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    File: WIP collage.png (2.83 MB, 1500x1000)
    2.83 MB PNG
    Collage edition


    Previous thread: >>1029138
    >>
    >>1032729
    just to clarify, i am NOT the original WIPguy. i just enjoyed the collage format he used to base the OPs from. sorry if the collage is kinda shitty, i wish i had his editing skills and patience.
    PDN file of the OP pic for those who wish to edit it:
    https://files.catbox.moe/c3ywbl.pdn
    >>
    >>1032730
    You did a stupendous job with the OP collage
    >>
    File: file.png (1.65 MB, 1054x1602)
    1.65 MB PNG
    >>1032730
    Nice job anon
    Perfect timing too, I just finish UV unwrapping
    >>
    File: soytan4.png (738 KB, 1478x885)
    738 KB PNG
    She can squint now
    >>
    >>1032729
    Soul

    >>1032733
    >I just finish UV unwrapping
    You sure about that? The grid is looking awfully big on that jacket. You sure you don't want to fix that first?
    >>
    File: RUN.webm (3.25 MB, 724x644)
    3.25 MB
    3.25 MB WEBM
    made a base body from a /v/ thread, decided to work on it a bit more and threw a rig on it. still needs proper weight painting though
    >>
    File: soytan-wink.png (672 KB, 1478x885)
    672 KB PNG
    Gonna start rigging her soon.
    >>
    File: cat.jpg (79 KB, 1042x1135)
    79 KB JPG
    Cat
    I definitely need to follow some hard-surface tutorials for a cooler looking armor...
    >>
    >>
    She is rigged. Do you think I could sell this on gumroad? I've never sold a 3D model before
    >>
    >>1032805
    kek
    >>
    File: 1688265747827109.png (2.87 MB, 4808x2680)
    2.87 MB PNG
    >>1032730
    Is this the /ic/ refugee thread now? We even have our own pavel!
    >>
    >>1032807
    basedtan super cute
    >>
    File: 1769263863481287.png (2.12 MB, 1517x841)
    2.12 MB PNG
    my potato computer is currently suffering through cycles because VDBs look like shit in eevee but i think it's coming out ok
    >>
    >>1032816
    VDBs?
    >>
    >>1032817
    basically fog stuff, things like clouds and explosions. it's all premade so you can plop them into your scenes
    >>
    >>1032730
    Poking my head in here. It's been a while. I take a look at the catalog every now and then, but I don't post too often anymore.
    Great job on the OP. You did an awesome job. I Had to do a double-take to see if it was one of my old ones. Happy to see that they made an impact in some way, I used to have a lot of fun making them. Figuring out what pieces to put together to tell a "story" was the thing I liked most.

    I'll post my layered/masked Wip file as well. Smart layers did a lot of heavy lifting.
    https://files.catbox.moe/5tfixg.psd

    Really, great job OP.

