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/3/ Lewd General Thread - Daz, Poser, Blender, Maya edition

This is a red board which means that it's strictly for adults (Not Safe For Work content only). If you see any illegal content, please report it.

Thread replies: 316
Thread images: 102

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New /3/ Lewd general thread. All software welcome for 3D CG.

Previous thread >>1623875

Please God this isn't a request thread it's just a general please don't delete the thread again.
>>
>>
>>1680342
based op not being melvinfag
thank god
>>
>>1680379
SFM? definitely not DAZ3d.
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>>1680588
pretty sure that's sss i see so i bet it's blender

plus the butt and male talent look too high poly compared to typical sfm models
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>>1680618
>>1680588
no way to be absolutely sure.
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>>1680618
>Only blender has subsurface scattering
kill yourself

>>1680634
>every board is /trash/
hyper is for retards
also kill yourself
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>>1680588
>>1680625
cake last posted sfm july 2016, this is blender

also there is a way to be sure: sfm doesn't have sss and cake's patreon lists their software and it looks better than typical sfm
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>>1680709
cake has only ever used blender and sfm, calm down
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>>1680709
>kill yourself.

By all means. But only after you. If you cant do that, STFU.
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>>1680713
Cake? Sss?
What are you guys talking abt? Enlighten please
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>>1680741
cakeofcakes is the person that animated it, sss is subsurface scattering which is when light enters a material, bounces around, and comes back out. it's what makes skin look like skin and wax like wax and gummy bears like gummy bears. it's also too computationally expensive to do live, aside from some cheaty approximations that are in some modern games. more modern than sfm.
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https://chestyisland.com/?s=Marionette

Found a website with a few rigged models for Blender with standard Cycles materials. The naked bits are hidden by default with mask modifiers.

Lois' butt seems off, tried to fix it up a little but I'm not liking it too much. Still cool though.
>>
>>1680634
Here we fucking go. Not long before the thread attracts the retards who make this ugly ass shit.
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>>1680634
Looks great my guy! Don't let the haters getcha down. I love the chubby tummy.
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>>1680588

Model is clearly subdivided so it's not SFM. Probably Daz figures with geograft game model heads rendered in Maya.

>>1680618
Are you retarded? Maya, Daz, and Poser all have SSS.
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>>1681472
cake doesn't use maya, they use blender
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>>1680379

God damn I hate it when people use chromatic aberration filters because they think it looks all artsy like a fucking lomo camera.
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>>1681504
i do too but i don't see any chromabs in this. i'm expecting them to show up the most on the edges but everything looks sharp, save for color bleeding from the video quality. i think it's just a low quality video.
>>
Can I post my stuff here?
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>>1680940
Instead of whining and bitching like a little sissy bitch, why not post your work?

Atleast his work his better than the other gore and amputee, pig monstrosities that was seen in the previous thread.
>>
does mankaho hairs work with g3 characters too through autofit?
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>>1680379
how do i recreate this lighting + sss skin effect in daz3d? just a strong distant light plus some objects for shadows?
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>>1681719
no
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>>1680342
isn'tt here a 6 pic min requirement to start new thread on /aco/?
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>>1681719
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>>1682120
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>>1681957
not sure how it's handled in daz3d but to me the sss looks too strong for realistic humans so you'll want to adjust the depth or scale of sss in the material. in blender you'd just up the scale in the sss options. then yeah just a strong distant light and something to make shadows, in blender a sun light would probably work because because it doesn't emit light from a single point and instead beams light down over the whole scene all at the same angle and that's the effect you'll want, not sure which light does that in daz.

>>1681969
idk, i already posted all my recent stuff in the last thread and i don't want to dump some random 3d porn i happened to save, supposed to be more about our own stuff than a duplicate of rule34's 3d tag
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breast squeeze done in hexagon. better than deformers, I guess, but the models are just too lowpoly to make for nice squishiness. Impossible to get the flesh in between the fingers, for example.
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>>1682778
There's nothing you can do with deforming the surface with some sort of attractor / magnet or maybe a lattice deformation? Something to just pull or push the subdivided result around?

At the very least you could export to Blender or something else and do it there with modifiers placed after subdivision, or even the multiresolution modifier to sculpt the resulting subdivisions.
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>>1682801
I don't know how the dformers play with subdivided models but I guess that might be an option. But doing both hexagon + dformers? I's just too much work.
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>>1682864
now that's you've hit the limit of what you can do with daz without being a published artist to have the hd morph tools, where will you go from here
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>>1682864
Dformers only work with base model polygons apparently
https://direct.daz3d.com/forums/discussion/148391/applying-d-former-to-high-resolution-level
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>>1682867
maybe I should try and become a PA. heck, my sculpts should be good enough.
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>>1682876
fuck it, sure. wonder if there's a limit to how many times you can apply
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i'm losing my shit at how fucked up this looks
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what an angle
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i can't imagine a better 3d version of her, it's probably just the fate of the seth macfarlane style
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>>1681719

Why does your dick look like a 2D image pasted over top of the render?
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>>1683304
That's really funny. It is a 3d model, so I dunno why it looks strange like that
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>>1682875

If it's just for a still image then export the subdivided model as an OBJ. Import the OBJ into hexagon. The UV will be kept intact (if you subdivide in hexagon your UV will be collapsed). Then sculpt the high resolution deformation in hexagon. Send it back to Daz studio with the bridge and apply the materials to your sculp just like you did for the original model. That's the easiest way to do it for still images.
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>>1683319

I think it's because the texture map doesn't do a good job matching the texture of the model. It makes the dick stand out as something artificially tacked on.
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>>1683326
yeah i seen that dick all over the place in sfm circles, pretty sure you can get it off sfmlab with 4k textures on

got this pale low poly anime character and then hd photograph texture cock
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>>1683326
Yeah, that's the most accurate description for it really.
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>>1683402
you gotta upgrade from sfm, get some more dick options that you can easily modify and retexture to fit
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>>1682878
you don't apply to become a PA, you apply to have an item published. so there shouldn't be a limit unless you send them so much crap they blacklist you.
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>>1683459
Not even in sfm. I'm using XPS. Some might call that a step below SFM.
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>>1683474
well at least that one doesn't need to have textures compiled
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>>1683482
I personally would love to upgrade to some like blender, but I don't really have the skills. The main thing XPS has going for it is that it makes posing easy, so I can quickly live out my pervy fantasies.
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>>1681504
There's no chromatic aberration in that video you mongoloid. What you're seeing is blue rim lighting and red subsurface scattering on her skin.
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>>1683492
you don't get the skills by continuing to not use it

little steps at a time, don't need to know how to do everything the first day. you can learn things in your own pace.

