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/3/ - 3DCG


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File: 128 KB, 1500x882, mirror_mirror_HSVmirrored_wipFinal_v02.jpg [View same] [iqdb] [saucenao] [google]
715240 No.715240 [Reply] [Original]

Mirrored in the HSV dimension edition

Last bread: >>708276

THIS IS NOT THE THREAD TO ASK FOR HELP. If you need any assistance in your work, visit: >>>/3/questions/

List of free resources (textures, assets, etc.): https://pastebin.com/vU7P8Vmi (embed)

If you’d like to add more links, post them here: >>637415 (Cross-thread)

>> No.715241
File: 2.29 MB, 1080x1920, grillRender.0022.png [View same] [iqdb] [saucenao] [google]
715241

Starting this off with an image I'm currently working on. Tweaking the shading so the triangle tessellation works right. In the final render, she'll be around clouds in space, all mighty and stuff.

>> No.715242

>>715241
why she mad?

>> No.715243

>>715242
Because she is dying but it could have been prevented if her family called 1-800-99 LAW USA today.

I repeat, her family could have saved her by calling 1-800-99 LAW USA today.

>> No.715245
File: 417 KB, 735x802, torso.png [View same] [iqdb] [saucenao] [google]
715245

>> No.715269

>>715241
yo that triangle thing is pretty fuckin cool

>> No.715274

>>715245
Too smooth. Also what topology are you using with the shoulder? Looks pretty highpoly to me.
Show wires.

>> No.715317
File: 589 KB, 876x802, torso.png [View same] [iqdb] [saucenao] [google]
715317

>>715274
now is 62,144 tris at level 3

>> No.715318
File: 983 KB, 1202x591, 01.png [View same] [iqdb] [saucenao] [google]
715318

Feels nice doing something myself for once.

>> No.715320
File: 130 KB, 876x802, 1576252067694.jpg [View same] [iqdb] [saucenao] [google]
715320

>>715317

>> No.715332

>>715269
Thank you anon, I still feel like the frequencies are a bit too high though, so I might add another level of bigger triangles and tone down the noise.

The process is pretty simple, if some people are interested. It's all procedural stuff in Maya.

>> No.715577
File: 306 KB, 550x801, machinarium.png [View same] [iqdb] [saucenao] [google]
715577

>> No.715583

>>715241
looks good. Well done.

>> No.715661
File: 1.22 MB, 1088x727, spaceWitchBoobsDetails.png [View same] [iqdb] [saucenao] [google]
715661

>>715583
Thanks, I've since updated the triangle pattern and working out some lava/rock shader for the rest of the body.

This is all done in Maya, with a mix of native and Arnold nodes.

>> No.715707
File: 1.64 MB, 803x3036, failing_life.png [View same] [iqdb] [saucenao] [google]
715707

>> No.715714
File: 549 KB, 1350x689, blender_2019-12-15_22-45-56.png [View same] [iqdb] [saucenao] [google]
715714

Been a month guys.
Making a majime low poly model from shimeji simulation. Might probably use this in a shump game. Wish me luck.

>> No.715715
File: 544 KB, 1350x689, blender_2019-12-15_22-46-11.png [View same] [iqdb] [saucenao] [google]
715715

>>715714
cont. without wires.

>> No.715717

>>715320
pretty neat.
Shoulders to breasts are flowing nicely.
I assume that this is subdivided 3x?
Leg topo is a bit icky.(well theres a shit tonne of leg topology)

>> No.715718

>>715715
可愛い

>> No.715727

>>715715
you could probably afford to add one span to the triangles that shape her bang, just to give them more shape so they're not perfect triangles.

>> No.715728
File: 2.04 MB, 1080x1920, grillRender.0023.png [View same] [iqdb] [saucenao] [google]
715728

cont

I think the ramp through which the triangles fade is too large now, but I much prefer this triangle shape (subdividing away)

>> No.715742

Fuck, I posted in the older thread
>>715740

>> No.715773

>>715742
No worries anon I fucked up the title, another legit thread might pop up since you can't CTRL-F this one in the catalog.

>> No.715859
File: 148 KB, 1015x734, mando1.jpg [View same] [iqdb] [saucenao] [google]
715859

Makin some Cylons.

>> No.715868

>>715859
>sculpting hard surface
Yikes.

>> No.715890

>>715859
https://www.youtube.com/watch?v=5aYfmhNP-40

>> No.715894

>>715868
Never done it before. I am scared of it.
>>715890
Super thanks!

>> No.715895
File: 225 KB, 1443x890, mando3.jpg [View same] [iqdb] [saucenao] [google]
715895

>>715894
Forgot pic (its still shit)

>> No.715915
File: 734 KB, 672x775, gunsafe alomost finished small.png [View same] [iqdb] [saucenao] [google]
715915

>>715240
almost done with this gunna redo the wall and fix the target, might add a shemag somewhere later

>> No.715920
File: 191 KB, 1192x801, mando3.jpg [View same] [iqdb] [saucenao] [google]
715920

Can't wait to print this once I am finished.

>> No.715925

>>715890

All of that is outdated.

>>715868

Everyone does this initially as a concept sculpt.

>> No.715928

>>715925
Thanks for understanding man. I usually put it off until I lay out all the forms and it becomes somewhat readable. I haven't done anything in Zbrush for some time so I forgot that I even knew how to do it. Vid helped jog the memory.

>> No.715967
File: 705 KB, 1321x850, 醜い.png [View same] [iqdb] [saucenao] [google]
715967

>> No.715985

>>715920
Looks better, but will you retopo it afterward, or are you staying in sculpt? If so, you should flatten your plates in lower res, or else it'll keep that mushy look.

>>715967
Her nose is very wide, and her mouth is a straight line with no depth. Usually the corners should dig in the mouth a bit more.

I dig the eyes though. Usually bad models all have asian-y eyes, so seeing actual asian eyes well modeled feels nice for a change lmao

>> No.715988

>>715925
how is any of that outdated? wasn't even that long ago, you are full of shit

>> No.715989
File: 1.65 MB, 1080x1920, grillRender.0026.png [View same] [iqdb] [saucenao] [google]
715989

updated the lava shader

>> No.715991
File: 1.49 MB, 1280x720, PlaybastScene2.webm [View same] [iqdb] [saucenao] [google]
715991

give animation critiques please

got a rig from the internet and i'm going to make a small animation with it

>> No.715995

>>715989
a bit yellow for lava

>> No.716002
File: 1.07 MB, 1600x877, test.png [View same] [iqdb] [saucenao] [google]
716002

>>715985
i hope with hair makeup and clothes on she looks less ugly. thx

>> No.716027
File: 116 KB, 1079x1079, 98.jpg [View same] [iqdb] [saucenao] [google]
716027

>>716002
Amazing makeup and hair won't save a face though, anon.

>> No.716033

>>716027
oh its you, mr ITS UUUUGLY. why post your face here bro?

>> No.716046

>>715991
I know it's just block out phase, but the character doesn't act out the motions with his whole body, he looks stiff as fuck

>> No.716057
File: 1.78 MB, 2190x926, topo.png [View same] [iqdb] [saucenao] [google]
716057

>>715742
I need suggestions;

How to improve the topology? Like main loops, supporting loops.

Tell me the if the proportions of the head is good, if not then how too improve.

For the head topology should I just circle it along the head to the back of the neck or something else?

>> No.716063
File: 67 KB, 720x644, 26b.png [View same] [iqdb] [saucenao] [google]
716063

>>716057
topology is good, you can improve it by having the same number of edgeloops on top and bottom of lips and eyes.
proportions unless this is a nigger the mouth jaw come too far forward. The ear can use a bit of fine tuning it has no tragus and the overall shape is a bit odd.
breddy gud work keep it up.

>> No.716067
File: 2.37 MB, 1754x1690, suggestion.png [View same] [iqdb] [saucenao] [google]
716067

>>716057

>> No.716068

>>716067
you don't need topology for nasolabial folds here.

>> No.716082

>>716067
Don't listen to this >>716068 ass. Everyone does their topo different and yours happens to be something he would like to steal after he discourages you from using it. I like it. Go for it.

>> No.716151
File: 1.86 MB, 1080x1920, grillRender.0027.png [View same] [iqdb] [saucenao] [google]
716151

>> No.716204

>>716057
Its not that bad, more problems i see with the head forms like the earlobe or mouth corners or like from side it looks like she was hit by a shovel to the face.

>> No.716283
File: 758 KB, 1319x828, failing life.png [View same] [iqdb] [saucenao] [google]
716283

almost finishing practice transferring 2D to 3D
reference >>715826

>> No.716301

>>716283
you really captured the derpiness of his drawing

>> No.716317

>>716283
how much did you charge him?

>> No.716320

>>716317
lol why would I charge, this is a hobby
suck it up nerds

>> No.716335

>>716320

You are an imbecile.

