diff --git "a/3.jsonl" "b/3.jsonl" new file mode 100644--- /dev/null +++ "b/3.jsonl" @@ -0,0 +1,787 @@ +{"text":"Welcome to /3/ - 3DCG, 4chan's board dedicated to 3D imagery and modeling. If you're reading this, you probably got this linked to you because you posted a question that has already been asked many many times. Read ahead, and find your answer. Scroll down for a useful FAQ and resource links"} +{"text":"Looks like one of the Resident Evil 3 Remake Jills"} +{"text":"Jill Valentine RE 3 for G8F guhzcoituz"} +{"text":"release it on 3d load already character skin hair and cock morph?"} +{"text":"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:"} +{"text":"anon your reference images are from 3dscanstore you can literally just pirate that model and see how you're doing"} +{"text":"This is th 3dcg wip thread, not the piracy wip thread"} +{"text":"Nice dusty ambiance, I like it!"} +{"text":"Reminds me of a late '90s PC game loading screen. Which automatically gives it sovl."} +{"text":"100K POLYS FOR THIS!? WHAT IN THE GOY ARE THESE GOOKS SMOKING. WHAT HAPPENED TO RETOPOLOGY."} +{"text":"do you even need flow when you have that many polys in the face? can a sculpt deform well?"} +{"text":"That is low poly for a sculpt, and it wouldn't deform well with a remesh topology"} +{"text":"why not? it's so dense at that point why would it matter."} +{"text":"Try it yourself, it creates all sorts of artefacts"} +{"text":"Are you that guy who normally prattles on about vertex density being more important than edgeflow? Why are you allergic to good edgeflow. It's not even that hard to retopo. Or even just box model. If you have a good base mesh, then why sculpt with messy vertices. Just pull up your base mesh, and sculpt that."} +{"text":"What's stopping Blender users from switching to a superior set of various software which excel in their target abilities?"} +{"text":"I'm willing to bet money that what you call \"intermediate\" artist is not even at junior artist level."} +{"text":"Most intermidiate 3D artists always have plenty of projects going on and many use of them Blender in all of the modeling (speaking of myself only though) Switching software is a big deal for most people, you have to get some free time and be really dedicated to switch. AFAIK, nor Maya or 3ds Max have anything to offer that is superior, or at least superior to a degree of you wanting to switch. And of course, Blender is still \"amateur\" software, so \"amateur\" in fact that it is funded by Epic Games, NVIDIA, AMD, Adobe, Google and other big names."} +{"text":"how come you think like that? any examples?"} +{"text":"how come you think like that Because a junior level artist is still a professional. He might be slower, but skill level wise he is almost there with seniors. He understands his craft more in depth than most amateurs There are some red flags in what you said which are indicative of someone of low skill level/hobbyist. For example most professionals don't \"learn blender\" or \"learn maya\" like amateurs keep insisting on. They learn modeling, learn sculpting, learn anatomy, learn animation. These things are software agnostic. Once you know the basics of a profession, you should be competent with another software within 1 week of switching. No professional needs years to master a software, that's why tutorials where they go through everything a software does is rarely more than 10 hours long. When you said \"Switching software is a big deal for most people\" this immediately makes me think you don't know what you're doing. Second redflag is insisting that dedicated suites have nothing on software that's used as a general tool. That is clearly wrong, and for example anyone who has ever sculpted in zbrush or animated in maya knows that they are leaps and bounds better than what Blender does. Sure, Blender is fine for what it is but that's a far cry from saying it's just as good as other software. No professional would ever say that."} +{"text":"imagine how crumpled you gotta be to make this image lmao"} +{"text":"What does the job market look like for 3D artists?"} +{"text":"high quality Yeah, okay man I'm sure 95 percent of what you watched was a PowerPoint presentation with some melodramatic gooks shouting over it"} +{"text":"most of his class in college failed to find any actual internships at real companies Because they're shit. Most people are shit. Wanting to be an artist doesn't make you good at it."} +{"text":"Less human rights and more government sponsorship"} +{"text":"the workers in the animation industry are being aggressively exploited, race to the bottom, because \"muh passion\" and artists are generally super low IQ about business. the higher ups get rich, the people who do the work get nothing but a tiny pay check then get fired when the project is done."} +{"text":"Depends on where your located. If your in the USA, markets like -Manufacturing -Game Design -Animation are a lot less profitable than consumable services -Neche Porn -Personalized digital 3D products -Online Advertising"} +{"text":"Blender Cultists who claimed Blender can save you money, never truly understand how money actually works. Now Gainax who tried to save money have been dissolved because of false promises to save money. You people have blood on your hands cultist, blood on your hands!"} +{"text":"Wait...didn't i make that?"} +{"text":"sometimes a post is so retarded you just start crying"} +{"text":"You're full of shit. Nothing but a bunch of women working in these companies making complaints because they didn't get to move up in rank or they didn't get a raise. So they'll lie and blame men and get men fired. Women have been ruining game companies for years now."} +{"text":"Need a source on that"} +{"text":"Literal retard babble"} +{"text":"Recently found this game on steam. nevermind the gameplay, music etc., it's all shit. But what stood out to me is the art. How is this feasible with just a 2 person team? Doesn't seem feasible to me, so i assume that these models and textures weren't all modeled and painted by the creators of this game, but if not, then how would you do this? I took a close look at the textures, and for example, if you look at a barrel, the individual nails in the wood are all shaded slightly different, which leads me to believe that all of these textures are downsampled from something else somehow, maybe even from photos. But if we suppose that these are all ue marketplace assets that were simply crushed to lower poly and texture resolution, how would you do that and how would you combine all that into a unified art style and avoid the typical asset flip look? There are also some assets like in the next picture where a generic rock or moss photo texture wouldn't really work, because of how it wraps around the 3rd model as if they were created for it, but surely not? cont."} +{"text":"color indexing is not \"a technical workflow\", it's just how you had to draw back then"} +{"text":"it's a bunch of repeating trimsheets, bashed together in photoshop out of real images and additionally dumped in images of other shit to blend in with soft light or overlay then noised only unique props had their own textures like the pouches and they were photoshopped aswell with a little manual drawing i wouldn't get my advice from mentally disabled /3/retards"} +{"text":"I gave the game a shot, it looks quite nice but the game felt like a bit of drag. It's really the pixels that are masking a lot of it. It's all photo referenced i'm guessing (or substance) then it's just creative use of trims and the like, its pretty old school. is right. I think it would fall apart with higher rez textures and you can see it falls apart on some of the big buildings. Assets wise its pretty limited you can imagine a single artist knocking it all out pretty quickly"} +{"text":"Oh, nice digging. I wasn't able to find anything on the Devs myself. I suppose he really is/was an industry environmental artist."} +{"text":"post 3D humor content, 3D fails, 3D jokes, 3D everything"} +{"text":"This reminds me of someone on this board"} +{"text":"neets making blender porn"} +{"text":"kek"} +{"text":"Please someone leak her official 3d model online"} +{"text":"Please be old enough to post here"} +{"text":"Juno my darling"} +{"text":"There are so many books on Blender. How do I know which are good??"} +{"text":"anyone selling training is a scammer by default AI is the future, and selling courses is like selling shovels during the gold rush but the gold is all gone and worthless"} +{"text":"AI is retarded and soulless junk."} +{"text":"AI is only for shitposting and porn"} +{"text":"U don't need them Anon-kun. Bernd can recommend pic related. Pro tip: Get the e-books on Gumroad, and youwill receive a lot of bonus material. :3"} +{"text":"the piles of tutorial slop is one of the worst things about blender"} +{"text":"I've seen a lot of people dislike it. But there is no need to hate it. Blender is an alright little utility buddy. It's not the best at anything, though it's a great helper. Personally I only use it to clean up models post CAD modeling, store my hp and lp's in seperate collections, and it's simply great for that. I like Blender."} +{"text":"poojeets use blender, you included 3ds max is the white mans robust software from the 90s poojeets didnt exist back then"} +{"text":"blenders the first 3d package since softimage where i actually like the modeling toolkit"} +{"text":"kek I can totally picture anon trying to animate a character vertex by vertex"} +{"text":"Opensource shitware. It will never ever be good."} +{"text":"How come the modifier stack of 3DS Max is more solid than Blender?"} +{"text":"you can look at Pochemu's Judy Hopps model Where?"} +{"text":"Pochemu's Judy Hopps first result on google, try it"} +{"text":"I'm just a hobbyist, but I started in 3ds max and moved to blender. What I really liked about max is that most modifiers just work by themselves. For example deformation modifiers generate their own grid structure, of which you can then move the control points. In blender this always seemed more clunky because you have to create this geometry yourself, which gives you more flexibility, but is annoying for quickly doing something. And blender is like that throughout - requiring curves, geometry, empties or other reference objects for modifiers. Still, blender is much more fun to me to use and somehow it inspires me more"} +{"text":"For example deformation modifiers generate their own grid structure, of which you can then move the control points. In blender this always seemed more clunky because you have to create this geometry yourself, You're supposed to use lattices for that which has been automated to fit the bounding box now"} +{"text":"Yeah that's great, blender modifier sucks garbage ass"} +{"text":"so, what is 3s freelance website of choice?"} +{"text":"I've been a professional 3d guy for over 20 years, almost 30 years. This is a dead industry walking. There will be no such thing as 3d animators in 20 years outside of hobby work. Probably sooner than that. I give it 15 years, give or take 5 years. Entertainment character animation and vfx will be the first to go. Last holdouts of 3d animation will be industrial and technical animations just because its too precise and niche for ai to understand and do it right. (No ai models trained on novel niche and exotic industry machinery or products so animation has to be done the old fashioned way). By 2050, 3d animation will be a totally extinct industry. Ironically 2d hand drawn animation will survive because some lone guy drawing on pieces of paper and bringing it to life will always be enduring. I for one am glad. 3d animation was always a means to an end in bringing our imagination to life. In the near future I will be able to produce my own movies and animated aesthetic films from my phone. I can make my imagination become reality without having to be a masochist and rendering my life away. I think I'll take up welding, metal 3d printing and metal art after my 3d career winds down. I have kids. I didnt even bother to teach my sons about 3d because I already know its a dead end industry on the verge of total collapse in a few years. I told my son to become an electrician."} +{"text":"my primary non creative job is immune to tech Like what?"