[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/3/ - 3DCG


View post   

File: 355 KB, 1125x612, 1600657570032.jpg [View same] [iqdb] [saucenao] [google]
800396 No.800396 [Reply] [Original]

Post your work-in-progress projects, recently finished projects, or things you'd like critiqued here.

Previous thread: >>798125
List of free resources: https://pastebin.com/cZLVnNtB

>> No.800426
File: 160 KB, 1280x720, breathe.webm [View same] [iqdb] [saucenao] [google]
800426

>> No.800429

>>800426
fpbp

>> No.800433

>>800426
What the heck?

>> No.800447
File: 1.55 MB, 316x204, 0001-0359-1.webm [View same] [iqdb] [saucenao] [google]
800447

There are a lot of frustrations in trying to make Eevee render something that looks this shitty.

I might fare better in blender game engine.

>> No.800449

>>800426
Your Garloid looks unwell.

>> No.800527

>>800396
Thanks for making a new OP. I usually wait till hit hits around page 5, but no worries. You got the OP post right and that's what matters.
Though I am a bit sad I didn't get to post the extreme, bit-crushed, deep fried OP image. I'll save it for next time.

>> No.800533
File: 593 KB, 1211x699, Blocking Shockwave.png [View same] [iqdb] [saucenao] [google]
800533

Im blocking out a new scene, if anyone has camera/composition suggestions fire away!

Planning on having a calm before eruption shot and then this chaotic mid shockwave one.

>> No.800572
File: 76 KB, 1706x682, kek7.jpg [View same] [iqdb] [saucenao] [google]
800572

Autistically spent most of the day fixing shit and banging my head how bad Xgen is to work with.

>> No.800580
File: 43 KB, 900x506, gdtoe7sv-900.jpg [View same] [iqdb] [saucenao] [google]
800580

>>800426

>> No.800581

>>800572
what a cutie

>> No.800606
File: 764 KB, 1898x2209, Vict_GRL_12.jpg [View same] [iqdb] [saucenao] [google]
800606

>>800572
Rendered one slightly looks like Hillary D:

>> No.800619

>>800572
Xgen isn’t really that hard to work with. Find a better tutorial.

Make your camera angle flatter so it looks like your zbrush camera. Don’t use the default perspective camera.

>> No.800671
File: 1.69 MB, 320x240, 0001-0359-1(1)_preview.webm [View same] [iqdb] [saucenao] [google]
800671

Improved billboarding on tree leaves.

There are over 12.5 million vertices in this scene.

>> No.800673

>>800671
>There are over 12.5 million vertices in this scene.
Is this a joke? How is that even possible?

>> No.800676

>>800673
It's not a joke, but it is misleading.

The 12.5 million vertices are cubic grid of points every few centimeters for about 30 meters, parented to the camera.

All of the scene geometry snaps to the nearest vertex in that grid.

That was the only way I could come with properly mimicking playstation style integer snapping without getting into python scripting.

>> No.800693

>>800671
Pff, I can do do the same with just some weight painting and animated displacements

>> No.800698

>>800693
If vertexes arent snapping to the right places, it doesn't look right. It really has to be snapping to a camera-oriented grid or it looks wrong.

>> No.800704
File: 403 KB, 1213x1054, Vict_GRL_13.jpg [View same] [iqdb] [saucenao] [google]
800704

making this shit was anoying AF... does anyone know any good technique to how to make fabrics and leather torn and damaged?


>>800671
absolutely love how it looks! where id you make it?

>> No.800710

>>800704
My first thought was using a worn texture map or pattern thats to your liking and using it as a mask to cut the fabric mesh....never done it but maybe something like this?

https://blender.stackexchange.com/questions/80403/cutting-mesh-by-projecting-texture
Maybe something like this?

>> No.800720
File: 143 KB, 517x301, file.png [View same] [iqdb] [saucenao] [google]
800720

>>800704
"good" technique?

>> No.800731

>>800704
>where id you make it?

Its blender viewport render. The normal render takes 6.5 seconds per frame, but the viewport render take 0.06 seconds despite looking identical.

>> No.800733

>>800731
you cant see the compositor's chain in the viewport, rendering it useless

>> No.800735
File: 67 KB, 1142x923, ottzz.jpg [View same] [iqdb] [saucenao] [google]
800735

>>800710
I also thought of doing that on some project some time ago, but I was not able to find good textures like that...
but I think that will be the best method...(TY for the suggestion)

>>800720
hm, actually not bad, at all, that way I'll be able to add details to it! have not thought to rise booleans for it, and Zbrush has an amazing boolean system, >pic related is made with that technique...


>>800731
Blender's pretty fucking based... have never used it myself, but the variety of awesome work I see done in it by hobbyists is amazing!
you don't see shit like that done in maya usually(I use MAYA).

>> No.800737

>>800735
>hm, actually not bad, at all
I was wondering. Didn't seem like it would be a problem because it's cloth so I don't think topology doesn't matter outside being a bunch of squares.
I just proportional edited with the random curve but if you wanted a more regular pattern like you have then you could make that on a flat plane and then modifier it into a ring and solidify it.

>> No.800773

>>800733
What would I need the compositor for in this case?

>> No.800792
File: 136 KB, 833x823, 1592814615650.jpg [View same] [iqdb] [saucenao] [google]
800792

How's my topology? I got this topology by following a zclassroom video on how to automate retopology with polygroups and keeping the groups together when zremeshing. A few minutes after sculpting, I had this. On the other hand it could take me hours doing it by hand. Opinions?

>> No.800795

>>800792
It's far from perfect but for a quick result it's pretty good.

>> No.800796

>>800792
I'm not good at explaining all the problems with that topology so I'll just advise you to do some learning by doing.
Go to Layers and give the face some expressions.
The best way to understand topology is to just make some blendshapes to quickly realize where you fucked up.

>> No.800798
File: 1.44 MB, 3840x2160, Final_render2.jpg [View same] [iqdb] [saucenao] [google]
800798

My first 3D textured model made without tutorials
It was made like 4 months (was learning couple of hours a day 1-2 days a week) into Blender
I know the progress is shit, but I have what I have

>> No.800802

>>800798
頑張ろう

>> No.800804

>>800798
>4 months (was learning couple of hours a day 1-2 days a week) into Blender

You're gonna make it

>> No.800805

>>800792
WHAT

I CANT HEAR YOU

WHAT

>> No.800806

>>800804
I hope, fren, I hope
Got my first job recently, happy to finally do what I like to do
We all are going to make it!

>> No.800820
File: 162 KB, 1049x998, I-like-trains-and-fire-truks-and-moster-truks.jpg [View same] [iqdb] [saucenao] [google]
800820

Working on this dude, trying to figure some interesting shapes to fill the empty areas.

>> No.800821

>>800820
Looks nice!
Some ornamentals would be exceptional

>> No.800828

>>800821
Thanks! Yeah, I agree, I'll try to get some ornamentation going on.

>> No.800829
File: 553 KB, 1600x881, mom.png [View same] [iqdb] [saucenao] [google]
800829

modeling my mom

>> No.800838

>>800796
once I create layers I can no longer sculpt on the base mesh if I need to make changes. I have to delete all my layers and start over. Is this the only way?

>> No.800865
File: 62 KB, 1197x941, kek69.jpg [View same] [iqdb] [saucenao] [google]
800865

Made mediocre clothes in zbrush using cloth dynamics. Got bored and randomly posed her glaring at me in disgust. I think we on to something here bros....

>> No.800867
File: 2.67 MB, 498x249, 1597062516017.gif [View same] [iqdb] [saucenao] [google]
800867

>>800865
>Got bored
""bored""

>> No.800868
File: 112 KB, 341x552, joovet.png [View same] [iqdb] [saucenao] [google]
800868

Here's a pilot bunny.

