/v/ - Video Games

it's fucking video games, baby


New Reply[×]
Name
Email
Subject
Message
Files Max 5 files32MB total
Tegaki
Password
Flag
[New Reply]


READ THE RULES


447292a90b383b0c6b230f9526f863c5fae139197bac02406e753e8a85c590d5.jpg
[Hide] (570.8KB, 1280x960) Reverse
3355f291a3c6088273e9fb0b649b1c0dc61fea46c4172c87c52655d3ab937900.jpg
[Hide] (598.2KB, 1280x1024) Reverse
1178cdb063494cee23ffe1bb733356eca957dc1dfecebbd5c2d50e0a3e2d5920.png
[Hide] (196.4KB, 818x805) Reverse
sosny_face.png
[Hide] (198.8KB, 512x512) Reverse
5331b1090a2ece4a70cbcfe0a33c519f8294b32a301ff6862866ac160d7cc34b.png
[Hide] (1016.1KB, 1517x1209) Reverse
For whichever anon who got scolded over posting their artfagging progress over in the /agdg/ thread, this one's UUUU. Post ITT about whatever tutorial course you've been following, models you've tackled on or interesting resources you've been reading about modeling or texturing. Whichever program it is, whether free or paid cracked, whatever goes.
Lately I've been wondering about the possibility of specialized character software to entirely replace models made by scratch, for example something like MakeHuman for simple realistic people, VRoid Studio for weeb models or God forbid Daz 3D. Perhaps MakeHuman wouldn't appeal to actual professionals, but VRoid Studio on the right hands seems to be more than capable to produce very apt weeb models with half the effort. Granted every character starts from the same template body, but the workflow on hair/clothes/texturing that would be done generally by modeling/sculpting/image editing has been incredibly streamlined, excluding the fact most pro modelers already have a template of sorts of their making to not have to work on any character from scratch.
Excuse me for the lack of resources or good link, something should go here if I knew what.
Replies: >>295967
sc_1.png
[Hide] (498.1KB, 1311x911) Reverse
sc_2.png
[Hide] (600.7KB, 1311x911) Reverse
sc_3.png
[Hide] (515.1KB, 1311x911) Reverse
sc_4.png
[Hide] (463.8KB, 1311x911) Reverse
sc_5.png
[Hide] (403KB, 1311x911) Reverse
Zbrush seems like a fairly competent program for all I've been using it. Spent some days botching some tutorials and courses and the results were half-competent, if only because of how clear the indications were and how easy the workflow is.
Only got as far as using basic brushes and learning some tools like Dynamesh and Zremesher, barely dawdling in anything Zmodeler or more advanced. Regardless, as far as I intend to use the program I don't need all that much, that's to create a good enough mesh then iron out the topology inside Maya's Quad Draw or something similar.
I keep intending to get back into it, so at least this thread will serve as an excuse to keep trying out some more courses and tutorials, paying not a cent of course. Is there any Wine version that runs Zbrush fine? "Professional" propietary software like this is what keeps me locked under Wangblows.
08a24928a555f24d5c18a3c733d7fbded5e4cfe6cc8592da0d4b8cd614e2e48a.webm
[Hide] (10MB, 960x540, 03:15)
e54193c760df186f27e429a4326b9dfeaf42d919088c48988104c9fc74040314.png
[Hide] (3MB, 3016x1819) Reverse
ff742c331d8fbfd254bea3dbfcc99d20f914c3fd83654c59feca09e902ff220c.png
[Hide] (3.8MB, 2509x1936) Reverse
I want to actually take all the time crafting and sculpting and texturing, rigging, the whole she-bang, when I was still retarded I spent like 700$ on courses for everything 3D, and got pretty deep in them, now I don't have time and can't justify doing a masterpiece game all from scratch and other art pieces since I'm no longer going down the neet/die alone strat, my favorite lifestyle but blah blah blah offtopic. 

One thing I found I wasted a lot of time getting into this later, is how little actual anatomy, full ecorches, and doing everything from scratch "just to learn" the basics from scratch, sure it's helpful but you don't do any of that shit when you actually work and I wish I just fucking did and learned doing it how you actually would work from the get-go, I spent way too much time learning intricate subtle details and things that matter little to none, an example I let my autism burn through was spending 300 hours learning the fine details and sculpting 5 lumbar spine section joints, then when I actually went to work, 95% of that was useless, I should have just started working and making shit and figuring things out as I ran into problems/saw that what I made was trash and learn to resolve from there. 

