>>504339 cont.
>tfw it will be christmas edition until the next bump count
'_>'
Improved Dashie
>>506619
lovely emoticon you got there m9 '_>'
I've spent too much time on this. I hope I'm done how.
How does it look? I just can't figure out how to make the snow look, well, not flat.
>>506626
you could have used parallax mapping at least
>>506624
Much better than the last iteration. The teeth look pretty weird for the mouth though.
They look like they're coming from the bottom jaw and he doesn't have any teeth on the top.
I think if you get the teeth right things will fall into place pretty nice, because what you have now is good.
Is there such thing as a good grass texture?
>>506646
No.
Posted this in the last thread, tried what one anon said, but I'm still having issues.
Basically, I'm making a mug and I'm trying to get rid of this ugly fucking bulging going on near the the handle ends when I apply subsurf. This is the closest I've got to fixing it, but it's still very noticeable. I just want a flat mug wall.
>>506650
this is what i'm working with
>>506651
Better pic of bulging
>>506651
add another loop close to an existing loop
>>506654
just results in this weird indentation, while also not fixing the bulging
>>506657
vertical/horizontal loop
>>506650
Keep the bulge. If anyone criticizes it then tell them that it is your stylized proportions and block them from your blog.
>>506652
you obviously pushed veritcies, there is no way it happens on straight cylinder without messing with it
>>506657
I still don't get what you're trying to do. If you don't want that bulge on a curved surface your only option is to have more topology. Up the polycount. Extruding a circular shape on an already circular shape using just one face is not really a good idea.
>>506664
Just tested it and yeah i just had to up the poly count, thanks anon
textured some old model
So handles fixed, but now my problem is the weird kind of fanning thing going on with the circle in the bottom of the mug. happens whether or not its fille with an ngon or triangles. its a bit hard to see, sorry
>>506674
because the ngon
>>506674
go learn about quad capping
>>506674
Add edge loops. Works for me.
>>506624
looks awesome. is it gonna be in the game ?
Can anyone with substance paint please explain why the ceiling is brown? Same goes for the top of the door frame.
All I did was import the mesh without any materials/textures. Black masked everything needed, and for some reason now I notice each face seems to be influenced by some kind of coloring system either from the shader/lighting or whatever.
So I've only made some minor edits to the hair, and that's really what I want to hear about. I expanded the width so it hopefully frames her face better. But I'm no stylist. I've been anguishing over an appropriate "mom" hair doo for a long time.
And because I know people are going to comment anyways: This face is what resulted after me going over the original over and over addressing issues. So it's kind of face salad, without an actual design. Just features I went over to make each one individually better. I've actually lost site of how I WANT her to look and I'm probably going to need to do a bunch of sketches or w/e
>>506697
other views to see how the hair frames, or doesnt frame, the face
>>506698
oh and one more change real quick.
Made the eyes a bit smaller ad adjusted he nose very slightly. Adjacent is the original face.
>>506691
thx
>>506670
could fit in a fallout game, nice
>>506701
Why did you give the model Negroid skull shape?
>>506710
Compliments giant lips.
So, I'm not sure what to do.
I tried modeling a head with the regular smooth/edgeloops/crease method, but I feel that most of the time I am fighting the topology to get the shape I want.
What are the pros and cons of subdivision modeling versus sculpting it in mudbox/Zbrush ? Can't I just send it to mudbox and get what I want intuitively with the sculpting tools ?
>>506749
Also here's the wire.
>>506749
>ripped Widow from Overwatch
>modeled a head
>modeled
kek
>>506754
Are you baiting or are you for real ? Since when do game engine use subdivisions and creasing.
I only used orthographic screenshots of the front and side to use as reference. Pic related the actual rip
>>506759
if i ever saw widow in real life, i would lose my shit
I'm messing around with bones and materials
>>506646
use hair for grass
>>506783
This isn't really a work in progress
This is, without a doubt, probably one of the greatest things that anyone ever on /3/ has ever made ever.
>>506838
normally i'd shit on it, but i like hexagons so fuck it
>>506842
How is saying "normally I'd shit on it" and actually shitting on it different?
>>506842
Ebin bruh, but I'm epik u can't criticize cuz u kno i'm stylin.
