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/3/ - 3DCG

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File: 1.19 MB, 1500x882, much better.jpg [View same] [iqdb] [saucenao] [google]
944133 No.944133 [Reply] [Original]

/wip/ - Works in Progress - ENHANCED VISUALS edition
Post your work-in-progress projects, recently finished projects, or things you'd like critiqued here.

Previous thread: >>940620
List of free resources: https://pastebin.com/cZLVnNtB

/3/ Discord for those interested: https://discord.gg/gbYCEBPuK2

>> No.944149

fuck me in the ass what the fuck is this redshift hair shader
in fact what the fuck are both of these redshift hair shaders
why the fuck are they like this
why can't they just behave normally like arnold's shader
what the fuck

>> No.944177
File: 426 KB, 1254x998, Anatomy_Studies_3.png [View same] [iqdb] [saucenao] [google]

I have no reason to be disingenuous, specially not here, I am truly a bit disheartened, but it might just be burn out.

>> No.944178
File: 3.03 MB, 1818x948, Substance1.png [View same] [iqdb] [saucenao] [google]

I'm gonna be doing more texturing, hopefully I'll get better by the end of this thread.

>> No.944190
File: 1.43 MB, 5358x1790, MechaTurnAround.jpg [View same] [iqdb] [saucenao] [google]

>> No.944196

mecha has prolapse anus

>> No.944203
File: 142 KB, 873x528, mixamo_makehuman.jpg [View same] [iqdb] [saucenao] [google]

I've made a first attempt at fitting the Mixamo control rig to the Makehuman model. It failed (for now) because I've deleted the fingers. I though it would work anyway, but it requires all the joints to be present. With some more effort I think I can make it work.

>> No.944222

Just make a hardsurface concept with overdetailed, unnecessary topology lmao, nobody hires anatomyfags at the junior level lmao.

>> No.944245

For texturing human skin, best is to go the mari+texturingxyz way. At least for portfolio work and for hero characters, that yields the best results. For that stuff substance painter feels like painting with boxing gloves, really clunky

>> No.944253
File: 579 KB, 1070x601, file.png [View same] [iqdb] [saucenao] [google]

not that anon, but
>mfw tried projecting texturing xyz maps in painter recently
it's hilarious how much more performant mari is

the vface stuff takes a lot of pain out of dealing with those maps now though

>> No.944262
File: 1.74 MB, 1920x1080, Coo render 02.png [View same] [iqdb] [saucenao] [google]

hampy haus

>> No.944263
File: 166 KB, 1920x1080, AdjustedColorsC (1 of 1)-8.jpg [View same] [iqdb] [saucenao] [google]


>> No.944264
File: 166 KB, 1920x1080, AdjustedColorsC (1 of 1)-10.jpg [View same] [iqdb] [saucenao] [google]

hampines fin

>> No.944270
File: 23 KB, 700x430, Even_Care_external-700x430.jpg [View same] [iqdb] [saucenao] [google]

Nice Petscop vibes.
Maybe try some basic polygonal trees? Might fit the scenes a little better, might not.

>> No.944271
File: 727 KB, 1706x1008, DisciplesOfBuddha_2_V1_Exploration.png [View same] [iqdb] [saucenao] [google]

I'll have to become very good at it then

>> No.944278
File: 41 KB, 846x747, b.jpg [View same] [iqdb] [saucenao] [google]

>> No.944282
File: 54 KB, 403x546, mixamo_makehuman_02.jpg [View same] [iqdb] [saucenao] [google]

I still have a variety of small issues to solve but it could work.

>> No.944285

>disciples of buddha
what exactly is the project, who are you modeling?

>> No.944322
File: 1.45 MB, 640x480, 0001-0250.webm [View same] [iqdb] [saucenao] [google]

Getting there.

>> No.944325


>> No.944328
File: 77 KB, 884x714, d.jpg [View same] [iqdb] [saucenao] [google]

i did disney c

>> No.944331

he gives off japan ugly bastard vibes

>> No.944340

That's not perverted enough to be from Disney

>> No.944343
File: 1.27 MB, 1080x1920, joanna.png [View same] [iqdb] [saucenao] [google]

Joanna Dark based off of the art for the unreleased Gamecube version.

>> No.944345
File: 3.58 MB, 1506x2174, Raven_4mb.png [View same] [iqdb] [saucenao] [google]

Will you take me to the club, buddies?

>> No.944352 [DELETED] 
File: 80 KB, 898x722, d.jpg [View same] [iqdb] [saucenao] [google]

i'm trying my best

>> No.944354

nothing, just a failed project

>> No.944356

No piercings and tattoos? (Don't do it please)

>> No.944363

kys pedophile

>> No.944364

Nice :)

>> No.944365


>> No.944366

>was going to post something
>Turns into a pedo thread
Welp dodged a bullet

>> No.944369

>that time the WIP thread got auto-saged because the words "cute" and "funny" were in the OP as a perfectly innocuous joke

>> No.944372
File: 7 KB, 427x122, you fucking retard.png [View same] [iqdb] [saucenao] [google]

sit on a dick

>> No.944374

nice skinning, it's such a bitch to get good crotch deformation

>> No.944383

Fucking hate the mouth but everything else looks good, do you have a Twitter or anything where you lost cunnymations?

>> No.944387

what compels you to shit up the thread with something like this?

>> No.944414

so we gonna need a new wip thread or what.
pedoguy, listen bro, you do you, but like maybe make your own thread or something cause no one want to be posting things next to that shit.

>> No.944426

>overreacting this much to polygonal cunny
Let me guess, it's also your first day on this site.

>> No.944427

post your work and socials, m8.
go on.

>> No.944428

Yeah, get a load of all these prudes overreacting to you being a fucking pedophile. Newfags amirite?

>> No.944429

K but I have to warn you I'm an ironic lolicon


>> No.944430

I'm just a humble headpat merchant self-exiled away to Thailand. If it's cute and funny then the day is sunny.

>> No.944431

Team America World Police

>> No.944438

anon, your mental illness doesn't make you a martyr

>> No.944439

Anon you responded to two different posters. Again, you're the flustered guest here so expect more than a single cunny poster.

>> No.944445

Oh I'm sorry, mental illness doesn't make either of you martyrs.
Blue board, faggot.

>> No.944490
File: 175 KB, 1048x804, sculpt_rig.jpg [View same] [iqdb] [saucenao] [google]

What's going on here? How could I possibly have rigged and posed a sculpt directly without RETOPO. You guys told me that RETOPO is the best and that RETOPO is completely necessary. How did this happen?

>> No.944492

yeah sorry, I was wrong

>> No.944495
File: 2.00 MB, 1920x1080, a,b,y,tie star wars small.png [View same] [iqdb] [saucenao] [google]

i finished these last week I'm happy with them i guess

>> No.944498

Some polish, basic rig done, basic outfits implemented, not pictured, clothing.

>> No.944499
File: 1.28 MB, 1080x1920, joanna_2.png [View same] [iqdb] [saucenao] [google]


>> No.944507
File: 307 KB, 640x480, 0001-0250.webm [View same] [iqdb] [saucenao] [google]

It's ok. He forgives you.

>> No.944511
File: 195 KB, 606x874, amyamyamyamyamy.png [View same] [iqdb] [saucenao] [google]

sonic fans could be here... don't even give them the time of day

>> No.944513

That's lovely. It's from before she went to America and got her fake tits.