To be honest though I kind of loved it and I'm mostly bitter I don't have unlimited time and resources to pursue this autism and spend 20-30 years crafting masterpieces and working on a super-project or something. 
Never got hired either, the employees I knew got hired in/out of highschool from an in at age 16-17 and got to do 3d while being paid to do it and being shown how everything works handed to them. 

Anyways now I am working on stuff and using my abilities and mixing with AI slop to make something worthy, I found that wrestling AI to make it good enough quality for my standards takes so long I should have done it all the old-fashioned way, but I'm too deep now so I will continue mixing them on what I'm working on.



>>294761
Zbrush is great because of it's performance, I've used for years, still only use basic brushes and z-remesh for quick re-topology if I'm not doing moving meshes, don't really need more.
Replies: >>294787 >>295949
>>294761
>Is there any Wine version that runs Zbrush fine?
According to the Wine database there are several: 
https://appdb.winehq.org/objectManager.php?sClass=application&iId=1152
However all of these are ancient Wine versions, you're better off trying the current Wine release (10.x) for yourself and seeing how that works out. 
Grab a wow64 build from shithub and test it:
https://github.com/Kron4ek/Wine-Builds/releases
You might need to setup dxvk but you probably already know that if you've been using Wine. Let me know if you need help.
Replies: >>294787
3c795375d56c549b38f24297ccb23245d2f71d44b0fb329dd1f830370f051a78.jpg
[Hide] (7.8KB, 219x281) Reverse
>>294766
Never knew >we had an actual artfag lurking the site. What did you use to model pic 2, just plain Zbrush or something else on top? What was your workflow before you quit doing 3D? I keep wasting time using the Standard and Clay brushes pursuing shapes that never look good in the end. From what I can tell, doing a human body for example, experienced modelers try to shape very low poly primitives that will make up 90% of the body part's form. A course I've seen made a fairly convincing arm just out of a plain cylinder from the CurveTubes brush. Your models are very impressive nonetheless.
>how little actual anatomy matters
Is truly all anatomy worthless? I've been meaning to create a basic female human body, at least as a useful template just in case. Case in point, I don't know what a female body should look like and thought some books on the matter should help. Do you still have all those courses you spent money on? How old are they? Care to share them?
>300 hours sculpting 5 lumbar spine section joints
What were you trying to achieve here? Even as ans retard I can barely see a use to this autistic pursuit, unless you're attempting to recreate a scientifically approved human skeleton for research. Humans are just lumps of flesh. Just sculpt nice legs and tits and no one should bother with the rest.