>> No.800869

>>800829
maker her suck cock

>> No.800883
File: 1.65 MB, 1714x990, Screen Shot 2021-01-05 at 10.26.13 PM copy.png [View same] [iqdb] [saucenao] [google]
800883

How would you guys go about making the photo on the left look more like the photo on the right. Specifically in the metal materials. I'm retarded basically and would appreciate some insight

>> No.800886

>>800883
where is the right pic from? if it's from a film it was 100% color corrected

>> No.800887

>>800883
Set anisotropy on the metals. Also, add a faux wall surrounding the scene, so the metals have something to reflect.

>> No.800888

>>800886
Seinfeld! Oh thats something i didn't consider. Do you think that process would be documented somewhere. Or somewhere I could learn more about film color correcting?

>> No.800896

>>800806
>Got my first job recently
HOW? you have one piece in your portfolio, and it's a small prop, and you got hired already?

>> No.800908
File: 2.95 MB, 4000x4000, 1.jpg [View same] [iqdb] [saucenao] [google]
800908

>>800896
Decided to promote a cryptocurrency called iExec (RLC). Making a bunch of animated short music videos. This one was very quick, next one Im making is much more complex. I really just rendered it as a test at low quality, but got bored with it and decided to just upload it

https://www.youtube.com/watch?v=pqYLzlw8Pvc

>> No.800919

>>800829
i can't really judge the likeness, i don't normally see her from that angle

>> No.800920
File: 254 KB, 790x819, 1612113354416.jpg [View same] [iqdb] [saucenao] [google]
800920

>>800919

>> No.800924
File: 29 KB, 128x128, 1567026240204.png [View same] [iqdb] [saucenao] [google]
800924

>>800919
oh shi-

>> No.800961
File: 284 KB, 740x426, 1606408568846.webm [View same] [iqdb] [saucenao] [google]
800961

How's my deformations / topology? Got the topology from 10 minutes of grouping then zremesher -> keep groups. Sculpted some quick layers following the initial blendshapes mentioned in Stop Staring 3 - open/wide/narrow/upperlip up/blink.

>> No.801003
File: 140 KB, 1566x1814, female head.jpg [View same] [iqdb] [saucenao] [google]
801003

>>800396
retard with no artistic experience here, this is my first head sculpt. Should I correct anything at this point or is it fine if I start learning the next steps of creating a complete head?

>> No.801008

>>800426
That's the true form of God

>> No.801009
File: 1.19 MB, 597x351, pepe booba.gif [View same] [iqdb] [saucenao] [google]
801009

>>800865

>> No.801010

>>800924
“Argon”
(818) 577-3278

>> No.801011
File: 2.87 MB, 1920x1080, frog.webm [View same] [iqdb] [saucenao] [google]
801011

first project in blender, still have to make the hands. cant figure out how to make proper clothing

>> No.801014

>>800961
You're not going to get good topology on a human face from ten minutes using some automated tool. The best you can hope for with such a thing is something that's passable from a distance.

Which, I guess, this would be.

>> No.801015

>>801011
what a cute little fren

>> No.801016
File: 243 KB, 1600x900, 00xp-frogandtoad-sub1-videoSixteenByNineJumbo1600.jpg [View same] [iqdb] [saucenao] [google]
801016

>>801011
I like this froge

>> No.801035
File: 532 KB, 1600x881, mom.png [View same] [iqdb] [saucenao] [google]
801035

mom has long curly hair. ;_;ngmi

>> No.801040

>>800961
>>801014
Actually, you can, but you must make 1-2 faces with traditional retopo first, to learn the correct topology.
then you'll guide your topology correctly, place subdivs correctly(I'd place more rings around eyes, and also divide them vertically, mouth as well), + you'll know where software fucked up and touch up these places, remove unneeded loops and add where it neglected it...

same shit with base meshes... if you are able to make good basemesh, then you should go and use them....

I don't get why people who are just starting are obsessed with quick results like they are working for a client or something... if you don't want to learn just go and play with DAZ...

PS: sry for being harsh....

>> No.801042
File: 467 KB, 778x673, furtest.png [View same] [iqdb] [saucenao] [google]
801042

>>800396
Started experimenting with hair cards. I'm not gonna tweak it, because it's turned out too fluffy and I'll have to redo it, but I feel I'm on the right track.

>> No.801047

>>801035
Is your mom Jewish?

>> No.801049

>>801011
I need this mother fucker doing some kind of Hawaiian tribal dance. I NEED IT.

>> No.801051

>>801011
nicely done

>> No.801053

>>801035
maybe the whole village got together and publicly shaved her head for sucking nazi dick during the occupation

>> No.801093

>>801042
Looks really nice, hand placed or particle system?

>> No.801112

>>801003
is that phos?

>> No.801113

>>800865
post uncensored im about to cum

>> No.801114

>>801003
Good for a first attempt. Is it real or stylized. The eyes wouldn't be turned up like that. The nose nostrils are too small. The ear doesn't connect to the jaw like that.

>> No.801117
File: 89 KB, 1130x722, 1608568982172.jpg [View same] [iqdb] [saucenao] [google]
801117

Working on the body armor

>> No.801118
File: 114 KB, 1262x928, Game.jpg [View same] [iqdb] [saucenao] [google]
801118

Hey /3/ you like this game I'm making?

>> No.801119

>>801117
give up

>> No.801127
File: 63 KB, 988x863, kek9.jpg [View same] [iqdb] [saucenao] [google]
801127

>>801113
>>800865
>>800572

Sorry bro, they are for my retarded eyes only.

>> No.801130
File: 610 KB, 1485x860, 2021-02-09T22_46_42.png [View same] [iqdb] [saucenao] [google]
801130

My first non-tutorial model. Figured something stylized, simple, and clay would be good practice, particularly around getting a real clay look with shaders.
I'm really proud of how I got the eye to stick to the model by using a lattice deform and shrinkwrapping the lattice onto the head.

>> No.801145

>>801118
https://www.youtube.com/watch?v=BE1HriDzlJs

>> No.801150

>>801130
Ooooh, please do regale me with your process for lattice deform. My only real experience with blender is the donut tutorial, and I'm looking to try making something original

>> No.801160

>>801118
I've seen that model on sketchfab.

>> No.801165

>>801118
Absolutely disgusting.
Terrible model and sexually repulsive.

>> No.801224

>>801150
* Create object A that you want to stick to the surface of another object B.
* Create a lattice, make it flat and pump up it's grid resolution (I used 10x10), and put it flush with the back of object A.
* Give object A a lattice deform modifier, targeting the lattice.
* Give the lattice a shrinkwrap constraint, targeting object B.
* Do some minor rotation and movement of the lattice and object A to get everything looking alright. I moved the lattice close to the surface of object B to make everything look right, and I also parented object A to the lattice to make it easier to tweak rotation and movement without them separating.

All I wanted was something like a shrinkwrap, but which would not completely flatten and massacre a 3D object, so I can get the look of a bit of clay stuck onto the surface of another.

>> No.801235

>>801224
>shrinkwrap constraint
I meant shrinkwrap modifier. Shrinkwrap constraint does something different.

>> No.801243

>>801130
Super easy way I found to make good clay

Slight subsurface scattering and then add a thumbprint/smudge normal map, and then keyframe its position in the mapping node so that every frame it has a completely different location. Makes it look like every frame the model was touched by hands. Super easy.

If you add this and then a few other basic additions you basically have this 20$ material for free
https://gumroad.com/l/ClayDoh

>> No.801248
File: 1.17 MB, 1325x947, Parts.png [View same] [iqdb] [saucenao] [google]
801248

>>800533
Welp thanks for the advice y'all XD.

Building out assets now.

>> No.801253

>>801243
I wasn't planning on animating it, but thanks for the advice, that sounds like a great idea. If I end up rigging this thing, it would be really cool to have it look like real claymation.

>> No.801261

>>801112
>phos
nope, I just made a random female, learned from this tutorial: https://youtu.be/HTgUyEHnKso

>> No.801268

>>801114
thank you a lot for the suggestions. It's "realistic" i guess, as realistic as it gets from someone unexperienced. The hair is still in the early stages.

>> No.801317
File: 1.09 MB, 2160x1920, 4A.png [View same] [iqdb] [saucenao] [google]
801317

Character in middle looks like joke but rest I guess looks allright?

