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WIP thread is kill once again previous thread: >>530695

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Thread replies: 349
Thread images: 151

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WIP thread is kill once again

previous thread:
>>530695

new thread here

post yer shit or git out
>>
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Learning how-to 3D-design.
This done in Blender + PS5 (fake lights)
Suggestions very welcome!!
>>
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Posting once again for feedback. Might redo the texture one more time, but this is pretty much what the final product will be (unless you guys tell me its shit)
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>>532209
371.3 gb
>>is 868 kb big
>>
the thread is not kill, also the bump limit isnt reached
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>>532219
>What is a screenshot?
>>
>>532219
Lurk more
>>
Posting again because I can. I loved modelling this.

Currently modeling The Thing and hating it. The Thing silhouette is too simple, It's hard to stylize him like I did with the Invisible Girl.
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>>532240
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Also didi Ugu (~uguuu), the Neolithic, one of the Mole Man monsters.
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>>532220
Bump limit is 300 senpai
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>>532240
Starting to look decent.
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from the last thread
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>>532295
Is that the symbol from dreamfall?
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>>532301
This looks horrible. It may look less horrible if you remove the tri outlines.
>>
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>>532213
Looking good for a low poly. The green might be a tiny bit dark. Also, the canopy columns are the same color of the aircraft. Make some panels lighter or darker than the others and it'll look perfect.
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>>532314
Thanks for the tips, i think the dark color might just be the render, it came out a bit darker than i had intended
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>>532312
as they are in the image right below of it,
>>532299
>>
>>532314
What does the wire from the rod on the cockpit to the tail do?
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>>532338
Could be wrong but i believe it is a radio antennae
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Send help
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>>532213
>>532314
Attempt 3

Not much of a difference, but i still its somewhat of an improvement
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>>532454
I like what's going on with the shape of his head
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I'm a scrub
Currently working on a low-poly chess set to 3D print for funs.
Is my knight too skinny?
>>
>>532463
Id say fatten the neck up a bit more... why lowpoly? Just for the style? If youre gonna do lowpoly id say stylize it a bit maybe something like pic related, right now it just looms pretty undefined
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>>532209
So far... Yes, my first character sculpt. From a somewhat obscure SNES game.
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>>532465
Lowpoly because I'm a newb shitter
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>>532466
Did he shit himself?
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>>532479
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Liking Arnold so far.
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>>532494
?

every rendererer can do this lol
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>>532516
They just do it without the noise lmao
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>>532517
Name me one GI renderer which does not produce noise when the samples amount is too low.
You can't because you are a fucking idiot and there is none.
>>
>>532519
do your homework bro.
fucking arnold testversion maya gon get rekt bb thx
>>
>>532454
Not too bad, but srsly get your reference images right and you gon b gud with the sculpt tool "grab"
>>
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I was posting this here and clicked on other thread as well and it got post d there.
> srry for double posting shit around :v I'm an autist (really)

I'm planning to make relatively similar chaacter either cyborg/android with some partial mechanical limbs or making her with organic tentacles from her back, which I'll try to animate if I'll like it that much )) so which should I do?
>>
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>>532519
Mitsuba renderer :^)
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>>532479

Like the hair how did you go it?
>>
I'll probably sculpt the scarf in zbrush. Idk how to even start on the head proper, same with the scarf tail. Oh well, at least its almost done. Sitting north of 13k quads and 16k tris (those were values before adding the helmet and visor)
>>
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My megaman so far
Critique
(I know the face is shit)
Just slapped that part together because he has a helmet the covers most of it.
>>
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best 2hu comin' through!
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>>532456
One last post. Went into better detail with the wear and tear. How does it look with normal map?

>>532494
I like the gemoetry

>>532586
is it 2D?
>>
>>532705
It looks fairly nice, good job!

[spoiler]But it needs more rust[/spoiler]
>>
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>>532707
I agree that there wasnt enough color difference, so i fleshed out the chipped paint to break up the monotony. didnt want to go too crazy with it tho
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>>532586
It's kinda strange seeng him without hos helm or his hair. you know he has hair do you ?
+ I think he looks tall
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having a go at making some hand painted stuff but it does not look "sharp" enough. is there any way to solve this or just generally make it look better?
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>>532715
Post the map, senpai, I might be able able to help you out
>>
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>>532743
UV is fucked in a couple of spots but i made it work
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>>532707
>But it needs more rust

Rust seems unlikely, since the plane was mostly made of an aluminium-copper alloy. However it was apparently vulnerable to corrosion (which seems odd for an alloy of two metals which really aren't) and the resulting oxide was a dark brown-black which would look a bit like rust.

However, that just brings us to the rather apparent flaw in weathering this thing. The Japanese were aware of how quickly the plane would corrode if left exposed to the elements, so they were pretty careful about keeping them painted. It's extremely unlikely one would be allowed to develop a significant amount of chipping.

More likely sources of weathering would be uneven paint from fresh coats being applied over chipped areas contrasted with older sun-faded parts. Also, the paint wasn't terribly consistent in colour anyway, so different batches would always be slightly different.

Another source fora bit of visual interest is soot from the engine and guns and oil or hydraulic fluid leaking from pretty much anywhere.
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>>532752
So is what i have a decent amount? I tried getting the streaks of black smoke on the guns and the front of the fuselage
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>>532752
some men just want to watch the world learn
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>>532750
Here you go anon. I'll have the .psd open for about a day so I'll make some changes if you want
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>>532752
>>532822
This man also speaks truth
Some other spots would be where ground crew would operate and where parts would frequently move (ex; engine cowling, cowling flaps, wing areas around the aileron and flaps, canopy, and landing gears)
>>
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Try to guess who I attempted to sculpt
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>>532705
no he is 2d i just turned on consistent colors to hide his shit polys right now
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>>532723
he looks tall in the show
and the hair would interfere with the helmet so only hair on the back of his head
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>>532824
Ellen Page?
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>>532822
Not bad! do you mind if i just try to imitate? 1. id rather learn from actually doing it myself and 2. i also still have the xcf file with all the layers, so i can mess with order and opacity and whatnot

what did you do to get that grainy, grimey look? im assuming you used a filter over the whole image seeing as its, well.. over the whole image.

heres your texture over the model
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>>532831
not him but if you're in photoshop you can just take a picture of "grime" off google images. Desaturate the entire layer and then set its blend style to overlay. Boom, free detail.
>>
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>>532831
huh
I didnt think itd look that good, lol. Yeah, you can try to imitate it. Although the paint chipping on the wing could use a better position
For the grunge, I literally went on google and searched up a grunge texture, did a black color selection and erased it a few times, then added a color overlay.
For the panels, I redrew them with a 1 px brush and added a black outer glow, then set the opacity of that layer to 50%
For the smoke behind the cowling and the gunsmoke, I just used the smudge tool in photoshop
And for the paint chips,I just used a 1px brush, and marked the areas I mentioned in this post >>532823 , and for the rivets, I did the same thing with brush stroke separation.

and @pic related, yes, im rendering on a potato
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>>532833
>>532834
Thanks!

and yeah the rest of your methods were basically exactly how I did the panels, paint chips, smoke, etc. i think with better positioning and the grunge overlay ill have it perfect
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>>532836
Also focus on the color, the original green you used was a bit dark and really saturated. Also the underside tone (the beige areas on the skin I made) was almost white. Good luck on your other stuff (assuming you'll be making the full line, hellcats, corsairs, 'stangs, etc)
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>>532838
thanks! yep got about 15 others all modeled ready for texturing.

nice stuff btw
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>>532736
Increase the texture resolution/paint at a higher resolution.