>>294784
Tried with latest Wine-GE version (8.26) and Wine 10.16 on Zbrush '23, both of them worked like ass. I just want to get shit done so I'll dual boot Wrongdows for the time being. AtlasOS isn't half bad.
Replies: >>297305
body_1.png
[Hide] (358.3KB, 1311x911) Reverse
body_2.png
[Hide] (366.5KB, 1311x911) Reverse
body_3.png
[Hide] (362.1KB, 1311x911) Reverse
body_4.png
[Hide] (194.4KB, 1311x911) Reverse
body_5.png
[Hide] (203.2KB, 1311x911) Reverse
If no one minds I'll journal my attempts at a few Zbrush tutorials since my motivation's been flaking as of late. That is, I'm going to hog this thread.
Got around dusting off the female creation tutorial I left on hanging last summer. Worked the body's primary shapes a bit and added legs, which tootorial man made from plain cylinders made with the CurveTubes brush. Hopefully this evening I'll get back into it.
Replies: >>294817 >>295949
Bueno.jpg
[Hide] (23.6KB, 724x540) Reverse
>>294807
Very nice. It's always cool to witness an artist's journey in any field.
legs4.png
[Hide] (187.9KB, 1311x911) Reverse
legs1.png
[Hide] (192.6KB, 1311x911) Reverse
legs3.png
[Hide] (185.2KB, 1311x911) Reverse
legs2.png
[Hide] (287KB, 1311x911) Reverse
Clocked in today around 40 minutes fairly late in the night, that´s 4 minutes worth of tutorial. Nothing but refinement of the legs, high heels haven't been touched yet.
I'm amazed by the well defined shapes tutorial man makes. They speak confidence, even if sometimes they're too well defined for their own good.
Replies: >>295949
feet_2.png
[Hide] (270.5KB, 1310x910) Reverse
feet_3.png
[Hide] (179.1KB, 1310x910) Reverse
feet_!.png
[Hide] (193.3KB, 1310x910) Reverse
soles.png
[Hide] (334.1KB, 1310x910) Reverse
back.png
[Hide] (221.9KB, 1310x910) Reverse
1 hour and 15 minutes this time, the hour wasted on the shoes. I clearly don't know anatomy and it shows.
It seems this session equaled to 2 minutes of the tutorial video. Next time I'll try recreating every step he does, instead of building clay on an aread then Alt painting it for half an hour.
Replies: >>295949
heels_1.png
[Hide] (191.8KB, 1310x910) Reverse
heels_2.png
[Hide] (193.6KB, 1310x910) Reverse
pubes.png
[Hide] (321.3KB, 1310x910) Reverse
ass.png
[Hide] (345.6KB, 1310x910) Reverse
breasts.png
[Hide] (463.9KB, 1310x910) Reverse
1º 45', 1 hour and then 45 minutes some time later. Worked on the heels, which won't ever look decent, joined the legs to the body and touched up whatever this man did. At this point in time I've given up on old habits. New video is titled Modeling the hands and yet he proceeds to adjust the heels the tits of all things. I'll keep watching through the tutorials and only stop at a certain point to work on new geometry, instead of autistically brushing the area for 15 minutes.
It's very clear the geometry's shape is determined by the motion of the brush. In this case, the breasts in the tutorial were made by circular motions in the shape tootman had in his mind. If I knew women a little better maybe I'd get it too :^).
Replies: >>295949
breastfolds.png
[Hide] (476.3KB, 1311x911) Reverse
hand_1.png
[Hide] (278.4KB, 1311x911) Reverse
hand_3.png
[Hide] (183KB, 1311x911) Reverse
hand_4.png
[Hide] (233.8KB, 1311x911) Reverse
hand_2.png
[Hide] (295.6KB, 1311x911) Reverse
45 minutes just now, not much before I went to sleep, that's one more video off. Having watched the video yesterday I had a clearer idea on what tootman wanted me to do.
His method on doing the hand was impressively simple. Mine doesn't look too correct but it's fine regardless. This being practice I should calm my tits and focus on the workflow instead of minutia.
Replies: >>295949
low_poly_(2).png
[Hide] (249.1KB, 1311x911) Reverse
low_poly_(3).png
[Hide] (356.4KB, 1311x911) Reverse
low_poly_(4).png
[Hide] (378.6KB, 1311x911) Reverse
low_poly_(1).png
[Hide] (164.1KB, 1311x911) Reverse
low_poly_(5).png
[Hide] (250.7KB, 1311x911) Reverse
Forgot to add, didn't do all that much yesterday but use the retopology tools to create the lowpoly mesh, and reproject all detail onto the new mesh's subdivisions. Hands look sketchy but tootman didn't pay them any mind, so I won't either.
Had a shit ass day yesterday and in the end did nothing but shucking and jiving. Hopefully today won't be a repeat nor will there be one in the foreseable future.
Replies: >>295949
shit.png
[Hide] (374.2KB, 559x402) Reverse
>refusing to do any progress because the next part of the tutorial looks harder to pull off
At this point just whip my ass into correction. I wish I weren't such a quitter.
Replies: >>295916 >>295947
>>295914
literally me, and I also cropped that, which is a nice bonus double literally me
I really like your breasts, anon.
Replies: >>295990
Ant-Girl.jpeg
[Hide] (458.9KB, 811x2915) Reverse
>>295914
Replies: >>295968
9be67acb283a3dca3d93dcb212212ba5a5af7f3a432d07c7b4a5ca09fa76b1bc.gif
[Hide] (26.2KB, 468x450) Reverse
>>294761
>>294766
>>294807
>>294901
>>294928
>>295030
>>295142
>>295311
Good shit, anon.
Love to see some really talented people here.
>>294759 (OP) 
>For whichever anon who got scolded over posting their artfagging progress over in the /agdg/ thread, this one's UUUU
You know, I was looking through some of my agdg images over the years, and there was one I actually remembered making about an anon who was sharing some of his 3D models. He'd been making Asuka from Evangelion as a test, and for whatever reason I just got really annoyed at the way he typed about his work combined with the actual work.
I haven't seen Evangelion so that's not it.

My memory is foggy, but excepting that I was just a dumb sperg, I think the reason it stuck in my craw was that he kept acting like each part of game dev and art (modelling, animation, static art, music, design, coding) would take years to learn and therefore his low poly 3D model of Asuka was not something to learn from, but rather the end product. "It'll take me years to learn how to do music. I have to stop 3D now. This is good enough."