>> No.944582

This looks nice. Try to smooth out all the bumps and unevenness in the quills and legs. Maybe give her an anus like one of them Argento drawings.

>> No.944583

oh yeah it's a sketch, once im happy with the proportions i just remesh down and that smooths out the bumps. and no

>> No.944587

very nice, can we get some close up renders of the individual ones?

>> No.944606
File: 517 KB, 640x480, 0001-0250.webm [View same] [iqdb] [saucenao] [google]

Getting better at jiggle physics.

>> No.944610
File: 1.46 MB, 1920x1380, 166198.png [View same] [iqdb] [saucenao] [google]

been busy, this project seems finished, sure I could tweak light more but I'd rather model shit for now. Thanks for lighting tips and healthy amount of mogging.

>> No.944611

nice vibes

>> No.944612

Reminds me of the Belial monster from Basket Case

>> No.944613

Maybe try focusing on the bags and candles for now?

>> No.944615

add a tiny bit of fill to the right, just to lift the perfect blacks up a little.
don't think of it as adding another light source - irl you would just get a white piece of card to bounce some light into that area. you could actually do that here, but it's cheaper to just add a very dim light.
i would also add one more light, very narrow spread cutting diagonally across the elements you want to highlight (going forwards, maybe start with this sort of thing. narrow light that focuses on what you want, then build outwards).
but you're getting better, good work.

>> No.944616
File: 1.05 MB, 1920x1380, 1682875119743612.jpg [View same] [iqdb] [saucenao] [google]

>I could tweak light more
You need to check the histograms in GIMP from time to time. Your monitor is set to way too much contrast.

>> No.944618

your image is worse than his, calm down. blendies parroting some faggot telling them to refit their levels so everything's burning hot.

>> No.944619

It's exactly the same image. Your monitor is set to way too much contrast as well.

>> No.944621

your eyes are broken

>> No.944622

Personally, I see white and gold.

>> No.944623

You mean histograms don't work and I should trust your eyes instead.

>> No.944624

I don't know what to tell you. Maybe that's what the new horrible Blender's dark theme has done to you. You just compensated for it by setting your contrast to MAX instead of verifying using instruments.

>> No.944625

Don't blame me because you have no idea of what you're doing and for having to throw your monitor in the trash in 2 years.

>> No.944626

Your brain doesn't work and yes my eyes are amazing

>> No.944627

That's great but when you post a picture, you're posting it of our normal human eyes to see.

>> No.944637

What's Mari, anon? I am brand new to Blender

>> No.944641
File: 2.17 MB, 1280x720, 2023-04-30+19-36-17_out.webm [View same] [iqdb] [saucenao] [google]

following this tutorial and tried to animate the eye blinking at the end and it was the most frustrating thing in the world

also the clothes are kinda fucked


>> No.944643

How? All you have to do is move a few verts and the slider handles the rest.
Also, does Windows 11 really just have ads on the taskbar like that? Fucking disgusting.
I'm not enough of a fart sniffer to swap to Linux like I'm some elitist fuck, but Jesus, that's horrible.

>> No.944645

face proportions are fucked, eyes are too far apart, the space between the nose and mouth is too tall, the lips are all fucked lacking in shape, nose is really long, I'd say for the face the yes are too small, blinking is probably your smallest problem but the main issue is that you move the lower eyelid up too much, look at a picture of someones eyes closed, the top eyelid does most of the work.
Also don't be such a pussy, remove the clothes and post her naked censored you little bitch, or else how can we critique her body?
Clothes need a lot of work, but I really can't help that much, I still have not figure out an effective workflow for making clothes in Blender, I can make very detailed ones, but they would be stupidly high poly, and Blender mesh to mesh normal baking works like shit 100% of the time, so clothes with stiching and seams is something I just can't do well.
Materials is a big one you need to work on too, I can see you are using lookdev, she looks as flat as workbench.

>> No.944646
File: 847 KB, 1273x921, nude.png [View same] [iqdb] [saucenao] [google]

selecting the verts on the eye area + the eyelashes was scuffed and annoying, also the proportional editing was weird and the circle appeared not where my mouse was. Also this is windows 10
its my first actual face I've made in blender so yeah fully expected, and she doesnt have any holes or nips or anything so I hope I dont get banned. also have no clue what lookdev is

(also think the tutorial kinda sucked in many aspects, this is like my 4th tutorial ever and for what its worth im somewhat happy with the result even if its bad in many ways)

>> No.944648

It's useful to have technical knowledge, so completing this until the end is good, but don't worry too much about how it looks in that case, you want to understand from the beginning how to sculpt, model, texture, rig, animate, it's all useful
Breasts and butt are way out of shape, well everything is way out of shape and could be improved significantly
After you complete the course don't polish your model leave it and start on a new project, consider practicing faces/anatomy.
>no holes
understandable they are hard
>no nips
Well she is ugly but they aren't hard to do.

>> No.944649

I didnt even sculpt at all with this since there wasnt any in the tutorial, I'm gonna do a sculpting one next tho, not sure what exactly yet but its gonna be another girl one since im a coomer

>> No.944650

>yet but its gonna be another girl one since im a coomer
Good, well remember to practice.

>> No.944688

It's not bad and it's probably 10 times better than anything this larper >>944650 who's trying to tutor you has ever made. Assuming he's ever made anything.

>> No.944691

it's a professional texturing program designed specifically for cinematic texturing. It's by far the best option for most things organic related

>> No.944692

i wonder how many of the piracy horror stories around foundry software are actually true, vs rumours started by the foundry to put people off.

>> No.944693

Nice constructive criticism faggot.

>> No.944711

they can catch you if you use a pirated copy along with a legit one. that's how they can get your email. Even then, unless you're from UK I really doubt they can do anything and would do anything to individual. They will go after companies tho, as will most software companies.
other than that, I'm willing to bet a lot of those horror stories are scammers. Get a copy with a crack from a shitty source, install it then get a message in your mail : dude, totally real Foundry here, you pirated Nuke, give us $3k or we'll pursue legal action"

>> No.944735
File: 3.85 MB, 1712x1080, Anatomy1.png [View same] [iqdb] [saucenao] [google]

From my understanding actual artistic skill will always be infinitely more valuable than your understanding of a tool, essentially just the software, anybody can learn any software in a couple of weeks, basically like learning how to use a pen or a camera, but doing art with your tools I think is way more difficult, if anything I'd focus more on the fundamental artistic side of things, you can get a lot of mileage out of a decently put together model even if your textures are simplistic.

Imo in terms of more important to less important:
Model(shapes, volumes, anatomy) > Lighting > Textures

But do correct me if I'm wrong.

>> No.944736
File: 1.56 MB, 1682x996, Anatomy2.jpg [View same] [iqdb] [saucenao] [google]

I been slacking off recently nlg, but I'm trying some new techniques for anatomy.

>> No.944753

Isn't that the dude from MH World that wants to fuck the Kulve Taroth?

>> No.944779
File: 428 KB, 3317x1926, uh.jpg [View same] [iqdb] [saucenao] [google]

too lazy to model all the hardware maybe I can get away with imm brushing most of it

>> No.944790

This is from that zmodeller tut right?

>> No.944792

What a sperg, I even said that they should make their next project a practice for anatomy, did you even read? yes it is good to learn how to do everything so you can understand how they interact, learn some rigging to see how the mesh deforms so you can be better at topology, learn to sculpt because that's the foundation for a good model, it's always good to have an idea of how things are, and most concepts are independant of tools.
My god, get off your high horse.

