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    08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
    05/04/17New trial board added: /bant/ - International/Random
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    File: Unity_6kcWmYEKWy.mp4 (947 KB, 1042x660)
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    >>1016792
    some old proggy for new bread
    >>
    Hey Anon, I'm currently working on a top down game similar to yours. Maybe we could work together. I'm aiming for Sdv like casual farming style but I'm open to change in any direction as the project progress. I tried contacting you on X, could you check.
    >>
    Currently can do farming, chop tree and hit rock.
    >>
    File: 1482409601750_0.gif (88 KB, 461x424)
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    >>1026429
    >>1026430
    Sorry dude. Im already doing a collab with someone else at the moment. My hands are full right now
    >>
    File: Capture.png (496 KB, 953x510)
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    That’s a bummer. I do a bit of modeling/animation myself too, but it’s a real time sink.
    >>
    Having someone to make models while you're deving is great.
    >>
    >>1026427
    what did you use to rig the model
    >>
    >>1026495
    The previous thread mentioned auto-rig pro
    >>
    Progress today
    more tomorrow.
    Ill start learning how to property do weapon IKs.
    >>
    instead of farming simulator, I want a restaurant simulator like Diner Dash
    >>
    >>1026505
    >more tomorrow
    heh

    Weapon IKs are done. Walther PKK and Winchester via animation rigging package.
    >>
    >>1026631
    Looking good. Does each strand of hair have a bone chain? Is that Magica Cloth?
    >>
    >>1026639
    hair is cloth mesh
    skirts use bones
    yes its magica cloth
    >>
    File: Unity_p39glO9xfa.mp4 (3.6 MB, 1918x616)
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    >>1026631
    more progress.
    Map auto setup is done.
    Room transitions implemented.
    Partial map of the demo is done too.
    >>
    File: tinker.png (547 KB, 842x831)
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    Hello anon, I'm gonna steal a little bit of your thread to post some of my own progress and bump it at the same time

    Friend's character I've been working one, just gotta finish texturing it :}
    >>
    >>1026876
    Omg daddy UwU, where will you cum?
    >>
    >>1026430
    Will you make everything undead themed? Farm ectoplasm and stuff? Gothic horror farm sim? Right now it looks a bit too green and saturated
    >>
    >>1026875
    good luck
    >>
    >>1026430
    Did you find someone to collaborate with?
    >>
    >>1026631
    >>1026505
    I hope they're smooth like this once she's in the actual environment with props and individual animations
    >>
    >>1026875
    Donezo!
    >>
    >>1027104
    Very cool anon! Did you paint hair and metal highlights in Blender?
    Is the rightmost hair highlight blurred using built-in blur or smudge tools?
    Is hair AO fully painted or theres' some bake going on as well?
    PS: Gloves seem a bit too low on texel density imo, otherwise it all looks great
    >>
    >>1027106
    Thank you! everything was hand painted by myself. It's a single texture which is why the gloves look so low res, I ran out of space when UV-unwrapping them
    >>
    >>1027104
    CUTE!
    >>
    >>1027108
    > hand painted by myself
    Cool! Did you handpaint it inside Blender or in external 2d program? Is the texture 2k?
    I recently tried to paint a small lantern with 1k and everything was so goddamn pixelated and bad T.T
    Lines here look incredibly smooth.
    >>
    >>1027110
    I used Clip Studio Paint. The texture is 2K in its totality, yes. I divided it in 4 quadrants: one for the face, one for the hair, one for the boots and one for everything else. It's more like 4 different 512x512 textures than a hard-and-fast 2K texture

    Thank you! I come from a drawing background so I'm used to going the extra mile to make lines super smooth and clean
    >>
    File: file.png (426 KB, 951x850)
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    >>1027093
    Yeah ill work on that today. Im kinda sideprojectting right now with a raising simulator