Just wanted to remind you anons that people are stupid in all sorts of interesting ways, and life is about overcoming obstacles. Never plateau; always challenge yourself.
>>295947
>tfw no qt antgirl little sister
why even live
99ddb367f8faf14009c795319614e04974d7644ae58b9292f473a2fe677e8341.png
[Hide] (588KB, 1311x911) Reverse
f5c8c78809ac2e8a2f9cbaaf78e9c385961e2ed28ecb73edb7a594d6f760f2bc.png
[Hide] (596.1KB, 1311x911) Reverse
af5578d52077a4331aad44367e9d102b99b77b0974a7cc39db278b980c40feb1.png
[Hide] (349.7KB, 1311x911) Reverse
7cc854f11cb0b101b9d6e1c14de8d12eb4abd8b748141909fd16669cfc925da9.png
[Hide] (490KB, 1311x911) Reverse
34539ce91f5f9410b98fbb5b1caa2f563491ffb7975688426964d71b7855a793.png
[Hide] (445.2KB, 1311x911) Reverse
Up to 12 minutes of the very first "3D sketch" video. Since most of the clothes are skintight, tootman duplicates the body mesh to assemble a rough draft of the clothes by sculpting over it.
These frills took me an embarassingly long time to shape, and yet they still look pretty bad. I won't be discouraged nonetheless, this is meant to be a sketch either way.

>>295933
Thank you thank you.
colbert.jpg
[Hide] (44.3KB, 666x800) Reverse
>go on a quick trip
>use public transport
>feel particularly uneasy so I keep bag with most valuables in a seat by my feet
>second bag with dirty old laundry and screenless Wacom tablet goes at the bus' rack
>finish trip two hours later
>check luggage on the second bag
>drawing tablet I've been slacking off on using in the past week nowhere to be found
>brown people stole my $50 intuos tablet
RRRRRRWWWWWWWWWAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
Should I check out the nearest pawn shop on the regular? I've still got the OEM Wacom box with me. Hopefully both the tablet and the box have a matching serial somewhere, though I can't recall it nor have I checked.
Replies: >>296419 >>296421
>>296413
Why do you take your tablet away from your home base? 
Also why is 50$ item not by seat, I also would not even leave clothing away from me past a certain threshold of browns. 

It's probably gone anon... I'd get a 20$ one since screenless tablets are all the same. do you think a pawn shop will just give it back to you even if you have the box? or that anyone will help you?

RAAAAH
>>296413
You learned a $50 dollaru lesson, anonkun.
1.png
[Hide] (606.5KB, 1312x912) Reverse
2.png
[Hide] (549.1KB, 1312x912) Reverse
3.png
[Hide] (663KB, 1312x912) Reverse
4.png
[Hide] (444.1KB, 1312x912) Reverse
5.png
[Hide] (512.8KB, 1312x912) Reverse
2hr 15min. I've just received my replacement tablet and found the missing one. There was no dindu but I'm not elaborating further.
This is up to video 1 of quite a bunch about brushing a duplicate mesh of the body to replicate clothing I believe, this time being some arms frills and wrinkles.
Replies: >>297273
1.png
[Hide] (354KB, 1313x913) Reverse
2.png
[Hide] (226.9KB, 1313x913) Reverse
3.png
[Hide] (259.1KB, 1313x913) Reverse
4.png
[Hide] (308.7KB, 1313x913) Reverse
5.png
[Hide] (250.5KB, 1313x913) Reverse
3D sketch for the boots, with added folds and surface finish. I don't understand whatever I'm doing except copying what tootman's brushing up here and there. Turned symmetry on too just so I didn't have to do the other boot from zero, unlike what the videos are proposing.
Folds, and surfaces for that matter seem to look best when they're done from a few strokes and in lower poly. Most of these folds were done indesicively and therefore look plain bad.
Replies: >>297273
6.png
[Hide] (544KB, 1313x913) Reverse
7.png
[Hide] (440.9KB, 1313x913) Reverse
8.png
[Hide] (552.7KB, 1313x913) Reverse
9.png
[Hide] (530.9KB, 1313x913) Reverse
Spoiler File
(571.3KB, 1313x913) Reverse
Gave it a push and finished another one of these videos. Should have rushed, mostly since I wasted quite some time redoing the folds on the skintight leggins. Wasted, as in they still look like ass. For what's a draft to later extract geometry from it's fine, and that's what I should be deriving from these videos.
This is about as far as 3 videos in on the "3D sketch" phase. From what I can tell, 3 videos from now it should be time to extract and retopologize this dung. It needs the retopology too, specially considering the groin area in low-poly all subdivisions are made from.
Replies: >>297273
1.png
[Hide] (414.4KB, 1305x906) Reverse
2.png
[Hide] (339KB, 1305x906) Reverse
4.png
[Hide] (410.9KB, 1305x906) Reverse
5.png
[Hide] (551.6KB, 1305x906) Reverse
3.png
[Hide] (469.5KB, 1305x906) Reverse
~2' 15", finished another one of these videos, if only because I skipped a portion. This "sketch" phase is wearing me off, granted by how overdesigned the character is. There are two more of these before any actual modeling takes place as far as I'm concerned.
What I've posted in this thread amounts to around 9 of these videos, and yet there are some well over 50 videos left on the modeling portion alone. Nonetheless, I feel as if I'm getting the hang of the program, or at least not to bother painting an area endlessly while ruining it all the more.
Replies: >>297273
tired_8am.jpg
[Hide] (38.9KB, 400x249) Reverse
1.png
[Hide] (692.4KB, 1312x912) Reverse
2.png
[Hide] (716.4KB, 1312x912) Reverse
3.png
[Hide] (676.3KB, 1312x912) Reverse
4.png
[Hide] (595.2KB, 1312x912) Reverse
Last 3D draft video to go. I'm skimming through most of the video since I plainly want to skip into the next section. The tutorial man, while seemingly passionate and talented, lacks sufficient structure in his videos.
Throughout the entire course he leaves himself to his own devices and starts to work on whatever catches his attention. This should be fine as a solo workflow, but when your own working process is meant to be viewed by beginners it's a plain mess. Worst offender, what I've been posting here, the naked body and this outfit sketch, only measures to about 10 videos, and there's about 42 more videos on modeling ahead of this one. I get the real takeaway of this tutorial is to trim the fat of the matter, to view the bigger picture and to not be autistic.
Replies: >>297273 >>297305
>>296876
>>296943
>>297036
>>297242
>>297272

