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

/3/ - 3DCG

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File: 3.03 MB, 900x1800, IMG_7501.png [View same] [iqdb] [saucenao] [google]
741259 No.741259 [Reply] [Original]

Post anything that you're working on rn.

>> No.741269

Ok lacey, you know there's a print screen button?

>> No.741282
File: 161 KB, 1600x900, 2020.05.14-04.22_01.png [View same] [iqdb] [saucenao] [google]

any tutorial for making folds on zbrush? asking for making the wraps on the blade

>> No.741283

also how can i get the wraps to look torn?

>> No.741315

We already have an WIP thread you double-nigger.

>> No.741350
File: 3.34 MB, 1450x1478, IMG_7503.png [View same] [iqdb] [saucenao] [google]


>> No.741401

Cut out the tears before you smooth the mesh.

>> No.741449
File: 1.11 MB, 2193x1233, 546-1.jpg [View same] [iqdb] [saucenao] [google]

>> No.741483

why does the wrap go that far up the blade? i think it would be better to only cover the ricasso.

>> No.741621

Better idea: Post it here >>734668

Girls can't into computers.

>> No.741858
File: 127 KB, 397x402, file.png [View same] [iqdb] [saucenao] [google]

He's making the Holy Moonlight sword from Bloodborne

>> No.741863


>> No.741865


Do it in the texture

>> No.741867
File: 104 KB, 1783x975, 3dprint.jpg [View same] [iqdb] [saucenao] [google]

3d printing characters.

>> No.741868

Nice, I've been meaning to print something out as well. Gotta do it in sections, though.

>> No.741878

with transparency textures?

>> No.741970
File: 301 KB, 887x675, Schermopname (91).png [View same] [iqdb] [saucenao] [google]

Oh, that explains it.
I'm working on a 16th century close helm. Does anyone know how i should go about adding a plume like in pic related?

>> No.742045

Literally just a curved plane with a feather texture.

>> No.742198
File: 108 KB, 312x506, blender_PIaelD5nmn.png [View same] [iqdb] [saucenao] [google]

adding on to >>742045 , make two curved planes like img attached, put a transparent shade on it and boom

>> No.742984
File: 75 KB, 1209x673, head sculpt 2.jpg [View same] [iqdb] [saucenao] [google]

Made this from imagination

>> No.742985

Stop imagining. Please.

>> No.742986

Does my work disturb you?

>> No.742999

I don't believe you actually imagined that before you started, you just began sculpting, attempting to make something human looking with exaggerated features, and this is what you eventually produced incrementally, without ever having a full picture of the final sculpture in your imagination prior to its existence on the screen.

>> No.743026
File: 557 KB, 500x288, nicetripsnigger.gif [View same] [iqdb] [saucenao] [google]


>> No.743027

What if he did, what if every vertex was a well thought out design choice, just . . what if.

>> No.743028
File: 1.19 MB, 1212x617, sublwip4.png [View same] [iqdb] [saucenao] [google]

Currently doing tutorials while thinking up a scene I want to make, have no idea what I want to do.

>> No.743036
File: 194 KB, 1853x732, Donknowman.jpg [View same] [iqdb] [saucenao] [google]

Don't know in which direction it goes but im currently not happy about it

>> No.743038
File: 877 KB, 831x819, wip.png [View same] [iqdb] [saucenao] [google]

A quick render from substance. Fucked up the baking of a few part and it's annoying you can't remove them from inside substance. I have no idea where this is going

>> No.743048


Did you paint the on normals in substance or bake them in?

>> No.743049

Bake them

>> No.743069

> im currently not happy about it
Realising you're shit and need to improve even when you're not completely trash is a good attitude to have.
Biggest issue is the arms are way too short and hands are too small. Next would be the big retard mouth. Then the randomly uneven / jagged skirt

>> No.743080

well t-thanks anon

>> No.743125
File: 383 KB, 477x738, head 2b.png [View same] [iqdb] [saucenao] [google]

That's exactly what happened. Would a better word be "improvization"?

>> No.743133

No, a better word would be "bullshitting".

>> No.743197
File: 112 KB, 883x553, blendurr.jpg [View same] [iqdb] [saucenao] [google]

Learning to sculpt in blendurr. First attempt to sculpt in blendurr

>> No.743222
File: 136 KB, 882x581, blendurr2.jpg [View same] [iqdb] [saucenao] [google]


>> No.743224
File: 9 KB, 480x360, hqdefault-5.jpg [View same] [iqdb] [saucenao] [google]

>Does my work disturb you?

>> No.743233
File: 186 KB, 988x982, blendurr3.jpg [View same] [iqdb] [saucenao] [google]


>> No.743235
File: 97 KB, 549x721, aaaa.png [View same] [iqdb] [saucenao] [google]

>> No.743294
File: 200 KB, 1343x896, blendurr4.jpg [View same] [iqdb] [saucenao] [google]

Calling an end to premiere session. Nice tools, but like someone said in other thread, no layers :(

>> No.743297

Try sculpting with shape keys, can hurt performance but those work well as layers

>> No.743301
File: 693 KB, 1400x2100, Reimu_WIP-12_ribbons.png [View same] [iqdb] [saucenao] [google]

>> No.743303
File: 11 KB, 274x282, YOU LOOK AMERICAN.jpg [View same] [iqdb] [saucenao] [google]


>> No.743310
File: 1.40 MB, 1016x1782, wip010.png [View same] [iqdb] [saucenao] [google]

So I've been trying to make a fairly toned belly, hopefully it looks decent enough
I'm not sure if the belly button should be a little higher

>> No.743327

It could go higher, but I don't think youv'edone a bad job by any means. Topology is pretty good, over all it looks like a decent model.

