[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ]
2022-11: Warosu is now out of maintenance.
2023-08: Search exclusion terms should be working again.
2023-08: Some posts were not showing up due to incorrect caching responses. This is now fixed.

/3/ - 3DCG

View post   

File: 3.11 MB, 1447x951, IMPOSTOR hobbit hole.png [View same] [iqdb] [saucenao] [google]
958680 No.958680 [Reply] [Original]

/wip/ - Works In Progress - SOULLESS Edition
Yes the hobbit hole isn't the original one but I asked for it and no one gave it to me, get fucked.
Post your work-in-progress projects, recently finished projects, or things you'd like critiqued here.

Previous thread: >>936854

List of free resources: https://pastebin.com/cZLVnNtB (embed)
/3/ Discord: https://discord.gg/ujt5vtr4DE

>> No.958681

Activity has been slowing down considerably recently. Don't tell me everyone is using the trannycord server

>> No.958685

I'll try to upload something this evening

>> No.958686

bump for new invite link

>> No.958687
File: 646 KB, 1373x731, cleanin.png [View same] [iqdb] [saucenao] [google]

Made some general clothes related props for that fabled dR3am G4m3 everyone has

>> No.958694
File: 980 KB, 1000x1000, 1681706109562395.webm [View same] [iqdb] [saucenao] [google]

Working on muscles, did some R&D. This is a shitty cycles rendering. Roughness settings are wack. Hope to start on a new character in the coming days.

>> No.958710

Do you want an invite to discord?
Only troons there

>> No.958728
File: 513 KB, 595x631, Unity_2023-09-18_11-28-17.png [View same] [iqdb] [saucenao] [google]

>> No.958731
File: 526 KB, 948x776, sos.png [View same] [iqdb] [saucenao] [google]

I always get so unreasonably proud of an object I finish texturing, no matter its simplicity. I end up staring at these completed objects for entire minutes. I'm quite narcissistic.

>> No.958733

Is this porn?

>> No.958734

Yeah. Does it have "the look"?

>> No.958736

Not that anon but she looks like she's gonna suck my cock inside out

>> No.958746
File: 2.05 MB, 1920x1080, vintage_kodak.png [View same] [iqdb] [saucenao] [google]


>> No.958748

how did you do the leather deformation/twisting?

>> No.958749

made the base in maya, exported to zbrush to deform it a bit, exported back to maya and did retopo. (Take the cube, extrude it, add few loops, scale down every second one, ad few support loops here and there, do one subdivision to get the organic look -> touch it up a bit with sculpting -> retopo)

>> No.958756

>/3/ Discord: https://discord.gg/gbYCEBPuK2

>> No.958757

that discord is dead, the new one is above.

>> No.958758

Here's said invite link: >>958756

>> No.958759

said the incel who willing to get fucked by White old men.

>> No.958768
File: 1.35 MB, 1920x1080, original_98738a41-6469-4a48-822a-3903bed242b7_cmt5~2.png [View same] [iqdb] [saucenao] [google]

Gotta finish the bottom half of the model

>> No.958795

Damn that's awesome, great subject choice and artistic execution, this is gonna look mighty fine in your portfolio

>> No.958799
File: 3.49 MB, 360x288, picture4video28.webm [View same] [iqdb] [saucenao] [google]

i return to 3 with strange fruit from weird place

>> No.958800

I hope that shader won't be in the final build.

>> No.958807

This looks cool, what did you make it in anon? *nity? Godot? Unreal?

>> No.958808

Nothing wrong with that, they're cool objects, Anon.

>> No.958814

T-thank you anon kun

>> No.958818
File: 497 KB, 1600x867, tempsnip.png [View same] [iqdb] [saucenao] [google]

So I'm getting back into blender after drawing for the last 5 or so years. What I'm trying to do is build 3 main body types and use them modularly. My goal is a more simplified type models is it a good idea to make the model anatomically correct then simplify/stylize it? All the tutorials I see are modeling stylized characters but I really don't like the results. The designs don't translate well imo.

