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>> No.957443 [View]

>>957433
And then this is finally where i'm at now. All in all it's probably taken about 1 and a half weeks of a little work in freetime so far. And there's way more work ahead. I'll share here if the thread remains open

Also feel free to listen to the finished song.
https://www.newgrounds.com/audio/listen/1245060

>> No.957442 [View]
File: 2.38 MB, 322x270, blender_5xZxz17Jzw (2).gif [View same] [iqdb] [saucenao] [google]
957442

i started work on the materials. I knew i wanted it to be stylized. But the specific style was inspired again by art from my friend. Hard part is simply pulling it off.

Currently i know no way to achieve a cell-shaded look like this within cycles, so i was limited to using EEVEE, which might be annoying in some parts later, but it's a limitation i have to live with for this look.

>> No.957440 [View]
File: 330 KB, 872x792, blender_r2WNt5HVTL.png [View same] [iqdb] [saucenao] [google]
957440

i also obviously had to retoplogize the model. This was a very lengthy process. And i would usually have used a subdivision modifier to smooth it out at the end. But i recently learned about the multires modifier. Meaning that on top of subdivisions you can sculpt in extra details.

And on top of that, you can use extra modifiers like shrinkwrap (which is especially useful when retopologizing, for getting the verts to align with the sculpt) And apply it. And it will become a part of the multires modifier, meaning you still have the low-poly mesh whilst keeping it perfect to your sculpt

>> No.957439 [View]
File: 491 KB, 1247x569, blender_tUTJhm3uol.png [View same] [iqdb] [saucenao] [google]
957439

I'd here started on the hair. stylistic hair has always been tricky to me, and there's multiple ways to go about it, but for my purposes i found it easiest to, make nurbs curves. And have them be shaped according to another nurbs curve profile.
Which is why every strand will have this sorta flat shape and an indent.

>> No.957437 [View]
File: 620 KB, 1347x800, blender_6OQ4eD5wGx.png [View same] [iqdb] [saucenao] [google]
957437

couple extra iterations down, with feedback from my friend who made the initial sketch again.

resizing head, making the rip cage less prominent, and breasts a bit smaller. I'm all for big titties, but moderation is important sometimes.

>> No.957436 [View]
File: 685 KB, 1405x864, blender_BZW1Mzzuh3.png [View same] [iqdb] [saucenao] [google]
957436

Attempt 2 got started. The right way, by purely sculpting. Trying to match the sketch again, but this time not getting bogged down by staying perfectly on model, cause the sketch alone didn't match 100% from front to side either

>> No.957435 [View]
File: 580 KB, 1444x814, blender_Dsu6LWpwKr.png [View same] [iqdb] [saucenao] [google]
957435

i started just straight ass modelling this. But after a while realized i would have to start over. It just didn't look good, and sometimes you gotta accept that and press delete.

Tho the hands and feet were actually adequate, so i put them aside for later

>> No.957434 [View]
File: 2.32 MB, 3414x1620, IMG_20230828_182410_252.png [View same] [iqdb] [saucenao] [google]
957434

Going back in time a bit. My friend i'm working with helped make a rough design, because i wanted to do my own character model for the music video, and have it look stylish

>> No.957433 [View]
File: 377 KB, 834x554, blender_GUfIeM3Ku5.png [View same] [iqdb] [saucenao] [google]
957433

for a song i made. First step is making the model. I'll share some progress here.
Feel free to shoot your thoughts along the way

>> No.801868 [View]
File: 741 KB, 1497x3168, BlenderIssue.png [View same] [iqdb] [saucenao] [google]
801868

I'm having a weird problem in Blender where sometimes pinning one vertex somewhere will make it act like the whole island in pinned when unwrapping (i.e. nothing happens to that island at all, but all other islands get unwrapped and ignore its existence)
I have no idea what's causing this. I tested the same blend in a new install, the monkey in the original install, and the monkey in a new install, and it happens with all of them. My only explanation is that I'm somehow retarded and forgot how pinning works? I've definitely pinned vertices in place before and unwrapped the island around them, though, so I know it's possible. Maybe I'm just missing some crucial step?

>> No.798517 [View]

>>798502
>>798502

yo serious question. I turned off world lighting and was doing the chair against and infinite background shit. holy shit I legit needed at least 2 5000 watt lights or 1 10,000 watt pin light to make fucking anything visible. is that really how its done?

>> No.797767 [View]
File: 292 KB, 2000x2000, c4d-r13-logo.png [View same] [iqdb] [saucenao] [google]
797767

you can never deny that it is the most important software to ever exist . the real true chad

>> No.771109 [View]

>>771103
Wasn't is a Substance Designer project?

>> No.756530 [View]
File: 1018 KB, 1920x1019, A608AFA5-59F9-4B1C-A94A-A7B7D5E57E5A.png [View same] [iqdb] [saucenao] [google]
756530

This is the shading view. And sorry if this is a stupid question. But i searched everywhere for like 15 minutes with no luck

>> No.756529 [DELETED]  [View]
File: 1.14 MB, 1920x1019, 57B10420-A932-4238-9261-37C856C49B62.png [View same] [iqdb] [saucenao] [google]
756529

I have the draw brush selected, not the fill tool. But when I click anywhere on my mesh, even with a low radius, the entire mesh is colored. I clicked uv unwrap already after watching a video on it, but i don’t know what to do now.

>> No.755747 [View]
File: 1.62 MB, 1920x1080, 02E08988-A3A9-476A-97BB-57C1F7B0E773.png [View same] [iqdb] [saucenao] [google]
755747

Any ideas how I can use the material properties to make the leaves on his back look more leaf like?

>> No.755746 [View]

>>755745
Right after you chief

>> No.755744 [View]
File: 1.62 MB, 1920x1080, 1F76698F-17FD-4D14-B9BA-3A41B4253AD2.png [View same] [iqdb] [saucenao] [google]
755744

>>755743

>> No.755742 [DELETED]  [View]
File: 3.15 MB, 4032x3024, 72CF6FC6-E80A-45B1-9CF3-CD557817B508.jpg [View same] [iqdb] [saucenao] [google]
755742

Any ideas how I can use the material properties to make the leaves on his back look more leaf like?

>> No.744840 [View]
File: 2.90 MB, 3940x3510, 1569761720462.jpg [View same] [iqdb] [saucenao] [google]
744840

Do you hear that, anons? It's the sound of SideFX shitting their pants.

https://github.com/aachman98/Sorcar

>> No.743551 [View]

>>740220
Why are those donuts hexagonal? This is heresy!

>> No.688505 [View]
File: 274 KB, 908x512, lend_me_ur_rears.webm [View same] [iqdb] [saucenao] [google]
688505

>>688493

Shape keys.

>> No.688339 [View]

>>688331

A single mesh can have multiple materials. Assign a material to just the faces of the body and a different one to just the faces of the gloves. Alternatively, you can vertex paint materials.

https://remingtongraphics.net/tutorials/paint-materials/

No need to create a new thread for this by the way, there's a blender thread and a help thread.

>> No.688338 [View]

In regards to organic objects, photogrammetry is definitely the easiest way out. However, having the object to be modeled and a pair of calipers is unrealistic but truly optimal.

If you have one known unit of measurement present in an unadulturated photograph (like a penny - known to be 19.05mm) you can then extrapolate the rest of the measurements without much trouble. Taking into account the camera's optics and distance from the object you can get relatively accurate results.

But CG artists are usually artists first and psuedo-engineers second some artistic license is allowed considering the model's purpose. Pedantic tedium is not really an artists strong suit. Unless you're a real engineer in which case using calipers and engaging in pedantic tedium is literally your job description.

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