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File: 1.38 MB, 1322x741, 1609435367861.png [View same] [iqdb] [saucenao] [google]
798125 No.798125 [Reply] [Original]

/wip/ General.

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

Previous thread: >>794515
List of free resources: https://pastebin.com/cZLVnNtB

>> No.798131
File: 1.16 MB, 7000x4000, The satanic Rock 2.png [View same] [iqdb] [saucenao] [google]

Give me feedback on this.
The head is supposed to have a church building that I modeled.

Tell me if I should fuck around with the lightning etc.
Should I also model the head in 3D ?

>> No.798138
File: 110 KB, 794x1175, fuckretopo1.jpg [View same] [iqdb] [saucenao] [google]

Rate my low poly. Should I just stick to Zremesh and pray for good topo or keep torturing myself with quad draw in the future?

>> No.798140

Depends if it's for animation or just for show. Those online viewers can handle a few 100k polys now.

>> No.798151

not bad at all, edge flow is mostly good
the fingers seem a bit wonky though, and if for animation you could revisit joints like elbows and knees

>Should I just stick to Zremesh and pray for good topo or keep torturing myself with quad draw in the future
proper retopo every time my dude, Zremesh is useful bit it's a shortcut with few actual real applications

>> No.798152

*is useful BUT

>> No.798154
File: 457 KB, 1285x748, 2.png [View same] [iqdb] [saucenao] [google]

not much left

>> No.798157
File: 427 KB, 884x968, building.png [View same] [iqdb] [saucenao] [google]

The building

>> No.798164

is 28k verts considered low poly?

>> No.798166

tris are what matter. it's low poly yes but his 53K is definitely on the high side considering that character

things like the hairband, nips, satchel, etc. should be optimized a lot, and clothing stitches should be removed entirely

this asset when final should be ~20K tris, maximum

>> No.798167

>worrying about tris THAT much in 2021
>especially on a hero character
Are you producing stuff for mobile games or something?

>> No.798173

well the goal of low poly is to be optimal, it's a concern for every game company, so the amount should just make sense for what you're creating.. hence my comment

even characters like overwatch are 10-15K

if this other anon's has inconsistent density on his model and areas that need optimization, there's no problem pointing that out

>> No.798186

Overwatch is a 6 year old game at this point. Its 2021, you point of reference might be slightly off.

>> No.798191

You should see prop tris counts for UE5. It will be a game changer.

>> No.798199

>game changer
meaningless overused marketing buzzword

>> No.798203

You know what I mean. Feel free to bitch on the example all you want if you can at least rebuke the general point? I'm well aware that the latest modern AAA shit can have heroes approaching 100K tris, but a) they tend to be very realistic/complex and b) they are still very well optimized for the required limitations they must live in. Polycounts get bigger and bigger with time, but they still matter.

If you put this >>798138 in your portfolio and it has 50K tris, nobody will think that amount is necessary.


>> No.798206
File: 355 KB, 405x527, radio.png [View same] [iqdb] [saucenao] [google]

about 3 days doing this, am I retarded?

>> No.798208
File: 510 KB, 1898x1060, BigGuy.jpg [View same] [iqdb] [saucenao] [google]

I made a big guy today

>keep torturing myself with quad draw

>> No.798210

yes. but it turned out pretty cool

>> No.798215

If you're a chad who designed it by yourself, then no. Otherwise, you might be if you're just replicating a reference.

>> No.798218
File: 468 KB, 540x928, image0.png [View same] [iqdb] [saucenao] [google]

Dumped a Zbrush sketch into Marmoset. It's Kingseeker Frampt

Very nice

>> No.798225


>> No.798228
File: 386 KB, 306x182, Player_killing.gif [View same] [iqdb] [saucenao] [google]

Your game?

>> No.798229

Arch Viz portfolio piece so I can get an internship at my local architecture firm. (Also using student version AutoCAD)

>> No.798230
File: 2.91 MB, 1920x1080, UnTextured.png [View same] [iqdb] [saucenao] [google]

Oops, I'm a dumbass, here's the picture

>> No.798232
File: 384 KB, 660x954, 1610909127338.png [View same] [iqdb] [saucenao] [google]

Retopoing on the blockout

>> No.798233

Any good character modeling tips? Trying to make higher quality models for characters

>> No.798234

Sorry, I'm afraid I don't have any of my own, it's my first time doing a character...

I'm somewhat following Create3dCharacters's workflow, you could find that worth looking into.

>> No.798239
File: 1.19 MB, 7000x4000, The satanic Rock 3.png [View same] [iqdb] [saucenao] [google]

I need your feedback on how this looks /3/
>Your game?
Are you asking if this is for a game? No its for basically 3D version of MS-Paint pictures that are so often used.

Here is where I use the buildings >>798131
I like some feedback if I need to mess with the contrast more and if I should also model the Satan head in 3D.

Here is a version where I messed with the contrast of the head since to me it blended to much with the background.

You notice the entire thing is a mixture of over detailed stained glass (pictures that I got from the internet) some texture painting for the door and flat colors for the roof and walls.

Comment on all of it.

>> No.798248

based schizo poster

>> No.798264
File: 291 KB, 2790x2122, LightCycle.jpg [View same] [iqdb] [saucenao] [google]

Working on my own interpretation of the light-cycle from Tron. A bit based off of the original film, and a bit based off of the newer one. Though it's not really any one specific model, rather I'm taking elements that I like from reference and making my own.

I'm pretty new to modelling organic/curvy hard-surface stuff (I mostly do landscapes and less organic hard-surface), so it's been a bit of a challenge trying to get the shape where it is.
Even now I'm sure I'm making all sorts of fuckups I'm going to regret later in terms of edge-flow. Though I think getting the silhouette is a bit more important rather than losing the form as you try to make perfect flow.

