/wip/ - Works In Progress - /3/ (#1009306)

Anonymous
3/15/2025, 7:03:30 AM No.1009306
Laughing_Octopus_WIP
Laughing_Octopus_WIP
md5: 6478973807379d039b780c2b4b7a44b3๐Ÿ”
A thread for work in progress of your projects, for recently finished projects or things you'd like critiqued.

Previous: >>1006887

Don't clown me too hard, first time trying to model a character (Laughing Octopus from MGS4)
Replies: >>1009308 >>1009313 >>1009385 >>1010824 >>1011824 >>1012036
Anonymous
3/15/2025, 7:05:20 AM No.1009308
WIP6
WIP6
md5: a4f5423513ce6c16ddc483fe3b2e717b๐Ÿ”
>>1009306 (OP)
I'm planning on tweaking the anatomy a bit as well as the chin since it got a bit distorted when connecting to the neck. Mostly curious to see if others think the proportions look okay or if that could use more tweaking as well
Replies: >>1009309
Anonymous
3/15/2025, 7:06:20 AM No.1009309
WIP7
WIP7
md5: ae2ef8acf5f80167096ec12b7b755b36๐Ÿ”
>>1009308
Anonymous
3/15/2025, 7:09:47 AM No.1009310
file
file
md5: 900313e8673b59d0d06e576be4d0b134๐Ÿ”
Replies: >>1009349
Anonymous
3/15/2025, 8:31:49 AM No.1009312
>>1008959
Debuted!
https://www.twitch.tv/videos/2405743023?t=0h9m45s
Anonymous
3/15/2025, 8:38:59 AM No.1009313
>>1009306 (OP)
Use the fucking WIP image fucking newfag
Replies: >>1009351
Anonymous
3/15/2025, 12:12:14 PM No.1009318
gchad_1
gchad_1
md5: 19155e84e5440ff5153799c37f1f43a5๐Ÿ”
Since I mentioned gigachad last time I decided to put him on the chopping block next. Still a "miss" on the likeness part, maybe even worse than normal because I didn't outright trace a camera-matched profile view this time (even though there is a pretty good photo for it) and eyeballed the entire thing. But I had fun sculpting his ridiculous body, so I decided to start retopologizing and rigging the guy. Only did the head so far as you can see in one of the pictures, but I'm suddenly not sure if I should proceed with the retopo or if I should try to match his face more correctly, at least by tracing a profile view as I normally do. And maybe fix any anatomy mistakes that you can see, of which there are probably a lot. What do you guys think?
Anonymous
3/15/2025, 6:50:45 PM No.1009349
file
file
md5: 16d7bc47abdf95708d83153ee7b3983a๐Ÿ”
>>1009310
Replies: >>1009376
Anonymous
3/15/2025, 8:05:06 PM No.1009351
>>1009313
Post the blank and then we'll use it.
Replies: >>1009352
Anonymous
3/15/2025, 8:18:21 PM No.1009352
WIPOriginal
WIPOriginal
md5: c38af6dc4fb36f26d49020abadb07815๐Ÿ”
>>1009351
Here
Replies: >>1009437
Anonymous
3/15/2025, 10:00:18 PM No.1009356
Screenshot 2025-03-15 163824
Screenshot 2025-03-15 163824
md5: 61ebcf490981da7fa99397eff3d29d95๐Ÿ”
I fucking love MIGGERS :3
(I know I forgot the ventral fins)
Replies: >>1009359
Anonymous
3/15/2025, 10:44:41 PM No.1009359
miggersTheSecond
miggersTheSecond
md5: 1631a854672beb671ad1153876f09204๐Ÿ”
>>1009356
it is circumcised
Anonymous
3/16/2025, 2:24:21 AM No.1009376
file
file
md5: 0b6f229484e3345af6fafb1ac5e78645๐Ÿ”
>>1009349
Replies: >>1009444
Anonymous
3/16/2025, 5:36:39 AM No.1009385
WIP433245
WIP433245
md5: 689c94ae7fa95bfc5e19c8fa6eefcb4d๐Ÿ”
>>1009306 (OP)
Fixed the head and the chin. I think it looks less like an alien now
Replies: >>1009386
Anonymous
3/16/2025, 5:37:40 AM No.1009386
WIp48345
WIp48345
md5: e9f33ad5e4db0cfe2b6eeb363263aec8๐Ÿ”
>>1009385
Anonymous
3/16/2025, 7:10:30 AM No.1009390
2 threads in a row without the proper OP image. /3/ really is fucking dead at this point. Jesus fuck. Tourists really have taken over.
Replies: >>1009437
Anonymous
3/16/2025, 5:54:38 PM No.1009437
>>1009390
like I said, most anon doesn't have the original: >>1009352
Replies: >>1009446
Anonymous
3/16/2025, 9:15:42 PM No.1009444
file
file
md5: b601c3f1476919af850fb49e70d9ca04๐Ÿ”
>>1009376
Replies: >>1009524
Anonymous
3/16/2025, 11:04:43 PM No.1009446
>>1009437
It's not hard to search the archives if people actually gave a shit.
https://warosu.org/3/?task=search2&search_subject=%2Fwip%2F
Search /wip/ in the subject field and bam, there it is in droves. Quicker than even posting a new thread.
Replies: >>1009458
Anonymous
3/17/2025, 4:09:21 AM No.1009458
>>1009446
>if people actually gave a shit.
you figured it out
Anonymous
3/17/2025, 6:38:00 AM No.1009468
file
file
md5: ca9f1000c8f582ca6e67ae4a5e25109f๐Ÿ”
>>1008912
Finally had some time to work on this more. I definitely need to clean up the edge highlights and fix seams, but bump mapping over the UV layout for bakes worked like a charm.
Replies: >>1010012
Anonymous
3/17/2025, 11:35:43 AM No.1009488
Screenshot 2025-03-17 wip1
Screenshot 2025-03-17 wip1
md5: c4f9d64cabc605156407b49c758c86ca๐Ÿ”
This course I'm going through does some really weird choices sometimes, like... Why there are houses built on mossy stones in the middle of the ocean, and more importantly how tf are trees growing from mossy rocks. Nevertheless, I've learnt so much useful shit already it was totally worth it. Gonna do some trees now, and the next lecture will be bushes I think, which is another weird thing to see growing on rocks.
Anonymous
3/17/2025, 3:46:32 PM No.1009496
render3
render3
md5: f483eb2987d62434be02d38880550189๐Ÿ”
Do you guys know how to change the color of shadow in PBR material? I mean I know there's ColorToRGB, but I only ever used it in NPR setting where I simply could output it to ColorRamp and configure the whole palette there. But here I need PBR material with all it's colors so it's kinda not gonna work, at least not that easy (I can't configure gazilion colors in ColorRamp). Sounds like I should try to decompose h/s/v components and mess with value, but that doesn't sound fun or easy either. Not sure how to recolor it even if I do that.
Replies: >>1009525
Anonymous
3/17/2025, 10:20:48 PM No.1009518
Screenshot_1
Screenshot_1
md5: 57229626bf20b122460e0c7f295720cb๐Ÿ”
From the vag thread. Kitbash of different models, and retopologised parts. The hands seem way too long

The goal now would be to add a metahuman head so I can animate it easily and then add shape keys for customization.
Anonymous
3/17/2025, 11:08:56 PM No.1009521
Untitled
Untitled
md5: ca205126b63d6e55a24e11c4bdd1aec9๐Ÿ”
I broke down and bought an "anime shader" for unity hoping it would help me on my path. I spent a long time making my own shader that could handle this 2d eye texture thing I want to do. So then I had to try and integrate that into this new shader i payed for.
Anonymous
3/17/2025, 11:53:03 PM No.1009524
Cafe
Cafe
md5: f05401dd89277440894730d2ee91fc66๐Ÿ”
>>1009444
.....update
Anonymous
3/18/2025, 12:12:28 AM No.1009525
>>1009496
Maybe just tonemap it? Why stop at shadows?
Replies: >>1009561
Anonymous
3/18/2025, 5:20:07 PM No.1009557
render4
render4
md5: b3e3e92434dce353ecdd8576a439b553๐Ÿ”
Vegetation is kinda meh from this distance, gotta find better textures I guess. Placing things by hand turned out even more grindy than I anticipated.
Anonymous
3/18/2025, 6:16:20 PM No.1009561
render5
render5
md5: 827ebe245fd3616257c2f5e31bb8668e๐Ÿ”
Another attempt. Those are kinda normie looking, but it works better imo.

>>1009525
I'm giving them a bit alpha now to soften the shadows, but full-image postprocessing is a valid option too I guess.
Replies: >>1009563
Anonymous
3/18/2025, 6:23:48 PM No.1009563
render6
render6
md5: 0e0348931fca7391d18d5fa7799863a5๐Ÿ”
>>1009561
desaturated
Replies: >>1009585
Anonymous
3/18/2025, 6:33:42 PM No.1009566
matcap
matcap
md5: bc9fad056b829b300f8e86ff7da381f1๐Ÿ”
Love looking at matcaps.
Replies: >>1009585
Anonymous
3/18/2025, 8:15:47 PM No.1009581
Clipboard_03-18-2025_03
Clipboard_03-18-2025_03
md5: 6f956c7bdfbaa7ea1931b0321afb361b๐Ÿ”
Had a mental breakdown and just now I've resumed work on this.
Replies: >>1009587 >>1009669 >>1009699
Anonymous
3/18/2025, 9:18:22 PM No.1009585
Screenshot 2025-03-18 altangle
Screenshot 2025-03-18 altangle
md5: 6383ff1860346ad14d18c822ee3d902e๐Ÿ”
>>1009563
>>1009566
It's really damn boring to render the same view after every set of changes. As a motivation booster I should do renders from all kinds of angles instead of just one.
Anonymous
3/18/2025, 10:19:01 PM No.1009587
>>1009581
those are good for art inspiration
Replies: >>1009997
Anonymous
3/19/2025, 1:13:15 PM No.1009638
render7
render7
md5: c1fe1c6119641cf363b4267ff99b7ee7๐Ÿ”
A bit different angle + some lights + fake evening.
Anonymous
3/19/2025, 3:51:58 PM No.1009645
render_night_thumb.jpg
render_night_thumb.jpg
md5: abe7b6d73f1bb506c2c16ac7ca406831๐Ÿ”
This thing rendered for like 40+ minutes, for this shit quality :<
Replies: >>1009672
Anonymous
3/19/2025, 5:39:58 PM No.1009653
render11b
render11b
md5: c648a249f867c7984a42017c8fb49a54๐Ÿ”
Now that teacher made me work on lights, I want to go somewhere in-between day and night cos I want day, but I don't want to waste lights. So it's kinda early morning I guess, or evening. Microtweaking stuff via randomizers. Randomizing hue/saturation of vegetation and tree leaves, randomizing emission of windows to make it seem like some rooms have lights on, some have lights off, and some pass lights from other rooms, lights in lamps are now point lights through translucent material instead of just emissive material. Give me some advice if you feel like it.
Replies: >>1009655
Anonymous
3/19/2025, 5:52:27 PM No.1009655
render12b
render12b
md5: d3839a4d75b15d5cf7e76b159122c0aa๐Ÿ”
>>1009653
Another angle.
Anonymous
3/19/2025, 7:51:50 PM No.1009669
>>1009581
Looks nice, do you envision this character as MC or more of an enemy type?
Replies: >>1009674 >>1009997
Anonymous
3/19/2025, 8:07:05 PM No.1009672
>>1009645
I like it! 40 minutes is nothing, you don't even have anything silly like depth of field on.
Anonymous
3/19/2025, 8:19:45 PM No.1009674
>>1009669
Looks like a ninja turtle villain
Replies: >>1009997
Anonymous
3/20/2025, 12:14:00 AM No.1009699
>>1009581
looks like darksiders
Replies: >>1009997
Anonymous
3/21/2025, 6:02:03 PM No.1009849
1000027032
1000027032
md5: 0ab053af4cc85daf24f964d7ae56fd7c๐Ÿ”
Trying to learn actual texture painting
Replies: >>1009857
Anonymous
3/21/2025, 9:32:22 PM No.1009855
>>1009850
Sir this is /3/
Anonymous
3/21/2025, 9:46:31 PM No.1009857
>>1009849
you seem to be figuring it out
Anonymous
3/24/2025, 12:25:31 AM No.1009989
Untitled(2)
Untitled(2)
md5: 6d57a28138dff4151ecdaa60aa249b7e๐Ÿ”
Sick as a dog and back to staring at this handsome fella for hours. Feels like the likeness is finally landing, but tomorrow me is probably going to disagree.
Replies: >>1011513
Anonymous
3/24/2025, 6:27:45 AM No.1009997
Clipboard_03-24-2025_06
Clipboard_03-24-2025_06
md5: c74c07aeae9180ace64a70572ecdd647๐Ÿ”
>>1009669
>>1009587
>>1009699
Thanks

