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Making a new thread since the image limit got hit on da last one.
Show us that cool new project you got in the works anon-kun!
Previous Thread: >>1017627
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>>1021736
Based. I tried making something like that once and never finished it.
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OP here, something a little lighter.
>>1021740
Looks nice. I love snow, and I love pyramids. This is a holy matrimony of both.
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Made Anon In blender, what should I do to improve him or have him doing?
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What is off about the model face compared to the reference? any small changes that would make it more accurate?
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Just for fun, which of these coffee tables would you put in your hoos? If you even like any of these enough to put one in your living room, of course
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Redoing a Anthro Mew model.
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>>1021978
Thanks bro. Have a 500 foot tall slave transportation vehicle.
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>>1021967
my IRL coffee table is literally just 2 but the long way, the big slopes are really really annoying IRL, like a live edge countertop but worse. so probably 1 or 3, leaning towards 1 if bought standalone IRL just because i like drawers, but if bought with the chair and end table as a set IRL then 3 so the design would match the rest of the furniture.
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Zyqlon
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>>1022008
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>>1022078
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terry's chocolate orange
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This is just something I've wondered about before and never really been able to solve. Actually it's two similar questions with, I imagine, totally different answers.
If you have something like a Christmas tree bauble, you often see them where part of it is glossy and some parts will have glitter on (a name, Rudolph's nose or some shit), how can you replicate that? How can you make those very specific shapes glitteresque and keep the rest of it glossy? Would it have to be done with the glitter parts modeled in blender, given a glittery material, and the glossy part if it was a design just unwrapped like you would any other texture?
Tying into that somewhat, but now that I've started typing I feel like it might have the same answer. I've seen labels and things before where parts of the design are matte, but other parts, usually the writing or some graphic are more of a metallic/glossy. Same question applies really, how do you achieve that?
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>>1022222
You plug different black and white maps into the principled shader, look up how to make roughness (glossy is inverted), metallic, etc. maps
https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/p rincipled.html
https://www.youtube.com/watch?v=J5t7gzIfTt0
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May not look it but I did a lot of cleanup and smaller things. Didn't have a lot of time to work on it lately been busy IRL. There are a few blemishes due to the rigging armature messing thing up a bit.
I guess the big problem now is that the total face count is ~130k. I've read you should aim for ~10k.
I could do another retopology pass over again but I find cutting away at the count makes her super blocky, probably due to how curvy she is.
Without subdivision the main body is ~5k faces, 20k with.
The real killer is the hair curves though. It's ~40k of the 130k faces. Seems nearly impossible to get that down to a reasonable number.
I want to start learning rigging and animation but I also don't want to set everything up and realize it was all for nothing because the model was shit all along.
Any secret tip to knocking down poly count?
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Topology. Again my first model, so no miracles.
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St. Michael
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>>1022252
I'm having a lot of fun with this dude. I think I captured the "2000s sidescroller protagonist" vibe much better than I intended.
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>>1021734
I set out to make a rogue trader or some 40k noble, but I guess it's starting to look like a regular old sister of battle.
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>>1022259
>I think I captured the "2000s sidescroller protagonist" vibe much better than I intended.
The only thing you captured is a dude on your basement to skin him and use him as your new"human" disguise. Because you must come from another planet if you think that shit is remotely good
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Hey guys, first time poster here.
I decided to finally get back into 3D Modelling after years of procrastination. My goal is to make an OC VRC avatar for myself using hard surface techniques.
I am currently falling face first down a rabbit hole of trying to realistically recreate how the human skeleton works.
Send help.
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>>1022460
what the fuck, man...
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>>1022317
>>1022388
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How would you texture a tape spool from like a VHS or a cassette tape?
It looks pretty flat because it's tight, but it has little grooves that give it these almost imperceptible ridges. The kind of thing you don't take notice of, but it's very obvious when they're missing.
I've tried it before using anisotropic and it looked the kind of dogshit you would expect.
Any suggestions?
