>>498957 reached bump
would u cuddle with him??
Need crit
>>500931
Plagiarism/10
>>500931
Nudes when?
>>500931
did u get hard modeling th baby
>>500956
wew lad
>Mods getting turbo triggered by a scene from a Pixar family film.
Holy fugg
he will use an ak47 :)
>>500983
Really?
What was the image?
>>500988
naked kids
>>500988
It was the scene from Inside Out where the main character is dancing as a baby with a daiper on her head.
>>500986
https://www.youtube.com/watch?v=L6ywt7VnEw8 link related?
Been trying to make a model of my room, this is the notestand
>>501006
no senpai
>>500000
>>501026
Update on this, added some sheetnotes and folder
>>501043
sick dude
proud of u
keep it up!
Think I'm done working on this guy.
>>501070
here's a bonus render
>>501070
SHIIIIIIIIIEEEEEEEEEEEET
Add more texture too. Make it uncomfortably detailed.
I posted it before in critique thread but I decided to work more on materials and textures
>>501081
i would put my penice in her anuce
post her face and feet
I accidentally scaled my bones into place and gave my mesh boneitis.
>>501082
Sooner or later i have to model a browning MG too, for my Jeep.
Yours look great, good work.
>>501110
thanks
im working now on that crate as a stand for browning,
im not happy with how nails came out and airbrick (or whatever it's called) texture
>>501032
why is the sheet music sideways?
>>501081
Is this is some part of a greater project?
I want to follow your blog
Finished the desk, now on to the saxophone boxes
>>501121
No particular reason they just are so on my real notestand
>>501076
I agree with this
JUST DO IT
I'm not an animator, but heck I'm going to try anyway.
Lipsynced to a clip from Pirates of the Caribbean. But since 4chan doesn't allow audio I doesn't make much difference.
>>501142
u can have audio on webms scrub
>>501145
Only on certain boards
I am making this for the purpose of learning how to texture in Cycles.
>>501150
bro thats neat kepe it up
proud of you!
>>501142
at least tell us the lines, mate
please don't come to my house and throw rocks at my window
>>501070
Nice
Practice
>>501088
i like it
only the hands dont flow well into the body
>>501242
show the shaded version without texture or hair
>>501119
your nails are fine, but the problem with the brick thing isn't the texture, but the fact that it's too perfect looking, most bricks have chipped corners, or at least sharper corners than that
>>501252
I will put redoing the fingers on the to do list but I am probably going to sick with the claw like things like in the the reference I added. Dose it look to odd just having the cylindrical arms going straight in to fingers with no palm?
>>501276
oh i dont think the finger design is the problem, its just how they flow from the wrist into the palm, its inconsistent with the rest of the model and its forms
that gits hand design is very nonhuman, it gives you an silhouette of a lobster claw, but the android at bottom is better ref, where the from isnt broken
try inverting the curvature on that forearm, thicker near the elbow
Ey guis so i maded then and did the subdvidi 9 times, my computer like lag rly bad, but it worth it i think, do need to unwrap uv and add sub surface scattering?
I maded a burd now, is it good like caring indian shakram?
Hey guis i maded a cup with a water simulation, but i maded the woods of and
Ey guis i modeled my smokey sex pen, it makes me do the maths better
Ey guis i maded the apple as i have no monie and live in internet cafe steal internet, please the help
Ey guis, i have no friend so i model the console for me to used as i am alone and now steal fraknafuas internets and electricit
Ey guseir i have model shield of best an hero, he is the america nma he is do the job and live dream with captilasm, also very muscle as nice white clean sken and food
Ey guis i have model the football like the ronaldo man use in his goal game, he make many monies and live his pasion like brazilian orphans
Working on a building, but im not verygood at this, any tips on texturing in blender?
I have made the moist image of indian god flow in cup for yes and me
Made this today for a Jew client in NYC still waiting for the Jew´s feedback.
>>501303
yes
split to 2 ports and have image editor and 3d viewport and select texture shading, you would have easier time figuring where textures go.
for "realistic feel" split the building to different mateirals, windows are reflective and the bricks aren't, if you want more detail you can use displacement through cycles nodes or do your textures in crazybump
>>501303
Looks all right. Windows aren't quite realistic, but if you're going for a nonrealistic style they work just fine.