>>1009674
Indeed it does look a bit like Shredder I guess

This is based on one of the Black Desert hashashin armor. I was asked to do the body the same and change the helmet. Wip.
Replies: >>1010774 >>1013653
Anonymous
3/24/2025, 1:07:41 PM No.1010012
file
file
md5: b57f2a10bbb7f2091109aa3b5e302f92๐Ÿ”
>>1009468
Revisiting and cleaning up an older model... I think I posted it in a WIP thread before, but I don't remember.
I feel inclined to try to get this goose under 1K tris for consistency, but I don't want to lose any sense of him being a pudgy fatass - because that's funny.
Replies: >>1010653
Anonymous
3/25/2025, 4:49:50 AM No.1010062
Anybody remember the guy who was creating a human base mesh entirely in geometry nodes? What happened to that guy? How far has he gotten since his last post?
Replies: >>1010080
Anonymous
3/25/2025, 7:17:46 PM No.1010080
>>1010062
certainly he just went insane like the badguy from mystery men trying to invent his death ray.
Anonymous
3/25/2025, 9:45:31 PM No.1010088
Screenshot 2025-03-25 154025
Screenshot 2025-03-25 154025
md5: de0033b3fb569cb0307e7337dca71837๐Ÿ”
In my opinion Blender is kinda nice at 2d vector art. That's even without grease pencil. I tried a bit doing vector in Inkscape and messing around with beziers took forever.
Just moving vertices around on a plane in Blender is 1000x times more productive, and you can always subdiv it later. And with grease pencil you can do 100x more.
Replies: >>1010090 >>1010773
Anonymous
3/25/2025, 9:51:34 PM No.1010090
>>1010088
oh for sure, this video is a very good show of it https://youtu.be/Xx2Pu09VnWA?si=k6IL-XoiEGLERZYK, nowadays all my UI work is pre-rendered from blender
Anonymous
3/28/2025, 12:14:20 AM No.1010216
untitled.263
untitled.263
md5: 86911be3f42ab47d1eb0f95b687c46bf๐Ÿ”
This knight character of mine
Replies: >>1014105
Anonymous
3/28/2025, 7:09:43 PM No.1010267
4t76488
4t76488
md5: 8a7f1bbd08d9c037b96cbeb68995d8db๐Ÿ”
Replies: >>1011530
Anonymous
3/28/2025, 11:00:25 PM No.1010280
bunny2
bunny2
md5: 538eaa7b48c2242be89323193480db1e๐Ÿ”
thoughts ?
Replies: >>1010281
Anonymous
3/28/2025, 11:12:14 PM No.1010281
>>1010280
needs more detail
Anonymous
3/30/2025, 5:57:23 AM No.1010361
Mac_10_1
Mac_10_1
md5: bd5963b171207c8d43abef9be0bd4a59๐Ÿ”
Replies: >>1010362 >>1010500
Anonymous
3/30/2025, 6:16:43 AM No.1010362
Mac_10_render1
Mac_10_render1
md5: 0c94cb5c56f080a16c689469405f4e1a๐Ÿ”
>>1010361
Replies: >>1010376 >>1010500
Anonymous
3/30/2025, 11:01:14 AM No.1010371
Clipboard_03-30-2025_03
Clipboard_03-30-2025_03
md5: dee8c8b2e3ed5a3020440119c4d1eae0๐Ÿ”
I think it's done. Just need to apply color
Replies: >>1010372 >>1010774
Anonymous
3/30/2025, 11:13:30 AM No.1010372
>>1010371
Looks great, looking forward to colors!
Replies: >>1010380
Anonymous
3/30/2025, 12:38:26 PM No.1010376
>>1010362
Very shiny. I think you need to turn the roughness up
Anonymous
3/30/2025, 2:20:00 PM No.1010380
Clipboard_03-30-2025_01
Clipboard_03-30-2025_01
md5: 0c5b094557a0643c30710375f3f3ccdc๐Ÿ”
>>1010372
Thanks

I think this is it.
Replies: >>1010392 >>1010440 >>1010528 >>1010774
Anonymous
3/30/2025, 2:21:30 PM No.1010381
Clipboard_03-30-2025_01-Back
Clipboard_03-30-2025_01-Back
md5: a475a4f41e173c1156e187645924f1f4๐Ÿ”
Replies: >>1010392 >>1010528
Anonymous
3/30/2025, 4:54:46 PM No.1010386
corner neighbor sampling
corner neighbor sampling
md5: 255cb667925bbbd002a2c8ac7be4752d๐Ÿ”
Made a tiny bit of progress but I'm proud because I've been stumped on this for a long time. I figured out how to make a corner sample the index of the neighboring corner on the opposite side of an edge.
It's one of those things that's small but difficult to wrap your brain around. It's only a building block however. A corner stone required to make something more interesting.
Anonymous
3/30/2025, 5:56:26 PM No.1010392
>>1010380
>>1010381
Very nice, love the end result
Replies: >>1010499
Anonymous
3/31/2025, 10:54:24 PM No.1010440
>>1010380
Yeah boi we go golden! Awesome
Replies: >>1010499
Anonymous
4/3/2025, 1:57:09 PM No.1010499
Clipboard_04-03-2025_02
Clipboard_04-03-2025_02
md5: 86a35ab486a2551e61fb7d3a4d7e29dd๐Ÿ”
>>1010392
>>1010440
Thanks

I've started on the female human version.
Replies: >>1010713
Anonymous
4/3/2025, 3:01:00 PM No.1010500
>>1010361
>>1010362
Good model, but I agree with the other anon that it's too shiny. Most MACs were given a very matte finish.
Anonymous
4/3/2025, 11:33:48 PM No.1010528
>>1010380
>>1010381
Good shit man, it's got somewhat of a middle eastern feel to it
Anonymous
4/4/2025, 12:11:48 AM No.1010534
nanachiwippers
nanachiwippers
md5: a88d29bd9122e1eb355d6679c4f1af5d๐Ÿ”
nanachi i'm working on, I dont know if im going to be doing any more sculpting or if i should just move on to painting and posing. I was thinking the body is a little too small compared to the head but i'm not sure.
Replies: >>1010543 >>1010571 >>1011563
Anonymous
4/4/2025, 12:42:18 AM No.1010543
>>1010534
love it, I think the legs need a bit more volume
Replies: >>1010580
Anonymous
4/4/2025, 6:36:23 AM No.1010571
>>1010534
Impressive. Is this going to be 3d printed?
Replies: >>1010580
Anonymous
4/4/2025, 11:02:42 AM No.1010580
>>1010543
thanks! and you might be right, looking at some references the pants are almost like two spheres
>>1010571
possibly, but i only have an fdm printer and I've never printed a full character like this, not sure if it needs to be split into pieces for printing.
Replies: >>1011448
Anonymous
4/4/2025, 6:15:31 PM No.1010597
place on earth
place on earth
md5: 035813ea505f13c58b346dc23482e862๐Ÿ”
Anonymous
4/4/2025, 7:46:38 PM No.1010600
Deformclean_thumb.jpg
Deformclean_thumb.jpg
md5: 7ebbea3a4896f7778aee46443cfd349e๐Ÿ”
an elbow that collides with itself so it forms that curve in the skin folds, but i dont really know if this is the correct way to do it lol 1/2
Replies: >>1010601
Anonymous
4/4/2025, 7:58:05 PM No.1010601
Defromwbones_thumb.jpg
Defromwbones_thumb.jpg
md5: 5eceb6abadc4c2ad254bd7ec5590cf73๐Ÿ”
>>1010600
basically, 1 bone sits on the Y-axis of the arm bone and has a sister bone on the forearm bones' Y-axis, they track to each other, and then have "limit distance" modifiers to each other with less than "1" influence and they will both give way to each other to create the effect of "collision", a 2nd bone copies its location, and a 3rd holds the deformation influence parented to the 2nd with a "stretch to" modifier, so the deformation is smooth. They need to sit perfectly equidistant and to get that location you can just make a circle with the center on the "elbow" joint, the edge along the circle is the exact point of the sister bone. Don't know if this is a correct and legitimate method to do this.
Replies: >>1010602 >>1010703
Anonymous
4/4/2025, 8:09:51 PM No.1010602
>>1010601
Does it get you a good working result? Then it's correct and legitimate.
Replies: >>1010608
Anonymous
4/4/2025, 10:07:39 PM No.1010608
>>1010602
im not sure how to get a more refined result without adding more bones and a higher density mesh, which makes me wonder what the industry standards for collisions like this are
Replies: >>1010611
Anonymous
4/4/2025, 11:27:06 PM No.1010611
>>1010608
They use volume conserving cloth simulations, but I also read somewhere they came up with a slick algorithm for elbow pit skin in tangled.
Replies: >>1010632 >>1010649
Anonymous
4/5/2025, 11:58:53 AM No.1010632
>>1010611
The tangled paper is there but it's not something you're gonna work into your scene without a team of engineers:
https://la.disneyresearch.com/publication/efficient-elasticity-for-character-skinning-with-contact-and-collisions/
Replies: >>1010649
Anonymous
4/5/2025, 5:59:01 PM No.1010649
>>1010611
>>1010632
ty
Anonymous
4/5/2025, 7:24:45 PM No.1010653
file
file
md5: 9113af1488773c3478d5d9e706849e08๐Ÿ”
>>1010012
Decided that I'll make the armor and goggles separate models, both for convenience and as a cope for the polycount. Those will be next.
Feathers were done by stencil painting a bump map then baking lighting with it.
Beak is just a photo composite.
Feet look a little odd palatized, so they'll be tweaked a bit.
The pink on the wings is the color Quake uses for transparency.
Replies: >>1010796
Anonymous
4/6/2025, 11:37:29 PM No.1010703
>>1010601
That guy might be relevant to you, got a billion interesting deformation setups
https://x.com/sakuramochiJP
Anonymous
4/7/2025, 11:14:09 AM No.1010713
Clipboard_04-07-2025_01
Clipboard_04-07-2025_01
md5: 5ef763e68b1d171ddaa8682702e18d1d๐Ÿ”
>>1010499
Done
Replies: >>1010798 >>1013653
Anonymous
4/7/2025, 3:59:42 PM No.1010716
Test
Replies: >>1010719
Anonymous
4/7/2025, 4:31:16 PM No.1010719
>>1010716
success
Anonymous
4/7/2025, 6:45:45 PM No.1010727
1000005628
1000005628
md5: 52b067288f4f16e771fd2b7f8e8c7a2a๐Ÿ”
Replies: >>1010793
Anonymous
4/8/2025, 9:53:57 PM No.1010765
NOIDED
NOIDED
md5: ca750fbaf8be157a0398d0d7e1cf85b8๐Ÿ”
I haven't hit PEAK stupid yet, i'm open to suggestions for fixing this issue in this scene.