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>>1022461
>>1022700
Some of you could use the anatomy for sculptors textbook, you can find a pdf with a bit of googling
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with headphones or without?
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>>1022896
I don't think they fit because they seem way too realistic, or the earpiece does at least, given the aesthetic of the character. I could probably say the same for the pentagram chain and belts and things, but somehow they just werk.
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made this little guy at work today, i plan to make a little animation with him
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How do i make it look less like shit
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>>1022637
everything is a mess
It's a fire texture and a weird alien looking guy with 2 bananas coming from his ass, all red without any contrast or shape lenguage.
If you are 12 trying blender for the first time it's ok.
>>1023386
It looks like shit because your lighting and shading is shit
>>1022896
without, they look like an afterthought
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>>1023387
I'm not going for the rivals look, style is closer to midnight suns.
>>1023388
You know, I think i just dislike the sculpt after spending so many hours looking at it.
>>1023389
I tried an hdri and it does look a bit better thanks.
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>>1023398
>I'm not going for the rivals look, style is closer to midnight suns.
well look at the midnight sun one then. your legs are extremely thick made worse by the padding which looks like some kind of karate safety gear or something
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Has AI reached a point where it can meaningfully provide feedback on a piece of WIP 3D art? Or is there no LLM/tool like that yet?
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I think I'm done with this project, thanks for the help.
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>>1023405
But the people take forever to respond, they're mean to me and when they're not, their critique is too vague and shitty. Almost like they want me to get back in the bucket. AI is at least immediate and sucks my dick a little bit which feels nice.
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>>1023414
I'm using ChatGPT and it's nice, it's like having someone else collabing with you. Though I do think it has a tendency, or maybe even a rule, that it HAS to praise you a little bit in some way at the end of every single prompt, and that gets kinda tiring, it's obviously fake praise. Wish I could tell it to just stop with that.
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>>1021734
Ultradot Pan AV
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First time sculpting and modeling in general.
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Gonna make a new character model from the beginning again and starting with the grabbers.
Confident the hand turned out very pretty but i might need a real foot nigga to comment on the dawgs.
Tell me what you guys think of both and what parts i should focus or exaggerate a bit.
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>>1023499
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>>1023564
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>>1023649
Yeah I'm trimming down the hair. Might try and simplify it in some places too.
Is there an addon that tells you what object has the most faces? Or is there something in base Blender that does that for you? It'd be a great way of culling excess faces. Like I was at ~80k then found out that the jacket she was wearing accidentally was being subdivided twice and had an insane amount of unneeded faces.
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Complete beginner and noob to blender. Trying to create my vidya character. Questions for people who actually are good at this: 1. How much detail should be on my model if I'm going for cel-shaded look? For example, the grooves on the side of the helmet would just be drawn on the UV, right? I imagine for cel shaded models they probably don't require as many polygons to look 'finished' compared to other lighting techniques, yes? 2. Does it matter if my model is not one continuous, extruded mesh? I find it easier to create different body parts and merge them together, but I'm not sure what is best practice or if it even matters.
Any pointers would be appreciated.
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>>1023699
You should do what looks best and whatever is easiest and takes the least effort for you. I myself would add those grooves directly to the mesh. It'll cost a few hundred vertices, maybe more, but that's irrelevant in most cases. In general, you shouldn't really try to optimize vertex counts prematurely. And it's perfectly fine to have as many separate parts as you want as long as it looks good. If you get seams or shading errors, you might have to something differently.
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Caudron C.561 - this beautiful plane has no reference images at all and no wiki. It barely existed as far as I'm aware. Probably because of its retarded cockpit design
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>>1023720
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>>1023721
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"A refined taste of American Democracy with a whooping 1.6m kcal (tris)"
I was hoping to get this piece of shit done before the new year but I'm having doubts that this will happen because I have no idea what I'm doing in regards to high to low workflow and the topo is so ass it's unreal
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Still making a cat for my Unity game
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>>1023699
>For example, the grooves on the side of the helmet would just be drawn on the UV, right?