Thats so cool man u shud model her giving birth haha
Replies: >>297275
uh.jpg
[Hide] (6.4KB, 246x293) Reverse
>>297273
>belly's too flat to suspect a healthy birth
>have to then model a miscarriage featuring a stillborn fetus
>first stillborn child syndrome that springs to mind is alobar holoprosencephaly
I'd rather not.
Replies: >>297276
>>297275
You are as morose as you are logical. 
Great job on the models.
9512d41a3aa19627c34775e8168f123ca29c8bd0b759d2676eebe0d9032ad111.png
[Hide] (2.3MB, 3375x1895) Reverse
>>294787
Zbrush using clay brush and reference images in PureRef which I could overlay with transparency for proportions.
I just use or would use a basemesh or even just take that model now that I have it for all future models, for this one It was just a lot of reference and refining it, pro-tip: low resolution sculpting as much as possible before increasing. Then I used Blender and some addons like f2 to retopo-it manually. 

I can't say how worthless anatomy is but I think it's unnecessary for nearly all purposes, just using reference and making it look good is more than enough and you'll get what skills you need just making the models you need and fixing what is broken. I still enjoy anatomy for the artistic aspect but unless you love it or are a neet or something and want to dedicate like 1k hours to it, it's not worth more than like 50 hours max learning basics of it. 
I could be wrong and just suffering from since I already have experience I underestimate it, but I doubt it. 

>300 hours sculpting 5 lumbar spine section joints What were you trying to achieve here?

I wanted to go all in and become a master of 3D and spare no expense of time for it, as I said before It's just not on the table of cards/priority for me anymore, I wish I just did nice face and basics now but hindsight, I really wanted to work on high-fidelity masterpiece projects. 

I am not on the level of someone like ||https://wwwyou||tube.com/@sherif_dawoud
but he is so impressive with his sculpts and his anatomy. 

Here is another of the few things I am able to share it was a WIP I abandoned. If I get enough free time and will I will upload the best courses I have, they are still good.

>>297272
A lot of tutorials/courses are like this, even the ones I think are the best, I tend to speed up and mute sections or whole portions and just watch what they are doing when they get too annoying or unproductive with their words.
Replies: >>298652
Oh, and yes it was mostly pure autism.