I really miss that procedural skin/flesh dude, despite him getting called "the raw chicken meat guy" i knew he was a true genius, i wish him success on whatever endeavour he's dealing with at this very moment.
Replies: >>1010766 >>1010789
Anonymous
4/8/2025, 9:55:35 PM No.1010766
BOZO
BOZO
md5: 74f6d494f706260af1f2b43523ccb586๐Ÿ”
>>1010765
I'm just dropping these two and fucking off for another month to keep the grind going.
Anonymous
4/9/2025, 12:11:23 AM No.1010772
image-3
image-3
md5: a6d46a12eb6f725df113690ffb1ab283๐Ÿ”
I hate retopo.
How hasn't this been solved by AI yet?
Replies: >>1010775 >>1010776 >>1010795
Anonymous
4/9/2025, 12:17:43 AM No.1010773
>>1010088
That's not even a real opinion.
You just don't know how to use Inkscape.
Anonymous
4/9/2025, 12:19:16 AM No.1010774
>>1009997
>>1010371
>>1010380
Did you retexture a SC2 Protoss?
Looks cool
Anonymous
4/9/2025, 1:20:06 AM No.1010775
>>1010772
>How hasn't this been solved by AI yet?
Because it's been algorithmically solved for around 10 years...
Replies: >>1010788
Anonymous
4/9/2025, 1:25:06 AM No.1010776
>>1010772
Just stop being a sculptfag and gitgud at subd.
Replies: >>1010788
Anonymous
4/9/2025, 6:23:38 AM No.1010788
>>1010775
No, it hasn't.
I hope you're not referring to Quad Remesher.

>>1010776
The 90's are long gone, Anon.
Anonymous
4/9/2025, 8:13:39 AM No.1010789
Noided3
Noided3
md5: 3f96cbf003841a393fc83ca3b2e20bbb๐Ÿ”
>>1010765
Welp actually i'm gonna drop another one and ask if i'm in the correct path, i know jack about character design so idk if this gives the same vibes as my main inspiration ;__;

Peace.
Anonymous
4/9/2025, 10:00:46 AM No.1010793
Cafe
Cafe
md5: dfc1baacffd794d37d9246ee79c76b5b๐Ÿ”
>>1010727
Anonymous
4/9/2025, 2:42:55 PM No.1010795
Croc1
Croc1
md5: 550fd36801ecb2b355b506cf88fb3e53๐Ÿ”
>>1010772
Done
Time to rig
Replies: >>1010816 >>1010819 >>1013654
Anonymous
4/9/2025, 4:57:13 PM No.1010796
>>1010653
The shadows on the feathers are too dark
Anonymous
4/9/2025, 6:05:46 PM No.1010798
>>1010713
sexo. good job anon
Anonymous
4/10/2025, 3:13:45 AM No.1010816
>>1010795
Very nice. I know it's not the same but the first thing I thought was King K. Rool
Replies: >>1010823
Anonymous
4/10/2025, 8:33:23 AM No.1010819
>>1010795
That looks awesome!
Replies: >>1010823
Anonymous
4/10/2025, 11:56:30 AM No.1010823
file
file
md5: 6ab6af132529a10ec2575ac5c067bfe9๐Ÿ”
>>1010816
Thanks!
Yeah, I had a friend say the same, and I see why.
I have made myself a little project of making a set of characters that could work in a 3D platformer, so I guess it fits.

>>1010819
Thank you!
Anonymous
4/10/2025, 12:30:30 PM No.1010824
cRam
cRam
md5: 3fb9d538c7952f758ebca1414ed67a12๐Ÿ”
>>1009306 (OP)
made a super low poly C-RAM for the android jet fighter game, i'm developing with my brother
Replies: >>1010825 >>1010961
Anonymous
4/10/2025, 12:32:03 PM No.1010825
>>1010824
the C-RAM firing ingame. works fine an very low end devices (lenovo moto g8) btw
Replies: >>1010826
Anonymous
4/10/2025, 12:33:13 PM No.1010826
cRam_ig
cRam_ig
md5: e2f625b2def35052ab3ab7de83fb11e8๐Ÿ”
>>1010825
oops forgot to add picrel
Replies: >>1010961
Anonymous
4/13/2025, 9:55:32 PM No.1010961
wip1for3
wip1for3
md5: be5da83ac2bc94d575d0094aa079064b๐Ÿ”
>>1010826
>>1010824
Nice, reminds me of the latest anti drone platforms. Terrahawk paladin, flatbed trailer with a big gun and all the radars you'd ever need.
Does your engine support transparency? I'm looking at the barrel truss

Here's my current bullshit, drive train for a futuristic vehicle. I don't know what's the end goal yet, either something like a tank or Mako from Mass Effect. I try to keep it clean but worry not about the geometry too much, i'd like to render basic shaders and doodle over it in photoshop.
Replies: >>1010984
Anonymous
4/14/2025, 5:11:04 AM No.1010978
MeguminStitch
MeguminStitch
md5: 29de43da8fb0a1eec8852c11488c9a65๐Ÿ”
Anything I should be adding before getting to rigging and animating?
I've tried doing clothes creases and shadows to give it more detail, but it never really looks right no matter what I do.
Anonymous
4/14/2025, 9:43:38 AM No.1010984
>>1010961
thanks man. yes our engine supports transparency but I didn't wanted to use it on this model because you probably never come enough close to it to see it and we want to save every bit of performance.
Wow those wheels look really cool and they capture the "actual working sci fi" vibe pretty good. I think some rocket artillery would look really cool on it
Anonymous
4/15/2025, 3:34:23 AM No.1011031
Pilot WIP
Pilot WIP
md5: d336669df49cb94fa11979511af87a16๐Ÿ”
Replies: >>1011158 >>1011177 >>1011266
Anonymous
4/25/2025, 8:51:58 PM No.1011036
RIP sticky
Anonymous
4/25/2025, 11:05:52 PM No.1011078
excursion
excursion
md5: c5b2d643d02860f26b137fb61412b27e๐Ÿ”
>decided to try making a Transformer (that ideally once its done will actually transform)
>realise I have no idea how to design a Transformer
I need more interesting stuff to put on the robot mode, maybe the problem is I chose such a simple vehicle basis.
Anonymous
4/26/2025, 10:19:02 PM No.1011154
sword_1
sword_1
md5: 69e111300f58eac0a69a34305235d399๐Ÿ”
cool sword I made for a commission
Replies: >>1011155
Anonymous
4/26/2025, 10:48:24 PM No.1011155
>>1011154
that is a cool sword
Anonymous
4/26/2025, 11:56:02 PM No.1011158
>>1011031
Fantastic looking model
Love how u have seperated the mesh for Easy rigging.
What does topology look like?
Replies: >>1011167
Anonymous
4/27/2025, 4:22:24 AM No.1011167
Main Comp
Main Comp
md5: dd9a689cd4ac33ed1b320d046035d8b2๐Ÿ”
>>1011158
Thank you!

It's pretty low poly, roughly around what a PS2 or early PS3 in game character model would have I think, though I didn't aim for anything specific. Textures for the face and hair are 512x512 and the main body is 1k.
Replies: >>1011168 >>1011177 >>1011188 >>1011266
Anonymous
4/27/2025, 4:28:40 AM No.1011168
Vest Off Comp
Vest Off Comp
md5: e2a9138aed7b207e19bdcd5f2acc7fc2๐Ÿ”
>>1011167
Here's a few shots of the finished model. Could probably do with some better posing and angles, but I'm very lazy
Replies: >>1011177 >>1011203
Anonymous
4/27/2025, 6:31:12 AM No.1011177
>>1011031
>>1011167
>>1011168
love her, so cute, for a game project?
Replies: >>1011436
Anonymous
4/27/2025, 9:28:57 AM No.1011179
Screenshot (158)
Screenshot (158)
md5: c0e4853a21a05e832ecc6d83de8e1198๐Ÿ”
Sup /3/, amateur here, I'm focused the shoulder/arm, this is my best/latest attempt at modeling/rigging the shoulder, the shoulder/upper arm bone damp tracts to the rest of the arm, and seems to deform much better than before. My issue now is that the excessive geometry collapse in the arm when both the elbows facing inwards and when the arms extends above a certain point.
I figure I could just split that bone into a shoulder bone and upper arm bone to reduce collapsing, but most examples I try to reference don't seem to do that/need that. Thoughts?
Anonymous
4/27/2025, 12:16:11 PM No.1011188
>>1011167
What software is this? Doesn't look like blender
Replies: >>1011436
Anonymous
4/27/2025, 3:28:14 PM No.1011193
Bump map hair strips 2
Bump map hair strips 2
md5: 2b3cb96374ddb563d171e26b50207b0b๐Ÿ”
Made some nice progress over the Hackation.
Beginning to grasp how to manipulate curves procedurally. Still not *fully* grasping it. But I can sort of lay curves along a surface, and make them spiral around a normal. And raise and lower the tips. So I shaped them into this short hair cut, with a bit of waviness to the strips.