>> No.798272
File: 249 KB, 731x686, retopo.png [View same] [iqdb] [saucenao] [google]

started retopoing this thing

>> No.798273
File: 295 KB, 595x730, heather_poe_test.png [View same] [iqdb] [saucenao] [google]

VTMB2 looks like shit I'm going to make some kind of fan game, so I remade one of the characters just to test the visual style but in HD, it's simple, just how I want it. less than 10k tris, but I haven't redone the mouth.

>53k tris
>low poly
Am I missing a meme because I don't post here?

More quads, less tris, use topology reference.

>> No.798285

>based schizo poster
This made me laugh.
However rate the 3D work there not the text.

>> No.798333
File: 109 KB, 436x537, ming.png [View same] [iqdb] [saucenao] [google]

This trash?

>> No.798339
File: 227 KB, 732x670, retopo1.png [View same] [iqdb] [saucenao] [google]

tris are temporary, quads are eternal

>> No.798366

yo thats some real nice topo <3

>> No.798387

Looks fine.

>> No.798389

Nice dog.

>> No.798393

Good shit my man.

>> No.798398

>tris are temporary, quads are eternal
Cool quote, my dude. I'm stealing it.

>> No.798408
File: 245 KB, 2261x1293, watchadoing-subdivin.jpg [View same] [iqdb] [saucenao] [google]

quite painful to model, tbqh

>> No.798412

nice curves

>> No.798452

take my upvote!

>> No.798463
File: 769 KB, 3616x703, Capture_18_31_2021_21_18_12_7625.png [View same] [iqdb] [saucenao] [google]

trying to get better at modeling faces, but there's something going on with the lips in 3/4th view and I hate it

>> No.798470
File: 316 KB, 2476x2872, LightCycle2.jpg [View same] [iqdb] [saucenao] [google]

Some more progress on the light-cycle.
Still trying to figure out what I want to do for the bit beneath the canopy, so for now there's a cube in the rough size that I want it to be.
If anyone has any ideas of some interesting shapes or anything that might work, I'm open to suggestions.

For what it's worth, the wireframe is less of a nightmare now, but still pretty bad I think.

>> No.798499
File: 209 KB, 402x320, shitty.png [View same] [iqdb] [saucenao] [google]

Decided to port >>790328 to garry's mod, rigging was aids but it's better than nothing

https://files(dot)catbox(dot)moe/82z7h2.zip feel free to upload to the workshop or whatever you 3d people do

>> No.798500

remove that grug underbite

>> No.798501

i dont know what you really expect people to say other than
"learn more"
the building is flat colors (poor color choices, at that) with some inconsistent resolution textures (why is the door a blurry mess while the stained glass windows have relatively sharp textures?)
the geometry has too many polygons where it doesnt matter and too little where it does
look at how sharply the roof transitions to walls, or how you can see a sharp edge at the arch of the doorway
tl;dr git gud

>> No.798504
File: 636 KB, 1398x1080, VideoEditor_20210201_095122.webm [View same] [iqdb] [saucenao] [google]

I very slowly understanding what the fuck I'm doing.

>> No.798505
File: 901 KB, 3616x821, Capture_52_01_2021_00_52_26_7466.png [View same] [iqdb] [saucenao] [google]


>> No.798506

better, but the upper lip needs move volume and protrude forward

>> No.798538


>> No.798546
File: 1.01 MB, 960x540, Standup.gif [View same] [iqdb] [saucenao] [google]

Waddup homieeeessss

>> No.798548

Blog? I don't have a blog.

>> No.798554


>> No.798565
File: 368 KB, 1920x1079, Guy and his Platonic Friend.159.png [View same] [iqdb] [saucenao] [google]

quick sculpts I did last week

>> No.798580

Base meshes don't count, retard.

>> No.798582

I literally made this you mouthbreather

>> No.798583

Where's the penis?

>> No.798584

Gonna sculpt it at the end of this week when I fix the janky ass hands

>> No.798586

0/10 no penis.

>> No.798675
File: 512 KB, 1207x701, 1598299189841.png [View same] [iqdb] [saucenao] [google]

Making progress on my Arthur. Got in the groove with zmodeler and was able to retopo everything and fix my wobbly geometry and apply creasing with dynamic subdiv.

>> No.798683

Armor is an improvement. I'm honestly surprised that you somehow managed it. I'd say good job, but I don't want you to get too big for your breeches.
Now fix the face.

>> No.798687

you will never be a good 3d modeler

>> No.798699

nightmare fuel

>> No.798700


>> No.798702

The stylized armour doesn't work with the realistic hands, and weirdly-made face model, he looks like a fucking whomp from mario 64.

>> No.798703

this, among dozens of other things

>> No.798707

alrighty then

>> No.798719

So manly he doesen´t need lips, only beard!

>> No.798720

Use reference you multi nigger.

>> No.798732
File: 1.21 MB, 1920x1080, untitled7.jpg [View same] [iqdb] [saucenao] [google]

Making a thing

>> No.798774

looks bad

>> No.798826
File: 1.11 MB, 1080x1080, damnsexG.png [View same] [iqdb] [saucenao] [google]

i need to fix the ear piece part. but inspired from a still from seinfeld

>> No.798835

Nice, are you using any addon or just retopoing raw. I tried without addons on Blender and it was shit

>> No.798836

my good sir I think that bench takes way too much space in the composition

>> No.798837
File: 283 KB, 797x782, raw.png [View same] [iqdb] [saucenao] [google]

Raw. Basic tools are really based imo

>> No.798839
File: 2.72 MB, 1920x1080, Varanuswip2.png [View same] [iqdb] [saucenao] [google]

Looking nice
Never tried with organic models but the one time I used it for a hard surface mod it was shit ,sinking into the mesh and being barely workable, and this was using just skinwrap+snapping. Which is why I am sticking for multires for now like for pic related.