>> No.716347

>>716283
Make the ass fatter and make a nude wrap, fuck the dude and sell it online so he can see his shit waifu railed by fat black cocks.

>> No.716350

>>716335
shut up baguette

>> No.716381
File: 1.12 MB, 532x942, cloudTest.png [View same] [iqdb] [saucenao] [google]
716381

Testing out clouds

>> No.716387
File: 3.55 MB, 1925x1904, peach_wip1.png [View same] [iqdb] [saucenao] [google]
716387

I actually posted my first post in the older thread because thanks to OPs goof up I couldn't find the newer WIP thread. >>715740

This is supposed to be stylized, closer to 2D. This is my first model ever

>>716063
I feel the same about the shape of the head but I can't seem to figure out what it is, I followed the basic measurements of drawing like the eyes should be in the middle of the skull and the the eyes should be one eye length apart from each other.

>>716067
That makes a lot of sense, thank you so much. I am going for a stylized build so are there other things to keep in mind?

>>716204
anon please use more punctuation, it was a bit hard to read. I get what you are saying but if I don't do that indent like shape then I don't get that curve on the cheek and that eye shape in 3/4th view. Any way around that?


This is my initial rough model.

>> No.716402

>>716387
W-What do you intend on doing with that model, a-anon?

>> No.716417

>>716387
Think her face is waaay too flat, you can see that in a side view. That being said, I really like it. Did you sculpt the hair? How did you make it so clean, a lot of copy-pasting?
Curious how it'll turn out, keep it up!

>> No.716423

>>716417
>"her"
Anon, I have I got news for you.

>> No.716443
File: 2.60 MB, 1925x1904, Untitled-1.png [View same] [iqdb] [saucenao] [google]
716443

>>716387

>> No.716444
File: 40 KB, 486x557, download (15).jpg [View same] [iqdb] [saucenao] [google]
716444

>>716443
>lips
the shape of the upper lip the philtrum is to broad.
upper lips is usually smaller viewed from the front. the mouth corners sink into the head.

>> No.716446
File: 35 KB, 1024x526, download (16).jpg [View same] [iqdb] [saucenao] [google]
716446

>>716443
that side view is not a good reference it does not fit with the front view.
>nose
you need to incorporate the basic anatomy of a nose, in your case especially the septum. either bring the septum and the nosetip down or the the outer nostrils up.

>> No.716448
File: 33 KB, 300x255, ear-notch-tragus-hole.jpg [View same] [iqdb] [saucenao] [google]
716448

>>716443
>ear
the ear needs a tragus, the overally shape is odd too. the ear is too thin and fragile make it meatier.

>> No.716449
File: 584 KB, 1009x630, Untitled-1.png [View same] [iqdb] [saucenao] [google]
716449

>>716443
>chin
make the chin pointier from the front view and less pointy from the side.
>jaw
don't remember what it is called but the fucking angle i circled, give your waifu one of those.

>> No.716452
File: 658 KB, 1217x643, Untitled-1.png [View same] [iqdb] [saucenao] [google]
716452

>>716443
>head shape
the lower part of the face is too low and protrudes too far out.
Don't trust that side view reference you have there it is wrong and some of your problems come from following that.

>> No.716453

>>716452
the edgeloop i colored red from mouth corner to ear is useful to prevent that from happening and the mouth corner get's pulled that way so it is also good for deformation

>> No.716454
File: 42 KB, 334x506, 1575967390057.jpg [View same] [iqdb] [saucenao] [google]
716454

>>716443
>>716444
>>716446
>>716448
>>716449
>>716452
>>716453
fin

>> No.716458

>>716423
Isn't that one of Dimitri's works? He basically draws a girl and then slaps a dick on it. Man can't draw males for shit.

>> No.716461
File: 978 KB, 1600x877, grrr.png [View same] [iqdb] [saucenao] [google]
716461

>>716320
>>716350
GRRRrr stop pretending you are me
be nice, niggerRRRRrr

>> No.716470
File: 610 KB, 993x877, nk.png [View same] [iqdb] [saucenao] [google]
716470

>>716317
just started as practice
i don't know what i'm going to do after

>> No.716475
File: 480 KB, 1600x1067, download (17).jpg [View same] [iqdb] [saucenao] [google]
716475

>>716381
looks neat, if that is supposed to be lava it needs some red.

>> No.716495

>>716470
So it's got nothing to do with the guy's request?

>> No.716540

>>716458
lol, would you want him to draw more manly traps? wtf is wrong with you?

>> No.716550

>>716540
I don't really care about his art, but I'd prefer calling woman a woman, even if the artist decided to slap a dick on her.

>> No.716731
File: 693 KB, 975x847, Capture08.png [View same] [iqdb] [saucenao] [google]
716731

57 tri low poly hand. I think it's too many tris because it really pushes the tri budget for the whole model, but I wanted fully animate-able fingers. 4 fingers intentionally.
What do you think of it?

>> No.716780

>>716731
>57 tri
why?

>> No.716788

>>716780
Entire character model plus weapon needs to be under 1000. I'm in the 900-1000 range. Trying to keep it as small as necessary while still fulfilling the objective of looking like hands and having rotating separate fingers.

>> No.716793

>>716788
>1000
are you building a ps1 asset?

>> No.716802

>>716793
That era of games, yes.

>> No.716803

>>716802
then do what they did back then and separate the fingers limbs etc.

>> No.716806

>>716803
I actually started out doing that, then I downloaded a model from a game I played a lot as a kid, pic related.
It's all connected as one model at 700ish tris.
So I connected some of the parts, but not all.

>> No.716809

>>716788
>I'm in the 900-1000 range.
Any actual reason for doing that?

>> No.716812
File: 153 KB, 750x650, 4909.png [View same] [iqdb] [saucenao] [google]
716812

>>716806
>>716809
To create a 5th console generation game, it has to look like one.
And also sound and play like one, but this isn't the forum for that.

>> No.716820
File: 521 KB, 1232x694, Capture.png [View same] [iqdb] [saucenao] [google]
716820

Sculpting is fun

>> No.716823

>>716806
>>716812
Rare is an exception to the norm.

>> No.716883

>>716820
oy...

>> No.716915

>>716883
woof

>> No.716942 [DELETED] 
File: 2.15 MB, 1920x1080, wip_basic_texture.png [View same] [iqdb] [saucenao] [google]
716942

>>716454
Thank you so much for the feedback anon. Your suggestions made me realize about the nuances of the facial structure.

>> No.716943
File: 2.15 MB, 1920x1080, wip_basic_texture.png [View same] [iqdb] [saucenao] [google]
716943

A rough textured render

>>716454
Thank you so much for your feedback anon. Your suggestions helped me realize the nuances of the facial structure.

>> No.716948
File: 854 KB, 1228x751, wip.png [View same] [iqdb] [saucenao] [google]
716948

>>716454
I reduced the size of the eyes, pulled the whole jaw back and up a little bit for a quick fix and did the lips according your suggestion and that really helped to improve the shape but I couldn't get the philtrum area correct, it still looks a bit big.

I know the character in question has those dick sucking lips but while modelling they look puckered up and very curved when viewed from top.

I am using 70 mm focal length btw for perspective and render.

>> No.716959
File: 96 KB, 1274x875, mando7.jpg [View same] [iqdb] [saucenao] [google]
716959

Slow progress.

>> No.716992
File: 122 KB, 1091x732, gillian1.jpg [View same] [iqdb] [saucenao] [google]
716992

Doing shit like this in the meantime too.

>> No.717014

>>716992
I continue to see gradual improvement. Nice work.

>> No.717025

>>716992
Is it the lighting or do you always sculpt deep set eyes?

>> No.717108

>>716992
already better than andromeda

>> No.717314

>>716402
lewds

>>716417
for hair https://www.youtube.com/watch?v=t2XjdzzWCqI

>> No.717315

>>717314
Thank you anon.

>> No.717469
File: 2.12 MB, 1080x1920, grillRender.0030.png [View same] [iqdb] [saucenao] [google]
717469

>>716475
you are absolutely right, here it is.

>> No.717522
File: 446 KB, 1722x1047, Ds set 3.jpg [View same] [iqdb] [saucenao] [google]
717522

Calling this done. Dunno If I should put a blacked out basemesh head in the helmet or would it look stupid.

>> No.717572

>>717522
yes, put a head into the helmet.
The fur looks horrible, change it the fur degrades the overall look.
Are these witcher assets?

>> No.717609
File: 202 KB, 1511x990, Untitled.png [View same] [iqdb] [saucenao] [google]
717609

I'm new, retarded, and I've still got a long way to go on this, but I'd appreciate some pointers. I've been following the anatomy tuts in the OP for how the geometry should look but I've got a few issues. First I feel like my head so far just looks wrong second I cannot for the life of me figure out how to make my shoulder anatomy look retarded, and third I'd really appreciate any information someone could give me on attaching the head to the body and the best way to do it.
Thank you in advance

I'm going to do a real person next time instead of an anime kid thing. My brain is killing me with how unnatural the proportions feel.