>> No.801332
File: 532 KB, 2068x1163, test_26.jpg [View same] [iqdb] [saucenao] [google]
801332

I'm making some gay ass donnie darko archviz animation, a lot of props are still missing/wip

>> No.801333
File: 625 KB, 2068x1163, test_25.jpg [View same] [iqdb] [saucenao] [google]
801333

>>801332

>> No.801334
File: 675 KB, 2068x1163, test_23.jpg [View same] [iqdb] [saucenao] [google]
801334

>>801333

>> No.801335
File: 514 KB, 1731x973, test_24.jpg [View same] [iqdb] [saucenao] [google]
801335

>>801334

>> No.801336
File: 508 KB, 2113x1189, test_22.jpg [View same] [iqdb] [saucenao] [google]
801336

>>801335

>> No.801344

>>801332
>>801336
Major Gone Home vibes, which is bad if youre looking for a portfolio piece, but interesting! Keep it up!

>> No.801353

>>801261
sad, good job nonetheless

>> No.801362

>>801317
The drones pull the eye away from the character. Maybe reduce their local contrast (make them grayer, tone down their light), and make the cones of light narrower, focusing towards the character.

>> No.801382

>>801117
>>801119
don't. but... I've never seen 6 y/o predator XD

>> No.801383
File: 1.46 MB, 2217x2595, Vict_GRL_22.jpg [View same] [iqdb] [saucenao] [google]
801383

I've added some details... the time came when I again don't have time... :(

>> No.801384
File: 1.22 MB, 2029x1709, Vict_GRL_21.jpg [View same] [iqdb] [saucenao] [google]
801384

>>801383
Here's without a coat...

>next, I'm going to give her gasmask(lower face), with tubing outside, some acid scarring on her face, which will be visible,
as a weapon, I'm making a Poison/acid spray gun with a big tank on her back, and as in bloodborne it transforms into a close combat injection gun with an oversized needle.
Melee weapon Mamluk Sabre XD
and I think I'll change her hair because this is placeholder from Mixamo

wadya say, guys, is it a good idea?

>> No.801405
File: 3.58 MB, 1920x1080, Blocking 3.png [View same] [iqdb] [saucenao] [google]
801405

So far it be souless

>> No.801410

>>801127
>thigh highs
nnnnghhhh

>> No.801412

>>801405
Naples/Pompei?

>> No.801413

>>801384
yeah sounds cool

>> No.801426

>>801383
learn how to do drapery

>> No.801429

>>801405
Souls are overrated

>> No.801440
File: 511 KB, 1920x1080, untitled1_1.jpg [View same] [iqdb] [saucenao] [google]
801440

Finished the scene

>> No.801453

>>801384
Yes. Especially the hair. I hate it.

>> No.801502

>>801412
Yep!
My overall idea is posted -> >>800533

>>801440
Not bad! The windows on the building look a bi weird to me

>> No.801506
File: 527 KB, 1600x881, ;_;.png [View same] [iqdb] [saucenao] [google]
801506

アキラメルモンカ…

>> No.801513

>>801440
looks good but i'd remove/change that building closer to the camera it's too low detail to be this close imo

>> No.801514
File: 2.54 MB, 498x498, 1608234200613.gif [View same] [iqdb] [saucenao] [google]
801514

>>800829
>>801035
>>801506
The fact that you gave the model of your mom unnaturally massive tits makes me wonder where you're going with this.

>> No.801516

>>801514
The fact that he modeled his mom is already disturbing

>> No.801518

>>801516
I wouldn't say that modelling family members is particulary disturbing, but posting said model on 4chan is probably a red flag.

>> No.801519

Im concerned about size of tits.

>> No.801524

>>801514
it is a stylized version but not so far from what grandpa+grandma did

>> No.801530

>>801514
IKR D: I'm sure she is wearing stripper heels as well....

>> No.801531
File: 63 KB, 822x960, 1612213759573.jpg [View same] [iqdb] [saucenao] [google]
801531

>>801440
Looks pretty good, giving off some familiar eastern European post communism vibes.
The grass looks kinda stiff and the two buildings on the left could use some variation to break up the repeating patterns, maybe have some glass windows missing or broken, add dirt or have wall sections where the paint has been scraped off.
It looks like you're using texture cards for your grass, I'd recommend to just model the individual blades and use some tool to generate instances of it across the scene. So long as they are instances of the same objects and not copies they should be very easy on the memory and not a problem to render. The texture cards approach is starting to get dated, especially for still image renders.
Good job overall.

>> No.801539

>>801502
>Not bad! The windows on the building look a bi weird to me

yeah i tried to procedurally mimic some curtains.

>>801513
noted, thanks fellow anon, might add some more detail to it.

>>801531
Thanks anon, actually the grass is two patches of grass created using a tutorial from cgmatter, maybe i will have to subdivide/move the vertex around a bit so it looks less stiff. The suggestion of broken windows it's great, gonna try it.

>> No.801544

>>801524
What now?

>> No.801559
File: 398 KB, 1497x864, 2021-02-11T11_42_16.png [View same] [iqdb] [saucenao] [google]
801559

>>801130
Making pretty slow progress, but I'm alright with how it's coming along. I think I need to squish the head a little bit because it's too round, and the mouth could use a little shaping.
Getting the mouth to be inset was a pain in the ass, though. I created the mouth shape, then duplicated it and un-subdivided the duplicate, then I increased the thickness of the un-subdivided one so it would extend into the face, and used a boolean modifier that I then applied. The cuts were pretty ugly and needed some manual cleaning, and I'm not completely happy with the shape still.

>> No.801575

>>801506
Please continue. I'm intrigued about where you'll take this.

>> No.801576

>>801344
thanks for the reference, it will help me populate the scene with more props

why is it bad for a portfolio ? is it because it looks unrealistic ? i'm only using seamless textures because i don't have the time and i haven't used substance yet

>> No.801578

>>801506

B O O B A

>> No.801579

>>801440
it's good. the thing that jumps at me more than any of the other things people have mentioned is that the building on the right needs more deliberate texture work instead of the awful procedural thing you've got now

>> No.801580
File: 43 KB, 940x777, uh.jpg [View same] [iqdb] [saucenao] [google]
801580

>> No.801589
File: 226 KB, 604x730, pp.png [View same] [iqdb] [saucenao] [google]
801589

i give up sculpting isn't for beginners

>> No.801592

>>801589
>I'm a beginner therefore I give up
Alright then.

>> No.801595

>>801580
looks like we have someone that succeed at life among us

>> No.801603
File: 2.20 MB, 1920x1080, Market.png [View same] [iqdb] [saucenao] [google]
801603

Market assets progress. These will all be in the semi background so I made low definition versions from base meshes. I've considered getting into the asset pack game, but it seems like a cluttered market already for 90% of topics.

Anyone have any success with selling asset packs?

>>801580
How long did this take you? I always look at these types of object and think "I can make every element of this!" But 9/10 times when I try to make a very detailed object I get bored half way through or end up simplifying it.

>>801576
It just doesn't have a finished look, the materials are all too perfect, no grunge or volumetrics, etc. But the architecture elements ARE good so I'm just nitpicking desu. It serves your purposes!

>> No.801607
File: 38 KB, 837x738, eh.jpg [View same] [iqdb] [saucenao] [google]
801607

>>801595
if you consider the ass blisters a success
>>801603
>How long did this take you?
about a week
>or end up simplifying it
it is very simplified though

>> No.801609

>>801607
what soft?

>> No.801611

>>801609
modo

>> No.801616

>>801611
you could have done this in less than a day with hard ops. kitops, and cablerator.

>> No.801617

>>801616
i'm planning to switch to blender anyway so don't bother. modo is a dead software

>> No.801619

>>801616
That model seems to be made with subdiv, while hardops is focused on a bool workflow.

>> No.801626
File: 69 KB, 1066x788, imgonnaimgonnaBOOOL.jpg [View same] [iqdb] [saucenao] [google]
801626

>>801619
pretty much everything here is just booleans on top of booleans though.

>> No.801629

>>801626
Oh really? How are you getting smooth transitions, bevel shader? Smoothing deformation in Zbrush? What about welding?