>>506843
Omg kid get gud u skrub nice boxes LOL xD u call that modelling ? Lern anatomy looks like shite worse than PS2 graphics 0/999 kill urself my man
Actual shitting on it would sound something like that
So...where is the spot to find game dev collaborations? I search on google, and everything is MONTHS behind.
wip in progress, crit appreciated. i ave no idea what im doing.
Been working on some weapon-models, trying to handpaint some textures
>>506858
Games are often behind schedule that's normal. But casually associated collaborations tend to lose steam and disband because their members lack commitment.
noob here, what's the best way of turning this relatively low poly mesh into a high poly one with beveled edges and surface detail etc?
>>506918
By beveling the edges and turning on smooth preview (3). Or select the edges you want hard and use the Crease tool to control how hard those edges stay when smoothed.
some more poopy wippy
>>506918
i personally like the creasing workflow + smooth proxy. its non-destructive and you need waaaaaay less subdivisions. might be a tutorial or two on youtube. buts its not the most common method, though its getting popular i think?
>>506651
You need more density in your basemesh.
>>506646
Inside
>>506932
looks alright to me, even somewhat fappable
>>506963
You modeled everything yourself, right?
>>506965
The entire house and most of the furniture, including that sideboard with the candlesticks on top.
I even handmade some of the textures, like the drywall and that funky 70s linoleum floor.
>>506932
is that the Dark Lady from Lexx?
Making some interiors for a residential project. Exploring on materials. The client is super hipster so he has some aesthetic goals I have to meet.
>>506976
>>506976
another
>>506691
So yeah basically just used a subdivided cube and flattened it to get this shape, however its ever so slight square (as in not perfectly circular) how do i achieve a perfectly circular shape like this in blender
>>506986
i think thats an optical illusion. generate a sphere or circular curve and you'll see if it is in fact not perfectly circular.
>>506994
it isnt an illusion, i compared it to the mug which is perfectly circular
>>506985
those ceiling lights look microscopic to me
>>507006
select the center point wih a soft selection with a radius equal to the furthest edge and with a selection fall off where the furthst verts have the most control and the closest have 0. Scale it down and the mesh will cross over being perfectly circular.
>>506986
In any 3D packaged, simply terminate it to a center point, but make sure you have some edge-loops running around the top too. This way you maintain a perfectly cylindrical shape when smoothing, but don't have to try and warp topology like this to be that shape.
Day 1 in Zbrush after watching a Gnomon Workshop quick start tutorial.
I have no idea what I'm doing.
>>507008
They look fine to me, that's how small those lights are in reality.
>>507015
the first time i opened up zBrush, i ended up with some ugly blob monster like this, realised it looked like shit. and played with different brushes until i found out how to make clean shapes.
I don't know why you would even bother sharing this.
>>506932
blog?
>>506986
ctrl+f > grid fill
then press f6 and fiddle with the settings untill it looks like that (it doesn't take long)
>>506976
Nice, puts my stuff to shame.
Almost finished with the pistol. How do you make stylised wear & tear?
>>507095
>and how do i do this
Make a cylinder primitive.. it should already have all the edges leading to a single point at the top and bottom. All you need to do is make sure you have an edge-loop running on top of the surface to prevent those triangles from creating any shading issues, since it will force it to be perfectly flat.
>>507072
Try substance painter out. 30 day full operation trial.
>>507095
>creates weird squarish shape when subdivided
It makes exactly what's in your other picture with the right settings (because it depends on the number of sides of the cylinder).
>>506838
>Hexagons are the ultimate futuristic shape
>Mechs are the ultimate futuristic machine
>A mech made entirely out of hexagons
You just gave the part of my brain that likes scifi the orgasm of its life.
>>507015
Keep at it Anon, save this so you can look back at it after day 365 and see all the progress you've made
About to start post work on this
>>506918
>wipeout
my nigga
>>507118
It's either that or triangles.
>>507158
Is there a reason you're using minecraft in your reflections?
>>507167
Its just the Hdri I'm using, now that I look at it more closely I might go and find a new one. Other than that does it look alright?
>>507158
Finally, I wanted you to get that done ages now. Remember that you have his big bro to make next.
texturing the mauler aircraft/motorcycle thing I posted
>>506615
Background image for a visual novel I'm making. Went for a blend between a more realistic style with some cartoon-ish elements.
Still need to make some objects to be placed on the shelves and some other general detail.