>> No.717618

>>717572

I'm shit at hair and fur so it will have to do. I cant use alphas. No it's an armour set from dark souls that I recreated.

>> No.717704

>>717609
>I'm going to do a real person next time instead of an anime kid thing. My brain is killing me with how unnatural the proportions feel.
Making stylized characters that don't look like failed abortions needs more understanding of anatomy and proportions.
>but I'd appreciate some pointers
your topology is a mess
follow your own advice go for a realistic character.
your model needs the basic things a realistic human model needs collarbone ass shoulder (with a stylized character they are still there just smoother and less pronounced)
anime faces in 3D are a special case find some models you like on divianart dl them an look how they solved it (most of the time a character sheet does not translate to 3D) it's a tricky thing and many models look shit in profile view or three quarter view.
With some flat shaded animu you can get away with having the head a separate mesh from the rest of the body. For a proper connected mesh you start with the eyes mouth face head neck collarbone area torso shoulders arms etc.
There are many ways how that topology can look find some you like copy it.
>>717618
then remove the fur altogether it makes the whole model look worse than it is.

>> No.717716

>>715715
Cute egg.

>> No.717737
File: 71 KB, 1350x689, blender_2019-12-28_23-06-01.png [View same] [iqdb] [saucenao] [google]
717737

>>717716
Thank you anon.
--
I gave the hair some volume.
Front wireframe.

>> No.717738
File: 61 KB, 1350x689, blender_2019-12-28_23-06-12.png [View same] [iqdb] [saucenao] [google]
717738

>>717737
Side wireframe.

>> No.717739
File: 77 KB, 1350x689, blender_2019-12-28_23-06-31.png [View same] [iqdb] [saucenao] [google]
717739

>>717738
back wireframe.

>> No.717740
File: 71 KB, 1350x689, blender_2019-12-28_23-06-48.png [View same] [iqdb] [saucenao] [google]
717740

>>717739
Front without wires.

>> No.717741
File: 79 KB, 1350x689, blender_2019-12-28_23-06-53.png [View same] [iqdb] [saucenao] [google]
717741

>>717740
Side.

>> No.717742
File: 78 KB, 1350x689, blender_2019-12-28_23-07-00.png [View same] [iqdb] [saucenao] [google]
717742

>>717741
Back.
I just noticed i forgot to apply the hand texture.
I might be done with the model tomorrow with the finalized solid colors.

>> No.717743

>>717742
show pantsu

>> No.717744

>>717716
See what you've done?

>> No.717747

>>717704
I appreciate the honesty
I'll go find some normal human references and a modeling tut. Thank you!

>> No.717761
File: 427 KB, 1600x1200, Wip30.png [View same] [iqdb] [saucenao] [google]
717761

I've been working on Brian Sum concept art in MoI3D.

>> No.717762
File: 1.44 MB, 2037x1146, Wip31.png [View same] [iqdb] [saucenao] [google]
717762

>>717761
Isolated a portion of the arm here to work more in-depth on it.

>> No.717834
File: 147 KB, 426x408, lips.png [View same] [iqdb] [saucenao] [google]
717834

>>716948
lips don't have a hard transition edge to the face (that is something you only do on sculptures) your lips are missing the underlying anatomy.
lips are not glued onto the face they are the inside of the face turned outside and proped up by muscles.
look into facial anatomy.
find some high quality 3D faces and look how it is done.
Get some reference photos of real people with natural big cock sucking lips.

>> No.717848

>>717761
>>717762
>Brian Sum
Patrician taste.

>> No.717875

>>717743
are you from agdg? Theres only one person who asks for pantsu there and i quite remember who they are.

Also theres no pantsu. I havent added one yet.
Its a pain especially if the character has a skirt and if its lowpoly.

>> No.717889

>>717875
He's probably from /a/. I linked to your first egg post in the Shimeji Simulation thread that's up there right now.

>> No.717894

>>717609
>>717747

Don't take complex project right away anon, do something simple and normal by following a tutorial or book first. I suggest you do the Female character modelling by CG Cookie for realistic human as you mentioned. I did it for getting familiar with blender and learned a lot about modelling but you can follow the tutorial just for learning as you are using a different software.

>> No.717895
File: 727 KB, 900x563, 484c9cdf5f771a450bcdbed5a2586a96.png [View same] [iqdb] [saucenao] [google]
717895

>>717894
Not him, but what are you supposed to do between the beginner and pro levels? I've finished countless buildings, basic characters, cars, but when I moved on to a proper realistic human face I've got burned out after a month of hard work. I did learn a lot, but now I have this unconscious fear that every project from now on will be a pain. Tried to bounce back by making basic stuff again but it just doesn't do anything for me.

>> No.717907
File: 647 KB, 4000x5120, 1537393266540.jpg [View same] [iqdb] [saucenao] [google]
717907

>>717895
English isn't my first language so yada yada

>but what are you supposed to do between the beginner and pro levels?
My definition of a pro is someone who does the beginners work very quickly and efficiently, at least in this field.
Saying that, you can make stuff with what you know at that level. You will lost if there isn't any framework or limitations like in a game development or a character for any specific art style.

>I've finished countless buildings, basic characters, cars, but when I moved on to a proper realistic human face I've got burned out after a month of hard work
You probably have found your groove/habits for creating stuff and that will always work against you if you do something outside of that groove. A realistic human is really a very complex order to pull off.
You can spend a day or an year on a project and call it done but you'll never feel really done because nothing is actually ever completed in this field, there is always some room for improvement and that is up to you when to call it done. Make the realistic human face to completion, review it, didn't like it, make another. You will have to let go off of the perfectionist attitude.

>I did learn a lot, but now I have this unconscious fear that every project from now on will be a pain.
There is always something to learn. The pain is up to you, the more you think about it the more it painful becomes.

>Tried to bounce back by making basic stuff again but it just doesn't do anything for me.
Then, you have to go above and beyond anon

>> No.717908

>>717907
>English isn't my first language
Same, I just pray to god whoever is reading my shit can understand at least some of it.

>You will lost if there isn't any framework or limitations like in a game development or a character for any specific art style.
>There is always something to learn. The pain is up to you, the more you think about it the more it painful becomes.
Jesus that's some beautiful insights. I should just get it done piece by piece instead of fixating myself on grand projects. No one is that good anyway, that's why every studio has artists with specific set of skills. Thank you anon, I'll try to find my route and stick to it instead of sitting there without any progress.

>> No.717926
File: 723 KB, 1972x2232, 1.png [View same] [iqdb] [saucenao] [google]
717926

working on this waifu. I think I will change the eyes.

>> No.717942

>>717926
Really nice and clean anon.
Can you please post the wire frame of the body, I am still learning.

>> No.717956
File: 113 KB, 856x629, don't be so wide.jpg [View same] [iqdb] [saucenao] [google]
717956

>>717740
>>717741
>>717742
Cute egg
But put them all in one image next time, or do a rotating GIF

>> No.717967

>>717956
Never put all eggs into one basket.

>> No.718036
File: 1.39 MB, 1875x1956, lower topo.png [View same] [iqdb] [saucenao] [google]
718036

>>717942
this is the base, I gave it a subdiv and reshaped it.

>> No.718085
File: 401 KB, 720x760, Annotation 2019-12-30 180823.png [View same] [iqdb] [saucenao] [google]
718085

>>718036
Than you, anon.
I also made my model's face somewhat like yours, are you also getting weird shading because of these poles or is it a blender thing.
I feel like, in my case, the vertices surrounding that pole are quite far from it thus giving poor result.

>> No.718087
File: 1.03 MB, 934x813, Annotation 2019-12-30 181640.png [View same] [iqdb] [saucenao] [google]
718087

>>717834
>they are the inside of the face turned outside
I did not know that about lips, damn.

>>718036
>>718085
>>717834
To get around that I added more edge loops but now it looks too complex. Any suggestions on how to improve?

>> No.718088 [DELETED] 

>>717908
>You will lost
I meant to say that you will be lost if there is no deadline or rules.

>I should just get it done piece by piece instead of fixating myself on grand projects.
That's the important thing anon. There's a saying in my mother tongue that says something like even small droplets of water form a sea.

>> No.718090

>>717908
>You will lost
I meant to say that you will be lost if there is no deadline or rules.

>I should just get it done piece by piece instead of fixating myself on grand projects.
That's the important thing anon. There's a saying in my mother tongue that says something like even small droplets of water form a lake.

>> No.718168
File: 265 KB, 1303x737, tiff1.jpg [View same] [iqdb] [saucenao] [google]
718168

>>717014
Thanks a lot. I have a long way to go.
>>717025
Lighting. Eyes are not that deep set but I do make those too on many characters.
>>717108
Yeah. Those were the days and your guys were right.