} +{"text":"AAA studios Those studios destroyed themselves through woke ideology. They made a choice to stop printing money. The industry itself is growing every year."} +{"text":"You underestimate how much passion you need to make it as a professional 3D artist, you have to live 3D to succeed"} +{"text":"And be a masochist"} +{"text":"Should I move to 3ds max from Blender? Does it have more things that are advantageous over Blender? I feel it has a more straightforward UI than Blender after working with it for a good time, and navigating materials is intuitive, same for rigging and animations. Although I like the hotkeys for modeling from Blender, is there such a thing for max?"} +{"text":"I moved from max to blender and it felt a lot more inspiring for a lack of a better word. with max I only made depressingly shit stuff and got lost in pirating vray and tools instead of actually making stuff. But I'd honestly like to hear how you fare when moving from blender to max"} +{"text":"Should I move to brush from pencil? Does it have more things that are advantageous over pencil? I feel it has a more straightforward handle than pencil after working with it for a good time, and using different colors is intuitive, same for outlines and drawing in panels. Although I like the handle for doodling from pencil, is there such a thing for brushes? would laugh at you for that"} +{"text":"/ic/ would laugh at you for that"} +{"text":"ah the great I made you a wojak retort. Never effective but hey at you've made an effort beyond the lowest possible quality posts."} +{"text":"ah the great I made you a wojak retort. Never effective but hey at you've made an effort beyond the lowest possible quality posts."} +{"text":"Anyone got a recommendation on which version of Zbrush to 'borrow'? Trying to test out that software but not sure what year or version to test out. Any recs or links to any 'borrrowing' sites would be appreciated"} +{"text":"look up \"getintopc\" it has everything you could need in one place. Good luck and WAGMI."} +{"text":"Great site but I just looked and it pretty much has every software except zbrush on it for some reason. Unless Im retarded which is totally possible"} +{"text":"It's my first time hearing about the site, so I can't vouch for it. But I just typed \"zbrush\" into the search bar, and many different results came up."} +{"text":"I pay for legit zbrush/maxon and I personally stick with 2024.0.4 as it's the most stable for me. 2025 and 2026 didn't add anything noteworthy outside of ipad integration. Anything from 2022 onwards will do you just fine to test out. You won't use anything added since 2022 just yet anyway."} +{"text":"when stacking multiple meshes like this, is it possible to get them to shade as though they arent separate? i cant find any resources online for this, everything ive seen either doesnt work or isnt applicable to me"} +{"text":"For this specific case either shade flat or add a split normal modifier. For the general case use a data transfer modifier to share normals from one object to the next, or from a proxy object to all relevant objects"} +{"text":"i swear i spent like a million years trying to use data transfer and couldnt ever get it to work, but for some reason when i tried again it just magically did what i wanted it to do. i feel like this is somehow your doing, so thanks i suppose"} +{"text":"Turn on merge and separate the top and bottom faces of the box from the main mesh. Separate the separated faces from one another and use them as start and end caps for the array modifier. You may have to flip the normals of the caps and change their positions (in edit mode)."} +{"text":"Set all normals to face"} +{"text":"So if the industry is dead and I've been learning 3D for the past year and a half, which career should I pick then? I love 3D and I don't really want to let it go for nothing"} +{"text":"might as well learn how to drive to deliver shit dream job for an introvert like me or probably just be an indie dev in the end like one of anons pointed out - all I need is a dedication and passion"} +{"text":"Can't any of you motherfuckers make a thread that's actually about 3D?"} +{"text":"I doubt anyone here is interested in that, everyone is here to shit on each other for their software of choice"} +{"text":"Wait a few months until people overthrow the government in the country you live in. First it was Nepal, then Bulgaria, now Iran. The economy will improve once the elites get sent to the gallows, so you should be able to find a job then."} +{"text":"Cultivate an audience that's into the thing you do and crowdfund."} +{"text":"I have a question about my weight painting and rigging workflow. Do anyone weight paint rigs by separating each limb into a diferent mesh (hand, fingers, arms, torso + limbs, feet, face, haircut) similar to how psx games did a similar technique. But then selecting all the bones in edit mode, and then turning on and off their deform tab option, and then just selecting the bones I want to be active with the mesh I want them to affect, and only have those bones with the deform active button pressed. And then pressing automatic weight paint in blender."} +{"text":"similar to how psx games did a similar technique. You should have made that your thread about psx rigging techniques instead of generic rigging. You can save the old weights if you lock the vertex group."} +{"text":"No automatic tool works. You must still vertex crawl your whole mech checking it for spikes and holes and general fuck ups. You still have to expend the same a lunt of energy checking over the auto weights as painting them from scratch. I treat the automated weights as a guide for my manual painting"} +{"text":"Horrible. You blender guys are putting yourselves through so much shit that maya doesn't have to deal with but I wonder if it’s a limitation of the software or if there’s just no know how in the community and pro techniques are treated as some sort of tribal knowledge that only a few lucky people have access to"} +{"text":"Sorry, but i use maya. You cannot trust any automatic tool. In your mesh of thousands to millions of vertices, some of them are fucked up by the tool. Only one way to find them and fix them. Its like the paint bucket tool. Its a nice idea till you try to use it seriously. The amount of work it takes to lake sure it doesnt fill areas you dont like and always runs uo against lines and colors wothout leving a seam. Its about the same as just filling in something by hand. The step the tool saves you from is insignificant in the grand scheme of the project."} +{"text":"In his latest series for Blender 5.0, he teaches you how to make this mug. But at some point in the video, he attempts to make the bottom of the mug, but fails to first apply the solidify modifier before using the extrude tool, which causes an indent to form on the inside at the bottom of the mug (pic related) When he notices it, he quickly pans away the camera, and doesn't even address the problem, even though everyone who follows the video will end up with the same result. This dude has been using blender for 22 years, but can't even model a mug."} +{"text":"BlenderGuru is a hack. 99.99% of youtube tutorials are made by hacks, people who aren't hacks are busy selling their service, not making retarded faces on youtube thumbnails."} +{"text":"Are you new to Youtube? obviously the most popular channel in any field is going to be an intermediate at best"} +{"text":"Tutorials don't even teach you anything. You can't make anything without understand the why not just the how."} +{"text":"including the time it takes to launch blender lt literally takes less than 5 seconds to launch amongst all the 3d software I tried (3ds max and Maya) Blender is the fastest"} +{"text":"takes about 15 seconds from desktop until I can start modeling, when opening blender for the first time. second time takes <1s"} +{"text":"How to make daz models less plastic and more fleshy like pic related? is it a sculpt or texture problem? can they be fixed in blender?"} +{"text":"this is the kind of bug report you can only get from someone who has a deep understanding of a vast problem set"} +{"text":"I'm new to DAZ and 3d stuff as well, I've found that to get a good result you need a good high definition skin, tweak SSS settings and obviously good lighting"} +{"text":"that skin that looks like its made out of concrete indicates zero SSS"} +{"text":"Most skin doesn’t have that much translucency. DAZ is not that great but Iray isn’t nearly as bad as people on this thread are making it out to be. Take tachy’s model rip to maya and render her with Arnold using random walk SSS and it will look much closer to the daz render than to the picture on the OP. First of all, daz models often look harsh because most characters have harsh features. They’re really masculine even the women. Other than that stellar blade is using UE4 I believe, or 5 but in any case it’s using their real time SSS shader that makes skin look really soft and mushy. You might want to just render in UE5 to get that exact look."} +{"text":"First of all, daz models often look harsh because most characters have harsh features. Is it because of all the chudlines and bad facial features?"} +{"text":"You absolute mongoloid."} +{"text":"You can generate a 7 second clip now! 2027: You can generate an *8* second clip! Why did the background change when he went back? 2028: 15 seconds now! Why is the door hinge on the edge that opens and closes? 2030: A full minute shot! Is there usually a bed in a kitchen?"} +{"text":"Sora can generate 10 seconds. In theory these models could generate infinite length videos, there isnt a technical hard limit to the video length, however there is soft limit because as the length increases the energy consumption also increases exponentially. So they will either have to compress the model to the point of probably being able to run on a phone, or they would have to figure out some way of models having actual short term memory instead of just context windows."} +{"text":"I want to use one of these 3d generated models to commission a figure. There are a lot of listings for fixing up shitty 3d models for printing on fiverr, should I just pick one or anything I should keep in mind?"} +{"text":"anything I should keep in mind? Remind your mother that it's never too late for an abortion when you go upstairs."} +{"text":"Where do people find references for male face sculpting? do they only use celebs? i want them attractive but not those ridiculous models with huge jawlines or very hollow cheeks"} +{"text":"You people still can't recognize a bait/troll thread?"} +{"text":"Take a look in the mirror <3"} +{"text":"faggot"} +{"text":"aaagh i cant get a reference. Theres all these MODELS in the way."} +{"text":"Awww how sweet of you anon! Wooowww ruuuuuude he was just being nice complimentin' OP's handsome looks"} +{"text":"Jita - She doesn’t wear a shirt because wearing shirts is weird where she lives. Only her head is \"finished\"."} +{"text":"hell yeah, merry christmas! hopefully we'll have that swinging animation soon it’s not like making a change to that is out of Lady Lordosis’ power. curious tidbit to share"} +{"text":"1984 Brave New World is much better and more accurately describes reality."} +{"text":"3D action platformers are just not a very popular genre. People nowadays generally prefer FPS's, RPGs, Horror, Roguelikes etc"} +{"text":"You chose right, I'm about to finish my first game on Godot and found it extremely easy to use. A lot of Unity developers are now moving to recommend Godot aswell because it's so very light and lacking in the bloat of other engines."} +{"text":"My man you capture the essence of what I once had a passion for, world building. It's funny I think I understand the feelings you have for your work, not explicitly erotic but aesthetically arousing. Keep up the great work and who knows you might have inspired me to start building my world with 3dcg once again."} +{"text":"Zbrush desktop is getting a new UI Blendlets and poorfags in actual shambles, yet again."} +{"text":"Alright, but what about the names?"} +{"text":"on one hand - about fucking time on the other - i dont want the main gatekeep to be gone. I feel like this will have a big retard flood coming and polluting the learning resources because ZBrush UI isnt even that hard to learn, just unintuitive as shit."