After converting the curves into mesh strips, I then figured out how to apply a cylinder SDF to those strips, and set up the bump properly. Doing a bunch of math to make sure the cylinder remains proportional to the dimensions of each strip. Even when the strips are at random sizes.
Then the cylinder is repeated to fill out the strips, again, keeping perfect proportion. I'm very proud of this. It took a great deal of effort.

Then I figured out how to use the white noise node to create different values per strand inside of each strip. Using that to create variation in cylinder length, color, and bump intensity.
The length variation really helped to make the hair look less like uniform stripes, and more like actual hairs.
Then I use the white noise node trick again to mask larger chunks. Multiplying them with the individual strands, thus creating sort of "clumps" of hair. So it's not all randomly sized. It's a clumped random.

There's still more work to do. I want to figure out how to make the cylinders curl and wave, while maintaining proportion inside of the mesh strips. That's going to be the next big hurdle.
Also, right now, the hair consists of 96,000 triangles, because I've spread 2000 curves evenly across he skull. I will be able to reduce the number of curves by more strategically laying the hair to cover more surface area. I just haven't gotten around to doing that yet.
Anonymous
4/27/2025, 7:22:25 PM No.1011203
>>1011168
you got an art page or something? I'd like to see more progress or talk to you about this!
Replies: >>1011436
Anonymous
4/28/2025, 4:24:38 AM No.1011215
GpLkhpSXwAAx6rz(1)
GpLkhpSXwAAx6rz(1)
md5: f3d93741ee1dd192986787f552860f1f๐Ÿ”
Remade my gosurori jackal girl a year later cuz she was the first 3D character I ever made. New model has half the polycount of the original
Replies: >>1012566
Anonymous
4/28/2025, 6:07:50 AM No.1011218
grill
grill
md5: f44ab4c6e7d8f5cbffe220a1c27b45b2๐Ÿ”
Replies: >>1011221 >>1011235 >>1011436
Anonymous
4/28/2025, 10:11:39 AM No.1011221
>>1011218
Unf.
How did you do the har?
Replies: >>1011229
Anonymous
4/28/2025, 3:56:36 PM No.1011229
>>1011221

Thanks.
Started with a rough blockout
then I would slice pieces off from the main chunk and dynamesh - remesh them slowly refining & cleaning up the shape - hair is a pain in the ass.

Another way I used to like is take a piece of mesh with desired profile + curve deformer - you can twist and flatten in in desired areas.

But this time I was too lazy to set that up.
Anonymous
4/29/2025, 12:16:52 AM No.1011235
>>1011218
Always appreciate seeing mob faces in 3D
Anonymous
4/29/2025, 11:29:55 PM No.1011266
1638500143586
1638500143586
md5: 3a40458cc492fb920a13e9d88385f73e๐Ÿ”
>>1011167
>>1011031
That shit is beyond fire.
Replies: >>1011436
Anonymous
5/2/2025, 7:46:59 AM No.1011405
FUCKYOUFUCKYOUFUCKYOUFU-_thumb.jpg
FUCKYOUFUCKYOUFUCKYOUFU-_thumb.jpg
md5: 7617ecd114db41adbef755a873c631e6๐Ÿ”
Fission mailed, we'll get em next time.
เผผ ใค โ—•_โ—• เผฝใค
Replies: >>1011442
Anonymous
5/3/2025, 4:13:08 AM No.1011436
Sidearm
Sidearm
md5: e92a9130e272ebc303885cb53ecfc39f๐Ÿ”
>>1011266
Thank you!
>>1011177
Cheers. It is for a game project, though it's basically a reference model for drawing rather than an in-game character model since the game is fully 2D. I want to have very detailed pixel art like in old PC-98 games, but keeping things consistent at a bunch of different angles is tricky, so I ended up modeling the character to pose for certain shots.
>>1011188
It's Wings 3D 2.1.5. Very old and barebones, but I find it's a great tool for doing low poly modeling fast.
>>1011203
Thanks! I have an old ArtStation account (@ wavelabs1) with a few pieces, but there isn't anything related to this project up yet. Soon, though...

Here's a few angles of the sidearm that's holstered.