>> No.958827

Yeah I'm doing basemeshes for my characters too, finished the one for my males. I find it more advisable to only do 1 basemesh per gender but if you're feeling confident you can do 3, I just don't recommend it as I find it unlikely you'll be using all of them, chances are you may use all 3 in the beginning but then end up favouring only one of them. A lot of wasted work if you ask me, I've been there, not only that but if you're gonna make clothes as well you'll have to refit them for each body type! Trust me, just do only one basemesh for your males and only one for your females, Bethesda style, but hey you do you I ain't your boss.
To me the issue isn't so much that they're stylized as it's that the proportions are all over the place. I found my older basemeshes were inadequate due to their hands, feet, heads, arm, torso and leg had all unrealistic dimensions. You ("you" in general, not you specifically anon) can do stylized but that shouldn't be an excuse for shitty anatomy, the most important thing is for all the body parts to have realistic proportions

>> No.958834

I'm thinking of wildly differing body types like small/medium/large I just don't see how one base mesh can be manipulated to all desired proportions. This is for animation not for a game I have no desire try that again, Jesus.
>I found my older basemeshes were inadequate due to their hands, feet, heads, arm, torso and leg had all unrealistic dimensions.
This is what I'm trying to avoid by creating catch all models I can manipulate down the line to fit renditions of original and existing characters without having to go back and remodel from scratch every time.

>> No.958840

The video is damaged
I accidently left the video
in my bluejeans. I headed down town to get my bluejeans dry cleaned . I had forgotten I had saved the file inside the small coin pocket within the standard pocket on my bluejeans front Leftside

this is a mix up. No voodoo, no bullcrap. Im not into that crap

>> No.958842
File: 340 KB, 960x960, actor9stil90.jpg [View same] [iqdb] [saucenao] [google]

unity . its great to see the company men going after their fair share, their slice of the pie. About time they all start earning a decent wage. makes me proud to be so close, almost friends with the higher ups ever since istarted to make video game inside the Unity engine.

man id shoot myself if I had to moderate the unity forums for 1 god dam day and these men having been fighting in those trenches for years.. after the company makes one of the most well-calculated business decisions I've ever been so close to witness in my life, I'm struck with this overwhelming pride, in my position as an active user of unity techlogy, Im really getting to know these guys. my test to earn there respect was becoming a kick ass , all around crazy good game developer. and its like, im close friends with those guys at this point, we're in the same pond me and those guys

>> No.958845

your video looks obscene, in a bad way, though?

>> No.958846
File: 481 KB, 200x178, FOV-CameraG_10.gif [View same] [iqdb] [saucenao] [google]

unplug your router for a second and it will be so much better after . some kind of a glitch on the mac mini over seas

>> No.958847

like, no offense my man but i think you should focus on getting a better technical result (since that is what we are going for here) in unreal engine than making low effort stuff in unity engine

>> No.958849

What the fuck are you talking about
Is this AI text

>> No.958850

man I cant do this anymore... here., listen its about time I just come clean. I owe it to the community
i tried to be a rockstar with my video- all of my lies about being best friends with the guys inside Unity headquarters . none of that was true...

the truth is that im not kick ass , all around crazy good game developer that I said I was. I lied about all of that. im not even on the map. You weren't having connection issues earlier , the site is fine... that was a lie .

what the hell im doing man
i got owned, face plant. done- humiliated within just 30 posts of the brand new W.I.P. thread on live TV
im ruined
square one. along the straight and narrow this time, no more lies

if you need me, I'll be in the cris general

>> No.958851

thanks anon :)

>> No.958854
File: 337 KB, 1440x767, oni.jpg [View same] [iqdb] [saucenao] [google]

Need to model clothes next

>> No.958864
File: 454 KB, 895x896, 1690169820725241.png [View same] [iqdb] [saucenao] [google]

Am I gonna make it /3/ros?

>> No.958865

the muscles look really unnatural

>> No.958867

yea, its a good start, but you still have much more to learn.

>> No.958878
File: 693 KB, 1600x958, sar.png [View same] [iqdb] [saucenao] [google]

think of the serratus like a hand print that tucks under the lats. It hits 9 ribs but you can only see 4 and a half. Everything originates from under the shoulder blade and wraps around to the front into the the obliques.

>> No.958880

you're great, don't let anyone tell you otherwise
post more animation stuff, I love to see it

>> No.958882

Too early to tell, put in more work then we'll tell you

>> No.958891


>> No.958892

Thanks to you too. I'll keep at it.

>> No.958894

you only see the serratus on people that incredibly thin and or cut

>> No.958895

Shh troon, you are never going to be a woman

>> No.958898
File: 2.47 MB, 1920x1080, marble.png [View same] [iqdb] [saucenao] [google]

not really a wip, but I wanted to see how well caustics and energy conservation works in Blender 4

>> No.958899

That isn't entirely true. Someone with and average build can have a visible serratus but you won't be able to see the lacing of the obliques while the eye will be drawn to the isolated more pronounced hand print formation.

>> No.958900

the grass looks fake.