>> No.798840

that's a happy boi
the trick is to enable "in front" in viewport display options

>> No.798863


>> No.798900
File: 630 KB, 1600x881, lmao.png [View same] [iqdb] [saucenao] [google]

>> No.798920

Pull up an existing piece of concept art from like Artstation or something and sculpt from it. Spitballing a design when you're starting to sculpt never works usually. Ignore the other fags in the thread and do a new piece based off said concept art. Also, study basic anatomy principles like how eyes and lips are shaped, even if it's "stylised".

>> No.798921
File: 42 KB, 179x126, 1584807694394.png [View same] [iqdb] [saucenao] [google]

>Also, study basic anatomy principles like how eyes and lips are shaped, even if it's "stylised".
anon, its true to the reference. Post discarded ;/

>> No.798924

>anon, its true to the reference.
Looks like its true reference was the one put in the oven.

>> No.798928
File: 309 KB, 1075x1565, 1611293713972.jpg [View same] [iqdb] [saucenao] [google]

>anon, its true to the reference

>> No.798932
File: 2.03 MB, 304x226, Brendon_laughing.gif [View same] [iqdb] [saucenao] [google]


>> No.798935
File: 3.69 MB, 1920x1080, 1.png [View same] [iqdb] [saucenao] [google]

Uhhhh... what do you think, bros?

>> No.798936

Looks bad ngmi

>> No.798937

I like it!

>> No.798945

There's too much light on the left props. Is it intentional?

The rope next to the crate needs to crumple.

>> No.798948

I saw this posted months ago. Wtf, are you stuck?

>> No.798949

oh good, it's another blind guy. i'm getting more and more convinced that giving feedback to beginners is a waste of time because if they can't judge their own stuff then you can't help them anyway.

>> No.798950


>> No.798951

Just ignore nay sayers, there's a community on /vg/ called /vrg/ that thinks they know everything because they frankesnteined TDA deviant arts with booth.pm models

>> No.798952

It doesn't look as smooth as the reference, I think the mouth needs to be wider

>> No.798953

Does this look real bros??

>> No.798954

I don't know anything about ear pieces to be qualified to say anything, but to me it looks good.

>> No.798970

ye i guess i meant the composition in general

>> No.798977

The render looks really nice to me I like the translcuent effect on the plastic in ear bit

>> No.798992

There's a lot of stuff wrong with it in that case. A key skill is to actually know what's wrong with your sculpt in relation to your ref, so like how the beard and eyebrows itself are sculpted instead of painted on, and how minor details such as the shape of the facial features go together to make a quality piece. I'd honestly suggest doing a few sculpt studies to actually understand form and stuff. Why not revisit this sculpt when you know how to get shapes from a ref ?

>> No.798994

lighting is wack and feels like a map in a source engine map editor. the hay drapes weirdly but all the other props are pretty well done all things considered ;]

>> No.798995

if i wanted to sculpt the eyes bros and beard i would have but i didnt care to.

>> No.798998
File: 92 KB, 1200x675, pepe.jpg [View same] [iqdb] [saucenao] [google]

Stop posting.

>> No.798999
File: 1.90 MB, 720x720, 1560768798682.webm [View same] [iqdb] [saucenao] [google]

as >>798948 said, you posted this a while ago and I think you even pushed it further than what you just showed, are you redoing the project ?
Anyway, if you're going for a realistic look, then the biggest thing standing out to me are the ropes, they look like a cable mesh with a rope texture slapped on top, I'd definitely model them as proper ropes and make sure that they bend around other meshes in the scene properly.
I'll give the same suggestions I gave last time: I think dust (both on objects and floating in the air), some cobwebs hanging from the ceiling and in the corners, and overall more dirt would go a long way to give it a more gritty look you'd expect to see in a scene like that. I'd also tone the light down a bit, it looks a bit too bright to me. It also seems like there is some ambient light present besides the one obviously coming through the window, for a realistic looking result you definitely want to only work with physical lights that make sense in the scene. I hope you finish this one.

>> No.799001

stop telling the most consistently funny poster on this board not to post, you psycho. what the fuck is wrong with you

>> No.799002

yeah ur right, my bad

>> No.799003

can we have a /retard/ general for that? so he doesn't shit the normal threads

>> No.799004

*stop giving irrelevant crits

>> No.799005


>> No.799006

i think the optimal solution would be to ban everyone else but him from posting images in /wip/ threads

>> No.799011

I support this.

>> No.799014

why? Why do you care so much who posts and where? Do you want to become a janitor as a career?

>> No.799015


>> No.799018

or perhaps it was a joke you drooling sperg

>> No.799020

My dick is DOUBLY erect right now.

>> No.799026

did someone crush his maxilla? that's fuckin sexy dude

>> No.799030

What if he's using substance painter to get the illusion of depth with mask painting height/normal maps?

>> No.799031

damn i'm imagining this right now. he is a legend for doing this

>> No.799032

And the shittily painted eyebrows and beard are just placeholders to get a general idea of what it will look like?
I'm not a sculptor, so subtle details like that I usually end up either using 3 edge loops to hold an edge, or I end up painting it with mask painting heightmaps in substance...

>> No.799033
File: 577 KB, 1115x707, 1604236308818.png [View same] [iqdb] [saucenao] [google]

Something to note here is that I am not using subdividing modifier for this project, I have a specific and tight tri goal of beneath 10k I need and want, and a secondary goal of the higher poly being less than 30k is possible, and 70k hard limit.
Right now I can easily get a high quality < 30k going, and from this base I can reduce the quality of the mesh shape in places ot make it reach 10k, possibly using gloves and shoes as a big helper.