>> No.944821

Yes. While I can understand staying in one software to do everything, Maya does a better job fixing meshes because you have better control of adding deleting single edges without ruining the model unlike in zmodeler, collapsing edges is a buggy piece of shit. Not only that, it does a piss poor job welding verts in radial symmetry

>> No.944830

I didn't disregard your previous point, I don't see how you think I need to "get off my high horse" and call me a sperg just because I gave my opinion on what that anon could do, you sound very insecure.

>> No.944832
File: 154 KB, 969x733, waah.png [View same] [iqdb] [saucenao] [google]

Just some stuff I'm working on

>> No.944849
File: 1.07 MB, 1714x1080, Lion_V2.jpg [View same] [iqdb] [saucenao] [google]

I'll be working on ACTUALLY finishing my stuff and posting it here.

Starting with V2 of one of my lion models:
* The idea is to convey more aggression through the facial expression.
* Bigger eyes for a more ferocious look.
* Separated several facial elements (tongue, fangs, eyes) into sub-tools for additional detail.
* Added additional secondary shapes.
* Added more pronounced cheek bones to convey expression better.
* Sculpting is rougher to emphasize certain shapes better.
* Added some poly-paint for better visualization.

Currently redoing hair and body almost from scratch, Current deadline May 15th to fully implement in unreal engine hopefully getting it approved for the market place.
I'll be making this model a statue prop since I don't have the time to turn it into a fully fledged
organic model.

>> No.944852

No, I love monster hunter tho. So maybe the design slipped into my sculpt.

>> No.944853

Meant for

>> No.944861

You remind me of that anatomyfag on discord who just can't shut the fuck up. Don't be that autistic fuck and actually finish your shit, anatomy anon.

>> No.944864

Please anon that guy can't even add eyes to his stuff, I get what you mean but like come on, don't compare me to him, we're leagues apart, he's spouting nonsense 24/7 and barely even posts anything to back up his shitty borderline schitzo feedback.

>> No.944882

yeah i'm always tempted by zmodeller and thought about doing that tut, but i always come back to "do i really need this?" and the answer so far has been no. i should learn a bit more though and actually give zbrush hardsurface concepting a fair shot.

>> No.944887

>i didn't do the thing that i did
>and call me a sperg just because I gave my opinion on what that anon could do
Not even remotely why I called you a sperg fag. No more (yous)

>> No.944904

seethe my guy, I can do whatever I want here

>> No.944913
File: 51 KB, 739x701, 蟹.jpg [View same] [iqdb] [saucenao] [google]

>> No.944917

wireframe please

>> No.944921
File: 61 KB, 631x562, mixamo_makehuman_02.jpg [View same] [iqdb] [saucenao] [google]

Just because I made it today while hacking around.

>> No.944922


>> No.944924
File: 974 KB, 1439x684, b-wing 2small.png [View same] [iqdb] [saucenao] [google]

heres the b wing a little closer

>> No.945009

Why are you not hired by disney yet?

>> No.945011

bro i'd be happy to be hired by ANYONE. It's so fucking hard finding a paying 3d job without connections :'c

>> No.945035

beri naisu

>> No.945038
File: 3.88 MB, 2200x2196, housies01.png [View same] [iqdb] [saucenao] [google]

More houses

>> No.945080

oh this cums so hard

>> No.945098

very cool amy

>> No.945106

I think it’s worth it to know what it can and cannot do. I most certainly would not do the last part modelling all the fasteners that is so fucking autistic and he never really explained which fastener goes where but somehow people praise it as godlike for learning zmodeler.

>> No.945109

Also, he has a very neat trick for dealing with wires by using bend curves, adding in curve points gradually for the result without stretching the geo too much. His Boolean workflow is really nice granted I’ve not done much booleans myself. Ok end of my review lmao.

>> No.945138
File: 127 KB, 571x650, flam model wip2.png [View same] [iqdb] [saucenao] [google]

a fuga character

>> No.945157
File: 398 KB, 1532x714, IGMI.png [View same] [iqdb] [saucenao] [google]

after 2 years of not making any personal work I'm back again. I will move to the next level

>> No.945164

If you improve anything on this model please fix those tits.

>> No.945198

cool gun

>> No.945199

thanks homie

>> No.945226
File: 530 KB, 717x879, n1.png [View same] [iqdb] [saucenao] [google]

anime cummer figurine practice

>> No.945228


>> No.945230
File: 2.07 MB, 1920x1080, n2.png [View same] [iqdb] [saucenao] [google]

its the meta

>> No.945231
File: 443 KB, 604x901, Raven_02.png [View same] [iqdb] [saucenao] [google]

Yesterday was Praise Friday or what?

>> No.945232

I don't know why I decided that today is May 5th.

>> No.945257

finally im a novice

>> No.945264

You should rig it and then you can make sex animations anon.

>> No.945270

tits too big
everything else, nice

>> No.945280

you shouldn't make so much progress with the face without adding ears

>> No.945328

I think the head is a bit too big

The skin softness looks unnatural when it's pressed by that underwear.

Look good except on the holes on the butt, are those really holes?

It's a bit too blocky, round it more specially on the chest/waist

I think these need more saturation.

>> No.945347

Your eyes are still broken

>> No.945364

Be more specif retard. Which comment are you disagreeing with? All?

>> No.945365

>Look good except on the holes on the butt, are those really holes?
not sure what you mean. Those are holes maybe ugly viewport shading is making them look weird.

>> No.945406
File: 1.88 MB, 2125x1280, Traitsbigly-rem.png [View same] [iqdb] [saucenao] [google]

Some web3 head traits,

>> No.945423

>too blocky
ok i'll subdivision it. gotta add details to the shirt and pants i guess

>> No.945491
File: 1.47 MB, 1920x1080, render11-cycle.png [View same] [iqdb] [saucenao] [google]

Current donut progress

>> No.945492


I hope your rug pull will be bountiful sir

>> No.945494
File: 1.32 MB, 640x360, 1673207865205183.webm [View same] [iqdb] [saucenao] [google]

First walk cycle. Am I doing good?

>> No.945495
File: 1.78 MB, 3000x4800, 016.jpg [View same] [iqdb] [saucenao] [google]

Moved on a bit since last time, I'm gonna try to have it wrapped up by the end of the month, any feedback is welcome

>> No.945496

you shouldnt have a panty shot if you want to be taken seriously

>> No.945507
File: 432 KB, 1366x705, file.png [View same] [iqdb] [saucenao] [google]

made a mayl legends model in which i literally have no use for.

349 vertices.

>> No.945508

Don't move the character forward keep him in place. Very hard to tell what's going on when it's teleporting like that

>> No.945519


>> No.945525
File: 725 KB, 900x1440, lol.png [View same] [iqdb] [saucenao] [google]

Leg looks bent
Also get rid of that things behind her leg, looks like an artifact

>> No.945529

looks' cute. good lowploy

>> No.945535
File: 1.46 MB, 2712x3712, liko.png [View same] [iqdb] [saucenao] [google]

>> No.945537

do you have any tuts for making anime avatars in blender?

>> No.945538

nta but that's maya

>> No.945540

You can tell someone won't make it if they only know of blender.

>> No.945545

I'm afraid I didn't watch or reference any tutorials, I mostly developed the workflow hands-on by just doing a lot of these.
I'd be happy to try and answer any questions you have though.

