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New WIP thread. Old one went by way too fast: >>538896

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 334
Thread images: 107

File: WIP cc.jpg (648KB, 1500x882px) Image search: [Google]
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New WIP thread.
Old one went by way too fast: >>538896
>>
>>540610
what are these cartoon from?
>>
>>540610
>when you got great concepts but no bigger picture
>>
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>>540616
btw working on new shiet, now I tried fibermesh, did not gone in any detail or anyrhing just quickly assigned and combed, I don't like generated hair I'll sculpt it.

any critique etc about a character? it's still in early stage I want to give more mechanical creases etc. on the face and also give either some cyber googles, one mechanical eye or eyepatch, and refine earphones way more
>>
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>>540640
>>
>>540640
>>540641
not bad, foreheads off though
>>
This is a blue board, right?

Im on my tablet right now so i cant see.

I animate nsfw stuff.
>>
>>540643
no, post tits
>>
>>540644
You lie! I'm on my desktop now and it's blue!

Too bad you can't view wireframe only in sfm, would be more sfw. There's AO outline though.
>>
>>540634
Cortex Command
>>
>>540643
Yeah, it's a """""blue"""""board where more than half the /3/ population are DAZ and SFM porn artists
>>
>>540650
Damn shame, the board would be a whole lot more lively if it allowed nsfw material. Not straight up sfm porn threads, that'd be against the rules.
>>
>>540640
>>540641
pls use basic materia
this one makes forms hard to read
>>540643
as blue board as any art board
we gets tits every thread
>>
>>540651
Why not? Tits, ass and erotica has been a part of 3d art since the dawn of mankind. What kind of close-minded barbaric people would want to ban nudity from artworks?
>>
>>540656
Have you seen the sfm threads on /gif/..?

I'm okay with normal nudity, but fuck sfm porn threads.

I just want to show some wip animations of my nsfw stuff because it's very fun to see progress.
>>
>>540659
spoilers then ?
>>
>>540654
I'm not using that shitty red clay material I hate it, I usually either sculpt with sozme random downloaded materials or sometimes skin material with wax on
>>
File: Oda-Non accessories.jpg (161KB, 636x884px) Image search: [Google]
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Some accessories.
>>
>>540671
What software?
>>
>>540672
Max for modelling Unity for rendering
>>
>>540675
You should try rending in marmoset
>>
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New outfit in the works.
>>
>>540696
Why should he try marmoset if it looks fine already? Why are you saying things?
>>
>>540656

Mods who don't think 3D is real art.
>>
>>540610
I always wondered. What's the story behind the op pic?
>>
>>540700
It's called giving a bit of advice to see what they think what's up your arse
>>
>>540669
I mean basic material, as in "basic material" not red wax, since yeah, it sucks
every material with cavity shader is awful for sculpting as it makes reading form very hard and slows you down
>>540671
what happened to the nose there?
>>
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trying to make a coffee shop
it isnt going well
>>
>>540640
>>540641
pretty cool

>>540671
what happened to western nose? Looked better
>>
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learned how to add a background in cycles.

compositing never.

comment in a cute way and don't bully, please.

arigato!
>>
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>>540710
The nose changes depends on the angle you're looking from.
>>540728
Really? I think it looked off with the rest of the style.
>>
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is he anyhing like this?
>>
>>540730
Reminds me of fetal alcohol syndrome with the nose. I like it though.
>>
>>540730
Every time I see new versions it gets closer to that drawn look. Good job.
The face looks the closest. The eyes work really well, and there's that subtle blurriness of the features that kind of remind me of shitty hentai scans.

There's still kind of a stylistic disconnect between the head and the body I think though. Something is off about it, like it's made of a bunch of shapes clipping into each other (obviously that's not how you've done it).

The shader you have is working though, especially the black and white versions.
I don't know if the artist you're emulating does it, but have you tried making some sort of shader that hatches the shaded areas?
>>
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>>540747
Thanks. I still keep gonig back and forth with the nose to be honest.

>>540754
Thanks. I'm thinking of doing all the textures blurry and hand-painted including the hair and body. Maybe even go with flat shading, so they give the feeling of what the eyes look like now.

The body is infact made up of clipping blobs at the moment. I made the body for a sharp cartoonish shader but Oda-Non clearly has both sharp and smoother features. I might just bake the body normals to a single lowpoly mesh and smooth the normal map to blur out those sharpness a bit. The artist doesn't do hatched though, both for the black and white and colored versions.
>>
>>540741
who?
>>
>>540759
>>540730
Thats pretty neat man. I love how expressive the eyes are. The only thing that bothers me is that it still looks 3D. maybe try flat shading with just one color or tone down the shadow strength.
I noticed a contrast in that artists drawings. While the body is very smooth and flat, the hair and clothes are very detailed that has curvy lines going all over them. So the hair needs more details with lines. Also some clothes would help.
Overall it looks pretty good though. Keep it up.
>>
>>540696
He's using a specific Unity shader to get that look, marmoset only offers PBR or unlit.
>>
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>>540730
Looking really great. I have a couple of suggestions if you're still interested in critique for this - I would personally refine the shape of this hairstyle to conform to her head more, atm it looks a bit lego-like. You did a great job of matching the face style to the ref, I would also match the body a bit more closely rework the body so its a bit thicker and softer, getting rid of those harsh areas of shading on the biceps and sharp ribcage.
>>
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>>540699

What if Zelda was a girl?
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ye
>>
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pankeks
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>>540870

Nice. What are the advantages of Toolbag 3.
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>>540870

cross forum posting? Nice.

Looks good though
>>
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>>540836
Zelda is a girl
Dumbass
Although I think you meant to say "Wha if Link was a gril?"
If thats the case then it beats my fanfiction
>>
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>>540876
>inb4 "I was only pretending to be retarded"
>>
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Testing out a quick turntable.
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>>540878
There's a distinct lack of a camel toe
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>>540884
Not really a cameltoe, but detail lines including pantylines will be added.
>>
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>>540610
is this bad topoloigy?!
because from what I've seenon fuse/daz models are almost the same, if you spend few minutes tweaking few verts and maybe delete some loops here and there wont't this turn into a perfect thing for baking or rigging?
I just don;'t get it...
(I did this ith Zremesher and some seams in 3 minutes it has 3k polys.I'm new to 3d and maybe I'm fucking wrong, but can someone enlighten me
>>
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>>540900
here's with 1500 polys ...
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>>540878
Glad you decided to go the 3D route.
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>>540901
you don't have proper eye/mouth loops
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>>540904
I'm doing both, no way I'm leaving out drawing.
>>
>>540900
pretty bad to be honest family
you can use curves to guide zremesher and over exaggerate the forms to control it better

zremesher is an awful way of getting animation ready topo
>>
>>540906
>>540919
yeah I know but that's what I'm saying, I did this very quickly and tried it first time, i
if you give it some more tries + give better guides to zremesher then tweak some topology in maya for instance or any software you want, flip some seams here and there, move some verts, I think you'll get good results,
when I've tried auto retopo in 3d coat it gave me unusable results (I was trying to retopo hard surface pretty primitive shit) and everyone was prising 3d coat for it's features (I know if you do it manually itreally has great features compared to Zbrush though)

Can be retopo automatized at least partially? that's what I'm asking,
because I'm really new, and I have no one besides /3 to explain if I have some questions
>>
>>540921
+ I'mnot saying some pixar tier/AAA shit,
to give some basic walk cycles etc.. to characters
>>
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chibi character
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>>540876
>>
>>540935
"Zelda is the hero" was never a joke, it's shitposting.
>>
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>>540933
>Zmodeler
>>
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Any feedback is welcome
>>
>>540997
The shadow is too sharp for too long. That shop's lights must be like 2kWs.
>>
I made this comic just now. Is it easy to tell whats going on in it?
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>>541015
whoops
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>>541016
gets rich, bankrupts, wakes up from the dream and realizes that he's still rich, kills self
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>>540878