>>1011218
Love this. Very nice model, anon.
Replies: >>1012036 >>1012721
Anonymous
5/3/2025, 8:36:23 AM No.1011442
RESIDENTial block(Neoliberal urbanism)
RESIDENTial block(Neoliberal urbanism)
md5: 456dfc26355915f523e1e2ce3a622610๐Ÿ”
>>1011405
Here i come Constantinople.
Anonymous
5/3/2025, 12:55:38 PM No.1011448
>>1010580
>not sure if it needs to be split into pieces for printing.
Yes, it does. You'll need to cut it up and make keys that fit together after the parts are printed. Theres a ton of videos about it on youtube
Anonymous
5/4/2025, 9:53:43 PM No.1011513
>>1009989
JD Vance?
Anonymous
5/5/2025, 10:49:39 AM No.1011530
>>1010267
a cute
Anonymous
5/6/2025, 9:25:16 AM No.1011563
front main
front main
md5: 6804c326fcce4578e467c922250f21bd๐Ÿ”
>>1010534
posting an update on this, mostly done with the project now. first time i "finished" and posed a sculpt like this
Replies: >>1011579
Anonymous
5/6/2025, 7:57:14 PM No.1011579
>>1011563
Simple but effective. Cute.
Replies: >>1011590
Anonymous
5/7/2025, 1:49:36 AM No.1011590
>>1011579
thank you
Anonymous
5/9/2025, 10:45:00 PM No.1011725
asdqwe1
asdqwe1
md5: ffb0fcd148bb6b7d763f6abcab82a7f0๐Ÿ”
I'm trying to replicate some sort of modern day version of an n64 game
Replies: >>1011792
Anonymous
5/11/2025, 2:28:22 AM No.1011792
wip1for3v2
wip1for3v2
md5: 329892372f1c609b6dda6abd3a6b3ebd๐Ÿ”
>>1011725
Scary swolegator, nice.
On my end i ended up with something similar to a manned mars rover, crossed with a diesel loco.
Replies: >>1011903
Anonymous
5/11/2025, 4:16:49 PM No.1011821
1744128651084157
1744128651084157
md5: b98426d8f85bcf72b0067853301ac651๐Ÿ”
some goblin I made for a game I'm working on. I'm quite new to 3d stuff, so decided to go with segmented limbs so I don't have to deal with deformations.
Replies: >>1011823 >>1012442
Anonymous
5/11/2025, 5:21:14 PM No.1011823
>>1011821
A decent goblin ,
well done.
Replies: >>1011827
Anonymous
5/11/2025, 5:52:34 PM No.1011824
engif
engif
md5: fab3f4ea5c54a5f74460497849f159c7๐Ÿ”
>>1009306 (OP)
I have to say im kind of proud.
Replies: >>1011825 >>1011864
Anonymous
5/11/2025, 6:14:49 PM No.1011825
ygau
ygau
md5: a2856d60061dd1b64cc0f44110d927c3๐Ÿ”
>>1011824
this one is good too.
Replies: >>1011826
Anonymous
5/11/2025, 6:17:00 PM No.1011826
yga
yga
md5: 04749b3797f5c3b12f47d8ec0f455fcb๐Ÿ”
>>1011825
Anonymous
5/11/2025, 6:29:56 PM No.1011827
harpy wireframe
harpy wireframe
md5: 8b96e7a31768e44d1004f6357d7afc85๐Ÿ”
>>1011823
thanks! I'm also working on this harpy. Thing is I'm not sure how to approach a low poly wing. I've basically divided it in 4 vertex groups each one with it's own bone. The edges you see selected in picrel are the limit between one vertex group and the next, with on loop cut on each side to facilitate deformations. Is this a decent approach? It looks kinda fine I guess but I wonder if it could be done way better somehow.
Replies: >>1011828
Anonymous
5/11/2025, 6:30:57 PM No.1011828
takeoff_thumb.jpg
takeoff_thumb.jpg
md5: b5ad3c6955286ae4b80a13c53d24f650๐Ÿ”
>>1011827
also here's the gal taking off
Replies: >>1011841
Anonymous
5/11/2025, 7:31:33 PM No.1011830
henadeanim
henadeanim
md5: 632d074874a2a4db2d42e405b709e438๐Ÿ”
Anonymous
5/11/2025, 11:22:16 PM No.1011841
>>1011828
the legs are actually hands?
Replies: >>1011845
Anonymous
5/12/2025, 12:00:05 AM No.1011845
Harpy21
Harpy21
md5: 887cffb4565121491e88b9395791821b๐Ÿ”
>>1011841
I based it (copied from) the Dragon's Dogma harpy design
Replies: >>1011889
Anonymous
5/12/2025, 7:11:14 AM No.1011864
>>1011824
I was expecting the letters to change as they spun, so that they spell out "NIGGER".
Replies: >>1011885
Anonymous
5/12/2025, 3:04:01 PM No.1011885
sasswim
sasswim
md5: f02c55a2ab063f304c2aaa8f187c0261๐Ÿ”
>>1011864
Nothing that advanced yet im working on transparent animations for 4chan in blander. Im exporting and importing models and animations from CS1.6 and i want to make few things but it will take some time.
Replies: >>1011886
Anonymous
5/12/2025, 3:06:40 PM No.1011886
>>1011885
*blender...
blander kek
Anonymous
5/12/2025, 3:28:51 PM No.1011889
>>1011845
based taste
Replies: >>1011920
Anonymous
5/12/2025, 8:27:37 PM No.1011903
>>1011792
Very cool design
Anonymous
5/13/2025, 12:24:48 AM No.1011920
>>1011889
lol, thanks DD bro. I really love that game, hope I get to make something half as cool as it some day.
Anonymous
5/14/2025, 10:40:25 PM No.1012036
4chan on chrome broke so i have to save my images now
>>1009306 (OP)
generic polymer pistol for the gooner scalie fps
>>1011436
nice.
Replies: >>1012059 >>1012547
Anonymous
5/15/2025, 12:58:37 AM No.1012045
wolf
wolf
md5: b17d8c33afd96216f4e795a2e5936bfb๐Ÿ”
been enjoying kanyes music, what does 4chan think of this model
Replies: >>1012089 >>1012441
Anonymous
5/15/2025, 3:09:39 AM No.1012046
wolf2
wolf2
md5: 097765d97d48571836c10381a0dfc339๐Ÿ”
Progress...
Replies: >>1012089 >>1012441
Anonymous
5/15/2025, 6:52:45 AM No.1012059
x47
x47
md5: 85bf0bac0f8a03a0d25606e68d803957๐Ÿ”
>>1012036
Replies: >>1012089 >>1012547
Anonymous
5/15/2025, 3:08:00 PM No.1012073
cart
cart
md5: 9075855c03a108d672c81eec9032b009๐Ÿ”
made this cute little cart in [spoiler]Trenchbroom[/spoiler]
Replies: >>1012089 >>1012089
Anonymous
5/15/2025, 9:33:46 PM No.1012089
>>1012045
>>1012046
>what does 4chan think of this model
Even putting the cringe of anime nazism aside, the design is an ugly, incoherent mess.
Then again, that's anime in a nutshell...
>>1012073
>>1012059
Are you doing full sub-D autism with supporting edge loops, or just bevels and marking edges?
Looks great either way.
>>1012073
Based and broompilled.
I don't see TB used very often on /3/, but there's a few Quake mappers in the FPS thread on /vr/ that post about it sometimes. Very underappreciated program.
Replies: >>1012092 >>1012156
Anonymous
5/15/2025, 9:45:52 PM No.1012092
image-3
image-3
md5: 7c8b2e8bb78cdeb0a06b249395585e88๐Ÿ”
>>1012089
i'm not a subD topology wizard so i just went with bevels. specifically, i'm using a bevel modifier and marking edge bevel weights so i can still preserve the low poly mesh, it's a nice and non-destructive way to define the subdivided high poly meshes without directly fiddling with the low poly one.
Replies: >>1012547
Anonymous
5/16/2025, 6:20:40 PM No.1012156
>>1012089
Thanks anon, went to /vr/ and asked the fine fellas there for help and already gave me some clues on how to improve.
>Very underappreciated program
Yeah I never hear about anyone on the gamedev threads talking about it but I think it's amazing, specially for making retro-looking games. Simple to use and fast to come up with results.
Anonymous
5/16/2025, 6:37:24 PM No.1012159
flash
flash
md5: 572263ff771d38cbe951f908eb4c42fc๐Ÿ”
Anonymous
5/18/2025, 8:33:21 PM No.1012281
chick
chick
md5: 94a199e78e14193d20c1646f7cfc038f๐Ÿ”
Working on a base for the female NPCs. Don't mind the head, I still haven't worked on that yet.
Anonymous
5/21/2025, 5:05:17 AM No.1012434
Tristan
Tristan
md5: bc18d4215063ac8a1c2b97508560c5c7๐Ÿ”
Working on multiple different things at once
Replies: >>1012435 >>1012484
Anonymous
5/21/2025, 5:06:28 AM No.1012435
nshoe
nshoe
md5: 7c210a0921def5fb9e1a38d7290362ed๐Ÿ”
>>1012434
Replies: >>1012436 >>1012438
Anonymous
5/21/2025, 5:07:44 AM No.1012436
nstiddy
nstiddy
md5: cfe5747f7db95cbf0f02fdd2e98fc147๐Ÿ”
>>1012435
Replies: >>1012437
Anonymous
5/21/2025, 5:08:47 AM No.1012437
Gottkriegen
Gottkriegen
md5: 241fc0967acd2f47ffc0c0ccfd201ffb๐Ÿ”
>>1012436
This one is almost done but I wanna make it much more complex by continuing to add to it
Anonymous
5/21/2025, 5:15:13 AM No.1012438
>>1012435
Are you making a MtF nazi granny?
Replies: >>1012439
Anonymous
5/21/2025, 5:16:42 AM No.1012439
Corpse
Corpse
md5: ce582ea7c2a7f3ac7212775bd75c6d63๐Ÿ”
>>1012438
BBW*
Replies: >>1012440
Anonymous
5/21/2025, 5:19:54 AM No.1012440
>>1012439
So a MtF BBW granny? Sorry anon, to many fetish for me
Anonymous
5/21/2025, 5:22:24 AM No.1012441
>>1012045
>>1012046
Cris died but jesus gave us a new one, praise the lord
Anonymous
5/21/2025, 5:24:06 AM No.1012442
>>1011821
This is kinda good, keep going anon
Replies: >>1012455
Anonymous
5/21/2025, 2:46:31 PM No.1012455
goblin
goblin
md5: c5a42ed3db25eca279d3ef527d3bf711๐Ÿ”
>>1012442
Appreciate the compliment, thanks man.
Replies: >>1012536
Anonymous
5/21/2025, 11:00:06 PM No.1012482
WIP
WIP
md5: 07b3103fb49dc4654b4596cde73dee92๐Ÿ”
Low poly model I just finished texture painting, now comes the tedium of rigging and weight painting.
Replies: >>1012497 >>1012498 >>1012536 >>1012546 >>1012581
Anonymous
5/21/2025, 11:23:26 PM No.1012484
omgsisachudington
omgsisachudington
md5: 9934aabadb8384c11c2b9149e000ffd8๐Ÿ”
>>1012434
I basically finished the base character sculpt, now I gotta figure out if I should do a clothing sculpt then retopo or retopo and then sew clothes or something...
Replies: >>1012579
Anonymous
5/22/2025, 9:47:51 AM No.1012497
WIP #2
WIP #2
md5: aa0f4b3812f0bf874060920fb608b0cc๐Ÿ”
>>1012482
Rigged and polished a bit. I think my topology could use some more care around the joints or maybe there's more to be done with weight painting, but it's satisfactory for now. Will try my hand at a little animation soon.
Replies: >>1012512 >>1012518 >>1012546 >>1012603
Anonymous
5/22/2025, 10:26:06 AM No.1012498
>>1012482
Good job you should pixelate it and turn it into a PS1 style model though :3
Replies: >>1012513 >>1012868
Anonymous
5/22/2025, 7:43:13 PM No.1012512
>>1012497
Looking nice. Ignore the moron suggesting to pixelize it. He's a hater trying to sabotage the best part of your work: the painterly textures.
Replies: >>1012530 >>1012868
Anonymous
5/22/2025, 7:51:38 PM No.1012513
>>1012498
shut the fuck up retard.
Replies: >>1012529
Anonymous
5/22/2025, 8:58:19 PM No.1012518
>>1012497
looks sick, love the elongated face and style of this
Replies: >>1012868
Anonymous
5/22/2025, 11:00:35 PM No.1012529
>>1012513
You're mad because he's right
Anonymous
5/22/2025, 11:13:15 PM No.1012530
>>1012512
>look like an extremely aged out of date world of warcraft style model
>look like a modern, currently trendy but overall timeless ps1 style model
gee i wonder whats better
Replies: >>1012532 >>1012534
Anonymous
5/22/2025, 11:32:50 PM No.1012532
>>1012530
Both are timeless because both are not trying to be realistic.
Any styles other than photorealism are timeless.
Only in photorealism something can get objectively obsolete simply because there is newer better more photorealistic tech.
Anonymous
5/22/2025, 11:45:42 PM No.1012534
>>1012530
>Every game is painted textures is WoW.
This is your brain on AI. Shut up, Cris.
Anonymous
5/23/2025, 1:37:47 AM No.1012536
>>1012482
I like it, the texture work is really good, but the proportions are too extreme
>>1012455
I like the style anon, looks like kingsfield, where I can find more of your art?
Replies: >>1012684 >>1012868
Anonymous
5/23/2025, 9:22:47 AM No.1012546
>>1012482
>>1012497
Greatto jobbu anon-kun!
Anonymous
5/23/2025, 9:44:29 AM No.1012547
ezgif-4a02da7a12f97e_thumb.jpg
ezgif-4a02da7a12f97e_thumb.jpg
md5: e0155216a5aaecfb66297fe903459192๐Ÿ”
>>1012036
>>1012059
>>1012092
it's alive!!
Replies: >>1012591
Anonymous
5/23/2025, 6:41:16 PM No.1012566
>>1011215
Holy shit, that's a year of progress? Where did you learn to texture so well in such a short time? I'm impressed
Anonymous
5/24/2025, 5:34:13 AM No.1012579
retopo
retopo
md5: a477d088b1a89165919899cc69f7f77b๐Ÿ”
>>1012484
Needs clothing including shoes, hair, and texture now. I might even do a few minor tweaks to the model, I was told it looks a bit bubbly.
Replies: >>1012580 >>1012602
Anonymous
5/24/2025, 5:36:26 AM No.1012580
HeadRetopo
HeadRetopo
md5: 8683c71bcbe0ac0db47f93c439fc29bc๐Ÿ”
>>1012579
also doing cloth sim for clothes
Anonymous
5/24/2025, 5:38:50 AM No.1012581
HitlerN64
HitlerN64
md5: 6179f193b2a8ecf50e16539fc5becc57๐Ÿ”
>>1012482
That's fucking sick, last time I did painted textures I did this lol
Replies: >>1012602
Anonymous
5/24/2025, 5:50:15 PM No.1012591
>>1012547
Great job anon
Did you make the hands and animations yourself? Or did they come from a pack off the Asset Store?
Replies: >>1012876
Anonymous
5/24/2025, 8:03:04 PM No.1012602
>>1012579
Have you seen a human in real life?>>1012581
Is that supposed to be Cris in a nazi outfit?
Replies: >>1012626
Anonymous
5/24/2025, 8:04:23 PM No.1012603
>>1012497
He has really tiny legs, looks so funny
Replies: >>1012868
Anonymous
5/25/2025, 2:18:52 AM No.1012626
>>1012602
He's just muscular and no idk who Cris is
Anonymous
5/25/2025, 8:43:21 PM No.1012647
image_2025-05-25_143818144
image_2025-05-25_143818144
md5: 0f3b1a29cc02d043248e6b89fd55e510๐Ÿ”
poly modeling is fun
Replies: >>1012652
the chair nerd
5/25/2025, 10:34:04 PM No.1012652
1
1
md5: 12c1c5712a39af29cc6b637948d73bc8๐Ÿ”
>>1012647
it is.
Replies: >>1012698
Anonymous
5/26/2025, 4:23:53 AM No.1012672
shawl
shawl
md5: 33a4ee7e600e38abe59983c42622c89b๐Ÿ”
spitballing armor designs
Anonymous
5/26/2025, 1:39:52 PM No.1012684
mood
mood
md5: f15bbe13d1f614d7e1dd7e23c399b23a๐Ÿ”
>>1012536
>I like the style anon, looks like kingsfield, where I can find more of your art?
many thanks anon, really appreciate the kindness. No, there's nowhere to look for more of my stuff because I've barely done 3 models so far for the game I'm working on. Hopefully I have more stuff to share soon.
Anonymous
5/26/2025, 6:36:09 PM No.1012698
>>1012652
Much talk for someone who can't make a donut
Replies: >>1012763
Anonymous
5/26/2025, 11:39:02 PM No.1012721
>>1011436
I like this style. Both the model and the texture look amazing.
the chair nerd
5/27/2025, 9:21:26 PM No.1012763
>>1012698
I can. I will not!
Replies: >>1012870
Anonymous
5/29/2025, 9:15:09 PM No.1012868
Ready Sword_thumb.jpg
Ready Sword_thumb.jpg
md5: db6e6d257923c7241ab534c51a1e9398๐Ÿ”
>>1012498
>>1012512
>>1012518
Thank you thank you, I appreciate the kind words :]

>>1012536
You really think the proportions are extreme? I made the legs very muscular but I don't think anything is particularly over-exaggerated.