>> No.945556
File: 267 KB, 686x838, Screenshot_20230510_143614.png [View same] [iqdb] [saucenao] [google]

Anime girl body no. 12345

>> No.945564

I personally would work more on the legs shape, looks too thin from the knee to the bottom, compared to the more bulky build from the top part.
are you using any reference? you should check the overall siluette using a flat collor from time to time
but overrall looks good, I think it only needs some adjust here and there.

>> No.945567

There is no contrast between her and the background aka everything is black when I squint my eyes. Adjust the background to something lighter with a bit of falloff.

>> No.945586

Yea idk it's hard to cover everything with that giant slit in her dress plus I feel like it's part of the design but since it's a portfolio piece I'll ask around to see other people's view
True and true I'll correct that thanks for pointing it out
Yeah it's exported straight from the render view but when I render all the passes I'll do a nice composite with a background glow, post processing and all

>> No.945587
File: 106 KB, 1186x740, fsdfsdfsdfsfsfs.jpg [View same] [iqdb] [saucenao] [google]

I'm trying to work on and define my artstyle but I feel there's something wrong about the lower part (beside the lack of penis and ass) of this body but I can't pinpoint it.
Any reviews, critiques, advices ?
It's even more obvious when I export this character to Marvelous and try to dress him. Upper part looks good but pants just look off

>> No.945589

your pubic area curves inwards. Yours has way too much mass

>> No.945592
File: 1.27 MB, 921x773, truck gif.gif [View same] [iqdb] [saucenao] [google]

anyone here use Blockbench?
just started out, been getting filtered by Blender for too long and this seems easy enough for low poly (since it was designed for it)

>> No.945608
File: 127 KB, 368x607, imshitting.png [View same] [iqdb] [saucenao] [google]


>> No.945619

Yeah I see what you mean, I'll fix that.
Yeaaaah I knew the shape from the front view (not only the front btw) was off but couldn't say why. Thanks man.
I know it's an asshole move to ask for more but if you could do the same for the back view, I'd suck you peepee.

>> No.945689
File: 655 KB, 1920x1080, Replay 2023-05-12 01-48-41_1.webm [View same] [iqdb] [saucenao] [google]

I dont have enough social credits to post to fucking reddit.


You have to play along with the fucking white people if you want to get upvotes. I dont undrestand what americans even talk about anymore. They are trying so hard to keep dreaming.

>> No.945702

u ok bro?

>> No.945709

Never touch that one. Even with a 9 ft stick, he's pure schizo juice.

>> No.945729

What in the God damn

>> No.945736

Son of a bitch.
I was joking about "I wonder what meakrob is up to". It never entered my mind that you actually were him.
Now that I know what you're up to, I feel kinda bad.
Doesn't matter who you are bro, being an artist is a struggle. Just gotta keep on truckin and make things that make you happy. If you're in it for the money, maybe it's time to switch things up a bit and try something new.
I feel like your old stuff would have worked pretty well on Patreon or something. I kinda had thought you had made it somewhere with it and that's why you weren't here.

>> No.945756
File: 36 KB, 658x696, モデリング.jpg [View same] [iqdb] [saucenao] [google]

>> No.945787

I want to lick those eye sockets.

>> No.945811
File: 132 KB, 968x708, tonk.jpg [View same] [iqdb] [saucenao] [google]

I have returned, this time with a tank.

I wanted to do one that actually exists IRL at first, but then I realized that the ones in WH40K are like multiple regular tanks mashed together, which might make for better practice.

>> No.945815

Very nice, same for the gun. Been learning Hardops recently, are you using it?

>> No.945818

Beautiful, post topology?

>> No.945821
File: 515 KB, 2558x1000, tenk.jpg [View same] [iqdb] [saucenao] [google]

No, I'm new to Blender and don't know if I'm going to stick with it, so I haven't really looked into paid add-ons yet.

Here you go.

>> No.945822

just awesome, ty anon

>> No.945837
File: 364 KB, 1045x908, jynxmagcargowipc051323.jpg [View same] [iqdb] [saucenao] [google]

trying to make a snail look attractive

>> No.945841
File: 212 KB, 1920x1080, 168369026471935643.jpg [View same] [iqdb] [saucenao] [google]

My first time doing creature sculpt, I honestly never got this far before when sculpting

>> No.945848
File: 2.08 MB, 1920x1080, gun.png [View same] [iqdb] [saucenao] [google]


>> No.945866

nice stealth flex faggot.

>> No.945870
File: 3.78 MB, 1920x1380, 1682875119743612.png [View same] [iqdb] [saucenao] [google]


your need to fix the wood grain, its facing the wrong way

>> No.945897
File: 590 KB, 1080x1080, 1682542017307614.jpg [View same] [iqdb] [saucenao] [google]

back to photorealism after a long time messing around in psx and toon shading shit
i have huge respects for character fags, keep up the great work anon
clean and smooth
some assets looks great then some looks really off and clashes with the style specifically the candle and fire
what is the appeal to hard surface modelling in Zbrush? is it easier?
neatt, i really want to get into modelling a cockpit interior next, any advice?
verryy neat, i get overwhelmed looking at details so i always choose things that have a clean look which are easier to model as well

>> No.945899

You can break most complex things down into smaller shapes that are easier to model on their own. Then you can just do a rough blockout to see if the dimensions and proportions work out and model the parts one by one.

There are very few parts on that tank that would present a challenge to someone familiar with basic poly modeling techniques. Planning it all out and having it fit together in the end is the hardest part.

>> No.945935

y tho

>> No.945953
File: 916 KB, 1860x835, Honeyview_R20ttvwvbn.png [View same] [iqdb] [saucenao] [google]

character for animation pilot cuz I saw someone else doing a PSX pilot and realized it's a fucking brilliant way to finish something as a solo creator.

Having said that: I'm mad that the texel density between the legs and torso is so drastic but all the solutions sound really annoying to do. Is anyone realistically gonna notice this or am I overthinking it?

>> No.945967

Why not just use UDIMs? That way texel density can be whatever you want.
Just because it has a PSX style doesn't mean you have to stay in the dark ages for workflows.

>> No.945968

>the best practice of having everything nice and atlased on a single texture map is now considered a "dark age" workflow
We deserve all the terrible performance and ballooning GPU prices we have currently, don't we?

>> No.946002
File: 261 KB, 640x480, 0001-0250.webm [View same] [iqdb] [saucenao] [google]

Don't mind me. I'm just testing things.

>> No.946012

I'll be real I have no idea how to use UDIMs. I also have no idea if using a UDIM will let me easily change textures on the fly, which is gonna be a big part of how I handle certain animation tricks with this style.

This isn't me disregarding, I genuinely would like to know if this would fuck up the current workflow or not.

>> No.946014

I'm realizing I should've just googled them first. it sort of answered my question, so maybe I can find a use for it.
The whole point was to do the project mainly realtime, which it sounds like UDIMs are a bit resource heavy? I'll have to experiment honestly.

>> No.946021

>having everything nice and atlased on a single texture map is now considered a "dark age" workflow
That's not really what I meant. I didn't mean atlased textures are a relic of a bygone era, because they're not.
I mean that generally when doing retro styled stuff, a lot of people limit themselves to what's possible with the tech and workflows that were available at the time and make concessions (like texel density in this example), when you don't need to with modern day workflows. In some cases those concessions add to the charm, I'll admit, but if something like texel density is an issue and fixing it would mean a better end-product, I don't see a problem in being a little anachronistic.