Leg belts seem a little too loose.
>>
>>540946

Ointment?
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>>541016

no

.. dead wife?
>>
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Learning some V-ray. Shit's complicated
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>>540987
perfect image
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>>541016
he got money from sucking the other guy's dick?
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>>540878
Porn please
>>
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>>541016
>>541019
>>541023


heh, didnt know it was so off. Yellow hangouts guy has a drug habit and his life is in shambles. yellow guy would do anything for a bit of cash to get another hit. added a condom to make it a little more clear mabee
>>
>>541050
thats quite sad...
>>
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Working on portfolio stuff, trying to push out of my comfort zone and show I can do more than toony and lowpoly stuff. Going to replace the legs, as I think they're too playful and silly to blend in well with the rest of the character.
>>
>>541053
ironically legs and head are the parts i like
the give me that Cedric Seaut vibe on his newer works
i dont like the tights and the chest break the styllistic consistency
>>
>>541058
Hmm, I've had others point out the thighs too. Maybe that's the part I ought to redo, because there's a mismatch there. I'll do some sketches tomorrow, try to revise. Thanks!
>>
>>541053
If you make the face more skull-like it will tie into the torso better. The thighs however are completely out of place. The forms are too small and detailed compared to the rest of his body. Go for something more like his elbows.
Is this all sculpt or do you have a lower poly / clean mesh? Would be cool to see a retopo of this.
>>
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trying out eyes with cornea refraction
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>>541095
Unless you're doing an extreme close up of the face that is pointless. Also i hope you're going to change those lashes.
>>
>>541096
There's no reason he shouldn't do refraction. You shouldn't say things just for the sake of saying things.
>>
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>>541096

I was thinking of going for a more simplified version for the eyelashes. Something like pic related
>>
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Started something new in the last couple days, gonna be Leonardo da Vinci's workshop. Nailing down a 14-15th century vibe without going for super detailed furniture is hard. (Seriously, fuck italians and all their sculpted wood/engravings.)

Feedback welcome, gonna try to add some clutter next as well as start texturing things.
>>
>>541098
Solid eyelashes almost always look better unless you're going for non-realised realism. Especially given that his hair is solid.

>>541100
Need to force some more light in through somewhere. It looks like the sun should be shining directly through those windows on the left, yet there is almost no light entering through them. Maybe occlude the lattice in the frame from the light projections in those windows.
>>
>>541100
You could probably expose it brighter. If you were to take a photo of a place like that, you would probably not mind blowing out a few highlight to better expose for the rest of the room.
Also increase the light coming from the windows a bit.
Looks good otherwise. Please post more as you continue working on it. It looks like it's gonna be great.
>>
File: untitled2.png (324KB, 960x540px) Image search: [Google]
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judge my shitty mobile game assets

i know its a little fuzzy but i had to render on my laptop as my desktop is not currently functioning

as you can probably tell I can't into texturing, and its for a mobile game so I can't throw in an entire jungle of trees for the island, so how do I make it not look like its just a green blob
>>
>>541105
Just make + shaped planes like the old days
>>
>>541089
I'll make the thighs look peeled, like his forearms, and clean up the chest forms. I might look at the skull, but I don't want to do too much to the base shapes there, I think they're in a good place.

I'm gonna retopo when I'm done, since I need to show I can stick to game level poly budgets, so I'm going somewhere between five to eight k. I'll post a wireframe when I get there!
>>
>>541102
>>541103
Yeah, oddities with the light mostly come from it being a WIP. If I keep the lighting like that I definitely need to switch out the vray sky for an hdr or find a way to dim the window panes without affecting the light somehow (would that even be possible though?) I'm thinking of relying on candles instead (along with faint exterior light).

The trickiest thing about this is that it's for a short animation (just a flythrough along with a couple detail shots)
, so I can't rely on any compositing tricks. (And I'm gonna have to animate candlelight which I have no idea how to do yet.)
>>
I made some more at work today
>>
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>>541148
and then he hanged himself from the sheer embarrassment of the whole ordeal
>>
>>541148
Nice comics but /3/ stands for 3d you know that right? Not telling you to fuck off or anything just letting you know.
>>
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>>541151
but /3/ is my shit tho :(
>>
>>541152
u trik me >:O
>>
>>541050
I think your problem is that since we never see the two yolk dudes together, the reader assumes they're one and the same (each panel has one yolk)
>>
>>541154
ya, probly an over the shoulder view would have helped
>>
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>>540765
Thanks bruh. I tried to get rid of the elements that made it look 3d. Now the shadows are mixed with the body texture to give it a bit more 2D feeling. I'll get on the curvy lines as soon as I start painting the body dress textures.

>>540773
Glad you like it :) I smoothed all parts of the body and got rid of all the harsh shading that made it look like intersecting meshes. I couldn't do anything about the hair but I'm thinking of changing that hair mesh all together and replacing it with a completely handpainted one to bake all the cartoonish shadows on it.

I smoothed everything on the body and did a quick light-shadow paintjob on the based on ambient occlusion. Then I mixed it with some comicbook effects to give it a bit more 2D look.
>>
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>>541168
you forgot the ankles, it really throws off the lower leg shape
other than that and the helmet hair i think it came out pretty good
>>
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>>541172
>>541168
oh and i forgot to mention
tibia front bone curve

small shit, but helps models feel more natural
>>
just finished this: https://www.youtube.com/watch?v=BLXtqMEkAwE

now i want to do some sort of christmas special next.
>>
>>541180
really really lame
>>
>>541168
pls share this waifu
>>
>>541168
post uncensored. bans don't do shit.
>>
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Blow it out your assssss
>>
>>540758
What's the picture at the bottom left from? I need it for reasons...
>>
>>541168
The body looks much nicer, I would lengthen the legs a bit still, especially the calves.
>>
>>541168
Body is very nice, but you should resize the head, it's too big. Compare with Oda non, he draws it smaller compared to the body.
And fixing the top of the hair like >>540773 did would really improve it too.
>>
>>541168
Wait, that's rendered on Unity as well, what's your shader?
>>
>>541148
>>541150
cute
>>
>>541168
That looks quite good, especially the comicbook style one. Is there going to be animation ?
>>
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>>541168
No offence man, but the halftone looks like shit.

It's way too big.

I think instead of trying to use effects like halftone to push a drawn look, you should try to add imperfections like you'd see in prints, and more notably, scans.
Right now, the black and white version is "kind of" there, but it still seems too perfect overall to really trick someone into thinking it's the real deal.
I realize you're probably not going for 100% perfect, but I really think you have the potential to really make it look authentic.

Some things that you might want to look into.
Assuming you're just going for still images, anyway.
I don't know how much you can do in Unity for this type of thing.
It's really simple in Photoshop though. So if anything, if Unity has similar things you can do in post effects, you probably can do most of it in there.

Pay attention to some of the artifacts and shit that are in shitty scans.
A lot of times, they'll run a sharpening filter over them to get rid of some of the blurriness. Though a lot of times there's still a bit of blur. It tends to introduce some artifacts near your outside lines. It's up to you if you want that or not.
A lot of times, since it's paper, the images have a bit of grain to them. Adding noise to the final image would help. Just a tiny bit of noise at a low opacity would work.
Another note is a slight loss of contrast, an overlay of a solid gray (50% luminosity) at a pretty low opacity works pretty well in those situations.
And I know it's kind of frowned upon, but I think a -TINY- bit of chromatic aberration will help in this situation.
Don't leave it as is though, blur it by a few pixels, and drop the opacity. You can do the same thing by blurring one of the RGB channels as well.


