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Let's keep it tasteful and as SFW as possible please. Please also visit: Art

File: 1444882414888.png (244.38 KB, 1366x768, 683:384, betterhead.png)

 No.141

post some sculpts niggas. Zbrush, blender, sculptris, 3dcoat, mudbox W/E.

viewport renders are fine.

 No.145

File: 1445008043157.png (1.91 MB, 1920x1080, 16:9, 1444975579386-0.png)

Posted this in /agdg/ re-posting it here.

I'm working on UV wrapping in Blender for basically the first time. It is making my head hurt, and the blend for the demo video tutorial I was following didn't unwrap properly and I couldn't get the UV to apply to the object right. I got pissed and threw in the towel.

But then I knew I wouldn't be able to sleep if I didn't figure UV out to some degree (I had already done one proof of concept, so I knew I could do it). So I modeled a quick low poly ugly sword and UV wrapped it successfully.


 No.149

File: 1445311067727-0.png (109.46 KB, 1075x527, 1075:527, knifey_spoony_time.PNG)

File: 1445311067728-1.png (138.81 KB, 684x645, 228:215, sculpt.PNG)

>>145

That's not a sculpt, this is a sculpt.

>>141

Your lips are pretty duck like, mine are far from perfect but I'm just showing you a difference.


 No.155

File: 1445851770067.png (111.03 KB, 640x579, 640:579, bust.png.png)

>>149

yeah true. it was my first sculpt tho and I've never done clay or anything. spent some time dialing in my anatomy on a bigger piece and while it's pretty rough I think it's getting closer to where I wanna be.


 No.156

File: 1445907579337.png (243.54 KB, 765x739, 765:739, that_you_3d.png)

>>155

always sculpt with flat shading, it's easier to make out the shapes that way. you're getting there ayy m8 just keep up with the practice.

>your neck appears too short but i think it's also the clavicle being too high

>the chest is too broad

>the supraorbital ridge is way too high

>your chin is too forward

>your mouth is too flat and too inwards, it has this kind of cylindrical shape to it

>your cheekbones are too nonexistent

>the base of your nose is too distinct and too forwards

I'm not any good at this so you can just ignore my advice if you want, you should post your references too.

I'd say bother with the ear, it's just more practice and practice is always good.


 No.159

File: 1446125408261.png (124.48 KB, 766x741, 766:741, dremora_speed_sculpt.PNG)

Please respond, I hate seeing /3d/ dead.


 No.161

>>159

This is pretty nice. What are you working in?


 No.165

>>161

blender


 No.179

File: 1447143074263.jpg (14.53 KB, 512x512, 1:1, generator11.jpg)

>>156

I usually chuck on a matcap. this red clay one is my favourite.

>>159

yeah, works been shit and I have to move, on the bright side when I get back to sculpting I'll be rocking a gtx460 so blender won't crash and chug like it does on integrated.


 No.181

>>179

You better get real good real fast or you will be knifed.


 No.183

File: 1447259513487.png (907.94 KB, 952x1016, 119:127, matcap.png)

>>179

>matcap

Welcome to Pixologic's MatCap Library

http://pixologic.com/zbrush/downloadcenter/library/


 No.184

>>183

You are now aware that matcaps are just a circular texture mapped to screen space normals and blender was able to do this before zbrush.


 No.191

File: 1450757857850.png (87.43 KB, 431x625, 431:625, office_clerk_wip.PNG)

this place is so dead, here's a sculpt of a thing I'm working on for TF2 classic, real early, didn't like the way is eyes worked so I just removed them for now, I hope you goys post some of your own work sometime ever.


 No.192

File: 1450758754673-0.png (131.45 KB, 638x802, 319:401, driver_wip.PNG)

File: 1450758754674-1.jpg (973.56 KB, 2186x1347, 2186:1347, tf2_office_clerk.jpg)

>>191

I also made this guy but the first is based on concept art this other one I just slapped together, his legs are awkwardly positioned but I fixed that already.

I will try and post something daily so this shithole actually has something to talk about.


 No.193

File: 1450847871901.png (77.88 KB, 427x648, 427:648, ayylium.PNG)

I hate every last one of you.


 No.194

>>192

>>191

>>193

Looks good man, I hope to one day be able to model like this (figures or people in some amount of detail). Thanks for posting, I'm still learning so I don't feel like I have much to contribute yet. Just wanted to bump this post and respond to you and let you know this is being seen. :)


 No.195

File: 1453115557576.png (202.82 KB, 765x838, 765:838, headsculpt.png)

OP here again. Hopefully to revive the thread/board. I guess 3d/cg is kind of a niche though.

got the 460 running and fuck me if fermi doesn't run hot as fuck.

I think this is about the limit of what I can do in terms of realism. hopefully there's a bunch of snobby cunts that'll tell me it's awful and inspire me to do better.


 No.196

File: 1453118405843.png (140.89 KB, 581x745, 581:745, houston_Netherlands.PNG)

>>194

Thanks, I was waiting for beta to solidify to reply but that didn't work out, I really want criticisms though.