Reskinning a Black Desert body because my source files are made for XNA, which slashes shit up retardedly, and fixing it destroys any resemblance of skinning.
Fuck I hate thigh to pelvis skinning
Trying to make a teen male, but realized the proportions are a little wacky. I'm fairly new to zbrush and used zspheres to create this, but now it's a mesh from adaptive skin. Is there a non-destructive way to fix it?
>>507259
rivets and shoulder armor on a fucking space ship?
>>507299
the ztool with the zspheres is still in your tool pallet. you can just rearrange them and make another adaptive skin.
>>507172
The red areas look a bit like plastic rather than metal. Other than that it seems fine.
It's cool to see how it looks in 3d, sometimes things like that dont have consistient proportions in anime.
You gonna make it combine?
>>507299
Just take your move brush and adjust the proportions... Your mesh is just evenly spaced quads, it's no different from a dynamesh. So just dynamesh it after adjusting. When you get to a decent detail level, do a zRemesh and start working with subdivision levels.
>>506615
I saw this post anon. On it now. Dont give up on me!
>>507395
Whoops. Meant this dude.
>>506541
Started working on a M82 / M107 hybrid, but I think I went a bit overboard with the polycount.
I'm sitting at 45k faces before the level 2 subdivision is applied. It's not for a game tough, but for an animated short.
>>507399
Obligatory wireframe
>>507400
Good finish the scope
Project i am doing for pratice
>>507408
The thumb starts the the base of the carpals (pic related) and is somewhat parallel and offset from the hand.
>Grind away at doing the head, actually make a decent one after a bit of forms experimentation in zBrush
>Grind away making decent hands and feet because the ones I'm using are awful
>Now the rest of the body looks wrong
I'm still relatively proud of the progress over the abominations I've made prior, but I really want to get this right and I just can't place what's wrong. I tried reproportioning according to a couple of references, but that made it look even more wrong.
tl;dr, I'd appreciate a redline to let me know where the forms are wrong.
>>507461
The thoracic cage ought to be better defined, especially under the breasts. The illiac crest and the last ribs ought to stretch the skin a bit in that pose.
The legs seem a bit far apart and the tighs have the same width than the knees on your sculpt.
I'm not sure what's going on with the shoulders. Looks like her pectoralis is going over her deltoids for some reason ?
trying to texture, rig this fella,
made it in sculptris and learning the rest in blender...
used luxrender because
>>507465
pretty spooky
attempting this after following a lengthy tutorial, it has small amount of detail because its only 500k right now,also managed to fuck up my normal map
ill scrape this and move on
>>506986
select outer border
press W
LoopTools
Circelize
>>506986
why not simply close it with tris?
and who the hell cares about ngons on flat surface?
dino awhile ago as uni assignment, took about 2 days
I study architecture so 3D isn't really my field but I enjoyed it
>>507486
*done
gotta love autocorrect
>>507461
Weird underside of the boob from the front view, I'd probably start with that
The shoulders and elbow area is a bit weird as well, if you're on Maya, I'd suggest using the sculpt geometry tool to relax them
not really sure what i'm going to do with this. mostly just practice.
>>506646
That looks fucking sick
>>507496
Genos inspired shoulder/arm?
>>507517
Thanks! It's a spanish ranch house, which was a popular style in 1970s California, Nevada & Arizona.
>>506624
Looks like a cartoon version of Scott Caan , but it's looking good
first animation ever using bones. could be significantly improved once I figure out weight painting.
>>507533
That's some creepy shit, anon.
>>507533
Stared at it for 5 minutes.
making assets for a game that I'll probably never make
>>507486
this looks great you should texture it
>>507395
Made some progress
How do you guys go about modeling anime/japaense style mechs? It doesn't matter how much time I spend thinking up a concept, It always ends up looking... I don't know the word for it... polygonal? But not in a good way, it looks like too high poly to be low poly, but too low poly to be high poly, and I feel like I could be making a lot more details for this cost.
>>507542
Just a tip, if you use a curve that follows the round shape of the those "arms" at the top of that bookshelf, you can go to extrude options and make it follow the curve so it will look smoother (unless you wanted that harder look it has). Then you'll just have to reposition a few vertices to make it look gewd.
anyway it looks good.
>>507158
would be amazing if you could dirty it up. Some peeling red paint and rust on the body would look fan-fucking tastic.