    >Uploading files from your IP range has been temporarily blocked
    Awesome. Was gonna post the animated gif of the first one coming together.
    >>
    File: 1000012801.png (927 KB, 1920x1080)
    927 KB PNG
    Improving an old model
    >>
    File: 0001-0240 (2).mp4 (1.34 MB, 1344x756)
    1.34 MB
    1.34 MB MP4
    I'm just gonna add some flickering and call it finished
    >>
    File: collage.png (1.83 MB, 1280x752)
    1.83 MB PNG
    >>1032839
    WIP-kun... i kneel...
    but really, i think the collages are a great OP format. it just hits different when you're looking at old archives and see a mega collage including lots of people's work. i found like 3 of my models in the last one you posted a while ago. also, glad to have you back!
    >>
    >>1032968
    One of mine is in that pic and I never finished it. I always hate being reminded of the way I am kek.
    >>
    el abominación
    >>
    All the textures are 256 because i'm trying to rip off that ps1 aesthetic thats popular atm
    >>
    >>1032993
    Even though it can go up to 256 most ps1 games kept individual textures to 128x128, for memory consumption reasons, and generally following that target will match the aesthetic more
    >>
    File: anime.png (661 KB, 1402x1485)
    661 KB PNG
    >>1032729
    >>1032968
    Yes, more unfinished anime girls
    >>
    Holy shit Retopo sucks ass. I'm rather new to Blender so I've never really done this and I know I'm fucking it up in so many ways. Then again this fucking course has you doing Retopo like a hundred fucking times and it's getting kinda boring. So I can't tell if it's just a bad course (Zero to Hero by Speedchar) or if this is standard and I just am hot garbage (probably both).
    >>
    >>1032730
    hard surface modeling chads make me mad
    >>
    >>1032805
    kek you bastard oldfag
    >>
    >>1032996
    >>1032993
    If you really want the ps1 aesthetic stick go 64x64 textures with 16 colors each. Let's call them tiles, even though you can use them for everything. Walls and Floors mostly are a single tile. Main characters use up to 8, basic enemies usually 4, weapons and items 1 or even half a tile
    >>
    >>1033089
    Retopo is gay. Just sculpt directly on mid poly with finished topo
    >>
    File: 1762254085103010.png (3.07 MB, 1920x2422)
    3.07 MB PNG
    Abandoned this one a year ago. Thinking if I should remodel her with proper topology after I learned something from making miniatures.
    >>
    >>1032729
    Has anyone made any money here yet?
    >>
    exercising my lowpoly style. stinky black cat NEET
    >>1032787
    nice kot
    >>
    File: 20261001_033600.jpg (70 KB, 1200x718)
    70 KB JPG
    >>1033122
    >>
    >>1032863
    yo thats sick
    >>
    >>1033120
    I had several interested parties. Didn't know how I was supposed to price things and priced myself right out of all of them by taking the wrong advice.
    I lost a lot of motivation because of that.
    >>
    >>1033120
    As a freelancer earning burger flipping wages, yeah
    >>
    >>1033120
    Used to do a lot of music videos and the like. In the end the juice wasn't worth the squeeze... Or I guess the juice didn't actually make ends meet, even though I loved what I was doing.
    What I was charging wasn't actually meeting the amount of work I was putting in. Which meant I was kinda at a wall where what I should charge wasn't what my clients could actually afford. The only solution was charge more, which meant I would have less clients and have to charge even more to make up. Which is hard to really work with anyone but big fish, which is rare.

    I learned a lot of good lessons cutting my teeth working freelance, but ultimately they didn't really help me figure that last one out. I guess diversify, but I only really had time for one thing on my plate at a time. I had a few things planned out like a series and a game at one point but I couldn't drop everything to work on that and eat.

    But yeah, keep art as a hobby unless you're lucky enough to be at the right place at the right time. Getting commissions is great because you have someone else's ideas to keep you going during those times you're in one of those "doldrums" where you can't really think of something to make for yourself, but don't make it your only source of income.

    Thanks for joining my Ted Talk.
    >>
    >>1033089
    Gave up on Zero to Hero. Just not a good/fun course. It might be a good course to learn a bit about everything but about 25% of the course was spent on Retopology. Then he moves on to Substance Painter as if someone who just started blending would invest into that and I dropped it there.
    >>
    >>1033219
    Finished retouching and did a retopo for no real reason.
    >>
    Is a 5060 ti 16 gb enough to delve into blender? I wanna make my own models and modify existing ones to make sfm erotic animation and make a living off it
    Sorry if not the right thread to ask this
    >>
    >>1033230
    Even a 1080 with 8gb of ram is more than enough.
    >>
    >>1033231
    Awesome
    >>
    Is there any kind of quick trick to creating debris/rubbish? I made this little animation that would look a lot better with some debris/rubbish in it, but I don't really fancy modeling all of that shit. I've looked for some packs to download, but the free ones are low poly and everything else is paid.
    The real problem is it's a scene quite close to the camera so I can't get away with doing it the simple way. They wouldn't have to be super realistic, but good enough for how close they would be.
    >>
    >>1033241
    You ever see in games, especially aaa titles, where there will be these blobs of polygons in the ground with repeating textures of garbage?
    They look like ass and you're expected as a player to not pay attention to it. The reality is that you need to out as much care and modelling into a crushed plastic cup as you do an ak-47 or else the audience will notice it. If it's far away and only seen from certain angles you could use flat textures. Personally I'd download some debris and garbage models before spending 1,000 hours modelling junk to the same level of quality as my characters.
    >>
    >>1033241
    If it's close to the camera you just gotta do it yourself.
    Anything further away I use atlases and other low poly assets. Plus I had a bunch of shit from Megascans. Idk if they're available anymore though.