} +{"text":"about ten years too late, but a welcome change. inb4 it gets even more retarded and alien"} +{"text":"it will be interesting to see how the new UI feels I recently spent all night making a comfy one for myself"} +{"text":"Great that it's getting a new UI, but also I've tried the ipad zbrush (that the desktop version will be copying) and it's slow as fuck to get to anything. We'll have to wait and see I suppose."} +{"text":"Previous thread:"} +{"text":"I hate pattern recognition"} +{"text":"The idea is to make simple games with them : )"} +{"text":"Um... I’m not sure which software you’re referring to, but in my app 3D models are created in a rather 'spartan way', that is, triangle by triangle [or rather, quad by quad]. The interface is inspired by Worldcraft/Hammer Editor. I know this approach isn’t the most suitable for ultra complex models, but it’s more than enough for low-poly ones."} +{"text":"Reminds me of Emily Hartwood"} +{"text":"Yep, since these models don’t have complex UV data, they kind of resemble the designs from alone in the dark :o In a way, I like it. It’s different. But in the future I’d like to get closer to the PS1/N64 style."} +{"text":"get back to us once you've made some big fat juicy tiddies"} +{"text":"A ghost."} +{"text":"AAAAAAAAAAAAAAAA please wait a while b4 making a thread"} +{"text":"Where can I learn to model appealing characters?"} +{"text":"pretty unrelated but caravaggio's The Calling of Saint Matthew remains my favorite depiction of the halo in any media. its very understated but filled with gravitas"} +{"text":"by appealing characters you mean strong and mature women right anon?"} +{"text":"this is why i really don't like 3d, but i like 2d even less, so i'm forced to git gud at 3d *sigh*"} +{"text":"ill be posting progress again soon. More blender stuff."} +{"text":"*teaches you nothing*"} +{"text":"I would like to learn how to make environments like pic related. The problem is that when you look up environmental modeling and sculpting, it's 99% of the time some garbage like house walls and mostly about texturing, or it's aimed at people who just want to shit out renders, not for game assets. Idk how people even become environmental artists cause i can't find decent resources."} +{"text":"I learned everything from indians doing 15 second shorts where they get straight to the point"} +{"text":"just prompt shit on grok is way easier"} +{"text":"Learn to paint. Any monkey can push vertices."} +{"text":"Sauron never looked so good"} +{"text":"In today's episode of a faggot learns Houdini, I ran into issues trying to use a point deform on a Vellum Solver with 2 different cloth objects in it. The setup is very simple: each sphere is assigned to its own group and fed into the vellum sim. The cloth constraints then only act on 1 specific sphere, so they can each have their own properties. This works completely fine. However, I can't for the life of me figure out how I can apply a point deform to a specific sphere. I wired a Blast node to the geo output of the Vellum Solver and deleted sphere1 as you can see in the picture. The \"output\" of this blast is now just sphere2. The point deform takes the original sphere as a first input, the first frame of the remeshed sphere as the second input (using a timeshift node that only looks at frame 1), and the output of the Blast node (which is the deformed geometry). Yet nothing fucking moves. I haven't had issues with point deforms when only 1 object is being affected by the Vellum Solver, the little test sim in the upper left worked exactly as I expected. But I have no idea why the bottom sim isn't working. I'm clearly able to isolate specific geometry with the blast node, but the point deform node just refuses to acknowledge it."} +{"text":"that should work. maybe share a hip."} +{"text":"I actually managed to solve it with a new strategy, AND fix the old one. The issue with the old one in , was the pointdeform2 node was set to only work on the group: sphere2. Problem was, the first input wasn't part of that group when it was fed into the point deform node. Simply erasing the entry into the group field of the pointdeform2 node got it working as expected. Before I solved this, I made a second, more hacky way of doing it by giving each mesh a custom attribute, and then sorting for that out of the Vellum Solver. Though, now that I know what the issue was, the custom attributes aren't needed (the groups still are). This stuff is neat. I can see why people go into it as a job. Shame the industry is in shambles."} +{"text":"little depressing seeing a bunch of vfx people being like ai is going to fuck vfx so i will pivot to... making an indie game. ahcktually i was getting bored of vfx anyway... grim state of affairs"} +{"text":"What are GOOD courses for 3D animation in Blender? So far I only found Alive! by Pierrick Picaut. The rest suck fucking ass, but maybe I missed something"} +{"text":"So far I only found Alive! by Pierrick Picaut. The rest suck fucking ass And why do you need more than that one? It teaches you everything you need to know. Animating in a different style then just becomes a matter of applying your own tastes."} +{"text":"I'm still a beginner in animation and I was watching some videos from Alessandro Camporota who seems like he among the best in terms of youtube content. one thing that stuck out to me was webm related, a rig he manipulates in maya. the controls and rig look so welcoming and smooth to work with. I haven't really encountered this in blender even with pre made rigs. I know its probably 90% the user but does blender also have controls and gizmos that help you affect the pose like shown here? it just seems so natural what he's doing whereas when I'm moving a rig around, it feels extremely clunky and things don't seem to stick the same way. I'm sure it's a massive user error on my part but I just want someone to tell me that if so"} +{"text":"Auto Rig Pro or Rigify rigs look better than that. Also that's just posing, not animation. Don't think you can just start posing off of a reference video and place keyframes at random, you need a workflow like pose-to-pose with its breakdowns and settles and other rules"} +{"text":"does blender also have controls and gizmos Press T, the transform gizmos are a tool on the left panel, there's a combined transform tool that I often use"} +{"text":"it's the anti-blender third worlder, dont bother"} +{"text":"so has ANY of you fucks actually used this for something? what's your experience with it been like so far ?"} +{"text":"zremesher, dynamesh and decimation master already exist. what do you mean?"} +{"text":"how did you learn?"} +{"text":"pixyz and manual cleanup in blender. awesome i was wondering about pixys performance, i guess ill give it a try and get the workflow down."} +{"text":"Remeshing is full of repeating patterns lol, if only you knew how wrong you were"} +{"text":"I tried it ages ago when it came out and i was pleasantly surprised for a bit but then got disappointed. It's a weird CAD that takes some getting use to. For one I like planes and sketching on planes to make sure my dimensions are clean. I remember adding dimensions was a pain in the ass, so I never got used to it and dropped it, but its a nice mix between blenderfagging and cadfagging so I might try it again soon"} +{"text":"put as much effort you put into everything you do into fixing the shoulders"} +{"text":"Nice animation, how do you use your reference video in your work flow? I'm trying to learn with a dance video as a reference but everything looks and feels choppy even when I trace it frame by frame."} +{"text":"That character looks zesty for some reason."} +{"text":"i set up some of the main key poses of the dance (or part of it) evenly split (like every 8-12 frames or so a key pose) and when each key pose looked right i started adjusting their timing and adding extra key frames and corrective poses in between the main ones. The hardest part was definitely making sure it syncs with the song. Plus i had to cut some of the animations out in editing, maybe like 6 seconds of extra animation. Cuz it didn't fit with the song."} +{"text":"Kick ass animation, Anon. Obviously there's things to improve on like trying to get smoother movements, but it's awesome that you finished something."} +{"text":"like im pretty sure im now attracted to ankles after modeling a few of them, what the fuck am i supposed to do with this info. same with wrists, i know how people feel about feet guys but what the fuck are they gonna call me once they know i find women's wrists insanely hot."} +{"text":"maybe you just like women faggot"} +{"text":"wait until you find out about knee pits also don't make a fucking thread for something for frivolous you piece of shit"} +{"text":"I've been trying to learn Blender (I'm willing to learn any program at this point desu) I followed the CGCookie intro to Blender course. I'm just trying to model/sculpt robots, mechs, and then humanoid creatures to pose, animate, and eventually 3Dprint toys out of them to sell. I checked the pinned post and tutorial links are 404'd. Does anyone have any suggestions of what tutorials to watch? Maybe even some tips and shit."} +{"text":"At some point you need to stop watching tutorials and start making things"} +{"text":"OP here, a game dev with 10 years of experience told me to just use Zbrush. So I got Zbrush. The what. The donut feels humiliating desu. But the rigging for impatient people, I'll look into. Thank. Checking this out now! Thanks."} +{"text":"The ChudCG courses. Helped me when I started out."} +{"text":"Could you link that and explain a bit more?"} +{"text":"i want to try to be a vtuber, but i dont know Where and how can I find and create my own model, and in general, how to do this? I really want to, but I dont know how. Everyone says different things, and I dont know what to listen to."} +{"text":"what are you a dick?if you want a vtuber model so bad buy one or make it yourself just like every other vtuber"} +{"text":"You can commission L2D chibis for less than $100, I commissioned a Spurdo for $85 (and I never stream but that's part 2). You can find artists on twitter. I'd say there's no point to being a pngtuber if you can land this cheap of a vtuber model."} +{"text":"i'll send feet if you do it"} +{"text":"you want furries to goon over you?"} +{"text":"Reminder: Subscriptions SUCK! Have a 3Ds Max/Maya question? recently started a project? Or simply want to complain about Maya crashing? Previous thread: >>"} +{"text":"So I landed an interview for an important supermarket chain that is expanding in my country and they are widening their project/architecture department, they told me they use 3Dmax a lot and I just know the very basics. Any course or YT channel you'd recommend? I haven't touch the program in 4 years since my current job doesn't use it but this new job seems way better so I need to re-learn the program."} +{"text":"That company is going to fail, AutodeskCAD is the better choice for construction and development. 3DMax is not designed or has the tools to guarantee results for real world applications."} +{"text":"I am currently using unwrap uv in 3ds max right now but is there a better software? Any suggestion would be most welcome"} +{"text":"What problem are you encountering? It'll be hard to recommend something before we know what doesn't work for you"} +{"text":"I need to isolate element of the object, so I can have easier time selecting and cutting the edges. It's a piston-engine."} +{"text":"trying to get a npr rig of a \"doughnut\" and \"biscotti\" working im using a cloth sim to simulate \"doughnut jiggle\" and im struggling to get the \"biscotti\" to penetrate through the donut hole and then have the hole return to its regular shape,also trying to simulate \"coffee liquid and bubbles\" to spill out of the donut hole,since its npr so it dosent have to be realistic and the less intense it is on my pc the better any suggestions or tutorials you can recomend?"} +{"text":"this is incredibly usefull thank you!"