>> No.743329

thanks, that helps quite a lot

>> No.743349
File: 886 KB, 1695x1751, house final.jpg [View same] [iqdb] [saucenao] [google]

I think it turned out alright, but next time i'm definitely using trim sheets for textures

>> No.743350
File: 200 KB, 639x468, glock19.png [View same] [iqdb] [saucenao] [google]

How is this as a foundation?

>> No.743352
File: 281 KB, 1489x1445, gorl.jpg [View same] [iqdb] [saucenao] [google]

I just want to make my waifu real

>> No.743361

Your waifu is fucking hideous

>> No.743392
File: 122 KB, 570x552, a.jpg [View same] [iqdb] [saucenao] [google]

Some comission work.
Can you guess who this is?
How would you rate the likeness, from 1 to 10?

>> No.743395



>> No.743412

Elon Musk.

I'd say it's at least a solid 7.

Unless I'm wrong, in which case it's shit.

>> No.743413

Try to change the FOV to mimic a lens in the 85-135mm range (24 to 15 degrees.) and reshape the head looking thru that one. Clearly we can see who it is but the features look very warped when comparing to a photo of the guy,

>> No.743414
File: 144 KB, 598x587, a.jpg [View same] [iqdb] [saucenao] [google]

Correct! Thank you.

Is this better?

>> No.743419
File: 523 KB, 3118x1024, elon.jpg [View same] [iqdb] [saucenao] [google]

Think real Elon has a wider forehead, softer lips, and a bit wider softer shaped (and way more asymmetrical) nose, rounder chin.

If i alter that it looks in the ballpark of correct say a soft seven to me. with lots and lots of time consuming tweaking left to reach a realistic to achieve 9.5, to me a 10 should look like a scan.

>> No.743427


Excellent observations. I will start with that right away. Thank you!

>> No.743434

>softer lips
gay alert

>> No.743452

I dunno anon, calling 'gay alert' on that seems pretty 'gay alert' from where I'm seated. I mean the thought never crossed my mind saying it but your mind clearly went there.

>> No.743458
File: 93 KB, 1920x1080, Joe-Rogan-Elon-Musk-Podcast-Transcript-May-8-2020 - Copy.jpg [View same] [iqdb] [saucenao] [google]

"Like, covid 19 is no big deal, now go make me more money so my corporate investors will shut the fuck up already. I didn't even want to come on this stupid fucking talk show Joe Rogaine, all I wanted to do today was see retarded 4chaners make cat girls of me, you know I'm a god right? Thomas Edison is my hero."

>> No.743461

Oh, I totally agree. But like I said: commision work.

>> No.743464
File: 88 KB, 1024x1184, untitled.jpg [View same] [iqdb] [saucenao] [google]

I should give up

>> No.743466

Get some free ears from sketchfab and import them as reference.

>> No.743469

Ah don't worry I know, I'm just a scientific translator.

>> No.743470

Can you do Paul Stamets next?

>> No.743473
File: 1.69 MB, 1812x1492, 54727655-6195-41C5-A5C4-C74F6C273C6C.png [View same] [iqdb] [saucenao] [google]

I got a question. I’m a new fag who wants to make sure I’m learning to model the right way.

1. How would you begin modeling a mac? I started with a plane and made the “screen” frame, then making the front cover, and extruding it back

2. Is my vert/face count ok for this model? How low do you think you could get if you modeled this?

3. Is there any blatant areas where I could optimize the topology?

>> No.743479

Unless you are doing precision work, I'd say there's no canonical method to modeling any particular item. It's about finding your own workflow mostly.
Also, while I understand this is a topology excercise, in daily practice you would probably just use opacity and bump maps to simulate a something like a vent, especially if you're working on a low-poly model, so maybe you don't need all those side loops.

>> No.743490
File: 3.16 MB, 260x231, IMG_7634.gif [View same] [iqdb] [saucenao] [google]

Neck deformation - also, last deformation on this bat before animating:-)

Wings were actually pretty easy to rig.

Will post test animation once set up is complete.

>> No.743491

>Paul Stamets
"Joe I'm glad you could microdose with me before you started, now the reason I got into mycology is because I wanted to find a fruiting body of fungus that could compare to the size of my galactic dong which has helped generations of star trek fans, and is currently helping everyone, and unfortunately I couldn't find one."

>> No.743492
File: 2.55 MB, 260x192, IMG_7636.gif [View same] [iqdb] [saucenao] [google]

From the other side.

