lovely emoticon you got there m9 '_>'
I've spent too much time on this. I hope I'm done how.
How does it look? I just can't figure out how to make the snow look, well, not flat.
Much better than the last iteration. The teeth look pretty weird for the mouth though.
They look like they're coming from the bottom jaw and he doesn't have any teeth on the top.
I think if you get the teeth right things will fall into place pretty nice, because what you have now is good.
Posted this in the last thread, tried what one anon said, but I'm still having issues.
Basically, I'm making a mug and I'm trying to get rid of this ugly fucking bulging going on near the the handle ends when I apply subsurf. This is the closest I've got to fixing it, but it's still very noticeable. I just want a flat mug wall.
just results in this weird indentation, while also not fixing the bulging
I still don't get what you're trying to do. If you don't want that bulge on a curved surface your only option is to have more topology. Up the polycount. Extruding a circular shape on an already circular shape using just one face is not really a good idea.
So handles fixed, but now my problem is the weird kind of fanning thing going on with the circle in the bottom of the mug. happens whether or not its fille with an ngon or triangles. its a bit hard to see, sorry
Can anyone with substance paint please explain why the ceiling is brown? Same goes for the top of the door frame.
All I did was import the mesh without any materials/textures. Black masked everything needed, and for some reason now I notice each face seems to be influenced by some kind of coloring system either from the shader/lighting or whatever.
So I've only made some minor edits to the hair, and that's really what I want to hear about. I expanded the width so it hopefully frames her face better. But I'm no stylist. I've been anguishing over an appropriate "mom" hair doo for a long time.
And because I know people are going to comment anyways: This face is what resulted after me going over the original over and over addressing issues. So it's kind of face salad, without an actual design. Just features I went over to make each one individually better. I've actually lost site of how I WANT her to look and I'm probably going to need to do a bunch of sketches or w/e
other views to see how the hair frames, or doesnt frame, the face
oh and one more change real quick.
Made the eyes a bit smaller ad adjusted he nose very slightly. Adjacent is the original face.
So, I'm not sure what to do.
I tried modeling a head with the regular smooth/edgeloops/crease method, but I feel that most of the time I am fighting the topology to get the shape I want.
What are the pros and cons of subdivision modeling versus sculpting it in mudbox/Zbrush ? Can't I just send it to mudbox and get what I want intuitively with the sculpting tools ?
Are you baiting or are you for real ? Since when do game engine use subdivisions and creasing.
I only used orthographic screenshots of the front and side to use as reference. Pic related the actual rip
This is, without a doubt, probably one of the greatest things that anyone ever on /3/ has ever made ever.
Ebin bruh, but I'm epik u can't criticize cuz u kno i'm stylin.
Omg kid get gud u skrub nice boxes LOL xD u call that modelling ? Lern anatomy looks like shite worse than PS2 graphics 0/999 kill urself my man
Actual shitting on it would sound something like that
wip in progress, crit appreciated. i ave no idea what im doing.
Been working on some weapon-models, trying to handpaint some textures
noob here, what's the best way of turning this relatively low poly mesh into a high poly one with beveled edges and surface detail etc?
some more poopy wippy
i personally like the creasing workflow + smooth proxy. its non-destructive and you need waaaaaay less subdivisions. might be a tutorial or two on youtube. buts its not the most common method, though its getting popular i think?
The entire house and most of the furniture, including that sideboard with the candlesticks on top.
I even handmade some of the textures, like the drywall and that funky 70s linoleum floor.
Making some interiors for a residential project. Exploring on materials. The client is super hipster so he has some aesthetic goals I have to meet.
So yeah basically just used a subdivided cube and flattened it to get this shape, however its ever so slight square (as in not perfectly circular) how do i achieve a perfectly circular shape like this in blender
select the center point wih a soft selection with a radius equal to the furthest edge and with a selection fall off where the furthst verts have the most control and the closest have 0. Scale it down and the mesh will cross over being perfectly circular.
In any 3D packaged, simply terminate it to a center point, but make sure you have some edge-loops running around the top too. This way you maintain a perfectly cylindrical shape when smoothing, but don't have to try and warp topology like this to be that shape.
Day 1 in Zbrush after watching a Gnomon Workshop quick start tutorial.