} +{"text":"Thought of this thread after making this One way is to make a bone stretching to bone B then use a driver based on (stretching bone's length -1)/expected max length, on the shape key's weight"} +{"text":"whoops, meant scale factor -1"} +{"text":"Am I going crazy? I've used Blender for around 2 years now and I swear there used to be a button to copy and paste images in and out of the image and UV editors? maybe i'm just rarted idk"} +{"text":"I’m currently learning Unreal and Blender to fulfill an idea I’ve had for a while, kind of do it myself thing. I knew going into this it would be incredibly difficult learning two new programs simultaneously, but for now I’m just focusing on blender and creating assets. I’m learning on the go which is the only way I can, and it’s been two weeks since I started. My project will be a horror themed action/thriller stylized as an early 2000s game. I’m not emulating a specific console for graphics, I’m emulating the data storage techniques used so I can minimize RAM usage altogether, either for universal playability across any type of device and also to have it available for later use with in-game mechanics and huge levels. I don’t want a graphics card to stop any player from being able to play this, while maintaining compatibility within reason of eachother. I say all that to ask this, so far I have some hard set rules for every single modular piece I create, as I’m currently in the very beginning of “grey boxing”. Every unit is in cm to match unreal. Every floor, ceiling, and wall piece fits in a 400 x 400 x 400 box. Every single wall must be 20cm thick. The origin point must be at the bottom left corner of each piece. Before exporting each piece, all transforms to scale 1,1,1. Ensuring faces are pointing correctly, but I’ve opted for boxes for every place instead of a plane to mitigate this just for simplicity and shading/lighting in unreal. Comment too long. Click here to view the full text."} +{"text":"green wavy transparent aura That's because he doesn't shower"} +{"text":"I’m not even asking “how do this”, I’ve already started I’m just asking if my checklist is solid going forward so I can build the world in a modular way with minimal backtracking. Learning how to function with the program is obviously up to me, just seeing if anyone else has other things they do for each asset to make it more seamless for this type of project."} +{"text":"You say that like AAA studios aren't also infested with trannies"} +{"text":"I would strongly advise you to use Godot due to it being much LIGHTER and LESS BLOATED. Just open it and see how fast it runs compared to other engines. But more importantly it is MUCH EASIER to learn and use."} +{"text":"one thing to keep in mind is instancing your objects in the game world rather than duplicating redundant geometry. if you modeled a house in blender, for instance, you might make a bunch of windows duplicated around it. In a game engine you want a single window model that is instanced in multiple places around the building. You can build scenes directly in the engine to make sure, or you can figure out some way of building scenes with instanced geometry in blender and then transfer it to unreal engine. Also keep the models light and let your textures and normal maps do the work. you would be surprised at how low-poly the models actually are in highly detailed big budget games. I don't know what you're doing with the real-world measurements. that's going to slow you down trying to make everything the perfect size. What matters is that the thickness walls in a particular environment are consistent, so you can snap together instances of walls together in a modular way. You don't have to use booleans to grey box it, but it can make it easier. personally I would just model the walls i'm eventually planning to using, because they are so simple, and grey box with those"} +{"text":"They will never make it then. AI video by that time will be already good enough to make the whole movie from a single prompt."} +{"text":"The problem is that Shrek does not look like Shrek from previous movies, that’s it. Also minecraft movie was single-handedly carried by Chicken Jokey and intentionally terrible acting, so that’s not an argument."} +{"text":"wivtoa"} +{"text":"low test vasectomy sherk"} +{"text":"Damn, that fixes the disgustingly ugly features of the original model, while mantaining it's core design and character. You just gave us the real Shrek remake that we will never have."} +{"text":"How far can I get sculpting only with a mouse instead of a dedicated pad?"} +{"text":"Eventually you will definitely get into situations frequently where you'd wish analog control over things especially when you start painting. It's not just speed but also ergonomic reasons. Casual hobby sculpting does work with mouse but if you aim for high detail shit that gets several days sunk into it you definitely want a pen at some point. For now just go ahead and instead of thinking and talking just go for it."} +{"text":"Like your broke ass is getting any action, nigga can't even afford a tablet"} +{"text":"I get laid with 0$. Like I said, have sex incel."} +{"text":"Autodesk users don't believe in sex for free"} +{"text":"You can get very far with modeling low to mid poly and flat shaded. But that's modeling, not sculpting."} +{"text":"Soon a new year is upon us, and I will once again try to stick to blender and be a creator and just a dreamer"} +{"text":"Wow tell it to /adv/, not /3/"} +{"text":"Oh look a fresh hellspawned retrotranny HRT \"artist\" looking for its motivation to do its shitty lowpoly cris garbage"} +{"text":"Have you tried Terracotta? You can even make your own if you have a river near you."} +{"text":"I've finished the donut tutorial. What's next for me? How do I start making money?"} +{"text":"Yeah but it's something to actively look up vs using personal info that patreon or paypal will directly serve to the commissioner/subscriber on each payment or sub"} +{"text":"it's something to actively look up Yeah the guy trying to dox you wouldn't do that"} +{"text":"Typically porn art doxxers only do it because it's trivial, and trivial measures are enough to stop them. Most of them don't have the know how to actually search for that information"} +{"text":"make a furry with a giant dick and use the donut like a fleshlight make a patreon ??? profit"} +{"text":"How do I start making money? Well you polish up your CV and start applying locally, maybe ask your parents or friends if they can hook you up with a job. McDonald's and other fast foods are alright for a first job experience, but they receive too many applications so they probably won't hire you."} +{"text":"posting my intro to 3D final project"} +{"text":"cool"} +{"text":"make new adobe account make burner virtual credit card sign for substance trial delete virtual card use substance for 30 days back to step 1 Am I gonna get in trouble?"} +{"text":"Try and see for yourself, mr smartass We really need a new dumb questions thread"} +{"text":"or just crack it you useless nigger, oh you already fucked it up by letting uncracked adobe services into your pc"} +{"text":"Check out Material Maker."} +{"text":"Some guy bananaed a tape to the wall in blender"} +{"text":"I kneel..."} +{"text":"satisfies everything that's needed to be art."} +{"text":"how do I wall a banana to a tape?"} +{"text":"Kino"} +{"text":"like this"} +{"text":"I don't have any experience sculpting/modeling but I want to start. My main goal is to create MTG/Souls like environments,creatures and characters, but I'd also like to make more fun, stylized stuff. I can't seem to find a step by step guide to develop the skills I want, every tutorial I see is about making specific models which I don't know if they're worth doing or just a waste of time. Here are some things to know: I've used Blender and Daz in the past to create renders, but not to model or sculpt, so I'm not exactly starting from scratch I have Zbrush I have a drawing tablet I'm interested in this as a hobby, not trying to make money or a career. I guess what I'd like to ask is if there's any structured guide or advice I should follow instead of watching random youtube videos"} +{"text":"Many of the \"go along\" tutorials are the same shit, so just grab one that is modeling/sculpting something you are interested or at least related to it like a basic human/monster and do it, even if it's a slog you will learn something or at least how to use some of the tools. After that you have two options Start modeling/sculpting, see what you lack and study it or see other people work and try to replicate it. And if you don't understand something you ACTUALLY NEED, you search a tutorial about it. Go to tutorial hell."} +{"text":"My main goal is to create MTG/Souls like environments,creatures and characters the key to this is to just keep layering in texture at finer and finer scales."} +{"text":"It's amazing how anons still reply to a troll thread in good faith"} +{"text":"There are no non troll threads and i want to talk 3d"} +{"text":"CG Boost or CG Cookie both have great resources for sculpting and modelling. they cater to blender but for sculpting the process should be much the same idk if this is true for others but in my experience, making realistic stuff somehow feels easier than doing stylized shit, like cartoony stuff or Pokemon or whatever, since those require a strong understanding of shape design and appeal, and being off just a little bit can break the design, whereas with realistic or at least dark fantasy stuff you can kind of go crazy on details and have it turn out alright. only saying that in-case you get pissed off when you're struggling to make something that seems very simple also, unless you just want to be recreating what already exists or what concept artists come up with, you'd need drawing ability. I know, it sucks"} +{"text":"I know this is bait, but I think it's worth responding anyway to help other defeat this misrepresentation. The intention of these verses is obviously to stop the creation of images of idols; things that were meant to be objects of worship. There are obviously images and carvings which are totally appropriate and commanded of God to produce: Ex 25:18 And you shall make two cherubim of gold; of hammered work shall you make them, on the two ends of the mercy seat. Ex 26:1 “Moreover, you shall make the tabernacle with ten curtains of fine twined linen and blue and purple and scarlet yarns; you shall make them with cherubim skillfully worked into them. Ex 28:33 On its hem you shall make pomegranates of blue and purple and scarlet yarns, around its hem, with bells of gold between them, Num 21:8-9 And the Lord said to Moses, “Make a fiery serpent and set it on a pole, and everyone who is bitten, when he sees it, shall live.” So Moses made a bronze[a] serpent and set it on a pole. And if a serpent bit anyone, he would look at the bronze serpent and live. 1 Kings 6:23 In the inner sanctuary he made two cherubim of olivewood[...] 1 Kings 6:29 Around all the walls of the house he carved engraved figures of cherubim and palm trees and open flowers"} +{"text":"Bump."} +{"text":"based, shitskins should be gatekept and deterred from 3d since they have no creativity and ruin everything. it's a white christian mans hobby and job."} +{"text":"I can fap to this. Good job!"} +{"text":"I use blender mostly for pinups/static scenes and everytime I try to make my own lighting from scratch it makes me feel like a retard who doesn't know how to use blender. I've seen a few youtube tutorials herre and there, as well as attempting to copy other artists, but feel like I have no foundational knowledge."} +{"text":"Understand the intention behind your render Is it cinematic? Is it a showcase? For cinematic renders you want to use as few light sources as possible. Preferably a sun light source with harsh shadows. For a showcase, increase the angle until you get very soft shadows, duplicate it and decrease the intensity. Don't fall for the natural light meme unless that's your goal, it can look decent but very boring."} +{"text":"Fuck it Post your favorite examples (Movies, shots, etc) you'd recommend to learn lighting from God i fucking love rimlights so much"} +{"text":"I wanted to recommend Brejon's blog but i keep forgetting his name every time i require his site lmao. Thanks anon."