>sounds like UDIMs are a bit resource heavy?
If you're using small textures (I'm assuming since it's PSX stuff), I doubt the performance impact would be all that large. You probably won't be using some of the modern stuff like bump/normal maps and would just be using diffuse, so really it'd probably be like loading those textures in the first place. Not to mention that really you'd probably only need to use 2 tiles, it should give you plenty of room to work with and keep the texel size consistient. I can't imagine having 2 tiles would be any heavier than loading 2 textures.

>> No.946028
File: 1.82 MB, 1716x1080, Lion2.jpg [View same] [iqdb] [saucenao] [google]

I was so naive to think the hair would take me a week, I don't know if I'm lazy or what, but I'm almost there.

>> No.946029
File: 594 KB, 1714x1058, Lion1.jpg [View same] [iqdb] [saucenao] [google]

I'm mogging v1 very hard, can't believe I thought it looked decent, I wonder if v2 will look shitty in a few months.

>> No.946038

What's it look like when you decimATE IT TO LOW POLY?

>> No.946039
File: 2.54 MB, 1716x1080, D1.jpg [View same] [iqdb] [saucenao] [google]

depends on how much I'll end up decimating them, but something like pic related as an example.

>> No.946040
File: 2.25 MB, 1716x1080, D2.jpg [View same] [iqdb] [saucenao] [google]

I refine the meshes quite a bit, so they're good for decimation and unwrap, since I won't be doing manual retopo for that.

>> No.946044

Great progress! v1 looked like he was just electrocuted.

>> No.946049
File: 135 KB, 570x595, 1654962736687.jpg [View same] [iqdb] [saucenao] [google]

If you're still here anon my dick sucking proposition is still up.
But seriously though, I need you, you corrected me to well for me to not try finding you again

>> No.946072

Manual retopo on that would be a nightmare, right?

>> No.946088
File: 8 KB, 244x206, Untitled.jpg [View same] [iqdb] [saucenao] [google]

anon that's v1 you're replying to

>> No.946089

yeah no way in hell, I'd have to take a different approach from the start if I wanted animatable geometry

>> No.946097

OG version looks better. The second one looks like he's going super sayan

>> No.946107
File: 2.83 MB, 1584x984, L1.png [View same] [iqdb] [saucenao] [google]

I lost that version sadly, I'm gonna have to stick with the super sayan looking one.

>> No.946109
File: 96 KB, 921x720, torus_turd.jpg [View same] [iqdb] [saucenao] [google]

Some experimentation from today.
Gonna try to make something similar but more visually interesting tomorrow.

>> No.946116

Just use reference while sculpting, try to focus one area at time

>> No.946118
File: 557 KB, 1204x691, art.png [View same] [iqdb] [saucenao] [google]

>> No.946139
File: 890 KB, 1122x799, fat stacks.png [View same] [iqdb] [saucenao] [google]

Y'all niggaz ain't even got no cash

Also fun fact: when making the texture atlas for the banknotes, Photoshop REFUSED to open the original banknote images I had downloaded. Motherfucker thought I was counterfeiting shit lol
I had to make the texture atlas in Krita, which made no fuss about this nonsense

>> No.946140

reported to the fbi

>> No.946144


>> No.946154

>Photoshop REFUSED to open the original banknote images
Yup I had that issue as well years ago when doing a project for school. The detection was pretty shit though and I didn't have to do much to circumvent it. I think I might have just added a pixel or two.
All I got from it was the thought of "What retard thinks they can counterfeit by bringing a note into PS and printing it out?" followed by "What retard software dev thinks this is a real issue?"

Fun fact, scanners will do the same thing. Or at least they did when I tried it.

>> No.946162
File: 221 KB, 1280x1280, TORUS0018.jpg [View same] [iqdb] [saucenao] [google]

ended up just making another donut with a slightly different technique.

>> No.946168
File: 3.06 MB, 700x700, torus.webm [View same] [iqdb] [saucenao] [google]


>> No.946173

bro what if u stuck your pp in there
imagine the soft velvety feel

>> No.946179
File: 119 KB, 261x631, shitting.png [View same] [iqdb] [saucenao] [google]


some better reference.

when you're done sculpting the hamstrings just smooth it over a bit, they don't really look good fully detailed like that even when stylized.

>> No.946183
File: 331 KB, 640x480, 0001-0250.webm [View same] [iqdb] [saucenao] [google]

My cloth simulator bro.

>> No.946191

Really was hoping the ball would sink into it, and the cube would rapidly inflate and toss the ball into the air and catch it.

>> No.946195
File: 498 KB, 1080x1080, 1667054233019440.jpg [View same] [iqdb] [saucenao] [google]

Wrapped it up, any thoughts? going for comfy realism

>> No.946196
File: 500 KB, 1080x1080, 1683945511169816.jpg [View same] [iqdb] [saucenao] [google]

wrong frame my bad

>> No.946198
File: 438 KB, 1080x1080, 1657083026409607.jpg [View same] [iqdb] [saucenao] [google]

the noise is added in post to get that comfy feels

>> No.946199
File: 453 KB, 853x777, blender_G0sVxwCsvf.png [View same] [iqdb] [saucenao] [google]


>> No.946207
File: 386 KB, 640x480, 0001-0250.webm [View same] [iqdb] [saucenao] [google]

I don't know if the Rigid Body simulator and the Cloth simulator can work together. Maybe I'll try that but But you know... it's Blender. I think it's a lot that at least one of two works.

>> No.946215

Wood grain looks like it's going the wrong way.

>> No.946217
File: 667 KB, 640x360, 1609125158179.gif [View same] [iqdb] [saucenao] [google]

Bro I love you so for real you don't even realise. Thank you very very much

>> No.946234
File: 293 KB, 1180x656, Honeyview_c88KKQ0jjb.png [View same] [iqdb] [saucenao] [google]

These shoulders took 2 days because most of the methods I wanted to use looked like dogshit. finally settled on making the entire area after the white bands part of the arm hull. it looks really good now.

I think this was the last particularly tough part, everything else should be way easier.

>> No.946235

I bought auto-rig pro, and I must say that it's one shitty add-on for its price. I don't see how it improves anything over rigify, and it has nothing on manually built rigs. The default reference bone positions are all wrong enough so that the user must position them manually anyway. The default weight painting sucks ass, so the user must paint it manually too. Hips and shoulders have no helper bones whatsoever, so they're completely and utterly fucked. Knees and elbows are of course also single-jointed, wrists lose volume, fingers behave like spaghetti, and the IK on feet is completely schizophrenic.

Seriously, what problem does this software solve? Why does it exist?

>> No.946242
File: 270 KB, 1160x646, fugaflamkish fnb.png [View same] [iqdb] [saucenao] [google]

i think im done.

>> No.946249

You need to start fixing those normals. Would look a lot better if you did.

>> No.946259

>whats a trim sheet?

>> No.946260
File: 694 KB, 1920x1032, image.png [View same] [iqdb] [saucenao] [google]

I'm working on modelling the omnimatrix bracelet but with my own design, however i'm struggling to get anything done because Blender crashes if i use Modifiers alongside Subdivisions, and i can't get some of the mesh to fit in properly without clipping through each other.

>> No.946261

how? retopo?

>> No.946262

Nice stuff!

>> No.946269
File: 629 KB, 1280x720, out.webm [View same] [iqdb] [saucenao] [google]

Trying out hard surface stuff. I have an ongoing suspicion that real-life proportions don't look good in renders and I need to scale up all the smaller details (buttons, etc).

>> No.946273

Are the lines on her face indicating that like, it opens up to reveal the stuff underneath?