plus there's addons to import xps models with full rigging so you don't have to abandon your library
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>>1683497
I have heard about add ons and stuff that support xps. I guess I just try to do way to much, and end up giving up. Like I don't even fully understand how to render properly. I would love to do even just a little to make my images look better.
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>>1683499
High-quality renders are done with the Cycles renderer, rather than the default Blender Render renderer, you can switch by going to the bar at the top, clicking on the thing that says Blender Render, and changing it to Cycles. After that, familiarize yourself with the node system (create a new window, open up the Node Editor and poke around)
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>>1683508
Yeah, all of that stuff is so foreign to me, I sorta just gave up, not knowing where to start. I will definitely make notes of this however. I should remember that I won't be able to get much done in one day.

Also I've wanted to use blender because it allows more precise editing of models, as I enjoy making my models a little curvier, as dumb as it is.
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>>1683508
so you're telling me that when you render your gender bender renders in Blender you shouldn't render with the Blender Render renderer?
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>>1678398
"I want to be your mommy for tonight. Suck my tits, anon."
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>>1684207
Her face looks kinda gross. Like... it's all droopy.
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>>1684295
and just when i was about to go to bed...
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Anyone have any more tips for getting started with blender?
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>>1684207
If its not too much to ask, wpuld you mind sharing her please? If you dont want to, i totally understand.

Thanks.
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>>1684295
Thats a lot coming from the guy whose work involves amputees, pig faces, extreme bondage and a whole lot more of shitty stuff which i wont bother mentioning. Compared to you the guy's droopy face milf/gilf is a bazillion times better. Please go away dude. No one here likes your work. Just create your own page with your artwork and that way you may find some ppl who actually do like your work cuz no one here does. Ofcourse i will expect a counter statement from you same fagging saying you like your own stuff.
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>>1684207
Which version of victoria are you using for the model? And i dont remember victoria model having aging morphs. So how did you get againg morph for a Victoria model? And what skin and nipples are you using? Brilliant work anyways.
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Need to small her breasts, smooth out the surface from where I dragged everything around, and texture the body. Think I'll try vertex painting to save some time and rendering power.
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>>1685552
I got this addon for baking textures down to vertex colors, don't know if it comes with Blender. https://wiki.blender.org/index.php?title=Extensions:2.6/Py/Scripts/UV/Bake_Texture_to_Vertex_Colors

It's pretty neat.

Need to smooth out the nipple colors, it's just a hard circle which looks really bad.
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ungnghhhh beees
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>>1684588
Rendering:
Get familiar with the 3-point lighting system.
If your picture is too grainy, bump up the samples - grain is unavoidable because Cycles is a raycast renderer, it's all about getting it down to a tolerable level.
If you're rendering an animation, tick the randomize seed button (looks like a clock) in the sampling tab, otherwise the same grain pattern will be used for every frame.
If you have a good GPU (preferably NVidia, Blender works a lot better with CUDA), use GPU rendering and set your tile size to 256x256 or 512x512 depending on which is faster for you. For CPU rendering, which I highly not recommended, use 16x16.

General:
Learn what each of the windows is for, what things are in the T and N popout menus, and in general how to manipulate the UI to get it just how you like it.
Peruse the default addons and enable the ones you want. You can find more on the internet for things like importing XNALara meshes (.mesh, .xps, etc), Unreal skeletalmeshes (.psk), and Source engine shit (.smd).
Get the LoopTools and UVSquares addons.
Fuck around with modifiers and look on the Blender StackOverflow to get some tips on how to use them effectively.
Learn the hotkeys. Things like E to extrude, ctrl-B to bevel, ctrl-J to join two objects, P to separate objects by selection, CTRL-ALT-SHIFT-C to move the object's origin (its pivot point) to the location of the 3D cursor. There are hundreds, and most of them are useless, but some are important. You can also use the floating menu for most things by just hitting space in the 3D viewport - this will allow you to search for commands and show you the hotkey for it.
If you're going to be doing custom models, learn how to do basic modelling and UV unwrapping.
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Fixed some topology issues, nice and smooth. Upper eyelids might be a bit too puffy, or it's just the texture. Something to fix.
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>>1685891
You should darken and add some stranding to the character's scalp to blend the transition between head mesh and hair mesh.

The eyeliner or whatever that is looks all fucked up.
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>>1685717
Man, i seriously wish i had the time and patience to learn blender. With a weekday work schedule from 9 to 5 or more, i m just dog tired and exhausted to do anything... :(
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>>1686089
It's pretty easy to learn once you get into the right mindset. It's different from most 3d programs, and a whole world of difference from 2d editors like Photoshop, but once you have the basics down, know how to move the camera around the scene and use orthographic and perspective (num5 to toggle between them) modes, learning new features come quickly.

up until v2.79, which isn't even released yet, only in nightly builds came out, cycles materials used incredibly obtuse diffuse/spec/normal node tree setups to get halfway decent materials, god forbid you want to use SSS or any remotely complicated shit like that, but then 2.79 came along and introduced the Principled BSDF node which combines all that bullshit into one plug-and-play node, and does it better than any user-implemented solution from before. The point is, things get better by the day.

Look at this picture: it may seem complicated at first, but there's really only 4 things going on: there's an image plugged into the base color input, which gives the material its color, specular (amount of highlight) and roughness (shinyness) are at their default values, and attached to the Normal input is an image passed through a Normal Map node.

