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WIP thread Shortstack Edition.

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: 366
Thread images: 127

File: wip shortstack.png (2MB, 1500x882px) Image search: [Google]
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Old WIP thread
>>548925
>>
File: vk test 2.jpg (72KB, 1000x1250px) Image search: [Google]
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Working on Virgin Killer sweater.
>>
>>551535
I get what your going for but that head is disturbingly large, your clothes are good though.
>>
File: p99 slide setup.png (104KB, 960x540px)
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>>551534
just bought a p99 so figured i'd model it
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File: CharCont3.png (84KB, 322x598px) Image search: [Google]
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>>551534
have few older images in old wip thread
>>
File: MintyBot.gif (2MB, 384x216px) Image search: [Google]
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This is Minty. She's an officious robotic busybody, and probably the easiest walk-animation I'll ever need to make.
>>
>>551586
horrible silhouette
>>
>>551551

It's a chibi figure, it's supposed to be deformed.
>>
File: HELLBOY_3.jpg (535KB, 2500x1540px) Image search: [Google]
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working on my nigga hellishboy
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>>551591
>its supposed to be shit
>>
>>551625
fuck off
>>
>>551625

It's an already made figure that I'm making clothing for.
>>
>>551595
Working in basic material or basic material 2 is better because it uses actual lighting so you can see your forms better
>>
>>551639
thanks for the tip, anon <3
>>
>>551639
>actual lighting
what does that mean, exactly?
>>
>>551551
>Implying the head has anything to do with the torso as far as clothing is concerned.

Barring fitting a head in the neck hole.
>>
>>551551
Agreed, you could've used a base model of a child from Make Human.
>>
File: wip_02.png (1MB, 1920x1080px) Image search: [Google]
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Currently working on some assets for an environment.
>>
>>551690
These window frames look weird as an outset, would probably look better if they were all inset in the wall as that's how actual windows are constructed.
>>
>>551691
They also look too big, work in a real world scale and getting the right height or doors windows and cars is very simple
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>>551727
yeah that house looks tiny.
>>
File: fixed-scale.png (826KB, 1920x1080px)
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>>551690
>>551691
>>551727
>>551737
Updated the fucked up scale and windows.
>>
>>551749
maybe you should sketch on paper first, newfag
>>
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i know i probably made some construction related error somewhere but fuck it, i used common sense and 1 pic
>>
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>>551763
wire
>>
>>551763
>>551764
Are you.. Tom Butters?
>>
>>551641
Not that anon, but Matcap materials have baked-in lighting. There are seperate lights in zbrush which you can adjust the position of, but matcaps ignore these lights because the light is baked in.. Basic materials however will respond to your lighting setup.

You can try this easily by switching to the fast renderer under the render pallet and messing around with the light position under teh light pallet.
>>
File: burly_guy_wip3.jpg (654KB, 2346x857px) Image search: [Google]
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First serious attempt at anatomically correct (but stylized) humanoid. Eyes, triceps and ears need some work still. Scared of starting with the hands :(
>>
File: semiperfect.png (389KB, 960x540px) Image search: [Google]
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Made a lot of progress on Cell. Just set up his tail rig. It retracts back into his body when he transforms.
>>
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>>551794
>>
>tfw you finally understand how to make decent biped skinning for your model, copy paste weight, save poses, etc...

If only I had had patience for learn this 8 years ago..
>>
>>551749
That looks a great deal better, mister. Keep up the good work.
>>
File: all4.jpg (204KB, 960x540px) Image search: [Google]
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trying to understand how to use bump maps and moving the movels between maya and zbrush..
>>
>>551750
what are you, a fucking homo? no one sketches on paper, this isn't 1990
>>
>>551817
maybe you should watch some "behind the scenes" or "making ofs" on some movies, newfag.
>>
>>551814
Thanks man
>>
>>551818
I don't think anon needs a storyboard to model his liquor store.
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>>551820
its called a thumbnail sketch. Even tor frick uses them
>>
>>551821
>muh tor freak

okay bud, you do know that a guy like tor frick actually get lots of aid in terms of concept and the construction of the stuff he is making. thats including a concept artist and a lead artist. if its mechanical you might even have guys making the blueprints for him.
i know it seem like its all magical when he shits it out
>>
>>551822
mate, you pretend like you know what you're talking about i actually go to profesional forums like polycount and cgp almost everyone who has a job takes the time to do sketches on paper. You're not serious, are you?
>>
>>551823
its something that artist do. im just telling you at big company that pushes high quality shit won't let a generalist sketch and do everything from scratch. also in places where you have obvious deadlines you are not gonna wait for the modeler to do some sketching
>>
>>551821
that's actually hilarious because tor frick admitted in one of his videos that he doesn't sketch a lot (if he does at all, idr) because he sucks at drawing

Sketching can help you conceptualize some things but it's by no means a necessity. I don't particularly see how it'd help liquor store anon, he'd be much better off looking at reference instead.
>>
>>551824
you're obviously trolling and not helping the guy with the liquor store. Sketches are quickly done and can be done by anybody at any stage, even on napkins. I take it you only work in AA.
>>
File: test2.jpg (348KB, 1280x720px) Image search: [Google]
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still not textured but I need some help with the clutter. what do you guys think should be in the living room?
>>
>>551827
some ikea furniture, books
>>
>>551827
you could
>do a google search for living room reference
or
>ask 4chan for help

since you decided to ask 4chan for help i'm gonna say there should be a collection of dragon dildos
>>
>>551827
>>551828
sorry, I always forget to mention, its meant to be a shitty little house in Rio so they probably dont have assess to IKEA, just hand me downs and scrap.