>> No.946304
File: 3.55 MB, 1920x1080, 1675365616483588.png [View same] [iqdb] [saucenao] [google]

does this look good? photorealistic? good too look at?

>> No.946305

not really

>> No.946308

Depends on the context. Looks better than backgrounds in most VNs.


See 1

>> No.946309

the lines on the sides and for the nose are effectively just break-up. they don't serve any other purpose than to help define the volume of her head and where things are placed when I draw her, but they just kinda stuck.

There ARE elements to her design that are meant to come across as 'off', like the fact she effectively has two rows of teeth and has exposed muscle fiber. There's other things, but they're contextual, with people in the story making note she's weird looking.

Personally I'm really looking forward to getting to the secondary protagonists, as I feel they could potentially be alot easier to make (less necessary key details meaning less fucking around.)

>> No.946310
File: 953 KB, 1920x1080, 1684598079369769.jpg [View same] [iqdb] [saucenao] [google]


>> No.946311

what can i improve ?
bump up the hdri and sunlamp? could you elaborate on the histograms part

>> No.946312

There's a thing with creating 'real' environments that people often forget, which is that lighting for everything is never an extreme sharp angle, like wha'ts on that cigarette tray there. everything has a SLIGHT bevel to it, even if it's barely there, aside from things like knives and such.

Another issue is that there's just really any serious variance in the textures, they just kinda tile alot and there's no signs of weathering, water damage, edge scraping, etc.

It also doesn't help that there's not really any secondary refraction, which makes it feel like a 90s POVray videogame render.

You can fix this, but it needs some serious work.

>> No.946313

Please don't do what this post is suggesting. blowing shit out doesn't actually fix any problems. A bit lighter tone can help but this is overkill in every way.

>> No.946314

Open your render in GIMP. Choose Colors -> Levels. Look at the Histogram, move the arrows until the image data covers most of the available dynamic range.

>> No.946315

You still need to fix your monitor.

>> No.946317

I absolutely don't need to fix my monitor. I do pixel art professionally, if something was off with my monitor I would have had someone tell me by now.
I just really really don't like when people blow shit out, add extra contrast and sharpness, and suddenly think it looks *~REALISTIC~*. These things only help if you're willing to understand what subtlety is.

>> No.946318

What I'm saying is don't make your shit look like a Skyrim ReShade.

>> No.946319

>if something was off with my monitor I would have had someone tell me by now
I've just told you. Verify with the histograms.

>> No.946321


I'm not falling for a thing that's specifically intended to start a long, overly drawn-out argument.

>> No.946322
File: 703 KB, 1920x1080, levels_adjust.jpg [View same] [iqdb] [saucenao] [google]

Open >>946304 and >>946310 in GIMP
Go to Colors -> Levels for each one.
Notice that even after I've increased the contrast the left, it's still very far from overblown.

>> No.946323

Just fix you monitor setup and stop arguing then.

>> No.946324

mate you're absolutely fucking roasting images stop fucking giving people advice

>> No.946325
File: 5 KB, 256x256, Big-Enemy-00big.png [View same] [iqdb] [saucenao] [google]


>> No.946327
File: 2.67 MB, 414x322, 1653569680486799.gif [View same] [iqdb] [saucenao] [google]

post your work

>> No.946330

Would you like to see something specific? >>946002 is mine. That's my genre.

>> No.946331

oh mi god, >>946325 absolutely MOGS you. You have no excuse to be bitching this hard.

>> No.946332
File: 3.00 MB, 1920x1080, 1663976574642538.png [View same] [iqdb] [saucenao] [google]

i have beveled most of the thing, the ash tray is just a place holder i have kept, for the texture variation thing i am stumped, could you link me some resources ? i assume i have to do it in substance painter since blender sucks in texture painting, what can i do about secondary refraction? i can make it glass instead of window grill.
didnt really check the histogram but i changed the sunlamp direction, my monitor does suck so i cant really fix the issue. but what does viewing the histogram help with? like i can up the brightness of my hdri and sunlamp? is there a golden ratio to histograms?

>> No.946333

How's new job >>945074 going?

>> No.946334

There is no hard rule for histograms. You decide but natural images tend to have an exponential decay shape, so that's what what you may want to try to approximate if you want your image to look natural.

>> No.946335

I'm not that guy and I don't know why you would come to that conclusion, on an anonymous basketweaving forum

>> No.946337

secondary refraction really is annoying to do PROPERLY, alot of the time the easiest thing is to just have really subtle seconday lights to fake it. If you need to do it properly, you're gonna need to do some raytracing and bounce light stuff that's honestly... not that great to set up.

As for texture? I'm not exactly the best to ask for this as I don't do alot of environment work. It's gonna be something where you'll wanna set up some node masks and vertex color or something to add secondary textures and decals to what you have. weathering is always kinda monotonous no matter how you look at it.

The extra brightness is helping alot there, it feels nicer already without looking blown out.

>> No.946338

How many severe mental cases maintain an archive of gifs with some sort of exaggerated expression from some actor or cartoon character and feel a compulsion to post them? I say it's you.

>> No.946339

you're a tourist and a schizo.

saving gifs and reaction images and then reposting them is extremely commonplace on this imageboard and social media in general.

>> No.946340

Of memes, yes. Of insane facial expressions from actors or cartoon characters, that's your thing specifically. I'm not a psychologist so I don't know why you do it.

>> No.946341

Why do you even care so much? What's the point in making some overly specific nitpick about a type of reaction? It doesn't actually help your case here.

>> No.946342

In dunno anon, I'm much worse than you in art, but "photorealistic" is a moving target, as people learn to recognize renders. That image was obviously rendered by a real-time engine, I won't even be able to tell why I think that.

>> No.946345

you're insane

>> No.946346

Light is better here but you need to add another light to brighten the room a little. Ignore everything the histogram guy says.
Your textures need work. I can see the tiling on your wall, pipes don't rust the way you've got yours going. Your plastic pipes have rust on them too lol. Go download some good maps from quixel .

>> No.946347

>Go download some good maps from quixel
this is the wrong approach

>> No.946348
File: 1005 KB, 564x847, 1657651076422194.png [View same] [iqdb] [saucenao] [google]

>That image was obviously rendered by a real-time engine, I won't even be able to tell why I think that.
nope it was in cycles path traced, really wanna try out UE5 but my shitty laptop takes forever to compile shaders.
i do get my maps from quixel and textures.com but my bad i meant to make it look like dirt and forgot to change the color
whats wrong?

>> No.946349
File: 2.30 MB, 1152x2048, Screenshot_20230520-191528.png [View same] [iqdb] [saucenao] [google]

>i do get my maps from quixel
Ah okay, man. Those usually specify scale so pay attention to that stuff. Don't tile like pic-related. It gives and old Vidya feel.
Maybe grab painter and/or mixer so you have a bit of help masking and blending a bit better. Be conservative with your bump values too. But yeah reference, reference, reference.

>> No.946350
File: 59 KB, 372x549, 1653423068594804.png [View same] [iqdb] [saucenao] [google]

>Those usually specify scale so pay attention to that stuff.
completely missed it, thing is at the specified 2x2, it looks too big imo. i was thinking of breaking the repetitions with decals

>> No.946354
File: 3.08 MB, 1920x1080, 1663562814404924.png [View same] [iqdb] [saucenao] [google]

le update, any ideas on how i can get the foreground wall to look better?