} +{"text":"First set your pubes on fire. Second watch how the flames dance and shine upon your blistering skin paying close attention to the shadows. Third, profit."} +{"text":"I know edge flow"} +{"text":"Isn't the main argument on why the industry is stuck on Max/Maya but the industry isn't stuck on those two though?"} +{"text":"yeah all the studios i know moved to softimage XSI 7.5 years ago and never looked back. you would have to be retarded to still be on maya or max"} +{"text":"I don't take part in the Blender debate but holy shit, you just raped both of them.. Bravo."} +{"text":"The industry moved from Maya (Original), Softimage, Adobe, Microsoft and back to Maya. Blender has no real use when making movies, ads, tv shows and games. Blender is behind features and people like you need to stop defending them for their laziness."} +{"text":"I use Houdini, so I never had a horse in the race. I just remember that argument being flung around as to why those were \"industry standard\". Now the same excuse is being turned the other way when talking about anything else that uses plugins/extensions. It's the pot calling the kettle black and the kettle calling the pot a nigger."} +{"text":"How would I go with painting my own normal map from scratch? Experimenting with a better workflow than the traditional baking here."} +{"text":"this is what I was going to say. what a cool technique. recently used this on the front of a filing cabinet"} +{"text":"painting a normal map Brushstroke stylization aside, why wouldn't you just make a bump map and convert that to normals instead? In GIMP the normal map filter lets you control the steepness of each converted layer, so you can over or under-emphasize different elements like scratches and bevels. And since GIMP 3.0 you can toggle and preview the normals in realtime as you edit the greyscale. Just a matter of getting comfy with the gradient tool and using the curves filter to add bevels or dimples in the inclines."} +{"text":"list 5 AAA games with hand painted normals"} +{"text":"fuck off cris"} +{"text":"Sculpt in Zbrush or an alternative, create the textures from the sculpting. Alternatively you can use substance designer to create these kind of textures procedurally. Personally, if you're doing this solo I recommend to use the Zbrush approach. If you're doing this to get a job, learn to do both."} +{"text":"I've heard of people using it for small simple 3d games. What do you think of it overall as an engine?"} +{"text":"It's terrible at /3/D. Barebones systems. Performs like shit and crashes constantly."} +{"text":"I've never had it crash a single time. It has one of the best documentations of any game engine. It's a good and simple engine. Unity has the best community support for addon/plugins and tutorials Unreal has the best graphics Godot has the most simple scripting language, no login/signup, and the best documentation"} +{"text":"It's good, it's simple to understand, works. Like the main thing in choosing an engine that it really doesn't matter, just pick whatever and you're good to go, if you want to impress chuds build your own engine"} +{"text":"goydot 3d LOL"} +{"text":"I still remembers all those years trannydots were shilling about godot 3d capability to make 3d games. And then 1 day I saw some news that godot was supporting frustum culling (years later after the shilling). Laughed my ass of back then will keep doing so forevermore. Shill engine, never trust in the trannies."} +{"text":"if only..."} +{"text":"The situation you describe doesn't really exist. From GLQuake onwards in 97 it was either use openGL or DirectX (if you're windows only) and nowadays it's either use Vulkan or DirectX. Stuff like mantle pops up once in a blue moon but doesn't get traction"} +{"text":"At the same time graphics and performance have only improved. What is the problem supposed to be? It's not as good as it could be? If 1 configuration were the best configuration it would be used by everyone. and according to this post thats what's happened. I am concerned about developers getting lazy about optimization because computers are so powerful now."} +{"text":"That's how game engine companies make money"} +{"text":"I'm working on tranime slop series before the AI leaves me under a bridge eating garbage or something, pic related is my OC, her name is kiru, kiru is a 22 year old girl or around that range, she's just another loser with no boyfriend and virgin like you and me anon. it has more story than that but in general it will be comedy shorts where she lives somewhat traumatic and funny experiences, it's like a lolcow or something, it sounds kind of boring but I think it will work, anyway this thread will be to show my progress and receive criticism or death threats or maybe everything will ignore me I don't know."} +{"text":"Click on the \"show only selected\" icon, get onlybtracks for objects you select. Also lock attributes you don't use to avoid useless kyes, also look into how the character keying set works. This'll all massively reduce the number of tracks you need to deal with"} +{"text":"I'm still working on it doe, I haven't talked much here because of pajeet AI spam, but when I finish I'll make a thread, I already have 6 minutes of animation and just need 3 more to finish I don't really care how good the AI gets, there will still be a market for traditional artists and I feel like I have a good story so I'll keep going, thx for the support, I thought this thread had been archived a long time ago lol"} +{"text":"You’re right. Even if AI gets incredibly good, you still need to have a great taste to come up with stuff worth looking at… and that’s what AI retards lack. They’ll just always produce boring/mid garbage, no matter how \"good\" AI gets. Love your work, keep it up, some of the most outstanding stuff I’ve seen lately."} +{"text":"Hey anon, I'm in my once-a-year bout of being interested in 3d so my mandatory browse of this board did commence and this thread made me passionate enough to post here for the second time. You seem to be doing well so this encouragement may not be needed but there are some bitter posters further up and I must say please never listen to them, I truly want to see this project come to fruition. Idk if the thread subject is just a joke, but I think I just relate as my own projects are the only thing keeping me from kms. I think I'm just typing up such motivation as I know how easily discouraged suicidal people can be and I really want to see you able to finish this. I love kiru!"} +{"text":"Underrated thread, Kiru is very cute"} +{"text":"yeah i know, i'm specifically talking about the dust cloud he's picking up under him. i wanna export that, not the character models themselves that's the gimmick, it's 3d but looks 2d"} +{"text":"This is like a decade old. Long story short: it's more about artistry and less about the technology. A 3D only artist trying to recreate the 2D look is impossible. It's like an Olympic cyclist trying to become a Nascar driver. ArcSystem Works have decades of 2D animation experience, this is why they were able to pull it off so well. It's the same with that Arcane show. The artists working on it had decades of 2D animation experience. 2D is like a language. If you're not fluent in it then you'll never ever be mistaken for a native speaker."} +{"text":"THey've added a whole bunch of stuff over the last few months, although there's dome repeats and some materials unrelated to purely 3d. Love the one about stage design though"} +{"text":"I think it took me a year to figure out the techniques I used to make this model, but I am glad I think I've cracked the workflow to make HD 2D anime shit with low poly models. Took me 4 hours from the low poly models to render this. :D I'm 99% certain I've finally cracked the workflow."} +{"text":"Schizo fight incoming"} +{"text":"glad you like it it's time to get going on your project as a whole"} +{"text":"no cris posting in weeks venezuela invaded by trump cris bros...im scared..."} +{"text":"We could finally be free"} +{"text":"He's posting here right now. He's always in that south american general."} +{"text":"Is there still meaningful room for innovation in 3D character design in future games, or has the medium reached its practical ceiling?"} +{"text":"We still haven’t gone through holographic technology. If only those stupid Americans can stop funding the fake AI we could get closer to hologram within the 10 years."} +{"text":"3D character design in future games characters should serve the story. they can be anything. there is no real ceiling."} +{"text":"ai is more funded and supported by china and india than anywhere else you retarded rentfreer"} +{"text":"practical ceiling for 3D character design in modern games was reached like 10 or even 15 years ago in terms of LOD (level of details) since we have only variations on same models Everything depends on GPU and level of overhead code (game studio)(intentionally) put into game so you need new CPU , GPU from (chip maker ) so (game studio+ chip maker = profit ) and scam repeats and repeats You can see that by yourself some games from 5 - 7 years ago are more detailed as today. UNREAL eng. is great example how you can make game run much slower as same game 10 years ago. overhead code is word what you have to look into. Imagine cyberpunk (no bug sloop) 40% smoother and 50% faster But you need buy new gpu next year for 1200 and get nothing out of it. That is where we are now . Dead end."} +{"text":"There is still advancement left Spoilers: It's lolis"} +{"text":"home..."} +{"text":"when the fuck did this get updated to have a building feature?"} +{"text":"Crazy that lolige are going \"mainstream\" after being posted to ATF (then tiktok). First DoL, then hummingbird. What's next?"} +{"text":"most of the games on atf are pretty shit and amateurish desu. dare i say even cris' work looks better. but this game however, stands out for being artistically and aesthetically great for a solo dev as far as /3/ is concerned, even tho it is technically unfinished. cant show much of the game here tho. the op is a subtle bait."} +{"text":"link to gaym?"} +{"text":"Unteralterbach has been making the rounds on tiktok with zoomer artists making their own OCs"} +{"text":"Do you deform 3d model to get the expression you want?"} +{"text":"All fun and games spending weeks, months, years getting perfect face topology and then you have to rig the damn thing. All 55 muscles."} +{"text":"3D rendered anime is the future, we've been getting better and better at it every year."} +{"text":"Modeling face miscles for anime would be tremendously missing the point"} +{"text":"Topology is topology."} +{"text":"Eh, with anime you can go with the arcsys option of having just the one fan around the mouth or with the smirk/pixar option of having the mouth be a completely disconnected mesh from the face."} +{"text":"Im working on developing some games in my spare time and I’d really like to target the fidelity of ps2-ps3 style games, mostly for stylistic purposes (but also because I’m solo and don’t have the time and resources to make too many high poly things) Specifically, I’m really interested in how characters like pic related were modeled and textured to look semi-realistic and expressive (especially textures because I’m still terrible with them) Feel free to post low-poly or just your favorite models/textures from the games of the good old era of games"} +{"text":"what are indie game devs gonna do in 15 years when everyone is nostalgic for ps5 graphics tho"} +{"text":"No one is going to be nostalgic for that since everything looks the same now. There's nothing uniquely \"playstation 5\" about the ps5's graphics. The graphics and the games are the same for everyone now except nintendo."} +{"text":"I don't see this model on the model resource, anyone got a link? I'd like to see how well this one looks with path traced rendering."} +{"text":"What was your entry into 3D graphics? What software did you start out with? Mine was pic rel"} +{"text":"It even came with seasons greetings from the devs"} +{"text":"Mine was 3D studio 2 (not-Max) on DOS"} +{"text":"First it was 3ds Max around 1998 circa ,Later Maya, Cinema 3d ,even nice Wings 3d Blender is cool but... always some problem Now mostly 3ds Max and Blender"} +{"text":"Wings 3d holy based"} +{"text":"3d Canvas here. Tried milkshape, but 3d canvas made a little more sense to me at 13. I'd make little animations to show my friends. Didn't know about rendering, so I'd just bring them to my house and play the actual timeline for them."