>>551829
References for this particular part of the word are hard to come by so I like to ask people what they think might be in room like this. as for bad dragon, I'm afraid i'll have to pass.
>>
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>>551831
This is one of the images i made when I started
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>>551826
he doesn't need to sketch any fucking thing. he just needs to keep real life scale, if he wanted to stylize anything then i would defiantly recommend sketching
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>>551835
>defiantly
You, my friend, are defiantly retarded.
>>
>>551835
he definetely needs to sketch. Sorry you're so butthurt about this. Making a sketch is 10x faster than doing 3d and realising you fucked up. And he did fuck up. Oh boy did he fuck up. You're living in denial.
>>
>>551836
>hurr durr euuerrr uhghhh

>>551837
>Making a sketch is 10x faster than doing 3d
okay bud. anything else?
>>
>>551837
you'll either have to explain exactly what it is he fucked up that could have been prevented/fixed with a sketch, or admit that you're a retard
>>
>>551794
>>551799
I'd tone down the bump/normal by a lot.
The shit does not look good. He looks like he's made of paper mache.
I'd also add a tiny bit to the smooth parts (like the black on his chest). It's too smooth

Look at some bugs man. He's a bug man.

The faces don't look to great either desu. Check out how they do it in some of the games to get it looking right.
>>
>>551763
scratches look unrealistic and generated.
add rust to equalize the oldness,
add colours like dirt and rust
>>
File: Desmond.png (274KB, 567x570px) Image search: [Google]
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Just made headphones. Suggestions?
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>>551763
I like these
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>>551845
The edge wear could be broken up a little, though I've certainly seen worse as far as curvature use.
As for rust I disagree completely, there's all sorts of metal wear and worn metal doesn't necessarily equate rusty. These handcuffs might've seen a lot of use, doesn't mean they've been left in a forest for 20 years.
>>
>>551534
working on a school furniture set
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>>551861
Based on a real chair or free-handed? Looks kind of unstable. 3/10 would sit
>>
>>551861
>>551866
yeah it needs something to support the front of the seat
>>
File: 15136.jpg (16KB, 288x436px) Image search: [Google]
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>>551866
here's the reference
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>>551861
Looks fine, though I feel like your chamfers aren't coming through enough, especially on the wood.

You should also definitely blur the SP hdri or toggle it off when taking these screenshots, makes for a better presentation.
>>
>>551871
Thank you for the advice
>>
File: 004.jpg (203KB, 1280x720px) Image search: [Google]
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issues
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>>551873
Did you check your scale for everything? The window blinds and heaters look weird, but it might be some european.
>>
>>551874

UK. Aiming for a renovated Victorian Room.

The radiators are shitty and i'm gonna remake them entirely but they are the correct scale for the type i was trying to create.

The blinds are a WIP and no reference, just angled planes.
>>
File: semiperfect.png (323KB, 960x540px) Image search: [Google]
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>>551844
I cut the bump value in half, but I'm not sure how I feel about it. I also tweaked the eyes a bit, though it's hard to tell from this angle
>>
>>551896
i think some areas shouldn't be bumped at all.
the the black lines on the armor aren't needed. this isn't cel-shaded
>>
>>551786
good to know, thanks. i usually use the fast renderer anyway because my computer is shit, but i didn't know i could adjust the lights, that is nice. is there a way to make the lighting work the way it does in maya's viewport when you have lighting turned off where it basically just shines a light at your model from the camera's perspective? makes it much easier to see what you're doing, dunno why it isn't the default in zbrush
>>
>>551897
you mean on the stomach area? those are shadows caused by the displacement map. I could tone down the displacement in that area if it looks like too much
>>
>>551900
just saying you should decide if this character is "real" or "cartoon" seem like its torn in the middle. the black lines are the problem with that
>>
>>551788

I want to wear something frilly and cook for this man.
>>
File: Virgin Killer 04.jpg (76KB, 1000x1250px) Image search: [Google]
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A little more work today on my Virgin Killer sweater outfit.
>>
File: Virgin Killer 05.jpg (76KB, 1000x1250px) Image search: [Google]
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>>551941

And from the back.
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>>551941
looks pretty thin for a sweater.
Looks more like regular fabric like a shirt.
>>
>>551941
That dress would not stay like that if she walked. From the folds on the sides, it looks like it's loose in the Y direction, so if she walked the butt covering would side down to beneath the cheeks.

Also That dressback looks ridiculous as it is
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>>551946
>so if she walked the butt covering would side down to beneath the cheeks.

I'm not seeing the problem.
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>>551948
not functional?
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File: poop killer sweater.jpg (55KB, 680x791px) Image search: [Google]
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>>551948

Makes it easier to poop.
>>
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>>551952
>>
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>>551946
>>
>>551847
Put them on a cool robot guy
>>
>>551965
That sits on the top slope of the ass cheeks. On your model it would get caught in the fold of skin between the bottom of the ass cheeks and thighs and be pulled down.
>>
File: Virgin Killer sweater.jpg (114KB, 800x800px) Image search: [Google]
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>>551946
>>551945
>Virgin Killer sweater
It´s real.
Holy shit, IT´S REAL.
>>
>>552013

The designer who invented it said it was designed to try and make Japan's Herbivore Men have sex to save the population from extinction.
>>
>>551898
Not that I know of. I've read that they're adding gizmo movers in 4r8, so hopefully that will apply to lights too. Right now the controls are absolutely retarded.

Quick tip, btw: if you click on the little dot for the light position rather than drag it, you toggle its position to front/back.
>>
File: vksedit.jpg (208KB, 1000x1250px) Image search: [Google]
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>>551942
Pulling it up a bit and making the sweater tighter would solve >>551946

Pic related is a quick edit, I don't think it detracts from the sexiness too much.
>>
File: virgin killer sweater cat girl.png (1MB, 1600x1614px) Image search: [Google]
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>>552029

Japanese Designer: Imma make a sweater dress so sexy you otaku nerds will finally start having sex with real women to save our country from extinction.