I have no idea what I'm doing.
the first time i opened up zBrush, i ended up with some ugly blob monster like this, realised it looked like shit. and played with different brushes until i found out how to make clean shapes.
I don't know why you would even bother sharing this.
Almost finished with the pistol. How do you make stylised wear & tear?
>and how do i do this
Make a cylinder primitive.. it should already have all the edges leading to a single point at the top and bottom. All you need to do is make sure you have an edge-loop running on top of the surface to prevent those triangles from creating any shading issues, since it will force it to be perfectly flat.
>Hexagons are the ultimate futuristic shape
>Mechs are the ultimate futuristic machine
>A mech made entirely out of hexagons
You just gave the part of my brain that likes scifi the orgasm of its life.
texturing the mauler aircraft/motorcycle thing I posted
Background image for a visual novel I'm making. Went for a blend between a more realistic style with some cartoon-ish elements.
Still need to make some objects to be placed on the shelves and some other general detail.
Reskinning a Black Desert body because my source files are made for XNA, which slashes shit up retardedly, and fixing it destroys any resemblance of skinning.
Fuck I hate thigh to pelvis skinning
Trying to make a teen male, but realized the proportions are a little wacky. I'm fairly new to zbrush and used zspheres to create this, but now it's a mesh from adaptive skin. Is there a non-destructive way to fix it?
The red areas look a bit like plastic rather than metal. Other than that it seems fine.
It's cool to see how it looks in 3d, sometimes things like that dont have consistient proportions in anime.
You gonna make it combine?
Just take your move brush and adjust the proportions... Your mesh is just evenly spaced quads, it's no different from a dynamesh. So just dynamesh it after adjusting. When you get to a decent detail level, do a zRemesh and start working with subdivision levels.
I saw this post anon. On it now. Dont give up on me!
Started working on a M82 / M107 hybrid, but I think I went a bit overboard with the polycount.
I'm sitting at 45k faces before the level 2 subdivision is applied. It's not for a game tough, but for an animated short.
The thumb starts the the base of the carpals (pic related) and is somewhat parallel and offset from the hand.
>Grind away at doing the head, actually make a decent one after a bit of forms experimentation in zBrush
>Grind away making decent hands and feet because the ones I'm using are awful
>Now the rest of the body looks wrong
I'm still relatively proud of the progress over the abominations I've made prior, but I really want to get this right and I just can't place what's wrong. I tried reproportioning according to a couple of references, but that made it look even more wrong.
tl;dr, I'd appreciate a redline to let me know where the forms are wrong.
The thoracic cage ought to be better defined, especially under the breasts. The illiac crest and the last ribs ought to stretch the skin a bit in that pose.
The legs seem a bit far apart and the tighs have the same width than the knees on your sculpt.
I'm not sure what's going on with the shoulders. Looks like her pectoralis is going over her deltoids for some reason ?
trying to texture, rig this fella,
made it in sculptris and learning the rest in blender...
used luxrender because
attempting this after following a lengthy tutorial, it has small amount of detail because its only 500k right now,also managed to fuck up my normal map
ill scrape this and move on
dino awhile ago as uni assignment, took about 2 days
I study architecture so 3D isn't really my field but I enjoyed it
Weird underside of the boob from the front view, I'd probably start with that
The shoulders and elbow area is a bit weird as well, if you're on Maya, I'd suggest using the sculpt geometry tool to relax them
not really sure what i'm going to do with this. mostly just practice.
Thanks! It's a spanish ranch house, which was a popular style in 1970s California, Nevada & Arizona.
first animation ever using bones. could be significantly improved once I figure out weight painting.
making assets for a game that I'll probably never make
this looks great you should texture it
How do you guys go about modeling anime/japaense style mechs? It doesn't matter how much time I spend thinking up a concept, It always ends up looking... I don't know the word for it... polygonal? But not in a good way, it looks like too high poly to be low poly, but too low poly to be high poly, and I feel like I could be making a lot more details for this cost.
Just a tip, if you use a curve that follows the round shape of the those "arms" at the top of that bookshelf, you can go to extrude options and make it follow the curve so it will look smoother (unless you wanted that harder look it has). Then you'll just have to reposition a few vertices to make it look gewd.
anyway it looks good.