I think it would be better to model them but especially if you're new just drawing them on is fine
>I imagine for cel shaded models they probably don't require as many polygons to look 'finished' compared to other lighting techniques, yes?
depends on what aesthetic you're going for, there are a lot of Playstation games that used cell shading with very low poly counts (Okami comes to mind) but if you want to make it look like it's actually hand drawn you'll need to make it high poly enough to where it's hard to see the polygons (which you seem to already be doing)
>Does it matter if my model is not one continuous, extruded mesh? I find it easier to create different body parts and merge them together
it's "good practice" to do that but realistically it's all about doing what looks good. I will say that cel-shading complicates things since separated meshes that are close to/clipping into each other can have some janky results but that's not always the case. Just make the thing and then cel shade it, if it looks bad as two separate meshes then you can always merge them later.
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Airship blockout
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i want Akagi to chain me to a radiator in her basement and never let me leave
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>>1023699
You should have started with one more subdivision on the round cube to keep the shape and allow for cutting in details. But also there's a reason 3D characters avoid tons of details with round volumes.
You can do this in one piece, but you'll have an easier time breaking the outer and inner shell into two pieces.
Less is more with design, the tubes are going to look bad with a cel shader due to line thickness.
Try modeling without the subd modifier and keep it simple, it should look good as a low/mid poly with smooth shading.
Learn how to use emission shaders and your toon/cel shader in the game engine. You're going to make a lot of bad models before you get the hang of it so don't get hung up on the main character which you'll probably remake in the future
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>>1023889
A higher res texture might be in order, I was going for an MGS1-esque style but I also want to use materials and I think that plus the high resolution render makes it look too artificial.
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>>1023891
>>1023876
>>1023706
Thanks everyone for the advice. As a noob, I am happy I was able to complete my character but I actually feel like it's too detailed in a way that doesn't look good. My goal is something like the right side of my picture. Low poly, anime-esque, still looks smooth and stylized despite the lack of detail. I think I'm going to recreate my character and focus less on making him 1:1 with my reference and just for the low poly look. For this attempt I will try to make it one mesh as the clipping looks weird when in Unity and will probably look worse with animations.
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The past week or so I've been tweaking this yoshi model. I remember how proud I was of the first iteration, but now it looks complete crap to me. Most of the body parts were separate objects, and there was barely a working mouth. I was struggling with how to merge the parts. In the end I basically remodeled the entire head and merged the arms and legs. The fingers still aren't merged and you can see the seams. Idk what to do about that. Trying to merge them fucks with the subdivision really hard. Also I cheat the colors by using a color-ramp, meaning it only reacts to light intensity and not actual light color.
I'm pretty happy with the current yoshi. I wonder if I will feel the same tomorrow.
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>>1024002
some more angles and topology
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>>1024004
Do you mean you like the older yoshi? I feel like I kept the body proportions roughly the same. The head is just a bit smaller now, especially the nose.
>>1024005
>I'm trying to get past clipping primitives together and having to remesh
I don't have a real solution to that, sorry. :p
Since I rely on subdivision, I luckily didn't have too much trouble bridging them. Just had to make sure the # of edges matched. And like I said, I couldn't even do the fingers.
Originally I did want to keep the limbs separate. I attempted to blend the normals via this tutorial (https://www.youtube.com/watch?v=jgVEdS6sZsk) but my result looked glitchy. I think it was because I was keeping the subdivision. If I applied it beforehand, it would probably work, but I didn't want to because it's so much easier controlling my model with subdiv. Might be worth looking into if you want to combine parts but don't feel like remeshing.
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>>1024006
to be honest, it looks like a middle ground between the adult "Classic" Yoshi and the Child "modern" Yoshi, which I described here in the image I drew this morning.
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>>1021734
working on a scene for my Godot game.
Figured out how I wanted to texture the floor thanks to some /v/ anons.