>> No.718227
File: 713 KB, 1080x1080, NY2020 Wheel.webm [View same] [iqdb] [saucenao] [google]
718227

>>715240
Working on a little loop for New Year's. Still a bit to go, but I still have a day before the new year hits. Planning on adding snow and making it super comfy. Background is just a placeholder for now.
Snow will probably kill that compression even more, but I'll upload it to YT too.
Happy New Year guys.

>> No.718272
File: 125 KB, 1867x882, C73F4844-27EB-4316-B08C-17677A580936.jpg [View same] [iqdb] [saucenao] [google]
718272

Three hours. Thoughts?
I’m not gunna Muslim white man spaz out on you like you-know-who.

>> No.718278

>>718272

Lens flare makes everything better doesn't it.

>> No.718280

>>718278
The fuck do you think you can speak to me like that? I can taste the sarcasm in your voice you incel white male whooman worshipping Cuck. I’ll have you know I’m a lawyer and attorney and have years of 3D experience as well as pixel art and graphic design experience under my belt and I’m doing it all on a 70 year old laptop from Bangladesh in South Africa while under siege from the natives in a war against the white man!

Naw jk yeah it really helps hide the flaws in my model from the normie eye.

>> No.718283
File: 1.70 MB, 1920x1080, Cut_04_0042.png [View same] [iqdb] [saucenao] [google]
718283

I've been working on modeling the ships from the old LoGH anime and recently finished with the imperial captal ships as well as a procedural toon-shaded asteroid generator.
My cinematographie sucks balls so no video for now.

>> No.718286

>>718280
Not that anon, but you gotta show us your flaws if you wanna improve. How can we critique something that we can't see?
Still, lookin good white wuwuman worshipper.

>> No.718289

>>718283
neat

>> No.718331

>>718283
Looks nice anon. How'd you go about the blurry line look? You're not just blurring the whole screen right?

>> No.718334

>>718331
That’s not a render it’s a screenshot you white woman worshipping wage slave

>> No.718348
File: 3.32 MB, 1080x1920, spacuWitchu.png [View same] [iqdb] [saucenao] [google]
718348

a bit closer to heaven

>> No.718350

>>718334
>posting a screenshot of 2d on a 3d board
>on the wip thread
You better check your privilege, I'm hiding behind 7 child brides. I'm an 8' tall pure white albino with a 10" cock; perfect to pleasure my child brides with. I'm also a highly regarded doctor who is well traveled and likes to skii. I don't even do 3d seriously so fuck you you 2d texture loving fuck.

>> No.718368

>>718331
Randomized thickness modifier for the stroke rendering and a bit of blur in comp.

>> No.718377
File: 688 KB, 1920x843, woman1.jpg [View same] [iqdb] [saucenao] [google]
718377

Some milf.

>> No.718379

>>718377
last one looks like hellen miren

>> No.718386

>>718348
your idea and materials are cool but your anatomy is shit

>> No.718389
File: 545 KB, 1080x1920, grillTopo.jpg [View same] [iqdb] [saucenao] [google]
718389

>>718386
Yea, I know.. I'm thinking about sculpting a new body and switching out this one with it. Since the material maps aren't UV based, it won't be a bitch to replace the geo later on, so I kept going (perhaps for a bit too long).

>> No.718434
File: 1.73 MB, 1920x1920, Wheel.jpg [View same] [iqdb] [saucenao] [google]
718434

>>718227
Finished the little loop in time. I'm a few hours late of when I wanted to post it, but at least it's still the 1st.
Here's the loop
https://youtu.be/k6zLASR1L6c

Honestly it's nothing spectacular, and there's a few things I have wrong with it. The buildings are all the same since it's all I had on hand, and the light show is a bit too choppy (they're supposed to be choppy to make it look like lights, but I had dropped the framerate to make everything slower, but the lights didn't like it. It'll have to do for a little holiday-type thing though. I really ought to start preparing a few days before instead of the the day of.

>> No.718458

Egg uploaded.
https://sketchfab.com/3d-models/yamashita-majima-shimeji-simulation-53a00e9eccd74cbb83a3e1d9373402f4

>> No.718466

>>718434
Looks good, might want to run it through an image compressor though.

>> No.718543

>>718466
>might want to run it through an image compressor though.
Why? File size is consistent with other images of the same size in this thread, and it's just a single still image from an animation so it's just there to entice you to look at the anim.

>> No.718673

>>718389
Maybejust try doing a bust for now? it would make your art like 100x better

>> No.718679

>>718673
Eh, I really like the composition I got going on. What about the anatomy would you fix first? More abs and breast definition, I assume? I feel like the general shape works fine, it just looks low res.

>> No.718691

>>718679
No dude you biceps doesnt connect right wrist is lumpy. You didn't even try with the neck or the ear and the head has weird proportions and is missing a lot of bony landmarks. It's not slightly wrong it's very wrong

>> No.718774

>>718348
>>718389
Any plans on adding a human head instead of this monstrosity?

>> No.718989

>>718774
You "the UGLY" guy stick out like a sore thumb. It is like find Waldo with you.

>> No.718992

>>718989
I mean to be fair, the anatomy leaves a bit to be desired. By all means keep going, just keep it in mind for next time.
Also with that texture, it makes it look like she's a boxer or something because there's some major cauliflower ear going on.

>> No.718996 [DELETED] 
File: 76 KB, 1040x440, 1557091631558.jpg [View same] [iqdb] [saucenao] [google]
718996

how can I mimic the look of these bushes from Captain Toad? looks like they sculpted in some light details and noise but I don't know how

>> No.719025

>>718989
It only screams "ugly" if you can't take a criticism if it's not mixed with compliments. So let me try again, you're one human head away from making something amazing.

>> No.719029

>>719025
>>718992
Hey, that wasn't me, just some random /3/ retard.

I still have plans to fix most of the points brought up, but I thought about it and won't redo a whole character anyways. I'd rather jump on the next project, keepin' it fresh!

>> No.719112

>>719029
NIce going BRO. Defending yourself against people who dislike your progress and shit on you without objectivity and no proper critique by tossing the guy who stands by you under the bus. Congrats! You now have no character!

>> No.719126

>>719112
Why are you offended on my behalf? I post stuff on 4leaf cause I want people to destroy my work. I don't think what I did is a monstrosuty or ugly, but their comment does point me toward stuff I can improve. If I wanted sycophants to tell me I did a good job, I'd post on my personal Facebook wall or on Tumblr.

>> No.719132

>>719112
>Congrats! You now have no character!
And you have a brown nose!

>> No.719137

>>719132
shut up white golem

>> No.719139

>>719137
I have a child bride, so you're the golem here white woman worshipper. I bet you eat pork too and have a dog.

>> No.719216

>>718348
I am liking your progress and your understanding of textures. the concept is cool but your model is simply bad.
I assume she is some big star swallowing entity.
The smoke doesn't make sense like the smoke itself has numbers of stars/galaxies in it, if my astronomy is correct, therefore her eating that star seems wrong.
Just improve the model anon. Else make that smoke her hair.
The radiation circle/radius on her body from the sun can be improved.
Not that you asked but I thought I might give some suggestion.

I really love the work you did on textures, really very good.

>> No.719217

>>718458
Nice to see you finish the project. Good job anon.

>> No.719245

>>719216
no need to ask, people post in the WIP to get criticism.

I actually never fucking thought about putting galaxies and stuff inside the clouds. Thanks for the idea, I kind of feel silly now.

>>718992

I'll try to post an update during the week.

>> No.719338
File: 188 KB, 526x724, howdoibones.png [View same] [iqdb] [saucenao] [google]
719338

>>718992
>>719216
Just started fixing anatomy stuff, my schedule didn't allow for a lot of free time these days. I still need to fix the fucked up elbow, and I'll try to go another direction for the eyes

>> No.719362

>>719338
It is still as ugly as fuck! Just stop. You don't deserve critique.

>> No.719376

>>717469
Based anon. Hope I can reach your level someday

>> No.719377

>>719362
>>719376
the duality of man

>> No.719395

>>719338
Body is better now. Change the skull proportions to make it more human less alien. (Currently has a big bulging cranium and super wide zygomatic arch)

>> No.719561

>>718348
add depth of field and atmospheric perspective to make it massive!

>> No.719562

>>719395
because it must look 100% human.
because theres no place for weirdness in magic
whats that? the word weird came from the old word for magic?
Guess its just a autist's tantrum afterall.

I personally like the slightly inhuman features. It adds an expressive element. Cleaning up the anatomy is probably a good skill exercise, but it might diminish the overall art in this case if done without consideration.

>> No.719626
File: 719 KB, 536x911, spaceWitch04.png [View same] [iqdb] [saucenao] [google]
719626

>>719376
And I hope you go even further, anon

>>719395
Thanks for the tips anon, I have a render rolling right now, should be able to upload a real update soon.