Otakus: Nah, it's okay, we'll just draw that sweater dress on our waifus instead.
>>
File: BODY_TRES_QUARTOS.png (669KB, 2500x1540px) Image search: [Google]
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>>551639
Hey anon, i just finished my work and your tip help me a lot. Thanks
>>
>>552115
looking good so far man
>>
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>>552036
Moving threads!

Ended up re-doing the entire back. I think it looks better now.

Then I made this for no reason in particular.
>>
>>552115
wow looks great
>>
>>552124
work finished. https://www.artstation.com/artwork/abXEL full pics here. Thanks for the Compliment
>>
>>551952
хeхe клaccный мeмac
>>
>>552129
Where's his tail?
>>
>>552129
i think it could use more work. it's good so far, but not finished imo.
>>
>>552133
Yeah ik but that's just a little study, nothing really big. I'm gonna improve my texture skills to finish all my Jobs. I have a loooot of work to do yet
>>
>>552132
Good questionário. I tottaly forgot. fuckin shit
>>
Totally*
>>
>>552129
not to be a ball breaker but its not a especially good folio piece, and for art station its even weaker

you should keep going on it, with nr 1 focus being anatomy, you got the base forms in but you really heed to refine them
>>
>>552150
no problem, my balls are fine. Its just a place where i store my art stuff. Nothing too professional, i think you get it. But thanks for the advice
>>
File: error.jpg (59KB, 536x218px) Image search: [Google]
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>6 hours of work
>save file
>reset
>open it to see it's not corrupted
>works just fine
>close max
>go play video games for few hours
>come back
>launch max again
>open scene
>>
>>552159
>1 save for 6 hours of work
>blaming anything other than your own stupidity
>>
File: test.jpg (174KB, 1280x720px) Image search: [Google]
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thoughts on these?
>>
>>552178
there should be a dip at the middle of each umbrella segment, and a pinch/push wherever they're resting on the supports. You basically made them as perfectly spherical domes which looks weird. Look up pictures of opened umbrellas to see what I mean.
>>
>>551873
Rendering software used here?
>>
>>552178
just remake this shit in marvelous designer..
>>
File: ZBrush Document3.jpg (287KB, 1423x764px) Image search: [Google]
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Didn't get anywhere with this so I gave up on it
>>
>>552191
Why would I do that when I already have the base to a perfectly functional model.
>>
>>552199

Is that Jonathan Lithgow?
>>
>>552178
I still think you should have different sizes.
>>
>>552178
Needs some ribbing on the top part, and the handles are way to small
>>
>>552257
They are
>>552266
Going to work on that next, are you sure about the handels? It's no bother to change them but I feel they are a good size
>>
File: dn3dchaingun.png (438KB, 1631x887px) Image search: [Google]
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im not great at these type of designs, maybe you guys have some suggestions
>>
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>>552267
to me it feels a bit small after looking at an umbrella.
>>
>>552273

Where does the ammo go? How does it reload?
>>
>>552275
you see there is a bullet at the top. you can inject rounds manually or open the ammo box and put a new ammo case inside.
the rounds eject from a little hole on the side.
there is also a battery below the gun to make the ammo count screen and gun engine work
>>
>>552273
>maybe you guys have some suggestions

You did a good job recreating the original, I guess you could add a lot more detail (that wasn't present in the original sprite) and a bunch of substance painter shit, and you could do up a proper scene with lighting and good composition, but at the end of the day I think you mostly picked an unappealing gun to model.

I mean the original mini-gun (like from Predator), or even the chaingun from Wolfenstein, is more iconic than that goofy Duke Nuke'em gun
>>
>>552267

There are so many shapes and sizes of umbrellas, including the most derpy and impractical, so I wouldn't trust the "it doesn't quite look right" feedback so long as you have real life references
>>
>>552273
The back handle looks absolutely massive compared to the front handle, but I can't tell if it's just the lack of perspective.

I think the ridges on the sides were supposed to be vents that angle outward a bit more, and the hole next to the vents on the side without the handle looks too close to the slits.
>>
>>552281
i already made the gun more compact, thanks
>>552279
not sure if ill do make it realtime
>>
File: 281461713191371.png (347KB, 1000x694px)
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everything went wrong when i baked my sofa.

think i'm just going to start again and this time be less of a retard. at least this is the plan.
>>
>>552286
does not seem fucked, whats wrong?
>>
>>552159
increment and save next time you dingus, and do it for every 30 minutes you work.
>>
>>552170
what are you saying basically?
>>
>>552286
bake again and set up your cage better?
>>
File: Modo.png (111KB, 960x540px) Image search: [Google]
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Working on a pony survival horrer. Just finished the ai and bosses. it is an embarassing project but i have already tried so far and got so hard.
>>
>>552298
stop
>>
>>552189

Vray
>>
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anyone know whats up with these harsh shadows, they are being cast by nothing though walls. I've checked the normals on the floor, all good.
>>
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>>552290
weird artifacts everywhere,meshes going inside of meshes. hard edges everywhere where it should be soft.