>> No.799034

then he's a fucking moron then lol shitty workflow

>> No.799036

What the fuck is wrong with getting height information via masking in Substance Painter? it's quite an optimized workflow I've done myself on projects you may of seen since they're in youtube vids with millions of views.

Sculpting isn't my cup of tea at all. I'm never making anything hyper realistic anyways, besides maybe some props, which I then translate into a different style by the end anyways.

This is a workflow I learnt from a professional, btw.

>> No.799037

didn't you say sculpting was your passion? why the change of heart, brother? :(

>> No.799038

I've never once said sculpting is my passion, I'm a box modeller, and if I were to ever sculpt, I'd do it on top of a low poly box modelled object for details like cracks or bumps or stuff I can normally just do in substance painter

>> No.799039

word salad stop seething and learn how to sculpt you fucking bozo this isnt hard surface modelling

>> No.799040

You end up retopoing via box modelling at the end of sculpting which proves sculpting to be a un needed step, you can get the details you want in others ways, I'll someday learn sculpting but my workflow will remain box modelling first, sculpting for details later to back them in via maps in substance

>> No.799042

wdym "back them up" baking from high poly to low poly is a given but it's so stupid and roundabout to put details that should be sculpted on through substance, also you box modelling your characters is why it looks so janky lol, learn how to blockout man

>> No.799043

mb thought you were the Damaged Will Smith guy

>> No.799044

I used to share your mindset, but sculpt first retopo later is a much quicker workflow. Of course I don't mean hardsurface, as I think hardsurface sculpting is ass.

>> No.799045
File: 506 KB, 1184x1436, apu4.png [View same] [iqdb] [saucenao] [google]


>> No.799049

Enjoy your retarded poly count and shitty topology dumb nigger
I'm just not a sculptor so this is my workflow, I'm making an anime loli so there's literally no reason for me to sculpt

>> No.799051

actual fucking retard holy shit do you know anything about decimation master or any kind of retopo fucking top yourself faggot

>> No.799053

good god the braindead dilettantes on this board

>> No.799054

Git better at 3d visualization, faggot.
I know, right? They think sculpting is the ONLY workflow kek

>> No.799065

homie i'm talking about you and all the board tourists that think there's a legitimate divide between poly-modelers and sculptors

>> No.799070

You're clearly showcasing a divide, I'm a box modeller and not a sculptor, I was tutored 1 on 1 by a professional who works with Oculus for his modelling, he taught me his workflow which doesn't involve sculpting.

I just am not a sculptor, I was not taught it, and I am not learning it any time soon. It will eventually be learnt because I will eventually find a specific use case scenario, as you need specific tools for certain jobs.

You are over using sculpting and over reliant on it.

>> No.799071

I'll be honest, I also thought it was willy smith, but even that guy said "caricatures are my passion" or some shit. Even though he literally just started doing them the post before.

>> No.799073

i'm not the guy you think you're replying to. i do both because like any sane person i realize they work best in tandem

>> No.799074

Tell me why I should ever use sculpting when I can proportionally edit a lower poly model with better topology results for the model I am trying to make, especially when you end up "retopoing(LITERALLY REMODELLING WITH BOX MODELLING LMMMMMMMMAAAAAAOOOOOOOOOOOOOOOO)" anyways

>> No.799076

I haven't had any reason to bring out sculpting, I've tried to bring it out a few times for smoothing vertices here and there but I get better results autistically selecting vertices in a specific pattern with edge select shrink/fatten or just a normal scaling, and smooth vertice function

>> No.799078

guessing you work exclusively npr then

>> No.799079
File: 4 KB, 200x133, 1589754445585.jpg [View same] [iqdb] [saucenao] [google]

i remember a time when /wip/ was for work in progress and not debates and endless low quality trolling

>> No.799080

What's NPR mean? I work exclusively with lower poly non realistic models, yes. Anime style 99% of the time.

>> No.799082
File: 94 KB, 848x668, 1471929535061.jpg [View same] [iqdb] [saucenao] [google]

Yeah. It's always no fucking posts all day and all of a sudden you get two retards losing their shit with debates that lead nowhere.
The worst thing is that shit debate currently happening right now can be found in almost every thread on /3/, it's always the same shit. No wonder this board is so dead.

>> No.799083

Post your wips, then, you useless faggots

>> No.799084

All I did was post my work in progress and some self entitled cunt wants to tell me to some dumb shit about fucking sculpting and trying to tell me my models are shit then start namedropping people from /vg/ /vrg/ like a bunch of troons

>> No.799093

I did a few times, but no one cares unless it's unbelievably good or unbelievably bad. Or there's some glaring mistake or something that they didn't catch.

>> No.799094

These threads used to be good, but some trolls have taken over and constantly want to prove some point and wont stop posting until they "win", making the thread and the whole board really nasty

>> No.799095

They're the VRChatters from /vrg/

>> No.799097


>> No.799102

They are archiving way too quick now. Before a thread might be up for a month or more. I suppose I'm adding to the problem by talking about it.

>> No.799103

As the dude who's been making them, I've even been having trouble keeping up with them. I only really pop in every so often to check up on things, but it feels like I've had to do 3 threads in the span of a week and a half. Before it'd be much longer, and they'd also actually be filled with people doing work.
Guess it just goes to show what happens when someone throws a wrench in the works and how something that should be insignificant like Willy Smith or Ghouls and Ghosts anon can completely de-rail a thread and ripple on.