} +{"text":"Any recommendations for Learning professional animation for Blender? I'm swapping from Maya to Blender."} +{"text":"Blender"} +{"text":"How the fuck do slotted actions even work. I create a new action, I make slotted actions for each rig but then when I switch actions the slots just go away, they become unassigned and nothing fucking happens. It makes no fucking sense."} +{"text":"simple way: -select object A, insert keyframe, which will implicitly create action AAction and slot A -switch to object B, select action AAction in the action dropdown, insert keyframe, which will implicitly create slot B on AAction the important bit is the objects after the first have the action you want to be the parent for all slots as the active action when you insert keyframes/create the slots"} +{"text":"Even if you originally created the slots on separate actions you can select both objects and use \"Action->Merge animation\" to combine them"} +{"text":"Really? I'm a native English speaker and while it is sometimes tricky to hear what he's saying, the subtitles make up for it. Plus, frankly, I just laugh whenever he says an English word with a very pronounced French accent. Like whenever he says the words \"hips\", it sounds like he's saying \"EEEps.\" The EEEps of a character. Makes me laugh. But if you're a none-native English speaker I can definitely see why he'd be hard to follow. Still, his animation course, and his rigging course, is one of the few Blender things worth throwing real world money at."} +{"text":"Youtube is full of retards who are poly modelling entire human characters from scratch instead of sculpting them Imagine learning wrong from the get go and sinking hundreds of hours into doing it wrong and inefficiently. What a nightmare."} +{"text":"why would i sculpt an anime character when im going to have to edit the normals by hand for smooth lighting? i dont want to have to edit a billion face normals"} +{"text":"or manually retopo the entire mesh for good deformation. I don't really understand who is using sculpting for anything but maybe vfx"} +{"text":"i could see myself using it if i wanted to print a figurine or something but polymodelling is so easy anyways"} +{"text":"Haven't you been here asking if you should be poly-modelling characters and then turning around and telling others that you should never ever do it every time you get told to do it for more than a year at this point?"} +{"text":"Say it with me /3/ Trans rights are human rights"} +{"text":"I am getting a certificate in CAD for free from my job. I will be all new to this field. What is the job market like for this? What are some basic things I need to know? Any advice would be appreciated!"} +{"text":"That's what the cert is in, AutoCAD. I'm just not sure whether to focus on manufacturing or the more civil engineering style route."} +{"text":"Your best bet is to stay at your job with the wrench"} +{"text":"I never said I turn a wrench for a living. I infact don't have a profession right now due to developing a chronic illness and have to change careers. I am hoping with all my prior education and experience a CAD cert from a college would lead to employment again."} +{"text":"Basically anything computer related is fucked, outsourced poojeets for cheap dont make it any better. Blue collar jobs are somewhat stable for now because nobody wants to do physical jobs including poojeets"} +{"text":"depends on where you are, look at what local jobs are available related to CAD. tooling, molds, and other things need management, and a CAD degree helps on with blueprints, metrology, ISO and ANSI certs, all of which open doors. study this new niche. I got a few 3d printers and am learning coding now to develop an opensource software print-farm solution to sell on the market for user-rooted desktop CNC machines now. we need visonaries in tech in the western sphere, and CAD is central as a tool, if not as a career inherant. use it as a tool for alllllllllll the other careers. shoutout to the hungry ghost artwork, keep striving fellow polymath."} +{"text":"Hide your children and run."} +{"text":"now show her polys"} +{"text":"She has around 25k triangles at the moment. Currently working on her shoes."} +{"text":"Meanwhile I've also made an upgraded Placeholder-chan model based on the new Alice model."} +{"text":"my name is not important"} +{"text":"What's the quickest way from retard to creator of this? Wing3D?"} +{"text":"on PC with the hype surrounding the 7th guest 3D Studio (pre-max) got really popular fast, but that was for prerendered stuff. It's not until Max (so 96) that you could see textures in the viewport, and even so you couldn't paint them for several years so yeah, devs wrote custom texture unwrap and preview tools and drew them in deluxe paint and later photoshop. French game dev Cryo had famously developed an in-house real time 3d texturing tool that got leaked to every french dev and then some more across the world since it was so desirable."} +{"text":"faggot retard"} +{"text":"for modeling you should take a model of whatever you want to copy and import it to blender (or whatever 3d modeling software you use) then add a mesh next to it and try to copy the model as closely as you can. If the result is too different then you try again a few more times until it looks similar enough. Then you make the model again, but this time change something about it. Do this again and again, changing the model each time, and eventually you'll be good enough at the style to make something in it."} +{"text":"I'm interested in learning low poly modelling and animation for games. My experience so far is gaming miniatures in Zbrush along with drawing. Where do I start? I'm open to any free software really."} +{"text":"Quake's model guy is truly a master of making the most out of the limited polygon budget of the game. The texturing is so incredibly good. The remastered models are even better."} +{"text":"I started modeling in zbrush instead of blender. Everyone hypes it up as being much better and I think im missing something. It does feel better to model in but as a newb to this program, what features should I be aware of that shoots this to absolutely mogging blender???"} +{"text":"grabbing, cutting, adding other mash That's in standard blender my dude"} +{"text":"Zbrush is a sculpting software, anyone saying that it's better than blender for modeling is either trolling or retarded."} +{"text":"theres a difference?"} +{"text":"Both sculpting and poly modeling are forms of modeling, so it's likely that silly anon presumed you meant poly modeling"} +{"text":"I'd say Blender is more of a jack of all trades and a master of none (who gets a lot of support from people) While Zbrush has a much greater emphasis on sculpting so you get more resources dedicated to coding. Also if you want an auto retopologizer, Zbrush is waaaay better at it."} +{"text":"Don't listen to the other idiot. That being said, ideally you want to be reasonable as to what you automate. Like automating some morph for the eye is overkill compared to just modeling the eye in a way that will not break down in the first place. Also since they're such simple shapes, basically two circles you could weight the outside of the iris to a bone and the inside to another and then it's super easy to adjust, and if you really need some sort of shortcut you can put an arrangement that looks good from the side in the pose library, rather than drvie a whole automation. Fancy rig features should be driven by what the rig's gonna be used for, make it easy to reach a good pose fast in most common situation. But good modeling will get you most of the way there"} +{"text":"How would you model the eye to prevent facial clipping from the side while looking good from the front? Since it’s just a disc, once it moves enough to the side, it’ll naturally collide with the face in such a way that will look bad from the side unless shrinked/deformed in some way, I’m not sure of any other solution I don’t know how weighting the iris’ inside and outside different would solve the problem, since it’s only the outside that’s the issue The pose library idea is probably the most realistic"} +{"text":"Stop being lazy and rig like normal instead of over relying on a dumb PC to randomly add weights."} +{"text":"Arcsys eyes for example are modeled with diagonal irises, simple as that. Looks good from the front and side."} +{"text":"you can just use a shrinkwrap modifier. and make the iris/pupil mesh a separate object with a shrinkwrap constraint on the object itself, pinned to the eyeball mesh. to keep it from floating away from the eye. and then parenting the iris/pupil meshes to bones. align the normal of the bone to point directly away from the eyeball mesh and then put another shrinkwrap constraint on the bone. i can demonstrate the effect if you need. this stacking of shrinkwrap modifiers and shrinkwrap constraints allows for any shape of iris/pupil onto any shape eyeball/sclera smoothly and without using blendshapes. but of course, this will only work inside of blender though, and isnt exportable. The pupil should be shrinkwrapped to the iris. and the iris shouldbe shrinkwrapped to the sclera. and each mesh should have enough geometry Set shrinkwrap modifier to Nearest Surface Point and Above Surface with a very very very tiny offset to avoid Z fighting."} +{"text":"Cooked, is what we are!! Over, it is!! BTFO, eternally, forever."} +{"text":"It's not due to AI because AI can't fucking 3D model game ready stuff nor precise stuff like architecture visualizations. It is due to outsourcing to jeet companies"} +{"text":"Oh really, Jessica? Wanna test my BWC (Big White Cock) first before I change your mind about AI?"} +{"text":"Welcome home Concord dev."} +{"text":"Not fault of AI when it comes to 3D because as said AI can’t do 3D for shit. My actual guess is combination of jeetification and AAA game companies flopping. Ubisoft lost majority of its value because they have not released a good game in a decade, same goes for lot of other studios, flop after flop for the most part while I die games are getting better, and indie devs usually don’t hire that many artists."} +{"text":"Does anyone have a simple way to do retopology? No matter how many times I try, I just can't get it right."} +{"text":"I just glanced over vseeface document and it looks like all it needs is for you to have all the properly named blend shapes. In that case, it's up to you to sculpt your blendshapes in a way that makes whatever janky topology you're using look right. We can't see the edge flow on a shaded model, so we can't give you any advice on it. MY general blendshape advice is to make sure they look right. If it doesnt look right, go back and fix that part. Do whatever it takes to make that expression/etc look right. It's not dynamic. You get to put every vert where it needs to be. So use that power."} +{"text":"I'm willing to bet you could fix your model by going in and avoiding subdiv modifiers until you actually nail the shapes. You have some clear features like the hips and navel but they aren't built around an understanding of the muscles underneath the skin. Do an A pose for better shoulder deformations and definitely revisit that tube tail it needs a little fattiness towards the bottom as gravity naturally pulls the meat downwards into a sort of eggy ellipse shape. It's not a bad start, spend some time with anatomy and topology, I recommend a washable marker and drawing on your own body if you want to start understanding loops better and how you should be solving for them. You can also look at other people's models in 3d wireframe but that's like feeding an AI more AI, you should be getting your references right from the source. You're doing pretty good though definitely better than where I was at when I started"} +{"text":"go into grease pencil mode draw it over ? profit"} +{"text":"use 3dsmax apply retopology modifier /thread"} +{"text":"Updates OP. Did you fix it? Did you move to the next part of your project?"