>>507590
Its an original concept, I kind of do, I'm really bad at drawing, so I'l scribble a really basic shape and I'll use that as reference. Image related, this is basically all i'm working off.
>>507291
info on vn?
>>507591
Have a skull mesh and a face mesh on standby to constantly refer to, and use well aligned side/front orthographic references. There, done.
I did it and the best I can draw is a smiley face.
>>507533
lol yeah weight painting is a cake walk compared to actual rigging. You'll grow to hate painting weights, but you'll forget all about it once you try to set up controllers.
>>507599
Controllers are easy shit, m8.
>>507587
Low poly and high poly are very relative terms, what are you modeling for? A game? An animation? A static render?
>>507599
weightpainting IS rigging you goofball
Hi. First time on this board.
Trying to learn about 3d workflow
Really fucked up the jaw
>>507634
weight painting is called enveloping. You envelope the model with influence from a skeleton. Then you create a rig which controls the skeleton.
>>507584
is that an F6F?
>>507644
egh. OK fine w/e. Obviously you can side step the difficulty of making a rig by just half assing it.
Working on a female face
Nothing will stand in our way.
>>507299
Use the transpose tool to set up a metric by which you want to measure the entire body. e.g.: 1 head
Average human male is 7.5 heads tall. 1 head from the top of the head to the bottom of the chin. 1 head from the bottom of the chin to the nipple line. 1 head from the nipple line to the belly button. 1 head from the belly button to the bottom of the buttocks/through the testicles. Etc.
Knowing these by heart will help you create a well-proportioned sculpt.
>>507650
it doesnt look bad, but what's the application? Modelling a face with an expression already on it sabotages its ability to deform into other expressions. If all it's going to make is this expressions and derivatives there of then it works.
>>507655
Kylo model of the week #21564321
gg super original
>>507664
>if you make something that someone else has made, you're wasting your time
I'm sure your entire portfolio is so original. lol jk
What do you guys think about my run-down manga store? It's going to be used as a background for a visual novel, same as >>507291
Need to come up with a lot more clutter to put on the shelves, as well as some other props for the store entrance. Not to mention tweaks to the compositing and lighting.
>>507667
Depends on what the character portraits look like. I've always been irked by backgrounds and CGs which are completely different to the appearance of the game's portraits.
>>507666
>if you make something that someone else has made, you're wasting your time
Not what was said. It's more like
>Everyone else is making Orcs and so am I! That will surely impress people!
>>507668
This has been my struggle actually. I can't draw for shit, and commissioning the backgrounds is out of the question, so I had to resort to 3D.
If you want to take a look on how the characters will look with the backgrounds, you can check this 'preview' screenshot. Chances are it won't be up to your standards though.
http://i.imgur.com/72DWEfP.jpg
The game's name is in the top of the window. Yeah, it's porn.
Bear in mind this definitely not a professional VN. It's being made by mostly me, and the guy who did the CG's and characters sprites. It will also be released for free, although I do plan on setting up a Patreon campaign for it later on. So, if everything goes well, I will be able to scrap these 3D backgrounds and have some proper ones made.
>>507672
For that purpose, it looks alright. If anything, you can take credit for the backgrounds looking the most solid part of the presentation. There isn't really anything wrong with the backgrounds as-is, I just wanted to see if there was some way you could blend things together a bit better.
>>507671
Again, post your portfolio and let's see how original you are =).
Oh wait, you're just as unoriginal as everyone else. lol
Vehicles are tough, what do you guys think?
>>507590
Thanks bruv. Here you go. It's pretty basic and I'm probably gonna add some more accuracy when I get around to baking a low poly.
>>507683
Also thought I'd share this cool script I just wrote. It automatically adds a texture map, unwraps, and lets you start painting on your model. The materials are setup for diffuse only in cycles.