>> No.801630

>>801629
well, i mean, i just bool stuff and then clean it up
this generator is my speed study, not a topology one so i take shortcuts everywhere i can

>> No.801635
File: 3.71 MB, 2160x2170, ebic.png [View same] [iqdb] [saucenao] [google]
801635

Hello

>> No.801638
File: 218 KB, 1440x1080, Bludgeon23.jpg [View same] [iqdb] [saucenao] [google]
801638

>> No.801639
File: 192 KB, 1440x1080, Bludgeon24.jpg [View same] [iqdb] [saucenao] [google]
801639

>>801638

>> No.801640
File: 248 KB, 1440x1080, Bludgeon21.jpg [View same] [iqdb] [saucenao] [google]
801640

>>801639

>> No.801641
File: 247 KB, 1440x1080, Bludgeon22.jpg [View same] [iqdb] [saucenao] [google]
801641

>>801640

>> No.801642

>>801638
>>801639
>>801640
>>801641
savage

>> No.801655

>>801626
Show wireframe pls

>> No.801661

>>801127
HNGGGGGGGGGGHHHHHHHNNNN

>> No.801665
File: 285 KB, 596x568, joovcloseup.png [View same] [iqdb] [saucenao] [google]
801665

w

>> No.801669
File: 1.92 MB, 498x368, 6e0afa4e5578412b8b884720376f465a8.gif [View same] [iqdb] [saucenao] [google]
801669

>>800580
lol

>> No.801671

>>801514
That nose qwells any suspicion for me.
I know exactly where he is going with it.

>> No.801672

>>801635
animate it

>> No.801674

>>801671
>qwells
quells*

>> No.801684
File: 107 KB, 1217x715, 1584083589912.jpg [View same] [iqdb] [saucenao] [google]
801684

Thoughts? Should i continue to the legs?

>> No.801685
File: 452 KB, 1717x852, 2021-02-11T22_30_17.png [View same] [iqdb] [saucenao] [google]
801685

>>801559
The boolean modifier was a mistake. It ended up taking me over an hour tonight just to fix that shit and get something approaching what it would look like if I had just manually did it right in the first place. Now I'm blocking out the hair, and just building everything from cubes is way nicer.
I'm slightly regretting using a UV sphere for the head instead of just cubing it out, too.
The plan is to block out the rest of the hair, then do the same for the body, and then go over the detail work in sculpting, and use shaders to get a nicely claylike look. I'll probably rig it and try to get some animation going too, using the other anon's suggestions.

>> No.801686

>>801684
no, you should go back to learning

>> No.801698
File: 35 KB, 642x859, kek10.jpg [View same] [iqdb] [saucenao] [google]
801698

>>801127

Wasted time learning marvelous designer I forgot I already have it posed oh well, I just sculpted the clothes old school like Mr James W Cain would. I like his el dorado sculpt and how he makes cloth look easy.

>> No.801720

>>801603
would it be a solution if i just put planes with a texture of grunge right in front of some of my architecture elements ? Because i would need to remake all of my textures otherwise

>> No.801725

>>801506
Spotted the weebfag

>> No.801729

>>801686
what

>> No.801730

>>801684
Is that Predator supposed to look like it's a child?

>> No.801732

>>801720
Nah, it won't be optimized nor will it look good. Even more so if you actually plan on selling it on a marketplace. But your quality has to be 100 times higher in order to even have a chance, it's hard enough to compete even for full professional studios.

It wouldn't be that hard to add grunge on everything if you use SP and just copy a smart material. You could have done these wooden assets with trimsheets as well, so then you only have to change one texture. But it would miss uniqueness, unless you bring it back with more textures. For the highest quality, these would just need to be uniquely textured, yeah.

>> No.801735

>>801732
Now I see you asked specifically for architecture elements. In that case they should be done with tileables and trimsheets, unless they are very distant background props. And in that case you wouldn't add grunge and other damages directly to a tileable, but would do it in engine in some way. Either by placing decals and / or by vertex painting to combine multiple materials.

>> No.801742

>>801730
why? are you saying the proportions are off? where exactly?

>> No.801752

>>801684
Shota predator nice

>> No.801753

>>801742
You keep refusing to do what I told you. Download some good free male character base mesh and import it as a subtool in Zbrush. Put it next to your mesh. Analyze differences.

>> No.801754

>>801753
the mesh is the IMM torso and full arm, child

>> No.801755

>>801754
>>801684
Based. Keep up the great work Anon.

>> No.801757

>>801684

Why does it remind me of will smith joker anon?

>> No.801760

>>801757
Take a wild guess.

>> No.801761

>>801698
fantastic, anon. the clothes look real good

>> No.801762

>>801685
looks pretty good so far. I'd make the nose rounder and a tad bigger, and if it looked good I'd keep it

>> No.801764

>>801762
Thanks. I think the nose is a bit too low, too, now that I look at it.

>> No.801809
File: 2.09 MB, 1536x880, Compositor.png [View same] [iqdb] [saucenao] [google]
801809

Is this the easiest way to combine multiple render layers?

I'm stuck on my laptop for now and need to separate my busy scenes to save render time, figure its a good opportunity to get into more advanced compositing.

>> No.801858

>>801729
Your fundamental skills are lacking and that lack is propagating through the rest of your work the way a crack propagates through a house built on an unsound foundation.

>> No.801860

>>801858
>no specifics

>> No.801861

>>801742
It's lacking any muscle definitons
same goes for facial features

>> No.801864

>>801809
>Is this the easiest way to combine multiple render layers?
Pretty much, yeah.
>I'm stuck on my laptop for now and need to separate my busy scenes to save render time
I remember those days. I'd always bite off more than I could chew with animations on a shitty laptop, so what you're doing now was how I'd manage it.
If it's a static scene with one or two things animated, render out the background and static elements (a few times so that the noise/grain isn't static and you can use those as an image sequence), then render out only the animated bit.

But for things that weren't animations, I'd put it on low samples, break it into chunks, then render multiple passes with different noise seeds and then put the chunks together. Then with the extra passes you layer them on top of each other with decreasing opacity, and it gets rid of most of the noise.
Or I just said fuck it and brute forced it and rendered everything as-is.

>> No.801867

>>801860
No specifics can help you because the one thing that can help you is so broad.
Telling you to fix the arms or something and spoonfeeding you exactly how to do it won't help you, because you'd lack the fundamentals to actually pull it off.
It's like someone who literally just took the training wheels off their bike starts doing BMX on a half-pipe, then when they fall on their ass they ask "what's specifically wrong with how I ride?" , someone will tell them to ride more and get more experience with a bike before trying advanced shit.

Literally, git gud.

>> No.801891

>>801867
Don't waste your energy on this guy, he will ignore it for the most part.
Let him stay in the Ratboy Genius zone.

>> No.801895

>>801685
Don't boolean stuff, just keep it as floating geo

>> No.801899
File: 258 KB, 2007x776, 1585767834954.jpg [View same] [iqdb] [saucenao] [google]
801899

Made some big progress on the rendering and presentation side of the Predator. Since I dont have a gpu for vr or a headset, im now rendering in 3d stereo. Got my anaglyph pipeline going and did some initial tests. I lose some color, but its a fair tradeoff for the added depth dimension. Loving the results...can't wait to finish the lower half and get some poses when rigged...

>> No.801900

>>801895
What do you mean? Do you mean I shouldn't apply it, and just keep the modifier around?
That's what I was planning, but I couldn't get the cut to look right, so I decided to just apply it and clean it up. I think you're right, though. It was worse the way I ended up doing it.

>> No.801904
File: 253 KB, 269x294, Me when being called a blendlet.webm [View same] [iqdb] [saucenao] [google]
801904

>>801672

>> No.801907

>>801899
Just when I thought you couldn't top yourself.

>> No.801908

>>801589
fine

>> No.801909

>>801684
i said give up

>> No.801910

>>801698
>she doesnt know how to sculpt drapery properly
ngmi, give up

>> No.801911
File: 90 KB, 229x251, HAHAHAHAHAAHAHAAAHA.png [View same] [iqdb] [saucenao] [google]
801911

>>801899
you will never be a

>> No.801912

>>801899
Impressive. You're gonna be a millionaire.