} +{"text":"New reason to kill myself just dropped."} +{"text":"make a good thread you fucking morons or go to twitter or lurk"} +{"text":"go to twitter, bye"} +{"text":"twitter Funny you say that because..."} +{"text":"People need to shut the fuck up about AI. It's going to do a few things before it gets better: 1. kill a shit load of people; like how all these morons think they can rig AI to control semi trucks. They can't figure out how to get them to park and suck ass in bad weather 2. this is just like automation. It will help production, but the people will displayable skill will COST MORE now. 3.The AI bubble will pop once these fucking morons in Hollywood, WEF, and UN figure out that it's not a magic cure all."} +{"text":"Just learned to combine pixelbasher, aseprite, asset forge, pixel composer and blender. :D I really love this style. pls rate."} +{"text":"pls rate. Cris/10"} +{"text":"fuck off cris"} +{"text":"it looks like shit so it matches your style perfectly stop fucking around and make your game, cris"} +{"text":"looks pretty. if these other posters are anything to go by though, it looks like you need to get back to work"} +{"text":"Where do you guys go to find jobs? I am an industrial designer (ik I'm dead field) looking to do any kind of 3d work but I currently work a drafting job I'm starting to hate cause I don't get to use any of my actual skills."} +{"text":"making porn? actually some years back i was working with a dev guy that liked my female models and had me making some stylized stuff for porn, covid hit and guy disapeared... anyway, i cant animate so at most i would only make sexy stylized figurines, either for somebody else to animate or for 3d printing... might give it a try, but dont know where to advertise either..."} +{"text":"You need to look up cascadeur"} +{"text":"cascadeur oh i know cascadeur, its good, i had a license for testing it out when it was in beta, it was good for walking and running cycles, i think the last time i used it they where implementing hand/finger rigging, but i havent seen any new development, is cascadeur good enough to make pron now?"} +{"text":"yes, its a pain to bring the animations back into blender though. I think maya has an automatic bridge for it though"} +{"text":"awesome, i know how to use both, but i am more accustomed to work with animations and rigging in maya, i guess ill make a boobie animation to test the waters"} +{"text":"Hey I'm making characters for the first time for a video game and I was thinking about making them modular so I can switch clothes and accessories and these characters. But beyond the sculpting, what does it take to make a modular character when you're going through the retopo step ? How do you even plan that? Any guides out there on that subject, I can only find resources that scratches the basics in 4 minutes max."} +{"text":"Same skeleton or something idk"} +{"text":"All of your clothes have to fit all of your bodies. If youre swapping out body parts the edges of each part and each version of each part have to line up. Like if youre swapping hands at the wrist, the dge loop where the arm becomes the wrist must occupy the same space on every hand mesh and every arm mesh. If youre doing softbody deformation you cant use blendshapes. Everything via bones. Say you want a slider for fatness. Every sibgle shirt and jscket and everything will need a complimentary blend shape that matches the fat shape. Is you use clever bone arrangements to make the deformation then every mesh bound to that skeleton the same way will match automatically."} +{"text":"I want a second opinion just to be safe. I'm commissioning someone to make me a blank 3d body base which I can use for various custom action figures of my own. I tried googling his sample just to be safe he isn't scamming me. I found stuff that looked ismilar but weren't exact matches. But I thought i'd share what he showed me here just to be safe to see if anyone can recognise the work."} +{"text":"Listen retard, if you are so new at this that you couldn't even recognize the Unreal Engine mannequin models and you actually paid for them, you never planned to do anything proper. Take the L, use this as a teaching lesson and actually learn about 3D modeling before thinking about business ideas"} +{"text":"to be fair it was only after I payed them that I learned of the existance of that model. But yeah i did have to learn the hard way so lesson learned indeed."} +{"text":"Why not just commission someone to make the whole damn thing? Nothing youre doing sounds even a bit logical. In fact, it is completely retarded and partially gaye."} +{"text":"I have no 3d modeling skills i want people to partner up with me and do the work i cant do i want to get paid for doing nothing No one is going to share a pay out just because you have an idea. You need to actually produce something and contribute. You sound like a scammer worse than the dude you stupidly gave money to."} +{"text":"download free base sculpt it a bunch now it's unrecognisable from the original sell whatever stupid shit you are doing how retarded can you be"} +{"text":"Is this shit viable for organic sculpting? I hate HATE to do it with a tablet, to the point I don't do it at all if I can help it. 3D movement that isn't some giant mouse tit you diddle sounds like heaven. I see it on sale, right now..."} +{"text":"Buy clay or plasticine, dumbass"} +{"text":"Having tried sculpting in vr, I can tell you, it's much more difficult and exhausting than on a monitor. Reason being, you don't feel what you're creating as you would with a real medium, and you have to not only hold your hand up for quite a while (which is exhausting by itself) but you also have to hold up a device with a battery as well. Doing this for 2 hours will probably make you want to die. Also, the benefit of seeing the thing in 3d is probably less than you think. You can't raytrace your sculpt in real time for vr, you'll have to rely on fairly shitty shaders to get the required performance, so you can't even see much detail. But I'd be happy to be proven wrong"} +{"text":"I will add to this anon's post and say it's good for getting a basic shape down. I find it's easier to draw muscles in VR where I can move my hand more accurately in 3d space than a drawingtablet in 2d space. To each their own on that but I agree on the longer sessions sucking. That's why I only do rough silhouettes in VR then refine it with desktop. It's fun but I still generally prefer to not use VR in my workflows"} +{"text":"I am postponing the goggle thing until Valve releases theirs', fuck it. I wonder if this isn't a bit of a forced perspective issue? Some of these headsets seem like they exaggerate close objects. Or maybe the tunnel vision from the goggles would be balanced out by a wider perspective than the default. Have you tried laying down and waving your hands in the air? Serious question."} +{"text":"I have a quest 3, and i have shapelabs 2026 which gave me the quest version as well. I HATE sculpting on flat screens, I would much rather do it in vr, however we are not there to the point its possible. what vr does is lets you do a base model in vr, then move it over to a flat screen to refine details. it is SO much easier to get a feel for what you are doing in vr, the ease in which you move the model around, able to actually see the depth of what you are doing, its perfect to go in and voxel block in, then take over to flat screen to refine detail. lets go this way, lets say you want to make a modern videogame character sculpt, you can comfortably get to playstation 2 levels of detail and refinement, if you want to push yourself you could get to playstation 3, but its a motherfucker to take it to ps4 there is a shapelabs discord, that should give you a great idea about how far you can take it., just know a lot of people will do finishing detail in 2d or blender"} +{"text":"Just how groundbreaking was this video back then?"} +{"text":"how did they get the tie-dye hippy effect in the background tho"} +{"text":"Noise then color ramp"} +{"text":"like this but with other colors im not gonna bother replicating. They might be using pages from the comic as a lookup color source"} +{"text":"holy fuck, that lettering is terrible"} +{"text":"I haven't watched enough Ahoy and retro computing retrospective videos, but I'd say pretty damn innovative. Making the characters look like toys was the best move up until the early 2000's when CGI humans started to look well less uncanny AF."} +{"text":"Is there a way to emulate VRoid's PC version on my android tablet? I really don't like what mobile version offers (and lack computer), but maaan I wanna repeat after these cool Japanese VRoid avatar videos"} +{"text":"/g/ is one of the other boards, a better fit for an emulation question. Around here's it's about actually making 3d models"} +{"text":"Vroids sounds like an awful disease"} +{"text":"Looks like /3/ is the most tame, normie and retarded board to ever exist. Are you aware of your neighbor /pol/?"} +{"text":"No, but it might be the most slow board ever. There are literally like 5 anons here."} +{"text":"Try your luck with winlator or just go to blender on android"} +{"text":"How can I create these two characters quickly with the least resources possible? Would an AI mesh generator be able to do the job, including shipped generated HD textures? Seen people in shorts crank out entire anime girls in Blender or AI in like 7 minutes, meanwhile I’m still stuck tryin to do it. Not looking for a \"learn topology\" lecture. I want to know what pipeline actually gets y'all from nothing to anime girl fast. Bonus if I no need to spend 3 months learning blender sculpting for it."} +{"text":"If you want high fidelity slop then I suggest you look into Daz studio. It has enough presets and assetpacks with possible variations and modification settings to allow you to make some slop high fidelity model almost as if you were in videogame character creator. Look into the workflow, and don’t use AI. Current 3D AI is only good at making sculptures and rock assets."} +{"text":"Thanks bro, only man in here who does no trolling and gatekeeping"} +{"text":"How can I create these two characters quickly with the least resources possible? Bonus if I no need to spend 3 months-- Impossible"} +{"text":"outsource to indian, bangladeshi, indonesian, sri lankan farms. 3 months is not even close how much you'd need for that. It'll take you multiple displicines rigging, topo, weight painting, cloth, sculpt, etc. characters of that caliber take weeks if not months to make properly for a whole team where there's a person solely for rigging, for weight painting, for sculpting, for clothing."} +{"text":"Yuriiiii!!!! YUriiiiiiI!!!!!!! ToT OOOOOOOOOO"} +{"text":"Is even possible to create these pictures using 3D in blender?"} +{"text":"Modular staging of a scene, redressing it, and use of camera angles to hide its limitations was solved decades ago by Hollywood. Just copy their methods."} +{"text":"stop bumping cris' threads retarded subhumans"} +{"text":"Yet you just bumped it. How curious!"} +{"text":"You talk like an redditor, faggot gayboy"} +{"text":"Background is just a gradient though"} +{"text":"What other software are you guys learning other than Blender, Substance, etc. Feel like I would rip my hair out trying to learn houdini"} +{"text":"So far Blender has served me well as an all-in-one package but I'm also learning Krita"} +{"text":"Blender is a noob software with primitive jack of all trades features. Ive replaced it with dozens of softwares."} +{"text":"Please enumerate a list"} +{"text":"Its low effort and unambitious"} +{"text":"trans sisters.. not like this... we are being insulted"} +{"text":"I like chairs"} +{"text":"cris, i-is that you?"} +{"text":"composition on this one could be interesting if the knocked over chair was placed further out. also get rid of whatever is causing that black shape in the lower left corner."} +{"text":"do ANY of these allow registration free downloads?? one even detected and rejected the burner email I gave it in place of the real email account I don't have, why do they want to prevent me using their sites so badly and why is it tolerated?"