Hopefully this helps out a bit, you've come a long way.
Body def looks fappable.

Pic related is some of the edits I had mentioned.
>>
>>541251
>a lot of times

I said that like 5 times, my bad.
They were all kind of separate thoughts as I was going along. Didn't really proofread.
>>
>>541190
love it
>>
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>>541172
>>541173
Yeah, I'll repaint the body and add that detail. The legs need more lit areas to bring out the volume of the thighs as well.

>>541191
It's one of Oda-nons sexy works. You might wanna search for "non-virgin" by oda-non, theres a lot more like that one in that collection.

>>541213
The thighs and calves are 10% longer than the normal proportions. stretching it causes wierd bone animations when moving limbs.

>>541215
It's 5% smaller now. Also the FOV of the camera might be making the head look bigger, it looks a bit better in body shots. I'll get on that hair soon.

>>541216
I made a shader that multiplies fresnel with the body paint, then colors the black parts tones of red and paints the lighter parts yellowish.

>>541234
I'm thinking of adding animations like low framerate hentais but I probably won't use the comicbook effect for animations. It wouldn't really make sense.

>>541251
>>541253
I'm just experimenting with the post processing really. I thought halftone would give it a nice scanned doujin effect that we got familiar with, but Oda-non doesn't have those and it can improve ofcouse. I added the post-processing steps that I used perviously and added the suggestions you and other people adviced in the thread. Like blurring only one channel worked out pretty well in my opinion.

I'm also posting this as a png with cropped background so you can play around and add effects to see what it looks like.
>>
>>541262
Yeah, the halftones are WAY too big, and even then I'm not convinced by them, just doing without would be fine I think. Second to last looks neat.

How about adding nail polish? Would improve the look of the hands I think.
>>
>>541262
oh man !!! this looks so amazing
I'm your fan !
this kind of stuf is why I started 3d cg
I'm trying to learn basics/classic and I'll go stylized 100 %
>>
https://www.youtube.com/watch?v=Bb0UMlcvIa4

Testing Arnold's skin shaders, I'll try to make xGen hair as well instead of the poly one there currently is
>>
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>>541280
>>
>>541264
Agree wit the half tone comment. It's tacky and doesn't add anything.

>>541262
Have you removed her areola for the sake of censoring? If not, she needs more visible areola.
>>
>>541285
>her smile and optimism, gone
>>
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>>541291
>>
>>541095
how's the game going?
>>
>>541262
Thats amazing man.
I feel like it needs some kind of filter to make it look more 2d illustrated if not halftone dots. The best look seems to be the green channel blurred one, the ones on the right overcrowds the details. Green channel one looks like its an actual scan with the colors and everything. Nice job.
>>
>>541293
there is something weird about those eyes. is her iris bend inwards?
>>
wew lad all those character artists end up nowhere in the industry
>>
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>>541335
Why are you guys going on and on about the industry? Did you think that maybe some of us do this as a hobby and have steady jobs doing something else?
>>
>>541381
i have a job doing something else but it sucks fucking ass
>>
>>541380

Looks like MakeHuman
>>
>>541393
>MakeHuman
is that bad or good
>>
>>541262
I really love this style, the color correction one would be perfect. I can't wait to see it animated.

Do you have any ideas on how to make the backgrounds ? Maybe you can just take them from hentai games
>>
>>541262
Are you gonna dress her up as well? she would look great in some sexy transparent lingerie or a pantyhose.
>>
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>>541100
Here's some more progress on this. Pardon the really grainy render, just taking this in 10 minutes before going to bed to see if I can get some feedback.

Walls are really empty right now. The material can only carry so much and I'm thinking of hanging things off them like cloth, drawings, maps, to cover them up a bit.

Still not sure what I'm gonna do for lighting.
>>
>>541478
looks better, maybe study some of Vermeer's lighting to push you into the right direction. His paintings are quite similar.
>>
>>541126
>so I can't rely on any compositing tricks.
You could make multiple render layers and render them separately, and comp them in with material IDs or object IDs as masks. In Vray you can also exclude objects from being affected from certain lights (at least in Maya), so that could be of use I guess.
>(And I'm gonna have to animate candlelight which I have no idea how to do yet.)
I haven't done this myself, but I guess you could just animate size and intensity of a vraylightsphere? Or maybe model a tiny object, put it in a lattice/FFD deformer and animate it and slap a vraylightmtl on it?

>>541478
That's looking very good. I want to see all the other objects textured too now. Also, you may already be doing this but it's smart to lookdev in a "neutral" scene (maybe on a grey background plane lit by a good HDR), so you're having shaders and all only fit your current light scheme.
>>
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>>541264
I think I'll remove the halftones but I need something else to make it appear more flat
>>541266
Thanks bro. Hope you do well :)
>>541286
I'll edit the body and add those changes.
>>541299
I agree but I don't really know what to do with it.
>>541404
Actually I can draw over photos and filter them to fit the background I guess.
>>541408
Oh yeah, I'll add the necessary outfits to make them look like queens and maids and fighters. Just like the drawings.

Well it turns out that the animations look kinda 3D. Any pointers to make them appear more 2D or handdrawn? Is the shading giving it away?
>>
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>>541480
I love Vermeer. Actually looking at various renaissance painters to figure out materials and color combos. I'm gonna see if I can just increase my ambient with light portals since I don't really wanna have to animate candlelight.
>>541481
Already on it, good tip!
>>
>>541495
You might wanna find somebody else to animate for you.
>>
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>>541497
The animation is shit at the moment. But the looks of it needs to change to make it appear 2D in motion. Maybe with a sharper shader like the one I used previously.

If not, I can just do doujin pages with this style and don't deal with the animation side of things at all.
>>
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>>540878
A bit more progress and testing some renders.
>>
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>>541509
>>
>>541495
>I think I'll remove the halftones but I need something else to make it appear more flat
Try the little trick i mentioned with the gray overlayed at a low opacity.
It really tends to get rid of a lot of contrast in a way that makes it look flat.
Either that, or you can crush the blacks with levels/curves (assuming Unity has something like that).
A fine grain noise will help too.

>Well it turns out that the animations look kinda 3D. Any pointers to make them appear more 2D or handdrawn? Is the shading giving it away?
As for animation wise, I don't know if you'll ever be able to get it looking in a way that it's not 3d. The forms are too perfect (compared to 2d), and the shading is too consistent.
The only real way I could see is trying to make a new shader that works similarly to the 3d anime that's out now, but I think you'll lose a lot of what makes your artist's style unique.

Another thing to think about is how hentai is animated.
It's pretty choppy, and hand animated. There isn't really a lot of tweens handled by software interpolation. The only real way to go with that is to do animate it manually. A keyframe every 2 frames (for smooth), or 3-4 for something choppier.

Keep going though, I think you're doing well.
>>
>>541495
I know this isn't something you ask here.
But is it ok for you to share the face model with us?
>>
>>541509
face looks dumb

>>541510
body looks dumb
>>
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Trying to figure out rigging and animation. Made this simple crane for exercise. Should I use one link to control all objects, or have them individually set to their own bones?
>>
>>541509
Knees are too thin and bow inwards too much. Either shift the knees outwards a bit or move the shins/feet closer together. The arms also look a tiny bit too short. Would also add to the sex appeal to have that leg strap tighter and make the skin around it bulge out slightly.
>>
>>541557
I'm not sure what you mean by link. In Maya the 'bone' that connects joints doesn't do anything. Place a joint at the point at which a solid piece needs to rotate. It doesn't need to connect to another joint.
For solid parts like this arm you can simply parent constrain each piece of the arm to the joints.

eg. for the lower most part of the arm, move the pivot point to snap to the base joint, then parent constrain that piece of the arm to that joint. Do the same for the next piece of the arm and the next joint.

having 'floating' joints comes in handy for example if you want to have a joint move with another joint but not rotate with it. You can point constrain the child (floating) joint to the parent joint so it only inherits the translation.