Here is a snippet of my references, after enough time has elapsed, most X-rays taken under circumstances go public and you can download them, including being able to download the 3d models of them, so on top of images I could bring in spines of young women and transparently overlay them onto my sculpts.
Replies: >>297307
a94fb722f6e9d6cb0580bbe1c91b7abb05eeaa8e7e68b0bbee7e87bb143e7baa.png
[Hide] (3MB, 2385x1842) Reverse
>>297306
Fuck, refreshing on TOR bans and didn't get image, here is 3rd samefag with image.
adea87ee84d5f389a41faf3ca73153d6565ec923f27ea14d164969b89e821a98.png
[Hide] (237.7KB, 836x749) Reverse
e23d20d350909c40658b88b00d266694f62fb8fe1fca049892fdb46baa853e37.png
[Hide] (217.4KB, 650x800) Reverse
c565fe818562d73130a6fbaad927247ec66c36ec01a728ef6db1449bc27e3e6d.png
[Hide] (10.3KB, 140x105) Reverse
I've made this Penny-Farthing Bicycle, its has 3862 triangles, I think this is a PS2-ish model not a true low poly model.
I don't think I have the vision to make a true low poly models.
Working on the UV map, then I will paint it.
Replies: >>297469
>>297412
Those pedals might have more tris than the entire, massive front wheel has. A PS2 model would probably fill the inside of the wheel with a poly too, then UV map it with a transparent texture to simulate the wheel's frame. That would reduce the vertex count somewhat.
>I will paint it
Wouldn't real life reference textures work better in this case? Specially for the rubber tires and handle, which can have plenty of intricate detail to it, mostly due to wear.
Replies: >>297494 >>297502
>>297469
I am not bike-anon, but good ideas, I would make petals basically flat boxes and use textures there too, textures and normal's are op and look like geometry with modern software.
Replies: >>297502
4a49b5576068b4848ca00f9622b8f7ef072ffc301facc8a75df3bfe37faf041b.png
[Hide] (222.1KB, 899x899) Reverse
4b7971c75c6d37cd8dff5f6db693e9c4de5fed28b3a5b9f92b624dc0a478eda8.png
[Hide] (354.6KB, 837x869) Reverse
d1a9297ce5711f36d9bca4c5e09b2247fda1d5d8bab22b2d087d72a5a8fc0f81.png
[Hide] (29KB, 341x290) Reverse
8b7717923b2fba353a7df83dd4e6a0541a7273f6e62b9288daa1351073007cfa.png
[Hide] (407.3KB, 849x595) Reverse
ClipboardImage.png
[Hide] (140.6KB, 942x829) Reverse
Finished the UV map, I don't know if this is good or bad, its looks alright I suppose. 

>>297469
>Those pedals might have more tris than the entire, massive front wheel has. 
exactly 300 triangles, I decreased to ~250, I also subdivided the external part of the front wheel, now the bicycle is ~4k triangles.

>Wouldn't real life reference textures work better in this case?
I'm more interested in stylized textures , they age more gracefully than photo realistic textures, for example, The Darkness vs The Darkness 2 or MG AC!D vs MG AC!D2, MGA2 and TD2 aged much better than the previous games because of the comic book styles. 

>>297494
> I would make petals basically flat boxes and use textures
The problem is that pedals in these types of bicycles are composed of 3 cylinders, if I want to preserve the details of the pedals I have to use 3 cylinders or 3 boxes.
Replies: >>297504
>>297502
>that massive UV map
Will you consider splitting the UV map into multiple, smaller textures to save space then perhaps reuse a few textures for parts with are redundant? For example the chrome paint on the chasis, whether you add scratches or not.
>I also subdivided the tire of the front wheel
Did you subdivide the inlet faces as well or only the circumference? The former sounds like unnecessary bloat.
Replies: >>298674
computer_heating_system.jpg
[Hide] (83.1KB, 640x427) Reverse
Here's hoping that >>297305 is still around this board and might share one day those courses he's got.
More that one anon here would get a kick out of them, at least out of curiosity.
Replies: >>298711
>>297504
Isn't having a single UV map more CPU efficient than multiple smaller ones?
fuck.png
[Hide] (226.3KB, 1311x911) Reverse
>projecting a highres mesh onto a retopologized duplicate with subdivisions
>artifacts around the border appear
>can't smooth out the edges for some reason
>lowering Minimum connected vertices to 1 won't do it
>if I can't figure out how to smooth them it's moving each vertex one by one
Is the other Zbrushfag still here? What can be done here?
Replies: >>298711
>>298652
I'll plan on sharing them this weekend.

>>298709
Some projection areas just mess up, you can try changing distance in projection settings, also make sure your max subdivision is about the same # of polys, if those still suck, before you project store a morph target so you can remove the failed projected areas by brush, you did have a backup, right anon? 

I'm no zbrush wizard, it could just be fucked up for some reason, it should let you smooth it, maybe your projected mesh is still visible or something blocking it? idk. 