Its an original concept, I kind of do, I'm really bad at drawing, so I'l scribble a really basic shape and I'll use that as reference. Image related, this is basically all i'm working off.
Have a skull mesh and a face mesh on standby to constantly refer to, and use well aligned side/front orthographic references. There, done.
I did it and the best I can draw is a smiley face.
Hi. First time on this board.
Trying to learn about 3d workflow
Really fucked up the jaw
Use the transpose tool to set up a metric by which you want to measure the entire body. e.g.: 1 head
Average human male is 7.5 heads tall. 1 head from the top of the head to the bottom of the chin. 1 head from the bottom of the chin to the nipple line. 1 head from the nipple line to the belly button. 1 head from the belly button to the bottom of the buttocks/through the testicles. Etc.
Knowing these by heart will help you create a well-proportioned sculpt.
it doesnt look bad, but what's the application? Modelling a face with an expression already on it sabotages its ability to deform into other expressions. If all it's going to make is this expressions and derivatives there of then it works.
What do you guys think about my run-down manga store? It's going to be used as a background for a visual novel, same as >>507291
Need to come up with a lot more clutter to put on the shelves, as well as some other props for the store entrance. Not to mention tweaks to the compositing and lighting.
This has been my struggle actually. I can't draw for shit, and commissioning the backgrounds is out of the question, so I had to resort to 3D.
If you want to take a look on how the characters will look with the backgrounds, you can check this 'preview' screenshot. Chances are it won't be up to your standards though.
The game's name is in the top of the window. Yeah, it's porn.
Bear in mind this definitely not a professional VN. It's being made by mostly me, and the guy who did the CG's and characters sprites. It will also be released for free, although I do plan on setting up a Patreon campaign for it later on. So, if everything goes well, I will be able to scrap these 3D backgrounds and have some proper ones made.
For that purpose, it looks alright. If anything, you can take credit for the backgrounds looking the most solid part of the presentation. There isn't really anything wrong with the backgrounds as-is, I just wanted to see if there was some way you could blend things together a bit better.
Thanks bruv. Here you go. It's pretty basic and I'm probably gonna add some more accuracy when I get around to baking a low poly.
Also thought I'd share this cool script I just wrote. It automatically adds a texture map, unwraps, and lets you start painting on your model. The materials are setup for diffuse only in cycles.
(Make sure you have a "\\Textures\TexturePaints\" directory relative to your blend file. I didnt add failsafes for this.)
mat = bpy.data.materials.new(name="TexturePaint")
image = bpy.data.images.new("TexturePaint", 1024, 1024)
ob = bpy.context.active_object
mat.use_nodes = True
nodes = mat.node_tree.nodes
diffuse = nodes.get("Diffuse BSDF")
nodeTexture = nodes.new(type='ShaderNodeTexImage')
links = mat.node_tree.links
nodeTexture.image = image
nodeTexture.location = 0,0
image.use_alpha = True
image.alpha_mode = 'STRAIGHT'
image.filepath_raw = "//Textures/TexturePaints/TexImg" + ob.name + ".png"
image.file_format = 'PNG'
First attempt at modelling a female body from the ground up.
Is it just me or smooth proxy / turbo smooth whatever is a way of the past to create human morphology ?
The fact that the actual topology determines the shape is extremely limiting, I find. Or is it just me ? I don't see how I can further work on this model without taking it to Mudbox/Zbrush. My hands are tied by where the edgeloops go.
But in general, do you know if there is a consensus whether it's just better to sculpt the bulging muscles / bones or to stick to modelling with edgeloops. Is there a way that is arguably better than the other ?
you use the one that creates the best results in the fastest amount of time. The pitfalls of sculpting are being really torn down and it is very fast to make a finished product. If I'm being honest the only reason I still box model is because thats how I originally learned and I'm just comfortable with it.
I am still very vexed about the design of the face. It has all the part I want but it just doesn't look like what I'm looking for. And I'm not really sure what I'm looking for.
Maybe that "milfiness" I'm trying to capture is in expression and this face has none.
I thought it would be like a static female bust or maybe a semi-erotic pose if I get the body done.