Something important to note is that when you parent one object to another object, the channels (translate, rotate, scale) remain at 0 but the object still follows the parent.
When you parent constrain, the child object inherits the values of the parent in its channels.
>>
>>541560
>Something important to note is that when you parent one object to another object, the channels (translate, rotate, scale) remain at 0 but the object still follows the parent.

That explains a lot. Thank you so much for all the info, I appreciate you.
>>
>>541026
learn to render, model is ok
>>
>>541509
>>541495
these two should make out :3
>>
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how do I remove the blue bits on the hair/head and legs?
>>
>>541604
First, you have to lock all the bone weights.
Second, unlock the weight of the bone that you want to transfer skin weight to. Set the paint skin weight brush to zero and paint over the vertices.
Or select the vertices and then in the component editor set the weights to 0.
>>
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Practicing sculpting,

I still suck at faces so I thought I'd drop down a layer
>>
>>541670
Great work, mah man
>>
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another head from imagination
>>
>>541670
Looks good.
>>
>>541670
your premolars and canines all look like incisors
>>
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I-is this too lewd..?

I did my best taking out the major parts...

W-working on a 6x collage animation anyway.
>>
>>541692
whats with d.vas alien face ?
>>
>>541674
Just so you know, even a random head done with references will train you much more, especially when your "imagination" head are of this level.
>>
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>>540640
First model without tutorial

Is it ok for a newbie?

How do I fill the middle part of the blade without it looking spiky?
>>
>>541693
Hair doesn't show up with just AO visible.
>>
>>541498
Just slow it down, fag
>>
>>541674
Like he said. >>541699
If you want to train, use references, it will help your imagination.
Try to do some works with references and then one without, you'll see how you get better.
>>
>>541700
Maybe add some more anatomy
>>
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This is the first thing I've ever worked on.

Please be gentle.
>>
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>>540610
WIP, I have not added textures to armor
I'm rendering this in Renderman 21 and trying it out generally and I think it's way better than Arnold. I hate Arnold !
>>
>>541755
use a reference for the head
>>
>>541747
Looks alright. The objects are so simplistic there is hardly anything to comment on. What is the filename supposed to be referring to btw, some 2deep4u bullshit ?
>>
>>541759
you don't like stylized-is look anon?
do you think if I'll real human use reference these eyes will be that size?
forehead needs some reshaping I assume
I like how nose and eyes and lips look tho
it must look cool at the end IMHO not like real human
>>
>>541760
> some 2deep4u bullshit ?
if you look closely the picture says that his friend was killed by a black man
>>
>>541755
Just curious, why do you hate Arnold?
I am just starting with Renderman and it feels a little underwhelming.
>>
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Painted over a close up of the face to see how I'd want it to look, along with testing some more details and changing stuffs. That Zbrush shader I made didn't looked too bad, but man, it's still far away from what I would really want.

Would be sweet If I managed to make 3D renders like this, think I have a chance with finaltoon?
But first anyway I need to properly finish all the accesories/details and fix some shit, then rig it.
>>
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>>541765
The untouched render by the way.
>>
>>541760
Miscarriage joke
>>
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Fucked up the clothes while testing some moves, but I found the results kind of funny.
>>
>>541773
That is quite hilarious, you should use this
>>
>>541674
>working without reference
stop
>>
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>>541674
>>
>>541773
How did you do the cloth like this? I'm trying to do a blanket in a similar fashion.
>>
>>541775
This. It looks intentional.
>>
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>>541478
I'm back with this again, doing some lighting passes now. Lemme know what you like and don't like.

On a related note, anybody know of a way to cover the environment in vray/3ds max? I wanna fill my windows with a texture without it affecting anything in the scene (but reflections).
>>
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>>541809
Have another, night version.
>>
>>541809
Use a plane, emissive material, assign the texture, and then switch off the visbilities you don't want (diffuse, GI etc.).
It's a while since I used 3ds/vray, can't tell you the exact steps.
Use emission to make the material independent from scene lighting.
>>
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>>541799

Assuming you're using 3DS:

-I used a donut spline because it was a poncho, you can use any type of spline you want. If you need it, edit spline (I gave it some edge on the front and the back)

-Then apply garment maker modifier, it will "polygonize" the spline, you can adjust the density. You can UV unwrap and texturize after that if you want to.

-Then, apply cloth modifier, and on object properties, adjust the physics parameters (or use some of the presets like cotton, heavy leather...)

-Also on object properties, select the objects you want the cloth to collide with and put them as "collision objects". You might want to double check it because max likes to reset this shit.

-Now you can "simulate local" so the cloth will more or less put itself on a natural pose to set the initial state, and then you can hit "simulate" and it will go with your animation.

Cloth will react to forces like wind and all that, try to experiment. Also I suggest to up the frictions (static and dynamic) because the defaults behave like silk.

Also you can "staple" parts of the cloth to things by using the group subpanel.
>>
>>541809
I think you should up the intensity of the sun outside a lot. Or maybe study more paintings. The lighting isn't bad, but it could use some more direction. It's kinda flat except for where the sun hits directly.
The night version looks very good but I think you could turn down the blue saturation a bit (there shouldn't be much of it in the room) and also make the lights more yellow rather than red.
The materials look fine but I think you should turn down the reflectance of the walls a bit.
Looks good overall!
>>
>>541764

Not that guy but arnold rocks. Not sure what he is one about.

The simplest, most straighforward super realist render engine.
>>
>>541817
>cpu renderer in 2016 almost 2017 when i have a gtx 1080
>>
>>541818
So what GPU renderer has all the features of a solid CPU renderer like Vray, Prman and Arnold, including good render passes, then?
I've been looking at Octane and buying a couple of 1080 cards but it looks like it's still lacking.
>>
>>541819
the unreal game engine gets work done
>>
>>541773
Fuck dude keep it like this, that's charming.
>>
>>541814
Thanks
I assume Maya has a similar option?
>>
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>>541830

Well I just found this and man I wish I found something like that when I was learning the same shit in 3ds

https://www.youtube.com/watch?v=U6lHTY-EOW0

Anyways, I've heard that cloth simulates better when the topology isn't all regular, probably there's something for that in maya.

>>541829
>>541806
>>541775

Yeah, I think I'm gonna go for the "serious character acts all tough while fucking up everything around him"

That aside, here's a pic of an unfinished clip I was making last week
>>
>>541819
Take a look at Redshift.
>>
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>>
>>541845
I have taken a look at it but there doesn't seem to be that many using it. You think it'd be worth swapping Vray for Redshift?

>>541820
You'd really use the Unreal engine in production when animating and rendering high res stills?
>>
>>541848
>You'd really use the Unreal engine in production when animating and rendering high res stills?
The unreal engine is the best there is for actually getting shit done and shipping
>>
>>541845
what about redshift ?
>>
>>541849
How? It's not even raytracing, is it? I've never ever heard of anyone using UE for anything other than VR or games. I find it hard to believe people actually do this but I'd be happy to be proved otherwise.
>>
>>541919
>screen space raytraced reflections
>>
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>>541921
This is what's coming up when I'm googling that. What about accurate GI? And what about people actually using it in a professional environment outside of games and VR?
>>
>>541922
>3 years ago
https://www.youtube.com/watch?v=dO2rM-l-vdQ
>>
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Props if you can guess what movie this is from, protip: it's from 2006. Updates will follow
>>
>>541922
You can crank up the raytrace settings to shoot more rays until theres no trace of any noise left, and you'd have physical stochastic raytraced reflections, just like how mentalray and vray does it with the exception of UE4 rays are shot from the camera direction and not from the world.
>>
>>541925
Alright, sounds good. Still, what about render passes? And people using it in production? If it is this good, why isn't it widespread?