The Ayylium looks gay, the nigger don't look 1960s, although he originally dressed like a train conductor, maybe I will change him. the office clerks face looks way the fuck off, but I've fixed it in the remesh, maybe I will post a wip thread to show what he looks like, maybe after he's textured.

>>195

It's awful, try to do better in the future.

You need to sculpt with solid shading on, his face is all scrunched up, his cheeks are too big, you need to relax everything, if you send me your ref and the model in it's current state I will fix it up a bit and annotate what changes I made, maybe it will help you, I'm not particularly good though.


 No.197

Here a happy dorf for you guys.

/tg/ has helped me greatly to refine it and get proportions right. I still cannot do the bloody hears but I'm happy about everything else. Need to add beard.


 No.198

File: 1453366710877-0.jpg (142.78 KB, 1215x762, 405:254, ZBrush Document.jpg)

File: 1453366710879-1.jpg (137.38 KB, 1215x762, 405:254, ZBrush Document2.jpg)

Woops sorry I tought it was asking for captcha and didn't include images.


 No.199

>>198

Nice!


 No.200

>>198

Good work, I normally model my ears and splice them into the sculpt, I just find it easier that way.

I would recommend separating the hair meshes from the body, even into their own objects, that's just the way I do it, and I find it easier to work with them as separate meshes.

His actual body is hunched over, his chest is abnormally flat and kind of inverted, at least in the screenshots provided it appears so, his torso is oddly shaped it's really flat and wide it should be thick around like a trunk and be quite cylindrical, his shoulders are too forward and should be relaxed and relatively backwards, you shouldn't be defining his abs without his body being properly formed, his chest is way too small and on a dwarf it should be somewhat over sized, the pecs are quite important for upper body strength as well as the shoulders, I would probably add eyeballs for his eyes and show those, he has absolutely no neck and from this angle his head looks to be too long depth wise.

The image included is not the body of a human so it's proportionally incorrect.


 No.201

File: 1453430511240.png (209.93 KB, 899x672, 899:672, body.PNG)

Of course I didn't attach my image


 No.203

File: 1453442814877.jpg (208.67 KB, 966x689, 966:689, ss.2016-01-22.jpg)

just installed sculptris, why can't I get a smooth angle anywhere?


 No.205

>>203

Cause sculpting programs are quite shit when it comes to hard surfaces. You need to trim stuff with a trim brush. I really suggest you to do hard surfaces in blender or 3d studio and then pass to sculpting programs if you need to sculpt something.


 No.206

>>205

I get the sneaky feeling that feature isn't in sculptris. I'll take your advice.


 No.208

>>201

Good call and second on the critique of the chest.

>>203

Sculptris isn't meant for non-organic objects. I mean, you probably can get away with it (esp if you want an almost organic looking mech or something) but it is not intended for that work.

It's like eating a salad with a spoon. Sure, you'll get there, but a fork would have made it a lot easier.


 No.209

File: 1453482072033-0.jpg (105.24 KB, 612x738, 34:41, dorf_beardless.jpg)

File: 1453482072033-1.jpg (94.41 KB, 489x711, 163:237, dorf_beardless2.jpg)

File: 1453482072033-2.jpg (72.11 KB, 427x696, 427:696, dorf_beardless3.jpg)

Tried to fix the chest a little, I'll make the beard and call it a day. I will redo everything from scratch as I got more experience. I want a more dynamic sculpt.


 No.210

>>209

The chest isn't the biggest issue although it's still incorrect, his torso as a whole is munted as fuck, it needs to be more like a glass of water and less like a pancake.


 No.211

>>210

Using aussie slang doesn't help me my friend. I didn't understand at all what you are trying to say here, really.


 No.212

File: 1453619293409-0.jpg (88.12 KB, 864x1152, 3:4, 1304209941572.jpg)

File: 1453619293410-1.jpg (62.3 KB, 481x800, 481:800, 1304210123045.jpg)

>>211

The general shape of your torso is off, I'd say save the head I like it and start the torso again from scratch. here, have some reference images of something I'm guessing is similar to the body type you're aiming for


 No.213

File: 1453624977548-0.jpg (866.25 KB, 1836x3264, 9:16, bad_dorf.jpg)

File: 1453624977549-1.jpg (905.35 KB, 3264x1836, 16:9, bad_dorf2.jpg)

>>212

Jesus Christ this guy is huge!

As you mentioned I probably need to redo this from scratch, so I'll keep this guy as it is, add beard and then redo at a later stage from the beginning.

Consider is my first attempt at zbrush sculpting (if you scratch the 2 hrs cthulhu head I posted) so I cannot say I'm unhappy about it. I want to do something else, then I redo the dwarf with a more dynamic pose (and probably broader shoulders). I also want to add arms and hands and I know it's going to give me lots of problems.