>> No.801914

>>801907
?

>> No.801917

>>801912
is this satire? look man, im just trying to post wip and get crits, not get subjected to sarcasm and trolling.

>> No.801924
File: 48 KB, 724x847, kek11.jpg [View same] [iqdb] [saucenao] [google]
801924

>>801698
>>801910

lol no, plus she's too qt to give up.

>> No.801925

>>801917
I thought YOUR posts were satire. Remove chromatic aberration bullshit. Forget about its existence. It is always shit and nobody should use it ever.

>> No.801927

>>801925
there is no chromatic aberration, genius. if you actually read the post you would read that im now rendering in stereo 3d and thats the way an anaglyph render looks. you put on the red cyan glasses and the red and cyan cancel themselves out and give you stereoscopy. You'll have to accept this and get used to it, because its my format from now on

>> No.801929

>>801927
you're right anon, I apologize

>> No.801931

>>801929
that's right

>> No.801932

>>801698
you can still use marvelous if you beat her into something that *kind of* resembles an a-pose and then use the posed one as a morph target. i've had to do that in a pinch and it's messy, but it works. this is wonderful work though

>> No.801935

>>801927
>You'll have to accept this and get used to it, because its my format from now on
Based.

>> No.801939

>>801932

Thx mr. anon and glad you like it. Yeah I'll try that some time.

Thing is I'm biting more than I can chew and should've started with something way simpler but I like the challenge this qt presents piecing together shit as I go.

>> No.801953

>>801927
based outsider artist

>> No.802000

>>801655
nothing special really, just post-bool support edges with ngons everywhere on flats

>> No.802008

>>801899
>getting dragged into technical minutiae and establishing a “pipeline” before you get any competence on the basics
Are you this delusional, or just trolling?

>> No.802011

>>801917
>im just trying to post wip and get crits
last time people tried giving you "crits" you had a meltdown about it you dumb baby

>> No.802018

>>802011
iirc "last time" someone gave me a good actually useful crit which was to retopo my hard surface according to a CGMA tutorial. OTOH most of my "crits" on here are just personal attacks that I disregard

>> No.802022

>>802018
You ignore the one that's repeated the most: stop complicating your life with trying to figure out some easy hack to everything and learn the basics of actually getting the form right.

>> No.802024

>>802022
more useless ad hominem masquerading as "advice." there is nothing wrong with my characters' forms.

>> No.802025

>>802024
Based, you'll become a millionaire, keep up the great work.

>> No.802027

>>802022
useless non specific "advice"

>> No.802029

>>802027
>non specific "advice"
Do you expect us to write you tutorials?

>> No.802030

>>802024
how is this "ad hominem" ?

>> No.802031

>>802029
I expect actual advice, including but not limited to recommendations to actual tutorials as mentioned in >>802018.

>> No.802037

>>802024
>there is nothing wrong with my characters' forms.
and here we come to the only truly valuable piece of advice you've gotten here: just give up. the basic process of improvement requires seeing the difference between what you're making and what you want to be making, and you just can't. everyone else here can see that your sculpts, particularly the "likenesses", are malformed to the point of unintentional comedy, but you're blind to it. you have demonstrated in these threads that you can't even visually parse a photo on the most basic level. you clearly lack the prerequisites to even start learning any kind of visual art. you're like a man without legs shopping for running shoes. it's legitimately sad to look at.

i know you'll want to dismiss this as an "ad hominem" but there's no way to express it without getting "personal" because this IS a problem with you. you will never be good at this no matter how many thousands of hours you put in and the best thing for you to do is stop wasting your life and find a pursuit in which you're not crippled from the start.

>> No.802049
File: 57 KB, 624x521, killmepls.jpg [View same] [iqdb] [saucenao] [google]
802049

>>801580
what a fucking optimization, uv and baking nightmare. i've almost made it below 10k though.

>> No.802053

>>802049
>seams in really visible places

>> No.802056

>>802053
ye, i can sew few tube segments which are currently split for easier texel scaling, but it's diagonally mirrored also so one or two isles are not possible

>> No.802061
File: 935 KB, 1400x1400, BladeRunnerArcade - Take1.webm [View same] [iqdb] [saucenao] [google]
802061

>>801864
Thanks for the advice!

I like the idea of doing multiple passes for the static bg to give it life, in this render I did the cabinet and bg in cycles and then the animation in eevee.

It ended up being pretty tricky to matte out the bloom affect to layer them together! I tried in compositor and it was alright, but Davinci Resolves matte detail ended up being better. Still, the bg looks flat, I should redo the resolve post prod to add some noise and light changes.

>> No.802062

>>802061
it's gay but I like it

>> No.802066
File: 240 KB, 1200x627, predator.jpg [View same] [iqdb] [saucenao] [google]
802066

>>802024
>there is nothing wrong with my characters' forms.

Compare these proportions to your own.

Spot the difference yet?

>> No.802067

>>802061
Hey, that's pretty good.
When you posted your first WIP of this with the awful floor texture I didn't expect it to go anywhere, glad you proved me wrong.

>> No.802070
File: 2.87 MB, 1200x1200, chaos6.png [View same] [iqdb] [saucenao] [google]
802070

>>802062
Genuinely laughed out loud at that, thanks m8. If you want to see my go full gay here's a WIP I gave up on

>>802067
Much appreciated! I rarely start off with a strong artistic direction so any choice like the carpet is temporary up till the final render.

I'll probably expand upon the base arcade idea when I'm back on my desktop. Too slow to try different ideas right now.

>> No.802076

>>802070
yeah, that is pretty gay
I think the only way to make it gayer is to make the axes rainbow

>> No.802093
File: 108 KB, 821x610, file.png [View same] [iqdb] [saucenao] [google]
802093

is this bad topology
theres no tri's but i feel like this is retarded

>> No.802095

>>802093
Good for lowpoly, bad if subdivision is intended

>> No.802098

>>802093
it's good as long as it is shaded fine
the actual topology doesn't matter much unless a character (deformations)

>> No.802102
File: 281 KB, 1714x990, comp.jpg [View same] [iqdb] [saucenao] [google]
802102

>>800883

>> No.802104

>>802066
mines better

>> No.802113
File: 325 KB, 565x566, tyler.png [View same] [iqdb] [saucenao] [google]
802113

I know it looks like some daz shit, but I made it from scratch.

>> No.802116

>>802113
looks worse than daz shit but in a good way keep it up my nigga

>> No.802122
File: 682 KB, 1946x630, bugg.png [View same] [iqdb] [saucenao] [google]
802122

>> No.802123

>>802113
Give him a head indent like he got from his lead headphones.

>> No.802124

>>802104
I hope you're a random anon trying to impersonate him for teh lulz. Because if you aren't... well, I wouldn't know what to say.

>> No.802129
File: 439 KB, 779x699, dent.png [View same] [iqdb] [saucenao] [google]
802129

>>802123

>> No.802131

>>802113
el ogro de las americas...

>> No.802140

>>802061
>It ended up being pretty tricky to matte out the bloom affect to layer them together!
Don't know exactly what you mean, but I generally just set up a second, linked version of the scene, set it as eevee, turn on the bloom and shit, and then enable the bloom pass.
Then in the main cycles scene just grab the bloom pass and comp it in with no fuss. It should be pretty easy to do, even with multiple render layers.

>Still, the bg looks flat,
That's because you still have it cutting off into the distance like mentioned before. Do something like fading the ground into the bg, or adding a slight gradient to the bg to dim the stars closer to the horizon. Or both.

Still, the interlaced holograms look neat. Though the wood looks like it's super grainy (with the bump) and wet. Keep going though.

