No.10
WIP THREAD
No.14
>>10Here's to an even slower board existence! Make every post count. Give valuable crit but don't be afraid to tear the fuck into someone for posting incredibly shit artwork.
No.15
File: 1411382424404.png (146.49 KB, 802x538, 401:269, 2014-09-22 12_39_19-CINEMA….png)

oh shit this was still missing from our new home.
working on some mid poly-ish car
No.66
woah, woah. I am NOT ok with not using the correct image for WIP threads.
No.68
>>66I second the notion of doing a collab reminiscent of the old WIP image to use as the header for official WIP threads.
No.69
>>66>>68The board needs both a WIP image and banners.
The only problem is that
you haven't made them yet!
No.70
Sup this is the current animation I'm working on now
No.71
>>70I gotta have more. Duckface is hauntingly beautiful.
No.72
>>71I have a youtube channell….No duck yet, his video is going to be long and is far from finished as a lot of my shit isn't finished so there's not much on my youtube
https://www.youtube.com/channel/UCIYa4m29OsmlFLrRhcZirUg/videos No.73
>>7210/10 Every video. Post when you have your Patreon up.
No.76
>>72this is some weird shit man
No.89
ranmaru's room
No.91
No.103
File: 1418045002071.jpg (54.65 KB, 960x702, 160:117, 10833613_668450073272326_6….jpg)

My first blueprint-based work and my first work in Blender. Low-poly character mesh, practicing live using tutorials. Since my reference image is most likely copyrighted, I'm only using it to set up the right proportions.
Am I doing it right?
No.104
Just posted some of my WIP in the /VN/ board. Didn't find this board until it was suggested I post it here too.
https://8chan.co/vn/res/5.htmlThis is a cruise-ship I am working on, for a Visual Novel Game. More details in the thread posted above, so I will just skim-over some additional things.
The rooms on the ship are not present, but will only be doors on the final rendering of the ship itself. (For the game.)
The detailed interiors will ultimately be about 1.5% larger than the physical rendering of the ship which houses them, for final rendering purposes. (Want to make the ship seem larger in size, without making the ship physically larger. It is already larger than I wanted it, but I had to do that for the room design.)
There are roughly five levels or layers. Not including the sun-decks, which are just the to-sides of other decks.
The shell was the easy part. Now I have to add-in some of the smaller details, which will all be distant details. The close-up details will not be added to the main ship, if only in textured accents that will get baked-in. Each general area is going to be broken-down, by camera-angle, and will have the micro-details added to those cut-up shots. (Since this is for a non-moving game/novel with static images, this is the fastest way to do this, without bogging-down my programs with unseen high-poly clutter where it isn't needed.)
Sorry for the older pictures.
Yes, the water looks fake as hell. It was just added to hint at a ship floating in water.
Also, yes, this is being done in sketch-up for the primary model details. It will be rendering-out to "Kerkythea", "Vray" or "Maxwell". Some stuff may also be done in DAZ3D or Blender and 3DSMax 2011. Ultimately being touched-up with "Paint shop pro 6", or some other program for some post-rendering effects.
Ok, back to my corner…
No.109
>>104One more shot, from the lobby. (Where the game starts. You get a letter invitation to be a judge on the island.)
No real coloring or details on anything yet. Still playing with "stuff". Also note, the girl is just sketch-up's "default scene" chick. I use her for some simple scale references.
No.110
File: 1418332762784.jpg (140.34 KB, 1614x905, 1614:905, ApartmentRoomTestAdjusted.jpg)