    Not sarcasm or a jab, but maybe you can grab some shit from your room and do some quick photogrammetry scans of them.
    Not to mention if they are close to the camera, you might get away with using heavy DoF to mask some of the lower poly/quality stuff.
    >>
    File: braid_copter.png (28 KB, 610x697)
    28 KB PNG
    >>1032729

    I made a young urban female youth, that has hair extensions that spin around like helicopter blades, as I guide her lift-off, acceleration, ease-up into cruising speed, and then her u-turn path turns
    >>
    >>1033245
    I've just taken another look at it and I think I could get away with doing them low(ish) poly. It's quite a dark scene, but that because I'm certified dogshit at lighting anyway, and they're further in the distance than I had thought.
    Ordinarily, for things that are irrelevant because they're in the background, I do take the time to model them the same as everything else. Mostly it's in case I ever need them for something closer to the camera and that way they're already done, and because it's like a handy little asset for times like now. It's usually a problem with variety that I have when I do it however.
    >characters
    I can't do characters kek. I just steal them from mixamo, but they do seem to almost kinda fit with my ability I think so it doesn't look too out of place.

    >>1033253
    I forgot all about Megascans I should check that. It ended up one of those things like Substance where it's great, but I completely forget all about using it.
    Like I said to the other anon I'm going to use the ones I already have and see how they look first. Then I'll probably post the clip for some advice because my grass is looking shit and one of the characters clips through the ground and I'm not sure how to fix it because it starts level then clips then goes back level.

    Note: I say "animation" the only part that's animated are the two stolen characters.

    I appreciate the help as always.
    >>
    >>1033256
    How fuel efficient is she?
    >>
    >>1033276
    Her melanin allows her to photosynthesis energy from the sun
    >>
    >>1033276

    it runs on Carpal Tunnels, so... medial
    >>
    File: 20261006_123606.jpg (1.77 MB, 4080x1884)
    1.77 MB JPG
    I seem to only be able to make weird bdsm dungeons and public bathrooms and dirty places in general
    Maybe semirural parking lots too
    >>
    File: 20261007_010155.jpg (1.14 MB, 4080x1884)
    1.14 MB JPG
    >>1033297
    This could be a vehicular parking area
    >>
    >>1032729
    >i made it into the collage twice
    OH MY GOD
    OH MY FUCKING GOD
    MOOOOM GET THE CAMERA
    Also I kek'd at the Forrest and Tails bench, and that anime hoe grabbing on that uhh "tap".
    Cinema. Absolute cinema. I missed these, thank you anon
    >>
    >>1033122
    >>1033123
    oo das hawt
    >>
    File: ultracompressed.mp4 (3.93 MB, 960x540)
    3.93 MB
    3.93 MB MP4
    Goofy Ace Combat type thing I did on vacation to dick around with some new stuff. Couple of rough spots that are because I dont know how to ffmpeg the final version down far enough without looking like total shit but still upload, couple that are because Im a hack fraud, but it was pretty fun to do.
    >>
    >>1033241
    If you have a beefy GPU this is actually a decent use case for AI. If I need anything as opposed to needing something I just decimate what it shits out and toss it in the background.
    >>
    After spending so long starting and stopping when trying to "do it right" the first time, I just said fuck it, and started just going for it.

    I'm hoping to make this little guy my avatar for a youtube devlog and programming tutorial series.
    It took like two hours amidst pausing to watch some youtube a bit.