>>552296

lol what's a cage

>>552298

but in the end, it doesn't even matter.
>>
>>552310
Can you post your UVs?
>>
>>552298

whoa i brought up the levels in gimp and there is actually something there
>>
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>>552311
i see now selecting everything and clicking a button doesnt make a uv map for you.
>>
>>552313
wrap it up folks, case solved

also if you want a real piece of advice, take the really long pieces shaped like irregular hexagons, break them up on 1-2 points, and unfurl them into rectangular strips. On thin strips like those, getting perfect pixel alignment is a lot more important than avoiding seams. Seams will barely be noticed, while aliasing in your normal map will be very noticeable, thus why you want to align them at 90 degree angles as much as possible (so the normal map edges can be straight).
>>
>>552314
your next case sherlock >>552309 ,if you please
>>
>>552313
Can blender not auto pack UVs without overlap or did you combine multiple objects then bake them together?
>>
File: hamRadio.jpg (418KB, 1014x796px) Image search: [Google]
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Working on a old ham radio
>>
>>552309
>>552319
If you're raytracing then you're not casting shadows, you're casting light. That means it's not the shadows that are being fucky, it's the zones that are being lit more. Check your room geo (I don't even see any walls or ceiling but assuming they're there) and make sure there's nothing else that's letting light in, cause it seems like there's additional light coming from your kitchen or your basement stairs.

If your scene just literally doesn't have walls put some in and come back. What are you rendering in?
>>
>>552309
if you're in blender look at this https://youtu.be/m9AT7H4GGrA

demo https://imgur.com/a/ymNi3

it won't solve your problem, probably, just saw a light on the fridge clip out
>>
>>552334
3dsmax Vray, all Vray lights the only one in this scene are the ones I drew, I triple checked. there are wall but they just do not render on (still receive and cast shadows).

what do you mean when you say room geo?
>>
>>552324

That topology screams beginner. Why you using a F ton of control edges. You only need 8 sides for a circle Not a million.
>>
>>552345
other anon here. Can you show what yoz mean ?
>>
>>552310
all those hard edges you see on your normal map are those little lines in your UV map

simple as that. make cleaner unwrap
>>
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>>552345
>High poly
>>
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>>552324
Replace the center of the circle with a relaxed grid, the pinched vertices may be a problem later on.
>>
>>552356
Thanks, that's actually really helpful.
>>
>>552356

I usually just take a geodesic cube sphere, cut it in half, flatten it and then extrude the cylinder from the edges. But I guess if you've already got the cylinder and just need to cap it that would work too.
>>
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>>552365

Like thus.
>>
>>552365
For Blender users it's called a Round Cube. I think you have to enable the addon Add Mesh: Extra Objects to get it, which comes with Blender as far as I know.
>>
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My Fantastic Four fangame cast. Well, the ones I modeled.
>>
>>552314
will do anon thanks
>>
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eventually used procuderals to make the textures. anyways i didn't really liked how to the model turned out but i thought it would be cool to finish it, just for tribute
>>
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How does it look?
i wanted to make a low poly character since i'm just starting character modeling and gave him disconnected arms like in psx games
>>
>>552392
it looks like poop had sex with pee and they gave birth to a poop-pee hybrid
>>
>>552392
Why are you teaching yourself bad modelling practices? What limitations are you under that mean you need to model arms that way?
>>
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i have a question about texel density.

is it very important for it to be the same across the whole scene?
for some reason if I try scaling it in the uv editor in max the sizes don't rescale correctly.

i think it has something to do with the transform of the objects being scaled earlier when i started modeling this sofa.

i can't just reset the transforms because then the sofa becomes completely fucked.

i think i can just scale it myself though to a serviceable uniform texel density if that is important.
>>
>>552395
You should be able to bake your modifier stack without fucking anything. if you can't, try exporting the mesh and importing it back in.
Yes texel density is very important especially if you're talking the difference between sub meshes on the same object, i.e sofa chair vs cushions.
>>
File: Capture.png (594KB, 1739x1108px) Image search: [Google]
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WIP
btw thats my own concept art
>>
>>552392
Looks like an extruded silhouette, needs more shaping on the sides.

On PS1 models, good ones at least, the disconnected arms had the shoulders. On this it just looks like some arms pushed into a humanoid shape with no shoulders to speak of.

Fingers look really flat too.
>>
>>552370

You've got to be shitting me.

It's like Blender goes out of its way to be retarded.
>>
>>552398
Looks cute, although your model is missing some of the chunkiness in your concept.
>>
>>551764
>>551763
this guy is a frikken wizard
>>
>>552393
i like this
>>
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i made a fat guy mannikin today
>>
>>552416
mannequin
>>
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Doing a interior scene. Has to be rendered in arnold.
I would really appreciate comments/critiques on the lighting/etc.
Also, any suggestions for getting rid of the fireflies? It was kinda unclear in the solidangle pages
>>
>>551788
Why the actual muscle texture to the muscles?
That grain makes me feel like you aren't going to make it skin.
>>
>>552424
https://support.solidangle.com/display/AFMUG/Removing+Noise

What's unclear?
>>
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>>552424
the lighting looks too uniform and the shadows are too black and sharp, I did a super fast mock up of a lighting for reference, up to you if you use it, you do need some more blue in there.

The "fireflies" are because your samples. are too low; did't bother fixing mine. Try 50% more then 100% more.
>>
>>552424
You need to add some ambient occlusion, also too much global illumination
>>
>>552424
No global illumination, more sun strength so that light bounces around the room like a real room. We tend to set the sun strength too low when working in sRGB because it clips really quickly due to the 8 stops of dynamic range. If you're rendering in sRGB you'll have to get out of sRGB and render in linear or log, not sure how to do what needs to be done in Maya or Arnold but it seems to be

Render View > Display > 32-bit floating-point (HDR), then Render View > Color Management and set Image Color Profile to Linear sRGB and Display Color Profile to sRGB. Then you render to Open EXR. Then in Arnold the Gamma Correction settings are Display Driver 1.000, Lights 2.200, Shaders 2.200, Textures 1.000