2048x2048 or 4096x4096 if you really want to go big.
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>>532843
>This kills the lowpoly
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>>532838
looks like shit
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>>532844
Not in his case.
He just wants that hand painted look.

You can still go low poly and have crispy clean lines from high res textures.
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>>532845
Yes cause it's low poly and I haven't textured it yet.
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>>532827
Is not*
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>>532829
correct. I bet the forehead tipped you off
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>>532824

>>532829


Doesn't look like her at all in the end but fuck it, next
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C'mon /3/, both the discord and the board are dead.

post your stuff
>>
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>>532995
alright.


Right now I'm building the administrations office for my university. They want a full representation of the business and engineering center in unity so prospective students can take a virtual tour through the building.

This building is 4 stories and all I have to go off of is the original cad floor plan. I'm the only one who can into 3d in the entire college and all they fucking pay me is $7.30 minimum wage. It will make a nice resume filler, though. I'm not even an art or arch major, I'm in CS and CIS...

This shit is taking so god damn long. I'm not a pro or anything and this screenshot took me something like a cumulative 16 hours to do. Trying to get the scale right is literally killing me.
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>>533006
Are you going by feel or you have measurements ?

Also, "it will look nice on your resume" should be a red flag
>>
>>533006
At the rate your post makes it sound, you plan on finishing this after graduation? This will only look good on your resume if you can make it look as nice as you reference pic. You make it look like anything on the right and all you have going for yourself is

>can move verts
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>>533006

would getting them to buy photogrammetry software and then cleaning up the result of that so that its usable be feasible?

never used photogrammetry so i might be talking out of my ass here, but it's probably something to look into if you want it done quicker.
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>>533016

photogrammetry usually looks like ass and still needs a lot of cleanup.

But to get the scale right it could useful
>>
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>>533008
I'm mainly going by feel. All I have to go from is the floor plan from the original cad file. In hindsight I should probably be walking around with a tape measure or something.

I wasn't actually told the resume thing when I volunteered for the project. I mainly took it because I like doing this kind of stuff, then they offered to pay me the normal student worker wage. I may have misled you. The "look good on the resume" part is my own thought on it.

I'm eventually going to implement some kind of ai system for people walking around the building and whatnot. I've also been pushing for them to buy me an htc vive so I can implement VR to the unity project. I will be allowed to use this as my senior project as well for both of my majors, so the only real thing I can complain about is the pay.

>>533013
I'm planning on finishing it up before graduation actually. I am going into my fourth year, but it'll be about 1.5 to 2 more years until I actually graduate because of the double major.
>look like anything on the right
This is only a WIP. That isn't the finished thing, mate.
It's not just going to be a model either. I'm not quite foolish enough to think moving verts will mean anything for my degree.

>>533016
This sounds like a good idea, but I haven't really been able to look too deeply into it for lack of time.

here's a room that's more on the finished side.
>>
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Unwrapping some bullshit today for high to low baking. Fucking kill me already.
>>
>>533020
Anon, that's not that bad. Couldn't you have just unwrapped one side and gotten both halves? Moved the top uvs off the bottom ones and had separate unique UVs for the entirety of the bottom?

Top half could have just had floaters for the squares. I assume they are floaters though? Just a pelt on the cylinders and boom, it's done.
>>
>>533018
Those chairs make me mad, but keep it up.
>>
>>533024
Yeah, that's what I'm doing, there's just a lot of these assets and I've run into a ton of issues I've never had before. I'm still relatively new to game asset work flow, so it's still a bit of a painful process to get the bakes to look good.
>>
>>533026
Keep it up bro. You're gonna make it.
>>
>>533025
same, but I was worried about polycount because they are in nearly every room in the building.
>>
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WIP Portfolio work (high poly screenshot).
Low poly assets have been unwrapped and baked, just need to texture.
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>>533018
Don't forget to hide memes in it so that future generations will roll their eyes at ancient memes hidden in the software that hasn't been upgraded since they paid you slave wages to build it.
>>
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>>532454
The nightmare continues

Eventually I will fully bumble my way through my first model
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>>533049
i already have baneposting all over the thing.
>>
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>>532209
Just some random practice with zbrush
>>
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boobs of steel
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Working on low poly/hand painted assets for a game. does anyone know of free software that can make trees easily in this style? I want to hand draw the textures for leaves bark etc myself.
>>
>>533126
to clarify, the ones in the screenshot I made by hand, but I'd prefer the leaves to be more 'procedural'
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>>533127

*cgpeers->speedtree.get();
>>
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Trying out different hair styles

>>533078
Pretty good.

Mouth might be a tad too low and small.
>>
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>>532494
Worked a bit more on the entrance, now for that rose window and the statues. What do you guys think ?
>>
>>533166

I think it reminds me of the cathedral portal I was working on whose file got corrupted.
>>
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>>532295
>>532305
yes, i love the story its like game of thrones meets every generic sci fi movie ever

>>532736
i really like the ps1 look keep at it
>>
>>532338
It turns the flaps
>>
>>533173
Sure its not a radio antenna ?

Would be the only reason to hang a wire outside of the metal frame of the plane, to avoid interference.
>>
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>>532213
>>532314
>>532456

Heck I did the same plane a few months back
>>
>>533180
Why is everyone doing Zeros and Mustangs
>>
>>533182
Because Zero was the most beautiful plane of WW2 along with the spitfire and the dauntless

Don't know why the Mustang is so appealing though
>>
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>>533184
>beautiful
More like graceful
Merlin and some griffon spitfires were sexy tho. The P51s appeal is more to do with reputation.
Fiat g55 master race
>>
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>>533187
A time where cars and other vehicles actually had cool looks, unlike today
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>>533190

fuck off
>>
>>533182
> i haven't even started yet.
I plan to do an Zero too, but i am just too slow and have other vehicles to do first.
>>
>>533192
F15s are fine. Up until the 80s, most jet fighters were in par with WW2 propeller-planes in terms of look

It all changed with the F22 and the F35. The F22 was simply ok and the F35 was a bit weird.