Texturing? Well, get a good unwrap first. Get some good seams going, play with pinning so you understand it, try the different unwrap options. Once you've got the UVs unwrapped, you can either use procedural textures (there's a brick texture for both Cycles and BI), use image textures (Gimp and Photoshop both have normal map plugins), or learn to texture paint. There's a texture paint mode that's worth checking out - it's fun to use. I've used all three of the above methods in one material.
How you texture really depends on how you work and what you want the final result to look like. Just play around, watch some tuts, and work with it.
>>501279
Here are few subtle variations, I think the middle is the closest to what you recommended, I also think that is the least awkward one.
>>501322
Shit I forgot my picture.
>>501300
i like the shield
Sculpting Harley Quinn for a VR porn game. crits welcome.
>>501205
added a little temple
tfw no arms
>>501324
do you even know where you are
>>501333
troll land: 3D edition
>>501336
its gotten exponentially worse over the past 2 months
>>501370
Neat. What did you use to texture it?
>>501253
No
sculpting wow orc
>>501396
WAY TO GO!
keep it up
I am really proud of you :)
>>501328
Push the ears in a bit, they feel like they're just stuck on there.
she's got a very square and manly jaw, and imho the distance between the nose and mouth is too big.
But tha'ts just my aesthetics.
Hands and fingers needs some love too, they look bendy and weird.
Otherwise nice, keep it up
>>501328
i really enjoy this
proud of u :)
>>501374
Substance painter :) some really good tutorials out there, though i just kept playing with the settings till i got it how i wanted, not to hard
>>501328
The face is very severe and masculine.
Trying to make a bill cipher thing I saw, so far it hard to get it 100% accurate, I'm not good at this but I do like how its coming out so far. Topology is shit though.
Hiyall!
I'm doing some freelance work for a local company.
They wanted a 3D mockup with logos on it to send to another company that makes all sorts of cookies and chocolate.
I've spent 4 hours on this.
How long do you think you would've spent on it? Is 4 hours a long time?
>>501889
if you spend alot of time to appease your client, its fine
first time making a character.
>>501890
I don't understand what you mean by that. But It took me 4 hours to model, UV, texture and render the thing.
Start to finish. I was wondering if that's slow compared to others.
>>501081
I had no idea people were making Nudes of Karin already. SFV aint even out yet nigga damn.
>>501894
would take me about 2-4 hours if i really polished it from all sides and making really good UV's
School project. Low poly movie poster.
Would appreciate some feedback.
>>501916
Colors could need some adjustment. But I like it!
>>501916
it looks like tintin rather than craig. even though its a very good idea and nicely executed.
>>501916
absolute shit
kek file name tho
>>501892
nice job.
keep going
>>501870
thx normally a 2d guy trying to figure out 3d
>>501930
Should've had him bronzed
>>500868
currently working on this midgar model, got a few other final fantasy 7 environments that im starting work on soon aswell. remaking the whole intro and bombing mission in unreal engine 4 fully playable.
>>501940
another, closer look at centre building so far. bearing in mind this still isn't final detail pass, i will be taking alot of this and making even poly models, or sculpts to bake down.
>>501942
thirdly and finally, the cloud model which is all done and in unreal now. just needs rigging and animating. it is pretty ow detail, because the camera will be at a fair distance from him similar to the old games, so saving polys to budget for other things.
What's with the dude saying he's proud of everyone?
>>501985
nice work!
keep it up
proud of you :)
>>501985
Made this, haven't uv'd it yet. Need to start that.
>>501989
SHUT UP >:O
>>501142
It's certainly not bad, but I think you are making the mistake a lot of more novice animators make, focusing way too much on exaggerated body movements. If you can, I would focus more on the face and tone town the body movement a lot. Others may contradict me in which case I'd listen to them, since I am speaking as an actor and not an animator, I have very little experience with the latter, but I have noticed a lot of amateur animations exaggerate body movements a lot.