>>719562
It doesn't have to be 100% human (I lack the skills to make that anyways - for a female at least), but if enough people brought up ''Her skull is weird fix that'' I might want to put some effort into that.

I do prefer how the head looks now. Keep in mind slightly inhuman features can be effectively well made, but I'm a big adept of the ''know the rules before breaking them''. I'm fairly comfortable in shading and lighting, so I can go crazy and beyond physical accuracy for that, but I definitely need to improve anatomy-wise. I'm glad you appreciate the model and the 'slightly inhuman features', but know that they don't necessarily come from skillful stylization.

>> No.719629
File: 932 KB, 2250x1500, Pillars.jpg [View same] [iqdb] [saucenao] [google]
719629

Making some desert ruins, though it's pretty early stages right now. The pillars there were just placeholders to get the sand looking right. Plan on having them be arches, and sculpt them to look pretty chunked up and beaten. What's there is just the main bit, but I have plans to have the structure continue on into the horizon.

All that being said, I have no earthly clue how volumes are supposed to work with Eevee. I have to have infinitesimally small density values to be able to see anything in the scene. It's like that almost any time I use volumes. Don't know if it's because my scale is off or what.

>> No.719632

>>719626
It’s mostly the shape of the eyes. Trying to see how that stretched out shape could arise from eyes sitting inside bony eye sockets. Feel free to keep it inhuman looking if you identify the shape of the bones underneath and make it more plausible.

>> No.719660

>>719338
>>719626
neck too tall/long.
Pull those scm and trap muscles in a bit and move the head a bit down. Just a bit.

>> No.719905
File: 408 KB, 1087x705, finalgeo.png [View same] [iqdb] [saucenao] [google]
719905

>>719632
>>719660
I decided to work a bony shape around the already existing eyes. It ain't much, but with all those little hotfixes, I think this is the extent I'll take the geometry through for this project. I don't want to spend forever tweaking one model, I'll work out something else on the next project.

Thanks for the tips, kind anons

>> No.719955

>>719905
>spend forever tweaking
fuck
I need to stop doing that too.

>> No.719969

>>719905
I don't see any changes. Did you waste a week of your time? Your project seems to be finished a long time ago, unless you want to add a human face to it.

>> No.719981
File: 352 KB, 1506x783, Sculpt.jpg [View same] [iqdb] [saucenao] [google]
719981

Started doodling out this charming half-orc guy a couple of days ago from a sphere. Trying to keep things rough, so no smoothing yet. He's going to have way more body fat but I like to start like this so I'll have easier landmarks when I'm posing him.

Probably going to start sketching out some armor today.

I'm relatively new here... Whazzup?

>> No.720028

>>719981
Add a huge veiny dong

>> No.720067

>>719905
This shit looks the same learn to sculpt and move on

>> No.720122

>>720067
Eat a dick and move on

>> No.720136
File: 310 KB, 968x764, 09.png [View same] [iqdb] [saucenao] [google]
720136

I'm in a truck stop in Colorado right now. Been sculpting this throughout Minnesota, iowa, Nebraska, and fucking Colorado now.

probably a week from now I'll have it finished.

>> No.720169

>>720136

I see we're both working on muscular orc-ish dudes (I'm >>719981)

What are your plans for him? Just a sculpt thing or some retopology etc.?

I'm just shooting for a nice Keyshot render with a lot of matte painting in PS for my guy once I've sculpted, posed, and polypainted him with clothes and accessories.

>> No.720178

>>720136
Isn't it dangerous to sculpt and drive?

>> No.720222
File: 1.12 MB, 3240x1920, itspopart.jpg [View same] [iqdb] [saucenao] [google]
720222

>>719969
>Did you waste a week of your time
Barely, I'm an industryfag with little time on his hands

here's a comparison shot

>> No.720743
File: 47 KB, 1401x1496, Isometric cabinet plan.png [View same] [iqdb] [saucenao] [google]
720743

Using 3D Studio Max to model my DIY arcade cabinet before building it. I'm going to use an old CRT TV for the monitor.

>> No.720745
File: 321 KB, 1237x1668, colour concept1.png [View same] [iqdb] [saucenao] [google]
720745

>>720743
Also testing out colour schemes and different marquees

>> No.720746
File: 55 KB, 700x700, thumb-700x700.jpg [View same] [iqdb] [saucenao] [google]
720746

>>720743
>>720745
>bruh just buy a used Egret 3 for $900
jk, it's nice when people know how to build their own stuff

>> No.720827

>>715915
this is really great man

>> No.720887
File: 811 KB, 1920x1080, Runoff_wip.jpg [View same] [iqdb] [saucenao] [google]
720887

Making a sci-fi/cyberpunky scene. Plan on having a motorcycle in the foreground, with the rider leaning on the rails having a smoke. With part of a city being visible on the top part.
I've had the thumbnail for this drawn on a scrap piece of paper on my desk for the longest time. Been like a year or something. Never had the time to really start it. Got a ton of little concepts and drawings that I've never actually gotten around to doing due to prior commitments or other shit like commissions. All of them drawn on random shit like envelopes and napkins.

>> No.721001

>>720887
Be sure to add a lot of metalness and noisy specular to everything to give it that synthwave feel!

>> No.721005
File: 2.08 MB, 1920x1080, Runoff_wip1.png [View same] [iqdb] [saucenao] [google]
721005

>>720887
Added the motorcycle, and did some basic texturing. The far wall will probably be some kind of paneled greebly type thing so it's less flat and uniform. It's not much yet, but it's starting to come together.

>>721001
Believe me, I will be. I want it to be drenched in light and color, but really comfy.
Unless you're being condescending. In which case, I make what I make, if that makes sense. I use colors and motifs that I like to convey the mood and feel that I want. I've been making this sort of thing for a good while before the whole synthwave/80s meme picked up. I never really labelled my stuff under that banner though since that was never the goal. Though a lot of my work had that Outrun vibe before I really knew what it was.

>> No.721006
File: 3.03 MB, 1080x1920, SpaceWitch_Final.png [View same] [iqdb] [saucenao] [google]
721006

>>721005
I wasn't being condescending, I really like what you did on that second picture. I'm assuming some lights are missing in the top part? It looks like you have a white and yellow lights being cast in the speculars.

And I know what you mean by that Outrun vibe. Lots of my renders simply have that red/pink and blue hue to them.

Speaking of which, calling this one done.

>> No.721010

>>721006
Ah well my bad then. You never know here.
Yeah, the top part will have part of a city up there with a bunch of neon signs and stuff. You won't be able to see much because of the angle, but it should be enough to get an idea and add to that comfy feel.
The specs are just from an hdri of a cityscape. Figured it added more interest and color to the scene than just having the lighting be exactly what's there. Art before realism and all that.

But yeah, I really dig yours. It's been nice seeing it come together. How were you doing the nebulas? Just volumetrics with procedural noise? I also always dug that fractally dithering pattern you have going on with it. Was that done procedurally or with a regular texture?

>> No.721015
File: 671 KB, 1366x705, blender_2020-01-19_13-44-46.png [View same] [iqdb] [saucenao] [google]
721015

Hello friends im back. Making a shijima model right now.
Different topology. Im trying 2.8 and its stable now in my PC. Im gonna try doing some AO too using materials.

>> No.721016

>>721005
I like how motorcycle is light years ahead in quality than anything else in the picture. What kind of liquid is that? I couldn't make an uglier static liquid even if I tried.
>>721006
Ah, that untouched monster nose bridge will always calm me down. It's so fresh to see a female who's THAT ugly.

>> No.721017
File: 314 KB, 1906x988, capture2.png [View same] [iqdb] [saucenao] [google]
721017

>>721010
Thanks. The nebulas around her body were a geometry I intersected with the body, then I brought that into Zbrush, sculpted the shape I wanted it to have around the body and boolean'd the character out. Then I converted it to a vdb and displaced it with a mixture of noises.

As for the pattern, it's a bunch of grid nodes rotated by 60 degrees to eachother. There are three levels to the triangles, so 9 grids, whose width are controlled by a number of ramps. I then project the resulting pattern as an alpha map for a ''shell'' geometry. Pic related, please forgive my exceptionally bad naming convention for the nodes.

>>721015
I think your previous model was cute, I'd love to see it fully rendered.

>> No.721026

>>721016
Don't know why I'm giving you the time of day, but whatever.
>I like how motorcycle is light years ahead in quality than anything else in the picture.
Almost like we're posting in the "work in progress" thread. It's a step out of the blockout phase with a motorcycle put in to get a feel for composition. I won't claim that I made the motorcycle. It's just something I had on hand from an earlier project.
>What kind of liquid is that?
Some kind of future-tech treated runoff that turns pink due to the algae in it that eats waste. Nobody's expected to know that looking at the image, but that's my reasoning behind it. Not to mention having clear water would look dull, and having greenish sewage would just look ugly.
But if that doesn't work for you, it's Pink Lemonade Kool-Aid.
>I couldn't make an uglier static liquid even if I tried.
The liquid is a placeholder. There will be a proper fluid sim running through. That's just not the priority right now.
>even if I tried.
You're not trying though are you? You're just here to shitpost not actually to make anything.