>>1012603
They're not tiny they're just covered by his tunic you silly.

Spent most of my time grappling with learning the animation system and its interfaces. Does anyone know if there's a way to bind/bake manually keyframed shape keys to a single action so it only plays for that specifically in the NLA editor, or will I have to manually sync in the timeline. Does my question even make sense?
Replies: >>1012871 >>1012906
Anonymous
5/30/2025, 1:05:18 AM No.1012870
>>1012763
Post donut, or are you scared?
Anonymous
5/30/2025, 1:08:04 AM No.1012871
>>1012868
Then the arms are too long, he can almost scratch his knees without bending
Anonymous
5/30/2025, 1:21:15 AM No.1012876
1747337782584567
1747337782584567
md5: 9ada874f74880babd1edcd515ed73258๐Ÿ”
>>1012591
i'm making the modelling,textuing and animating all by myself. it's a timesink but after you get used to the workflow it gets a lot faster
Anonymous
5/30/2025, 1:58:44 AM No.1012877
New Canvas
New Canvas
md5: 41d3afdad5401b2b74a6cc7f01fe0663๐Ÿ”
Any feedback would be appreciated, I really don't know how to improve my model right now, wasted like 4 hours trying to figure out better topology.
Replies: >>1012906
Anonymous
5/31/2025, 6:05:45 AM No.1012906
pelvis wireframe
pelvis wireframe
md5: b38552cca6d627f74b5c6ad733dd5d54๐Ÿ”
>>1012868
Proportions look fine to me. I don't know what the other anon is on about.

>>1012877
I do something like this. The drawing isn't 100% accurate. But a simplified concept. You might have to work out the kinks.
Also, I spread the legs apart for the resting pose. Which is unorthodox. But I find it easier see the topology that way. And with the way the edges flow, spreading the legs is more relaxed. Plus, I think I get better deformation in the butt and hip area with a resting spread.
Replies: >>1012907 >>1012911 >>1012914
Anonymous
5/31/2025, 6:11:03 AM No.1012907
>>1012906
> Also, I spread the legs apart for the resting pose. Which is unorthodox.
Chris?
Replies: >>1012908
Anonymous
5/31/2025, 6:17:54 AM No.1012908
>>1012907
lol, no. Does Cris do that? Well I guess a broken clock is right twice a day. It just made sense to me after a bunch of testing.
Anonymous
5/31/2025, 10:25:21 AM No.1012911
>>1012906
Topology retard here, but aren't you supposed to avoid having a lot of loops meet at one point like those 5-way intersections? Or does that only really matter on hard surfaces?
Replies: >>1012912
Anonymous
5/31/2025, 12:15:40 PM No.1012912
pelvis wireframe 2
pelvis wireframe 2
md5: 48cb8e56f5553eb8a9b600351317381b๐Ÿ”
>>1012911
5s and even 6s are necessary to make just about anything. Because they're how you "turn" loops. I need the loops to turn, so I create a 5 that allows turning. Simple necessity dictates its existence.
5 way poles are not going to cause harm to shading. The disadvantage with 5s, is that 1 vert dictates the volume of that area. So a 5 area might appear flatter in locations that required fullness.The trick is to place them into relatively flat areas, where the edges will be mostly spread out evenly. Or inside of creases where the edges will get tucked.
So in the image, the 5s are placed along the crease lines. Where I expect the groin area to crease in the front, and where the butt is expected to crease in the back. Perhaps I could have made the back crease lower. But, eh.

From my testing, 3s are the ones that fuck up shading. You don't want 3s on convex surfaces at all. That's mainly what my topology avoids. A lot of tutorials place 3s on the butt area, because they want that fullness when the leg bends. But if you set up the butt just so, then you can get the fullness without 3s fucking up the shading. Here, the 3s are on the "inside", the concave part of the ass, along the inner crack. They will be hidden away there.

You can't get around using 3s or 5s. It's actually impossible. You have to turn loops to make smooth topology. When you turn a loop, you create a 5. And when you create a 5, it has to be resolved by a 3 somewhere. Don't ask me how it works, it's just the laws of math and topology. Best not to worry about them too much. Except try to keep 3s away from convex surfaces if you can.(Unless you just need a corner.)

Hard surfaces can handle 5s too. But I'm less experienced with hard surface modelling, so I don't feel like I can speak with authority there. Only that if you look around, you will see 5s in the work of professionals. Because it's unavoidable.
Replies: >>1012914
Anonymous
5/31/2025, 2:15:16 PM No.1012914
>>1012906
>>1012912
Bless you anon, thank you this is a big help. I was wracking my brain trying to figure out how to achieve my desired flow , I want in the end to be able to select the major body-parts/areas of my model as though its an action figure if that makes sense? I'd like to use this base for animations in the near future and from my understanding having easily defined loops for areas that will contort or deform like the hips,elbows, knees etc. is the best approach for animating
Anonymous
6/1/2025, 2:54:16 AM No.1012999
2B
2B
md5: 3535c3e95f26b318b948eb35bbea2201๐Ÿ”
Getting off my ass to work on this. Got a lot of things right that I like, but a lot of things wrong. Like the transition from her top to her skirt. Texture on her hands are sloppy, and other details. Other than that, its coming along.
Replies: >>1013089 >>1013093 >>1013102
Anonymous
6/3/2025, 12:15:55 AM No.1013089
image_2025-06-02_181333608
image_2025-06-02_181333608
md5: 5c221b1ca5de0cd37ec7216d74811c96๐Ÿ”
>>1012999
GODDAMN
Anonymous
6/3/2025, 12:52:19 AM No.1013093
>>1012999
Good shit. Accidentally hit /3/ when I meant to reply to another thread, clearly God intended me to. Keep it up.
Anonymous
6/3/2025, 5:57:16 AM No.1013100
blender_maW7fFQLOr
blender_maW7fFQLOr
md5: 2da9691d014fc5e5567c50b61ae6a093๐Ÿ”
I think Im beginning to understand...
Replies: >>1013108 >>1013123 >>1013214 >>1013225
the chair nerd
6/3/2025, 6:29:39 AM No.1013102
>>1012999
Checked. Nice camel toe. Arms too short
Anonymous
6/3/2025, 8:50:39 AM No.1013108
>>1013100
Looking promising, you walk a noble path
Anonymous
6/3/2025, 2:43:54 PM No.1013123
>>1013100
yes the grid pattern is the best topo for big round ass cheeks.
Replies: >>1013147
Anonymous
6/4/2025, 5:50:05 AM No.1013147
>>1013123
Are you making fun of me or are you deadass
Replies: >>1013163
Anonymous
6/4/2025, 3:25:43 PM No.1013163
>>1013147
no really it is and ive fought with anons on /3/ over it. the horizobtal edge loops can open like an accordion to keep the shape during deformation.
Replies: >>1013214
Anonymous
6/5/2025, 12:38:13 AM No.1013184
lowpoly_female_wip_1
lowpoly_female_wip_1
md5: e66f0ea7b9540f97ec893961955134b6๐Ÿ”
could any anon help me with the body im working on? If you could point out how to improve the proportions or what kind of features to add to it, i would be so happy <3

im planning on adding more defined collarbones
Replies: >>1013185 >>1013187 >>1013188 >>1013210 >>1013312
Anonymous
6/5/2025, 12:45:39 AM No.1013185
>>1013184
looks great.
except the widest part of the leg is 2 low.
and shoulders and neck is pushed 2 far back compared to the breast
Anonymous
6/5/2025, 1:26:21 AM No.1013187
>>1013184
damn that looks solid. the image says lowpoly, did you sculpt and retopo or poly model this?
Anonymous
6/5/2025, 1:59:25 AM No.1013188
Screenshot_20250604_165831_Chrome
Screenshot_20250604_165831_Chrome
md5: eba12d076b63037af3ca8d4482339c67๐Ÿ”
>>1013184
clavicle, pubus.
but your damn near ready for the next steps.
Anonymous
6/5/2025, 7:35:41 PM No.1013210
>>1013184
Show me a 45 degree?
Anonymous
6/5/2025, 9:02:00 PM No.1013214
pelvis topology
pelvis topology
md5: d860723d65a983bb4284ca400ef56f7e๐Ÿ”
>>1013100
>>1013163
I'm not a fan of that grid shape. The way it transitions from the lower back to the ass crack is really bothering me. And I doubt it scales well for larger asses. Probably not a big deal for small mounds.

Pic related is my actual ass topology. The one I sketch earlier. Not sure if it's the best. But I think it's pretty good.
Replies: >>1013215 >>1013217 >>1013219 >>1013226 >>1013289
Anonymous
6/5/2025, 9:31:34 PM No.1013215
>>1013214
I asked in the thread the other day about good topo and honestly yours is great anon its a good balance i think this'd deform well when moving.
Replies: >>1013216
Anonymous
6/5/2025, 9:47:01 PM No.1013216
>>1013215
Thanks. I was hesitant to post it today, because I like the way the other anon's ass uses edge sharping for the crease between cheek and thigh. It's so clean.
Though I'm not sure how good that edge sharp will look come time to move the thigh. Since you would want it to smooth out as the thigh and glute stretch out. But maybe there is a way to control the crease through nodes. Perhaps capture the normals along the sharpened edge on the face corner domain. Since the face corners will be on opposite sides of the edge. It will be as if you captured split normals. And then capture an interpolated version of the normals. And then plug the split normals and interpolated normals into a mix vector node. The mix vector node is a lerping function. You can lerp between the two vectors by plugging percentage values into the factor. So you would want to get the difference between the resting area of the faces, and the posed area of the faces. Scale that difference, and plug it into the factor of the mix value node.
If everything works how I'm imagining it, then the normal will transition from creased to smooth as the mesh stretches out.
Anonymous
6/5/2025, 9:48:07 PM No.1013217
>>1013214
all that matters is how the surface looks when it deforms. you wont see wire frames in the final render, and even if you could youd be better off using fake wires that look good and real wires that deform good.
Replies: >>1013218
Anonymous
6/5/2025, 9:55:52 PM No.1013218
>>1013217
All true. And still, I feel like my my topology will get better deformations than the straight grid. It also has better overall coverage for the shape of the surface. Not sparse in the cheek zone.
Replies: >>1013219
Anonymous
6/5/2025, 10:21:23 PM No.1013219
>>1013218
watchyu mean? >>1013214 is a grid
the interface between the thigh and the posterial cleft are not what im talking about.
Replies: >>1013220
Anonymous
6/5/2025, 10:52:13 PM No.1013220
turning edge flow
turning edge flow
md5: a6c5bf00edfcbad8b8471f638f7a97f0๐Ÿ”
>>1013219
It's not quite a grid. Pic related is the simplified concept.