    >>1027111
    >i come from a drawing background
    do you have a pixiv or twitter i can follow?
    Im looking for anime artfriends right now.
    >>
    >>1027113
    @479qty on twitter although I barely use that website. I'm much more active on discord. My name is snaqt if you want to talk about 3D stuff or drawing
    >>
    >>1027104
    nta, is there any nodes settings that can be applied on the shading instead of having to hand-painted it yourself? I mean, I want my shadow looks like dramatic anime logic shading (instead of real world logic) while at the same time it's dynamic to the environment the character is in (for example in-game like entering a room, the shade looks like this, when going outside it's sunset or twilight, it looks like that).
    >>
    File: 1774174592326486.gif (1.37 MB, 174x162)
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    >>1027134
    https://bnpr.gitbook.io/bnpr/shaders/the-most-basic-npr-shaders
    >>
    >>1027134
    I can guarantee you, nothing you make with shaders is going to look as good as hand-painted textures
    >>
    >>1027146
    >nothing
    umm
    https://www.youtube.com/watch?v=Qo5tFby3HLc
    >>
    >>1027157
    >you make
    >>
    >>1026436
    Looks ok but you need to work on your proportions
    >>
    >>1027146
    Shitty handpainting sucks though. You need to be really good at it for it to look good. And you can do a lot of cool stuff with shaders too. Those styles are limited compared to handpainting, but sometimes it's enough.
    >>
    File: hemp.png (309 KB, 538x876)
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    >>1027104
    Next one, adult woman wip
    >>
    File: Unity_5uUWMpzo4V.mp4 (678 KB, 938x550)
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    I definitely didnt project hop
    >>
    bump
    >>
    File: file.png (841 KB, 1511x848)
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    Working on nymph just for fun
    >>
    File: file.png (934 KB, 1569x862)
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    >>1027785
    time to eat
    >>
    File: file.png (956 KB, 1564x905)
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    >>1027787
    hairs
    >>
    File: file.png (665 KB, 1570x889)
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    >>1027799
    dress
    frills are bad
    >>
    File: file.png (352 KB, 791x870)
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    >>1027805
    feet
    feet bad but will do
    >>
    >>1027785
    that bitch has some wide hips. why did you make her a fridge?
    >>
    >>1027812
    Because lolis are cuter with narrow hips
    >>
    >>1027146
    Fuck off, handpainted shadows usually looks like shit with the sole exception of hard shadow indicators or very, very light gradients for things like form shadows. AO as well depending on the shader.
    Shaders are infinitely superior for conveying form.
    >>
    >>1026631
    The movement looks good. Are you coding it manually or using some sort of asset?
    >>
    >>1027833
    >handpainted shadows usually look like shit
    They do when they're made by you
    >>
    File: jtfnew2.webm (2.86 MB, 1280x720)
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    Upgraded her model again but following that low poly one from a popular artist.
    >>
    File: file.png (215 KB, 1081x818)
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    >>1029001
    non webm version. Im making another one (again) but this time with a more high poly version so that i can make costumes faster.
    >>
    File: file.png (809 KB, 1389x914)
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    new model. Sorry i havent been posting stuff here lately. Im just locked in..
    >>
    >>1029311
    more progrry
    erotic now
    >>
    File: file.png (115 KB, 287x417)
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    >>1029454
    Your head is too narrow
    >>
    >>1029311
    Looks great from this view tough
    >>
    >>1029468
    yeah someone complained to me bout that too. Im workin on it
    >>
    File: file.png (139 KB, 565x830)
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    >>1029468
    Thank you for the critique. I dont have any anime anatomy or shit and im just winging it on that part.
    I made her head bigger now and her "chad" jaw seems to be gone now. (i smoothed the face)
    >>
    progress b4 i sleep.
    >>
    File: Unity_dFIQ8b6zbK.webm (1.78 MB, 1038x586)
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    >>1029502
    more progress
    >>
    File: file.png (1.84 MB, 1920x1080)
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    >>1029487
    The head is still not looking great in profile. Why don't you try giving it a more natural look? There's plenty references around. Right now she looks to have some underbite
    >>
    >>1029551
    Its not that good for now but it works is what matters to me right now.
    Although i'll keep this in mind. The head proportions helped a lot already but im just craving actual gameplay progress.
    I need to stop tweaking the model for now.
    >>
    >>1026427
    What recommendations to learn 3D design like this?
    >>
    >>1029658
    Dude, follow one of the many YouTube tutorials. There's a lot of low poly character tutorials. Learn by making. There's no magic trick
    >>
    >>1029662
    But the style I want to learn is alot like that, I just want a teacher that can actually teach me well. Too many programming teachers are terrible for example ie they only teach you a small bit but then the rest of the even more complex knowledge isn't covered or they teach you but as you gain knowledge you begin to wonder if they were literally just faking being experts and were reading a manual just to create that video. I want someone that can teach 3D well or at least get me on the right footing.
    >>
    >>1029791
    https://www.youtube.com/playlist?list=PLcaQc6eQjXCxWXmn5jxE_GTOft9ZxChu1