>> No.958902

It is

>> No.958909
File: 524 KB, 980x845, 1668934004097765.png [View same] [iqdb] [saucenao] [google]

gave up making environments because the game's industry is so shit. guess i am going back to product based shit again

>> No.958910
File: 2.51 MB, 1920x1080, 1689845351648949.png [View same] [iqdb] [saucenao] [google]

recently got into modelling vintage cameras. yours looks mighty fucking fine but how did you get that dirt texture around the leather part of the camera?

>> No.958913
File: 245 KB, 2560x1440, Two handed cigarette lighter.jpg [View same] [iqdb] [saucenao] [google]

Changed the grip on the carrier and added some stamps/proofmarks (that you can't see) as well as some other things a kind anon suggested. I went fucking mental with that eraser to make the NFPA diamond look battered. I've never been good at picking the render settings so they always come out like shit.
I just wanted to try SP really. There's also parts that look worse because of my garbage unwrapping. Got filtered by the gauge so I ended up leaving it too.

>> No.958917

It looks fake mate. Stop it with the sarcasm or you will never improve past 90s renders.

>> No.958918

And you'll never get laid,
nor be in a military,
nor in office,
nor rich,
nor powerful,
you'll always be impotent for all eternity.

>> No.958934

based schizomaxxer
i remember when people were mistaking you for world4jack

>> No.958941

it has to be fake. there isno way to send real grass on the tv screen yet

this time is real the other guy was a crisis actor
i am the real jack

>> No.958945

haha i love this little guy

>> No.958959

combinations of grunge textures and dirt + edge wear generators with masks (concrete crack alphas for the edges) and tree bark alpha masks to give it that worn leather wear

>> No.958960

>it has to be fake. there isno way to send real grass on the tv screen yet
mate...it _looks_ fake. It doesn't look even photoreal. You did a bad job with the grass.

>> No.958962

to add on to this, you want photoreal looking grass? Look at the op pic.


>> No.958968

That's a photograph though

>> No.958969

mate that _is_ real grass. I said this :

>the grass looks fake.
it looks like fake grass. Know the difference and stop posting low quality crap you made in 2 minutes in blendur like its the next hot shit

>> No.958973

Don't forget to dilate that hole

>> No.958985
File: 1.98 MB, 1605x1441, IMG_0678.jpg [View same] [iqdb] [saucenao] [google]

Trying to make a bat gargoyle but I hate the face

>> No.958993
File: 374 KB, 687x767, moosic.png [View same] [iqdb] [saucenao] [google]

What music does /wip/ listen to to fuel their creative sessions?
For me it's russian orthodox death metal, song is Batushka - Litourgiya:

If you're gonna share music I highly suggest to not put just a link but to specify at least genre, artist and song name; whenever people share just a link in other boards' treads I just gloss over them because the chances of clicking a link for nothing are amplified, at least if the poster says beforehand what their link is about one can more easily engage with it or ignore it altogether instead of clicking only to find out it's shit to them

>> No.958994

Might as well post just the headphones too. They're more heavy than I liked at 700 faces, a bit too much but going lower that just makes it look shit so I won't. Besides, headphones are not seen very often so they're not a high use prop, thanks to their rarity they can afford to be a bit geometrically heavier

>> No.958995
File: 422 KB, 680x739, headphones.png [View same] [iqdb] [saucenao] [google]

Fuck forgot pic

>> No.958998

jack, meds now! keep it up tho, dont listen to the haters

>> No.958999

>tree bark alpha masks to give it that worn leather wear
Neat. Nice job thinking outside of the box like that.

>> No.959000
File: 2.97 MB, 1920x1080, marble.png [View same] [iqdb] [saucenao] [google]

There you go fuckhead.
Also my last post was >>958902 the other ones were by somebody making fun of you being a retard
Show me how you would do it

>> No.959005

>Show me how you would do it
Not that anon but this is where the line is drawn between genuine criticism and a crab. Let's see which that guy is

>> No.959016
File: 324 KB, 1916x1029, uohbarb4.jpg [View same] [iqdb] [saucenao] [google]

almost done with my uohbarb.blend, been learning this sw for 2 years and the 1st jap tutorial was the one with i made the most progress until now

>> No.959022

it looks better (honestly anything would look better than the first one), but it still looks like astroturf.

>> No.959039
File: 1020 KB, 1000x1000, 1692722839579051.webm [View same] [iqdb] [saucenao] [google]

more definition in the shoulders and the forearm doesn't feel as loose. Getting less noise in the skin. Got the desired look of lower bodyfat and denser and harder.