>> No.946355

something that you might wanna do is set up a wall behind the foreground, as I get this weird feeling that you don't, which means the light isn't bouncing back and is just escaping into the void. That or just add a secondary light behind it if that doesn't work.

>> No.946356

There is a wall behind since it's just a simple cube with the window cut out. I wonder if i reduced bounce lighting when i was working on the scene. Anything else i should change or improve ?

>> No.946358
File: 218 KB, 960x540, 1684598079369769.jpg [View same] [iqdb] [saucenao] [google]

What about this? Aside from the histograms issue there's also a dominant color issue. You can check for it also in GIMP by doing Colors -> Auto -> White Balance. If there's a dominant, it'll show as the opposite color.

>> No.946360

just fucking stop, dude

>> No.946361

you're embarrassing yourself

>> No.946362

So I did good apparently. I've even airbrushed it a little bit and added a gradient to the wall to fake some light reflected from the floor. I like it.

>> No.946376
File: 2.44 MB, 1080x1080, Threadgrowth.webm [View same] [iqdb] [saucenao] [google]

testing out some thread animation thing.

>> No.946377
File: 292 KB, 717x853, Screenshot_20230521_022813.png [View same] [iqdb] [saucenao] [google]

20 hours and 3 rigs later I finally have something I can work with
Opinions? should I add anything?

>> No.946379
File: 807 KB, 558x560, Discord_g6Ow90jYEL.png [View same] [iqdb] [saucenao] [google]

~Cinematic~ ENB Reshade out of 10. Find literally anything else to do.

>> No.946380

He's a superhero who fights against global warming. As a child he had an accident where he fell from a boat into shallow waters where the seabed was covered in algae and he had trouble re-surfacing because he was entangled.
After that he realized that he had acquired a superpower that allowed him to instantly grow algae all over his body.
The algae intertwine to form a bullet proof suit so strong he can even survive a night in Chicago and that is also edible and nutritious after use. I'll leave the rest up to you.

>> No.946381

I have no idea what you're trying to tell me but I hope you leave Discord soon because it's not a good place. Maybe go twerk on TikTok instead. Even that is better environment than Discord.

>> No.946382

Make her nipples mouths with very fat succulent lips

>> No.946385

That's not even an insult. that's just a weird statement that makes no sense. What overly impenetrable bullshit does that even imply?

>> No.946395
File: 53 KB, 486x360, discord.jpg [View same] [iqdb] [saucenao] [google]

Did you forget to rename?

>> No.946396

I feel like it's too flat anon, but i will try replicate the light hitting the foreground wall

>> No.946397

That's my taste. For the most part I just wanted to show you how much you can do just by tweaking the colors.

>> No.946413

This literally does not change my statement or refute anything. Make your case or go away.

>> No.946414
File: 633 KB, 635x427, firefox_iMTQw9VTt0.png [View same] [iqdb] [saucenao] [google]

Honestly it's looking way better now. My only thought aside from the window area needing finalizing is this spot here almost looks like a weirdly stretched texture. I don't know what exactly you'd correct on it though? it just looks really wonky now that the rest has been refined.

>> No.946415

I would leave it like that just to piss people with severe OCD from Discord off.
That's what I do most of the time when I post my stuff. If I spot some small defect that doesn't really detract from the image I leave it there and they go insane over it. Try it. It's fun.
And the overall brightness of your image looks ok to me now.

>> No.946417
File: 3.05 MB, 1920x1080, 1668585629719864.png [View same] [iqdb] [saucenao] [google]

i will color correct it in post but i wanted the render output to be the best i could make it
yup i changed it, i forgot to unwrap the pipe
thanks anon

>> No.946418
File: 251 KB, 936x823, 1664005769485875.png [View same] [iqdb] [saucenao] [google]

put the other shot on hold for now and started blocking out the next shot, i really hope the end output is portfolio worthy

>> No.946422

there's a bunch of nits to pick on your image, but before i do that, can i know what your aim here is?
you said you're rendering in cycles, so are you trying for VFX tier photorealism? vidya cinematics? realistic vidya target render?

>> No.946423

>there's a bunch of nits to pick on your image
completely tear it apart
>vidya cinematics? realistic vidya target render?
i would say something in this field, i like making cinematics and environments

>> No.946425
File: 500 KB, 1920x1080, Untitled-1.jpg [View same] [iqdb] [saucenao] [google]

- green stuff is too low poly
- blue you can still see tiling, better than before but still a bit of an issue
- orange: would like to see edge damage - geometry and texture
- pink: this detail should be geometry imo. you're not making a videogame.

blue box should have more geometric detail
air conditioners and their stands should have more geo. the underside of the air con esp needs work

the plastic pipes should have more grunge in between the corrugations(?, you know what i mean, the foldy bits, it's in your reference >>946348)

foreground wall should be brightened up - similarish to how it's lifted in pic-related

yeah - more geo in general, less reliance on textures to fake detail. you're not very polycount constrained

>> No.946426

thanks anon, will definitely fix these. Initially i thought I fucked up something major

>> No.946432
File: 1.41 MB, 1106x1118, Screenshot 2023-05-15 044809.png [View same] [iqdb] [saucenao] [google]

doin some texturin for a car project

>> No.946447
File: 513 KB, 1366x705, blender_jcTzguRjj5.png [View same] [iqdb] [saucenao] [google]

Progress dump

Went fucking ham with the knife tool today instead of being a quad obsessed idiot

>> No.946448
File: 655 KB, 1366x705, blender_CndhWblDrp.png [View same] [iqdb] [saucenao] [google]


>> No.946449
File: 400 KB, 1366x705, blender_0r6GwfRwJb.png [View same] [iqdb] [saucenao] [google]


>> No.946450
File: 531 KB, 1366x705, blender_9rnUqxn9K1.png [View same] [iqdb] [saucenao] [google]


>> No.946451
File: 603 KB, 1366x705, blender_7bN730wh1r.png [View same] [iqdb] [saucenao] [google]


>> No.946454
File: 422 KB, 1507x768, Take2.png [View same] [iqdb] [saucenao] [google]

Been working on a weapon mod. I've been obsessed with keeping topo clean without blowing the tri count out of the water. Think I've done okay with that, gonna be working on the hi poly soon.

>> No.946457
File: 1.09 MB, 1269x1734, cave.jpg [View same] [iqdb] [saucenao] [google]

mmm crunchy fireflies

been sculpting caves

>> No.946458
File: 453 KB, 746x420, 0001-0096.webm [View same] [iqdb] [saucenao] [google]

learning how to do that FO3/NV style edge decal

>> No.946460

What are the two green bones on the hips for ? Also is it truelly better to insert a knee bone between the upper and lower leg bones?

>> No.946466
File: 2.19 MB, 1920x1080, 1672123571522376.png [View same] [iqdb] [saucenao] [google]

le update, honestly i can see why people use asset packs now, after this project i am gonna get a some mega asset pack or make my own from my previous projects.
woah those are image decals? they look a bit wonky right?

>> No.946469
File: 444 KB, 852x480, edge_highlight.webm [View same] [iqdb] [saucenao] [google]

>they look a bit wonky right?
I'm seeing how much depth I can give the boolean corner without the shadows getting fucky

>> No.946483

looking cute anon, can i fuck her?

>> No.946487
File: 59 KB, 985x1021, hip.jpg [View same] [iqdb] [saucenao] [google]

Pretty new and after doing some basic household items I figured I should try to polymodel a human at some point. Started doing basic random body parts and I just want to get the topology right, so I do not have to relearn everything at a later point.