>> No.743501
File: 3.01 MB, 260x226, IMG_7638.gif [View same] [iqdb] [saucenao] [google]

Deformation test: Skin sliding over the front of the chest bone.

>> No.743510
File: 525 KB, 1366x705, Chito.png [View same] [iqdb] [saucenao] [google]

its been awhile bros. I was the one who were making tkmiz models.
Im remaking my old model from scratch with newfound knowledge of lowpoly.
Im gonna try hardpainting too.
Model that im remaking:

>> No.743520

fuck man i think it looks really good. now im embarrassed to post my cubes and cylinders

>> No.743544
File: 217 KB, 2048x1365, DZYCEazWsAAuMKw.jpg [View same] [iqdb] [saucenao] [google]

very nice
are his ears rigged?

>> No.743553

I guess I forgot something...

>> No.743560

I hope you rigged the nose too

>> No.743561

Maybe I can cheat it with a blend shape. No one will know.


>> No.743624
File: 953 KB, 1920x1041, Capture.png [View same] [iqdb] [saucenao] [google]


>> No.743626

uma delicia

>> No.743657
File: 1.28 MB, 1920x1038, cirnopractice2.png [View same] [iqdb] [saucenao] [google]

proportions feel kinda off

>> No.743688
File: 1.24 MB, 1920x1037, cirnopractice.png [View same] [iqdb] [saucenao] [google]

honestly i wanted to rig/pose it but it just became a pain in the ass halfway

>> No.743697

Nice. I actually like the way you've textured it

>> No.743711

what's the verdict on using exclusively quads, and complicating the mesh more vs putting in some tris, like this poster, assuming I'm gonna be smoothing the shit out of it ?

>> No.743712

That is a beautiful chiruno.

>> No.743728
File: 214 KB, 1639x713, blendurr7.jpg [View same] [iqdb] [saucenao] [google]

Made a second pass at this and think I will call it here. Will investigate the retopo and texture baking next.

I'll look into it but blenders performance is already hurting pretty bad, if I need to ctrl-z something
or change a tool setting the program freezes for several seconds and I hear my graphicscard fan spin up like it's comming under heavy load
til I zoom out so I can see my entire model, then things goes smooth again. Found posts from feb describing the same issue but no answer what's up.
Def seems like a glitch, and a pretty bad one at that.

>> No.743729

Good job! Nce sculpt. How far up there is it on the vertex count?

>> No.743730
File: 19 KB, 728x88, blendurrPolycount.jpg [View same] [iqdb] [saucenao] [google]

tnx, take it it's this thing down to the right so 1.2 mil.
Made use of the dyntopo set to constant and only stepped it up as dense as I felt I needed it to be in each area.
She stands roughly 1.75m tall with an overall resolution of 600 with up up 1000 in the densest areas.
Not sure that the number means but I imagine it is voxels per meter or similar.

>> No.743763
File: 235 KB, 925x637, sg.png [View same] [iqdb] [saucenao] [google]

Made a shotgun today

>> No.743764
File: 444 KB, 1604x1140, sg2.png [View same] [iqdb] [saucenao] [google]

>> No.743775

This post is Awesome and made me Laugh Out Loud

>> No.744015

>Fucked up the baking of a few part and it's annoying you can't remove them from inside substance.

>> No.744032

I'm not an expert in substance, but you can't add or remove an fbx or obj into the scene once you created it. (you can hide it yea) I tried updating the mesh where I had fucked up some stuff and it crashed the scene lol. Unless i'm wrong.

>> No.744034

Yes you can. If you reexport the fbx from your 3d software with the new elements included you can go under project settings in substance and reimport.
There you just select the same fbx (Or the new one if you gave it a different name) and click import.
The new geometry will be there but all the other stuff will have been preserved unless you changed the uvs or something.

>> No.744038

I should say, the same obviously goes for removing elements.

>> No.744060

Thanks for the tip, didn't know that it worked to remove object. I only used it once, and if i recall it messed up my mesh.

>> No.744075

Must've been a bug.

>> No.744120
File: 401 KB, 1228x948, ammo1.png [View same] [iqdb] [saucenao] [google]


ammo too!

>> No.744146

that's gonna be a HUH from me dog

>> No.744149
File: 246 KB, 931x763, bing-bong-wuhan.png [View same] [iqdb] [saucenao] [google]

first time using zbrush after a tut told me "try the normal brush and just see what it do"

I liked it until I tried to model a hat or the hair. Reminds me of old nightmares using the topology tool in UE3 before I knew how to model anything.

>> No.744168

Use a seperate object for the hair.

The #1 mistake I see first time sculptors make is that they try to make a whole model out of a single object rather than making it out of parts and joining them together later.

>> No.744219
File: 420 KB, 1510x984, f1-3.jpg [View same] [iqdb] [saucenao] [google]

practicing the figure

>> No.744220
File: 127 KB, 944x600, characters5c.jpg [View same] [iqdb] [saucenao] [google]

Playing with rake brush for definition.