Soon we'll be stuck with ugly drones and such.

I don't model ugly aircraft
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>>533211

What about the rafale
>>
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>>533140

and here's the mother
>>
>>533211
I like the A-10. That fucking BRRRRRRRRRR-BRRRRRRRR of its gun is the most satisfying sound ever.

I also like the F-22.
I used to live on an Air Force base, and it was awesome seeing them fly around every day.
>>
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Stepping up into large objects and decided to go with some kind of future transport vehicle. I have no idea what I'm doing or know how engineering works.
>>
>>532301
Holy tri's, batman
>>
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>>533180
>>533184
Just finished texturing ll of my IJN aircraft. D3A bomber, Zero, B5N2 torpedo bomber (in clockwise rotation).

Lemme know how im doin so far fellas
>>
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How do you guys learn to texture?

I can somewhat UV and model, but have no clue how to texture. I'm going for a handpainted look.

Maybe I should just learn substance painter and quixel.

I do know how to normal map.
>>
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>>532209
>I'm doing my first sculpt, how am I going?
I started and it kinda looked like seth from SF IV
and I mained him in IV, so why not I'll make a fanart of Seth as mu first sculpt

here is Seth if you wonder (Link), http://www.fightersgeneration.com/characters4/seth-sf4s.jpg
and maybe I'll make mod of him in SF V at some time
>>
>>533356
Learn Substance Painter and watch every Painter video on their You-tube page.
Learn the basics of PBR shading, what colors to use and when.
If you keep at it for a month or 2, you'll see yourself become better.
Its no rocket science, you could do it.
>>
>>533357
I would say it gets interesting when you have made 200 sculpts.
Can you do it?
>>
>>533358

Okay, I might try that.

The thing is quickness. Like is Substance painter quicker than handpainting textures?

I might just bite the bullet and do substance painter anyway.

I will look on gumroad for some decent substance painter tutorials.
>>
>>533359
I'm kinda aiming for animation but learning to model first and general 3d, then decided to mix zbrush with it, and loved this, it's kinda smooth )) I think I'll do it
(I really love texturing BTW)
>>
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Making an alien bust. Thoughts and suggestions are appreciated!
>>
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>>533390
It looks like a insectoid peaceful monk creature, because it's head is kinda shaped like an ant's head (which for me is kinda peaceful buddy)
make it more aggressive

here I sculpted some more detail on my first sculpt/fanart

any thoughts how to improve, tomorrow I'll add arms etc..
>>
>>533260
Just look up different types of aircraft and borrow from them, whichever seems to make sense or just look cool.
>>
>>533178
>taking the bait
Don't listen to these fags anon. Half of them don't know the shit they're modeling.
>>
>>533190
Cold war jets are pretty sex desu.
The golden age for car aesthetics would probably be late 60s-70s
>>
>>533190

>21th c
>>
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Box modelled this in a few days. Attempted to make a face in max resulted in very scary results. Have been trying to make a face in zbrush with no success, but I'll keep trying. Want to finish the face, hair, and bandana before I work on sculpting details into the body
>>
>>533414
google: facial muscular anatomy, and sculpt by following it, you'll get results

I sculpted my first sculpt yesterday(I started it day before) and I kinda started with skeleton structure, then layered muscles, then skin, my sculpt is few posts up (Seth fanart). without thinking about anatomy it's impossible either to medel or sculpt. so follow anatomy if you'll layer everything as much precision as you can, head will take head shape by it's own.
>>
File: chur.png (2MB, 1920x1080px) Image search: [Google]
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C&C always apreciated
>>
>>533427
ehyththewhythewhyWHYTHE RIGHTSIIIDE DKFSHFIDSFSIDFJJ AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
>>
>>533427
Anon, are you alright?
>>
>>533390
Lovely.
Would bang.
>>
File: Untitled-1.png (178KB, 1315x529px) Image search: [Google]
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My first real project for character reaction.
This is early stages of Evangelion Unit 01. Probably 4 hours of work so far, but I'm still learning.

Basically just the outer armor right now, low poly.

I just found out about the soft select tool which made things much easier.
>>
>>533439
>character reaction
creation*
>>
>>533439
Enable VP 2.0 ssao and AA, and add some lights. Can't tell wtf i'm looking at unless i stare at it for a minute.
>>
>>533423
Thanks for the suggestion, will give it a shot when I have enough time to start a sculpt.
>>
>>533396

Make his face wider. Make him wider in general really. Bump up the test
>>
File: tmp_1955-WIP1031041493.png (245KB, 2560x1440px) Image search: [Google]
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My second project, learning 3ds off of tutorials.
>>
>>533396

That anatomy is bad. If you are aiming for animation I would just not bother learning to 3d model characters.

Animation is tricky enough.

You need to focus and do one thing, not do 20 things at once and get distracted by zbrush.

The anatomy is too bad to critique. The muscles of the pec insert into your arm. The middle of the pecs do not make sense. The abs make no sense.

The face is too high res and not clean enough.
>>
File: laserPistol2.jpg (60KB, 1137x843px) Image search: [Google]
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Some major parts and details are still missing, but here you go
>>
File: SFIV Seth.jpg (344KB, 1280x1024px) Image search: [Google]
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>>533465
>>533465
>Anatomy is bad

Anon, that's how seth looks though.
If anything, blame Capcom, because he's spot on.
>>
File: 2343164-24_sethm.jpg (155KB, 786x1100px) Image search: [Google]
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>>533465
Not the original poster. But this is what Seth looks like and might explain your confusion
>>
>>533472
his mesh still needs alot of cleaning up
also he used that silver matcap, let us see it with red wax
>>
File: Seth_1.jpg (61KB, 1151x795px) Image search: [Google]
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>>533473
FYI I'm going for fanart of a heavily stylized Street Fighter character (and they are fucking exaggerated)

I just projected on to subdivision model from dynamesh and some detail is lost BTW
>>
File: Seth_2.jpg (83KB, 1361x830px) Image search: [Google]
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I + I added hands and they need some enlargements
>>
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I must make his shoulders way bigger, and hands are just added, I'll enlarge palms 1,5 x and maybe whole hands and of course muscles are way small and hands in general

PS I have not started to do it according to anatomy book, I'm gonna use it when I'll give overall shape :v

I think I'll go with this costume http://static.giantbomb.com/uploads/original/0/26/882010-seth_004.jpg
>>
>>533390
i like it
i would add some anatomical structure to the neck and bring in eyelids and maybe non black eyes
>>
>>533475
>>533476

This is your first sculpt? Really impressive.
>>
>>533476
>>533475
>>533474
few things

>torso is too wide, arms should be closer unless he is a fucking brute, if does inflate the shoulders
>muscle tissue should be seamless, still look like massive buldges of muscle. id suggest smooth out corners of some muscles to make it more seamless
>ears still require work, they are too thinned out and lack features

i do like the face however
>>
>>533390
Variant one, messing about.