>> No.802143
File: 559 KB, 1724x2048, moonsafari.webm [View same] [iqdb] [saucenao] [google]
802143

>>800908
Made this as sort of a test for a short movie im daydreaming about. Also based around iexec rlc. Will be a big step from making random scenes to an actual storyline. Upscaled with topaz AI from low res, cant afford good GPU, so quality is strange.

https://www.youtube.com/watch?v=1SooxiuVO9U

>> No.802144
File: 142 KB, 1024x768, Rear2.jpg [View same] [iqdb] [saucenao] [google]
802144

Finally got the motor unit together (of which you cant even see most parts, work perfectly invested) and added the end piece.
>>802129
10/10 great crainial crater

>> No.802145
File: 52 KB, 625x625, rear1.jpg [View same] [iqdb] [saucenao] [google]
802145

Made two versions since this one was kinda boring. That leaves only the oiling system and the generators for me to model, after which i can finally get into texturing.
>>802143
geniously unsetteling, but at the same time interesting to watch. What was the original resolution? The quality seems quite good for a low-res render

>> No.802147
File: 1.43 MB, 3367x4000, 4.jpg [View same] [iqdb] [saucenao] [google]
802147

>>802145
>geniously unsetteling, but at the same time interesting to watch. What was the original resolution? The quality seems quite good for a low-res render

Ty. OG resolution was 1080x909, but with few passes, 1 min per frame to render. Then i upscaled it in topaz 400%, which removed all noise artifacts, but got maybe a bit too smooth. Pic related is from 3ds max without topaz upscale. It would have been much better. Wish i could do 60 fps as well, but would have taken forever.

>> No.802148

>>802147
Tried to watch this on my phone and its super dark. My computer screen must be heavy off on calibration, maybe wrong color profile on picture idk

>> No.802158
File: 4 KB, 320x180, mqdefault.jpg [View same] [iqdb] [saucenao] [google]
802158

playing with rendering an animation
https://www.youtube.com/watch?v=i1UChXLuOcw

>> No.802160

>>802066
he's not me,>>802104

This one looks like an older predator. I dont think they all have to look that way and I dont really care

>> No.802165

>>802160
roflbased

>> No.802189

>>802160
>its bad because i want

>> No.802191
File: 149 KB, 1865x777, 1589116706427.jpg [View same] [iqdb] [saucenao] [google]
802191

Spent time working on the mouth and did retopo for the armor, doing precise scales / rotates of the same degree instead of eyeballing it. It paid off, I think.

>>802189
there is more than 1 look of predator just like there is more than 1 look of a human being. It reads as the predator, to me at least - which is all that matters :)

>> No.802197
File: 404 KB, 454x531, damaged.png [View same] [iqdb] [saucenao] [google]
802197

>>802191
>just like there is more than 1 look of a human being
True

>> No.802202
File: 275 KB, 1136x557, 2021-02-13T23_34_19.png [View same] [iqdb] [saucenao] [google]
802202

Starting to look a lot more like her. I'm happy with how this is coming out so far. Blocking out the hair is taking a long time because I'm trying really hard to keep a good topography as I go, and I don't want to slip and let any bits turn into a difficult mess in the future.
The more I look at it, the more I think the head isn't exactly right, though. It looks like it might be closer to a very round capsule shape than a real ellipse. It looks like the face is too round on mine, and it's especially visible near the ears and around the eyes. It looks too much like a face on a balloon at the moment. I'll probably fix that after I finish up the hair, though. I feel like I'm learning a lot really quickly through application.

Picking up a new hobby always rocks. There's no rush like those beginner gains.

>> No.802203

>>802191
holy fuck you are bad

>> No.802207

>>802197
this sculpt is actually a pretty solid Alan Tyduk but an absolutely terrible Jared Leto

>> No.802212

>>802191
is this the will smith/joker guy, the arthur guy, or are they the same person?

>> No.802215

>>802212
>are they the same person?
Yes

>> No.802216

>>802207
Kek

>> No.802221

>>801911
Cyrus?

>> No.802225
File: 32 KB, 593x656, shad.jpg [View same] [iqdb] [saucenao] [google]
802225

>>801927
>You'll have to accept this and get used to it, because its my format from now on
Not gonna lie, I wish I had this kind of retarded self confidence.

>> No.802226
File: 399 KB, 1563x879, test_32.jpg [View same] [iqdb] [saucenao] [google]
802226

So i made this test render using the GPU, some things are not finished or broken by the GPU but what are your thoughts on this ?

https://www.youtube.com/watch?v=zqt4AyZ0VNU

>> No.802227

>>802225
Same, it's admireable.
If he had a glimpse of talent he would make it big.

>> No.802228

>>802226
Looks bad.

>> No.802235

>>802226
If I were you, I'd make this animation in a realtime renderer, which will be 10 times more than enough for you. I'm not sure if you're doing this style on purpose or you're trying to achieve photorealism? Either way, the environment would really benefit from details such as dirt, dust and damages. Stuff made with vertex painting and decals. Textures are too clean and simple atm, with seemingly 0 roughness variation, which is one of the most important things. I think you should reduce the reflectivity of the floor a bit as well. And lighting is kinda flat and lacks interest. It needs more contrast and some things need to be in the shadow so other things can stand out more.

The project could be cool, but it's probably too big for you at this time. Even more so when you're trying to animate everything, which is a pain. I suggest you focus on something much smaller in scope in the future, like a single corridor, and focus on the atmosphere.

>> No.802239
File: 289 KB, 530x569, tankard.png [View same] [iqdb] [saucenao] [google]
802239

>"let's make a nice simple game ready object, a tankard would be great"
>"nice! i'm done modeling, let's see the poly cou-"
>28k faces and 56k tris
I swear you can't make good looking game assets without them either becoming unusable or looking like low poly shit

>> No.802240

>>802239
post wireframe, let's see this maginificent optimization

>> No.802241
File: 195 KB, 754x760, tankard 2.png [View same] [iqdb] [saucenao] [google]
802241

>>802240
How bad is it doc?

>> No.802242

>>802241
You just subdivided it without any optimization afterwards and expect good polycounts?
You can get rid of 80% or more of resulting horizontal loops to maintain this shape.

>> No.802244

>>802241
Most of your polycount come from the pins.... Literally pubg level of modelling....

>> No.802245

>>802239
based retard

>> No.802249
File: 402 KB, 825x561, tankard 3.png [View same] [iqdb] [saucenao] [google]
802249

>>802242
>>802244
Alright alright I applied a few Decimate modifiers here and there and it's looking decent enough (I hope textures will beautify this), bringing face and tri count to 760 and 1592.

Question 1: is that count acceptable for such an object (I expect it to go lower as I apply some Booleans)?
Question 2: the handle is considerably coarser than say the tankard "rings". Any idea why that is and how to fix it?
I made the rings from Cylinder (without the "caps", so just the "walls") > Solidify > Subsurf > Decimate, whereas I made the handle from a Plane (with Extrudes) > Solidfy > Subsurf > Decimate. Even after applying some Bevels along the edges the handle is still looking too blocky

>> No.802251

>>802249
you can make it look better if you manually remove loops after applying subdiv

>> No.802255

>>802249
For a low poly, remove the edges that don't affect the silhouette. But also think about the needed LOD of the object you're creating. If you want to show it from a relatively close distance, make sure individual polygons aren't visible. Modern engines cam handle that shit easily. So I'd suggest you to add some more geo to that handle as it is quite blocky. Can't tell if the body needs to be optimized further as I can't see a wireframe.

>> No.802258
File: 400 KB, 1284x955, 2021-02-14-161237_4480x2520_scrot.png [View same] [iqdb] [saucenao] [google]
802258

Don't really know how to finish the hands on my robot girl

>> No.802259

>>802249
Just duplicate ur object then apply the subdivision and remove unnecessary edges that don't affect the silhouette, low poly meshes are a play of smooth group degrees and textures, it all depends how much geometry is in the scene and how the engine is occluding, just have a low,med,high versions of it put it in the scene and see ur overall performance.