You'll have to look that up.
>>
>>551965
this looks absolutely horrible
>>
>make model that panders my fetishes
>pose it while skinning
>get this warm pre-raving boner feeling like when I first time watched porn
>>
>>552398
silhouette isnt remotely similar to concept.
>>
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How do i into shoulder Topology
>>
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>>552484
more like this
>>
>>552494
The cut tool
>>
>>552507
>>552494
wouldn't that create tri's?
>>
File: puffpuff.png (2MB, 800x800px) Image search: [Google]
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worked on this all night what do u guys think
>>
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>>552508
You can reroute your edge flow after this, delete certain edges and make poles.
This image is from the sticky but the optimal topology really depends on what you plan to do with the model, like how far you think the arm may extend and what clothing may go over the arm, etc.
>>
>>552512

You should have put down the bong and you'd have been able to get the whole thing done in 15 minutes.
>>
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>>552514
haha tru, but check it out :---)
>>
>>552508
Nigga everything creates tris
>>
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>>552521
Not if you're making games on the Sega Saturn!
>>
I have my model skinned with Biped and Skin modifier in 3ds max. Is it possible to attach 2nd model to the Biped and make it collide with the 1st model when I move bones? 2nd model would be static and 1st model would be the one deforming when collision happens.
>>
>>552531
>>552542
>>
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first time trying retopology

rate my foot
>>
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Making a generic stylized girl.
>>
>>552580
gay but cool
>>
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I'm twerking on this record spinner
>>
>>552580
The feet look ridiculous.
>>
>>552579

Needs more anatomy.
>>
>>552580
those legs lmfao
>>
>>552580
Yeah I would say the legs look off because of the feet. I get the whole small feet look but it is a lot easier to pull off if the feet are pointed or in heels. The relative scales between the hands and feet are just too great at the moment.
>>
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>>552580
>>
man i really wana bang that imp
>>
man i really wana bang that imp
>>
>>552159
Save in increments you dumb faggot
>>
>>552273
Shit's rad son
>>
File: file.png (750KB, 1332x748px) Image search: [Google]
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Foal in a can!
>>
>>552666
nice trips, evil guy.

regarding the design it's pretty well thought out my only consern is the fowl might die due to lack of oxygen.
>>
>>552666
nice design
>>
>>552666
aliotoesque
>>
>>552666
That's one comfy looking fowl!
>>
>>552668
>>552676

it's foal you dumd fuck
>>
>>552678
pretty sure it's foul
>>
>>552652
Dude, make the feet and hands bigger. That's literally the only thing keeping me from jacking my dick to this.
>>
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>>552666
what in the fuck, man.
>>
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>>552748
>>
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Quick lighting test, will be replacing that console because the fact it casts such a dark shadow bugs me.
>>
>>552748
That UV layout makes me want to stab my eyes out
>>
>>552769
you rendering in high dynamic range or just basic sRGB? whites look blown
>>
>>552770
that's a little harsh
>>
>>552772
dude's lips are in two different sections
>>
>>552771
Yeah, just haven't gotten around to fixing the exposure since those will be tweaks for the final render.
>>
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>>552772
>>
>>552781
i unwrapped with mirror and subd, couldn't save more space
>>
>>552781
On such a simple model there is no reason to optimise that space. You'd likely just end up with a non square texture and have to fuck with UVs to match it. And for what? To save like 5mb of memory. There is no detail to pack into those spaces. If you wanted to pack those UV islands better you'd have to compromise their accuracy.
>>
>>552786
His placement is bad, he could have definitely moves things closer together and then evenly scaled it up. I mean yea, it doesn't matter for how simple his painting is, but its a bad habit to leave large areas of negative UV space
>>
>>552788
its a common thing to leave space between the islands to avoid color bleed
>>
File: sofa.png (537KB, 1750x771px) Image search: [Google]
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Finally got it working.

Turns out my issue was wayyyyyy to many polygons on the low. Have a better understanding of what normals can do now, and what they actually are.
>>
>>552790
You only really new a few pixels for that.
>>
File: WIP.png (503KB, 1360x765px) Image search: [Google]
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Hellboyfag here. Making a Polypainting in an old work
>>
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here is my spanish galleon

im having trouble with the height of the decks, 1.75m per floor seems too low but i dont really know how much room did they have in there.

also a question, how do u guys recomend me do the ropes? there are a lot of them.
i wanna get this into unreal, can unreal do rope physics?
i want everything to shake with the wind and shit :D
>>
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>>552652
>>
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>>552817
So can I get banned if I post the non censored versions?
>>
>>552847
lol like she has any tits or something
>>
>>552798
Unreal can into rope physics. The question is - can you into them?
>>
>>552273
Looks great, any flaws were with the original design anyways from what I can tell (The handle looks like a horse dildo, 2d art was terrible back then.)
>>
>>552847
I don't think we have mods, or things just have to be extravagantly bad for anything to happen.

The only possible mod incursion I've seen in the last month was when a really uncanny sexually posed nude child render was deleted.
>>
>>552854
We do and they used to delete posts/ban for it. As of late I haven't seen major butthurt over nudity so it's upo you if you want to post nudity. I think it shouldn't matter as it's "art" but whatever.
>>
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>>552769
Update on this.
>>
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I've made the Keyhole and Virgin Killer sweaters so I'm making the Mega Milk outfit next (will finish the Four Horsemen with the Neko Keyhole lingerie).