Now I need to do the upper area of the ceiling, I'm honestly thinking I'll just make a gradient and be done with it, lol
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>>1024142
forgot pic
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a little bit of progress
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>>1024230
Maybe try this instead of flat. Makes her look like shes wearing clown shoes
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Heavy Metal Fighter of my tabletop rpg that is BLAME! with giant robots
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>>1024279
You dont have to shorten her foot. The high heel does that as an optical illusion. Its why chicks wear them
This is just my opinion. Im not trying to harang you.
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'Ello /wip/, long time no see x_X
So i made th- wait a sec, how many threads did y'all go without that one Hobbit hole pic in op?
And second thing, uh, lots of naked furries today O_O
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>>1024351
>naked
Here you go.
I tried downloading some mens clothing, and the market for that is abysmal. What i ended up getting was like a hogh def 3d scan of a shirt.
So i roughly box modeled a shell version of the shirt and baked the lighting to make a texture to make it look more like a real shirt(bake normals too). This is what it looks like(shit). Same story with the pants but the shirt looked so bad i didnt bother finishing them.
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>i roughly box modeled a shell version of the shirt
Oh i feel your pain, i usually just do the "copy the torso faces except the ones in the neck and then separate em" trick but that's pretty terrible for the tris count, there are multiple sewing tutorials out there that i wanted to check out for this kind of thing.
The real nightmare comes when you start rigging it and the weights and/or physics start spazzing out tho.
>baked the lighting to make a texture to make it look more like a real shirt.
If you've got problems with this stuff, you could try snatching some free fabric textures from the webz, there are some real nice ones out there.
>This is what it looks like(shit)
Hey don't beat yourself too much, i'll show you my stuff from the previous year if you want to see something REAL embarrasing >_>
Admitedly my sense of aesthetics is severely compromised due to my love of weird uncanny shit lmao.
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>>1024384
Friendship ended with PNGs, JPGs are my best friend now.
>>1024358
I personally miss the collage guy.
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>>1024378
I have some male animations
Some female animations
And some unisex animations.
All the unisex animation broke because the male skeleton wasnt oriented like the female skeleton.
So i had to do the input/putput hokey pokey to extract and reinsert a joint hierarchy that has the same orinetations as the female skeleton but the translation of the male skeleton.
Now all the male animations i made are invalid, and i gotta remake all of that.
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Working on something for a nsfw jam that I'll probably never finish
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>>1023920
Uhh, I'm not sure. I'll see how it goes, I'm thinking naughties only for now
>>1024503
Bottomless armor, a man of culture.
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Lancer Evo 8
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What does /3/ think of Terragen?
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>>1025084
It's outside assets yeah. Stuff from Turbosquid or Artstation. Just make sure not to choose stuff with conflicting artstyles, don't do cartoony models in a realistic scene.
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>>1024778
>>1024780
thank you
>>1025084
i am currently in school, today is my last day! this was my final project, im making a demo reel right now..
>>1025184
i made everything myself : )
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>>1025209
yep, i have a bunch of uncompleted projects that i need to finish and put into my big final reel, im gonna try to finish it in the next 3 months
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First time trying to make a character mesh entirely in sub-d instead of doing retopology on a sculpt.
Is this a good point to start working on a lower subdivision, or should I try adding more edge loops somewhere first?
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>>1024002
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>>1024006
His head is too small. I appreciate the dedication to sully sub D modelling. Joining the limbs was probably for the best. Though I don't know what the previous version looked like. You can get decent normal blending with separated parts, using blender's new "set normals" node. It's in newer versions of Blender, so if you haven't' been keeping up, you should probably download version 5.0.
But I think the most impactful change you can make to this model, is literally just selecting his whole head, and scaling it bigger. Everything above his neck, just scale bigger.(don't over complicate it)
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>>1025302
>>1025305
>>1025306
Have some respect for your senior elders. Back in my time we sculpted traditionally with our hands (correct, without a dickpen) and scanned it in because your digital ZBROOOSH didn't exist. Then we used nurbs patch geometries and retopo'd manually because BLENDAH AUTORETOPOOH didn't exist. Ts, spoiled little shits. We've pampered you too much with all these softwares. Should've never left the early days desu.
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