2 images, a normal map node, and the big kahuna node are the entirety of this material. Look up BlenderGuru on youtube to get a quick rundown on the principled shader.
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Anyone know anything about styling particle hair in Blender? I've never been able to get a good look out of it but I figure hair strands will look better than trying to make the old lowpoly hair look good and adding a scalp texture and whatnot.
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>>1686395
There's a comb tool for that.
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>>1686405
:(
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>>1685717
may be worth it to just denoise an image if you already got a lot of information and you don't want to render again for even longer

seen so many cycles renders from folks like blenderknight and it's like damn son you got sandpaper shadows, open up photoshop or something
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>>1686482
Honestly I would just render at 1080p and if it's too noisy just downscale to 720p.
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>>1686494
hey you got photoshop cc i think 2015? maybe 2014? the built-in denoiser is really good, not like the cs6 one that mostly smeared everything. give it a try next time instead of dropping resolution, it might work out.
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>>1686395
https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Objects/HairNet

Good news everyone, found a cool addon that turns planes into particle hair. Going to retopo the lowpoly hair to have a consistent number of vertices each loop so it can work, it'll be fresh as hell.
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>>1686596
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>>1686613
>>1686596
What would persuade someone to even do something like this?
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>>1686624
cash, fetishes, or humor
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>>1686587
Oh this is a fun bug. I applied all the scales and rotations which helped straighten it since it was originally 90 degrees off, no idea what's up.
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>>1686624
Whats wrong with the work? It looks nice to me.
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>>1686624
>>1686626
>fetishes
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>>1686639
It's grotesque. Her neck is broken in the second post, I don't know what the fuck the eel slithering out of her snatch is supposed to be, and the proportions are the work of a 52 year old widower who lives off a pension and jacks off in his garage 18 hours a day.
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>>1686624
Man,you must have very poor taste in porn. I honestly dont see anything wrong with the guy's work. If its bad lighting or something, then i understand, else it looks gr8. Point out what you dont like in the pic. Constructive criticism is always welcome.
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>>1686651
>>1686642
She looks like a fucking ogre are you blind?
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>>1686636
Still had a scale on the guide mesh I didn't apply, whoops. Also it seem to break with interpolated children but it may be because the guide mesh didn't intersect / connect to the scalp mesh.
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HairNet is really helping a lot despite its quirks.

Gotta refine the guide mesh a lot and redo it but wow this is so much better. Everyone needs to try this.
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>>1686642
Thanks for the feedback. Yeah i am still learning posing and lighting. The fabric is not getting rendered correctly when bent. So that i cant help, but can investigate.

Regarding my taste in women's body proportions, i like all kinds, but i prefer them extra thick and curvy. So go fuck yourself.
>>
>>1686667
>extra thick and curvy
You prefer monsters.
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>>1686655
Yeah, to a young fuck like you, you prolly are not into older or thick mature woman, so not gonna waste my energy pleasing you. You can whine and bitch all you want.
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>>1686672
Lol, thats a good joke.

Extra thick and curvy means monsters according to you. Lol. You are a good laugh riot. You fucking idiot.
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>>1686673
i love this post
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>>1686673
>>1686677
>>
Http://zz2tommy.tumblr.com
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>>1686679
After you.
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>>1686684
maybe you should render it... x3!!
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>>1686678
Thank you anon
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>>1686685
That did not make any sense just like all your previous comments.
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>>1686681
What morphs does he use i wonder. his work is amazing
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guess i might as well post something here
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>>1686705
i'm not sure about the inner thigh on the right

does it look right in other views?
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>>1686705
Your morphs are awesome. How many morphs have you combined here?
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Anyone have some favorite seamless skin textures for adding some subtle detail up close? Haven't found any I'm particularly pleased with.

I think the best I have is this which I believe came from Beyond Two Souls.
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>>1686845
Used very subtly, scaled down like 16x or so and maybe 0.004 influence to normals as a bump map.
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>>1686845
Textures like that one in particular don't work well for anything but the model they're designed for. If you just want to add close-up detail to skin, make a seamless grayscale perlin noise (or voronoi, or simple) texture in an image editor and use it as a bump map in conjunction with your normal maps.
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>>1686891
Good tip.
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>>1686932
this looks like a planet made of boob
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>>1686932
Add some SSS and you've got yourself some flesh.
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>>1687032
It's there but I couldn't get it to light up enough to influence the color ramp with a nice rim, all it did was kinda blur the appearance of the bump map. Even stuck a lamp behind it with the strength turned way up and nothing. So instead it's a radial gradient mapped to the normals that influences how much ambient light is added to the rim.

Sometimes it's just nice to goof around with materials.
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>>1687043
Yeah, SSS is a bit tricky. You gotta fuck around with the RGB scatter/radius to get it to look right for each material.
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>>1687032
>add ice caps and send it to NASA
>they make new picture of Mars
>profit
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Working on a "built for sex" version of Kerrigan, without wings that are impossible to pose or hip spikes that get in the way of things. Should I remove the spikes from her forearms and calves?
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>>1687239
no, that's important for her design. maybe shrink or push them in a bit but don't remove them
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>>1686642
>52 year old widower who lives off a pension and jacks off in his garage 18 hours a day.

You've just given me my life's ambition.
>>
>>1687383
I have observed that its mostly young teenagers here who are not into the thick curvy meaty type women. They love the bimbo types. And they behave like trump who will bash anyone he does not like or does not go his way. Lol. Poor fellows.
>>
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Bump with a very minor shape adjustment and the shitty material with dirty vertex colors I have to use after momentarily fucking up my textures.
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>>1686212
>Principled BSDF