Does anyone know what font the Mega Milk T-shirt uses?
>>
>>552888
jeez the original is ugly as fuck
once again 2D > 3D
>>
>>552888
Thicc.
>>
>>552847
nothing sexual about this, so i don't see a problem. still can be considered NSFW though so i don't know?
>>
>>552888
/gd/ here, I think the one in the drawing isn't an actual typeface, I think it's just freehand.
Cambria comes close though, especially bold. It's not as "thicc" as the original though. You could just increase the stroke on it or something if you know how to do that.
>>
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>>552847
Made a new shirt, made some small facial adjustment too. I'll just stick any nudity in spoilers from now on.
>>
>>552912
are you planning on giving her high heels? Her standing on her tiptopes feels weird right now
>>
>>552913
Don't really know atm, I'll probably flatten her feet soon. I'm just finding it hard to make them look feminine.
>>
File: Mega Milk WIP 3.jpg (288KB, 1000x1250px) Image search: [Google]
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>>552905

Evita has the triangular serif on it.
Yu Mincho Demibold is close too but too thin.
>>
File: Evita vs Cambria.jpg (79KB, 1000x626px) Image search: [Google]
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>>552915

Hmmm... Not sure. I think I might like Cambria more.
>>
>>552890

The 2D is the original. The 3D is cosplay.
>>
>>552917
Only problem woth Cambria is the weight like I said earlier.
The other font is perfect as far as thickness goes, but the letterforms are all wrong imo.
>>
>>552919
ah. thats much better
>>
>>552291
>30, try 5 mang.
>>
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>>552923

I've thickened the Cambria up. I think this is the one I will go with.
>>
>>552796
Where tha hood where the hood where the hood at?
>>
>>552926
no milk :(
>>
>>552306
not bad, but why the neck so long?
>>
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What a happy family! I wonder what will happen to them?
>>
>>552967
Fuck off you degenerate.
>>
>>551749
ad a sill
>>
>>552580
>generic
>stylized

which is it, anon?
>>
>>552926
Dunno if it's because of the boobs or not, but the tracking on "milk" seems to be too high.
I think on the original, both words take up the same amount of space horizontally.

That's just nitpicking though, it looks much better than it did.
>>
>>552967
something edgy i hope.
>>
File: Captura.png (354KB, 1279x870px)
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Im trying to make my own version of Camilla's armor
>>
>>552847

Pretty good is that a shader or polypoint.

>>552794

Thanks for the serial number.
>>
File: Mega Milk Yu Mincho Demibold.jpg (77KB, 1000x1250px) Image search: [Google]
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>>552955

There's a morph for that.

And I think the winning font is going to be Yu Mincho Demibold.
>>
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>>553028
It's the Skin with Rimlight material by Hazardousarts and the eye material is by Sebcesoir.
>>
>>552796
Muh dick
>>
>>553063
I think you're memeing but just in case you're not you can go fuck yourself.
>>
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>>
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Just got into Substance Designer, to use gradient maps to make the hand painted look. Wanted to blend between two on this one, and I had to sit in Painter afterwards and matte paint. Fug, that was tedious.

Made in Zbrush, Cinema 4D, Substance Designer and Substance Painter.

1613 points / 3222 polygons, 2048x2048 texture.
>>
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>>553056
Flat feet

>>553063
teehee
>>
>>553077
Looks really weird, your model almost looks like a rock wall painted to resemble the color of red brick.

Make the bricks a bit more rectangular, and make the defects match real bricks, and also color or light it such that we can see the broken parts distinctly.

I realize it's stylized, but look at some actual brick references, even rough or "reclaimed" bricks don't have those beveled / faceted sorts of edges to them, and if you look at examples of stylized brick walls you'll see that people generally try to keep a good semblance of the mostly rectangular shape to the bricks with some slight variations for detail

Keep in mind that bricks are not stones, they are piles of baked clay, so they behave differently from stone when it comes to weathering and crumbling. There are a lot of different bricks, as there are a lot of different clays out there, so color can vary quite a bit but they're all made by the same basic process (clay placed into a square mold and then fired) and consequently when they chip or break or fall apart, it's because of imperfections during the firing process that allowed for air pockets, or trapped moisture, or impurities that heated / cooled unevenly.
>>
File: shot 2.RGB_color.jpg (329KB, 1280x720px) Image search: [Google]
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thoughts on these too?
>>
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>>
File: Dragon_Head.jpg (882KB, 1667x1667px) Image search: [Google]
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Quick Zbrush sculpt.
>>
>>553081
>>553082
>>553083
whats going on here ?
>>
>>553087
what do you mean?
>>
>>553088
oh I felt like theres a story going on
>>
>>553085
What's the point in going quick if the result is shit?
>>
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>>553094
>>
>>553094

That't the point of going quick, so you eventually get something good in the same timeframe.

Quality feedback, faggot. It will get you really far in life.
>>
>>553085
It shouldn't be a matter of making things quick if your not aiming for decent quality work, you've gotta compromise on timing sometimes.

You should remove the scale texture and focus on creating more interesting scale formations. also make separate subtools for the teeth.
>>
File: jumper.jpg (163KB, 629x806px) Image search: [Google]
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>>553078
Jumper or shirt?
>>
>>553091
well your not wrong, it is an animation but to say there is a story... not quite. The animation hints at a deeper meaning without any of the hard work trying to figuring out the story.
>>
>>553098
Jumper.
Definitely
>>
>>553098
Your cloths don't have any of the things that world suggest how they have been made, things like seams are nessasory at the minute it just looks like a ill-fiting patato sack with hole cut from it.
>>
>>553098
fix the gorilla face for fucks sake. move that nose down
>>
>>553118

I assume he'll be doing that with the textures. Modelling the seams on the low poly are just a waste of geometry.
>>
File: gifoptimizer.gif (2MB, 960x540px) Image search: [Google]
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>>
>>553094
to justify the fact that it sucks and could use a lot more work.
>>
>>553094
This. You are never going to learn to add another layer of polish if you never willing to push that far.
>>
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>>553118
I'll add them in eventually. I'm using this model to learn MD so the iteration process is pretty simple.