>> No.799104

They occasionally link their discord tranny faggots here it's why qualities gone down

>> No.799105

Who the fuck is Will Smith shut up

>> No.799147
File: 371 KB, 1080x1278, SAUBER MERCEDES.png [View same] [iqdb] [saucenao] [google]

please tell me that I'm gonna make it

>> No.799153

Time to get a better unwrap with seams

>> No.799156

Now post some wip or get out :^)

>> No.799157

He seems based as fuck

>> No.799187
File: 93 KB, 507x575, weightpainting.png [View same] [iqdb] [saucenao] [google]

god damn do I hate weight painting

>> No.799191
File: 98 KB, 1245x1033, kek.jpg [View same] [iqdb] [saucenao] [google]

Very early wip. If I don't make it I probably kms.

>> No.799192

looks really nice, you will make it

>> No.799197

Nice surfaces, I'd like to see it properly shaded and rendered.

>> No.799200

are you trying to do facial expressions? maybe shape keys would work better for you?

>> No.799206

Trying to shore up my skills and put them to use in an indie game, mostly experienced with props and lower poly stuff where expressions were basically just animated textures

>> No.799217

You're gonna make it.

>> No.799219


>> No.799224


>> No.799225

That's some really sexy topology

>> No.799231
File: 16 KB, 307x845, velvet_velour_test.jpg [View same] [iqdb] [saucenao] [google]

I got carried away and made a second character, and rigged the characters, and made clothes, but I'm just going to post them without clothes, because I can, Now that I'm happy with how the characters look, I'm going to start porting them into the game engine and building the game, the hard part, but doable, legitimately doable, and with that it's onto AGDG, once I have at least something playable, hopefully in a few weeks.
I'm aware of the rigging issues.

Stop thinking in 2 dimensions, that's the only advice I will give you.

With that sort of skill how are you not going to make it?

>> No.799233

You already made it. The modelling is the hardest part.

>> No.799234
File: 471 KB, 1080x1920, velvet_velour_test.png [View same] [iqdb] [saucenao] [google]

Here's a higher resolution pic of the character, just so details are easier to make out.

>> No.799235

Is your game going to be a remake of the original bloodlines or something else entirely? Also, do you plan on doing this alone?

>> No.799238

Face looks like a tranny, rest is fine. You really did it fast considering you also rigged the bitch

>> No.799240

It's something completely different, you don't play as a Vampire at all, and while there are overlaps with the RPG system, first person, dialogue etc. it's core gameplay is very different, but I'm aiming to have feature parity with VTMB, so that in theory someone could take the game and use the modding tools to recreate VTMB completely, it will also contain loads of assets for reuse in any potential VTMB fan remake.
I'm the only one working on, I'm not a good writer, that's the biggest gap I have.

>face looks like a tranny
Trannies wish they looked that good, but her face is quite angular, these are just test characters, anway, I will be making entirely new faces instead of making ones based off the VTMB characters, the Heather I posted above is almost completely accurage, I sharpened up Velvet Velours chin, her original one was wider and more bulbous.

>> No.799241

And obviously the tranny comment was meant for you.

>> No.799261
File: 451 KB, 1501x899, render1.png [View same] [iqdb] [saucenao] [google]

New to 3d. How does it look, boys?

>> No.799263

>Trannies wish they looked that good
I don't know, man. First thought was that it is a model of Contrapoints, and wondered where is the dick. I'm serious.

>> No.799264

did you use keyshot for this

>> No.799266


>> No.799267

I like it. Wish I could model vehicles better. Mine always look like ass.

>> No.799269

it has that keyshot look. You should really use arnold

>> No.799283

>First thought was that it is a model of Contrapoints
same lol. it's a very masculine jawline.

>> No.799345
File: 923 KB, 989x1876, Jarethscowling.jpg [View same] [iqdb] [saucenao] [google]

How the fuck do I replicate this kind of hair sub 1k polys and without alpha

>> No.799349

what's next? no texture?
you don't

>> No.799358

as i said before ngmi

>> No.799410

A lot of the problems are from the original characters face, the cheek bones are ridiculously high and wide, the jaw is huge, forehead is huge, eyes are really wide and sharp, I was kind of fighting with the original face mesh, VTMB with it's per tri lighting and baked textures does a good job at hiding these, faces are reused constantly, VV and Jeanette have the same face, even though both are easily main characters, Heather shares her face with maybe a dozen characters, even though she's a missable but important part of the game, there's a hostess that you speak to once who has a unique face and body.
I'd say one of the problems with the original game is that most of what you see of other characters is their dialogue which is all front on, so a lot of depth details are completely unseen, most people don't even realize that Damsel has a serious case of ducklips.

>> No.799414

Stop spamming "ngmi" like a retard. I see it in every thread now.

>> No.799426

I see that on every board now, it came from /biz/ and spread everywhere.
It's just the meme of the month, retards enjoy overusing these catchphrases everyone else uses and giggle to themselves.

>> No.799428

it's been an /ic/ thing for years

>> No.799439
File: 575 KB, 1321x718, 2021-02-03 17_06_35-ZBrush.png [View same] [iqdb] [saucenao] [google]

First time doing anything 3D ever and I'm pretty proud of myself, doesn't feel as clumsy as drawing. Or, maybe I just suck at drawing.

>> No.799459

>getting this butthurt about the meme of the month

>> No.799460

looking great so far

>> No.799463

thank u fren

>> No.799527
File: 744 KB, 1654x813, 1601388775857.png [View same] [iqdb] [saucenao] [google]

My Arthur has redone legs and leg armor!! Had some trouble with the topo of the feet because i didnt start with a qcube but wont make that mistake next time.

>> No.799548
File: 373 KB, 891x782, opisafag.png [View same] [iqdb] [saucenao] [google]


>> No.799557

It's decent compared to your first version and you learned how to use zmodeler, you should call this one done and do something else, otherwise you're wasting too much time on this particular one.
Do him again in a few months like you did before.
You never listen to objective criticism, so all that is left for you is let this one settle for a while and be your own judge, but you did indeed improve, I give you that.