>>541923
Yeah, I remember that. It still looks great, but is there anything other than tech demos made to promote the engine?
>>
>>541926
>but is there anything other than tech demos made to promote the engine?
are you serious or just this naive?
>>
>>541848
I don't know exactly, its hearsay, but word on the street is that Redshift is the most promising GPU renderer, because of its speed, quality and 'out of core" feature.
You don't want to swap VRay but observe the development of Redshift and if it becomes useful for you use it in addition.
>>
>>541933
What? I guess I'm both naive and serious then. Outside of games, VR and the tech demos by Epic or whoever that was, who is using UE? Are there any studios who have adopted it? I had a quick look at fxguide and couldn't find much about it apart from game related stuff.

>>541950
Yeah Redshift looks really promising and I'm keeping an eye on it. It doesn't look like it's used as much as Octane though. I rarely hear people talk about it.
>>
>>541959
Blizzard used it for all the Overwatch shorts, then there are some VFX shots in the Brad Pitt movie "Fury". There are lots of boring product/advertising shots all over the net, difficult to find these.
But yeah overall, there is not much to find, pretty underwhelming so far.
>>
>>541982
I was talking about Redshift.
For UE4 i know that it is used for lots of advertising stuff/ marketing.
A friend of mine is using it for trade fair visualization.
>>
This is so frustrating.

Is there any sculpting anatomy in Zbrush that isn't a draw the whole owl?
>>
>>541985
http://www.digitaltutors.com/tutorial/1361-High-Resolution-Game-Character-Creation-Pipeline-in-ZBrush-and-Maya
>>
>>541982
>>541983
Alright, didn't know the Overwatch stuff was made with Redshift. That's cool.

>>541983
>For UE4 i know that it is used for lots of advertising stuff/ marketing.
Alright, but can you please tell me something more specific than that? This thread is filled with posts claiming that's the way it is but where is it? Who uses it instead of Vray/Arnold/Renderman/MR/Octane/Redshift?
>>
>>541846
those are some tiny ass feet
>>
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made this to animate and play with it in unreal,
but rigging it is bretty hard
>>
I got rid of the halftones and tried something more natural. This filter makes it look like it's inked and painted.
>>
>>542016
just use the auto-rigger from mixamo. nobody will ever know
https://www.youtube.com/watch?v=AVkiF8FOFXw
>>
>>542022
Any suggestions for facial rigs?
>>
>>542020
>This filter makes it look like it's inked and painted.

No, it makes it look like a shitty GIMP filter.
Huge step in the wrong direction.
>>
>>542020
>>542029
I think the lines looks very nice, so I wouldn't say it's a wrong direction, need more improvement still. Think about adding some highlight (like on the tits) on the face and rest of the body first.
>>
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Here's some feedback for the Oda-non guy. Sorry if I sound opinionated or bossy here, I just want to be clear and to the point. It's mostly criticism but don't misunderstand, I think it's looking very good and I'm no expert, I'm just throwing my opinions out.

>>542020
It's sort of a common thing in art in general these days and possibly overused but you could try adding some rim light or shadow as well. Oda uses it himself; I'll circle in red a few examples I interpret as rimlight on your reference.

>>540773
I am no expert myself, but I wanted to mention that this poster seems to be on the spot. I hate to say it bluntly but the hair proportions and shape are significantly more pleasing to look at with the changes he made(covering up the skin in front of the ear is also a good idea; your original model has no hair in front of the ear). Just in case you wanted a third party view on that.

>>542029
Comparing >>542020 and >>540730 I'd have to agree with this poster, broadly speaking. In particular I dislike the color changes and it looks like you've lost nearly all the shading on the face, which was fairly attractive. It did a couple of good things but I think the number of bad things it did far outnumbers them. The things affected negatively the most are the colors overall, and the accessories. Her accessories simply look dirty with that shader.

That shader may look better composited over the original in some way instead. But judging from my experience with shader writing, no matter what you do the accessories are going to look muddy unless you adjust the shader's settings for them.

Another thing in particular that seems like a poor choice is darkening around the highlights/specularity. It may look good in some cases but for the most part I don't think that compliments the look much and, possibly more importantly to you, doesn't seem to be a part of Oda's style.
>>
>>542043 again.
Two afternotes and a question:
One of the biggest steps I think you could take towards a 2d look would be a little more variance with line strength. I'm not sure how much you're doing it, but one common example is having line strength vary across surface normal.

>>541168
Forgive me if I'm wrong but at a glance the body looks relatively high poly. If that's true, if you're going to go that level with the body I think the hair could use a little more polygon count love as well. This is completely up to you and I probably shouldn't even mention it. I just feel a little strongly about it because in my experience 2d/anime-style non-game models generally have higher polygon density in the hair than anywhere else(again, only subjective experience), and looking at the edges on the hair it seems easier to make out the polygons than on the body.

I have a question if you've got the time/will to answer:
>>540730
I'm not sure what you mean here. Are you saying the shape of the nose actually changes with the camera angle? How are you achieving that? Binding a vertex morph to camera angle or something?

Or did you mean it looks quite different from different angles simply because of its shape?
>>
>>541995
Dude, isn't that obvious?
Anybody who could profit from real-time performance.

https://www.unrealengine.com/blog/bmw-opts-to-incorporate-htc-vive-vr-headsets-and-mixed-reality-into-the-development-of-new-vehicle-models

http://www.topspeed.com/cars/car-news/mclaren-launches-partnership-with-epic-games-to-integrate-unreal-engine-for-auto-design-use-ar172797.html

https://www.youtube.com/watch?v=dZXhd96xXrg
>>
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>>542029
>>542040
I changed it so it doesn't make choppy outlines or blur the shaded areas anymore. I also added some highlights afterwards to make it more shiny.

>>542043
Thanks for taking the time to give feedback, it's always welcome :)

For starters I switched to a better anti-aliasing mode to give off thinner and more defined lines, so it should improve the overall quality. I added a subtle rim lighting without drawing too much attention. I think it works everywhere except for the hair.

That hair will probably change as well. I actually tapered the tip of thehair to make it look like his version but just didn't have the time to import it in. I should make the hair more spherical so the highlights look like they are drawn like a line rather than scattered around.

I deleted the filter that blurred the shaded features of the face completely. Now it only multiplies a layer of itself and masks the dark areas. Now all the linear detail should be easier to read.
>>
>>542049
Yeah I get using UE in games, VR and stuff related to that but none of that makes me want to swap Vray for UE when rendering a TVC or high end still images, for example.
I was under the impression people in this thread claimed UE was a real contender to other render engines. Those examples in the showreel are mostly niche areas like real time arch viz, VR or game stuff. And the quality is a bit underwhelming when compared to Vray. The only thing I've seen that comes close is that Paris apartment, but even that doesn't quite compare to what you can get out of Vray by a competent artist.
Not that I expected it to match it either, but I thought you guys were claiming that.
The car stuff was cool though, I didn't know about that.
>>
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>>542045
Thats actually a good idea to make variations with the outlines. I can paint a greyscale texture that will add and drop the outline thickness around where it draws the lines on the body. It should definitely break the mechanic 3D outline look that it currently has.

I didn't wanna push the polygon count too much but I eventually learned that curvy lines are essential to the 2d look, or rather jaggy sharp edges bring out the 3d model sitting in there.