I think changing distance setting should fix.
Replies: >>298748 >>298903
fixed.png
[Hide] (235.7KB, 1311x911) Reverse
>>298711
The smooth brush on the edges won't do no matter how much I keep tinkering. Didn't want to reproject so I did the following.
>DamStandard the very vertices on the border until they're close enough to the rest of the surface
>Masking ->MaskByFeature, tick the borders only
>invert selection then Deformation ->Polish by Groups
Consider that the mesh I wanted to project onto was heavily distorted and didn't fit the original one's shape. Artifacts were bound to happen.
2.png
[Hide] (510.3KB, 1311x911) Reverse
1.png
[Hide] (447.5KB, 1311x911) Reverse
3.png
[Hide] (646.5KB, 1311x911) Reverse
4.png
[Hide] (556.3KB, 1311x911) Reverse
5.png
[Hide] (660.1KB, 1311x911) Reverse
First few items for the final mesh, the blouse and collar. They look acceptable, neither great nor bad. Surfaces look blotchy, which shouldn't be impossible to fix with some smoothing/trimming but I can't be assed.
Next items on the to-do list on the tutorial seem much simpler and/or straightforward than these two. Hopefully they are much less time consuming as well.
Replies: >>298916
>>298711
>I'll plan on sharing them this weekend
It's Monday, have you decided whether to share them or not, anon?
Replies: >>298916
>>298903
I'm trying to remove all the metadata but it's been a lot more of a chore than I expected figuring out how to wipe everything clean, the stuff I came across missed things like extended attribute metadata and zip cleaners not working as described. Sorry 3d anons.

I almost rather just make a better concise tutorial of my own, but that would link myself to the chan.

It really is just a few basic brushes and then muscle memory for getting shapes with references attached, then when you need to do something specific just look it up or ask an AI to walk you through with your common sense. (like a boolean or curve or retopo or rigging etc.  wish there were any tutorials or guides that could explain and teach it simply and straight-forwardly without skipping over the relatively few actually important parts, the ones I want to share have good ideas and core but go way too into bloat and waste of time with trivial intellectualism, fun for autism but not practicality and efficiency.

>>298858
Nice work, it can be made super high-res and detailed, but if this for example was in a game or animation with decent textures, it would be way more than acceptable and very fitting, unless you are going for the insane resolution realistic renders like on zbrush main share-art page, shapes and volumes are great and aside from high-art aspirations for the mesh, good textures would make her sexy as hell. (maybe the folds on the breasts are a little too strong, but also Zbrush shows shadows and height/depth a little deeper than they actually are, still acceptable and passes the immersion test either way.
Replies: >>298935
Concept_art.jpg
[Hide] (598.1KB, 1256x1538) Reverse
>>298916
>remove all the metadata
Is it a recording of some video meeting where a small dude on a screen tells you what to do? If that's the case then that's too much of a hassle. Figured it would be one of these prerecorded video series in which some guy attempts a figure out of some concept art you pay money for.
>wish there were any tutorials or guides that could explain and teach it simply and straight-forwardly
No can't do. No other way around sitting your ass and putting up with plenty hour-long videos if you intend to improve.