>> No.799565
File: 257 KB, 682x597, Capture.png [View same] [iqdb] [saucenao] [google]

laying out some color base before I start fucking around with fur

>> No.799584
File: 428 KB, 1600x881, screen.png [View same] [iqdb] [saucenao] [google]

give poly modeling a chance

>> No.799585

Lmao rekt

>> No.799591
File: 14 KB, 255x247, 1595419241116.jpg [View same] [iqdb] [saucenao] [google]

>that guy who constantly apes someone else

>> No.799592

Not the same person. I’m the fag armor guy, but I didn’t make the head. Note how the head guy is using older blender.

>> No.799593

I see a lot of defined clumps you could turn into bananas very easily

>> No.799595
File: 22 KB, 339x425, this.jpg [View same] [iqdb] [saucenao] [google]


>> No.799596

Look at this pretentious fag with his perfect lines his little computer made for him.

Now try sculpting it by hand like a real chad artist, just like everybody did throughout the history.

>> No.799597

3d is not an art, delusional shitter. Best solution for a job wins.

>> No.799598

ghouls and ghosts bro uses zmodeler

>> No.799606

Idc someone has a retarded workflow

>> No.799607

You are a colossal mong.

>> No.799612

This guy used Zbrush for a lot of his hard surface work >>796480


>> No.799614
File: 8 KB, 224x224, 1612425254880.jpg [View same] [iqdb] [saucenao] [google]

Every time this one faggot posts the entire thread gets derailed.

>> No.799616

This has to be the only place on the internet where people actively say 3D isn't an art. Maybe it isn't to you if you're doing CAD or recreating some vehicle parts for a living. It's a wide medium and some areas require more creativity than others.

>> No.799617

Because this place rids you of any pretense, and noone is more pretentious than wannabe artists

>> No.799619

Oh, so even calling oneself an artist is now pretentious? I don't see this being a thing in other industries. It's not like anyone tried saying they are some master artist superior to everyone else on this board. Even a ton of 3D job positions have a word "artist" in their name, what's the big deal?

>> No.799620

>Oh, so even calling oneself an artist is now pretentious
Dude that’s pretty much the most pretentious thing in existence of the whole concept

>> No.799621

>what's the big deal?
Most people here work as modelling slaves and the people above them are pretentious mediocre people that know how to sell themselves and always present themselves as smug artists.
It's low self esteem and spite.
Being pretentious to sell yourself is the way to go as long as you don't delude yourself into taking it too serious.

>> No.799623

This is what I think as well. I also see it in other areas. I had a cinematography teacher always saying how THEY are the ones who do all of the important work while the director just talks nonsense and has unrealistic ideas.

Idk, seems to be a personal problem and spite like you say. I'm not an art director nor a concept artist, I only do that with my own personal projects. But I have nothing against them. I don't see that term as pretentious at all t b h. I consider what I do "art" as well, especially personal stuff I create and put a lot of thought into. Why wouldn't it be? We're all artists in one way or another.

>> No.799626

it's cute as fuck

>> No.799634

I fucking love it

>> No.799635

Thanks. I hope someone appreciates me as much as you do and fucking hire me already.

>> No.799641
File: 184 KB, 853x645, ewqza.png [View same] [iqdb] [saucenao] [google]

an old file I found on my computer, I think I never finished because I thought the concept was so freaking cheesy. Don't know if I should continue, but also don't know what to change to not make it cringe

>> No.799642

What feces viscosity did you use? Looks exactly like my dookie I took this morning. I love it!

>> No.799643

I don't know if it's sarcasm or not but thanks lol

>> No.799644

Embrace the cringe and turn it into full blown 80s XTREME aesthetic.

>> No.799650

Yea that's what I was going for, some sort of jacked punk monster, but god damn it look cringe

>> No.799654
File: 189 KB, 375x559, a57b210b263aaa728cfbe66654b0b58a.jpg [View same] [iqdb] [saucenao] [google]

You just need to double down.
Dehumanize yourself and face to bloodshed.

>> No.799656

deep fried more than wendys fries

>> No.799658

Nice thanks, I like the pic. Gonna search google image for more ref

>> No.799665
File: 66 KB, 512x699, 1586464094762.jpg [View same] [iqdb] [saucenao] [google]

Exported to maya and took an Arnold render of Arthur. Cleaned up the foot and torso and thigh armor.

>> No.799666

face still a poop

>> No.799670


>> No.799673
File: 501 KB, 525x600, TCM74-001.png [View same] [iqdb] [saucenao] [google]


>> No.799675


I see you are into furries. Ngmi

>> No.799711


>> No.799713

>can't come up with an original meme phrase so just parrots other people

>> No.799717

i've been shitting on your posts quite a bit, but this is honestly a marked improvement

but the face still looks very, very bad

>> No.799753
File: 157 KB, 606x673, 2021-02-04 15_41_39-ZBrush.png [View same] [iqdb] [saucenao] [google]

Playing with materials is fun! Warm and squishy.

Ed Roth illustrations never fail to make me smile.

>> No.799754
File: 139 KB, 570x757, il_570xN.2112507857_mx1w.jpg [View same] [iqdb] [saucenao] [google]

Picrel, look at this dude

>> No.799755


>> No.799756


>> No.799768

Stay tuned, I'm going to turn it into indexed colors next.
I've crunched it as far as it can go in RGB.

>> No.799820
File: 342 KB, 1348x1008, blablabla.webm [View same] [iqdb] [saucenao] [google]

>> No.799841

there he is

>> No.799853

Now we're talking

>> No.799862
File: 56 KB, 942x1116, kek4.jpg [View same] [iqdb] [saucenao] [google]


I've been slacking off on my anatomy skillz. I cheated by lining up a base mesh with the block out. One thing I learned from a china tutorial is to use real 3d scans and copy them just enough to get the forms right while relying on top of 2d refs.