I made a shader that renders 3 different textures depending on where you are looking at the face from. So if you're looking at the sides, it actually reveals a nose shifted to that side.
>>
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I'm trying to make a cel shader that doesn't suck huge dick, but I ended up making one that sucks huge dick anyway.
Cinema 4D's base cel shader is really bad. No control over the light intensity or color values, no tints, only one light allowed or it fucks your lighting (As far as I'm aware).

I ended up having to manually link the cel shader mask intensity to the light distance, and also make a slider for it just to be able to control that. I still can't control the tint, or have more than one light, so this is very WIP, nearly useless, and needlessly complex.
I also wish I had more control over the lines. Those are from the program's shitty default outline system that I need more control over than they offer.

Something still looks really off. I think it's the shadows, but it probably has something to do with the colors too.
I'm trying to get the 3D anime look that every weeb hobbyist tries to do at some point in their life, but holy shit I am bad at this.
>>
>>542058
Dude, that legacy cel-shader is ancient, like 15 years old or so.
If you use C4d and want to have any chance at this, use Sketch and Toon effect/render.
>>
>>542068
that was meant for >>542062
>>
>>541755
work on your hard surface modeling. that armor looks like play-dough.
>>
>>542057
no genitals, no nipples
:(
>>
>>542016
Can you post a wireframe of this? Are all the shadows in the texture or are they from normals?
>>
>>542057
It's an improvement for sure. However, if the intent of the shader is to enhance a 2d look, I'd still say, the color change is unneeded. That being said I think the color changes it's doing to the body are good and improve the look of the highlights. However I greatly prefer the original hair coloring and, while if it's your intent+preference I wouldn't question it, her lips are getting pretty dark/almost blue.

>>542057
>I should make the hair more spherical so the highlights look like they are drawn like a line rather than scattered around.
Sorry if I'm misunderstanding, but from my experience 2d/anime-style hair shading is often idealized beyond any concept of underlying geometry. If you can succeed to your satisfaction just by changing the shape then that's great, but I believe the common approach is alternative shading techniques(such as considering the normal of all hair geometry to be a line pointing away from the center(or another point) inside of the head instead of away from the actual geometrical surface of the hair) or specially tailored normals(similar to the techniques common with alpha trees, which have a similar problem).

>>542059
I see, I'm curious on the specifics of how you're doing the camera angle detection but if it's complex I wouldn't want to bother you for a full explanation. I was able to do something similar in HLSL but it required more math than I'd anticipate and I'm sure it leaves a lot to be desired so I'm curious how others are doing it.

Anyway keep up the good work, it's already fairly attractive and still improving. Good luck.
>>
>>542016
Cute.

Arms seem way too short, at least how I can visualize they'd fold outside of the T-pose. Even if they're not proportional to the legs, keep in mind your elbows should line up with the bottom of your ribcage (generally the "thinnest" point of the torso on a female with a hourglass figure) and your wrists should line up with the floor of your pelvis.
>>
>>542062
I'd agree it's pretty basic and nothing special but I think you're being a little harsh on yourself if you're just starting out(I'm assuming based on your wording, sorry if that's wrong). It's a good start and, although the light appears to be shining directly into the face(which is the easiest case for NPR/anime), the placement of the shadows on the face seem fairly well done to me, which is the hardest part to accomplish.

Nothing looks particularly "off" so much as it's a little overly simple to judge. No specularity/highlights or color gradation, her(lit) skin is too white, etc. Even if simplicity is part of the look you're going for I'd say it's just too white.

Is that a TDA model, by the way? Judging by the facial shape and eye model it looks like a derivative.

I'm actually mainly posting because I want to say your animation is pretty good. It's all smooth and the movements look convincingly human/conscious, which is more than most people get. Good job if you did it yourself.
>>
>>542062
No experience with cel shaders here. But having a bit of experience with realistic shaders, and traditional art, I wanna point out lighting and shaders are only half the battle to making a good image.

What makes cel-shaded images and animation look good is heavily dependent on the quality of models, textures, colors, composition, light placement, etc.

Not saying you can't fix/improve your shader, but it's also something to keep in mind down the road. I'd wager the best cel-shaded images don't stand out just for their shaders, but for the rest of the shit that goes in them too (and it can make some pretty bland shaders look a lot more passable.)
>>
>>542026
https://www.youtube.com/watch?v=lUjSnHlaJFs
>>
>>542088
>composition
>light placement
I'd heavily agree on this as well as
>use of perspective
>shading technique
Perspective could be lumped under composition but it's my opinion that if you're a 3d artist aiming for a drawn look, perspective is more or less your enemy with today's tools. For example, some 2d artists selectively use orthographic and perspective styles on even different body parts or at different strengths across the same body part(ex: exaggerated shots looking down at the face and the feet seem miles away), but I don't know of any existing tool which allows this in 3d without writing your own code.
This could also be lumped under compositipon but I'd also throw in
>camera technique
for good measure, referring to tricks such as using panoramic shots+clipping.
>>
>>541773
Haha, love it
>>
>>541126
Why does it being a flythrough prevent you from compositing? Create an id pass so you can grade down the windowpanes (if you render as exr the superbrights will still maintain the pixel information), and you can also simply use an expression in nuke to vary the brightness of the candle.
>>
>>541764
Not him, but I feel arnold lacks transparency, like in prman there is way more control if you need it. arnold is a bit too limited.
>>
>>541761
it's not a matter of it being stylized, anatomy still has to apply as a basis for it to look good. that nose doesn't look like it has a nosebone under it, and the cartilage seems oddly smushed in.

>>541773
cool, you need way more overlapping action

>>542062
hey this is good animation. just watch the eyeline to her hand after the start. it looks pretty off. a bit more polish to the rotations of the head at the end and it's golden
>>
>>542111
>Not him, but I feel arnold lacks transparency, like in prman there is way more control if you need it. arnold is a bit too limited.

prman used to be that way, but now prmans philosophy is to just "fuck it raytrace absolutely everything".
>>
File: popopoka.png (678KB, 1409x764px) Image search: [Google]
popopoka.png
678KB, 1409x764px
>>542022
ohoh, look interesting,
i tried rigify but it didn't work at all, i'll try this one,
thanks

>>542081
the shadows are in the texture, i tried to do a normal map as well, but it looked awful

>>542085
thanks ! i'll change that, and i'll also make the legs a bit shorter,
>>
>>542128
also, is my style too animu ?
>>
>>542129
Not with the Tumblr nose.
>>
>>542129
Depends how animu you want it to be. It's pretty animu.

The one thing that bothers me about it is the painted highlights, these just look weird in half-light or shadow (on the hair). Perhaps there could be a way to have them come through material properties, instead? Same thing with the eyes (though idk, I've seen complex anime models handle eye highlights as some weird actual, moving geometry).
>>
File: Butterfly Dress 01.jpg (72KB, 1000x1250px) Image search: [Google]
Butterfly Dress 01.jpg
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Working on a new outfit.
>>
File: retopo.jpg (241KB, 1688x637px) Image search: [Google]
retopo.jpg
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retopo is harrrd
>>
File: screenshot003.jpg (379KB, 1600x1200px) Image search: [Google]
screenshot003.jpg
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still WIP
>>
File: screenshot004.jpg (352KB, 1600x1200px) Image search: [Google]
screenshot004.jpg
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should I add the body? or should I start new one
>>
>>542128
Did you model the head or rip it from something? it looks a lot cleaner than the rest of the model.
I think it has a decent balance between Disney princess and anime. The eyes are a little too large for my taste, and the the blush on the nose is a bit too strong.
>>
>>541760
>What is the filename supposed to be referring to btw, some 2deep4u bullshit ?