>> No.802260
File: 46 KB, 821x686, killmepete.jpg [View same] [iqdb] [saucenao] [google]
802260

>>801580
>>802049
9950tri

>> No.802261
File: 32 KB, 675x538, killmepete2.jpg [View same] [iqdb] [saucenao] [google]
802261

>>802260

>> No.802262
File: 332 KB, 575x698, tankard 4.png [View same] [iqdb] [saucenao] [google]
802262

>>802251
>>802255
>>802259
Thanks for the suggestions bros, I'm going for a low poly thing, kinda how Fallout 3 or Skyrim do it i.e. relying on textures to do all the heavy lifting in order to make their games runnable on low end systems. Nobody's gonna give a shit about some mug in a random tavern anyway, the trick is doing just the necessary to not make the player immidiately go "wow this is shit"
Pic related is how it's going so far, now all that is left is getting rid of unnecessary internal geometry and texturing. I'm really hoping the texturing will magically unshittify this tankard, we'll see

>> No.802264
File: 133 KB, 1056x809, killmepete-wire.jpg [View same] [iqdb] [saucenao] [google]
802264

>>802260
>>802261

>> No.802265
File: 54 KB, 675x538, 1613317005541.jpg [View same] [iqdb] [saucenao] [google]
802265

>>802261
I would put some geo here, as this is very obviously just texture. Otherwise turned out fine after the bake.

>> No.802266

>>802262
I'm just concerned about optimization, I don't wanna get 10 FPS because of a tankard. Am I overdoing it? Is 1000 faces tops for a minor game object like this the benchmark or are they still too many?

>> No.802267

>>802265
that d be nice thanks, but i'm aiming under 10,000 and i barely made it, so i will leave it like that

>> No.802273
File: 992 KB, 1400x1400, cake5B.png [View same] [iqdb] [saucenao] [google]
802273

Not sure if it just looks like literal shit or not...Its supposed to be more a rustic style so not light and delicate.

Its Pretty much all procedural, maybe I should do an attempt with hand crafted materials and uv unwrap it. Thoughts?

>> No.802274

>>802262
It looks good as it is, i would smooth normals and mark sharp where it's needed.

>> No.802275

>>802267
Normal map should fix that "missing geo"

>> No.802276

>>802273
what u need is horizontal lines, that can be easily shader generated, think of the chocolate as uneven layers, gravity pulls it down.

>> No.802288
File: 45 KB, 665x837, Screenshot_13.jpg [View same] [iqdb] [saucenao] [google]
802288

>>802266
>>802262
I'd remove a couple of those edges along the handle as they don't really change the silhouette. I'd also remove whatever that tiny piece at the bottom is. Also, notice how it gets blockier at the bottom, because you use the same amount of sides in the cylinder along the whole body. Usually it's a good idea to reduce the amount of sides the smaller the radius is, so in this case it would be more optimized if the bottom part had more sides, and the top part less. You'd just merge those extra edges at some point in the middle. But it's probably too complex for you atm, and you probably don't need to worry so much about it anyway. I mean, 1000 faces is not that much, and in modern engines it should be fine, but idk what kind of game are you working on nor how complex it is. In this generation of games from my experience there is a rule of "no visible faceting", so yeah, props can be pretty dense now. Just look at the object from a distance the player will see it and optimize just before it becomes visibly blocky, then stop.

>> No.802294

>>802273
Yes, it looks like shit on the side. My suggestion would be to increase roughness and make it more "spongey". I don't have experience shading cakes tho, I'm just fat from eating them.

>> No.802296

>>802273
No offence but it looks like a prolapsed anus leaking diarrhea

>> No.802308

>>802226
If it's supposed to be cluttered, you need to really exaggerate it.

>> No.802315

>>801118
Based, is that a chick from The Pit?

>> No.802316

>>801506
lookin good

>> No.802324
File: 2.92 MB, 1400x1400, cake6.png [View same] [iqdb] [saucenao] [google]
802324

>>802294
>>802296
>>802273
Yee you right, it is a WIP after all

>>802276
There was some layering but it comes across way less in cycles than in eevee preview. I increased it in this one. Still not done

>> No.802349

>>802261
Are you baking in marmoset? it looks like you have some skew problems with your normal map Though its hard to tell at this angle. Im looking at the second circle that the anon previously circled for critique. It looks skewed.

>> No.802353
File: 80 KB, 1167x850, kek14.jpg [View same] [iqdb] [saucenao] [google]
802353

>>801924

Realized I don't know how to render properly let alone make her look dramatic like pic on left. Any tips bros?

>> No.802359

>>802353
Get yourself some lighting and some volume fog.

You are gonna make it.

>> No.802366
File: 446 KB, 843x939, charlene.png [View same] [iqdb] [saucenao] [google]
802366

1010 tris,
32x32 texture for eyes

>> No.802386

>>802353
Looks very cool

>> No.802391

>>802353
Nice. But I think you still need to do some work on the clothes, mainly on the sleeves, where the arms emerge into view -- it looks as if they come out of something solid.

>> No.802413

>>802353
ngmi

>> No.802441

>>802366
lookin nice so far, got any pics with a less dark background?

>> No.802446
File: 585 KB, 1920x1080, Lava Composite.jpg [View same] [iqdb] [saucenao] [google]
802446

Loads to do but actually liking how this is shaping up, tomorrow I think I'll focus on the Insula (big building) details, looking pretty basic.

Non obvious advice is much appreciated, chances are I'm aware of it just haven't gotten to it yet.

>> No.802448

>>802353
Install blender plus the GoB plugin to transfer it easily (fn has a tutorial), one big rectangular area light above (3x3 feet maybe) pointing down and render it in cycles, job done

>> No.802491
File: 517 KB, 1916x1068, WIP.jpg [View same] [iqdb] [saucenao] [google]
802491

got bored of doing boring shit and so I wanted to try and see if I can replicate yoshinari's style in 3d, gonna keep trying.

fuck this board btw
ban me please

>> No.802493
File: 1.37 MB, 1920x1080, WIP_Anatomy.png [View same] [iqdb] [saucenao] [google]
802493

>>802491
and more anatomy because why not

>> No.802516

>>802493
is there a specific brush for the muscle fibers?

>> No.802526

>>802446
Actually texture your props. What are you texturing your models in? Is it even pbr

>> No.802534 [DELETED] 

test

>> No.802535
File: 1.11 MB, 629x832, unknown.png [View same] [iqdb] [saucenao] [google]
802535

Working on instagram style "photo" without going for realism too much. Feels good doing something fun after remeshing rocks for chinese MMOs all day long.

>> No.802537

>>802535
Gtfo daz shitter

>> No.802540

>>802537
But its a handmade basemesh and pose my dude. Maybe you should try and critique an artistic aspects, not methods. I'll listen.

>> No.802543

>>802540
>i bought and posed this action figure myself, how dare you not acknowledge my sculpting prowess
Fuck off

>> No.802545
File: 327 KB, 825x825, 3d_Booba.png [View same] [iqdb] [saucenao] [google]
802545

>>802535

>> No.802548
File: 1.02 MB, 1183x1080, lol.png [View same] [iqdb] [saucenao] [google]
802548

I've never animated anything before, I've only made shitty models

So if I can rig and animate this body I made using youtube tutorials, I'll give it a head; it's going to be a 3D Honkler
remember, it's a clown world out there!

>> No.802549

>>802548
Do you have a head yet?

>> No.802553
File: 39 KB, 220x216, 1602954613714.gif [View same] [iqdb] [saucenao] [google]
802553

>>802543
nice critique

>> No.802564

>>802275
it is normal map though
>>802349
ye, it had skew issues, i left skewing until i fixed all hp/lp item and position issues so i can skew at the very end, it helped thanks

>> No.802575
File: 323 KB, 1920x1359, untitled.8.png [View same] [iqdb] [saucenao] [google]
802575

>> No.802576
File: 3.05 MB, 2048x2048, kekfinal.png [View same] [iqdb] [saucenao] [google]
802576

>>802353

Hid the solid part of the sleeve by pushing the mesh back and casting shadows on it. It's all polypaint aka no UVs and texture. At this point I consider this done and just want to make something else. My workflow was all over the place so I'm going back to china tutorial land. Thx for the crits my bro anons.