    I'm heading to work in a bit, so afterwards, I'll keep going with it, and hopefully make something that looks presentable in a rough and charming sort of way.
    >>
    Making better topology for details.
    >>
    >>1032807
    gem alarm
    >>
    >>1033833
    The design is quite grotesque, but the topo is really good anon
    >>
    >>1033833
    I guess you have particular tastes but I would work on those proportions, rn looks dwarfish. If you're into that, fine, if not then use reference, soften the features and muscles or make her a bit taller, there are hot goblin girl designs out there. Topology seems fine but I think you're using box modelling + subdivision so that's expected.
    >>
    File: knife.jpg (72 KB, 449x984)
    72 KB JPG
    I'm trying to learn modelling and I'm basically tracing the shape. how sould i do the ridges? just extrude vertexes to follow the shape exactly or is there another way? trying to figure a way to improve the topo at the point between the loop and handle?
    >>
    File: 1000013000.jpg (806 KB, 2160x3840)
    806 KB JPG
    >>1033833
    Update
    >>1033886
    The drawf/goblin is the goal with this, especially when it comes to shortstacks.
    >>
    >>1033962
    The other anon is missing the obvious, this character is a shortstack,the problem with it is more on the shape and planes than the proportions, muscles read too round and blobby especially on the arms and shoulders, her back muscles and fat don't really read well.
    The face is ok but her mouth planes are a bit off, lips protrude too far and are missing shape.
    The ear is missing the antihelix and the crushelix, even if they are a choice to make a humanoid ear I will model the intertragic notch, otherwise they read as tubular Shrek like ears.
    The rest is stylistical exaggeration, but the juxtaposition of a slim/lean character with heavy fat accumulation on the hip/stomach and ass makes it look off to me. Otherwise great model anon
    >>1033913

    The answer is triangles, don't be scared of using them on models that don't require subd or deformation
    >>1033706
    Good start, I'll lower the ears if that's the final volume of your skull
    >>
    >>1033706
    oops, took a couple weeks off again. This time for sure.
    I decided to just have each body part as separate objects to pose around, so I don't need to worry about scrunch zones, and weight painting. Plus, since it's so low poly, it's not going to really matter or be noticeable.

    I've got the hair done on the front. I referenced Konata for the hair, and tried to replicate it as best I could. It looks a bit low volume, but that's fine given the character I'm planning on.

    It's got a lot of copy/paste of the bigger strands, which leaves a lot of densely meshed smaller strands. It's not a big enough deal to fix given how light it is already, but it's still something to keep in mind for version 2 eventually.

    Also, yeah >>1034042 you were right, the ears needed to go down a bit.
    >>
    >>1034088
    Man, I'm glad I got the week off, and managed to muster up the motivation to do this.
    Here's where I am right now. Probably good to leave off so I can look at it with fresh eyes before I apply all of these mirror modifiers.

    Lemme know what you think about the color selection and anatomy here. Obviously it's in a sort of soft-chibi style, but I can't tell if the arms are too long, the legs are too short, or if I'm just thinking more realistic with it. I've been working on this for roughly five hours now, so hopefully I won't forget to keep going tomorrow.

    I'll try to figure out how to give these materials a bit more texture, and how to add in painted on faces. Maybe, I'll even start on getting this thing rigged up.
    >>
    File: 2026-10-28_22:38:16.png (466 KB, 879x982)
    466 KB PNG
    >>1034094
    The hair looks a bit off at that angle, and the shadows are a bit too obscured, so here's a different one. Just something else to think about, I guess.
    >>
    File: char.jpg (63 KB, 797x1037)
    63 KB JPG
    Some low-poly char I'm currently working on, just finished the rig.

    Will have to continue my animation course before I do the walk cycle and stuff now..
    >>
    File: body.png (88 KB, 501x500)
    88 KB PNG
    modeling a girl for my farm game
    >>
    File: 1767347659954942.png (2.62 MB, 1920x2000)
    2.62 MB PNG
    Sculpting practice. Not very happy with the face, but it's good enough for some quick practice, so whatever.
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