>>553120
better :^)?
>>
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>>553145
More like this. nose is closer to mouth and the nose bridge is a little more visible. The outer sides of the eyes are pushed up to get rid of the constant sad look.
>>
>>553147
I'm not sure what the specific part it's called but it needs more nose where it looks like someone hit her across the face with a bat

Looks nice from the front though, aside from the nose section above the nostrils being a little straight and tree trunky

Major improvement
>>
File: 001 Mega Milk 07.png (892KB, 1000x1250px) Image search: [Google]
001 Mega Milk 07.png
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Super Deformed Chibi Mega Milk
>>
File: balaclava mask russian smiling.jpg (13KB, 225x225px) Image search: [Google]
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>>553150
>megamilk
>tits barely visible
>>
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>>553147
I think I prefer the sleepier look for the eyes but you're definitely right about the nose.
>>
>>553150
it looks like some kind of baby, whats super creepy
>>
>>553159

SD chibis are always creepy.
>>
>>553098
i like it, and i like the wide nose, she looks mixed race
marvelous for clothing or you simmed it another way?

only thing i dont like is the tights knees into lower legs transition, work a bit on teh anatomy there, its a bit oversimplified
>>
>>553150
hate the texture shading, feels way too storong for the forms of the model itself, needs lots of work, nr one would be making the texturte uniform and trying to work on the forms of legs and the pose overall
>>
>>553150
Make the tits bigger
>>
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>>553155
A few minor things, gonna do the hair next.
>>
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>>551874
Just an fyi, the heaters arent like typical radiators, but are Biasi Radiant Panel.
Though his are missing the cap that goes over the adjustment screw.
>>
>>553182
stop spamming this shit
>>
>>553184
No :>
>>
>>553185
apply yourself and come back in a few months if you have something 2 show
>>
>>553186
Make me.
>>
>>553184
I actually like having a new render of it every time I visit, just waiting on that face. It's taken so long I have to see it fixed up.

Also that neck is way too detailed, simplify the muscles / tendons or put some flesh around it. It's really thin and ridged.
>>
>>553188
if only that anon would take some time off and grind fundamentals instead of doing this terrible shit over and over,
>>
>>553184
please no bully.
>>
>>553191
I think he's annoyed by your frequent posting with so little updates rather than the model itself. Maybe you should apply more changes and improvements rather than posting after every little brush stroke.
>>
Total newbie here. There is a difference between "sculpting" and "modeling", right? The former has more polys and the meshes are typically not used in real-time stuff, is that correct?

If I want to make a "statue" of a character, do I exclusively want to sculpt it?

Also where do I upload my stuf? Is Tumblr the standard?
>>
>>553201

1 Yes

2 You want to sculpt the statue then turn it into a low poly model for realtime presentation purposes. You could also just take screenshots of the sculpt in zbrush.

3 Artstation is the best place.
>>
>>553204
Thanks.

I think I'll try learning sculpting in Blender to beign with even though I've heard Zbrush is the standard.

Will register on Artstation I guess.
>>
>>553205
If your new to modeling don't start with sculpting, the result will be shit. Get a good understanding of 3D and tapoligy.
>>
>>553173

I'm just making the clothes for an already existing figure.
>>
>>553233
> Excuses

Why restrict yourself to a shitty model, you're literally rolling shit in glitter.
>>
>>552398
the 3d model is a bit steeper and taller, making it a little less cute.
>>
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It's complete garbage in Unity.

Going to work on the rest of the room now, then come back to the sofa/bed and fix them.

I think I need to have 2 UV maps for both, also I should try sculpting the folds again because it's really bad looking, especially on the bed.

I'm not sure about how flat the sides and bottom of the sofa looks. Also weird dark artifacts on a few parts of the sofa not receiving any light.
>>
File: clothandcupwithfilmic.png (1MB, 1920x1080px) Image search: [Google]
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filmic looks pretty good to me
>>
>>553269
If it's okay I'd like to advice you a tad bit, the scale for your sofa is weird. I know because I've made like 20 in the past 2 months.

I can get if you don't think so, the seats are correctly scaled, it's just that the scale suggested by the normal detail and backrest height + cushion size isn't very convincing. Easiest fix is to just bump up the cushion's size, because I guess the backrest is technically correct, but it still looks disproportionate onto itself.

Also the bed sculpt is fine, it's just your low models are too low, if you can afford it, add some silhouette breaking details to prevent it looking too flat. The sofa cushion bits could use it. Hell, if you have the render budget, add bevels, from what I worked with it's becoming more common in AAA low models recently.
>>
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Anyone got any tips on how to do skin pores/stubble? I feel like this is a little too rough
>>
>>553307
This is what happens when you do everything in a sculpting program, you miss out of the most basic shit from modeling programs, unwrap it and make a bump/normal map for the tiny details, hell you can do the majority of your winckles this way.
>>
>>553292
Thanks dude, taking your thoughts into mind I feel these would be the changes I should make.

Overall I get the felling everything is not quite right, hehe. Should be easy enough to tweak with some FFD modifiers.
>>
File: sofaEdits.png (585KB, 1628x976px) Image search: [Google]
sofaEdits.png
585KB, 1628x976px
>>553359
>>
>>553357
It's just a likeness sculpting study, so retopo/unwrapping would be kind of a waste of time as I won't go any further with it than a clay bust. Also assignment restrictions.
You're probably right in the context of animation/video game characters though, thanks for the tip.
>>
File: Untitled.png (253KB, 1163x1165px) Image search: [Google]
Untitled.png
253KB, 1163x1165px
started learning zbrush a few weeks ago. i think her arms need to be smaller and her upper back wider
>>
>>553359
No problem, I was just mildly triggered from seeing another sofa asset so soon. In the end it's all up your discretion, my suggestions are only my opinion.