>>721017
Neat. That's kind of what I thought was going on with the pattern. The results at the far end of the ramp are pretty cool. Coming out more snowflake like rather than stacked triangles.

>> No.721030

>>721016
pretty rich to criticize untouched monster nose bridge when you have an untouched dick

>> No.721032

>>718090
>even small droplets of water form a lake
nice

>> No.721039
File: 225 KB, 517x579, blender_2020-01-19_17-36-24.png [View same] [iqdb] [saucenao] [google]
721039

Winged the hair because i had no reference for the back. It went well i guess.

>> No.721040
File: 169 KB, 522x519, blender_2020-01-19_17-36-49.png [View same] [iqdb] [saucenao] [google]
721040

>>721039
cont.

>> No.721041

>>721026
>You're not trying though are you?
I am. I just prefer to get criticism when I'm out of ideas and already replaced all my "placeholders" (really? you think we're that dumb?). Helps a lot to get a look from a different perspective.
>>721030
I don't have to touch myself every single day, you autistic coomer.

>> No.721042

>>721041
>I just prefer to get criticism when I'm out of ideas and already replaced all my "placeholders"
We're of different minds then. I don't have to be out of ideas to accept input from outside sources. Art isn't created in a vacuum (>inb4 "you call that art?"). Having outside perspectives early on in a work can help shape it in ways that you didn't see (like you said), at a stage that it's not prohibitive to actually implement. That and fixing mistakes and pitfalls before they happen (others might have had the same problems you may end up having in a project). Otherwise you get the "I'll fix that sort of thing the next time I do something like this" that you see often in these threads when people don't feel like taking the time to apply criticism.

>really? you think we're that dumb?
I'd like to say that you might be, but I'd rather not get into an argument about it.
You can see the post before it's just basic modelling work and nothing more. It'd be pretty safe to assume it's a project at a pretty early stage before anything major, someone would have to be pretty stupid to post that like it's a finished piece. I like to make a full composition before I do anything instead of starting on small assets and getting bogged down. You do the same thing when drawing. Get the gesture for the composition, refine the linework, then focusing on the shadows and detail.

All of your initial points were valid, I'm just saying it's not at that stage yet. I'm in between that gesture and refinement stage. It has a long way to go. I'm just posting for early input, and some people here just like to watch the process of seeing projects come together. It's not like many people have actually been using /wip/ anyway anymore.

>> No.721043

>>721042
>I like to make a full composition before I do anything instead of starting on small assets and getting bogged down. You do the same thing when drawing. Get the gesture for the composition, refine the linework, then focusing on the shadows and detail.
Except you can adjust the final composition in seconds while working in a 3D environment. 90% of work consists of making actual models instead of slapping shit on top of each other for 10 minutes, then posting it on a mongolian basket weaving board and arguing for 2 hours more. But you do you. I couldn't even finish your post, it's probably as half assed as your "early work".

>> No.721053

>>721039
Cute

>> No.721071

>>721043
Post your work

>> No.721072

>>721071
Prove you're >>721005 first.

>> No.721081
File: 630 KB, 1321x802, png.png [View same] [iqdb] [saucenao] [google]
721081

>> No.721086

>>721072
I am not runoff anon though. Just calling you out

>>721081
Looks great, but offset mesh for the toon outline screams 2000s. If this isn't for realtime, try using an edge detect map instead

>> No.721090

>>721071
>>721086
>Just calling you out
fuckin cringe dude

>> No.721093

>>721090
OOOOOOOOH YIEKS SWEATY, THERE'S A LOT TO UNPACK HERE LIKE OMG THAT'S JUST SO CRINGE BRO I CAN'T BELIEVE PEOPLE THINK LIKE THAT IN 2020 I CANT WAIT TO MAKE A BLOGPOST ON THAT ENCOUNTER I HAD WITH A WHITE PERSON

HUEHUHEHEHAUHEUEAHHEA MAYBE IF I SAY CRINGE ENOUGH I'LL BECOME AMERICAN AND AOC WILL LET ME VOTE EVEN THOUGH I BARELY PASSED MY CG CLASSES AND I HAVE NOTHING TO OFFER TO THE UNITED STATES (NOT THAT I WANT HOWEVER, IT'S NOT LIKE TRUMP IS MY PRESIDENT) OH SWEETIE JUST YOU WAIT TIL I SHARE THIS ABSOLUTE TRAINWRECK OF AN ARGUMENT WITH MY BLUE CHECKMARK FRIENDS FUUUUUUUUUCK HAHAHAHAHAHSFHASDHAHSHASHAHAHAHAHAHASHHASDHASHASHASHHAHAASHASHASHASHASHASHDHASHDASHASHASH

>> No.721094

>>721081
fucking cute. Simple, clean and balanced proportions.
Nice work, anon.

>> No.721102
File: 216 KB, 492x598, unknown.png [View same] [iqdb] [saucenao] [google]
721102

progress

>> No.721128

>>721072
I'm runoff anon. I actually don't care if you post work or not. Personally I think it's a stupid argument. Which is why I never said it in the first place.
It wouldn't make your opinion more or less valid, and it wouldn't make you seem like less of a dick.

I'm just gonna keep going with it. If it turns out decent, good. If not, it's not a big deal. I'm not here to impress you.

>> No.721134

>>721094
the reference is not mine
it is from this guy https://twitter.com/eiken3kyuboy

>> No.721175

>>721128
>I'm just gonna keep going with it
Yet a day later all you have is words.

>> No.721178

>>721175
It takes a minute to make a post. Not like it consumes a whole assload of time to reply to you faggot.
I have other things to work on as well. I don't have a requirement to post progress every day.

Where's your progress?
It's been 2 days and all you've done is talk shit.

>> No.721182

>>721178
>I have other things to work on as well
Sure you do buddy.

>> No.721205
File: 63 KB, 720x720, FB_IMG_1544621790081.jpg [View same] [iqdb] [saucenao] [google]
721205

>>721182
Bro can you be even more of an useless ass right now

>> No.721216

>>721205
Could ask you the same question but you'd start lying again.

>> No.721217
File: 186 KB, 1112x1019, uh oh.png [View same] [iqdb] [saucenao] [google]
721217

they told me nurbs would be great

>> No.721222

>>721081
cute

>> No.721340

>>721081
Good translation so far
Show those wires

>> No.721354

>>721216
I am not runoff anon. Literally everyone in the thread is telling you to fuck off.

>> No.721371
File: 978 KB, 1920x1080, Runoff_wip4.jpg [View same] [iqdb] [saucenao] [google]
721371

>>721005
Did some more work on it. Added some pipelines going through the wall, little bases for the rails, started sculpting the top of the wall (there's some repetition in there that needs to be fixed), and started a basic blockout of the city on the top with some signs added as particles to get a feel for how things should look.
There should be a good bit more sign variety added later on as I make them, and they'll be hand placed so they're not floating around and clipping. Planning on having a bunch of wires and other hangy bits crossing the streets too.
Still need to put the guy in there, but I've been putting it off till the end since I'll need to make the clothes in MD.

>> No.721376

>>721354
You really don't have to bring your imaginary friends in this conversation.
>>721371
See? Was it that hard? Keep working, you have some good ideas, except I wonder why didn't you just implement them, both signs and wires will take like 20 minutes to add, unless you're planning to draw the signs yourself from scratch for some reason.

>> No.721379
File: 697 KB, 1442x1670, Image 002.jpg [View same] [iqdb] [saucenao] [google]
721379

>>721376
I know you won't believe me, but those other people aren't me. I don't know why it's hard to believe that people were calling you out.

>except I wonder why didn't you just implement them, both signs and wires will take like 20 minutes to add
When I post, it's usually the render before I call it a day. Due to hand trouble, I can't work for very long without pain. So while I'd like to keep working on things, sometimes I just can't because my hands hurt (and yes, I do take breaks). I wish it wasn't the case, but that's the way things are.

>unless you're planning to draw the signs yourself from scratch for some reason.
Yeah I'm doing them from scratch, so I'm not running into any issues with copyright. I work full time as a graphic designer, so whipping up signs in illustrator doesn't take too long. Most of what's there already is from other projects.

>> No.721533
File: 2.33 MB, 1920x1080, mayaCans.png [View same] [iqdb] [saucenao] [google]
721533

Hi

>> No.721546
File: 46 KB, 768x768, blender.jpg [View same] [iqdb] [saucenao] [google]
721546

>>721533
Wow, stealing ideas from blender artists, tsk tsk tsk.