>> No.744223
File: 1.84 MB, 1839x1541, sesdfdf.png [View same] [iqdb] [saucenao] [google]

those look pretty rad. Do you use any sites in particular for gathering textures? Here is a bunch of stuff I'm working on (mostly uses pictures I took around the house)

>> No.744236
File: 2.76 MB, 600x338, assets.gif [View same] [iqdb] [saucenao] [google]


Thanks anon! Those look nice! I handpaint all my textures, so that naturally gives me a high amount of freedom. Been working as game artist for quite a while though, so other than practice a lot I don't have any advice to replicate my process. I learned a lot on here though (but more about modelling)

>also finished some other assets

>> No.744246
File: 157 KB, 1253x815, ursa.jpg [View same] [iqdb] [saucenao] [google]

Playing with the amazon's paint (it is meant to look shitty)

>> No.744263
File: 1.38 MB, 800x600, Mod head in angle.png [View same] [iqdb] [saucenao] [google]

I'm pretty new to 3d modeling. I've been trying to work on zbrush with the programs that I grabbed from my university.
I already have a good sense of anatomy since I draw. But i don't know if the hair looks really unnatural. I still try to experiment with some tools from zbrush

>> No.744344
File: 878 KB, 1294x942, today's prog.png [View same] [iqdb] [saucenao] [google]

Those look good too! Do you paint in an external painting program or in your modeling program?

>> No.744601
File: 329 KB, 923x660, glauncher1.png [View same] [iqdb] [saucenao] [google]


Thanks! Always in photoshop. Nothing can compete with photoshop workflow.

>> No.744607
File: 146 KB, 1450x767, file.png [View same] [iqdb] [saucenao] [google]

What say you about mine frog?
low poly here, super high poly next post

mirror modifier still on stack so cant' weld mid seam just yet.

>> No.744608
File: 176 KB, 1513x762, file.png [View same] [iqdb] [saucenao] [google]


>> No.744609

Those hips look like a nightmare.

>> No.744610

he's supposed to sit on a pole so I don't have to deform his legs, I just need to rig his elbow and hands. Fastest character model I've ever done and it looks awful but the context puts it roughly at 12 cm ~ 5 in

>> No.744620
File: 430 KB, 1001x1122, 461f99bd1c70def1567c7675b59d27be.png [View same] [iqdb] [saucenao] [google]

some tire tread, im making the tread depth deeper atm

>> No.744631

Technically impressive

>> No.744646
File: 492 KB, 1575x1080, ff.png [View same] [iqdb] [saucenao] [google]

I planned to have this updated like 2 fucking weeks ago but i have zero discipline now so i'm slow as shit, procrastinating rigging, and wasting time with textures instead.
At least i've figured out i can camera project textures onto the model and bake it, and camera position / rotation offers a quick way to iterate through different looks with the same couple of patterns.
But this look isn't really what i was going for. I want the pattern to have a more fiery aesthetic.

>> No.744661

Get substance painter or something.

>> No.744688

Stuff like this is a 5 minute job in Rhino.

>> No.744690

No one uses Rhino

>> No.744701
File: 1.08 MB, 1920x1080, FC1.png [View same] [iqdb] [saucenao] [google]

2nd attempt at a female base mesh, only spend a couple of hours on it by the point in this picture.

Pretty terrible I know, it looks better than my first attempt though...

>> No.744707
File: 823 KB, 1894x764, 74c72fd8e0c10854b502bf4bbe2df99b.png [View same] [iqdb] [saucenao] [google]

roast me

>> No.744712

That's pretty gay anon

>> No.744713

i'm a fag

>> No.744714

Yeah, it shows

>> No.744716

how do you make coomer kino?

>> No.744718

I figured it was something like that, I'll try it. Thanks.

I'm reading Anatomy for Sculptors and I'm psyching myself out about how much is in the human body. Feel like I'm afraid to make anything for how complex it is.

>> No.744736
File: 818 KB, 1260x784, file.png [View same] [iqdb] [saucenao] [google]

sculpting is going poorly

>> No.744745

The nose looks OK, I think the mouth is gonna give you grief since the reference picture has the lower lip overhanging slightly which can be a pain to model sometimes.

>> No.744752

Product designers and engineers do. I do, that's all what counts for me.
Hard to grasp for some teen who only produces jerk off material in blender, I know.

>> No.744759

Pretty good form, although the topology could be better. There are a lot of unnecessary edges along the slide, ESPECIALLY towards the back. There are also some n-gons around the muzzle area. Circular topology and be kind of tricky, especially when connecting circular things to surfaces which initially don't have many edges.

>> No.744764

Stop hurting my feelings...

>> No.744767

By holding back my coom while working. Makes me work harder.

>> No.744768

Check out Ryan Kingslien videos where he speaks how instead of modelling on top the beginning shape like a ball you should dig out the shapes (unless it is ears. So dig eyeholes while keeping the nose and all around the nose to the chin. It changed the whole way my models look

>> No.744769
File: 1.01 MB, 1236x791, file.png [View same] [iqdb] [saucenao] [google]

thanks, i'll check it out, so far instead of a phyrigian goddess I've managed to make Ru-paul.

>> No.744781
File: 659 KB, 806x890, wip012.png [View same] [iqdb] [saucenao] [google]

I decided to try to do some retopology on the shoulders but I'm not sure if it was worth the effort
Which do you think is better A or B?