    Here you go, follow it and learn to use the tool
    >>
    >>1026427
    >AAAAAAIIIIIIIEEEEEEEEEEE
    love how you're still going strong, Ganbatte anon!
    >>
    >>1030127
    Bro might of gave up
    >>
    >>1031995
    yeah, fuck...
    >>
    >>1032064
    >>1031995
    sorry guys
    i just need to pick myself up again.
    >>
    File: P-san creature.png (136 KB, 810x886)
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    >>1033062
    >pick myself up again.
    ganbare anon, looks like you've made decent progress, nice [spoiler]but why is that model spinning like crazy back there?[/spoiler]
    https://youtu.be/fbJiRfIp_cU?t=52
    >>
    File: file.png (243 KB, 758x910)
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    timelapse soon.
    >>
    File: file.png (255 KB, 746x898)
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    >>1033964
    upper
    >>
    File: blender_fsgl35PQ1f.webm (783 KB, 1378x952)
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    hair/ear is merged/done+ shitpost
    >>
    File: file.png (209 KB, 605x855)
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    janny removed my /ic/ thread but cris gets to stay
    yeah ill just fucking talk to myself and hope some /ic/ anon with fundamentals goes to this dead fucking board
    >>
    File: file.png (3.96 MB, 1536x2048)
    3.96 MB PNG
    >>1033982
    Looks cute but I feel it's too smooth, meaning it lacks shape definition. Pic related
    >>
    File: file.png (87 KB, 821x427)
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    >>1033982
    To me it seems that right now the cross section of her tummy is like in the green circle (1) and that seems wrong. I think it should be more rounded like in (2)
    The bikini bottom/panties looks off too, maybe try making it like the edit in red
    >>
    File: file.png (388 KB, 875x839)
    388 KB PNG
    >>1033992
    well the reference is pretty flat and lacks any thighs but i added some anyways.
    How does it look now? Its pretty hard to put any details on poly modelled vs sculpted ones.
    >>1033993
    Seems like the solidify is causing the problems although i adjusted it a bit.
    >>
    File: file.png (499 KB, 1262x896)
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    >>1034004
    more view.
    >>
    >>1034005
    Here's a neat trick: mark some edges as sharp around the mouth (like in the loop that defines the whole mouth) and where the head connects to the neck to avoid that uncanny "soft" lighting
    >>
    File: file.png (325 KB, 932x912)
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    Hand connections and ribbons are next
    >>1034012
    forgot to do it
    >>
    File: file.png (322 KB, 556x843)
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    >>1034021
    I tried painting over it the details I would like to see. The eye socket seems to high too
    >>
    File: file.png (208 KB, 509x743)
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    >>1034021
    Back
    >>
    >>1034024
    the eyes are a no go
    >>1034025
    i should really learn how to sculpt. Having extra details is really nice.
    >>
    File: file.png (438 KB, 1768x940)
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    prog
    >>
    >>1034047
    front, profile screenshot?
    The shape looks too square in the back, nose and eyes are a bit high
    >>
    File: file.png (657 KB, 594x579)
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    >>1034054
    I tweaked it a lil bit but its the best i could do for the nose. Since doing her full mouth open would intersect with it.
    For the back its quite square-ish for now. i think i might change the topology or maybe do multires sculpting when i figure it out for details because of anons paintover.>>1034024 >>1034025
    >>
    >>1034030
    You don't really need to sculpt tho you can do those details with either triangles via beveling and rip vert, or use more advanced topology (or you can just details it trough texturing )
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