>> No.721547
File: 167 KB, 405x412, 1575412478499.jpg [View same] [iqdb] [saucenao] [google]
721547

>>721533
>>721546
damn the blendlet one looks like fucking garbage lmfao

>> No.721551

>>721533
>>721546
>Maya one: Self deprecating humor, poking fun at itself acknowledging the "drink's" shortcomings
>Blender one: chip on it's shoulder, literally seething at the thought of anyone "drinking" any other soda

Sounds about right
Not to mention the blendlet one can't even into package design.

>> No.721591

>>721533
>>721546
>>721547
>>721551
There are dedicated thread for your waifu wars.
shuu.

>> No.721638
File: 672 KB, 796x963, Annotation 2020-01-23 010704.png [View same] [iqdb] [saucenao] [google]
721638

>>718087
Slow progress..
Did the basic body. Not a good topology right now.
Tell me about the proportions. Working on it continuously makes you get used to seeing what you are modelling and makes you ignore the flaws.

>> No.721639
File: 543 KB, 603x978, Annotation 2020-01-23 010746.png [View same] [iqdb] [saucenao] [google]
721639

>>721638

>> No.721687

>>721639
The chest muscles are way too low. Look at where your pectorals finish to get an idea of where that plate should end.

Everything that should be a cylinder is in a squared shape for some reason.

>> No.721714

>>721687
>The chest muscles are way too low
I also get the same feeling but he does have longer chest in original artwork. He also has budding titties i guess.

OG art NSFW for reference:
https://img.rule34.xxx//images/2813/573eba7afb4d73fabd1878b90d1e7c8f.jpeg
https://img.rule34.xxx//images/2262/9e49879a98077968d4a97a65a1ad07cf.jpeg
https://img.rule34.xxx//images/2684/8052c7b9cf581c3c78ed3d50b4bacd93.jpeg

>Everything that should be a cylinder is in a squared shape for some reason
I am going a bit of stylized look and trying to match it to the 2D so that is why it is squarish, but does it look very odd?

>> No.721738
File: 929 KB, 1286x976, 2020-01-23_18-44-55.png [View same] [iqdb] [saucenao] [google]
721738

>>715240
Am I doing fine?
Just finished sculpting the coat. Does it look too bad?

>> No.721794

>>721102
interesting look, but fix you are anatomy
wonky as hell in many places

>> No.721809
File: 267 KB, 1920x1279, untitled.183.jpg [View same] [iqdb] [saucenao] [google]
721809

Modelling a 2000gt and doing my best not to kill myself

>> No.721810
File: 974 KB, 1920x1080, Runoff_wip5.jpg [View same] [iqdb] [saucenao] [google]
721810

>>721371
Filled out the buildings and added spaghetti wires all over the place. The facades need some heavy work to make them fit the scene better (textures are pretty meh, and the buildings are pretty bright), but for now they'll do.
There's some new sign designs in there as well if you can spot them. For now they're still just particles. I've got them all fixed up in another project so they have an actual "body" to them so they're not just floating textures. Once I finalize the buildings I'll get to placing signs manually.

Really don't know what to do with the wall in the foreground though. I had wanted to do some metal paneling squares at different heights, but now I'm not so sure that will look all that good. Any help or ideas would be welcome.

>> No.721812
File: 865 KB, 1920x1080, Signs.jpg [View same] [iqdb] [saucenao] [google]
721812

>>721810
Here's all the signs so far.
Working on adding like 4-6 more. That should be enough variety, plus they'd be usable for other projects too.

>> No.722024

>>715991
Learn composition

>> No.722094

>>721794
where

>> No.722146
File: 30 KB, 701x710, hateSymbol.png [View same] [iqdb] [saucenao] [google]
722146

Hi, I made a hate symbol

>> No.722148

>>722146
back to pol incel
this is so cringe.

>> No.722149

>>722148
OMG STFU YOU POLPOSTING FAG I CANT BELIEVE YOU STICK AROUND A DEAD BOARD TRYING TO CALL OUT HONEST 3D ARTISTS JESUS FUCKING CHRIST GO RUB YOUR DICK ON /D/ YOU PROGRESSIVE KEK

>> No.722151

>>722148
You came to the wrong neighborhood, lefty

>> No.722155
File: 457 KB, 726x677, PepeThePlaydoh.png [View same] [iqdb] [saucenao] [google]
722155

>>722146
little update

stay triggered librulz

>> No.722160
File: 640 KB, 614x760, 1579294381816.webm [View same] [iqdb] [saucenao] [google]
722160

>>722148
imagine being triggered over a 3D model

>> No.722164 [DELETED] 

>>722155
you can do better

>> No.722170
File: 631 KB, 715x714, 368.png [View same] [iqdb] [saucenao] [google]
722170

>>722164
Of course I can! <3

>> No.722183
File: 603 KB, 1009x823, 3682.png [View same] [iqdb] [saucenao] [google]
722183

>>722170

>> No.722185

>>722183
absolutely BASED 3d model.

>> No.722193
File: 753 KB, 877x867, 36822.png [View same] [iqdb] [saucenao] [google]
722193

>>722185
thank u anon

>> No.722212
File: 615 KB, 1323x1549, Frogboi.jpg [View same] [iqdb] [saucenao] [google]
722212

>>720028

Sure, buddy. Gimme like 5 bucks.

Been doing some armor exploration for a couple of evenings in ZBrush for this other character. Fun stuff...

>> No.722351
File: 380 KB, 882x858, 36232.png [View same] [iqdb] [saucenao] [google]
722351

>>722193

>> No.722360
File: 337 KB, 1920x1279, untitled.195.jpg [View same] [iqdb] [saucenao] [google]
722360

Surfaces aren't perfect but i'm lucky to make it this far without giving up

>> No.722361
File: 306 KB, 1920x1279, untitled.196.jpg [View same] [iqdb] [saucenao] [google]
722361

>>722360

>> No.722364
File: 270 KB, 721x718, 368562.png [View same] [iqdb] [saucenao] [google]
722364

>>722361
Could you post a wireframe? It looks neat.

>> No.722399

>>722361
Nice job Anon, i was making that one too and gave up because modelling it was too hard

>> No.722414

>>722364
What did you do for the robe? Modelled it? MD?

>> No.722479

>>722170
>>722183
Why does he look like he's covered in a small layer of fuzz?
I like it.

>> No.722498
File: 167 KB, 657x354, Screenshot_2020-01-27_15-12-08.png [View same] [iqdb] [saucenao] [google]
722498

DOES THIS LOOK LIKE THE FACE OF MERCY TO YOU?

>> No.722510
File: 631 KB, 2312x1301, gt wireframe.jpg [View same] [iqdb] [saucenao] [google]
722510

>>722364

>> No.722522
File: 212 KB, 1920x1279, untitled.200.jpg [View same] [iqdb] [saucenao] [google]
722522

>>722399
The problem is finding blueprints that line up in each view. I've been referencing everything from restorations, general arrangements and kit model instructions.

>> No.722551
File: 532 KB, 848x828, 36223332.png [View same] [iqdb] [saucenao] [google]
722551

>>722414
MD, although I do the cloth sim in Maya. I gotta say, I like how it folds for now, but I gotta fix that bumpiness issue inherent to triangulated mesh. Still trying to see if I can somehow tweak the parameters of ncloth like bend resistance properly to make it less lumpy.

>>722510
NURBS are fascinating to look at.

>> No.722556

>>722551
just realized i had my curves layer turned off

>> No.722598

>>721081
Spot on, keep it up

>> No.722599

>>722148
Weak bait desu

>> No.722644

>>722599
a four (you) bait is a success in my books

>> No.722674
File: 996 KB, 1920x1080, Runoff_wip6.jpg [View same] [iqdb] [saucenao] [google]
722674

>>721810
The buildings really looked like shit. So I went back in and remade them from scratch. They're definitely looking much better, and there's a good sense of scale and verticality coming in.

Been a bit busy with other things, so apart from the buildings, not much has changed in the main scene.
Still don't know what to do with the wall in the foreground though. I think a plain concrete wall would be pretty boring.

>> No.722958
File: 195 KB, 1920x1279, untitled.208.jpg [View same] [iqdb] [saucenao] [google]
722958

ray bounce testing

>> No.722971
File: 968 KB, 1920x1080, Runoff_wip8.jpg [View same] [iqdb] [saucenao] [google]
722971

>>722674
Finally added the rider. Pose is really preliminary, mainly just a quick manhandling of the bones into a rough pose.
Actually didn't have to use MD either. I used Adobe Fuse for the dude, but it also came with some clothes. Even had procedural texturing and stuff built in with substance materials. Definitely gets the job done for something that's not super close to the camera. The jacket's weighting could use a little work though.

But yeah, it's all coming together now. Just gotta finish the wall/pipes, put the dude in the final pose, add the final signs, then finish it all up with a fluid sim. Maybe do some more in depth lighting too.