Never make me look up posterial cleft again. I'm not sure if you're using the right terms. Since google doesn't know what you're referring to. It pulled up a bunch of cleft palate pictures. Which is just disturbing to look at. Even after putting your terms into quotes, and going around the "did you mean?" option, google still can't identify what those terms mean. So uhh, I'm not entirely sure what you mean either.
Replies: >>1013222
Anonymous
6/5/2025, 11:00:09 PM No.1013222
New Canvas
New Canvas
md5: 3de0b60384de0c5f87c6e7cbf7b2fb4c๐Ÿ”
>>1013220
this is the part that matters. this is the part that's a grid. It;'s the meat of the ass cheek that takes the brunt of the deformation from the femur. That's where you risk losing volume. The ass crack skin is attached to bone. It doesnt, or normally doesn't, move around. Your transition from the cheek to the crack is fine the way you made it. That's just not my intended focus.
Replies: >>1013225
Anonymous
6/5/2025, 11:42:27 PM No.1013225
>>1013222
That grid *section* is a large chunk of the ass. But it is just a section. If you only make the grid without the other sections, then you find yourself in a situation where you lose vertex density. You can see it here >>1013100 Where the butt bulges, the faces are quite larger than the rest. Density becomes low. By forming the crack section in my topology, it's actually adding to the vertical edge density. Without creating loops that flow all the way up the back. They just terminate inside of the ass crack. The crack section also doubles as a method of creating depth for the cheeks. Since it's sort of turning "in" so to speak. Or "out" depending on how to see it. It's all tied together. Each section is needed The grid portion you highlighted is just the "top" of the cheek. The crack is one side of the cheek. And the thigh crease zone is the underside of the cheek.
Anonymous
6/6/2025, 12:16:47 AM No.1013226
>>1013214
this is almost the exact topology i ended up with after years of noodling around. poles in those same spots. must be the logical conclusion of subdivided ass.
still deforms pretty poorly for anything more than basic standing/sitting/walking
Replies: >>1013227
Anonymous
6/6/2025, 12:25:54 AM No.1013227
>>1013226
Really? So you're saying that more extreme poses alike splits, and fully extended running and all that won't look good? And you believe there's topology out there that can do those poses better? I would like to know what you know.
Replies: >>1013228 >>1013231
Anonymous
6/6/2025, 1:31:09 AM No.1013228
>>1013227
the crotch is just an exceedingly difficult area to skin. can't really do more topology-wise, i don't think, because unlike the shoulder the legs are already in an "extreme" pose when at rest. try to add more edges for the inguinal crease and you have to deal with more poles.
any better examples crotch deformation you come across are getting the rest of the way there by using shape keys or delta mush or helper bones or something.
Replies: >>1013229
Anonymous
6/6/2025, 2:12:36 AM No.1013229
>>1013228
In order to make the deformation supremely good, I have no choice but to learn how to create implicit skinning in geometry nodes. :^)
Anonymous
6/6/2025, 2:33:53 AM No.1013231
>>1013227
I said it was fine. I have done nothing but say so
Anonymous
6/7/2025, 6:04:33 PM No.1013289
>>1013214
I consider myself kind of an expert on topology of that region, in my days I model a lot of females on Korean mmo, and that topology is good, but to doesn't have the amount of density needed to make round cheeks. It's good for that kind of ass but the density of the ass compared to the back is not good.
Replies: >>1013291
Anonymous
6/7/2025, 6:30:34 PM No.1013291
>>1013289
Would you go for more of a circular arrangement then or just add more loops to the region?
>CAPTCHA : 4KT0Y
Replies: >>1013389
Anonymous
6/8/2025, 12:13:08 AM No.1013312
Screenshot_6
Screenshot_6
md5: 006879a83e796b1a00ec6a32bf527a1e๐Ÿ”
>>1013184
Upper torso looks a bit too far back, and legs may be a bit too long even when accounting for the missing head, but shit son other than that it's looking pretty damn good, best of luck seeing the model through

Oh one more thing I'm noticing, there's a chance the arms may be attached slightly too low, you may want to push them a little further up which should result in the shoulders also getting a bit shorter on the Z axis, maybe yes maybe no, I'm not sure about this one, I suppose if you tested it with some armature deform in that area it's going to clear this aspect up
Anonymous
6/8/2025, 11:46:45 PM No.1013358
1000006197
1000006197
md5: a0990589eb15f4f26522f13eda49d5eb๐Ÿ”
Rabbit retopology
Replies: >>1013365
Anonymous
6/9/2025, 4:01:32 AM No.1013364
Screenshot 2025-06-09 035154
Screenshot 2025-06-09 035154
md5: 540423a5ce5603f48c92fce561b6c331๐Ÿ”
working on topology for a basemesh, the pose is done with metarig and automatic weights.
Replies: >>1013367 >>1013385
Anonymous
6/9/2025, 4:05:41 AM No.1013365
>>1013358
where hole
Anonymous
6/9/2025, 4:53:39 AM No.1013367
>>1013364
Cool, now disable/delete the metarig, and make your own. For practice. You want to know how it all work, without the fancy schmancy automated stuff. Start by adding a single bone, and then building a basic skeleton, and then parent the skeleton with empty vertex groups. And manually weight it.
Trust me, you want to do that now in order to encounter all the trials that arise from rigging. That way you know what the metarig is actually helping you with.
Anonymous
6/9/2025, 5:32:16 PM No.1013385
>>1013364
Have you ever considered doing something else? You kinda suck at 3d, also we already have a Cris, we don't need another
Replies: >>1013400 >>1013443 >>1013444 >>1013474 >>1013546
Anonymous
6/9/2025, 5:55:47 PM No.1013389
>>1013291
Not necessarily, we used a similar loop arrangement to yours, but less dense to begin with it (it was more than a decade ago), then we added a few loops for density in the ass. I use the back dimples to hide the poles
Anonymous
6/9/2025, 7:21:36 PM No.1013396
2025-06-10 (8)
2025-06-10 (8)
md5: 6b741b3c870e0350561e04f7934e742f๐Ÿ”
A collaborative effort between friends worldwide.
Anonymous
6/9/2025, 11:14:45 PM No.1013400
>>1013385
Whats a Cris?
Replies: >>1013401 >>1013423 >>1013423
Anonymous
6/9/2025, 11:31:20 PM No.1013401
>>1013400
The guy you just replied to.
Replies: >>1013406 >>1013423
Anonymous
6/10/2025, 1:05:33 AM No.1013406
>>1013401
I wish I was Cris
Replies: >>1013423
The Chair Nerd
6/10/2025, 9:18:41 AM No.1013423
>>1013400
It sure is summer in here.
>>1013406
>>1013401
>>1013400
Chris just stop fucking around.
Replies: >>1013435 >>1013439
Anonymous
6/10/2025, 3:16:53 PM No.1013435
>>1013423
Maybe you should change your name to "The Cris Nerd", since you know so much about him.
Anonymous
6/10/2025, 4:51:47 PM No.1013439
>>1013423
Cris died like half a year ago. And you still can't make a donut
Anonymous
6/10/2025, 5:47:00 PM No.1013443
>>1013385
It doesn't look bad, you sound bitter
Replies: >>1013444 >>1013471 >>1013472
Anonymous
6/10/2025, 5:59:26 PM No.1013444
>>1013385
>>1013443
I also don't think it looks bad for a lowpoly model. The raised hand deformed weirdly after the shoulder though.
Replies: >>1013471 >>1013472
Anonymous
6/11/2025, 2:14:03 AM No.1013471
>>1013443
>>1013444
You have a really low standard on what it looks decent. If he wants to get better at 3d we shouldn't lie to him like a kid
Replies: >>1013474
Anonymous
6/11/2025, 2:23:39 AM No.1013472
Screenshot 2025-06-11 021732
Screenshot 2025-06-11 021732
md5: 946371d4f3649acd72c0384a98f1f303๐Ÿ”
>>1013444
>>1013443
Cheers! :^)
Replies: >>1013513
Anonymous
6/11/2025, 2:37:17 AM No.1013474
>>1013385
>>1013471
>Have you ever considered doing something else?
>If he wants to get better at 3d
You obviously don't want him to get better. Is the irony of what you're saying to him lost on you, or do you just have the memory of a goldfish and can't remember what you typed a day ago?
Replies: >>1013480
Anonymous
6/11/2025, 7:46:01 AM No.1013480
>>1013474
>That's so good Timmy I'm proud of you I'm going to hang your masterpiece in the fridge.
Learn to read, I. told the truth, I think what he made is shit, but if you want him to get good don't lie to him like a child, I never said that he could get better.
Replies: >>1013501
Anonymous
6/11/2025, 3:50:49 PM No.1013501
>>1013480
No, you essentially told him to quit. Quitting would make it impossible to get better; that's obvious if you're not retarded. I already know how to read, but you need to learn how to write.
>I never said that he could get better.
I'll assume you meant to say "couldn't", otherwise you'd be contradicting yourself. Typos happen, but that "n't" makes a huge semantic difference, unlike misspelling a word. My point is that I suspect you don't read what you type before you post, and that's why your posts are so idiotic.
Replies: >>1013503
Anonymous
6/11/2025, 5:12:21 PM No.1013503
>>1013501
Do you have some kind of retardation?
I said >I never said that he could get better
That means I don't think he can make it, but if you think he can and I mean (you) not (me) lying to him like a little kid wouldn't be a good idea.

It's not that difficult.
Replies: >>1013506
Anonymous
6/11/2025, 8:26:43 PM No.1013506
>>1013503
You know what? Youโ€™re right, Iโ€™m a fool. I guess I misinterpreted what you said because I assumed that there was something wrong with you, but I guess you are actually just a cunt and you meant what you said. His model may not look great, but everyone starts out like that. You would know that if you actually started instead of spending your days being a permabeg nomodeler that likes to drag people down.
Replies: >>1013507
Anonymous
6/11/2025, 9:07:59 PM No.1013507
>>1013506
>ur a meanie!!!
Grow up or fuck off to your discord hugbox maybe
Anonymous
6/12/2025, 2:04:48 AM No.1013513
>>1013472
based guy working on his art while others waste time fighting
Replies: >>1013521
Anonymous
6/12/2025, 9:53:26 AM No.1013521
>>1013513
He might be based, but he sucks at 3d
Replies: >>1013539
Anonymous
6/12/2025, 12:52:21 PM No.1013527
puyo_puyo
puyo_puyo
md5: e4175445f2bb5420f0b3c26b009f217d๐Ÿ”
Just did this one tonight for funsies.