Anyway, for now I'm just basing off some features from Sooyoung to capture the likeness of the eyes and smile and stuff
Did you honestly believe that the boobs are fused because I thought that's how they were supposed to be?
I ask for critique of hair I get critiques of face. I ask for technical help I get design criticisms. I ask for design criticisms and I get you.
The one thing really distracting me is how bloodshot her eyes are.
Also, her nose has very defined edges, but it could just be the style. Tough, the nostrils merge right back into the face. Usually there's a little strip or at least it merges back in more smoothly.
The bridge of the nose could be more smooth as well when meeting with the frontal bone.
When I was going through the face references, I decided to add the nose and face in general some characteristics with small definitions and lines. Some of the facial features are very geometrically defined like the meat on Biels nose and lines around her mouth. Same thing with Adriana Lima. So I'm kinda playing around with her face meat to experiment.
You're right about the nostrills though, I should play with it in the next post. What do you think about the eyebrows ?
first model finished with quixel's suite. I didn't use any smart materials but I did use preset materials and masks
I made a turntable if that makes it easier to critique.
Updated my background CG thing.
Added a few more objects, better compositing, and some filtering in Photoshop. Doesn't look that bad in-game.
drafted the body out today but struggled, need to fix anatomy badly but time to sleep now
certainly a lot cleaner than my attempt lol
You know you're derision, disguised as life advice, is more correct than you meant it to be. I knew that if I left that part of the mesh in frame it would simply be too much for the majority of /3/ users to handle and I left it in anyways because I was lazy. And then I went ahead and validated a shit post by responding to it and that was wrong. As someone who is not a complete moron I should have held myself to a higher standard. I am sorry.
Anyways: I am inviting the easiest and lowest brow form of critique thay can still be considered a critique. Subjective design. The face isn't invoking the character I want it to and I've simply been looking at it for too long to be able to see the big picture. I think obviously the cheek bones are too pronounced and she kinda looks like a woman whose had too much plastic surgery, but aside from what is wrong, what should I do instead that is right?
So why not invest in one? You can get a cheap Wacom Bamboo series for <$100, they have 1024 sensitivity levels these days which is more than enough for anyone. My preference is the CTH661 if you can still find one. It's like with each new series the reduced the amount of hotkeys on the cheaper series... It's stupid.
Nah, the DPI is the same pretty much. It's not too hard to switch up because your mind quickly adapts to the rate the cursor moves, and all the other muscle memory still comes into play.
The medium size, like the CTH661 basically have the active surface area of a regular sheet of printer paper, so it's decently big. Just check out the "active area" dimensions of ones you're interested in and compare it to what the size your school tablets are.
Looks like they are pretty much discontinued.
The cheapest currently tablet sold I can find is 199$ (There's an intuos at 79$, but its called a "draw" tablet so I guess there's no pressure sensitivity. And then there's the comic series. Jesus they have to be trying to be as confusing as possible).
The forehead looks a bit small. Also, there's a ridge for where the temporalis muscle comes down trough the zygomatic arch to the mandible. i.e. the forehead is short/too round.
The cheekbone (Zygomatic process) ought to be under the eyes laterally, and nowhere nearly as far forward.
Did she use to have an eye in between her eyebrows ? There's no need for a depression there.
Lips don't curl up on themselves unless they were inflated.
The rear part of the jaw inserts in the cranium before the ear.
I wonder what the head looks without the hair mesh, because that forehead isn't going anywhere.
Start with that, and remember that constantly referring to anatomically accurate material (pictures/drawing/mesh) is the key. Even if you are drawing a cartoon-ish face.
Oh I kinda pushed the cranial area inside so hair doesn't show any clipping. Otherwise different pieces of hair will show up when they're swinging around, especially if I get to simulate the hair or something.
Gotta add some more dirt and debris on top of the plane, smash the windows properly, add some rust, and finish retopoing some of the little stuff I missed. Once that's done, I'll build some different foliage
fuck im tired.
Isn't it weird that the wings are still flawless? Since its a tiny meadow in the middle of the forest, it clearly hasn't been brought there, and if the landing was horrible enough to rip the front to shreds you'd think it'd to something to at least one of the wings.
furfagging around... experimenting with longer hairdos this time
That anon is clearly attempting to troll with that pig nose and general ugliness but really he's just trolling himself. Anon set up some baby level physics in a unity webm and is really proud of it for some reason, too.