>>533437
haha, Yay or nay to the tits?
>>533477
I like the black eyes, I will experiment though. How does this look neck wise?


>>533476
>>
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>>533484
Whoops forgot the pic.
>>
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>>533484
>>533485
Concept 2 for the body
>>
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>>533486
i mean adding some complexity to the eyes, maybe sideways eyelids, maybe not

for the neck and chest i would first simplify the forms and define the start and ends of the muscle groups better, i would round up the back of the scull and cit in the lips much more to indicate an opening better

as for body, i would go with up[per one but remove the breast or made them very tiny and instead focus on the ribccage shape
>>
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>>533390
dank alien
A bit minimalist, but every curve matters, nice to look at and not over crowded. I think it could use more character, but I'd definitely enjoy any direction you continue in.
>>533396
idk what shit anons are spewing about anatomy, the enlarged bone structure in the torso suggests a warrior type alien, the reptilian features complement it, has a thicc look, a bit sad its only a bust.
>>532525
tentacles would be too lewd man
>>
>>533484
Hmm. Tough choice.

I do into the tits, but Concept 2 has some interesting features as well.
>>
>>533480
TY, yeah agreed his shokders should be inflated, because he's a fucking brute..
I'll add more tissue between muscles, ty anon for critics and suggestions, for me everything helps!

>>533478
TY man, indeed it's the first sculpt of mine

>>533507
Ty anon, He's not alien though, he's genetically modified human/android, and he should be that big, he's the final Boss of Streer Fighter IV.
>about that second character, It's also mine, I started learning Zbrush to make these tentacles )) so it's coming after I finish Seth fanart, because I think doing original characters is way satisfying and cool than making of Fanarts ))
>>
>>533485
damn!! these boobs are 10/10 man )) I talled you to make it more agressive, now I'm really liking it.. she kinda reminds me of ornefix. go with #1 but the body needs something to slightly look more alien, (btw I'm not saying this because of "beeeewbs" it really looks awesome). looking forward to when you'll add limbs to her,
>>
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first interior scene took fucking ages to line that damned reference photo up
>>
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How's the topology for a low-poly body? I want to animate it.
>>
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>>533532
>>
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I just spent the last few hours rigging and setting up my first ever rig and shape keys...

I am fucking elated that this one hip shape key actually deforms properly.

I'll need to reward myself, this is a fucking milestone for me. Might be trivial shit to others but this is literally the first time I'm posing anything.
>>
>>533581
Does your character have butt implants?
>>
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First time posting here.
First time making nonlinear model.
>>
>>533582
Huh. Never really noticed that before.

Time to flatten the butt a little.
>>
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>>533020
There's always more to be done, but this turned out pretty well, or well enough to move on.
>>
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>>533587
Nah nigga, it's good as is.
>>
>>533600
decent
>>
>>533471
Technically, its still bad anatomy :^)
>>
>>533581
it deforms really amazing anon! keep up good work !
>>
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I made the boobies bigger.
>>
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working on the eyes
>>
>>533546
Well, I'm in the right direction with the knees, but I need more loops here and there.
>>
>>533604
You're right.
But it's Capcom that's bad at anatomy.

I mean, just look at Chun Li's glorious thighs.
No woman would have thighs so perfect. Therefore, anatomically incorrect :^)
>>
>>533581
Wouldn't the butt move though?

Nevermind, I just had to stand nude and watch my ass not move when I moved my leg.

Carry on.
>>
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>>533532
what's the poly count?
>>
>>533610

Mind sharing your references for that model. It looks pretty great, just the right amount of fit and curvy.

Think maybe the shoulders are a little small ? They look so from the rear, maybe because the deltoid lacks its definition at that point.
>>
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>>533583
Dude, what the fuck?
>>
>>533655
Most of the reference I used was just basic anatomy. The boobs, however, are modeled after Karin Spolnikova. :^)
>>
>>533649
TY anon for support and understanding, I generally have very very big influence from capcom, they are like my roots in digital art, I'm foing this model not according to Anatomy book but according to Capcom artworks, and most of my future works will be influenced by that, they kinda have the best from both cultures (comic/manga) cand their chacters look like Action figures at the end, +their animators are fucking gods if you ask me :)
I sound like a fucking fanboy ))
>>
>>533678
>I'm foing this model not according to Anatomy book but according to Capcom artworks
Thats fucking awful mate.
Capcom is full of incompetent retards and their art team isnt immune to this.
Before you stylize you need to understand the forms you want to exaggerate, and Seth 3d model is and amalgamation of badly understood anatomy and badly read concept art.

But im not saying you have to get it perfect the first time around, just dont ever use the "that other hack did just as bad" as an excuse, You need to understand you shortcoming. The anatomy kolagenowe will come with time if you study it, but you should never abandon it all together, better to roll out some ref material from the start.
also its just easier. It will go much faster for you if you know what you need to create next and how it should look, even if you make mistakes at lest you will have a clear picture of whats next.
>>
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>>533699
i like it
only the grip normal map seems smooth as all fuck, maybe fuck it up a bit
>>
>>533699
hive mind
>>
>>533699
nice, the procedural wear in a couple areas looks a bit shitty like on the metal above the trigger and the super scratched guard itself for instance. a little more care into the surfacing will help here and there.

>>533610
the back looks flat, anatomy around shoulderblade area is murky, collarbones look really thin and too defined throughout and the way they flow into the shoulder isn't quite accurate - look at some scans

>>533583
animate it

>>533507
everything kind of feels like undefined sludge - from the modeling itself to the surfaces. the color choices as well are not aesthetically pleasant.

>>533486
i agree with slocik. the back skull shape is odd. also the horizontal flatness of the rib region feels jarring to me designwise since everything else is flowing and v-like.

>>533476
for a first sculpt very good, however by starting out and copying what someone else has already tried to stylize, you are not going to learn anatomy well. it's like that kids game where each person tells the next person the same message until eventually the message gets distorted. you have to study anatomy from its source first.

>>533427
nice work on the wood. maybe a bit of subtle roughness variation will add realism. I think the pattern on the cushion is too low in scale, I can see it tiling. I think you could soften up the shape a bit and definitely scratch up the surface - or at least vary it. even in cleaner photos of chairs like this they are never that perfect.