About time lol
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>>1688204
what do y'all reckon the render time difference is between this 20-node mess and one principled BSDF node

any data?
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>>1688300
https://www.reddit.com/r/blender/comments/66gldn/benchmarking_disney_principled_bsdf/

seems it's a bit faster than the most popular uber shader until you use SSS
>>
With 2.79's Principled BSDF and the built-in denoiser I might actually try using Cycles more, these render times aren't as painful as I remember.
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>>1688368
There's a bit of a marbled texture to it and I can't tell if it's because there's not enough samples to start with or if it's denoising settings. Seems I can't change the denoiser without re-rendering which is awful.
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>>1688400
Probably a denoising artefact unless you have some kind of noise applied to the material.
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I think I'm denoising a little too much.
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>>1688458
Using the denoiser shouldn't even really be necessary. Just up your samples a bit if it's too grainy.
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>>1688472
i5 @ 2.27 GHz and some old mobile GPU weaker than the CPU, I won't have a proper PC for a good long while and have to make do. Denoising is a good shortcut, beyond not using Cycles at all.
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>>1688494
I see. Well, if you can't get it to work reasonably, one hack you could try is rendering without denoising and then applying a surface blur to each frame.
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>>1687239
This was supposed to showcase the breasts/ass sliders but the camera ended up moving too fast.
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>>1689728
>>1689721
>>1689719
>>1689717
That HDRI isn't doing you any favors, It's out of perspective and makes her look like a giant.
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>>1689717
>>1689719
>>1689721
Horrid, please stop posting forever
Give it up, you're never gonna find a freak who is in tune with your tranny monsters in here
>>
>>1690304
it's garbage, essentially guro, and spamming the same shitty render. why don't you report him?
>>
>>1680379
top tier
>>
>>1689728
the arm looks really messed up, even taking your style into account. like there's just one muscle draped over a bone and then vacuum sealed with oiled leather. maybe lay down the muscles for the arm and then put skin over it to help with the volume.

also i know you like the oiled skin look but oiled skin doesn't have skin-colored reflections, they'd be uncolored. right now it looks more like a metal than a shiny liquid.
>>
>>1689728
please stop posting on this board. your artwork is horrible.
>>
>>1689717
>>1689719
>>1689721
>>1689728
On the contrary, I unironically love grotesque shit like this. You got a tumblr or something? I'd like to see more.
>>
>>1691728
dat samefag doe
>>
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>>1691728

>implying anybody except you likes that shit
>>
>>1691873
I like something you don't. Is it really that inconceivable?
>>
>>1691890
There is nothing wrong in liking something that everyone else hates. its just not welcome here. just make a tumblr and be done with it.

to show how bad your work really is, check out zz2tommy.tumblr.com and you will know the difference.

If you dont like his work, then you are into some really wierd shit. take it elsewhere.
>>
>>1691915
I understand that, that's why I asked if they had a tumblr or something. Just so the anons here wouldn't have to continue complaining about the spam. zz2tommy's work is great, and I also like creators like gif author, I just like fucked up 3D art I guess. As for this epic samefag shit, there's nothing I can do to prove I'm not the artist at this point, I just wanted to let them know they've got at least one fan in the audience.
>>
>>1689982
my next goal is to make some new scenes/backgrounds, I'm never happy with the panos
>>1691964
you can find my things at xmrsmoothx.tumblr DOT com
thanks!
>>
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>>1690965
those renders were pretty lazy so I didn't really focus too much on the musculature, but it's worth mentioning that that is basically what she is
she's a synthetic sex doll and far from a perfect recreation of a human so that should explain some of the anatomical horror
>>
>>1692145
Character sheets are the ultimate cringe.
>>
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>>1692151
I love making character sheets, it lets me show 3-5 angles of the character (thus giving a good view of their appearance) but also allows me to exercise some storytelling potential
Why do you dislike them?
>>
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>>1692161
Because it's the kind of shit you see 14 year old emo kids with a sonic addiction making.
>>
File: page01.jpg (943KB, 3300x2550px) Image search: [Google]
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>>1692180
So it's more an association problem than a problem of quality.
I feel you. I really love good character sheets though.
>>
>>1692145
>>1692161
>>1692198
>>
File: kerrigannova.jpg (1MB, 1920x1080px) Image search: [Google]
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made dicc version of >>1688686 because I don't have any good male models
working on Nova now, her normal maps are shit, super low res, very visible around her suit's lights
>>
File: surprise not overused horse dick.jpg (989KB, 1920x2160px) Image search: [Google]
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>>1692304
>>
>>1692304
maybe pop them through http://waifu2x.udp.jp/ once or twice

it'll be a little smudgy but possibly less blurry. might better detect edges if you split the RGB channels, kind of worried about it not handling low contrast all-blue areas due to it not being trained on those sorts of images.

you'd think there'd be a way to convert tangent-space normal maps into a displacement map so you could more or less reprint the 3d data back into a subdivided mesh but i haven't found a good way to do it.
>>
>>1692378
One of the more satisfying aspects of penetration is pushing the fat head through, thin tips like your alien penis don't look like it would give the same visual satisfaction. It makes sense biologically to have something that would slip in easier but it's just not great for porn in my opinion. There's nothing for an orifice to resist or get pulled on by like an asshole clinging to the head of a human or horse penis, not that you should use a horse or human penis like those other perverts.

Have you looked at other animal penises for inspiration? I remember coming across a website full of them when I was showing someone what a real fucked up dick looks like. It was like a Geocities aesthetic website for animal fuckers.
>>
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>>1692407
I've made a few other dick models with more interesting geometry but I felt something more natural and sinister looking would be better for Zerg. I kicked around a couple designs, one of which was similar to a normal dick surrounded by leaf-shaped chitin plates, but this is the only one that I was really satisfied with, but I do see your point.

I haven't looked at a whole lot of animal dick references, but I have used other things as inspiration; this one for example is inspired by a lobster's tail - although obviously not suited to attaching to a character.
>>
>>1692427
looks like a bad dragon dildo
>>
>>1692427
maybe continue the texture on her stomach down onto her penis, or something like the faint texture on the front of her thighs.
>>
>>1692467
The sack texture is entirely procedural at the moment, which impairs me from being able to blend it with the body texture at all, but I'm trying to figure out how to bake it to a texture so I can texture paint over it.
>>
>>1692474
can you post kerrigan's textures to imgur so i can test something with displacement maps? going to try and make a displacement map with pixplant and use it as a brush in blender with dyntopo, see if this is viable.
>>
>>1692479
https://imgur.com/a/ZaqZd
>>
>>1692489
Oh I forgot to mention, I don't use the specular map at all because it's not suited for PBR.
>>
>>1692499
while i'm processing things take a look at https://www.marmoset.co/posts/pbr-texture-conversion/

you can still use the spec map, it might not have roughness information but you still have info on reflectivity and its color
>>
Nope, it's not all that useful. I can definitely use it as a brush but the real interesting parts are too small. Better off finding a different texture.