>super high-res and detailed
Primarily the goal here is to practice some, then understand the workflow and write down witty workarounds the tutorial man comes up with. Deleting unnecessary edge loops from an extracted low-poly mesh to remove some of the masking brush's inconsistencies, for instance, would have never happened to me, even if it's self-evident.
My intent here's to use Zbrush as an alternative to plain old poly-modeling. A mesh that's not much higher poly than the average player model for a 7th gen game is fine, which is around 10K-40K verts I think. I agree on good textures doing the legwork on an appealing model.
>maybe the folds on the breasts are a little too strong
I don't have a say on that. The tutorial uses this image as concept art and I'm mostly trailing off on what the tutorial man is doing at each given time, the choices are his, not mine. Hopefully by copying and paying attention I'll derive some knowhow once I'm done with this series.
Replies: >>299094 >>299107
>>298935
>concept art
You did that, anon?
If so, that's pretty damn impressive.
Replies: >>299107 >>299125
1715312418693-3.png
[Hide] (314.5KB, 500x500) Reverse
>>298935
>>299094
I like it.
She reminds me of characters from Vindictus; hot korean chicks in a dark fantasy setting.
Replies: >>299125
Dongho-Kang-artist-Dark-Avenger-3-4201703.jpeg
[Hide] (519.5KB, 1600x1750) Reverse
Dongho-Kang-artist-Dark-Avenger-3-4201702.jpeg
[Hide] (584.9KB, 1600x1750) Reverse
Dongho-Kang-artist-Dark-Avenger-3-4201701.jpeg
[Hide] (687.8KB, 1750x1750) Reverse
Dark-Avenger-3-Game-Art-games-4994754.jpeg
[Hide] (432.4KB, 1750x1750) Reverse
Dark-Avenger-3-Game-Art-games-4994753.jpeg
[Hide] (459.9KB, 1920x1612) Reverse
>>299094
>>299107
>You did that
<The tutorial uses this image as concept art
<concept art done by Dongho Kang for the game Dark Avenger 3
Strangely enough this is not the only modeling course that uses this exact same image.
Is there any equivalence to snapping one subtool's vertices to another's geometry in Zbrush? Blender has this, Maya's got this, does Zbrush not have it? Feels dismal modeling extracted geometry when you've got to place each vertex one by one, then hope the mesh in higher resolution doesn't give the uneven lowpoly surface away.
1.png
[Hide] (193.5KB, 909x1311) Reverse
2.png
[Hide] (406.2KB, 1312x909) Reverse
3.png
[Hide] (422.8KB, 1312x909) Reverse
4.png
[Hide] (294.8KB, 1312x909) Reverse
5.png
[Hide] (289.8KB, 1312x909) Reverse
Boots, not yet final since there's meant to be some polishing quite later. Base meshes for some belts as well, but those are currently just a bunch of jagged edge loops.
There were plenty of times I wonder extracting a part of the mesh then perhaps joining them later wouldn't be a better use of time, specially around the sole. It's becoming clearer Zbrush is clearly at its best doing organic shapes. Still, what I've got so far, organic or not I'd never be able to replicate via polymodeling.
On poly modeling, Zbrush does have a poly modeling toolbox, albeit a poly modeling toolbox contained inside a brush. It does have most things needed for polymodeling it took me embarassingly long to discover the Slice mesh option, that's pretty much the knife tool from Blender yet it has no available shortcuts for these options except for the space menu, which is ass to navigate. Truly a shame.
rofl_xd.png
[Hide] (296.7KB, 376x419) Reverse
Noting this down as well, when I can't smooth edges with the brush. This is important.
>close holes
>smooth edge loop around said gone holes
>clean geometry then delete the new group
Still can't graps why smoothing's borked but this is a fine solution.
0ecceaf43bc29221b253f7c74e5540c0bcfe683d13b039145186200c9f9b4d1d.ogg
[Hide] (3.2MB, 01:22)
since the /agdg/ thread disappeared, I'm going to post here.
This is the first track I've composed that sounds musical, and doesn't sound like cacophony of random noise.
Replies: >>306498
make_the_mlb_thread.png
[Hide] (385.2KB, 600x853) Reverse
>>306494
>since the /agdg/ thread disappeared
Just make a new bread. Here, a bunch of zzz/adgd/ threads I found in the archive.
https://archive.ph/4KByk
https://archive.ph/Ucowp
https://archive.ph/vi3yT
https://archive.ph/LfxBY
Whether the OP's outdated or not is not your problem. Leave it as is.
illust_144695488_20260513_044525.png
[Hide] (645.2KB, 1920x1080) Reverse
I genuinely can't tell if this is genius or fucking retarded.
>>308583
Templates, either borrowed from others or personal ones, have existed since long and are repurposed/used-as-is by most hobbyists/professionals. Picture's faggot is still going to need to retopo, tinker with the mesh, rig it to a skeleton, weight painting, some more tedious bullshit; arriving to a seemingly finished mesh inside the editor is still a long way to a usable model, specially considering the AI's been fed template models either bundled with model editors or lifted from marketplaces.
Making yourself your own template from scratch then repurposing it for every whore you intend to create still seems like a valid workflow, and it's not as if most sculpting suites aren't already bundled with some voodoo magic that does the heavy lifting. Zremesher is some scary shit.
>>308583
It turned a style into an animefied pixar that only generic tasteless npc, such as the author of this image, would like. My verdict - fucking retarded.
choke.jpg
[Hide] (74.3KB, 603x613) Reverse
>>308583
The first step fucking ruins it so: retarded.
>>308583
bad for beginners and useless for professionals because they already have their own base mesh.
Whoever did this image needs to test this method work with a asymmetrical non humanoid character.
b74361f78fe958c915eb2906abd94f6bbac0eac40e39c112f953924b6f3aba5f.png
[Hide] (498KB, 854x873) Reverse
>>308583
Automatic face detection and mesh creation has been around for quite a while, much before the arrival of Abominable Intelligence.
The idea that this is some breakthrough shows what massive trendchasing noobs this people are.
[New Reply]
61 replies | 115 files | 46 UIDs
Connecting...
Show Post Actions

Actions:

Captcha:

Select the solid/filled icons
- news - rules - faq -
jschan 1.7.3