It's a newfag finder.
>>
>>541747
What a dramatic piece
>>
>>542115
I'm not referring to reyes even, even within raytracing arnold is a lot more restrictive.
>>
File: xpresso.png (190KB, 1744x774px) Image search: [Google]
xpresso.png
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>>542068
Can't say I'm too thrilled to hear that. I guess I'll mess around with Sketch and Toon some more.
I'm probably going to have to redo all of my materials then, if the cel-shader is ancient tech like you said. Everything's set up in the Luminance channel right now, and I don't think that plays very well with Sketch and Toon's shading.

Pic related, this took a bit of time for me to learn how to make and impliment. Guess it was for nothing but a learning experience.

>>542086
I needed to screw around with the settings a little more I think. It was too white because the light was cranked up a little too high.

And yeah, it's mostly TDA with a few minor modifications.
I'm looking more into animation/vfx right now since I'm bad at modeling, so I took a few days to just compile together a base model to practice animation with, even though that's a bit frowned upon in the mmd community.

>>542088
>What makes cel-shaded images and animation look good is heavily dependent on the quality of models, textures, colors, composition, light placement, etc.

Agreed. I'll look more into this, thank you. Most, if not all of the textures I'm currently using are flat colors, relying on the cel-shader to add shading on the fly.
The "only one light" rule I've currently got in this system is the main issue, I think. And then after that probably the textures.

>>542112
Thanks. It was just a lighting test so I didn't get too far into polishing it or refining the splines, but I'm glad people thought it was alright.
>>
File: IMG_20161128_112824.jpg (2MB, 3120x4160px) Image search: [Google]
IMG_20161128_112824.jpg
2MB, 3120x4160px
Hi, I want to model this in 3D to print it ( I dont need all the details mostly the general structure, it is a camera mount ). Is modelling doable in Blender or is there another program I should use for this kind of work ?
>>
File: popopoka.png (287KB, 1017x792px) Image search: [Google]
popopoka.png
287KB, 1017x792px
>>542157
nop, i did everything from scratch, i drew a body sheet and modeled everything from here,
altough i didn't have a reference for the clothes
i'm trying to make a final fantasy/anime style

>>542138
i tried to do that with the hair at first, but it looked too realistic compared to the rest of the model,
i could also do both, haven't tried yet, but it should be good enough

>>542130
nah, it's cuz it's cold and stuff~
>>
>>542026
https://sites.google.com/site/blenderfacialrig/downloads
https://www.youtube.com/watch?v=x_rj9yIaYCY
>>
>>542179
blender is fine, Inventor/Solidworks is better for this kind of stuff
>>
>>542179
Hey I think I have that same Manfrotto tripod.
Any package should have tools good enough to pull that off.
>>
>>541670
Really good.
>>
>>542182
her arms are pretty short
>>
>>542144
any advice on modeling outfits?
>>
>>542232

Short skirts are easier to rig than long skirts.
>>
File: Shitty_planar_UV_plasmagun.jpg (149KB, 932x571px) Image search: [Google]
Shitty_planar_UV_plasmagun.jpg
149KB, 932x571px
How'd I do?
>>
File: good.png (48KB, 289x490px) Image search: [Google]
good.png
48KB, 289x490px
>>542252
here is my outfit so far.
>>
File: [3dlady].png (123KB, 648x557px) Image search: [Google]
[3dlady].png
123KB, 648x557px
is the topology on this okay

head is a place holder
>>
>>542273
shitty
>>
>>542325
yea, seems very nice
>>
>>542325
Topology isn't just about following form, it's also about predicting form in the case of animation.
MUSCLES, WRINKLES, FOLDS, FOLLOW THEM.
The hip area is all kinds of fucked. Imagine animating the upper leg and following your topology.
>>
>>542334
depending on the animation the topo for that upper leg is fine.

>>542325
The biggest problem is modelling the shoulders with the arms pointing directly downwards.
pic related. red is where you've extruded the arm out from. Blue is where it should be extruded from. If you want it in an A pose you can rotate that loop down 45 degrees.
What you've done is model the topology to actually bend the arm/shoulder down 90 degrees.. If you try to deform that arm to raise upwards, that should is going to be a mess.
The breasts look like they're also going to shade strangle without smooth preview. They have strange topology and too view edges converging to towards the nipple.
>>
File: ref.png (639KB, 1660x800px) Image search: [Google]
ref.png
639KB, 1660x800px
>>542325
ignoring the head nothing strikes me as particularly bad, but it could be more detailed without greatly increasing the polycount

around the breasts I'd advice doing something more like pic related if you wanted to go deeper, as it helps express that little bit of supporting fat you can sometimes see above breasts, but ignore the arms in the image please

the abdomen and my possibly vain attempt at producing a rib contuor also might help you going off of that reference image you've got in your viewport. In the ring I've got around my abdomen, make note of the three-way points. You want to make the convergence there visible on your model. The five way pins along the top of the blue band are also worth looking at.
>>
File: what was I thinking.png (50KB, 436x232px) Image search: [Google]
what was I thinking.png
50KB, 436x232px
>>542339
-and in hindsight, ignore the clavicles too. The neck if fine though.
>>
>>542340
is fine though*
and I'm referring to my own neck, not the unfinished lego-tube neck in [3dlady].png
>>
>>541765
that looks really nice what'd you paint it with?
>>
>>541495
>feet just moving with the whole upper body
did you even ik rig the limbs?
>>
>>541495
Animate it stepped on twos and threes and it'll look less CG. Also, it's clear the arms are locking... they need to buckle with proper overlapping action in the shoulders. Her head movement is super isolated
-animator
>>
[spoiler]hello[/spoiler]
>>
>>542342
Just Photoshop.
>>
>>542200
>>542218
Thanks, a combination of FreeCAD and blender did it
>>
>>542178

>>542086 here.
I was pretty similar to you when I started out, actually, except you're much further than I was. I was determined not to try but as I continued to tinker with 3d I just went deeper and deeper and not to brag but now I find myself capable of just about everything(although still trash overall because of a lack of general artistic sense...).

You say you spent "a few days" putting together a model which is based on MMD models. That alone is quite an investment considering the amount of MMD models in existence. Following from that it seems to me like you're interested in just about all forms of 3d and possibly even graphics. If so, I feel like I've travelled a similar route to where you're going and as someone who's been doing it for awhile the single strongest point of advice I could give you is to pick up programming/scripting to some extent.

Given that I feel similar to you I'd like to give one or two more pieces of hindsight-based wisdom. I'm no professional so take it with a grain of salt, but I would also recommend switching from c4d to something else. In fact if you were to pick up programming as I suggested, for now I would strongly recommend picking up Blender and studying Python. Blender may get a lot of hate but I think it's possibly the most convenient program for learning general 3d and programming in tandem because its Python interface is extremely powerful and easy to use even for a beginner. I also suspect that its NPR rendering capabilities are better than c4ds depending on your level of shading and programming knowledge. Maya is also capable of using Python but from my experience it's not nearly as flexible as Blender is with it(however I could be wrong here).

Sorry for the unsolicited advice, hope you don't take offense. Good luck. If you'll keep posting things I'll be looking forward to it, the animation really was nice.
>>
>>542361
I'd like to add before someone whacks me for it that I'm not necessarily recommending Blender over c4d. It's that I'm recommending programming and I consider Python to be the best language(in terms of effort:payoff) if you're picking up programming as support for 3d art, and to my knowledge Blender has by far the most Python flexibility among 3d applications.