See how this works as a displacement map using the micro displacement in Cycles though.
>>
and for the sake of fuck try using these as roughness and reflectivity maps. may need to adjust levels. http://imgur.com/a/daPxY

just to get a little more detail out of it, even if it's not 100% realistic. pbr workflows don't need to be realistic anyway.
>>
File: kerrigan-AO.png (408KB, 1024x1024px) Image search: [Google]
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and an ambient occlusion map might help get a little more detail, darken some areas that aren't in the geometry.
>>
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this isn't necessarily anything PBR, just some details pulled from the spec map you might find a use for, blended into some other map maybe.
>>
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keep forgetting to put stuff here
>>
>>1691964
if you honestly like this nigger's shit garbage artwork, it would probably be best for all concerned if you just go ahead and kill yourself.
preferably just after you kill the talentless sack of shit who keeps shitting up this board with his ugly garbage.
>>
>>1692651
lol you seem really made
>>
>>1692651
it ain't great but i'd rather see those bad images than a bunch of angry replies. i will never be able to beat off to them but it's interesting in an anthropological sense.

plus it was like 3AM and i thought i'd have to make up something worth posting to bump the thread before i went to bed but they got it off page 9 for me which was nice
>>
File: Untitled.jpg (270KB, 960x1080px) Image search: [Google]
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Got upset at not making any progress and made a cum material and a few props for it.

Made the dick seam a bit less noticeable but I don't know how to really make it vanish. I've tried everything from masking the normal/bump maps to matching roughness and specularity.
>>
>>1693163
is it actually attached to the mesh or is it floating on
>>
>>1693169
It's attached. The original faces for that area are still there, but they're hidden inside the joint where the dick meets the pelvis.
>>
>>1693170
that's why, you have to delete the internal geometry and then the normals on the surface will smooth
>>
>>1693163
Downloaded a Kerrigan model to check out myself, noticed this XPS model has better quality textures https://thepwa.deviantart.com/art/HOTS-Kerrigan-542198079

Assuming you have JPEG textures and Imgur didn't just convert them.

Also the weird seam on her leg... are there vertices that aren't connected there? Is it an issue with custom normals? Turn off autosmooth normals in the object settings and see if that clears up.
>>
>>1693206
I have raw DDS images that I convert to PNG because Blender doesn't like DDS.

I don't know what was going on with the leg, I've never seen that before but I noticed it too after I rendered that.

>>1693174
That's only part of it, there's a couple other things wrong with it that I'm trying to solve.
>>
>>1693222
the geometry isn't connected, mine is like that too

have to select the chunk of vertices and remove doubles
>>
>>1693252
I can't reproduce the problem, so I don't know what's going on.
>>
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>>1693266
>>
>>1693271
Yeah mine's not like that, but I extracted the model and textures from the game itself.
>>
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The detail I got out of converting to quads, subdividing, and using >>1692581 as a displacement doesn't really make sense with the textures but it's neat I guess.
>>
>>1693388
oh nvmd it's just too strong. like -0.03 is alright but some places, like nostrils, get really weird. oh well, maybe it can be fixed up later or just apply the effect and smooth it out with the sculpting tool or paint over the texture.
>>
Which one of you fuckers takes commissions? Especially with large proportions whether custom or Blender/SFM.

Fuck you if you use the GPB
>>
>>1692378
>>1693163
>>1692304
>>1693388
Is this all in Blender?
>>
>>1693910
yeah
>>
>>1693910
Damn , thats brilliant work. what does one have to do be so good like that?
>>
>>1687239
good stuff, gibe model pls
>>
File: page01.jpg (2MB, 4724x3898px) Image search: [Google]
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>>
File: novakerrigan.jpg (575KB, 1920x1080px) Image search: [Google]
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>>1694510
I'll upload it to Smutbase at one point. It's just a modification of my original Ponytail Kerrigan model, which is already on Smutbase.

>>1693910
yep

>>1694038
Basically just fuck around with Cycles materials until you get something that looks nice. I've been using Blender for a couple years so I know how to use it from a mechanical standpoint, but I only started using the Cycles renderer like a year ago. The Principled BSDF shader does most of the work of making things look good.
>>
File: nova_assless_kneel.png (1010KB, 800x1000px) Image search: [Google]
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Made a Nova version with the ass of her suit ripped out.
>>
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bumping with some stupid shit i made out of a scooby doo ps2 model

now with the correct shader on the red material
>>
File: nova.webm (2MB, 800x1000px) Image search: [Google]
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>>1688400
I had the same problem while working on Nova's skin, tried everything including fucking with SSS scatter radiuses, it turned out to be the denoiser. My solution was to disable the denoiser and switch to Branched Path Tracing (in sampling menu) and use a high AA samples setting, 64 in this clip. Not only does it look much better, but it renders faster too. 29 second average per frame for this webm. Don't have to deal with the denoiser massacring your detail either.

>>1692395
Hey that helped a lot, thanks guy.
>>
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>>
>>1694879
>>1695292
>>1696083
Where are you getting these models from?
>>
>>1696615
deviantart tends to have a lot of model rips that don't end up on models resource, just have to append xna or xps to the search to find them, maybe dl or download
>>
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Blender's metaball spheres and planes make a good base for cum, just have to sculpt it a little to flatten and smooth some parts. Shape there's no zbrush-like retopo that'll follow the curves of the surface, the built in smooth retopo modifier is really messy.

Material sucks, trying to do it with internal using a volume material and a transparent reflective material. Using a potato for a while and I'm too impatient to wait for Cycles to render every little change I make.
>>
somebody please tell me there is an easy crash course to learn blender fast.... :(
>>
>>1696861
maybe Blender Guru's youtube? he's got a lot of entry level videos. his latest one on modelling an anvil might be a good start, not sure if he goes over basics in it but the modelling aspect isn't too complex.
>>
concept: 3d scans of famous sculptures strapped to fuck machines
>>
>>1696615
I extracted them from Heroes of the Storm.
>>
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>>1696851
Frankly, you're not going to get good results with the internal renderer. If you want good results without having to really fiddle with anything, here are the settings for my cum material - just stick it on a mesh shaped like cum.

