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/3/ - 3DCG

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>> No.694767 [View]
File: 30 KB, 385x488, AAa-G-9698599-0.jpg [View same] [iqdb] [saucenao] [google]
694767

DONALD TRUMP IS AND AMERICAN TERRORIST...
STOP TRUMP
STOP FOX NEWS
WE SEE U

>> No.694762 [DELETED]  [View]
File: 108 KB, 600x800, Demagogue-Franz-Poster-FNL-REVISED-01-600x800.jpg [View same] [iqdb] [saucenao] [google]
694762

STOP TRUMP
STOP STORM FRONT
BOTH ARE HATE GROUPS
TRUMP IS AN AMERICAN DOMESTIC TERRORIST

>> No.492787 [View]

>>492478
Lips are unusually thin, like this is a scullery maid who escaped the potato famine but somehow the rest of her face isn't emaciated. You don't have to give her DSLs but her mouth doesn't have to look like an axe wound either.

The columella (the flesh between the nostrils) is typically lower than the nostril wings in non-African ethnic types. It'll also make the nose shadows look more normal; there's too much darkness going on there and the nostrils just get lost in it.

If this character is supposed to be Asian, everything anatomically about her is wrong. She looks Irish, mainly because the distance between columella and upper lip is too long. Lower the columella and the nose itself by a fraction and stop using anime or other video game models as a reference.

Expressions/visemes are decent except for 'O' which needs to round everything out more instead of copying NDT with upper teeth inexplicably moving up vertically. Need to see more variety in degree of eyes open/closed here.

Eyes and brows need to be less robotically symmetrical for expressions like the lip licking face.

Overall looking forward to seeing progress on this.

>> No.487652 [View]

>>487645
>>487631
Oh, and thanks for taking my comment about weightmapping her tits to heart. It shows.

>> No.487645 [View]

>>487631
the thigh muscles should be contracting visibly here, both voluntarily because she's moving herself up and down (quads) and involuntarily because she's enjoying the fucking (abductor magnus). If you synchronize both of those two groups contracting together I will find you and gut you like a fish. Likewise, she's got to be flexing her abs and we barely see any of that.

There better be a good reason her right hand is doing absolutely nothing and remaining frozen.

Her hair looks like it's been starched. I know you're making a game but seriously work on the animation on the right side and the clipping on the left.


Expressions and flushed facial maps are excellent, consider upping the speculars on someone exerting themselves this much.

Curl the toes a bit to 1) get them out of a default pose and 2) reflect how women react to a good hard fucking.

I really, really hope you have a good VA lined up for her with a slightly husky voice. If she doesn't have one, introduce her to cigarettes.

>> No.485671 [View]
File: 81 KB, 488x580, $795.png [View same] [iqdb] [saucenao] [google]
485671

>>485666
>Please, keep them coming
Keep posting WIPs and it's guaranteed.

> Pop Music
> no animation timed to it

did you even see the video

> zbrush
> pretty cheap

I'll do the comedy around here, thanks

>> No.484078 [View]
File: 1.25 MB, 1158x975, update.png [View same] [iqdb] [saucenao] [google]
484078

"And I get a 20% discount on my baby pictures for this, you said?"

Picked a less shitty orange skin color, added top shade to sclera (not easily visible here), wasted time on bump mapping not visible on a christian imageboard.

>> No.482133 [View]

>>482085
Hammer muscle isn't that sharply defined and the palm skin should flatten it out. Thumb joint winkle and knuckle wrinkle don't meet any more than they do on the sides of any other finger. Where the fingers meet the palm, the wrinkle is generally a crisscross of wrinkles. Last joint of the thumb is flattened and by definition the thumb is the fleshiest digit. All of the finger pads need to bulge slightly at the middle, the index finger is better here than the rest.

carpals and veins on the back look good, as do the knuckle wrinkles. wrist bones are exaggerated but w/e

>> No.481868 [View]

>>481843
OH HASHTAG REKT SON YOU ARE THE MASTER BURN CHIEF 0L0L0L0L0L

>> No.481867 [View]
File: 860 KB, 1168x975, r24.png [View same] [iqdb] [saucenao] [google]
481867

>>481721
plugging on forward, eye makeups coming on through

>> No.481866 [View]

>>481839
Teeth look much better. Looks like you finally made the irises larger and dealt with the eye shadows.

Freckles need to be asymmetrical and not grey. Assuming you use Photoshop, paint them on a layer set to color burn and use #bcbcbc as your base color, no darker. Set layer opacity to 56%.

Play with resized pore brushes. It's that dead stupid simple.

>> No.481795 [View]

>>481794
* don't go more than 20 minutes with a new file, not "don't save every 20 minutes regardless"

>> No.481794 [View]

>>481786
>>lose everything because 1 blender dose not have auto save feature

I don't know what's stupider, you never saving or using Steam to install FOSS non-game software.

Don't go more than 20 minutes in any productivity software without saving a file and in general pretend no software has auto-save.

And stop pretending Steam is Windows Apps Store where it's automatically the best way to install any piece of software.

That being said, you should have known by now that closing Blender doesn't prompt you to save the file and never has. It *should*, sure. But it doesn't.

>> No.481793 [View]

>>481441
Go to /s/ and start looking at the amateurs who smile in their pictures.


Upper jaw incisors (i.e. the teeth between the front maxillaries and the canines) are often shorter than the two teeth they flank and the corners are substantially rounder than the maxillaries. This is a huge part of making teeth look natural and not unitooth.

Other normal variations include tilting them slightly inward or if the maxillaries are wide enough, actually translating the incisors back and/or turning them. Again, what you're shooting for is a lighting/sizing variation. Your model is unglamorous, keep her teeth consistent with this.

As the photos on /s/ show, canines are frequently less subtle about their point shape than the generic tooth model has them. Sharpen them.

Your tooth shader is mostly "add grey" where in nature, it's "add yellow/brown/mixture" and it shouldn't be a solid in any case. Coloration away from white is proportional to thickness. Clean the gum coloring off of the teeth and make them a separate material if they aren't already. Since this is going into a Unity game I'll avoid suggesting shader tricks.

The quickest way to check the coloration of the gums is to ask yourself if her vulva could be that color. You've desaturated them too far.

Blend the margins of the eye shadow more if you haven't already.

You've put bumps everywhere except the nose tip. Either make sure that's matte on the specular or reconsider how smooth it is.

The hair part is too profound, even if you plan to paint the scalp brown at that point. You can soften that ridge without compromising the shape.

Actually show us a full render next time so we can see how well the lashes and hair look.

Good work, look forward to you making it big.

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