>> No.799869

lookin good bro

>> No.799872
File: 146 KB, 1844x512, 1610634422583.jpg [View same] [iqdb] [saucenao] [google]

Starting on the predator. Made a base mesh with sculptris pro and retopod in zbrush. Put in some placeholder eyes and dreads. Looks like I have an edge loop creased by accident on the top of the helmet. Looking to do the predator underneath in unmasked form as well as in full armor

>> No.799896


>> No.799901

that's a lot of tools for a result this shitty

>> No.799923

>I learned from a china tutorial is to use real 3d scans and copy them just enough to get the forms right while relying on top of 2d refs.
Well, if there's one thing the chinks are good at, it's copying shit, well that and fucking the world up the ass.

Still, gonna try that trick sometime.

>> No.799950


>> No.799951

Idk, probably lack of experience

>> No.799952


>> No.799963

calves, ankles and feet all seem slightly too large on the female
the skin seems to connect too low at her armpit
her hands are quite thick too

>> No.799965
File: 997 KB, 3205x1939, IMG_0937.jpg [View same] [iqdb] [saucenao] [google]


>> No.799968
File: 449 KB, 1336x1852, Vict_GRL_10.jpg [View same] [iqdb] [saucenao] [google]

Awesome )) I should make Artur as well at some point...

>> No.799977

you know I thought it was weird we didn't have a zbrush thread here but I'm realising the WIP thread is actually the zbrush thread

>> No.799979

Why would you want a “software” thread?

>> No.799983
File: 1014 KB, 1080x907, 1604084027644.png [View same] [iqdb] [saucenao] [google]

yeah it's not like zbrush has a lot of zbrush specific knowledge people would wanna discuss

>> No.799996

you might eventually make it

>> No.799998
File: 268 KB, 800x1012, train_forest.jpg [View same] [iqdb] [saucenao] [google]

>> No.800000

bloodborne 2?

>> No.800001

Noice. Is the miniature look intentional?

>> No.800002

Thx. Yep, it is. I'm creating multiple small scenes like this one, hopefully I'll turn it into a short film in the end.

>> No.800009
File: 1.96 MB, 1443x1080, ThomasGoesFishing41.png [View same] [iqdb] [saucenao] [google]

You need to make a fake episode of Thomas the Tank Engine

>> No.800010

LOL. Thanks for mentioning it though, this is actually another good reference for me to study the miniatures. At least the old stop-motion episodes, I see they switched to 3D at some point.

>> No.800012

Yes and they're awful, soulless. There's a lot of love put into the original stuff, however. Ironically, despite there being less animation overall (and probably being much more expensive) the puppetry is leagues above the CG stuff.

>> No.800016

wow. you are very theologically retarded

>> No.800032

>theologically retarded
Theologically, anything goes. Ex contradictione quodlibet.

>> No.800033

Her knees have faces, wtf

>> No.800035
File: 89 KB, 1125x1070, 1586967700621.jpg [View same] [iqdb] [saucenao] [google]

That's natural.

>> No.800036

That's how babies are born. They just emerge from a lady's knees one day.

>> No.800037

Damn... checked!

Yeah, main inspiration is Bloodborne/lovecraft victorian shit...

Lamenting faces make everything 10x more gothic and edgy, especially in weird places D:

>> No.800045

>back of the knee maybe

>> No.800047

They don't call it the 4th hole for nuthin.

>> No.800050
File: 25 KB, 450x800, body high.jpg [View same] [iqdb] [saucenao] [google]


>> No.800051
File: 33 KB, 800x450, high.jpg [View same] [iqdb] [saucenao] [google]

~20k tris

>> No.800094
File: 173 KB, 1346x854, 1594075916378.jpg [View same] [iqdb] [saucenao] [google]

Continuing my predator. Had trouble with my eye loop retopology - had a real tough time trying to get eye rings. Whenever I went to place a new edge loop to define the eye it would run all the way around the head. I'll have to bounce around to maya with goz more and try their retopo in conjunction with zmodeler. Will have to work on that. Learned how to displace in arnold after I exported displacement map from zbrush.

Fixed some minor creasing issues on the helmet. Body's next ;)

>> No.800099
File: 119 KB, 1096x1468, BB05A1D8-A76B-4DC0-80D2-458CD02CB0D8.jpg [View same] [iqdb] [saucenao] [google]


>> No.800100
File: 730 KB, 738x682, 1610739317387.png [View same] [iqdb] [saucenao] [google]


>> No.800101

put some memory folds and it will look more gorgeous

>> No.800113

I see the similarity, kek.

>> No.800118
File: 24 KB, 565x850, kek5.jpg [View same] [iqdb] [saucenao] [google]


Not happy with blockout. Used D.va's low poly base mesh for proportions then sculpted details.

>> No.800120

What specificaly don't you like other than the hands, the knees, and the hips, is she supposed to be that toned, probably move her abdomen muscles more weighted to the center rather than the sides, breasts shouldn't have so much fat so close to her collar bones.

>> No.800122

>and the hips
More talking about the pelvic bones, I don't think that's quite right.

>> No.800127

800K GET

>> No.800128

this is beautiful. well done

>> No.800130
File: 2.67 MB, 320x240, Neema-1.webm [View same] [iqdb] [saucenao] [google]

I've got no idea where I was going with this. Mostly just trying to find an aesthetic, I think.

Shoutout to World4Jack if he sees this. Glad you enjoyed the snap node trick, put a smile on my face when you did a tutorial video on it.