If you're getting slow render speeds due to SSS, switch to branched path tracing and use a low-ish (~32) AA samples count. Or if you're not using SSS, just lower your samples and turn on the Denoiser in the Render Layers panel.
>>
>>1696981
What the heck is this? sorry a noob here. it looks like hifi phd level stuff to me. how do you come to this point?
>>
>>1697002
I started off with the Principled BSDF node, then added a colorramp and fresnel node to get the fresnelly effect, then messed around with volume absorption and layer weight as the Fac input for a transparency mix for a bit and decided to go with layer weight because it takes less time to render and is more adjustable. Honestly it's just blind luck and persistence for the most part, but you should know what the specular, roughness, and Subsurface parts of the Principled shader do. Just take a while in a test scene and get comfortable with the nodes and what they do.
>>
>>1697002
Fresnel controls how strong something is on the surface of an object that faces directly toward the camera, or away from it. Like a rim light or the edge of a bubble.

ColorRamp takes a value, like how closely the surface faces the camera, and maps it to a position on a gradient. 0 is one end, 1 is the other, and everything in between.

Principled BSDF is a new node in Blender based on some Disney / Pixar papers meant to be a general purpose shader for all materials. Base color is what you expect it to be. Subsurface is how much light will be absorbed and put back out which is a quality in many materials like skin, marble, and jelly. Subsurface radius controls how far red, green, and blue can penetrate the material. Subsurface color tints the light that enters and exits. Metallic controls how strongly reflections are colored by the base color and it's called metallic because certain metals, like gold, will color reflections but everything else doesn't. Specular controls how reflective it is, specular tint is what you expect. Roughness is an approximation of how rough the surface is which smooths and evens out the lighting over the surface. Anisotropic and anistropic angle controls how far reflections get stretched, like a brushed metal surface on a fridge or the bottom of a frying pan. Sheen is a velvet-like shine. Clearcoat is another layer of reflection that can be have a different roughness level so you can emulate a layer of, well, clearcoat paint. IOR controls how light bends toward the edges of the object, or rather the angle of the surface, and transmission is about transparency.

Layer weight is a sort of mask, like in Photoshop, using how much the surface faces the camera as the value. Mix Shader mixes different shaders.

It's easier to pick up when you don't force yourself to learn everything at once.
>>
File: kerrigan_spin.webm (2MB, 960x1080px) Image search: [Google]
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Un-fucked the seam where the dick attaches to the body, should be close to ready to put up on Smutbase.
>>
>>1697638
what was the issue?
>>
>>1697641
There was a very noticeable seam. I fixed it by smoothing out the color difference between the two pieces and fading out the normal and bump mapping near the seam area so that by the time it reaches the seam, it's completely smooth.
>>
This is kind of an odd request, but could anyone upload just the textures from Genesis 3 somewhere? I have .blend files of the male and female models from smutbase, but I don't feel like downloading and installing DAZ just so I can pull the textures into blender.
>>
>>1697699
trying to upload it now, if i can't get it to upload right now check back in 3 or 4 hours
>>
cock seams

serious business guys
>>
>>1697699
https://mega.nz/#!phViQJYS!_8vXlECE8lflXQF2COhekWj3QC6HWz8lMPdYh_r7ItA

you might as well just get daz studio and get some models from piratebay or something
>>
Let's say I'm animation noob who only wants to create lewd stills for comics. What is the easiest program to use especially if I want to be able to create unique faces easily?
>>
>>1697875
Daz Studio, it's made to just shit out humans. Bunch of sliders to adjust features so you don't even need to know how to model or sculpt.
>>
>>1697891
Can you put models from SFMLab on Daz?
>>
>>1697899
Not directly no. Most you could do is convert objects and use them for scenery. Otherwise you'll be rigging models for Daz since there's no straight forward conversion process I've ever heard of.
>>
>>1697911
Where can I browse Daz models?
>>
>>1697913
Paid:
https://www.daz3d.com
http://renderosity.com/
https://www.renderotica.com

Free:
http://sharecg.com/

Pirate:
http://daz3dfree.com
http://topgfx.com
http://dazposer.net
http://ps-ds.info
http://gfxstuff.ru
http://3d-graf.ru
http://sharecg.com
http://gfxbing.com/3d-models/
http://cgresource.net/models/
https://pirates-forum.org/Forum-DAZ3D
TPB, Lime Torrents, Demonoid & TorrentProject
http://skyback.ru/index.php?do=cat&category=3d
https://poserdazfreebies.miraheze.org/wiki/Main_Page
http://gfx-hub.com/daz3d-poser/
http://heroturko.cz/3d-models/

Some might not work anymore.
>>
>>1697925
Wow cheers man.

Any good tutorials for lewds?
>>
>>1697929
None that I know of, most you'll need is a tutorial on how to add and pose objects, light the scene, and render. Probably something on YouTube or Daz3D's own website.
>>
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>>1697931
Thank you for your help good sir.
>>
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breasts are basically tubes right
>>
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Does anyone whether daz has outfits like this?
>>
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>>1698055
i guess it worked

don't worry about the head, i didn't work on it yet.
>>
>>1698124
granny tits
>>
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>>1698125
that's just boobs, unless you think i brought the front end out too far? it doesn't look wrong in 3d moving it around and it doesn't really look stylized or doll-like either, which i like.

this was just the first image i saw on motherless with similar size breasts, ain't trying to be rude.
>>
File: boobs 1.jpg (584KB, 921x2664px) Image search: [Google]
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>>1698145
Her breasts are shaped like that because they're being propped up by her bra. Here's a pretty good guide to breast shaping.
>>
>>1698173
thanks, i could use this
>>
butt cheek spread dial for g3f where?! surely it must exist?!
>>
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>>
>>1698240
Wow, awesome! I love her proportions. Her skin looks so glossy and sexy too.>>1698186
>>1698176
>>
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Both new versions of Kerrigan should now be available on Smutbase unless the added download is hidden until approved like new submissions are. I ironed out all of the bugs that I found so it should be good to go.