>> No.744801

curve vector modeling is significantly different than poly modeling. the fact >>744620 actually did the tread without pinching and good topology is impressive... doing it in curves is pussy shit

>> No.744817

Try to put less emphasis on "I'm drawing lips" and more emphasis on "I'm building the structure upon which lips shall be", in other words don't sculpt the feature, sculpt the frame and foundation of the face under the feature, and let the feature arise from it.

>> No.744819
File: 417 KB, 1012x847, bad-side-normals.png [View same] [iqdb] [saucenao] [google]

trying out baking high-poly to low-poly, and I'm not satisfied with results of this on the sides. It's supposed to have a sort of zig-zag pattern like on the high-poly (visible), and instead it just looks like ass. What should I try to fix it? Maybe redo the UV unwrap on the low-poly? Or is a shape like this just not going to bake well to a normal map on the sides?

>> No.744820

You were right with the last sentence but also, what are you actually trying to achieve here?
It sounds like you're trying to use it like a displacement map.

>> No.744822

wanted to try baking detail from a high-poly into a low-poly mesh. I did a normal map bake and then colored the object a flat color. I tried a combined bake but it came out very dark, I tried to make lighting that looked "good" but the lights were strange.

Displacement and normal maps, aren't those the same thing? Or am I confusing two concepts?

>> No.744824
File: 58 KB, 686x825, face.jpg [View same] [iqdb] [saucenao] [google]

an exercise that helped me a lot with facial sculpting was this: without looking at any references, try to sculpt a human skull entirely from memory. then look at reference and fix/redo it. repeat every day until you can do a reasonable skull from memory. it doesn't have to have detail like individual teeth, just a good approximation of the crucial forms, the zygomatic arch, temporal line, eye socket shape and so on. then do your sculpts by carving out a basic skull shape and building on top of it.

right now you're just scratching features into a blob without appreciating the underlying structure in which they are rooted. i've been sculpting for a few weeks and, even though i'm still mostly faking it on muscles and fat distribution, getting the skeletal structure right made a big difference.

>> No.744829

You're confusing two concepts.
Normal maps simulate lighting based effects to give the illusion of depth.
Displacement maps actually deform the geometry.

>> No.744831

bump map chances surface calculations just up and down

normal map chances surface calculations in top/bottom left/right up/down

displacement map chances surface geometry in up and down

vector displacement maps chance surface direction in all directions, can include overhangs and complex shapes

>> No.744832

vector displacement maps chance surface *geometry

>> No.744860
File: 853 KB, 704x922, 5.png [View same] [iqdb] [saucenao] [google]

Some props for a tavern scene.

>> No.744888

looks good now show us the seams.
did you hand paint the textures or use pictures?

>> No.744890

painting this kind of shit by hand is horrible and requires too much cleanup, and i'm already horrible at poly painting, so projection is definitely the better option. I just need to make a better texture.

>> No.744897

You are REALLY underestimating what substance can do for you.
Anything you can do in the native 3d application can be done there but better to be entirely honest.
Really can't stress how much more fun it made texturing for me when I finally got around to trying it.
It's not poly painting.

>> No.744909
File: 2.59 MB, 1160x1493, help.png [View same] [iqdb] [saucenao] [google]

Should I be trying to hand paint these textures in substance? I've just always grabbed some royalty free textures on line, messed with them in photoshop and slapped them on. I need to step up my game big time but Idk how to handle these small clutter objects, I feel like I can just make the maps how I normally would.

(these aren't edited, I just used the raw textures)

any advice?

>> No.744937
File: 830 KB, 746x851, seam.png [View same] [iqdb] [saucenao] [google]

Mostly just mixing materials and images on Substance painter, a bit of hand painted stuff.
Just a simple box like seams.

>> No.744940

wow, a box... impressive

>> No.744948

you just gonna fix geometry huh?

>> No.744950

Well, At least I can make a good looking "box", let's see what you got.

>> No.744951


Depends on the style you're going for but if you want higher quality textures I'd create them from scratch, it's far more time consuming but you get max control over all the details.

>> No.744955
File: 885 KB, 2048x2048, brainiac_hair_v06.jpg [View same] [iqdb] [saucenao] [google]

r8 the hair pls

She's still missing her ponytail tho, and I need to sculpt it after I'm done with the main shapes.

>> No.744956

Beautiful work, anon.
I hope it is for porn.

>> No.744957

Sorry to disappoint. I'll consider it once the government stops sending me neetbucks, though.

>> No.744961
File: 95 KB, 640x480, D3E873AC-E703-41EF-B905-7B2E560C1300.jpg [View same] [iqdb] [saucenao] [google]

I cannot for the life of me figure out how to make my materials look “real” like it looks okay but it’s lacking so much any advice?

>> No.744965


If you can't even figure out how to screenshot, you're never going to make decent materials.

>> No.744991

You can do both in substance though. It's not a choice of either or. You can project and do whatever you want.