This is the first thing that I am confident in. Took me literally forever, and it is very basic, but it is a start and I hope that I can at some point join it to other bodyparts, so I will have an easily adjustable basemesh at the end, that I can combine. Like human legos.

>> No.946500
File: 188 KB, 2921x1682, sexx.jpg [View same] [iqdb] [saucenao] [google]

Feel like I hit the dreaded plateau when it comes to anatomy. How do I get over this????

>> No.946503

Watching someone work has helped me. Exposure to someone else's workflow can help with perspective. This thread seemed like a good source, if you're sculpting. >>933568 Don't know of a good one for hard surface sadly

>> No.946537
File: 652 KB, 1366x705, blender_luOWtd35Vg.png [View same] [iqdb] [saucenao] [google]

Added ribbons / shoes and legs.

no you cant
thats bad

>> No.946543

Looking good. Has using the knife been working out? I want to use it more, but I keep obsessing over my topology like I'm allergic to triangles. Had some bad workflow slow me down when I went to subd.

>> No.946545
File: 944 KB, 1848x935, cfl_3600_wip_01.jpg [View same] [iqdb] [saucenao] [google]

Making another train. Didn't post any wips this time, nearly done, but still felt like posting. Thinking of actually making something out of this one, a scene or something.

>> No.946546

Me like.

>> No.946547
File: 2.90 MB, 1920x1080, 1661930124071362.png [View same] [iqdb] [saucenao] [google]

need some feedback again, how can i make the red platform look better? and general feedback on whatever is done so far, i have a few more pipes and wires to add. will try to make the lighting more golden hour ish as well.
boolean? arent decals just images tho?

>> No.946549


>> No.946550


Made a low poly vehicle on Blender and animated using Outerra


>> No.946551

thank you :)
what specifically doesn't look right?

>> No.946552

Make a little pink trailer attached to the car to invite people in.

>> No.946553
File: 451 KB, 794x853, Screenshot_20230523_163437.png [View same] [iqdb] [saucenao] [google]

Opinions on the hair?
You know the anatomy but you don't "feel" the form, the anatomical key points might be placed correctly but they don't connect in a cohesive way

>> No.946554

HAHAHA good idea

>> No.946555

The hips bones are helpers for hips duh, they move along with the leg bones at the half of their speed
Knee bones are essential, it's not hard to implement them and they help a lot in making natural looking movement

>> No.946563

Thing is I’m not sure how I should be grinding anatomy for something as simple as anime. There are some very good artists like lesly and Sakuramochi that take them to the next level but I guess it’s really just putting the time in over a long period. Kek I just want to make cel shaded anime girls like in genshin but studying anatomy is a plus to me.

>> No.946572
File: 220 KB, 1160x735, halp.jpg [View same] [iqdb] [saucenao] [google]

Will a kind anon redline the arm anatomy? I've looked over my anatomy notes the best I could but it still feels fucked

>> No.946584

looks good but keep an eye on the layering of the front left side of the hair, any reason they dont end be pointy maibe is a mix of a hime cut?
as a base mesh looks good, maybe adjust proportions and silhouette?? just select a character u like and try to make a finished piece

>> No.946586

horrible. You havent even looked at any anatomy book. Do not handhold this guy

>> No.946587

Paint over you own screenshot while looking for reference, and let's see what you got

>> No.946590
File: 1.67 MB, 1396x979, AlmostThere.jpg [View same] [iqdb] [saucenao] [google]

God give me strength, I'm almost there, just 2 more days of sculpting, then I'm done, I'll be glad to move on to unwrapping.

>> No.946593

im going to do it anyway

>> No.946594
File: 93 KB, 1160x539, 1684868997256009.jpg [View same] [iqdb] [saucenao] [google]

n-no bully
reposting from /ic/ (second begging source)

its hard because the character I'm making isnt muscular, and I'm trying to create a balancing area of defining the muscles and deflating them because he's thin. I'm looking at touken ranbu and Free! figures to see how pros sculpt anatomy onto anime bishounens. It seems like they just smooth it out though

>> No.946596
File: 132 KB, 1484x556, asfdklsdfjk;WFL.jpg [View same] [iqdb] [saucenao] [google]

pic related on examples

>> No.946759

ready for vore

hair looks good to me

>> No.947017
File: 445 KB, 1280x720, out.webm [View same] [iqdb] [saucenao] [google]

Yeah, proportinally bigger details seem to look better. Whatever.

>> No.947033
File: 102 KB, 1014x1125, 12345.jpg [View same] [iqdb] [saucenao] [google]

I wanna get this down to 30k tris also which area should I focus all my polygons on????

>> No.947067
File: 1.02 MB, 763x503, Screenshot_460.png [View same] [iqdb] [saucenao] [google]

things to improve imo
-the mane looks over the top
-ribcage looks weird, more bulbous rather then resembling ribs, needs refining
-a lot of places where you can make up the stroke of the brushes, needs of refinement
-skin in between the jaws is to smooth, shows no signs of stretching
-his claws are retracted, but a screaming lion would probably also have his claws out, if only to add more dynamism to the sculpt. Unless he's yawning, then nvm
-i think the claws are a bit too high off from the ground
-the contact of the paws with the ground is weird and too straight, cats have toe beans
-eye shape is a bit wrong and if he's contracting the upper brow muscles, then the eyes would be partially closed and less perfectly round(pic related)
-the whisker holes should lose depth as they approach the nose
-the upper teeth between the canines look weird are too close apart
-maybe it's the angle, but the skin at the lower jaw should sag down a bit at the middle point, it just looks straight in your sculpt

>> No.947070

>area should I focus all my polygons on
1. places that you are important for animation: elbows, shoulders, knees, mouth/face. etc
2.things that are round and you want them to keep their roundness: tits, ass, etc

>> No.947129

Checked, thanks for your feedback.
Some of the brush strokes I'm keeping rather rough for the style of sculpting I'm going for, but i appreciate the rest of your feedback since I have zero knowledge on lion anatomy and I'm mostly relaying on observation.

>> No.947248
File: 1.67 MB, 1920x1080, untitled.png [View same] [iqdb] [saucenao] [google]

I don't know what I'm doing.

>> No.947252
File: 127 KB, 1998x1543, animu.jpg [View same] [iqdb] [saucenao] [google]

Just make anime girls anon.....

>> No.947256
File: 322 KB, 778x816, WWzVlJw[1].png [View same] [iqdb] [saucenao] [google]

Realized I needed another cat.

>> No.947312
File: 3.86 MB, 720x480, Fishy.webm [View same] [iqdb] [saucenao] [google]

Made a basic flocking solver this morning before starting on work.

>> No.947477
File: 399 KB, 2560x1440, tankk3.jpg [View same] [iqdb] [saucenao] [google]

Will probably revisit this for some material tweaking and proper final renders (this was rendered in Painter with default lighting), but I've gotten kinda bored with it for now.

>> No.947714

can i have this cat pls

>> No.947715
File: 148 KB, 455x688, bot.png [View same] [iqdb] [saucenao] [google]

my first attempt at texturing anything in blender

>> No.947716

why is her nose on her forehead

>> No.947743
File: 3.18 MB, 554x588, 2023-06-07-Kouprey.webm [View same] [iqdb] [saucenao] [google]

I forgot to post progress here.
I guess i drew an owl

>> No.947756


>> No.947757


>> No.947775

where is the og pic of wip thread from?

>> No.947920

Migrate time:>>947917