>> No.959048
File: 1.11 MB, 1137x1446, Kobold4.png [View same] [iqdb] [saucenao] [google]

worked on the texture and shader a bit
ill probably add a bit more detail to the clothes, but i want to get a better idea of how shaders work for now

>> No.959084
File: 1.14 MB, 1175x831, water.png [View same] [iqdb] [saucenao] [google]

Redpill me on Blender's Alpha modes anon kun.
I'm trying to make some very simple game-ready water, so just a scrolling texture with transparency. This setup in pic rel does what I need it to but I heard my computer working quite a lot just to render like 3-4 water planes. Am I doing something wrong? My Material settings are:
- Blend Mode = Alpha Blend
- Shadow Mode = None.
I'm just surprised to hear my computer struggling over what seem like such light settings, there aren't even shadows involved for crying out loud

>> No.959089

This isnt blender general. Delete your post

>> No.959092
File: 456 KB, 667x713, Suck mah balls doc.png [View same] [iqdb] [saucenao] [google]

Suck mah balls dock

>> No.959097

I'm pretty sure the game approach would be just to have a single plane (or more detailed water mesh) with a shader on it scrolling and distorting a normal map

>> No.959128
File: 2.44 MB, 2352x1542, Untitled.png [View same] [iqdb] [saucenao] [google]

I don't know much or anything about sculpting and I'll redo the hands from scratch. Does anyone know or have any tips about modeling cotton, drapey clothes, and hair as in the pic referenced?

>> No.959129
File: 367 KB, 1056x749, image_2023-09-21_144800275.png [View same] [iqdb] [saucenao] [google]

I've gotten this far and might just switch to learning about uv maps.

>> No.959150

>too retard for UV mapping
>can't handpainted texture
how do i cope

>> No.959178

Looks rubbery, you need to make it crease.

>> No.959192
File: 319 KB, 1920x1040, file.png [View same] [iqdb] [saucenao] [google]

how the fuck am I supposed to pelt this but keeping texture continuity?
are my seems to simple for the job?

also it take forever for peel mode & I have 3080ti, starting to suspect peeling doesnt support gpu

>> No.959194

can't believe i need 30 minutes to make crescent moon, i really need to learn a lot of tool

>> No.959196

Very cool! How did you create the outline?

>> No.959198

I wouldn't say so. If it had "the look", it would have looked more feminine, had way more detail and way more glossy/shiny.

>> No.959199
File: 3.07 MB, 1080x1920, 021 - Fritz The Cat.png [View same] [iqdb] [saucenao] [google]

We're not rated x for nothing baby!

>> No.959201
File: 1.48 MB, 1920x1080, Blitz011.png [View same] [iqdb] [saucenao] [google]

Yes, I am aware of how messed up the proportions are.

>> No.959204
File: 974 KB, 1920x1080, 1676734348244455.webm [View same] [iqdb] [saucenao] [google]

trying to lower the bodyfat, but if i go too high on the pressure the bones stick through the skin.

tried again to make the forearm skin less loose

>> No.959205

* the muscles stick through the skin

>> No.959207

I finally found someone who uses 3ds Max.
Lately I only see Blender users in this piece of shit!

>> No.959208
File: 984 KB, 1262x580, paper doll.png [View same] [iqdb] [saucenao] [google]

The basic theory of UV unwrapping is that you have to view it like cutting a paper doll with scissors: the paper doll is your model while the scissors are the UV seams.

When it comes to texturing, what 3D software does is flattening your model so that it may PROJECT an image texture onto your 3D model, and it will do it regardless of how well you cut your paper doll: if you cut the paper doll making it so it can be spread nicely and flatly on your table, then the image will look not distorted; but if you didn't cut your paper properly, then the software will do the equivalent of squashing and bending your 3D model and flattening it that way in order to project the image texture, needless to say this way the projected image texture will look distorted as hell.