>> No.800131

This is beautiful. Almost looks like it could be frames from a stop motion animation.

>> No.800136
File: 158 KB, 586x550, 2021-02-05_18_49_46-ZBrush.png [View same] [iqdb] [saucenao] [google]

I don't know what I'm doing but I made a nice swoopy. I should probably draw this character in crayon or something first...

>> No.800140

>adds another tool to the stack
>results even more shitty

>> No.800146

>ade a base mesh with sculptris pro and retopod in zbrush
>I'll have to bounce around to maya with goz more and try their retopo in conjunction with zmodeler.'
> Learned how to displace in arnold after I exported displacement map from zbrush.

Have you considered just getting good with one or two pieces of software instead of stringing together a chain of them so that you can milk them all for the most automated features?

You obviously have at least some basic level of artistic competence, but rather than overcoming your struggles with operating the software, you're continually picking the path of least resistance to the most immediate results, and what you're getting is a very convoluted process to something that's only just approaching passable.

tl;dr version: You could be producing much better results if you took the time to learn how to do things properly instead of looking for ways to do things with minimal understanding.

>> No.800155

central part is a bit too thin in relation to the body and forearms are too large in relation to the shoulders but other than that looks pretty ok

>> No.800182


>> No.800186

the bloody fat distribution is bloody fucked.

>> No.800208

>Now try sculpting it by hand like a real chad artist, just like everybody did throughout the history.

People sculpting physical materials don't have to wory about topology, poly count and litany of other things unique to digital 3D art.

>> No.800213
File: 1.14 MB, 2206x719, Scene.png [View same] [iqdb] [saucenao] [google]

Working on a knight

>> No.800228


>> No.800239
File: 600 KB, 769x630, Capture1.png [View same] [iqdb] [saucenao] [google]

now I make the cards

>> No.800245

Based 2.79 chad

>> No.800271
File: 1.00 MB, 1080x1080, newerrytingc4.png [View same] [iqdb] [saucenao] [google]

hey bros what do you think of this? too dark? too gay? realistic?

>> No.800272

it's very gay, but I like it

>> No.800283

What am I looking at.

>> No.800285

Looks like a Wii-Nunchuck attached to a cock-ring.

>> No.800289

i thinks its a pacifier

>> No.800296

lmao it's a hearing aid

>> No.800297

Yeah, definitely increase the lighting intensity, and think about adding a few more light sources. Read about studio lighting setup and analyze other product renders. I'd also suggest to zoom in more, I know you probably want to show the pillow as well, but it's hard to see the main subject. Try to increase the light size so the shadow isn't so sharp.

>> No.800298
File: 1.36 MB, 1092x1094, Screen Shot 2020-11-26 at 10.53.43 PM.png [View same] [iqdb] [saucenao] [google]

appreciate the feedback. I guess for more context I was going off this still from seinfeld

>> No.800299
File: 1.09 MB, 2162x2480, blades_tinypng.png [View same] [iqdb] [saucenao] [google]

>> No.800300

Np. Ah, I see, yeah, notice how even here the subject is clearer with a stronger light and a little bit more zoom. Also it might be nice to make the ground material more interesting by adding some dust particles. That pattern in the original looks cool to me as well, you could also try creating your own pattern and multiplying it with the base texture.

A useful thing to do is to take both images in Photoshop and overlay them. Then go back and forth between them and all the differences will be easier to notice.

>> No.800303

I can't for the life of me figure out how to detail armor like that. Super impressive

>> No.800305

the secret is hours of hard work

>> No.800308
File: 287 KB, 1600x1127, fragment-wood-carving-plant-ornament-motif-181037007.jpg [View same] [iqdb] [saucenao] [google]

Actual artistic and drafting skill, there's no shortcut to quality.

>> No.800309
File: 89 KB, 480x381, 332883_1_En_6_Fig8_HTML.gif [View same] [iqdb] [saucenao] [google]

some people make their livelihoods just studying design motifs let alone carving them, I wouldn't be discouraged because there's literal thousands of years propping up the artform

>> No.800310
File: 65 KB, 374x500, 61Lwie4vJ6L.jpg [View same] [iqdb] [saucenao] [google]

I don't have any experience, I'm just good at studying stuff quickly, so books like this might be a good starting point.

>> No.800338
File: 845 KB, 1722x1721, LC.jpg [View same] [iqdb] [saucenao] [google]

Some more of the light cycle. It's been a while since I got to work on it mainly because I had to work on some other things.
I'm starting to figure out what I want to do with the bottom section. I figure something angular would kind of work with the organic shapes up top. Though I'm still kind of feeling it out. I want some kind of machine bits under there, but I've got to kind of imagine how something like this shit even works.
Would like to hear some of your thoughts and suggestions of what to do with this area though if you've got any good ideas.

I started to play around with basic materials too to see how I might color it later on. Ultimately I'll take it into Substance Painter and give it the full treatment once I finish modelling it.
Right now there's a little line on the front wheel thing, I've got the canopy and wheels as separate meshes for now, but I'll make them one continuous mesh once I get further along.

>> No.800339
File: 2.80 MB, 1920x1080, barilla.png [View same] [iqdb] [saucenao] [google]


>> No.800344

This aint even close to the gayest thing I've rendered.

>> No.800601


>> No.800609
File: 58 KB, 640x640, 1612022339053.jpg [View same] [iqdb] [saucenao] [google]

Nice digits!

>> No.800612
File: 147 KB, 1280x720, unnamed-3.jpg [View same] [iqdb] [saucenao] [google]

Havnt seen to much archviz in here, is that allowed?

>> No.800988
File: 2.87 MB, 1920x1080, frog.webm [View same] [iqdb] [saucenao] [google]

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

>> No.801813

Indeed, GET says it

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