If you were to follow that suggestion, I wouldn't necessarily recommend Blender as a "main" app, so taking something else like Maya or Max more seriously might be a good idea. However if you learn Python and Blender at least on the side I can almost guarantee that it will be useful for years to come if you stick with general 3d. Even an amateur like myself can write model imports+exports with Python(when I started 3d a few years ago my programming knowledge was 0 and first-year calculus the extent of my math education) not to mention all the other things you can do with it.
>>
>>541765

nice.
>>
File: Eye_main.jpg (575KB, 3000x1999px) Image search: [Google]
Eye_main.jpg
575KB, 3000x1999px
Just started compositing
>>
>>542366
might want to add a specular map; the highlights on the yellow pipe over the grunge look weird.
>>
>>542368
>specular map
>2016
>>
>>542372
what would you use instead?
>>
>>542373
reflection color map :^)
>>
>>542373
roughness map for 2016 lad
>>
>>542373
Roughness and metallic for that good-pussy lookin Physically based Workflow
>>
>>542391
>>542383
>>542376
thanks
>>
>>542273
why the fuck is it so blurry? did you handpaint those details? it looks sloppy and low res, better not be for a first person game. i'd recommend using adobe illustrator or a similar vector-based program for precise, artificial details like that. or you could model a high poly version and bake, but fuck that, too much work.
>>
File: plasmagun_3up.png (372KB, 1283x1007px) Image search: [Google]
plasmagun_3up.png
372KB, 1283x1007px
>>542413
Because I took about a minute to do a lazy one-projection UV map and line it up with the reference image on a whim to see if it fit, I'm going to hand paint the actual thing later. That wasn't a serious post, I figured the flavortown background and comic sans do not steal message would've given it away.

Vectors are a good idea, but I've only been using Maya for a few months and don't have a great handle on the tools yet, so the topology isn't as clean as I'd like (Not that I'm that great at topology to begin with) and the UV template is a bit wack so it's not going to be something I'd want to paint on with software that can't paint directly in a 3D viewport unless I clean it up a whole lot.

It's going to go into a top-downish, Alien Swarm like game if it's used anywhere at all.
>>
>>542343
Yeah, it's just the hip bones move around where it shouldn't. I still couldn't fix it.

>>542355
It's like 12 frames per second, dunno if it's enough. Btw what do you mean by arms should buckle with proper overlapping action in the shoulders?
>>
File: Capture.png (132KB, 1550x865px) Image search: [Google]
Capture.png
132KB, 1550x865px
I'm working on this Link-like game character. My goal is to create a fully animated character I can use in a 3rd person combat game. I just want to create a proper character with clean animations that looks good in-game.

I don't know much about what I'm doing so could you guys give me feedback on the topo/proportions/style?
>>
File: Teapot.gif (3MB, 1024x1024px) Image search: [Google]
Teapot.gif
3MB, 1024x1024px
Practicing some animation.
>>
>>542416
Any glaring issues? I've done a grand total of maybe 3 unwraps in my whole life.
>>
File: unwrap1.png (318KB, 1553x527px) Image search: [Google]
unwrap1.png
318KB, 1553x527px
>>542510
fuc
>>
>>540701
It's not
>>
>>542511
If you wanna do unwraps the old fashioned way, start by fitting your most cumbersome pieces (the p90-like grip and the green piece above) in a square, then gradually scale down all of your UVs as needed whenever you can't fit something in your space.

You still have a decent amount of unused UV space, with no specific pieces blocking you to the small texel density you're at.

If you dunno how to do it watch some tutorials (make sure the results are good and not like this), it's way easier to see visually than to read up on.
>>
File: spaceStationShort.jpg (35KB, 596x696px) Image search: [Google]
spaceStationShort.jpg
35KB, 596x696px
Working on a space station, still open to design changes/rearrangements
>>
File: IMG_20161201_160105.jpg (1MB, 2560x1440px) Image search: [Google]
IMG_20161201_160105.jpg
1MB, 2560x1440px
How does this look? Its the only model I've ever made. Its based off of a drawing I did
>>
>>542561
Looks awesome, hopefully I can do shit like that one day. Maybe add an extension where ships can dock?
>>
File: spaceStationShort2.jpg (37KB, 777x718px) Image search: [Google]
spaceStationShort2.jpg
37KB, 777x718px
>>542561
>>542576

Added a solar skirt
>>
>>542602
You should refine those octagonal modules and add some high frequency detail to them next, your silhouette has gotten pretty busy at this point and I wouldn't add any more to it.
>>
File: carPaintStation.png (240KB, 1280x720px) Image search: [Google]
carPaintStation.png
240KB, 1280x720px
>>542603

They're next on the list after the top antenna
>>
>>542605

Its looking all good so far. It's definitely a contemporary sort of design with all the struts.

But, the compartments around the central axis are probably a little too close to the center. If the station spins to produce artificial gravity, then they'll have to be a lot farther out to make sense. The further the compartments are out, the less the station has to spin. Also, having a large enough radius (probably about 100m) means you won't feel different gravity at your head than you do at your feet.

I don't know what kind of scale you're working on, or if you're evening going for realism, but that's my input.
>>
File: FB_IMG_1480660315741.jpg (31KB, 1098x540px) Image search: [Google]
FB_IMG_1480660315741.jpg
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Trying to sculpt venom snake. Ended up with BJ Blaskowitz somehow. Any suggestions?
>>
File: tabasco.022.jpg (1MB, 2160x3840px) Image search: [Google]
tabasco.022.jpg
1MB, 2160x3840px
Still not entirely happy with the sauce.
>>
>>542626
Is that a model?
>>
>>542627
>those reflections
>Is that a model?
>>
>>542620
use better refs, fix up the anatomy
>>
>>542626
There's no thickness to the glass around the sauce.
>>
File: render1.png (803KB, 960x540px) Image search: [Google]
render1.png
803KB, 960x540px
Still a beginner, so I'm messing around with lightning. Still very WIP

Tips?
>>
File: 0001.png (316KB, 1080x1920px) Image search: [Google]
0001.png
316KB, 1080x1920px
>>541180
progress so far
>>
>>542575
no weapons expert, but wouldn't a rifle like that have a shoulder rest?
also, why do you post a photo of your screen?
>>
im almost done with this run cycle, just need some fresh eye opinions https://www.youtube.com/watch?v=YMChxnqu4Uc
>>
>>542696
also if theres a pro here, can you tell me at what level im right now?
>>
>>542149
is this shit? how many years from pro
>>
>>crosseyed... change slightly the angle the eyes (Yaxis)
>>
File: IMG_20161202_195913.jpg (676KB, 2560x1440px) Image search: [Google]
IMG_20161202_195913.jpg
676KB, 2560x1440px
>>542686
Most rifles have detachable stocks. I hadn't made the stock when I posted that picture. Here is the finished version, minus textures
>>
>>540900
few trick for you; daz is shit and its for talentless perv, you did a zremesh on this would you use it for animation or just a sculpt? if its for animation the topo isnt good you should search for the basic of face topology, try to use the curve in zbrush to guide your zremesh.
>>
>>541095
come on now dont post in here man ask my advice at school instead ahaha
>>
>>541670
stop wasting time and work on your film you lazy fuck
>>
>>542602
>>542729

Here, I'm working on it
>>
File: 1480231636043.jpg (20KB, 250x369px) Image search: [Google]
1480231636043.jpg
20KB, 250x369px
>>541152
That plot twist though
>>
>>542730
what kind of movie are you going to make?
>>
>>542517
If that's the old fashioned way, then what's the newfangled way?
>>
>>542743

A 30s sci-fi short involving plasma clouds
>>
File: shiftyjoe.png (2MB, 1920x1493px) Image search: [Google]
shiftyjoe.png
2MB, 1920x1493px
>>540610
Fucking with skin shader stuff with a new GPU
>>
>>542273

Looks like a weapon from UT 2004
>>
File: screenshot002.png (788KB, 1920x1080px) Image search: [Google]
screenshot002.png
788KB, 1920x1080px
colt anacoda, accessories WIP - several barrels and grips were ordered.
Thread posts: 334
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