>> No.802588

>>802576
You need to work on your lighting, my man. Another good example for those 2 retards on why lighting isn't "just about clicking a button and letting the renderer do everything". Bottom part is pitch black and shadows are too sharp. Also another lighter shadow isn't that pleasant. Gj on everything else though. Too bad you didn't texture it properly.

>> No.802596

>>802588

Thx, I'll revisit it when I gitgud but for now I think a proper workflow course will fix all the gaps in my tiny brain.

>> No.802601
File: 21 KB, 800x285, short knoif.jpg [View same] [iqdb] [saucenao] [google]
802601

>>802575
?

>> No.802611
File: 332 KB, 533x883, charlene.png [View same] [iqdb] [saucenao] [google]
802611

>>802441

>> No.802620

>>802526
No materials are final! My workflow is janky, I create base materials just to help visualize the scene and then down the line I will go back and pretty much make a whole new one or heavily edit the existing one to be more PBR.

I just downloaded substance painter, first time using it so hopefully this scene will really benefit from it. Fuck UV unwrapping though -_-, procedural has made me lazy with that.

>> No.802622
File: 1.48 MB, 3840x2186, knoif.jpg [View same] [iqdb] [saucenao] [google]
802622

>>802601

>> No.802624

>>802611
is she not supposed to be wearing pants or what
anyways the general shape of the body is alright, tho theres a lot of weird small deformities
like the back of her neck juts out a little, her fingers are collpasing and her feet bend a little inwards
other than that i like the style

>> No.802643

>>802576
clothes looks like shit

>> No.802646
File: 52 KB, 1201x710, MASTER.jpg [View same] [iqdb] [saucenao] [google]
802646

I dont know what i'm doing with it but im making GUNS

>> No.802648

>>802646
someone hire me please :c

>> No.802649

>>802624
She's supposed to be wearing beige/off-white riding pants. It's a little more obviously-not-skin from behind as there's more shading, but the color difference is hard to discern in various lighting situations.

I've fiddled with the neck a few times, but it's difficult to get it looking right while limiting myself to ~1k tris and vertex colors for the majority of the design.

Similarly, hands are a little ropey, and I might be better off giving up on trying to have real fingers with this poly count.

>> No.802652

>>802648

Just get a stem job. Nobody wants to hire juniors anymore especially ones using blender.

>> No.802661

>>802516
that's just the clay buildup brush.

>> No.802667
File: 360 KB, 1207x839, 1587095138316.png [View same] [iqdb] [saucenao] [google]
802667

>>802649
hmmm
how are you weighting this to a skeleton? it just looks to me like its bad weighting rather than an actual geometry problem
try checking to see if the finger bones are weighted to fingers they shouldnt be
also you might want to play with keeping the bottom of the pants more consistent, theyre all wavy

now make her naked

>> No.802670
File: 183 KB, 466x611, CFwpL8x3S9CvpBdH_7fhSA.png [View same] [iqdb] [saucenao] [google]
802670

i wish i had a drawing tablet so i wasn't so restricted to pixel art. now i'm gonna start the roof texture from the scratch

>> No.802688

>>802670
Get yourself a cheap-ass graphics tablet.
I got myself a Ugee M708 V2 and it's doing me just fine at $60 and works out of the box on Linux.

>> No.802692

>>802688
that's 270 of my currency though. i don't have a job so i can't afford one either way

>> No.802694

>>802692
That sucks, anon. I'm sorry to hear that. A pressure-sensitive tablet makes a world of difference.
Nice Baba Yaga hut, by the way. The window could use a little bit of anti-aliasing, because it draws the eye and sticks out like a sore thumb. I'd probably hit that before the roof. The roof isn't perfect, but it really doesn't look bad.
The wooden railing looks odd at a prolonged look. I'd expect it to look like a rickety, dilapidated railing, so you could see the structure it had been before the rot and decay started setting in, but the smooth boundaries, the fact that some of the boards are really long and some are really short, and that all the boards go from edge to edge makes it look like they were just randomly nailed on.

>> No.802704

>>802694
thanks! your input means a lot and I can definitely see what you mean. I'm trying to work the larger areas (like walls and roof) first before truly polishing the rest like the eye (it was just bucket painted, as were other minor regions), but I think you make a valid point about the wooden railing, I'll rework it before retackling the roof. again, thanks a bunch! I expect it to be more captivating once I animate it with owl-like moves.
and as for the tablet, I do plan on getting one in the future, so no reason to worry. I just don't have the time to work now since school is charging twice as many assignments with the new distance education format

>> No.802714
File: 128 KB, 769x732, charlene.png [View same] [iqdb] [saucenao] [google]
802714

>>802667
The hands aren't weighted at all, but it's difficult to see the pose of the fingers without any lighting.

As for the waviness of the boots... Good catch. The low poly count makes some fuckiness inevitable, but you're right, the rigging is making it worse than it needs to be in that shot.

I'm definitely gonna have to work on the color of these pants.

>> No.802718

>>802714
>The hands aren't weighted at all,
make sure to also turn on "preserve volume" in the armature options, it enables dual quaternion skinning, which helps with volume loss
however your best bet is to take a good look at the weighting of all your bones
its especially important with such a low poly count -- you might be better off manually assigning verts to their bones

also seriously consider changing the color of the pant lol, its hard to see it as anything but skin, esp. since its all just gradients

still waiting on a nude render

>> No.802724

Looks like we've reached post limit.
Gonna hold off on posting a new Wip until this on reaches page 5-ish. Or at least give it a few hours or so.

>> No.802731
File: 283 KB, 661x659, charlene.png [View same] [iqdb] [saucenao] [google]
802731

>>802718
>still waiting on a nude render

Her topology was never designed for it, but who am I to refuse?

>> No.802733

>>802731
decent i suppose but youve got a good start
you could probably make some decent bucks making coom games

>> No.802743

>>802733
Everyone wants 40k+ tris for coomer content, and that's substantially less fun for me.

Not that I haven't done it before, mind.

>> No.802750

>>802743
the challenge is making something coomable and low poly

>> No.803137
File: 14 KB, 259x193, spoopy fap.jpg [View same] [iqdb] [saucenao] [google]
803137

Speaking of coom models, where can I find good tutorials for 'em? It's easy to find SFW tutorials on YT, but it's obviously harder to find tutorials where you learn to make a fullbody with animatable dicks, tits and assholes, learn to make sure your model doesn't stretch right in the more interesting bits, etc. Where to look?

>> No.803406
File: 368 KB, 650x901, tits abs n vag.png [View same] [iqdb] [saucenao] [google]
803406

Would this make you coom?

>> No.803425

>>802643
Not really faggot

>> No.803507

>>803425
I think that anon meant the materials bro. The shapes 'n folds look very good but the coloring and textures are very basic, but probably by design, I mean if you can churn out a model of such a quality I think the artist knows too, he just didn't feel like going further than that. Great model

>> No.803769

>>803406
its a decent start but far too defined and needs a remesh to get rid of the unsightly shading
also nipples dont look like that, those things could cut diamonds

>> No.803901
File: 47 KB, 1000x750, kms 6.jpg [View same] [iqdb] [saucenao] [google]
803901

>mfw i wanna draw and model
>mfw can't because uni
This is what true suffering looks like

>> No.804014

>>803901
yeah but you obviously have enough time to look at 4chan. close the tab, put your phone down, and get to work

>> No.804252
File: 128 KB, 648x393, Screenshot_5.png [View same] [iqdb] [saucenao] [google]
804252

How the FUCK do I get nice looking edges like these? I got Autosmooth on and I'm not getting 'em, also using Bevel doesn't give me the same effect. So what is it?

>> No.804379
File: 7 KB, 266x73, 1612000116601.png [View same] [iqdb] [saucenao] [google]
804379

>>804252
cavity option in viewport shading

>> No.804510

>>804379
I'm retarded, can't find this. Can you be more specific as to its location please?

>> No.804543
File: 24 KB, 302x209, 1596903329393.png [View same] [iqdb] [saucenao] [google]
804543

>>804510
tho i think by default this is near the top of the screen

>> No.804854

>>804543
Mah mo'fuckin' nigga, thanks bro