>> No.744997

can't see shit in your photo dude. But lighting is probably 50% of what makes something realistic, so set up a scene. Also the texture on the handle look low res (?), i'll push the displacement or normal further

>> No.745019
File: 85 KB, 861x1300, 110919402-beautiful-exotic-woman-hair-pulled-back-outdoor-shoot.jpg [View same] [iqdb] [saucenao] [google]

everything looks good but i personally don't like the bang/front hairline scraggle. I think it should be thinned out and less patchy. it's usually wispy and not vertical, but it depends on the reference image.

>> No.745032

I do not like em either at this point in time. Right now I'm generating the descriptions in xgen native tool, but I'll sculpt and modify density on the hair in the interactive groom tool afterward.

I know this breaks away from a conventional workflow, but both plugins have different tools that I use differently. Blame Autodesk for being unable to make sense out of their legacy plugins.

>> No.745038
File: 3.75 MB, 3840x2160, 1577101016161.png [View same] [iqdb] [saucenao] [google]

not my mesh, but they are my textures

>> No.745039
File: 3.47 MB, 2560x1440, 1578799639733.png [View same] [iqdb] [saucenao] [google]


>> No.745041
File: 106 KB, 1152x805, Capture.jpg [View same] [iqdb] [saucenao] [google]

Currently struggling with transparencies in Substance. It doesn't render properly 3D objects with transparency, so I can't see shit.

>> No.745045

make sure you're using the right shader
theres one with binary alpha and then there's one with alpha blending

>> No.745050
File: 124 KB, 352x240, 0250.png [View same] [iqdb] [saucenao] [google]

videopix player 4.5

>> No.745052
File: 96 KB, 352x240, 0874.png [View same] [iqdb] [saucenao] [google]

connected narrative

>> No.745068
File: 1.42 MB, 1920x1080, lighting render.png [View same] [iqdb] [saucenao] [google]


So just in general with the base material of the gun the plastic frame, why is my material so blehh? any advice? I know my bump is too hard, but i only made it because without it it looks to flat. Do i need to increase my resolution?

>> No.745096

Overall it's a pretty solid work anon, but your bump effect is too uniform throughout the gun. Try to add more variation, specially if you're using a metal-roughness workflow. Add a curvature map and exagerate the highs and lows, put some slight roughness with noise and dirt masks and make it subtle, some scratches are good but don't overdoit.

>> No.745101
File: 572 KB, 1195x841, calling it done.png [View same] [iqdb] [saucenao] [google]

few changes and i made a quick light and optic. I get what you're saying ill have to fuck with different height powers

>> No.745102
File: 458 KB, 1413x845, f_base_wip.png [View same] [iqdb] [saucenao] [google]

No clue what im doing - learning how to use 3D Coat mostly.
Trying to figure out how to tackle the head/face next.

>> No.745107
File: 1.73 MB, 2500x2300, 39.jpg [View same] [iqdb] [saucenao] [google]

I still have a lot of big things to do to it(like texturing the face) and about a 3 dozen small tweaks but it's getting close to how I pictured it in my head

>> No.745117

OP here

OooooooOoooooo :-)

>> No.745118

>OP here
nobody cares
WIP threads will exist long after you're gone

>> No.745119

I just realized this isn't the r/3/al wip thread

>> No.745121

It still wouldn't matter that you made the thread.

>> No.745122

I'm not Op, just a nameless tr/3/pot who realized the horrible truth.

>> No.745123

Stop following me around or I'll intentionally go to other sites just to piss you off even more.

>> No.745124

Take your meds, schizo

>> No.745125

You're sprung, the murderous kind.

>> No.745149
File: 981 KB, 2048x2048, brainiac_hair_v08.jpg [View same] [iqdb] [saucenao] [google]

Changed the bang after I realized most girls make them start out at the middle rather than take one strand on each side like morons.

>> No.745212
File: 1.23 MB, 3051x2048, bangs.jpg [View same] [iqdb] [saucenao] [google]

When you're cutting bangs you typically part your hair down the middle and comb out a small triangle so there is enough hair to give them some volume.

The ones on your character sorta grazes the edge of the hairline, if you'd cut em like that with real hair they look very thin and wispy.

>> No.745258
File: 427 KB, 2048x2048, 1590737709874_edit.jpg [View same] [iqdb] [saucenao] [google]

i dunno about the hair, but i think the mouth area is a bit weird. seems to protrude kind of strangely, and the lips are too low and too wide. here's how i'd do it.

>> No.745260

what race is this?

>> No.745262
File: 74 KB, 469x648, 9781597073028.jpg [View same] [iqdb] [saucenao] [google]

i think it's this one, and she's winning

>> No.745421 [DELETED] 


>> No.745522
File: 1.11 MB, 2048x2048, brainiac_hair_v09.jpg [View same] [iqdb] [saucenao] [google]

Thanks a bunch for that, anon. You fixed a problem I had trouble pinning down myself.

I feel like she's blowing a raspberry on your edit, but I can see what you mean. I'll see to it once I finish the hair.

Ethnically ambiguous. She's set in a futuristic setting in Montreal, so probably 50% french, 25% anglo and 25% chinese following their colonization of the western world.

The skin is blue because it's synthetic. She'll have an advertisement for the skin manufacturer along the jawbone.