(Make sure you have a "\\Textures\TexturePaints\" directory relative to your blend file. I didnt add failsafes for this.)
import sys
import bpy
import os
import shutil
def UVPrep():
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.uv.smart_project(island_margin=0.01)
bpy.ops.object.mode_set(mode='OBJECT')
def AddMaterialNodes():
mat = bpy.data.materials.new(name="TexturePaint")
image = bpy.data.images.new("TexturePaint", 1024, 1024)
ob = bpy.context.active_object
ob.data.materials.append(mat)
mat.use_nodes = True
nodes = mat.node_tree.nodes
diffuse = nodes.get("Diffuse BSDF")
nodeTexture = nodes.new(type='ShaderNodeTexImage')
links = mat.node_tree.links
links.new(nodeTexture.outputs[0], diffuse.inputs[0])
nodeTexture.image = image
nodeTexture.outputs[1]
nodeTexture.location = 0,0
image.use_alpha = True
image.alpha_mode = 'STRAIGHT'
image.filepath_raw = "//Textures/TexturePaints/TexImg" + ob.name + ".png"
image.file_format = 'PNG'
image.save()
UVPrep()
AddMaterialNodes()
bpy.ops.object.mode_set(mode='TEXTURE_PAINT')
>>507684
Damn indents. Try this:
http://pastie.org/10664835
>>507680
front of the hull is longer and thinner then in the drawing
>>507684
>unwraps automatically
wew lad
>>507496
Boy Band Hero when ?
>>507533
fug
>>507523
That's exactly what I thought too
First attempt at modelling a female body from the ground up.
Is it just me or smooth proxy / turbo smooth whatever is a way of the past to create human morphology ?
The fact that the actual topology determines the shape is extremely limiting, I find. Or is it just me ? I don't see how I can further work on this model without taking it to Mudbox/Zbrush. My hands are tied by where the edgeloops go.
>>507698
use topology references for the anatomy you are stuck on.
>>507701
But in general, do you know if there is a consensus whether it's just better to sculpt the bulging muscles / bones or to stick to modelling with edgeloops. Is there a way that is arguably better than the other ?
>>507703
sculpting is better for that
>>507703
you use the one that creates the best results in the fastest amount of time. The pitfalls of sculpting are being really torn down and it is very fast to make a finished product. If I'm being honest the only reason I still box model is because thats how I originally learned and I'm just comfortable with it.
I am still very vexed about the design of the face. It has all the part I want but it just doesn't look like what I'm looking for. And I'm not really sure what I'm looking for.
Maybe that "milfiness" I'm trying to capture is in expression and this face has none.
>>507662
I thought it would be like a static female bust or maybe a semi-erotic pose if I get the body done.
Anyway, for now I'm just basing off some features from Sooyoung to capture the likeness of the eyes and smile and stuff
>>507713
maybe you need to start looking for proper anatomy and not rubbish fap material. Also why the fuck are the boobs fused?
>>507721
Did you honestly believe that the boobs are fused because I thought that's how they were supposed to be?
I ask for critique of hair I get critiques of face. I ask for technical help I get design criticisms. I ask for design criticisms and I get you.
>>507744
not gonna make it: the comment
>>507744
If something is really bad all around, it's hard to give proper criticism in one place because everything else distracts you.
>>507744
You have to be able to model before you get into stylization.
>>507715
>>507662
>>507650
Edited the nose.
Adding eyebrows now.
>>507751
The one thing really distracting me is how bloodshot her eyes are.
Also, her nose has very defined edges, but it could just be the style. Tough, the nostrils merge right back into the face. Usually there's a little strip or at least it merges back in more smoothly.
The bridge of the nose could be more smooth as well when meeting with the frontal bone.
Don't go easy on me please.
>>507752
When I was going through the face references, I decided to add the nose and face in general some characteristics with small definitions and lines. Some of the facial features are very geometrically defined like the meat on Biels nose and lines around her mouth. Same thing with Adriana Lima. So I'm kinda playing around with her face meat to experiment.
You're right about the nostrills though, I should play with it in the next post. What do you think about the eyebrows ?
>>507756
I prefer the top left but since they're all textured on they look like they're drawn on.
>>507756
she hasnt aged well
>>507759
She probably did a nose-job that didn't work well with the expanding nasal cartilage. Ones nose and ears keeps growing with age all life.
Just screwing around in blender
>>507757
This should be better
first model finished with quixel's suite. I didn't use any smart materials but I did use preset materials and masks
>>507753
I made a turntable if that makes it easier to critique.
>>507667
Updated my background CG thing.
Added a few more objects, better compositing, and some filtering in Photoshop. Doesn't look that bad in-game.
drafted the body out today but struggled, need to fix anatomy badly but time to sleep now
>>507771
certainly a lot cleaner than my attempt lol
>>507748
You know you're derision, disguised as life advice, is more correct than you meant it to be. I knew that if I left that part of the mesh in frame it would simply be too much for the majority of /3/ users to handle and I left it in anyways because I was lazy. And then I went ahead and validated a shit post by responding to it and that was wrong. As someone who is not a complete moron I should have held myself to a higher standard. I am sorry.