After all the only background I got, it's painting fantasy miniatures, so I don't have any real background. I did some basic sculpt with putty and so on, but not complex things. After this I'm actually confident I can scult a bust with putty, even if a mistake will set you back of several hours of work, you cannot just resize stuff with a move brush. My next subject will probably be a pirate, so I can look at a different face type and different chest (not too muscular) so I can practice on something different and have more experience.

For what It was and what it is, I'm quite happy about the suggestions received. From a crappy model I got an acceptable one (even if not perfect). I think I would love to print and paint it.

Just to give and idea, this was the first draft of the bust, not too detailed but before I made several adjustment to the general anatomy.


 No.214

File: 1453660749890-0.jpg (84.1 KB, 456x663, 152:221, beard_slayer2.jpg)

File: 1453660749890-1.jpg (108.93 KB, 456x719, 456:719, beard_slayer.jpg)

Calling it a day.


 No.215

>>211

>aussie


 No.221

File: 1454858861913-0.jpeg (812.76 KB, 1836x3264, 9:16, IMG-20160207-WA0004.jpeg)

File: 1454858861914-1.png (2.41 MB, 1054x1235, 1054:1235, Throgg_8Edicion.png)

ok I started another project, Throgg the troll king. I got as reference just a lousy image so it's going to be quite challenging.

Still don't know if I have to make the arms or not, is going to be problematic to print I think.

The head shape is probably all wrong. Looks like it need to be flatter. the neck need to be bulked up of course, I make it longer than necessary so I can get some kind of space wen I reposition the head. I tried to reposition but I could not work with simmetry anymore, so I rolled back. Quite happy about the general chest size and shape


 No.223

File: 1454940652801.jpg (196.04 KB, 716x706, 358:353, kingtroll.jpg)

Jesus this board is dead…

Update.


 No.230

File: 1455228150338-0.jpg (213.32 KB, 774x653, 774:653, troll_completed1.jpg)

File: 1455228150339-1.jpg (149.7 KB, 547x596, 547:596, troll_completed2.jpg)

File: 1455228150339-2.jpg (121.49 KB, 421x577, 421:577, troll_completed3.jpg)

File: 1455228150339-3.jpg (145.76 KB, 592x549, 592:549, troll_completed4.jpg)

Fug

Maybe I've overdone it.


 No.231

>>230

you prematurely detailed it, split the horns/spines from the body, same as the eyes, his frame is much larger, his nose is incorrectly shaped, I recommend you get some more reference images to correct it. His stomach is actually a mouth, abs don't come up like that, there some space between the abs and the pecs defined by your ribcage, his shoulders are absolutely enormous, his jawbones are gigantic and his mouth doesn't push that far back. his ears are shaped incorrectly.

Keep trying.


 No.232

YouTube embed. Click thumbnail to play.

>>230

Also, have you watched anyone sculpt before? I recommend you watch that to get the idea behind assembling from pieces, you can even join these pieces later in Z brush with ease.


 No.233

>>231

Eyes are separate but when I dynamesh they merge into the mesh. I don't know how to keep them separated.


 No.234

>>231

I know about the stomach/mouth but I didn't like it and omitted it. I also know the head is different. I had only that reference image and the model God knows why is completely different. So ithe head is more flat and yes the model is more gigantic. The point is since I didn't have enough reference images, I had to work around and took the head of shadow of mordor graugg as reference so it come as a mix of the twos with a touch of personal interpretation.

All in all I'm happy about the final result is fine that is something more original. However I cannot deny it's not really similar to the original concept. The fact you pointed out about using different meshes is quite true, I didn't understand the insert mesh so well.


 No.235

>>234

You should have done his arms just to see how scrawmy his shoulders are compared to how large they need to be, if you had a model it should have been easier to gauge his 3d form. Try painting it.


 No.237

>>235

I was afraid to pump up the chest and have a effect like small head and gigantic torso, but I see in that artwork, the chest should be 4 heads or something.

Next time I will make the arms until the elbow, this is actually a quite good suggestion, so I can gauge better the anatomy on the shoulders. I think I didn't understand it well enough yet.


 No.238

Anyway suggest me what should I do next:

1) Female pirate bust

2) Lammhasu

3) Brawny gentlemen bust


 No.239

>>232

I looked at the video and there is something I don't understand well. He does stuff like shoes and hair from different meshes and ok, I did the same for the tongue, the eyeball and the big tusks on the back of the mouth.

Apart I have some issues in understanding the transforms in zbrush (in blender they were much more simple that the clusterfuck they got there), every time I dynamesh my model, the other meshes got blended with the main mesh. I don't know if it's polygroup problem or something else, but it just happens. Also I see in that video the guy uses another process, he just details stuff immediately instead of going from lowpoly up, in the other videos they always said do as much as you can on a lower poly level then go up when you cannot detail anymore (and this is what I did with the troll).


 No.240

>>239

I'm sure you can find some reference online.


 No.241

>>240

I looked and there is fuck all on this specific subject.


 No.242

>>241

a standard feature like that should have documentation somewhere.




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