As for your model, personally I almost never use the Subdivision Surface modifier, but I'm pretty sure it affects UV unwrapping in its own way. Look up on Google what common issues UV unwrapping a model with Subdivision Surface there are and how to fix them, I'd help you myself but I'm very inexperienced with Subdivision Surface. Maybe another anon can help you there.
What I can say is that you definitely need to add more cuts to your model, I'll show you how I'd do it with a screenshot

>> No.959211
File: 89 KB, 442x664, Screenshot_2.png [View same] [iqdb] [saucenao] [google]

UV continuity is overrated if you ask me. Your number 1 priority in UV unwrapping is making those islands nice and flat, number 2 priority is hiding seams. As a beginner you can 100% afford to make a shitload of cuts to flatten those islands, you'll get better with practice but first you gotta wrap (heh) your head around this stuff on a purely conceptual level

>> No.959212

ye I know the basics I guess

no idea how texture continuity is impossible for semi complex objects to this day

>> No.959214
File: 317 KB, 1520x910, Screenshot_3.png [View same] [iqdb] [saucenao] [google]

You know what let me jump into Blender real quick and show you how I did it personally
>no idea how texture continuity is impossible for semi complex objects to this day
Don't worry about it man it's not important, it's one of those things you'll get better at over time

>> No.959216

Also you'd want texture continuity only for things that warrant it, chairs aren't really among them because they are made up of multiple pieces, they are NOT one single object, there are exceptions like those single-piece plastic chairs but most chairs are not like that. What kind of chair are you trying to make? Are you using a reference? Can I see it?

>> No.959218
File: 1.13 MB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]

it's referencing anything, just out of memory
problems start when you add subdiv for UVW unwrapping

>> No.959220

>out of memory
Bad idea, always use references bro, good referencing is half the work when doing models, without a good reference most models will look like ass

>> No.959221

ye I know, I just came back from a year hiatus & usually I do lowpoly stuff & was wondering how it's higher poly

>> No.959222

I was a 3ds max user too, back when they added the ribbon ui and iray. Had some great features I'd love to see in blender, but overall I've become full blendlet. Sorry bruh

>> No.959223

I know the quality of Blender and the ease of modeling, but currently I use 3ds max because of the corona render and some job openings that always ask for 3ds max as a base.
I'm trying to live in 3D, so I opted for 3ds to try to fit in better with everything.

>> No.959224

how do I make the leather conform to the wooden seat by the way?
tried cloth but it doesnt conform if it's already geometries already overlap

is ProBoolean the only way? cuz I really dont wanna use that

>> No.959225
File: 3.36 MB, 2388x1668, IMG_0690.jpg [View same] [iqdb] [saucenao] [google]

I seem to have run in to the same issue ai had previously. The mouth looks wrong, and the ears are placed weirdly, I don’t know why I keep doing this. Pls give advice ;-;

>> No.959243

get some references of bats and gargoyles

>> No.959245

What's the matter? I see nothing wrong about this, in fact it's a pretty cool model, bats and gargoyles are cool and you did those things justice

>> No.959246

Can anyone tell me to how use stencils in substance, but to color them? I don't mean like when you do stickers and things I mean more like if you have a text that you want be, for instance, blue. I know you could do it the same sort of way as you do stickers and things, but what if you want to change that blue to a red to see how it looks? There must be an easy way to do it without having to make a new stencil every time.

>> No.959247
File: 447 KB, 3840x2160, marble4k.jpg [View same] [iqdb] [saucenao] [google]

ye no worries m8, you do you
I'm just a programmer who does 3d for fun and to see the tech evolve. Probably 3DS max reminds me of my very bad first projects too much

>> No.959259

it looks cool
you obviously dont have a texture yet so maybe try using a material thats close to the colour of his skin?

>> No.959264
File: 1.11 MB, 1201x1371, image_2023-09-23_151029136.png [View same] [iqdb] [saucenao] [google]

polished up my metallic shader a bit
I'm just using the solidify modifier technique for that

>> No.959273

I wish there was a more efficient way. If I may ask, what's the poly count?

>> No.959312

Try taking specularity and reflections off your eyelash texture. Make it matt black

>> No.959321
File: 757 KB, 1492x464, Unity_2023-09-23_10-17-14.png [View same] [iqdb] [saucenao] [google]

ad libbed some expressions I could think of.

>> No.959322
File: 736 KB, 1054x462, Unity_2023-09-23_10-30-13.png [View same] [iqdb] [saucenao] [google]

and experimented with just sliding the hue on the texture to make different ghosts. This is easy enough to repaint though.

>> No.959323

Very expressive and impressive! Could you please show us the wire frame of the model?

>> No.959332
File: 75 KB, 438x430, maya_2023-09-23_11-49-28.png [View same] [iqdb] [saucenao] [google]


>> No.959340


>> No.959342

the topology is horrible

>> No.959344

Yeah it's just what zremesher pooped out. Given the character's design I don't think it's going to cause problems. I don't like how the mouth came out especially even though I used control painting it ignorned it and just did w/e

>> No.959345

It could be better, but its perfectly fine for what its used for.