>>533356
it depends what you want, if you only want to do handpainted league of legends style stuff, you will see the most benefit from learning how to draw/paint. otherwise, do what the other anon said. in general, try to pay really close attention to materials you see around you and what defines them. break down their details by map, primary secondary tertiary mentally. just like anatomy has structure, so do surfaces
>>
>>533710
Thanks, procedural wear was done because time = money. Getting a certain amount of money gets certain results. personal piece yeah sure I'd make it nicer.
>>
File: Shape key face.png (631KB, 1406x845px) Image search: [Google]
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Shape keys guy back again, moved on to the face.

There's so much finessing to get the keys to look right.

Never done this, so I'm rightly following a tutorial on shape keys.
>>
>>533699
>>533709
People actually still like my waifu?
>>
>>533695
I'm not skipping on anatomy entirely, or something. I've studied 10year-art school all my school years, I was going into 2 schools at the same time, because of that, I know my share in anatomy,

you are overthinking my first "sketch" or whatever it's called.

and Seth is one of the worst characters ever created in SF universe, but he was hellova fun to play and there is almost no fanarts of him that's why I'm doing him and not someone iconic.
and I'm all about stylized 3d and art in general, I never loved realism. so when I'll try to make anything I'll always stylize it somehow..
>>
>>533743
There is "knowing" and knowing anatomy, having an overall idea what muscle groups exists and where they are dosnt mean you know their shape, starting and ending points, how any muscle heads each muscle group has or even how it looks from every angle.
Seth execution can be improved on, especially by adding an unified stylization to his skin surface and fixing those 2 rings of blob anatomy in his torso.

My paint was, and still is, to use ref material, always, even f you feel confident in simplicity of a design.
But anyway, just keep working, Working every day and working quickly, by that i mena destructively and iteratively helps best to improve fast.
>>
>>533754
ty anon, for suggestions, now I'm learning overall interface/workflows of zbrush, by gnomon zbrush introduction courses, I'll start doing things after I finish, this Seth is kinda project on which I'm learning how to use different tools of software, overall courses were not project based so I kinda made it that way
>>
>>533465
>If you are aiming for animation I would just not bother learning to 3d model characters.
Not the same anon, but could you expand on that?
It was to my understanding that the more things you know, the more chance of success you may have in 3D, whether it be for the industry, or just as a hobby.
I've seen a lot of people preach the importance of being a "generalist" here.
>>
>>533762
>I've seen a lot of people preach the importance of being a "generalist" here.

there is only 1 thing that is good about being a generalist. which is doing indie work or fill/replace positions within a studio if you are required to do so.

however if you wanna aim high, being a specialist is the best thing you can do career wise. if you live in the states there are alot of big time studious that will hire specialists over generalists
>>
>>533762
>>533764
I think you must be a generalist at some level before you start in some specialization, not only 3d but in every medium..
that's the better way to find what you are good at and what you like most of all, then you'll go spec way, I think staying generalist is kinda stopping your progress, you must choose your way at some point

>If you are aiming for animation I would just not bother learning to 3d model characters.
this is fucking dumb IMHO.
>>
>>533762
>>533764

there's no black and white answer. I work as a generalist right now but am strong enough at animation that I got a lot of interest for that skill specifically and can apply to character animation jobs as well. If you do create a generalist portfolio realize it doesn't necessarily mean be good at EVERYTHING, most people are not freaks of nature who can do that, focus instead on being really good at 1-2 things and that will make a company see something of worth or somewhere to put you in.

it's true that at the larger studios specialization is more important usually due to how they're set up. but it's still nice to know how things work up and down the pipeline from where you stand. and not all large studios are pure specialist. ILM has generalists for example, they gave a talk at Gnomon recently where a senior generalist was there.

My advice is do what you really want to do. If you just wanna animate, do that cause you'll be best at it. If you find you can't let learning other stuff go as well, then just do that too. It can end up being a bonus.
>>
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So I wasn't satisfied with the way my character's hands were looking... So I edited the mesh

Normally this wouldn't be a problem, but since I had already rigged and given it shape keys, the whole mesh got FUCKED.

Guess I'll have to cut my losses and rig/shape key it all over again. Hopefully I can do all within a day...
>>
>>533825
>shape keys
So I assume you are using Blender...

You can transfer shape keys from the old model over to the new one using an addon called Lichtwerk Mesh Transfer. There's also a built-in modifier for transferring shit, but it is dildos.
>>
>>533832
Oh, you should be able to use the rig and transfer weights where needed as well... You shouldn't have too much trouble recovering most of what you have done.
>>
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still working on my sci-fi room for a short. Made a sofa and a couch
>>
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>>533854

Still need to add ceiling fans, pipes and lights
Kitchen furniture and ustensils
Stuff on the desk
Stuff on the table
Stuff laying on the floor

If you have any suggestions I am all ears
>>
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>>533710
Thanks for the feedback.

small update for that alien char.
Not satisfied still. Going to rework her furthen when I get time.
>>
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>>533874
started an ithorian as part of a lunch crunt. Going to take it further.
>>
>>533859
I wish this was an apartment in a blade runner type universe and not in space.
>>
>>533859
This>>533876
I love your work so far, but keep thinking outside the box
>>
>>533854
>>533859
it is good but what you need is more specificity. like this sci fi room could be dropped in a lot of different worlds. if this is supposed to be on a spacecraft, you need to dress it up so that it feels that it couldn't belong anywhere else. like the other guy said this could be an on-world apt and no one would know the difference.
>>
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>>533878

That kinda is what I was going for. An apartment with a killer low orbit view, maybe in a spaceship or maybe a station. How do you think I could make the audience believe it could be either ?

>>533876

The short involves turning off gravity inside the room, so that could only happen in orbit or deep space. Really like the idea tough. I love blade runner.
>>
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>>533875
update
still blocking him in, kinda liking the forms so far though. Thoughts on this?
>>
>>533886

Pelvis might be a bit too tilted back. Right now he looks out of balance but I don't know where his legs are. Tough to be balanced they'd be oddly far back
>>
>>533886
>>533888
Yeah I agree, I'll look into it soon. I'm gona be on hangouts for a bit if anyone wants to join in.

https://hangouts.google.com/hangouts/_/ts6af4ofirafhbk76sv6yh6fmue?authuser=0&hl=en
>>
>>533895

Join the discord dude https://discord.gg/atxWs
>>
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>>533886
Update 2. Any suggestions for his legs?
>>
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>>533527
update on this
>>532816
i really like this
>>
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im not archviz guy but its always nice going back to rendering and figuring out things.
this was made in a week or so, mostly to due to what goes where type decisions.
for some reason lamps didn't work, probably because of the closed design of the house, so i used HDRI to get whatever light there is.
rug was made using hair emitter, and with particle edit i could change it.
and some contrast in ps and that's about it
>>
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Finals are tomorrow for class (Introduction to 3D with Maya).