Hoping to finish Nova soon.

https://smutba.se/project/87/
>>
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>>1698638
no sss? not even on the soft parts? when i was messing with kerrigan i set the sss color to a sort of purple at around 0.2 intensity and subtracted that color from the diffuse with an rgb mix set to subtract at 0.2 to balance it out and i think it looked alright. could probably even mask it to the fleshy bits by modifying the diffuse texture with rgb mix / split / combine nodes right in blender without making a new texture in photoshop or something. the spec map could have added a little more detail by shaping where reflections show up to highlight her face.

what's with the topology anyway, did it export with quads and some odd sections or is this the result of tri to quad in blender?
>>
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>>1698651
left is what i reckon it should be, right is what it was

got a hankerin for texture editing, wonder if i can bullshit some pbr workflow textures out of this. now that i'm on faux adderall i might not actually be stopped by lack of sleep in the morning.
>>
>>1698651
I tried to get SSS going early on but I ran into the problem of figuring out how to get SSS on her flesh but not the chitin. I hand-painted a mask at one point but every result I got was shit and I never really bothered trying again.

The topology where her wings were are the result of a quad fill, it's ugly, but it shouldn't affect animation much if at all because she only has like 2 spine bones. The topology in general was mostly tris-to-quads because extracting it from the game left it in subdivided quads. I also subdivided it once or twice for reasons I don't remember.

>>1698660
I haven't messed with her eyes at all other than getting the eye and eyelid bones working acceptably. Looks good, good retopo is not in my skillset (yet).
>>
>>1698661
should just be a black to white mask into the sss amount slider. i'd do full black to full white and then put it into a color ramp in the node editor to fine tune the levels. maybe it needed a color to bw converter from the math? section?
>>
>>1698670
I understand how to use SSS masks, what I mean is that I couldn't make a mask that looked good enough, the chitin blends with her flesh in ways that make it difficult to separate. But, that was like 8 months ago, I might be able to come up with something decent now, but to be honest I'm kind of burnt out on working on Kerrigan at the moment.
>>
>>1698671
i'll goof with it. if anything neat happens i'll post it.
>>
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>>1698672
Cool. For now, I'm gonna work on updating my older released models that suck ass. Looking back, I can't believe I released this model with the material it originally had.
>>
File: SSS Mask.png (2MB, 2048x2048px) Image search: [Google]
SSS Mask.png
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>>1698675
Try this. I'm presuming the purple parts, like on the wing membranes and butt and breasts, are fleshy to allow her to move and jiggle.
>>
File: untitled.png (845KB, 960x1080px) Image search: [Google]
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>>1698704
Looks good, but the SSS is only really noticeable on her face, probably due that being the only part with reasonably thin surfaces. What was your workflow for coming up with that mask?
>>
File: page03.jpg (3MB, 4724x3898px) Image search: [Google]
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>>
>>1698721
converted diffuse into lab, isolated the purple areas in i think the A channel with curves, refined with manual brushing.
>>
>>1698848
also this isn't going to work for everything, it was just a good way to get that color range selected with some detail
>>
>>1695292
>>1696083
>>1696963
Do chromie pls
>>
File: Capture.png (242KB, 767x531px) Image search: [Google]
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https://github.com/wjakob/instant-meshes

Retopos models for you with some interactivity. I don't think it's suitable for characters and it doesn't seem to make symmetrical meshes if the input is symmetrical but it does a good job making clean geometry out of a dynameshed cum blob.

Used it to quickly retopo a 3D scan of a statue earlier and UV unwrapped it pretty well with Unfold 3D, worked out nice. Input model was iPhone app trash but it was nice to work on a 3D scan like that and fiddle with baking textures and mixing the photo textures.

Here you can see a dumb dynamesh blob made into a bunch of quads that can be easily subdivided with a smooth surface and the clean geometry will let it deform better than the mess of tiny triangles from dynamesh.
>>
File: Pic 9.jpg (80KB, 515x687px) Image search: [Google]
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My not so perfect Liara T'Soni
>>
File: chromie.webm (2MB, 1000x1000px) Image search: [Google]
chromie.webm
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>>1699097
Sure. I tried to do the normal Chromie but the .m3 importer plugin I use didn't want to import it so I had to do the Genie. I kind of doubt the regular Chromie model even has legs anyways.

https://mega.nz/#!WdwxFRrC!WlywKXjb2vn7uBHkqi3FZY4R9qeH4FMBtw6jWGP7JcI

Be forewarned that it's not perfect.
>>
>>1683474
This model of Samus is not on blender?
Because I hate the Sara Bryant one
>>
>>1700564
There are no good Samus models.
>>
>>1700581
Well that sucks
>>
>>1700484
Fuuuuuck yes!
>>
File: Focus with Serenity.jpg (1MB, 1400x1400px) Image search: [Google]
Focus with Serenity.jpg
1MB, 1400x1400px
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>>1700830
her nipples are off-center on her areolae
>>
File: page04.jpg (3MB, 4724x3898px) Image search: [Google]
page04.jpg
3MB, 4724x3898px
>>
File: Dolly 008.jpg (994KB, 1000x1500px) Image search: [Google]
Dolly 008.jpg
994KB, 1000x1500px
Anyone know which hair this is?
>>
File: 1490500527733m.jpg (45KB, 1024x576px) Image search: [Google]
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>>1700564
I hear you there. You'd never catch me using Sarah Bryant as Samus.
>>
>>1700830
Evol, can you give some tips on jow do you keep your coloring scheme uniform on the model's body and thr head addon?

