1024, blastKbND5M.webmhd.webm [View same] [iqdb] [saucenao] [google]
434029

I'm doing whatever the fuck this is

>> No.434039
File: 81 KB, 1090x728, leo1.png [View same] [iqdb] [saucenao] [google]
434039

trying to model a Leopard 1 But i have no idea how to:
Add details
Make the barrel rounder

>> No.434040
File: 80 KB, 1304x618, leo2.png [View same] [iqdb] [saucenao] [google]
434040

>>434039
#2

>> No.435200

For better or worse this is such a slow board.

Anyway, can a newbie get some unwrapping tips?

>> No.435792
File: 146 KB, 975x1074, Final Render.jpg [View same] [iqdb] [saucenao] [google]
435792

So I'm this guy
>>433690
I studied a bit of facial anatomy and built a bust off of a skull I made. How'd I do?
Looking back at that the entire head looks atrocious.

>> No.435829

>>435200
there's not much that can be said for general purposes. Everything unwraps differently. Post an example of what you are trying to unwrap.

>> No.435830

>>435792
laugh lines are waaay too pronounced