It's almost done, I wasn't able to finish detailing the cockpit.

All I have left is to animate the elevator coming up and the pod doors opening.

I think it's pretty good for my first digital sculpt. The whole thing took me about 3 weeks total (working off and on, not constantly).
>>
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>>533942

Here's a view of the pod's cockpit.
>>
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>>533943

Here's the whole scene (minus the animation for now)
>>
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>>533942
Cute, but it looks like the 3 dots in the eyes are missing.
>>
>>533948

Yeah, I know. I still have some finessing to do but I need to get the animation done so I have something to show tomorrow!

If I have time I'll add them in later.
>>
>>533949
I'd assume the eyes movement needs to be animated as well? Would look rather stiff otherwise.
>>
>>533943

The pod deserves a different color/material, to make it look like you actually get inside.

Something like a rubber black
>>
>>533968
>The pod deserves a different color/material, to make it look like you actually get inside.

What part of "not finished yet" didn't you get?
>>
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>>533907
i would cut out a lot of the mass for starters and balance the entire figure better
add more curves everywhere
>>
File: comp_4.jpg (104KB, 1280x720px) Image search: [Google]
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Working on the range hood and kitchen.

>>533971

Fuck off ?
>>
>>533971
What part of constructive criticism do you not get?
Are you on the right site? Maybe you should go to reddit
>>
>>533981
Love the bevels and reflections
>>
>>533983

Modelling is surprisingly all about the bevels.
>>
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Very slowly getting there.

There's still so much stuff to add, and I'm not even at the texturing stage ;(

Unwrapping this is going to be fun
>>
>>533982
>What part of constructive criticism do you not get?

You might have waited till he was done that part before critiquing it.
>>
>>533981
>>533985

What software are you using?
>>
>>533989

Maya and Mental Ray

>>533987

>All I have left is to animate the elevator coming up and the pod doors opening.
>>
>>533990
>All I have left is to animate

You seemed to have missed this:

>I wasn't able to finish detailing the cockpit.
>>
>>533991

So, in that case, there is no use waiting.
>>
>>533991
Jesus fuck just accept the criticism and calmly let the person know you're going to fix it instead of freaking out like a coked out spastic.
>>
>>533993

Who are you referring to?
>>
>>533994
Everybody here honestly.
The way people react to criticism is childish.
>>
>>533995

Maybe some people are tired of dealing with ADHD riddled Millennials who don't have the attention span to read and comprehend a simple line of text.
>>
>>533995
>muh Millennials
Or maybe you could calm down
>>
>>533998
This is for (you)>>533996
>>
>>533985
this is really nice but seems like its never gonna get finished.
id give it 2 months tops
>>
>>533880

the window should be on the floor
>>
>>534005
>the window should be on the floor
And the chair should be the wall
Genius !
>>
>>534009

lol
>>
File: wip jojo.png (230KB, 823x594px) Image search: [Google]
wip jojo.png
230KB, 823x594px
Just finished texturing, now I gotta make a shitty rig to pose these fuckers.
>>
>>533652
Yep, the middle line was an artifact as I mirrored the model.
I'm trying to keep the polycount lower than 500.

I changed the vertices to the center but it looked better before.
>>
>>534017
relatively speaking there is no up or down in space.
>>
File: WIP3.png (959KB, 1138x640px) Image search: [Google]
WIP3.png
959KB, 1138x640px
colours and textures are totally placeholder - remodeling a room from Tomb Raider 2 (diving area level), aiming for photo-realism (and it'll get there)
>>
>>533985
Is it too late for you to get rid of the random paneling on the walls? It's an extremely over-used, generic sci-fi trope. And it just looks ugly and lazy.
>>
File: soon.png (84KB, 615x571px) Image search: [Google]
soon.png
84KB, 615x571px
>>
File: comp7.jpg (113KB, 1280x720px) Image search: [Google]
comp7.jpg
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>>534085

Yeah, its kinda too late now.
>>
>>534089
You should consider making some space station buildings outside the window, either far away or near. It could add much more depth instead of making the viewer sometimes think they're in a skybox.
>>
File: ksjdfgdxcfbgv.png (153KB, 717x612px) Image search: [Google]
ksjdfgdxcfbgv.png
153KB, 717x612px
rate
>>
>>534110
Pinky weirdo. Wrist on pinky side a bit weird too. Good job, now make it again, no sarcasm intended.
>>
>>534110
Looks good, but let's see how it performs when rigged.
>>
>>534101
Good idea. It could add depth putting another space station above the planet and the rising sun, to get a sense of scale. Make it spin a bit and blink.
>>
>>534110
Look at more reference and then work on it a little more. There are still lots of things that are wrong and you have to work out the bumpyness.
>>
>>534009
underrated kek
>>
File: screenshot001.png (1MB, 1920x1080px) Image search: [Google]
screenshot001.png
1MB, 1920x1080px
DEUCE granade launcher.

I hate posting images here since the captcha, so have rest: http://imgur.com/gallery/hnAjK
>>
File: Capture.png (584KB, 1049x826px) Image search: [Google]
Capture.png
584KB, 1049x826px
How can I go about retopologizing this scene sculpt in blender?
>>
>>534144
make a copy,decimate 1 object,make a texture,make sure both objects sit on eachother and bake the normals
>>
>>533710

Thanks for the advice for 533356.

I have went back to 2D. I'm currently doing drawabox now. Going to learn 2d fundamentals and then aim for blizzard style art.

Probably won't be posting here for awhile. Probably going to go to /ic/ instead.
>>
File: hed.png (138KB, 533x642px) Image search: [Google]
hed.png
138KB, 533x642px
How do I into modeling a vaguely head-shaped shape (I'm not trying for an actual face at this point), I know the skull is basically a sphere with the sides cut off and the face and jaw come down from it, but I can't figure out how the curve of the jaw works, most references are from the front or the side and I'm bad at getting what the 2D image corresponds to in 3D.
>>
>>534171
look in a mirror and draw the topology over your own jaw
>>
>>533943
Sculpting seems right to me but the texture really makes it look like a toy. Which is kind of charming, to be honest, but you should probably work on that.
>>
>>534177

Watch out, you're about to be shit on
>>
>>534174
That's not a bad idea.
>>
>>534056
Have you never watched 2001: a space odyssey?
>>
>>534207
RELATIVELY SPEAKING THERE IS NO UP DOWN LEFT OR RIGHT IN FUCKING SPACE YOU STUPID NIGGER.
>>
File: untitled.png (461KB, 763x1080px) Image search: [Google]
untitled.png
461KB, 763x1080px
What kinda haircut should I give her?
>>
>>534225
None. Aliens don't have hair.
>>
File: alienwithair.jpg (20KB, 480x360px) Image search: [Google]
alienwithair.jpg
20KB, 480x360px
>>534226
you're wrong.
>>
>>534227
ayyy
>>
File: NETddZGRÄT.png (1MB, 1920x1080px) Image search: [Google]
NETddZGRÄT.png
1MB, 1920x1080px
modelling some props
>>
>>534250
is that really your idea of a keyboard, monitor, lamp, and whatever the hell the box is?
>>
>>534262
It's a power supply. I also like how the books are the wrong way on the bookshelf and the lamp appears to be battery powered.