Rate my Time And Relative Dimension In Space
>>502053
>look through scope
>charging handle hits you in the face, possibly giving you a serious injury, breaking a few teeth out
kek, I think the design of your weapon is not very well thought out.
>>502055
It's actually bungie's halo reach dmr
>>501082
Great work. Did you do the tripod too?
>>501150
Nailed the essence of an autistic blade
>>501299
>nintennydough
>>501305
Windows seem a little bright on the dusk one, but the other one looks great
This is a lil scene i'm working on. My first time trying isometric perspective.
>>501885
literally just a pyramid
>>502068
I really like that lad, but maybe try to make it a bit more brighter?
>>502068
you need to seperate the ocean from the solid elements. There is no depth to the water.
>>502071
can do.
heres another one im working on/
>>502072
Yeah, at first I thought it was gonna be metallic like gold or something, but I need to rework the islands and ocean floor for transparency.
>>501330
now i made it completely fucking ugly
Been trying to model Anna on and off in zbrush/Maya. How's the head looking?
>>502098
Eyes and browridge seems about right. Her face isn't that long though. bottom part needs to be more compact. Jawline should be more horizontal. Thicker neck as well.
Project i wan a working on that will turn into an animation
>>502070
It literally is,not gonna lie. Was trying to make it look like this.
>>502102
use dynamics to make the flames.
It would look pretty great if you lit it properly, too.
>>502100
Cool thanks, I'll adjust those when I get the chance
>>501992
Aw that's not very nice, he was just trying to be kind. Maybe he isn't too good at animating but is fascinated by it.
I feel bad for 'proud of you dude' now :(
>>502101
Not sure if it's just because you didn't get to it yet, but the middle section looks far more realistic than the walls to sides.
>>501992
why posting 2d?
not proud of u :(
hi
im new to blender and the compositor, so please go ez
anyway, i understand what it does, but I think I missed out something blatantly obvious when first starting out.
e.g. i have all my nodes set up, but nothings working? I think it's cause I got annoyed earlier and deleted everything (including the pre-set ones), but the backdrop doesn't apply anything nor does the render. Or maybe it's cause I don't have a viewer or something in the right place?
Again sorry for being complete idiot but reading materials don't really account for fuck ups like me.
>>502098
Overlay it to your image planes
>>502168
you're going to need to give more information. specifically, what it is you are trying to do and how you are trying to achieve it.
the glare node only works on objects emitting light, and nothing seems to be emitting light in your scene. therefore it won't have much of an effect.
your rgb curves and blur node is set up in a way such that your rgb curves node darkens the image considerably, and then only the lightest parts of that image are blurred. to see what i'm talking about, plug your rgb curves node into your viewer node. everything that you can see in your backdrop is what becomes blurry. so you might want to change the rgb curves node so that it doesn't darken the image as much or remove it completely, depending on how apparent you want the glow to be.
if after all that, you still see no change, go to your render settings under post processing and make sure the compositing box is checked.
as for the backdrop, i'm assuming you're referring to that giant plane behind the meteroid. unfortunately i can't help you with that since i can't see how you have the material and texture for it set up. all i can tell you is to make sure the object isn't restricted from rendering in your outliner.
>>502073
That looks beautiful.
>>502185
Are there any good in depth tutorials on the compositor I always freeze up when I try to use it
need to add the specs and fix the tartan pattern
>>502405
good low poly. Learn texture baking
got it from a guy that makes this in 2D
>>502307
there's none in particular that come to mind. you can easily find tutorials and introductions for the compositor just through google. i know andrew price is pretty good in terms of explaining what he's doing and why he's doing it.
it's mostly just a matter of diving in head first and working on various projects to get a feel for it. you can think of the compositing nodes as if they were filters in an image editing program. it's just a matter of setting a clear idea of what you want to do, breaking it down in steps, and knowing what nodes would perform which actions you want.
if you ever need to know what a particular button in a node is doing, the blender manual does a pretty good job of describing each node as well as giving some examples here:
https://www.blender.org/manual/composite_nodes/types/index.html
other than that, it's just practice practice practice
ebin teats
>>502467
I'm really looking forward to fuck characters like these in VR if you know what I mean
>>502467
>censored
why borner
>>502467
anon why
>>502479
probably to hide how trash they look
>>500868
>>502489
rude
I am a failure an i know it (Blender3D)
WIP, crit/shit talk welcome
>>502536
looks like marilyn manson
been working on this for the past week or so
>>502536
balding a bit mate
hoping those aren't final texture
>>502567
looks rad. how many polys?