>>104Apartment, shell… Playing with exterior a little and some interior crap.
No.111
nothing to show right now, just confirming that I'm reading this. nice to see some posts here.
No.112
Moved to the outside of the apartment building. The entrance, where the protagonist will depart, never returning here again.
I hate the sun in this rendering program. Such unrealistic settings for everything. Must be using old crappy programmer-code instead of artist-code for rendering. Always looks good on virtual-paper.
Shit might look better once I throw some graphics on the objects, or some colors. faster to paint the shit in a paint program. No fighting with unwrapping or wasting time painting unseen shit. Just need the shadows from rendering.
Ok, back to spewing-out details. (Trying to write more of the dialogue and do the 3D stuff at the same time is a challenge. However, it helps to write, and the writing helps to make the 3D crap. So, it's all good, in the end.)
Oh, this is sooo going to be an "8chan/b/" game, in the end.
No.113
>>104Moving the greater majority of GameDev and 3D asset creation, related to the game, over to a permanent home. I don't want to appear to be hijacking this thread, so I will limit future postings to only 3D development things here.
Also note, the game title has effectively been changed to "Red Skies: The Knight". For those who may stumble across this post in the future, and find it worth exploring more.
Just note that the website hosting my game development process, and possibly the game itself, has NSFW content. (3DCG Loli, 2D Loli, Hentai, Manga, Doujins, etc.)
Out of courtesy for respect of this thread wishes, I am only linking to the forums, not the main-page with the artist works mentioned above.
http://www.rurikon.eu/forum/Yes, I have been given my own thread in the forum. Titled as "Red Skies: The Knight".
I will come back and post more 3D stuff soon. I am banging out a lot of details of all the specific areas at the moment, so I am all over the place.
P.S. Artists wanted. See the forum thread for more details.
No.114
So, uh. Where is everyone?
No.115
Hi 3d. A bunch of things I'm trying out, I'm really easily distracted, but I find myself modeling every day, I just got back into Blender, I've used it before because I used to do sculpted prims in SL. However I don't want to make things for that trash, I want to git gud and get a job doing this, possibly sell stuff online.
Mostly learning materials, nodes and lighting setups. The sticky thread is an amazing help.
Most of these are trying to copy a bunch of low-poly backgrounds I found on imgur with moderate success.
No.118
>>115These are great, I'd love to see more.
No.124
hope 3d is not kill, /3d/ and /art/ should be on the top 25.
here's a vz58 I'm doing. /k/ is a real good place for reference: they love talking about their raifus :D
No.150
Working on an anatomically correct heart
No.157
>>150
Wow, that seems like it would be difficult! Can you post a wireframe?
No.168
>>157
Sorry for late replay. I'm gonna try to be more active on this board.
No.169
>>168
Nice, good work anon!
No.170
>>169
I also have a Nosferatu in the works from a vtmb image posted on /v/
No.171
>>170
That's dope. How long have you been doing this? How many hours have you put into that one?
No.172
>>171
3 days or so, currently sculpting.
The ears made UVs much harder to do
>hotwheels plz
No.173
>>170
Your edgeflow is a bit worrysome, show more shots of it from different angles.
Those cheekbones are especially worrysome, do you intend on animating this guy?
>>172
It doesn't look like there is room for teeth underneath the orbicularis oris, maybe it's just an illusion since he has no teeth though.
No.174
>>173
derp, obviously you aren't given his expression.
No.175
>>173
I'm not planning on animating and I have a denture for the teeth/mouth.
It's a fairly asymmetrical design so I wasn't able to mirror everything.
I tried to keep 5 point stars out of any potential deformation zones in case I do decide to create a blend shape face rig.
Thx for the feedback.
No.176
>>175
He's gonna be a cunt to deform on his cheek bones, the loop that comes straight across his forehead and then goes down towards his mouth should go instead across his nose, like wearing a lone ranger mask, his topology just looks fucked is all, if you weren't going to rig him then why even model and sculpt, why not just dynotopo?
Maybe it's just the angle that make his mouth look flat, show him from more than one angle or just not straight on, also his lips are all fucked up.
No.177
>>176
While I see what you are getting at, this is just a habit I picked up from a character modeler up at Sony pictures.
Truthfully I build base meshes because I find it easier to sculpt instead of dynamesh.
You are right about the lips though. I tend to put a lot of real estate on the mouth.
No.178
>>177
You must show me your topology references then, I'm actually kind of curious now.
No.182
File: 1447171447638.png (1.72 MB, 1919x1040, 1919:1040, edgeFaceProgressionTechniq….PNG)

>>178
That character modeler calls it his edge face progression for facial modeling.
Here's a screen shot
No.185
>>182
That looks all kinds of retarded.
Here's some better reference from someone who worked at Pixar.
http://www.hippydrome.com/
Here's a demo reel of theirs
https://vimeo.com/43344320
No.218
I'm horrendously offended by the lack of posts this board receives.
Here's a wip of mine, Quake Shambler replacer, I just need to finish the textures and finish his animation, he has a few keyframes done but I want to polish them as much as I can. Also Quake only supports morph target animation. I can't take in game screenshots, for some reason I only screenshot the loading screen.
As a bonus here's my current work on the Knight replacer and the original in game textures for the Shambler I've also done some work on the Vore, the Death Knight, the Grunt/Ranger, the Enforcer and Shub Niggurath.
I'm not aiming for high detail because it would look hideous against the low detail environments.
Please Criticize.
>>216
Abstract my dick.
No.219
>>218
You are modding Quake 1? Fucking respect, brother. I've got zero crits, your work is beyond mine. Would love to see an in-game screen shot if you can figure that out. Have you tried turning it off and then back on again?
No.220
>>218
I like the knight not so much the shambler. Can't you make it with zbrush and then decimate the fuck out of it? I did the dorf in the scult thread, uncountable polycount, 500mb in size.
Since I wanted to 3dprint it I decimate it and got a final result (good for me, not for games) of 120k polycount 98mb for a .stl file. Detail loss: none. I could have probably cut the polys down more and still get no details loss.
No.222
>>220
Not even slightly will I consider anything you recommended.
No.224
>>222
You can retopologize by hand if you feel like.
No.225
No.226
>>224
why would I sculpt and then retopologize a model that is just over 1k polys when it won't make any difference to my final product?
No.227
>>226
maybe it will?
Before I got into zbrush I tried to do organic models in blender and they were shit. After I used zbrush boom, fucking incredible models.
I will never go back to make organic by extrusion. Never again.
No.228
>>227
http://answers.unity3d.com/questions/560663/blender-vs-mudbox-workflow-for-games.html
Answer by VesuvianPrime · Oct 22, 2013 at 12:49 PM
Deygus, a typical workflow for games:
1) Build your low-poly character in a modelling tool like Maya, 3DSMax, Blender, etc
2) UV map the character
3) Export the character into zBrush/Mudbox
4) Do your high-poly sculpting
5) Bake out the detail into a normal map
6) Apply the normal map to your low poly character