Anyways: I am inviting the easiest and lowest brow form of critique thay can still be considered a critique. Subjective design. The face isn't invoking the character I want it to and I've simply been looking at it for too long to be able to see the big picture. I think obviously the cheek bones are too pronounced and she kinda looks like a woman whose had too much plastic surgery, but aside from what is wrong, what should I do instead that is right?
>>507771
At the current stage it's at there's noore you can add or take away to improve it. Step up to the next level of detail.
>>507787
I wish. Tablets are at school and school has been closed for the last week.
>>507796
So why not invest in one? You can get a cheap Wacom Bamboo series for <$100, they have 1024 sensitivity levels these days which is more than enough for anyone. My preference is the CTH661 if you can still find one. It's like with each new series the reduced the amount of hotkeys on the cheaper series... It's stupid.
>>507800
The school's one are the x-large ones tough, is it going to be a problem switching between them ? Kinda like changing the DPI on a mouse.
>>507801
Nah, the DPI is the same pretty much. It's not too hard to switch up because your mind quickly adapts to the rate the cursor moves, and all the other muscle memory still comes into play.
The medium size, like the CTH661 basically have the active surface area of a regular sheet of printer paper, so it's decently big. Just check out the "active area" dimensions of ones you're interested in and compare it to what the size your school tablets are.
>>507802
Looks like they are pretty much discontinued.
The cheapest currently tablet sold I can find is 199$ (There's an intuos at 79$, but its called a "draw" tablet so I guess there's no pressure sensitivity. And then there's the comic series. Jesus they have to be trying to be as confusing as possible).
>>507802
Well, by same, I mean the same level of precision... obviously the DPI is going to be higher to counteract a smaller surface area...
>>507765
The forehead looks a bit small. Also, there's a ridge for where the temporalis muscle comes down trough the zygomatic arch to the mandible. i.e. the forehead is short/too round.
>>507786
The cheekbone (Zygomatic process) ought to be under the eyes laterally, and nowhere nearly as far forward.
Did she use to have an eye in between her eyebrows ? There's no need for a depression there.
Lips don't curl up on themselves unless they were inflated.
The rear part of the jaw inserts in the cranium before the ear.
I wonder what the head looks without the hair mesh, because that forehead isn't going anywhere.
Start with that, and remember that constantly referring to anatomically accurate material (pictures/drawing/mesh) is the key. Even if you are drawing a cartoon-ish face.
>>507805
Oh I kinda pushed the cranial area inside so hair doesn't show any clipping. Otherwise different pieces of hair will show up when they're swinging around, especially if I get to simulate the hair or something.
>>507812
Her face is really compressed vertically. Could be a trick of camera angle tough
>>507683
Gotta add some more dirt and debris on top of the plane, smash the windows properly, add some rust, and finish retopoing some of the little stuff I missed. Once that's done, I'll build some different foliage
fuck im tired.
>>507824
Isn't it weird that the wings are still flawless? Since its a tiny meadow in the middle of the forest, it clearly hasn't been brought there, and if the landing was horrible enough to rip the front to shreds you'd think it'd to something to at least one of the wings.
>>507779
>That weeby cringy title.
furfagging around... experimenting with longer hairdos this time
>>507832
> And all the girls say I'm pretty rad (for a furfag)
>>507824
What game is this? The environment reminds me of BeamNG Drive.
>>507812
Why do I see that pignose in every of your work?
>>507848
That anon is clearly attempting to troll with that pig nose and general ugliness but really he's just trolling himself. Anon set up some baby level physics in a unity webm and is really proud of it for some reason, too.
>>507849
I've been in both threads and I'm glad he put boob physics in there, /aco/ loved it too. He should have kept the big boobs though.
It's so nice to have no autists like you around /aco/.
>>507855
>posting on multiple boards this failure
>READING multiple boards about this failure
What's the best way to approach complex gun modelling? A simple m16/m4/ak or 9mm pistol is easy symmetry stuff with everything lined up. What about certain sci fi assets that involve curves into all 3 axis? Like a forward motion (x), left leaning (y) downward (z) cylinder that merges into regular gun anatomy all on one part?