God I'm terrible at the game too
Anonymous
6/12/2025, 7:35:00 PM No.1013539
>>1013521
You wouldn't suck either if you obsessed over 3d as much as you obsess over that guy.
Anonymous
6/13/2025, 12:12:31 AM No.1013546
>>1013385
You are a faggot, no two ways about it
Replies: >>1013549
Anonymous
6/13/2025, 1:21:52 AM No.1013549
>>1013546
Don't get mad at me for telling you the truth, even the anon defending you said that the model doesn't look great.
Ok sorry, your model is fantastic, I'm proud of your masterpiece.
Replies: >>1013560
Anonymous
6/13/2025, 5:36:23 AM No.1013560
Screenshot 2025-06-13 051513
Screenshot 2025-06-13 051513
md5: 2a0191ba6c8d7dda9e3fb845a78b0c5b๐Ÿ”
>>1013549
I don't mind reading your opinion, btw you were responding to someone else while assuming it was me.
Replies: >>1013594
water
6/13/2025, 7:01:19 AM No.1013561
yeah im sorry guy but that model is absolute garbage ! why is he squatting ? thats gay as hell !! learn to model wat tf is this shock content !!
Replies: >>1013562
Anonymous
6/13/2025, 11:30:25 AM No.1013562
>>1013561
Why are you french?
Anonymous
6/14/2025, 2:58:02 AM No.1013594
>>1013560
I will play your Itch io meme game
Anonymous
6/14/2025, 2:49:45 PM No.1013607
blender_FsXgx3DwCX_thumb.jpg
blender_FsXgx3DwCX_thumb.jpg
md5: b776dd0e9ff32e6540076c409e859f02๐Ÿ”
should be finishing these today
Replies: >>1013616 >>1013685
Anonymous
6/14/2025, 4:28:55 PM No.1013613
model work screenshots for critiquewoman
model work screenshots for critiquewoman
md5: be83191cb4d22734f5f1f8a7365abf75๐Ÿ”
pic related is my first attempt to model a person fully from scratch, would love some feedback on my topology, I'm aware my proportions may not be the greatest.
Replies: >>1013646 >>1013685
Anonymous
6/14/2025, 5:09:06 PM No.1013616
>>1013607
>blender
quiet impressive 2bh
Anonymous
6/14/2025, 10:07:07 PM No.1013624
Eyebrow Improved_thumb.jpg
Eyebrow Improved_thumb.jpg
md5: dc702f8796d167cedb327a697bb73de7๐Ÿ”
Improving my procedural eyebrows. I've made something similar to this before. But it was less precise. This version more accurately keeps the roots of the hairs flush to the surface. And keeps the hair strips oriented to the face the root is connected to. So that when I rotate the individual strips, they remain shapely and pointing outward for maximum visibility.

I was struggling for a couple days, because I didn't realize that when I moved the curves, their normals weren't updating to suit the new orientation of the curves. So I had to figure out how to make the normals of the curve move along with the curve in a consisted way.

The node group isn't perfect yet, but it's getting there. I still have to work a couple more things out, in order to get that perfect eyebrow swoosh shape.
Replies: >>1013688
Anonymous
6/15/2025, 4:20:03 AM No.1013646
>>1013613
it looks very nice for a first attempt. We do know that the hands feet and head are the hard part right?
Replies: >>1013682
Anonymous
6/15/2025, 6:13:41 AM No.1013653
Detailing
Detailing
md5: e85f3147005ce68353b0d4e3335a6f8e๐Ÿ”
>>1009997
Good stuff anon. My next project i was thinking of some Dark Souls type Knight and this has inspired me.
>>1010713.
Nice.
Once i gave finished summoning my inner basedboy i will be trying some kind of human armoured warrior thing.
Replies: >>1013845
Anonymous
6/15/2025, 6:19:16 AM No.1013654
>>1010795
Nice texture on that
Anonymous
6/15/2025, 11:21:49 PM No.1013682
simplehand_wip
simplehand_wip
md5: 76b3d1e33606f38affdfdba6f843bde7๐Ÿ”
>>1013646
we do, I've done some hands prior for a more toon model and i've sculpted a mannequin style head before. pic related, i believe my first attempt i complicated my topology too much?
Replies: >>1013703 >>1013783
Anonymous
6/15/2025, 11:37:45 PM No.1013685
goblin_thumb.jpg
goblin_thumb.jpg
md5: 6d01e5970974be5cf02715d076a18725๐Ÿ”
did this stupid animation while bored of coding. Should work on modelling some 3D items like potions and such soon, since I plan to start working on menus and inventory later this week.
>>1013607
damn that effect looks super cool. How do you do that?
>>1013613
they look amazing for a first attempt imo. The purple lady tits are defying gravity quite a bit tho. I'd lower them a bit and maybe make the nipple point a little bit upwards.
Replies: >>1013700 >>1013783 >>1013844
Anonymous
6/16/2025, 12:30:35 AM No.1013688
Improved eyebrows swoop
Improved eyebrows swoop
md5: c29bfb6f509a6af92b40c83957cd2d92๐Ÿ”
>>1013624
ok, I figured out how to bend the curves in a precise way. Now the brows have that little swoop to them.
There are controls to tilt the hairs left and right, and also curve left and right.
The controls are for the inner and outer ends of the eyebrows, with everything in between interpolating.

The node isn't fully featured. But for what it can do, it does it precisely and cleanly. So I'm happy with it.
Anonymous
6/16/2025, 5:43:25 AM No.1013700
>>1013685
https://youtu.be/kB1KA9AxF9Q
Replies: >>1013714
Anonymous
6/16/2025, 5:59:44 AM No.1013703
>>1013682
Yup. Too complicated.
Replies: >>1013771
Anonymous
6/16/2025, 10:35:35 AM No.1013714
>>1013700
many thanks for this
Anonymous
6/16/2025, 5:37:26 PM No.1013771
>>1013703
keep it all quads or is there a specific kind of pattern i should be aiming for in the joints of the fingers for instance?
Anonymous
6/16/2025, 7:40:06 PM No.1013783
rrmdOyb6JR
rrmdOyb6JR
md5: 029ef4672f3e006d323ba4710bda2412๐Ÿ”
>>1013685
its done trough camera projection
>>1013682
not an expert but this should more or less explain the "rules" when it comes to geometry transition
files.catbox.moe/pfr110.fbx
Replies: >>1013785
Anonymous
6/16/2025, 8:07:36 PM No.1013784
walk_thumb.jpg
walk_thumb.jpg
md5: c45a059c9a53d9815f17213f3dfab110๐Ÿ”
walk animation looking stiff as fuck and I can't figure out why
Replies: >>1013786 >>1013816
Anonymous
6/16/2025, 8:37:14 PM No.1013785
>>1013783
I'll take a look, thanks anon hope it doesnt explode my computer!
Anonymous
6/16/2025, 9:17:17 PM No.1013786
>>1013784
you should try looking into layered animation, it is slower than pose to pose when it comes to getting the first draft out but it gets rid of a lot of issues early by animating the "big" bones first then moving to smaller details. The biggest problem in the animation you posted so far is the lack of enough vertical movement in the torso and the fact that its just too low to the ground.
https://youtube.com/shorts/YIXdlLwVh_4?si=9PE8cR8NOyx37kvq
Also just add more bones in general, a lot of more subtle issues will just be unfixable otherwise, even old ass games knew to not cheap out and at least split the torso in 2 and not have the head fused with the neck
Replies: >>1013813 >>1013823
Anonymous
6/17/2025, 6:22:20 AM No.1013805
img1
img1
md5: 338f0054b27bde3233ec601e25f780a6๐Ÿ”
model for a boxing game i'm making.
Replies: >>1013815
Anonymous
6/17/2025, 12:53:59 PM No.1013813
>>1013786
thanks for the feedback friend, I'll try adding more movement to the body (including a slight rotation on the Z axis) and look into layered animation as well.
Anonymous
6/17/2025, 1:20:22 PM No.1013815
>>1013805
looks good, do you have more?
Anonymous
6/17/2025, 1:25:35 PM No.1013816
file
file
md5: b77bdbe9dd626acab1eca1601a056bc2๐Ÿ”
>>1013784
You need to raise the heel of the foot and turn the hips to stop the knee popping, not just bring the hips down constantly, like you have.
Counter-rotate the shoulders from the hips too.
Raise the body up while it's over the foot touching the ground, then down again at the widest part of the step.
Replies: >>1013823
Anonymous
6/17/2025, 5:52:55 PM No.1013819
1720942092779304
1720942092779304
md5: c425bdaf2f83bb3fa627c40b0fbda8db๐Ÿ”
Where did I fuck up
Replies: >>1013827
Anonymous
6/17/2025, 7:41:02 PM No.1013823
walk_thumb.jpg
walk_thumb.jpg
md5: 65f510486f9b61e3bd5f18c7be4a3fda๐Ÿ”
>>1013786
>>1013816
many thanks anons. I put some more work into it and made those changes:
>shoulder movement, the body rotates so the arm that's pointing forward has it's shoulder taken forward as well
>more arm movement, including lower arm which was static
>brought the body up, and adjusted it's position in several frames so the knees don't "pop" so much
>made sure that the body moves up and down when it should
>heels move
I think it looks way better than before! many thanks again, you anons are very helpful here
Replies: >>1013843
Anonymous
6/17/2025, 10:12:55 PM No.1013827
>>1013819
Probably scaled the teeth in object mode, and then forgot to apply scaling.
Anonymous
6/18/2025, 1:35:39 AM No.1013831
blender_lwO90fdZLd_thumb.jpg
blender_lwO90fdZLd_thumb.jpg
md5: bf3366ab97a65dac8c5145f7a7aa1b5b๐Ÿ”
trying out squiggly outlines. I wonder how ill be able to implement this into a game engine
Anonymous
6/18/2025, 1:37:02 AM No.1013832
blender_sHzVT1F9EB_thumb.jpg
blender_sHzVT1F9EB_thumb.jpg
md5: e213d22f1d84d83a7033849f6efefe0a๐Ÿ”
reacting to deformation
Anonymous
6/18/2025, 3:35:26 AM No.1013835
Ohne Titel
Ohne Titel
md5: 62ad5ae67ce9c9629e5e79202b6e6993๐Ÿ”
Learning how to sculpt heads. I suck at this
Replies: >>1013836
Anonymous
6/18/2025, 3:36:54 AM No.1013836
Ohne Titel 2
Ohne Titel 2
md5: a9f04b7e342fad67886072f68c87b845๐Ÿ”
>>1013835
Previous attempt
Anonymous
6/18/2025, 6:24:47 AM No.1013843
>>1013823
It's a bit off. Looks like it's walking on snow. Some strikes are too long, some too short.
Do the walk in place and then move it. A single loop and repeat it.
Anonymous
6/18/2025, 6:26:26 AM No.1013844
>>1013685
Stiff but charming
Anonymous
6/18/2025, 6:30:05 AM No.1013845
file
file
md5: 7bb0bcdb911c48fa1bb79df94a784df0๐Ÿ”
>>1013653
Thanks
Anonymous
6/18/2025, 6:31:31 AM No.1013846
file
file
md5: 75d36dd5572f5f0152e07804fd5b70f9๐Ÿ”
Female werebeast version
Anonymous
6/23/2025, 5:39:50 PM No.1014091
New Thread:
>>1014090
>>1014090
>>1014090
Anonymous
6/23/2025, 9:18:49 PM No.1014105
>>1010216
best thing in the thread