Currently working on a Tatooine map for a Starwars Mod...
(Thats the Cantina)
>>502599
250
what's that ya got there? very cool
>>502608
love playing game with that sort of style. I'm just doing some cybernetic dudes for fun to learn 3d
>>1
>>502511
then uncensor them faggot
Rate my spacecraft plz
>>502567
Really nice! Could you post a pic of the UVs?
>>502637
way too much geo
something im working on at the moment. It's a deer infected with a fungal parasite (not happy with how reminiscent it is of TLOU but I designed the concept before ever having played it.)
to do next:
>make the back end of the body more skinny/lean like the front
>add fungus emerging from the side of the head.
I'm feeling pretty out of steam out this to be honest becuase its not turning out as well as I'd hoped, but I'm at least going to block out the rest of the gunsus/emerging bones before I make a final decision to scrap it.
>>502682
here was an idea I was playing around with for the fungus on the head, to take the form of horns, I wanted some tendrils like the roots that grow out of old potatoes, but it looks extremely ugly so im forgoing for now and trying some regular ol' fungus like the ones on the butt.
>>502697
I see what you mean, she's quite stocky, I thought of elongating the legs and neck but idk, it seems to be accurate to my references so far, I feel like the need to make the neck and limbs longer is just my own feeling and isn't necessarily accurate.
attempting to texture this thing
attempt 2 at head detail ( I duplicated the fungus from the tail just to block in where it would roughly go, I'm going to delete it and resculpt when i'm happy with completely block-in)
>>502685
I once put like 5 pounds of potatoes in this big door and forgot about them for months. Your pic is giving me flash backs of the awful day I wondered what was in thay door :O
>>502708
Are you sure you don't want to try modeling it again instead?
Consider using Orthographic view this time.
>>502637
I think it's fine.
Although the way you attempted to make it aerodynamic by including wings and fins and not include control surfaces is rather dumb.
>>502731
yeah i really just winged this so its fine how it is
>>501142
3D Animation student here.
Not bad bruv, but I'd say that the movements are a bit too static in 0:03-0:05. I wouldn't hesitate to try and make her movements a bit larger and last a bit longer, especially when she bends over and her hand to the side.
What program are you using?
My first foray into texturing, so I made a low poly car to try it out on, what do you guys think?
I'll do a few more to get it going faster and then I'll texture my tank, anything blatantly wrong with it?
Thoughts on this?
Female bust practice, but it's got a man-face problem, I think. Is the jaw too strong?
hey guys, i need some help.
for some reason when i export my 3ds file to fbx it fucks up my animation, anyone experienced this before?
this is what the animation looks like before i save it as an fbx
>>502824
and this is what it looks like after i export it as an fbx. For some reason the left arm is tilted to the right. i've had this problem before and its a pain in the ass.
does this look like a slav
>>502822
>>502849
2
>>502851
3
>>502825
Any of the bones dynamic? Try baking the animation before export
>>502849
slavs have high cheekbones, sunken eye sockets, large frontal lobes and brow bones, lower lips that stick out more than the upper (or at least equal but never the other way), big bulbous noses, sunken cheeks if they are not fat. and lots of moles
>>502873
> mfw 2005 graphics
>>502852
> slav
xD
>>502874
Eh, they're using deferred rendering now, the polycounts are quite decent, it has dynamic hk/ik so your feet adjust to surfaces dynamically, the textures and landscapes look alright too. But it is odd to me how much Bethesda seems to shy away from creating normal and specular/roughness/metalness maps for most things. It's as if a large portion of their modeling staff never learned how to do high>low baking for anything other than diffuse textures.
>>502849
Where's Slocik when you need him?