>> No.745531

It should have a fuckton of capacitors to be at least slightly believable, but instead it has a wifi card. Why are artfags so dumb

>> No.745532

I think he's trying to work the whole "weaponized 5g" angle

>> No.745533

it's the toolgun from garrysmod
again, not my mesh

>> No.745535

I'm not implying it's your concept, just contemplating the idea behind it

>> No.745605
File: 729 KB, 1314x971, rakrak.png [View same] [iqdb] [saucenao] [google]

Went back and re-worked some aspects of the face and body
Thinking i'm about done with the upper body
Time to figure out the feet and move on to clothing

>> No.745608

The fuck is up with those elbows? Otherwise, the upper leg / pelvis split seems a bit over-defined, even compared to the rest of it, but otherwise a marked improvement over the last one.

>> No.745660
File: 639 KB, 958x1037, gobbo.png [View same] [iqdb] [saucenao] [google]

Started working on this the other day. Still figuring out anatomy, but, I think it's mostly okay?
The neck anatomy is a complete wing-it, and the ears don't really make sense. So, those are areas I could fix.
I kinda want to texture it and call it "Finished", but I don't know the first thing about texturing it, I've messed around int substance painter, but, not enough to have any idea what I'm actually doing.
Plus, I think the eyes need fixing before I do that, and I've never sculpted eyes beyond basic impression stuff.

Anyone have any suggestions where I should go next with this?

>> No.745666
File: 166 KB, 1366x728, Untitled-1.jpg [View same] [iqdb] [saucenao] [google]

Just started doing the brickwork layout in photoshop. Super pleased with the topology.

>> No.745669

things I would change anatomy-wise
1.the outer part of the nasolabial fold should attach higher and since hes grinning his cheeks should protrude more
2. the ear hole should be lowered to be at the same level with the zygomatic arch
3. add more anatomical detail to the nose
4. the trapezius muscle should attach to the colar bone at the end
5. The sternocleidomastoid should insert at the mastoid process
6. rotate the eyes towards the outside so it doesn't look cross-eyed
7. the form of the zygomatic bone is not corect, seems you made it round wherea it's supposed to flare outward near the lower end. But that might just be my impression because of the angle of the render
8. The glabella needs some more love
Other than that it's mostly fine but that depends, I guess, on how realistic or how stylized you want it to be

>> No.745675
File: 693 KB, 2636x1391, IMG_7792.jpg [View same] [iqdb] [saucenao] [google]

I was feeling good until this happened...

>> No.745682

Add/remove some loops.
What's the problem?

>> No.745702

That will mess up everything

>> No.745718
File: 1.48 MB, 2636x1390, 20200531_083448.jpg [View same] [iqdb] [saucenao] [google]


>> No.745720
File: 1.50 MB, 2636x1390, 20200531_084740.jpg [View same] [iqdb] [saucenao] [google]

Or this

>> No.745723
File: 76 KB, 487x419, topologyExample.jpg [View same] [iqdb] [saucenao] [google]


You cannot make complex surfaces where stuff like that doesn't happen, you'll have to put down a pole, a N-gon or a triangle somewhere.
Each of them are about equally bad, but also unavoidable. Trick is to do it in an area that minimize the pinching and disrupts the edgeflow the least (fewest poles).

Just keeping it quaded by any means like >>745718 is not a good solution since that still can cause many poles to happen.
In this case the best topology I can think of happen to be quaded, but sometimes a triangle or even a N-gon (advanced users) is the better answer.
To figure stuff like this out I create a copy of the topology on the side and view it under subdiv and try out various things til I come up with a clean solution.

Keeping a library of images showing you how to step up and down edges can also be a good idea to speed things up since the same problems will creep up time and time again.

>> No.745731
File: 1.82 MB, 2636x1391, IMG_7792.jpg [View same] [iqdb] [saucenao] [google]

Why are you two over-thinking this so much?
Of course you straighten up the edge loops presented here, on top of even eliminating the extra loop of polys if it makes sense for what's being created, but the absolute worse that needs to be created is a single polygon being split into two, which even that could be cleaned up easily enough if you wanted to create the rest of the loop / cut out the extra half of loop.

>> No.745796
File: 239 KB, 1366x728, Untitled-1.jpg [View same] [iqdb] [saucenao] [google]

done for now...

>> No.745797

Could have utilized a decent chunk of that unused UV space by rotating some of those right angle overhangs 180 degrees so they formed a N shape against each other.

>> No.745816

>huurrrr what is edge flow

>> No.745817

The quarter spheres would only gain ~10% size increase, and you would have to repack the whole sheet to accommodate it, and throw away the tidiness of a slightly unoptimized layout.

>> No.745830

Gonna agree with the second person here. Having wasted countless hours meticulously rearranging islands in UV space for minuscule gains. Not worth it most of the time, especially with brickwork like this.

>> No.745832 [DELETED] 
File: 2.15 MB, 4032x3024, FDC1BA3B-05A6-41A8-83EA-55BFED88D98C.jpg [View same] [iqdb] [saucenao] [google]

Tried making the guy from gorillaz
what went wrong bros?