I wud like to do the same for >>1700479

Does it depend on the type of body you use? Compatibility with addons? Any info wud be helpful.
>>
>>1701541
you seem like a loner fat jobless dude sitting at home having too much time on his hands typing out such long elaborate imaginative stories....
>>
>>1702280
That's kinda an elaborate scenario you've cooked up for my characteristics. I think only, like, two of those things are correct. If that .
>>
File: ghost.png (484KB, 840x640px) Image search: [Google]
ghost.png
484KB, 840x640px
was trying to learn joint controlled morphs and got the eyes to close but then I thought screw it
>>
File: page05.jpg (3MB, 4724x3898px) Image search: [Google]
page05.jpg
3MB, 4724x3898px
>>
>>1702910
anon wanted your tumblr or comparable earlier
>>1691728
>>
>>1702858
That's someone's kink, but it sure as hell isn't mine.
>>
>>1702107
if you change the diffuse color of the skin texture that should do it,

the head tentacles i had to copy the skin texture of the body and put it over the base head tentacle texture, then copy the settings of the body
>>
>>1703307
I already shared it, xmrsmoothx.tumblr DOT com
>>
>>1701348
nice catch i didn't even notice it
>>
File: where all the money goes.jpg (740KB, 1018x1400px) Image search: [Google]
where all the money goes.jpg
740KB, 1018x1400px
>>
>>1703795
yeah i know about the mistake on the legs, couldn't figure out how to fix it.
>>
>>1703798
Looks like a specularity or roughness mismatch.
>>
>>1703795
looks great, ugly hat though
>>
File: Mother_of_Dragons.png (3MB, 1920x1080px) Image search: [Google]
Mother_of_Dragons.png
3MB, 1920x1080px
Body made with blender
>>
File: untitled.png (204KB, 512x512px) Image search: [Google]
untitled.png
204KB, 512x512px
what sort of balls would xavier have? what can put out one single giant sperm without being beachball sized?
>>
maybe three balls and the center one is a brain to give his sperm the ability to ponder existence and they're all just bull-sized or so
>>
>>1704021
I don't like the face
>>
>>1704021
is this meant to be porn / fetish material, or is it artistic nudity?

i gotta know your intent
>>
>>1704452
please share the xavier model holy shit I'd love you forever
>>
>>1704765
https://web.archive.org/web/20110614041832/http://i.cdn.turner.com/adultswim/promos/xaviercontest/tools/media/contestmodels.zip

it's the official model with obj, fbx, and max formats. max might be rigged, can't open itt, but the others aren't. obj is quads also but you have to make all the materials yourself.

has the chief and the flute.

may want to convert the TGAs and TIFFs and the 2k BMP to PNG, just be sure to keep the alpha channel on the hair.
>>
>>1704773
the max version is actually rigged, thanks a lot!
>>
>>1704813
oooh, can you export a DAE with the rig for me? and for the chief. don't need the textures again, don't know if max automatically exports those again.
>>
>>1704815
lemme try
>>
>>1704815
Sorry no luck, the rig uses max's interal biped and neither .dae nor .fbx export can handle that properly.

I'll try converting it to a standard bone rig though
>>
>>1704452
>>1704498
>>1704765
>>1704773
>>1704813
>>1704815
>>1704876
Apologies if this is a stupid question, but Xavier as in Charles Xavier from X-Men?
>>
>>1704773
>>1704813
>>1704815
>>1704826
>>1704876
How would you convert an obj/fbx/dae file to a DAZ compatible rigged duf file?
>>
>>1704939
no xavier as in xavier renegade angel
>>
File: Pic 10.jpg (127KB, 515x687px) Image search: [Google]
Pic 10.jpg
127KB, 515x687px
>>
>>1705138
what's up with that head
>>
>>1705156
whats wrong with it? the color scheme? position? the turn? please specify.
>>
>>1705168
It looks like a jester's lapel at the bottom and a rugby helmet at the top. You can see a clear seam where the face is disjoined with the head.
>>
>>1705138
>>1705156
>>1705168
If you are talking abt the color scheme, the head addon is separate and i cant apply the same body texture to it. so i had to play with with the colors, diffuse, reflection and roughness a bit. its still in a learning curve...
>>
>>1705177
My response. >>1705181

The head addon is separate and it shows a clear seam. playing with the colors and textures. unfortunately there are no perfect mass effect head addons for genesis 3 that i can find.
>>
>>1705181
>>1705185
So just put it into a 3D modelling program and merge it with the body directly?
>>
>>1705188
a good suggestion. have not tried it.

but how wud you import that shape back into DAZ in daz compatible format? Is that even possible?
>>
is anyone here a Poser Expert?

I would like to know how do you get the addons and shapes and freebies in poser like you do in daz and install it?

Is there some guide to follow?
>>
>>1705191
Blender can export .dae and .fbx.

>wud
would
>>
>>1705202
I am aware of DAE and FBX.

When i meant DAZ compatible format, i meant DUF based format. Is the possible? I dont think so. Once you export it as FBX or DAE, you cannot import it back into DAZ as DUF file, can you?
>>
>>1705211
a DUF file isn't a skeletal mesh, it's an entire Daz project. So no, it's not possible to export a Daz project file from other software.
>>
>>1705234
If there is anyway to get rid of the seam in daz itself, i m all ears, hence i had asked Evol for his suggestions ==> >>1702107
>>
>>1703795
Evol, is this poser or DAZ?

If poser, can you tell me how and where you download and install poser content from?
>>
>>1702858
you don't need joint controlled morphs to fix that mess.
https://www.youtube.com/watch?v=D5XpT5vDlkI
>>
>>1705138
Looks great, love her thick legs
>>
>>1705531
thank you so much fellow anon. yeah, i love love love thick juicy thighs...
>>
>>1704815
i managed to port the skinwieghts to a regular skeleton, here's the .dae

Didn't bother skinning the hair, necklace and eyes, should be easy enough for you

https://my.mixtape.moe/fzzcfn.DAE
>>
>>1705568
thanks!
>>
File: xavier-bad-big.jpg (345KB, 1280x1920px) Image search: [Google]
xavier-bad-big.jpg
345KB, 1280x1920px
>>
>>1705662
Is this poser or daz?
>>
>>1705691
blender, not using the good renderer
>>
>>1705696
this is brilliant work for starters. your blender skills are admirable fellow anon. keep it up.
>>
File: Pic 11.jpg (747KB, 1476x687px) Image search: [Google]
Pic 11.jpg
747KB, 1476x687px
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File: Pic 12.jpg (741KB, 1476x687px) Image search: [Google]
Pic 12.jpg
741KB, 1476x687px
>>1705853
>>
>>1705241
it's Daz Studio
>>
>>1705717
he literally got the model from adult swim, you retard.
>>
new thread

>>1706908
>>1706908
>>1706908
Thread posts: 316
Thread images: 102


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