>>502849
>>501916
I absolutely love this. How did you make it? And what program(s) did you use?
>>501985
He's just a guy that's trying to be nice (I'm assuming). It's a weird novelty on this site, I know.
>>502966
Imagine how many times that guy gotta have been let down and disillusioned with humanity to express actual pride for what we do here. He must have seen... things.
We talk about a man, who at minimum, goes on the dark web digesting 'crush porn' for breakfast just to desensitize himself for his daytime job recovering bloated floaters with a boat hook.
I'm looking to fix up this model but I'm at the point where I'm having a hard time time without feedback. Would really appreciate feedback on mesh, texture, anatomy, everything.
>>502991
boxbody/10
>>502992
Yup, add some curve there, (amount can vary, line to show the spot), other than that, noice
>>500868
Making a mobile 3d anatomy education app..
Software used:
Zbrush
Cinema 4d
Unity 3d
Realtime render, Creative comments are welcome..
hey
>>503006
I sculpted a brain awhile ago and I found that of I drew in the dips it looked lumpy. What looked better was drawing in the rises. Yours looks like how mine first did.
>>503006
>forebrain
frontal lobe you fegit.
And yeah I have a complaint. Don't render subtitles and scale them up. You should be rendering subtitles as close as possible to the current resolution.
>>501940
Are you the guy who made teh observatory environment from FF7 about a year back?
SUPER COPY PASTE JOB
>>502434
That looks gorgeous!
>>502761
The body texture looks ugly, it looks like vomit and there are too many colours in the sand and road. Try using more areas of solid colour.
It also looks like the textures on the wheels started as way too detailed before being downscaled and now they look cluttered.
The model is nice, though (except for being too flat at the front).
first time animating for a game's third person animations instead of first person
I know this looks like fucking ass so any criticism is greatly appreciated
also I'm aware of the elbow spaz near the end and plan to fix it
>>503062
Try to execute those moves yourself, notice how your pelvis cant bend around like that without you wanting to rotate your knee with it and spin up on the ball of your foot.
Otherwise not much to say. Wielding ridiculously massive melee weapons like that will always looks wrong since the mass would send you flying even if you had the muscles to accelerate them like that.
Look at the Cloud vs Seppiroth fight in Advent Children for a good example of just how massless the weapons end up looking. Oversized swords looks cool in still images, animation - not so much.
>>503062
Eh, looks good. A bit choppy maybe?
>>503026
Lol, I used the superSize function from unity you dumb fuck.
>>503062
I like it, since it has that oversized sword I guess its not going to be totally realistic anyway and it is going to fit with the style. but like someone said before the hip might cause strange deformation(atleast at the part in pic related)
>>501088
> rocket bunny grill
Could someone give me tips on hand modeling?
Or how I can make hands that can complete these arms like in the reference picture?
trying to combined two models together
thoughts?
>>503092
>make a rough shape for the palm
>make rough shapes for the fingers and then sew them together
>Or extrude from the hand
>then refine said shapes
>then sew the hand onto the arm
Also look at read hands/paw musculature and see how they are formed to get a better grasp of the part's you're simplifying
Though I'd go back and work on drawing more before you jump into 3D
>>503062
Its hard to give a text response to animation, but he should be following through with the sword more. I can see weight in some part of the animation but not all of it, so it looks like the sword's weight is fluctuating a lot
Also film refrence and go off that
>>503098
I got into 3d because my 2d was hot garbage (Also, gamedev). I guess I shouldn't try to skip learning Fundamentals. But ive been doing box modeling for months now and I would really like to move on to learning Unity specific scripting and the rest.
>>503099
I can barely box model. Sculpting looks like something that needs alot of pre requisite skill and knowledge (of muscle mass/proper settings/tools) I dont have.
really hate seeing jagged edges.
How many edges do you think I can get away with if its not for a game, just display piece?
>>502991
show wireframe please?
>>503101
Box modelling is for hard surfaces like props and weapons. You should really be focusing on just modelling simple props.
If you want to do characters it will take years and you would have to study anatomy and sculpting so learning zbrush or mudbox.