>> No.959356
File: 1.11 MB, 1662x1777, Kobold6.png [View same] [iqdb] [saucenao] [google]

I've seen a few other ways to do it, but solidify tends to be less brain damage and "just werks"
yea you're right. i forgot about that.

>> No.959357
File: 1.01 MB, 640x480, 1690247905630563.webm [View same] [iqdb] [saucenao] [google]

Painted some maps to further tighten up and suck in areas of the skin. Changed renderers. Getting some high frequency noise in the mesh even with a relatively high amount of substeps (3)...hmmm......

>> No.959359
File: 1.96 MB, 2754x1552, Capture.png [View same] [iqdb] [saucenao] [google]

Anyone have any blender add-ons they like? I've been looking at a few like riggify, Bpainter, retopoflow. I'm more worried about rigging and uvmaps/texturepainting as that's always where I had hangups.
Isn't shape keys better for this type of thing?

>> No.959360

>Isn't shape keys better for this type of thing?
I'm trying to do build and sim believable muscle rigs, like Avatar.

I have to find out why I'm getting this noise on the mesh and why my edges keep showing up hardened in the render.

>> No.959361

you could have a monochrome mask for the "highlights" and then color both individually
>why I'm getting this noise
maybe some weights fight each other or something like that? I don't know how your sim works

>> No.959362

Will you be using it for animations or some sort of simulation? I want to know the payoff more so to learn use cases more than any sort of critique.

>> No.959364


>> No.959369
File: 153 KB, 318x727, file.png [View same] [iqdb] [saucenao] [google]

a 3-head proportion chibi basemesh (trying to make it less baby as possible).

>> No.959370

have a reference for what your end goal is? Unless you NEED it you could make it less baby by making it more top heavy. Bigg chest, broad shoulder, narrow hips and thinner thighs. Like a muscular man but tiny.

>> No.959371

I have a sketch, but making her cute yet adult is the hard part; I was thinking somewhere in the 3-head portion while going on the vein of Viewtiful Joe/ Wonderful 101.

>> No.959373
File: 147 KB, 317x698, Photoshop_2023-09-23_18-57-47.png [View same] [iqdb] [saucenao] [google]

maybe like this then?

>> No.959377

yeah, like that.

>> No.959379
File: 2.14 MB, 652x576, %pn_2023-09-23_19-02-59.webm [View same] [iqdb] [saucenao] [google]

Spitballed hair and changed their static facial expression to see how much personality i can get out of what ive made so far. I can make some surprising faces from mixing what I did.
Each ghost should have their own face for wandering, chasing, and fleeing. Then they make a face when they see you, either to begin chasing you or running away. Those could be unique too.

>> No.959384

I have to be honest and you may hate me for this but Please listen. I am not getting ghost vibes from these. You cant even see through them. They appear to be moving ontop of a ball instead of flying.

>> No.959385

Yeah they're gonna be moving on top of some balls if you know what I mean

>> No.959386

They have cunt and asses on them, do they?

>> No.959387

Ok i dont mean that theyre the manifested spirits of the dead. I mean their function as the bad guys from pacman. I wanted to make characters that look like this and i have contrived an excuse for them to be that way.

>> No.959389
File: 378 KB, 1249x898, 1695534934983.jpg [View same] [iqdb] [saucenao] [google]

i don't know how to UV map, so it's finished i guess

>> No.959391

Thank you very much. I suppose you're right. It's much more reliable and versatile than using the grease pencil or freestyle. It just works. Also, I really like your model!

>> No.959396

That doesn't mean you can't give the model materials.

>> No.959400
File: 1.45 MB, 1920x1080, Blitz013.png [View same] [iqdb] [saucenao] [google]

I added more details and tweaked the proportions. What do you think?

>> No.959402
File: 486 KB, 1171x906, 1695557068060.jpg [View same] [iqdb] [saucenao] [google]

no bully

>> No.959403

I had no intention to bully. I am sorry if it came off that way. I really like your model.

>> No.959409

thank you

>> No.959410

honestly I think the topo is fine. I've spent a lot of time on perfecting topology, and I really think that it could have been better spent on improving my sculpting and texturing, as nobody actually sees the wireframe in the end.

I think they're looking great! - though I get what >>959384 means, I'd definitely try adding a scrolling displacement texture or two, on a second UVmap so it can be controlled manually, it could get some subtle waves and wobbles to affect the silhouette and bottom skirt(?)

>> No.959411

You're welcome. I really like the color scheme.

>> No.959412

watch pretty cure

>> No.959413

>as nobody actually sees the wireframe in the end.