And in my opinion, glancing at >>553360, I don't think I agree with everything stated here. But maybe I might come to the same conclusions after a while;s best to counter check with some reference
>>
File: buffguy_hires.jpg (1013KB, 3840x2160px) Image search: [Google]
buffguy_hires.jpg
1013KB, 3840x2160px
With my first sculpt close to what I'll call finished, I have no idea where take it from here.
>>
>>553367

Too much ass.
>>
>>553382
Fucking gay.
>>553367
Quite loving the curvature, I'd add more back I agree and the arm length is just a bit too long, not that bad.
>>
>>553292
on the topic of bevels being added more to low poly models these days. if VR does ever take off, normal maps will more or less become obsolete for alot of the details larger then fine material details.

normal maps look really flat in VR.
>>
>>553182

nice model
>>
>>553392
Depends how you use them, if you use a normal map as an expensive bump map it will look flat. Use it with a displacement node and it becomes geometry without polygons.
>>
>>553373
Very nice sculpt

>no idea where to take it from here

give him a penis
>>
File: untitled22.png (518KB, 1920x1080px) Image search: [Google]
untitled22.png
518KB, 1920x1080px
Used blender.
>>
File: N161622092182_7417.jpg (82KB, 1052x800px) Image search: [Google]
N161622092182_7417.jpg
82KB, 1052x800px
>>553539
>>
>>553539
>I remember the first time I had chocolate
>>
>>553539
All my friends are heathens take it slow.
>>
>>553261
i'll take perspective for 500, please
>>
File: untitled.png (981KB, 960x540px) Image search: [Google]
untitled.png
981KB, 960x540px
>>
new thread W H E N
>>
File: livroom2.png (1MB, 1658x751px) Image search: [Google]
livroom2.png
1MB, 1658x751px
feedback on this would be cool, rendered in-game with Unreal Engine 4, it looks kinda clean I know but I assure you the dirt is there, just not evident in these screens.

Something doesn't feel quite right about the first image especially but I can't put my finger on it, any thoughts? (glass is kinda fucked up I know, but that's the one flaw with UE4) more in next post
>>
File: livroom1.png (2MB, 1658x751px) Image search: [Google]
livroom1.png
2MB, 1658x751px
>>553705
>>
>>553696
S O O N
O
O
N
>>
>>553705
It's pretty nice I think man, I guess what's throwing me off a bit is the composition?

The way the walls lit is causing this big near white square right in the middle of the shot.

Also the screens and lights may be a bit to bright competing with the skylight.
>>
>>553727
that's a good point actually regarding composition/bright white central piece.. that may explain my feelings towards it.

I'll play around with those values a bit and try work on the composition through brightness/colours. Thanks a lot for the input
>>
>>553730
right on man. keep it up,
>>
File: screenshot.png (118KB, 1216x742px) Image search: [Google]
screenshot.png
118KB, 1216x742px
Something I worked on a few weeks ago and plan to continue work on it for the next few days. Hope i'll finish within 2 given the free time. Wish me luck.
>>
File: wip.png (252KB, 944x1131px) Image search: [Google]
wip.png
252KB, 944x1131px
A model I'm working on for game. New to this so any feedback or suggestions are welcome.
>>
>>551816
i dont know how you managed to make a cylinder look ugly but you did
>>
>>553150
why is she in a diaper
>>
File: presentation_top.png (3MB, 1310x1397px) Image search: [Google]
presentation_top.png
3MB, 1310x1397px
anyone want to offer any advice for this?
1/5
>>
File: fevela 1.jpg (135KB, 1280x720px) Image search: [Google]
fevela 1.jpg
135KB, 1280x720px
2/5
>>
File: fevela 2.jpg (146KB, 1280x720px) Image search: [Google]
fevela 2.jpg
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3/5
>>
File: fevela 4.jpg (126KB, 1280x720px) Image search: [Google]
fevela 4.jpg
126KB, 1280x720px
4/5
>>
File: fevela 5.jpg (142KB, 1280x720px) Image search: [Google]
fevela 5.jpg
142KB, 1280x720px
5/5
>>
File: i am a disgusting fucking weeb.webm (236KB, 1280x720px) Image search: [Google]
i am a disgusting fucking weeb.webm
236KB, 1280x720px
testing new lighting setup.

not my model. Just using it to learn animation.
I'll remake it eventually so I can call it mine, but until then it is not.
I need to figure out how to add specular highlights to hair like is usually seen in anime. I don't want to have to draw it into every frame, but I may end up having to.
pls excuse the hair clipping. I have not rigged the hair yet.

also exporting maya animations to fbx is fucking aids
>>
File: spec.jpg (182KB, 800x800px) Image search: [Google]
spec.jpg
182KB, 800x800px
>>553841
lighting looks fine, for speculator just use a map like this.

Something I just quickly made in PS
>>
>>553808
The edges going from the chest down to the legs should be more evenly spaced should be more evenly spaced. use the slide edge tool to move them closer to the center if that makes any sense. Also I can't really tell but is the head a separate UV sphere?
>>
File: face1.png (631KB, 960x540px) Image search: [Google]
face1.png
631KB, 960x540px
Made it in blender, its hard to make it look like skin.
>>
File: day_2.png (403KB, 2204x1468px) Image search: [Google]
day_2.png
403KB, 2204x1468px
>>553785
>>
>>553841
where's the model from, then?
>>
>>553104
be sure to post a link here, when it's finished
>>
>>553373
isn't the shape of his head kind of weird?
Thread posts: 366
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