You can also look into this https://www.youtube.com/watch?v=-P2o4M-hRgA low poly modelling.
Your best bet is to look at low poly characters and try to copy them if you want to do characters.
If you don't want to do low poly, then pick up Loomis book and start sculpting/drawing.
>>503101
Honestly, if you're designing a game but not good at drawing, focus on actually making games. Having a box or simple geometry for a character can be more appealing than a badly modeled character, which will turn a lot of people off.
Or if you feel like you have good design sense but shit drawing skills focus on making the game visually unique or interesting without showing actual figurative models (so look into minimalist art and graphic design and such and just steal from that)
But yeah, basics of drawing and artistic principles go into 3D more than a lot of beginners think, but as a beginner box modelling can be a good way to introduce you to 3D principles and block out ideas
>>503105
I have been looking at that tutorial and another that also covers texture and animation loops (walk and run)
Ill get to hyper high-poly character some day. But for now I would like to have something tangible I can work with.
I make train.
I make light
I make balloon
I make tree
I make shitty mech
>>503137
I change shitty mech
This is my attempt at using the Blender particle system to create a stone wall
>>503139
Wrong file
that sword sucks so I need to change it
I'm currently learning how to use nfluids and particle systems in maya.
I like the outcome of it, but these balls I outlined in the picture are driving me crazy.
I don't know how to get rid of them...
Any particle guru that could enlighten me?
>>503159
I'm uploading a video of now. It looks even worse when in movement.
>>503161
https://youtu.be/7kOuvren3fA
There it is.
>>503167
Looks like the initial emitters, just have them stop emitting after a certain amount of time.
You can also make them seem invisible by having the particles grow in either size (small to normal) or opacity.
>>503169
They already stop near the end, but I guess you are right.
Opacity is not working correctly for me.
I don't really know what happens, but even slight changes to opacity renders everything but the most dense areas either invisible or black...
And if I change the density, well... It looks lame.
Test render
I noticed that i messed up in a few places
>>503173
How long did you take for this whole scene?
The mug seems to be a little off, but I can't see anything else "messed up" good work.
>>503173
Lighting looks quite good. The only thing is the ambient occlusion shadows are way too strong. But I only notice that because we're used to seeing so much ambient occlusion passes multiplied over the raw renders.
>>503104
Whole body or just the face?
r8 bobie
>>503198
lewd/10
>>503177
Desk, books and ball were made in one day.
Rest of it - hard to say, i was just modeling stuff that was lying around in my free time.
>>501082
posting pics of actual objects isn't allowed, anon.
>>503136
nice tree would punch
>>503198
a bit to shiny, and i personally like it when there two of them
>>503099
it's not that i can't sculpt but its already a low poly figure that needs to be ironed out a bit before anything like that
>>501088
link
>>503198
hard to tell how good the shape is without any context. but i do agree that its too shiny
>>503173
i agree with other anon, AO is too strong
Well, I was able to grit my teeth and get through my hand issue. Is 25 a good sample size for AO? This is 25.
>>502055
have you actually ever looked through a scope?
you don't put your eye directly against the glass you know
yes hello cyka
me name is slav bust
Worked on this over the past week and a bit. I'm quite happy with how it is looking, but there still are a few things I'll tweak based on the final scene.
There was a lot of sculpting, so that was good practice I really needed. Any glaring issues?
>>503468
The biggest issue is that his torso looks like a box... It's way too flat on the front. You also overdid the amount of wrinkles on the pants. And you need more color variation in the face, a mans face is naturally darker where their bear/stache grows, and the nose should be a tough redder.
>>503472
I see what you mean about the torso, which should be an easy fix. I agree about the face as well, getting the face color just right always takes me forever. The pants are quite baggy for the ss panzer uniform, but the normal map is to strong compared to the silhouette, so that is probably why is looks off. Thanks for the feedback.
>>503468
floating belt
shoulders pushed forward
i dont get the jacket design, where are the buttons? whats making those fabric stretching folds?
folds look weird all over
awkward way the pants go out of the boots with no compression or anything
eyes look weird, i think its the are above the eyelids