As awful as this looks, I know in a lot of the >#indiegamedev circles that people would be praising it. Everything about it screams autistic Finnish/German university student.
>>
>>534268
Are indie devs really that desperate for models? Or just the shit ones?
>>
File: spots.jpg (222KB, 1920x810px) Image search: [Google]
spots.jpg
222KB, 1920x810px
sup guys, quick question, how do i get rid of all those black shadowy spots all in my scene.
im using 3ds max and vray, and those fuckers only get blurrier if i increase the subdivs in the irradiance map.

ty
>>
>>534279
it could either be your texture or something that reflects that color back into the wall

if not, im not sure
>>
>>534279
Not enough samples.
>>
>>534279
>Beer
>Supplement
>having facts at all
You tried
>>
>>534279
need more light samples
>>
>>534281
I spent a long time on /3/ just ignoring questions because i knew i wasn't knowledgeable enough about what i was reading to be of any help. You should try it some time.
>>
>>534289
i rendered over 100 images. never happened to have shit stain on my renders
>>
>>534290
this is probably the most common question asked by new users of vray, desu
>>
>>534291
maybe vray users should have better control over their defecations
>>
>>534269
Yes on both accounts unfortunately. Japs are about the only people worth paying attention to on Twitter for me anymore.
>>
File: Capture1.jpg (35KB, 632x837px) Image search: [Google]
Capture1.jpg
35KB, 632x837px
why is sculpting so hard

Also, do studios like pixar or dreamworks sculpt or poly-model their characters ?

Cartoon have such smooth and even surfaces that it might be easier to work on the vertices directly
>>
File: PeterHanSkull.jpg (109KB, 850x609px) Image search: [Google]
PeterHanSkull.jpg
109KB, 850x609px
>>534335

Because your foundational skills are garbage.

Look at drawabox, Peter Han new book, Scott Robertson.

You cannot build a castle on sand.
>>
>>534337

Is it really that bad ? I didn't expect to have to go back to drawing boxes
>>
File: Capture2.jpg (30KB, 793x827px) Image search: [Google]
Capture2.jpg
30KB, 793x827px
>>534341
>>534337

woops, forgot pic related.
>>
>>534342
You don't need to draw boxes or even worry about perspective that much in 3D (assuming you're not drawing at the same time) but you do need to know anatomy.

To sculpt anything organic convincingly you're going to have to exaggerate and accent certain features. To do that, you'll need a knowledge of the elements of the body, their shapes and volumes and 3d (planes of the face, muscle construction, etc). If you make humans (or anything anthropomorphic) you'll also want a good knowledge of features (what makes someone look young, old, masculine, feminine) as well as facial expressions and body language.

Without all of that your sculpts will always be mediocre. But character sculpting is a full skill in itself, of course it's hard.
>>
File: nl9rn9sp1xix.jpg (192KB, 2468x555px) Image search: [Google]
nl9rn9sp1xix.jpg
192KB, 2468x555px
>>
File: progressAngles.jpg (89KB, 1771x685px) Image search: [Google]
progressAngles.jpg
89KB, 1771x685px
I might not be there yet but at least I'm making progress each sculpt
>>
File: ellenSculpt1.png (522KB, 658x837px) Image search: [Google]
ellenSculpt1.png
522KB, 658x837px
>>534358

Compared to two and a half week ago
>>
File: skull.jpg (266KB, 1871x1100px) Image search: [Google]
skull.jpg
266KB, 1871x1100px
>>534345

Only thing wrong I can see is that the nasal bone/ orifice is a bit fucked and that the back of the head doesn't droop down that much
>>
>>533581
Oh my god I get you! Weightpainting the legs and arms is impossible. Good work
>>
File: tumblr_oc4fso3QH81tcuam1o1_540.png (45KB, 540x442px) Image search: [Google]
tumblr_oc4fso3QH81tcuam1o1_540.png
45KB, 540x442px
>>532209
>tfw want to make 3d but carpal is getting way more intense even from not using pc
>>533600
Looks great, I like it. Bevel some edges like on the crane C clamps and the big frame bits and other such noticable details. Normals look horrible if they are on hard edges - breaks the illusion.Good job otherwise I like the design.

You were complaining about unwrapping earlier but this shape is not that hard. Wait till you start finding unwrapping fun(ie. git gud) then get headus. Saves you a lot of time. I unwrapped a highpoly mig21 in a few hours.
>>534089
looks nice room blockout wise but I can't imagine any person living there. There's 0 personality. Try adding a lot of details like posters and souvenirs and shit everyone gathers.
>>
>>533600
Is this a render or a viewport screenshot? Annd what did you create the materials/textures in? Those metal reflections look real nice.
>>
File: Capture.jpg (142KB, 1919x1030px) Image search: [Google]
Capture.jpg
142KB, 1919x1030px
>>534378

>looks nice room blockout wise but I can't imagine any person living there

Yeah, I'm at that point. I'm adding clutter that a messy people would leave around the room.

>tfw want to make 3d but carpal is getting way more intense even from not using pc

I'm pretty spooked about getting that myself. I spend 70+ hours a week working on getting gud and sometimes I can't hold my wrist up anymore.

What do
>>
>>534387
Whatever you do don't take Corticosteroids. They can fuck you up really good.
Wear a wrist band and/or put a small cushion under your arm.
Rest well don't work too much, keep a healthy balance.

Go to an Orthopedic for treatment, do some sport to strengthen your wrist and your whole goddamn body.
Get some CBD and take it.
If you're in pain consider vaping the whole plant.
Consider taking a high dosage Vitamin diet.
>>
>>534387
>I'm pretty spooked about getting that myself. I spend 70+ hours a week working on getting gud and sometimes I can't hold my wrist up anymore.
>What do
don't get that. It's fucking horrible, you're looking at minimum of 3 months recovery where you can't do literally anything with your hands even if you get surgery.