Mate... I am cringing. Topology only becomes less relevant for static, non animated objects, NOT faces of all things.

>> No.959416

Now that I see the source material, your render looks washed out. Have you tried changing the Color Management settings?

>> No.959417

>Have you tried changing the Color Management settings?
how? i only know how to model

>> No.959418

there's no need for that, I actually agree with you, but that anon's ghost model has perfectly serviceable topo for facial animation. See >>959321 it sounds like you thought I meant topology isn't important at all.
Sure you could spend hours remaking the whole thing for immaculate deformation, but the end result will look exactly the same to the average player.
I just don't think the time and effort required is worth it for such a borderline unnoticeable improvement.
If you're making a game all by yourself it's so easy to get trapped with using your time on things with the least importance.
I speak from experience...

>> No.959420

please, no more slop. Do not promote slop

>> No.959421

please, tell me what you mean by that.
Do you think I'm encouraging fucking garten of banban-tier quality?
It's obvious anon's making something out of passion, and understands that "good enough" doesn't equate to a raw sculpt with 8million tris

>> No.959422
File: 39 KB, 332x679, 0pspJ.png [View same] [iqdb] [saucenao] [google]

You can find that setting along with other useful settings in the render properties tab (small camera icon) on the right side of your screen, bellow the scene collection tab.

>> No.959423

Stop promoting zremesher for facial topology. You are making a fool out of yourself.

>> No.959424
File: 391 KB, 916x874, 1695563725674.jpg [View same] [iqdb] [saucenao] [google]

cool, the color look better now, thank you

>> No.959427

You're welcome.

>> No.959428

good stuff, though I kinda like the bigger shoulders even if it wasn't what you were going for. you plan to rig that?

and you are being an ass who keeps spouting claims without any kind of explanation, nobody will take your opinions seriously if you're not going to elaborate.
Or just keep parroting things you heard from elsewhere it's up to you mate

>> No.959430
File: 1.43 MB, 1920x1080, Blitz014.png [View same] [iqdb] [saucenao] [google]

I am planning on rigging it after I model the other two alternate faces. Although the bigger shoulders do fit the character, I am trying to stay as close as I can to the animation model.

>> No.959432
File: 48 KB, 720x382, 3eef314090047e7cd86282de5eecf6df.jpg [View same] [iqdb] [saucenao] [google]

This is one of my references.

>> No.959470
File: 466 KB, 800x1216, file.png [View same] [iqdb] [saucenao] [google]


>> No.959489

which youtube tutorial did you do?

>> No.959490

it's a timelapse, i watch it with 0.25x speed

>> No.959492

thanks nibba, i hope i'm gmi like you

>> No.959493

good luck

>> No.959495
File: 2.93 MB, 3039x1849, Capture.png [View same] [iqdb] [saucenao] [google]

Seriously, no one uses plugins here? I'm about to start retopo and I'm debating whether or not I should get an add-on.
Nice job

>> No.959497 [DELETED] 
File: 214 KB, 512x512, Serpentinite Clay Color light.png [View same] [iqdb] [saucenao] [google]

I made a bunch of matcap and this one is by far the best.

My matcap is objectively superior to any matcap you are currently using.

If you are not working with a matcap like this you are handicapping yourself.

>> No.959498
File: 214 KB, 512x512, Serpentinite Clay Color light.png [View same] [iqdb] [saucenao] [google]

I made a bunch of matcaps and this one is by far the best.
My matcap is objectively superior to any matcap you are currently using.
If you are not working with a matcap like this you are handicapping yourself.

>> No.959499

i don't know how to draw, i didn't learn anatomy, but i can make character with poly modeling, what are the chance i can make a good character sculpt?

>> No.959500

Your chances are high and your future is bright. Do your best, anon!

>> No.959503
File: 652 KB, 1470x869, 1695626551333.jpg [View same] [iqdb] [saucenao] [google]

>Learn how to make pic related last year without tutorial video
>can't remember how i did it
god damn it

>> No.959510
File: 776 KB, 1280x720, Kobold7.webm [View same] [iqdb] [saucenao] [google]

started the rigging process.
neat! i like the dress design.
using a shrinkwrap modifier works just fine. but you could try retopoflow, or if you have an ipad, cozy blanket is an option. I've never tried the latter personally though, and i found retopoflow's performance to be lacking.