>>507858
Nurbs.
>>507858
having more 2 than ref shots and box model parts until they are ready to be composed
its better you have all the reference you need so you won't have accuracy issues
Trying to remember everything I did.
Cheekbones are recessed a lot
After looking at some material that captures the look I wanted I narrowed the mouth considerably. And then did various minor adjustments to the lips to compensate.
I took the entire front lower portion of the face (surgical mask) and recessed it.
The lobule of the nose was pulled out and repositioned slightly, but I may have undone it. I can't remember.
Some minor tweaks under the chin to accommodate the new structure.
>>507878
Some 2D mockups of possible adjustments. I really like A1 but it makes the face too young. I'll have to put a pin in that for a new character.
Maybe A3 is an improvement? It's just the alteration I like the best, but I dont know if I like it more than the original. Re-proportioning the features of the face was the first thing I did when I began redoing the face. So that's already in its advanced stages.
>>507880
still looks like shit. you should kill yourself
>>507807
forehead/brow, eyes/nose, and lips/chin are all 1/3 of her face. At least I made them that way to start and then adjusted from that for design reasons.
>>507882
The cheek bone is under the eyes, a bit outwards. Not near the lips.
>>507812
She looks cute. What are you gonna render it with ?
>>507858
Sculpt and retopo
>>507880
Stetching it doesn't make it look better. Fix the shitty botox lips and learn how the chin works
>>507706
>>507808
Progress.
Not that great of a modeler, but I love modeling out buildings.
Basing this off of Sunless Sea.
I'm trying to figure out how to make the smoke more natural and also give the whole picture a bit more color because right now its just dark and green.
>>507902
smoke should diffuse the further away from the source it is.
>>507892
This is a traditional way of experimenting with face designs. The forehead/eye/mouth ratio is the most fundamental aspect of the face and the character it conveys.
>>507904
Yeah thats what I'm messing around with now. So far making several different smoke object with varying opacity looks pretty terrible.
Trying simple particle stuff. Aiming for desktop wallpaper compatibility.
1/2
>>507909
2/2
this is my new desktop background
>>507882
Ask for crit at fetish forums maybe you'll have better luck
That shit is plain ugly pham
>>507882
stop modeling with custom materials. work with lambert or blinn until your model looks good. which may never happen in your case
>>507897
fix the shadow behind that column where the curve meets on the left side.
I don't post here very often, mostly just a lurker. Been trying to work on my speed, I used a male bust base mesh and finished this in 4H 51M.
>>507948
I made a gif showing the process as well.
>>507948
the design is good, maybe do something about the playdough hair at the roots
>>506615
im making a porn animation but i am not liking how its looking, can someone help
>>507948
looks a bit tryhard
>>507948
Looks great but the eyes look like they're made of skin and there's something weird going on near the outer part of her eyebrows.
The zygomatic arch / temporalis muscle ought to shape that part of the face differently.
doot doot
>>507953
looks decent, hands could use some work and the Irides seem to wobble for no reason/wobble too much. How did you do the eyes?
This wip thread is looking really fuggin good, aye.
I don't have much to show but this, because I redid some parts and have to weight her rig properly again.
>>507953
That's hot, mang. But for the animation, I'm not a fan of how when she raises her hand, the front looks like it gets stuck and then moves up. I understand the motion you're going for but the part where her hand is facing down needs to have less tilt and be shorter.
>>507973
Cute skelington. Widowmaker has REALLY friggin long legs, though and slightly longer arms than your model. Though I'm not sure if it was intentional to give her more realistic proportions. But man you recreated her face well!
>>507982
Animation looks good, but wtf is up with the location of that meta carpal thumb bone?
This is what I made in the holidays.
Its called The Roost Café on Sketchfab
>>507983
I just based the face on her, the body has the proportion of an actual human. That of Aneta to be exact
>>507990
Thats lovely.
I made something nasty...
Its part of some background "decoration".
>>508004
no ass
Finally back on this again, had some problems with the projection but its better now
>>508045
The elbow is a hinge joint, it's not supposed to bend that way
>>508048
I dont get what you are saying, the arms are not bent.
>>508050
Could be the perspective.
>>508051
Oh no dude, the idea is that it bends forward.
Put your arm horizontally with the thumb forward the direction you are looking, same pos for this