>> No.745858

Post wireframe

>> No.746221
File: 87 KB, 553x1200, 2D-min.jpg [View same] [iqdb] [saucenao] [google]

>> No.746279
File: 640 KB, 765x840, homodemon.png [View same] [iqdb] [saucenao] [google]


>> No.746293

make the clavicle more of an bow shape rather the straight angle you have right now

>> No.746780
File: 2.93 MB, 1280x720, Walking Forward Anim.webm [View same] [iqdb] [saucenao] [google]

My first time animating
I'm pretty much stuck now, I have no idea on how to better this

>> No.746793

Arms swing opposite the legs
Rotate the chest a hint
Peak is just after the feet pass each other

>> No.746794

Opposite hand/foot bruh

>> No.746795


Oh, okay. I was experimenting with making both a high-poly model for rendering and a low-poly model for real-time, and I wanted to try baking in the detail, as they say.

I think normals would be it except that I am also experimenting with mobile vr, and I've read that normal maps don't work in VR because you can see "real" depth, so the trick doesn't work like it does in flat screens. A displacement map would add extra geometry to the render, wouldn't it? I'm not sure that's the goal since mobile vr can only handle something like 50k-75k polys per scene.

>> No.746801


I know are asking about hair, but honestly, I love the subsurfs but hate the displacements.

>> No.746810
File: 36 KB, 660x253, walk_cycle.jpg [View same] [iqdb] [saucenao] [google]

>I have no idea on how to better this
try finding reference

>> No.746811

Hands swing in opposing directions to the feet, not the same way.

>> No.746812

alright thanks, I don't really have anyone to ask or show it to so I really needed someone to yell at me

>> No.747021
File: 3.46 MB, 200x200, 1591233101949.gif [View same] [iqdb] [saucenao] [google]

>vector displacement maps chance surface direction in all directions

>> No.747037
File: 237 KB, 1692x917, rig01.jpg [View same] [iqdb] [saucenao] [google]

full motion-range rig development.

>> No.747696
File: 2.16 MB, 1920x1038, emma4.png [View same] [iqdb] [saucenao] [google]

Working on a painting, using placeholders while I test the lighting

>> No.747702
File: 838 KB, 1212x720, brodge.png [View same] [iqdb] [saucenao] [google]

Man all of you fucks working on amazing bodies while I made a subpar bridge in 18ish hours, not meant to be realistic, more stylized.

>> No.747711

Giving anons those kinda feels is one of the reasons I usually don't post any work here.
But it's not to upstage and discourage anyone but more letting you guys know that some of us are seasoned vets here to help out.
There's a notion how /3/ is all LARP'ers who 'talk big' but never post any work so i decided to help dispel that idea a bit.

+covid and lot's of time to make private stuff that isn't under any NDA.

>> No.747790

these are very good work

>> No.747809

Lol right, is there anybody here who doesn't do body for god sake ? I fucking hate sculpting faces, but I love working on anything else

>> No.747837

holy jesus, ppl here is "bad chips ad" level of shitness lmao

>> No.747845
File: 1.23 MB, 3386x1251, J15Loco&Tender.png [View same] [iqdb] [saucenao] [google]

It's kind of a shame how underappreciated tenders tend to be compared to the main locomotive, despite locomotives that need them always looking massively disproportionate without them.
Everybody has to start at the beginning, and we're all at different stages of getting gud, but because no one wants to post their "subpar" work it does feel like everybody's just effortlessly amazing at times. Always hold out anon, once you become comfortable with the tool set it's far more a question of understanding how reality works and applying that to what you're making than it is actually using the tools. But also >>747809, seeing 50 variations of the human form gets boring fairly quickly, and they're a absolute pain to make compared to just about everything else because of the 'le uncanny valley'.

>> No.747881
File: 13 KB, 89x96, whel.png [View same] [iqdb] [saucenao] [google]

>Why are artfags so dumb

its a raspberry pi you fuck face

>> No.747886

Not him, but that's a pretty shitty Raspberry Pi. If it had the characteristic double set of USB ports along the front side as well as having a pin header that was an actual row of pins it might have read as one better. Plus it's completely missing any sort of power in, how the fuck is it supposed to turn on?

>> No.747919
File: 1.55 MB, 1920x1080, 1588707337918.png [View same] [iqdb] [saucenao] [google]

i am tur ok

>> No.748769
File: 1.05 MB, 2187x1249, Head with shader.png [View same] [iqdb] [saucenao] [google]

Blender beginner here, was working on a face today and yesterday.
I was going for a Killer7 look, but ended up making that starwars girl.
Any comments would be useful.

>> No.749211
File: 121 KB, 575x559, Clipboard.jpg [View same] [iqdb] [saucenao] [google]


Updated version. What do you guys think?

>> No.749213


Have you looked into nodes and how to create celshading with them?

>> No.749229

Needs more WEED.

>> No.749234
File: 136 KB, 623x581, Clipboard01.jpg [View same] [iqdb] [saucenao] [google]



>> No.749237


This is why blendlets should not be left alive

>> No.749252

This couldn't look uglier even if you tried to

>> No.749821