>> No.959512 [DELETED] 
File: 247 KB, 859x594, 1682920387637668.png [View same] [iqdb] [saucenao] [google]

how can i manipulate the torus to get that mouth shape to make shape keys with ? i am so stumped since proportional editing isnt working and the only method i can think of is rigging the torus but i have no clue about the bone placements

>> No.959531

How big is this marble/how microscopic is this grass

>> No.959533
File: 243 KB, 475x657, blender_8Vt3uMR5lL.png [View same] [iqdb] [saucenao] [google]

I kneel

start from scratch
cement the learning in your brain
every time I come back from a 6 month break I find it easier to regain the lost knowledge
it's obviously better to just keep practicing and improving constantly but that shit can be exhausting

>> No.959541
File: 241 KB, 300x900, untitled.png [View same] [iqdb] [saucenao] [google]

>> No.959542

Can you point out some specific issues with the facial topology of >>959332 instead of just saying "it's bad"?

>> No.959547

I really love this design. Belly looks great, legs go all the way down. My only nitpick is that the place where the lioncloth connects to the belt looks strange. The contour with the belly is great though - maybe if the belt went all the way around with the white coming from underneath, or if the white cloth somehow looked to be draped over the belt?

>> No.959549
File: 1.34 MB, 1920x1080, Blitz017.png [View same] [iqdb] [saucenao] [google]

I finished the other two alternate faces. What do you think?

>> No.959550
File: 1.35 MB, 1920x1080, Blitz019.png [View same] [iqdb] [saucenao] [google]

The other alternate face. What do you think?

>> No.959552

you've improved a lot with this, but something about >>958694 really creeps me out. I'd love to see this technique used on a horror game monster, like an amorphous but vaguely humanoid creature - it would be great at amplifying the fear of the unknown, it would be difficult to pin down what it actually looks like since it has no definite form
just imagine that thing pursuing you in the dark using procedural animations to push against walls, grasp around corners and move around in horrific ways

I've not looked into baking simulations for use in engines, but I'd assume it ruins the effect if you're coupling them with procedural animation

the addons I use mostly are:
textools for a couple of Quick UV features
bone manager and game rig tools for rigging
and a few that come with blender like looptools, extra objects, bsurfaces and node wrangler

rigify is too overwhelming for me, maybe I'll give it another go once I understand every nuance of its inner workings
retopoflow feels way too intrusive, I like some of the tools, but it really shits itself when you're already using one of its hotkeys, and the fact that it demands a whole mode really pisses me off, I use industry standard keymap and camera controls (alt+ mouse buttons) and retopoflow didn't take kindly to that for some reason, maybe it's different now but I've since learned to retop pretty quickly without its help
global brush and texture presets
why am I only just learning about this
I hate how blender works with brush presets, are there any addons that aren't 6 years old that just has that feature? I can't seem to find any other than bpainter

>> No.959562
File: 150 KB, 982x749, f.jpg [View same] [iqdb] [saucenao] [google]

>> No.959565

How is that bad topology? Explain or you're a salty crab

>> No.959570

damn i wanna see them feet

>> No.959576


>> No.959579

Top notch mate. This shader is pure sex.

>> No.959580

Thank you for saving me 80 bucks I have an android tablet I'll look to see if cozy is compatible.
I kinda figured bp was a must, I really appreciate your list.
>rigify is too overwhelming for me
There was a few more rigging plugins I'll do more research into those. I just really want the rigging to be as painless as possible.

Again thank you to you both. It's a big help.

>> No.959583

First person PacMan?

>> No.959590
File: 318 KB, 908x804, 1695689057862.jpg [View same] [iqdb] [saucenao] [google]

that's a lot of knife tool involved

>> No.959594

4th ghost concept. got last minute inspiration on a different facial expression though
3rd person
not feet. they float
the lips brow, and no edge loops around the mouth. I SHOULD have redone it by hand but i chose not to. dont be like me

>> No.959595
File: 117 KB, 940x749, f.jpg [View same] [iqdb] [saucenao] [google]


>> No.959597
File: 2.80 MB, 1920x1080, marbles_better grass.png [View same] [iqdb] [saucenao] [google]

what about this?
I agree it looked wrong, but the point was testing caustics which is difficult with realisticly large grass

>> No.959599

you really need proper roughness maps

>> No.959600

this looks much much worse

>> No.959603

i need a map to your heart

>> No.959604

Silky smooth

>> No.959606

https://www.youtube.com/@fusako3d/videos cute japanese girl teach you how to make stuff, mostly anime girl

>> No.959612

This. It reminds me of stretch Armstrong and it might have to do with the compression of the forearm and elbow joint

>> No.959613

Looks good from the front but the side still needs some work

>> No.959614

prove you are jack NOW

>> No.959615

prove you are NOT Jack Now