I've been in both threads and I'm glad he put boob physics in there, /aco/ loved it too. He should have kept the big boobs though.
It's so nice to have no autists like you around /aco/.
>posting on multiple boards this failure
>READING multiple boards about this failure
What's the best way to approach complex gun modelling? A simple m16/m4/ak or 9mm pistol is easy symmetry stuff with everything lined up. What about certain sci fi assets that involve curves into all 3 axis? Like a forward motion (x), left leaning (y) downward (z) cylinder that merges into regular gun anatomy all on one part?
Trying to remember everything I did.
Cheekbones are recessed a lot
After looking at some material that captures the look I wanted I narrowed the mouth considerably. And then did various minor adjustments to the lips to compensate.
I took the entire front lower portion of the face (surgical mask) and recessed it.
The lobule of the nose was pulled out and repositioned slightly, but I may have undone it. I can't remember.
Some minor tweaks under the chin to accommodate the new structure.
Some 2D mockups of possible adjustments. I really like A1 but it makes the face too young. I'll have to put a pin in that for a new character.
Maybe A3 is an improvement? It's just the alteration I like the best, but I dont know if I like it more than the original. Re-proportioning the features of the face was the first thing I did when I began redoing the face. So that's already in its advanced stages.
forehead/brow, eyes/nose, and lips/chin are all 1/3 of her face. At least I made them that way to start and then adjusted from that for design reasons.
Basing this off of Sunless Sea.
I'm trying to figure out how to make the smoke more natural and also give the whole picture a bit more color because right now its just dark and green.
Trying simple particle stuff. Aiming for desktop wallpaper compatibility.
I don't post here very often, mostly just a lurker. Been trying to work on my speed, I used a male bust base mesh and finished this in 4H 51M.
im making a porn animation but i am not liking how its looking, can someone help
Looks great but the eyes look like they're made of skin and there's something weird going on near the outer part of her eyebrows.
The zygomatic arch / temporalis muscle ought to shape that part of the face differently.
This wip thread is looking really fuggin good, aye.
I don't have much to show but this, because I redid some parts and have to weight her rig properly again.
That's hot, mang. But for the animation, I'm not a fan of how when she raises her hand, the front looks like it gets stuck and then moves up. I understand the motion you're going for but the part where her hand is facing down needs to have less tilt and be shorter.
Cute skelington. Widowmaker has REALLY friggin long legs, though and slightly longer arms than your model. Though I'm not sure if it was intentional to give her more realistic proportions. But man you recreated her face well!
This is what I made in the holidays.
Its called The Roost Café on Sketchfab
I just based the face on her, the body has the proportion of an actual human. That of Aneta to be exact
I made something nasty...
Its part of some background "decoration".
Finally back on this again, had some problems with the projection but its better now
Just for double check I made a quick set up, it fits as how I intended
Love the style of the environment, got a page where you post your work?
The mesh is looking pretty good so far, the nose needs some work I think though. Can't wait to see some texture on that hair.
2spoopy Widow skeleton bro
The fuck does this even mean?
If that's what you think looks like a pig nose, I'm afraid to see what you can even model.
Interesting animation, liking how you got the foreskin to work lol. The hand/arm stroking could use some work to look more fluid
The problem is that the humerus is rolled forward, That is not a relaxed stance since the pectoralis would have to be under tension, as well as a plethora of antagonist muscles.
Imagine raising your forearm like this. In a normal T-pose at 45 degrees, it should come up with no obstruction up to the shoulder.
The way the humerus rolls forward in its socket at the scapula would make it spank its bum in your model.
The accretion disk needs work, and I couldn't get it to bend as much as I wanted. Still, it was a fun project.
Shitty resolution because this took forever to render.
Of course he didn't. Arch viz is primitives / download models -> texture -> render with settings you found on the internet
No art involved whatsoever. But the deluded amongst you will think there is.
Those trees are straight from evermotion vol 58. The grass is all me.
The client requires the brick to be as smooth as possible so the mortar and the brick are even, but yeah maybe it needs more bump.