>> No.722993

>>722971
>last night at the purple drank factory

>> No.723053
File: 469 KB, 4025x2995, pink water.jpg [View same] [iqdb] [saucenao] [google]
723053

>>722993
Thank you. Very insightful. I'll make sure it pours into the sizzurp river.
But yeah, it's actually some algae treated water that breaks down hazardous materials and stuff, that just happens to be pink (because art). Like I said in a previous post though, I really don't expect people to know that. It's just how I'm rationalizing it.

>> No.723086

>>723053
Maybe you could have some visual cue that it's algae, like a sign that says "algae is toxic-do not eat" or something.

>> No.723088

>>723086
Well it's not really an important detail. Just an excuse to have pink water for the people that have a problem with it being pink (and glowing).
Then again, some signs could add some more detail. Why not.
Then again, it's not a great idea to consume sewage in the first place.

>> No.723111
File: 1.02 MB, 1920x1080, Runoff_wip9.jpg [View same] [iqdb] [saucenao] [google]
723111

>>722971
Spent all day simming water and mist. Never really did it before, so it was a learning process and a lot of trial end error. Mainly with the water.
I wanted it to fall a certain way, and at a certain thickness, but it only really worked at low resolution values. Higher ones made it super thin, but also catapulted it out like it was a water slide.
I'm happy enough with it for now though.

>> No.723116

>>723111
Is the end result planned to be an animation or still? If it's the latter, don't bother too much with mist as you can paint stuff like this in PS in 20 seconds. That being said the water particles need some motion blur to make them more realistic.
Also i am kind of triggered by how clean the wall is. Needs some dirt, graffiti, mold, whatever...

>> No.723130

>>723111
>simming
why when one could do the same in 3 minutes with deformed geo

>> No.723146

>>723116
>>723130
>Is the end result planned to be an animation or still?
Both. Gonna have a still, but also a looping animation. The water loops alright and so does the mist.
The water needs motion blur as well, I agree. Eevee doesn't actually support it, so I'm gonna have to do it via compositing. That'll be later on.
And yeah. I havent done anything to the wall yet.
Still don't actually know what I want to do with it. I don't want it to be just a plain concrete wall. After I figure that out, I'll bring it into substance and really give it the full treatment.

>> No.723162
File: 264 KB, 1920x1279, untitled.212.jpg [View same] [iqdb] [saucenao] [google]
723162

>> No.723163
File: 241 KB, 1920x1279, untitled.213.jpg [View same] [iqdb] [saucenao] [google]
723163

>>723162

>> No.723194

>>723163
Coming along pretty good. I feel like a lot of the panels could use some volume though. I get that you're probably making with nurbs (iirc), but the whole thing looks like it's made out of card stock, or a soda can. Though that might all come later.
Also, are the panels of the car really like that? Seems like the front quarter panel isn't, it's just a seamless bumper/panel. Seems like it'd be hard to manufacture like that.

>> No.723195

>>723088
>it's not a great idea to consume sewage in the first place.
Never underestimate what people will try to eat when desperate. If this is a cyberpunk dystopia with homeless and impoverished people everywhere, there might be a lot of them trying to eat the algae because thinking it might be edible.

>> No.723203

>>723195
You're definitely not wrong. I just don't want it to seem like the algae is particularly harmful (again, not like it matters too too much). I just think it kinda defeats the purpose of them consuming hazardous materials if they're hazardous themselves. Especially if it's out in the open like that and spewing mist everywhere. Which the rider is straight up breathing in since he's so close.

I was maybe thinking something along the lines of a "no dumping sign" that talks about the algae, or do something like the algae itself is a product by a corporation by saying "___ algae, provided by 'company'". Something along those lines, ya know?

>> No.723266
File: 520 KB, 1500x938, 1968-Toyota-2000GT-front-three-quarters.jpg [View same] [iqdb] [saucenao] [google]
723266

>>723194
you tell me bub
I only just noticed that surface gap and have no idea where it's coming from. I'm planning to offset the exterior surfaces and create real thickness. For now I'm just fucking around with trims it to see how it looks - I really care more about surface quality before I start detailed modelling.

>> No.723267
File: 243 KB, 1920x1279, untitled.215.jpg [View same] [iqdb] [saucenao] [google]
723267

>>723194
actually since I made this render I've added the front wheel arches (the perspective is wrong in this image though)

>> No.723269

>>723266
Huh, weird. Must be a real bitch to replace if it gets fucked up. You'd have to replace the whole thing it looks like.
>>723267
Also, this looks less paper thin, I think it was those gaps that was making it look like that.

>> No.723272
File: 8 KB, 275x183, Unknown.jpg [View same] [iqdb] [saucenao] [google]
723272

>>723269
most cars from the 60s had unibody frames making repairs nearly impossible. The Karman Ghia has only 4 panels on the entire car.

>> No.723273

>>723272
>impossible
unknown word to a real mechanic. I can fix anything.

>> No.723276

>>723273
You're on the wrong board then, Sal.

>> No.723277

>>723272
>most cars from the 60s
nigger.. that cars frame was very simple to remove in a fucking random road drop repair shop anywhere. this why it was loved back then. every car from 60s allowed to replace every part of the car in half hour. that was even a fucking designer competition back then.

>> No.723279

>>723276
I'm a regular poster on /o/

>> No.723304
File: 3.28 MB, 1920x1080, 30.1.2020.png [View same] [iqdb] [saucenao] [google]
723304

>>715240
Working on a tribute to my classic wow guild. Would appreciate any feedback.

>> No.723365
File: 31 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google]
723365

>>723277
>every part is replaceable
are you blind or just stupid?

>> No.723366

>>723365
I have a hydraulic frame stretcher for cases like this.

>> No.723592
File: 472 KB, 855x680, fuck.png [View same] [iqdb] [saucenao] [google]
723592

the town im currently in has a huge homeless problem. any place I stop to try to sculpt at kicks me out. sculpting this has been a fucking nightmare.

i'll finish the renders tomorrow.

>> No.723594
File: 630 KB, 1600x900, do do do do do.png [View same] [iqdb] [saucenao] [google]
723594

this is my first time sculpting pores and wrinkles. interesting to learn these techniques, but feels soulless and bland to me.

>> No.723614

>>723304
Fix your lighting in every aspect. You want the flag to be the brightest thing on there since it's the focus, not the meteors.

What's up with your sky? Why can i see a lot of stars even though the sky is blue. Decide if you want it to be sunset or night time. Figure out where the shadows are being cast, from the sun or that lamp on the pole.

Burning cloth is not white at the center of the flame.

>> No.723955
File: 577 KB, 1038x782, life_failure.png [View same] [iqdb] [saucenao] [google]
723955

i'm giving 3D a break
learning 2D

>> No.723970

>>723955
Good man.

>> No.723976

>>723594
hand too small
fingers too large and meaty

>> No.724002

>>723955
pretty cool, is it rigged?

>> No.724024

>>723955
Very cute

>> No.724049
File: 121 KB, 346x280, burning cloth.png [View same] [iqdb] [saucenao] [google]
724049

>>723614
thanks for the input anon. I'll definitely make the sky and meteor light a lot less intense which should bring the banner into the focus. As for the color of the burning fabric, after tinkering around with it and changing the emissive colors from white -> red to yellow -> brown I have to say I'm not really happy with how it looks, I suppose the white glow I saw on reference photos was coming more from the flames themselves. Maybe I need to do a proper fire simulation instead.

>> No.724361
File: 204 KB, 1329x1003, f260.png [View same] [iqdb] [saucenao] [google]
724361

Been doing some practice with Fusion 360 for a cosplay

>> No.724696

>>717522
The other anon may just have more experience than I do, but I think overall this looks really nice aside from the fur having issues. I like it anon

>> No.725105
File: 668 KB, 1186x884, Annotation 2020-02-12 184538.png [View same] [iqdb] [saucenao] [google]
725105

>>724361
Idk much about printing and assembling things but these points looks very thin and may break if screwed.

>> No.725430

>>719629
Nice sand, care to share how you did it?

>> No.725572
File: 234 KB, 1862x1048, kobold.jpg [View same] [iqdb] [saucenao] [google]
725572

Trying to make a Kobold miniatures in Zbrush so I can make a custom war-band of like 10-20. Who and what do I watch to get good?

Barely know what I am doing. Trying to get the base down. Want to have more of a cute look. Instead it looks slightly less creepy then the late 9 times.

>> No.726342

>>725430
Doubt you're still looking at the thread, but....

First I sculpted the rough shape to get it integrated with the pillars, then I brought the height map into Gaea and threw a ton of erosion and other sandy sediment on top of it.
Exported the heightmap, brought it back in to blender, set it as a displace modifier. Then threw the same texture onto the material as a bump map to get some extra detail.
After all that, just throw on a sand texture.


Someone should really make a new /wip/ thread. It's a shame that this /3/ tradition is being usurped by that "post your latest work" thread. People are treating it as the new /wip/.