Get powerball and use it. Take breaks every 30 or so minutes and do wrist excersizes.
I got carpal after doing an avarage of 12-14 hour workdays for 2 weeks straight with no breaks for anything other than toilet, sleep, shower or food. It was a really really damn fun project.
>>
>>534388
>>534450

Thanks for the advice,

Most of the time I have a tablet pen in my hands tough, so a wrist cushion won't do. I'll look into getting a powerball or similar, I'll be into this until next year
>>
File: hair2.jpg (53KB, 939x873px) Image search: [Google]
hair2.jpg
53KB, 939x873px
>>
File: ZBrush Document.jpg (171KB, 1120x840px) Image search: [Google]
ZBrush Document.jpg
171KB, 1120x840px
rate my shit plox
>>
>>534452
i found what recked my hands was painting textures using a tablet. lock your wrist use your whole arm like a real painter.
>>
>>534459
I like the sharp style. maybe it needs some more detail on the head. And maybe some more muscle definition after you subdivide it
>>
>>534459
I like it. I'd really like to see it textured too
>>
>>534459
This is almost the ideal design. You have a very near perfect balance of detail, and the detail is in all the areas that move and are focused on by the viewer.
It's also different enough from the generic humanoid alien heads people post here to be interesting.
>>
File: IWillBuildAGreatWall.png (484KB, 1920x1080px) Image search: [Google]
IWillBuildAGreatWall.png
484KB, 1920x1080px
Making some stupid assets
>>
>>534539

Some of the bricks are floating m8
>>
>>533211
>Soon we'll be stuck with ugly drones and such.
At least the RQ-170 looks ok. Like a baby B2
>>
File: 444.jpg (105KB, 1920x1080px) Image search: [Google]
444.jpg
105KB, 1920x1080px
>>533439
>>533441
Updated WIP Eva Unit. Still learning since I'm a noob at this.
>>
File: Gloots.png (684KB, 1600x837px) Image search: [Google]
Gloots.png
684KB, 1600x837px
Gloots for the sloots
>>
File: Gloots é.png (585KB, 1600x837px) Image search: [Google]
Gloots é.png
585KB, 1600x837px
>>534586
>>
>>534359
>>534358
>>534458
Nice progress man
>>
File: Stumpy.png (124KB, 960x540px) Image search: [Google]
Stumpy.png
124KB, 960x540px
>>
File: jhfgyhgjf.jpg (235KB, 1280x720px) Image search: [Google]
jhfgyhgjf.jpg
235KB, 1280x720px
who is this bitch
>>
File: human.jpg (36KB, 718x575px) Image search: [Google]
human.jpg
36KB, 718x575px
This is my first time making a human model I'm happy with.
I didn't design the character, just used a reference I found online. I haven't made any hair yet. How does it look?
>>
File: humanagain.jpg (80KB, 822x891px) Image search: [Google]
humanagain.jpg
80KB, 822x891px
>>534610
and wires
>>
File: garan3.jpg (180KB, 472x815px) Image search: [Google]
garan3.jpg
180KB, 472x815px
After learning to use Zbrush the past week I'm working on my first proper model.
>>
File: 7.png (2MB, 1596x946px) Image search: [Google]
7.png
2MB, 1596x946px
You guys think I went too far with SSS on this material ? Also how would I do something like this in UE4, the screen space SSS it offers doesn't look nearly as good.
>>
File: Pin up Kill it with fire 4.jpg (48KB, 1466x897px) Image search: [Google]
Pin up Kill it with fire 4.jpg
48KB, 1466x897px
>>532209

this is what i was working on today. Having huge problems with the hands and face. Anyone care to redline?
>>
File: 5.09.2016.jpg (146KB, 3768x636px) Image search: [Google]
5.09.2016.jpg
146KB, 3768x636px
>>
>>534358
You are getting there m8
Smooth that neck a bit tho, looks too tense
>>
>>534637
>exodia the forbiden one
>>
File: wip.jpg (74KB, 1091x1079px) Image search: [Google]
wip.jpg
74KB, 1091x1079px
Almost there.. now for the hard part
>>
>>534648
Yoooo!
I also started working on the EVA today. Harder than expected right?
>>
File: garan r.jpg (307KB, 1377x700px) Image search: [Google]
garan r.jpg
307KB, 1377x700px
>>534615
>>
>>534650
I expected it to be hard, lots of little details. But the fact that it is more mechanical than organic makes it easier to get things looking right.
>>
>>534651
Highly doubt that's your first one but good job regardless.
>>
File: dddd.jpg (75KB, 1438x843px) Image search: [Google]
dddd.jpg
75KB, 1438x843px
work in progress, first time hard surface, second time zbrush )
I'm that guy ho was creating Seth fanart, I have not done progress in that sculpt,
>>
File: Pin up girl 4.jpg (46KB, 1429x865px) Image search: [Google]
Pin up girl 4.jpg
46KB, 1429x865px
>>534632
dear god, send help! How do i make this face less masculine and not look fucked up!
>>
File: ho.jpg (600KB, 5760x3102px) Image search: [Google]
ho.jpg
600KB, 5760x3102px
dor
>>
>>534661
it looks like a mess
>>
>>534679

Hips are wider than elbows on females. Also, only the manliest man have a chin that large and cheek bones that sharp
>>
>>534651


I can believe it. Altough >>534654 is probably witholding from us that he has previous 3D software experience other than Zbrush and/or very strong 2D experience
>>
>>534387

jwz had some good advice about that in his old blog. You should still be able to find it on jwz.org.

Basically, you need to see a doctor. A lot of the advice given out for wrist pain is bullshit. For now, get a keyboard timer that's set for thirty minutes or so and when it goes off, STOP. Go do something else for a while, then come back.

(jwz was an early internet celebrity - besides being partly responsible for the emacs/xemacs split, he was employee #20 at Netscape and would work 20 hour days for weeks at a time. He's one of the first "bloggers," although of course they didn't call them that then.)
>>
File: garan re.jpg (516KB, 1488x889px) Image search: [Google]
garan re.jpg
516KB, 1488x889px
>>534654
> previous 3D software experience

Began working on 3DS max some times ago, thought I was pretty bad at modelization for characters. And followed lots of Zbrush tutorials to understand the software before getting to this model.

> strong 2D experience

That's more right.

Tried a better render.
Guess I'll try to remake later the character with hard surface and more details.
>>
>>534651
Great work dude. Getting a really big Zenoclash vibe from it. Like those shadow dudes at the worlds end.
>>
new thread?
>>
>>534745
only on page 4 mate
>>
File: Capture.png (175KB, 631x850px) Image search: [Google]
Capture.png
175KB, 631x850px
Should the door in the bottom of the picture open on the side it is now, or on the other side?
>>
D'aww image limit reached.
>>
>>534681
>pointless CA
i love this meme
almost as autistic as low poly as a stylistic choice
>>
>>533911
That looks cool as fuck. What program did you use?
>>
>>534039
can you please show me your shader tree????
Thread posts: 349
Thread images: 151


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