I am no artist and never claimed to be one you faggot. This is my business.
mm the backface toon lines really don't look good. Is this real time or prerendered? If it's pre-rendered you should look into alternative toon lines. If it's going to be in a game try you might want to drop the lines or find some kind of alternative shader.
Especially when it clips and the lines disappear anyways.
more progress. I think I wanna change this to a desert or something more dry.
I'm sure it'll get handy when I'll have to make blendshapes of a raised arm, where both the pectoralis and the lattisimus dorsi come into play to define the armpit.
Or the way the ischium protrude on the butt when lifting a knee/walking on all four.
In any case it's interesting, I'm having fun.
ay mang that animation is pretty good
only thing is id have the the stroking be one continuous motion, the pause makes it seem a bit unnatural, even if the pause is animated and eased in and out well.
working on an italian light tank. this is my first real project from studying the WOT models and modeling to the same LOD.
Looks really good, characters were done pretty nicely, except they butchered Neith's face
And really, it was just plain boring and fucking weird, it felt too similar to LoL's, I mean even LoL's did it better, as much as I fucking hate LoLfags
Like seriously, what's up with the random expressions they keep making and the bunch of shots focusing on it, when it means nothing? The cuts were weird and the timing in general was like a sine-wave roller-coaster, and executed shittily
The short by itself is only held up by how pretty it is, aside from that, it's fucking garbage
Can't polish a turd and what not
It's suffering to be a SMITEfag
I'm getting pretty close to calling this not a work in progress anymore, but I'm curious to see what /3/ thinks.
I'm trying my best to mimic Borderlands. What do you guys think I could do to push this further?
Created this a while ago for practicing hair sculpt, anatomy and cloth sim. It's my second character created so far and maybe i'll animate it too
HEY /3/ I LEARNED HOW TO CHEAT ON DOING TEXTURES!
YOU KNOW WHAT THIS MEANS
I'LL FINALLY FINISH THAT FUCKING WALKING TANK I'VE BEEN PUTTING OFF FOR THE LAST 5 MONTHS!
also r8 pls, I did it based off of this tutorial:
Next Face. This Guy is still alive in contrast to the last one.
1 hour model/sculpt from basemesh. (Helmet was already finished)
5 hours textures because Photoshop 2015 sucks and crashed. I had to do some parts twice. In the end i took Gimp because it was more stable.
ok, i've laid basic textures and rigged this, still need some detail, and weapons and animation, tomorrow i'll have something else to show
hopefully when its done we can see it side by side with the world of tanks light tanks and compare the quality
>why not simply close it with tris?
Because its messy, its a good practice to always go with either one or the other, never both.
>and who the hell cares about ngons on flat surface?
Who the hell cares about trigger discipline and safety switch on an empty gun? Who the hell cares about a safety valve when the gas is off? Who the hell cares about hand break when the car is parked on a flat surface?
Just because it doesn't have any apparent effect at the moment, it doesn't mean you shouldn't discipline yourself to do it anyway.
here, i've done a couple of animations and finished the textures
making a random/abstract sphere image for my new facebook page, just a test render for now
Ok, this is it, what do you guys think?
this is pretty neat man, do you have more?
finally decided to make a working male.
Made the head a while ago. Made the body this morning. Touched up the head to match the new body. I'm thinking about redoing the whole head. The sides of the head are too blocky.
think we need a new thread
still trying to figure out what to do with her. but also need to fix up anatomy
you're right. i tried to fix it a little this morning. ufff... shes going to be covered up yet i cant proceed unless i get the base right!
Coming back to this, looking at it on my desktop, strangely I realize this is probably the best wallpaper I've ever had.
You did good here my man. Those colors, that crispness at the center of it, those shapes. perfect.
Thoughts? First attempt at something like this. Still a WIP.
Did you have any criticism to contribute.. ?
Here's another of my irons in the fire. Alien Blaster from Fallout 4.
working on some shaders for a short college film, any tips? Maya and Renderman
heres another update on my L6 40 tankette.
you need to set shading to smooth and split the individual flat sections.
>Did you have any criticism to contribute.. ?
Wow, you're a massive passive aggressive faggot, how about that?
You want criticism? Give up, if the best you can do is a cylinder a day, you might wanna go shovel shit or fuck your sister, you know, something closer to the level of your capabilities.