} +{"text":"I WOULD do if people took it on themselves to cut out these useless middlemen, better yet they would distribute them in torrent packs"} +{"text":"NOOOOOOAAAAAHHH UPLOAD THINGS FOR ME! I DONT WANT TO DO IT MYSELF fuck off nigger, ur an indian"} +{"text":"I don't know enough to design one myself from scratch, but if I can't prototype my improvements the world will suffer greatly"} +{"text":"also who's noah?"} +{"text":"do you see this do you fucking SEE this WHY does it think it's entitled to know my phone number the name of my company and my job title there HOW can you expect me to tolerate this why can YOU tolerate it WHY WHY WHY"} +{"text":"This is how the car looks like in the game. Zero issue with the 3d stuff, only with the textures. As you cna see I was able to delete all the cop stuff from the car."} +{"text":"I dunno, its probably an issue with the engine not the car since you have the colours in blender right? You might just need to do another UV unwrap or something"} +{"text":"20 000 years of figuring out shitty 1998 engine with their shitty workflows and shitty textures"} +{"text":"This MF HDRI is single-handedly the greatest single image for everything to do with lighting. No more fighting with 3 point light setups and the 100s of underwhelming HDRIs that I have saved for no reason. Look dev in Cycles? This HDRI. A sunny day lighting? This and a sun light object positioned with HDRI Sun Aligner addon. Studio lighting with strong highlights but not strong shadows? This HDRI rotated and a single area light. More even lighting? This HDRI with a 50/50 mix shader of the Approaching Storm HDRI from Poly Haven. Want to integrate a 3D model into a game screenshot but the 360 panorama stitch from ingame has underwhelming lighting? Use Kloofendal as the HDRI light source and have the 360 ingame panorama appear as a glossy only reflection. For any beginners into 3D CGI, I cannot understate how incredible this HDRI is as a default lighting setup if you don't want to think about what to use."} +{"text":"Only downside is that it was taken from Johannesburg, guess that absolute shithole has given one more good thing in life other than prompting bleeding edge anti-riot weaponry like the Milkor MGL."} +{"text":"you know I was expecting this to be a shitpost but yeah this HDRI is actually kinda perfect."} +{"text":"Leadenhall Market is also an all time great."} +{"text":"Did sfm set back 2010s animators years? (kinda ignore pic)"} +{"text":"No I think SFM made animation very mainstream and available for the average user more than Blender did and that was most likely because of the free assets from TF2, GMOD, and the Steam Workshop. I still love the way the Source Filmmaker renders things and would love to emulate the Source Engine render look in Blender, but I never figured it out."} +{"text":"you almost never render both at once"} +{"text":"actually i think usually limitations breed creativity and so a more limited toolset will usually have more creative results due to having to solve and workaround the limitations."} +{"text":"Couldn't you just get this effect by playing with the lens?"} +{"text":"Both the lens and the posing are used. You've gotta pose the model *anyway*, might as well make use of it."} +{"text":"A thread to post sculpts, get feedback on sculpts or talk about sculpting Consider posting on /wip/ for for projects that go beyond sculpting Previous thread"} +{"text":"I quite like those. They could use some cleanup though"} +{"text":"High level sculpting today, I say Thanks, but they're just quick exercises"} +{"text":"How long for each sculpt, anon?"} +{"text":"30 minutes for a rough pokemon"} +{"text":"It's crazy how zoomers nowadays can't distinguish between CGI and AI They thought they hated AI but they're actually the ones who got brainwashed by AI videos"} +{"text":"xitters zoomers it's aging millennials. as an aging millennial i can tell you that my fellow aging millennials have started using ai and cg interchangeably when talking about vfx in film"} +{"text":"Source for this? I want to ruin his podcast career and tell all 7 of his patreons to unsub"} +{"text":"filename But most of us really like Ghostbusters. Also a HUGE swath loves Back to the Future and Indiana Jones. Who the fuck is this faggot?"} +{"text":"Nah"} +{"text":"people lose their minds over it because it does what they do better and faster than they can - ripping off or merging existing styles. A true artist breaks ground and makes something that not even be capable for an Ai to image. dariusz zawadzki the painter. Ai would have no idea what this style should look like had he never invented it. But there's all kinds of models and loras trained to rip off his style. So why is it that his paintings still regularly go for tens of thousands in USD at auction? you could argue he's ripping of HR Giger but thats a different conversation. people value paint on canvas more than a digital image the same way they value a tattoo on their body more than the same image printed on a piece of paper. it's about the status of owning something that took a skilled craftsman a lot of time to make. extend this even to swiss watches vs their chinese replicas that are identical unless you're an inch away from them. one sells for 60x the price of the other, on the low end, and both are beat out in reliability by a $10 casio. So it's a little confusing without understanding people's deeper motivations towards status and how much they are willing to spend on it. Which this whole Ai issue is about people being worried about their money at the core of it. maybe I'm overly optimistic, but Ai at this stage makes it easier than ever to make money for yourself"} +{"text":"Is it true that Blender exports a fake version of FBX?"} +{"text":"Instead of to use the code they reverse engineered it poorly, it wasn't even paid by the blender foundation, I think it was Epic Games."} +{"text":"yeah blender always fucks up animation fbx, more problems than work done. shit software."} +{"text":"Whats the reason people use this over glb? Im no expert, I just have never seen a difference between the odd proprietary format and the one all my open source crap likes by default."} +{"text":"FBX is more data driven and works 1:1 during animation. While glb isnt designed to work with data, the main usage is copying model data. You should never use it for animation it anything besides moving model data files."} +{"text":"What is the best controller for modeling/sculpting in VR?"} +{"text":"Yooo"} +{"text":"My dude, he has been spamming this shit for over 10 years at this point with a different program each time"} +{"text":"never change"} +{"text":"AI will take our jobs! The ones none of us have!."} +{"text":"kek"} +{"text":"There's bunch of instashit goonerbait posters that have managed to keep a consistent face and body type. It's all the same neutral facial expression and a few of the same poses but still. What they fail at is generating multiple images with the same outfit."} +{"text":"anyone doing client work with using AI only?"} +{"text":"I modeled so much that I modeled through the night and around 8am couldn't keep my eyes open so I laid down and started feeling my body and kept finding bad topology and overlapping edges on my body and I can't get it out of my head"} +{"text":"It doesn't matter. It's good enough to ship and people will buy it and clap. Textures used to be literal tiles of actual photos of shit because it worked good enough to illustrate a tree bark or something"} +{"text":"a thread to post your daily sculpts and sculpting in general previous thread"} +{"text":"first completed project took me 3 days"} +{"text":"First time sculpting anything, how did i do /3/"} +{"text":"I've seen worse, how's your second sculpt?"} +{"text":"would let her bite my head off"} +{"text":"Image limit reached, new thread I'm dropping the \"daily\" from the original thread name since it doesn't make sense anymore"} +{"text":"I hate the fucking animation slots. What possessed them to take something that was simple and worked perfectly well and make it complicated for the sake of complicity. I can no longer export animations from blender to unreal because all the animations are the same. Clearly keyframed jump animation? Nope, everything is a walk cycle. Want to check a tutorial on youtube to see how it works \"Here are 3 different geometric objects spinning around and keyframing them. Isn't this so simple now?\" I fucking hate this."} +{"text":"i never asked if you were a tranny but thank you for letting me know"} +{"text":"Well, you could just not update. Unless theres something in the new version you desperately need theres not much reason to anyway. Been using 3.3.1 and its still works fine."} +{"text":"he fell for the 'I must get the latest/update as soon as...' meme I really see no reason to go past 2.8x/2.9x unless there just really is something you desparately need. Let me ask, how many addons are you using anon? Hmm? Scared of being...left behind? Basic modelling can still be achieved in older versions just fine. Hell, rendering can still be too. The problem is that too many users arent up to snuff on the tools. That is why people keep asking \"what is the best software/program for x.\" \"are you trained in any way? \"no.\" \"learn some basics in an older version first, noob.\" Youre not missing out if youre using the latest release, at least witg 3d modeling software."} +{"text":"I agree that you don't have to update if you don't need to but I want to point out that new features are not the only reason to update a software. Blender 5 runs so so much faster on my machine than the previous version for animating"} +{"text":"It is a change that makes no sense because it is part of a bigger project that will include animation layers, rigging nodes and other turds so you can keep using the one that works for you to animate till.... 2028?"} +{"text":"How do I delete a face in blender"} +{"text":"le ani"} +{"text":"oh this one's actually really easy. go into your viewport and enable x-ray. then go into edit mode, use the vertices mode and start deleting the unnecessary dots. also, you can switch to faces mode and delete the unnessary faces within the model. do both"} +{"text":"press F for face mode, click on it, and press DEL"} +{"text":"you have to uninstall the program"} +{"text":"this is the answer"} +{"text":"I'm creating a video game but I don't know what it's going to be about (I'm just modeling meaningless rooms and some furniture)"} +{"text":"Did you see that jill model I sent you a while ago?"} +{"text":"yeah. mmmhhh so good. Ahhh yeeahh"} +{"text":"dixon here, the game failed"} +{"text":"dixon here, the game is alive. but no pics for now."} +{"text":"dixon here, I lost"} +{"text":"they hired a bunch of fortiche people as consultants, probably to cement the arcane style"} +{"text":"eww"} +{"text":"Elaborate?"} +{"text":"NGL that looks pretty cool, watching the trailer I keep thinking of Kill 6 Billion Demons That definitely makes sense because K6BD took a lot of inspiration from Indian aesthetics & mythology."} +{"text":"You should put these rich thoughts of yours into a plan on how to get a job as a welder."} +{"text":"i'm actually taking HVAC classes right now because i know i'll never make a career out of this and big companies just want to use AI slop anyway."} +{"text":"Fuck hvac. Go into machining. there are no CNC machines in attics or crawlspaces. The smell of glass fiber gives me anxiety now"} +{"text":"Good. Much better than beating the dead 3D horse."} +{"text":"how did you make this? camera on a circle curve with a damped track keeping it pointed at the character? just make an empty where you want the camera's point of rotation to be parent the camera to it rotate it 360d edit the keyframes to be linear"} +{"text":"Previous:"} +{"text":"I have a billion collections open is there a way to close them all without doing each one manually I dont have a numpad"} +{"text":"The rig will almost always be janky due to things lost in the ripping process / tools the original animator used that obviously didnt get stuffed into the game data, but it still works, it still manipulates the model. I just modify the existing rig to be more sensible, if the bones come out super tiny, I just stretch out the ends, if they should have bone shapes, I make bone shapes for them, I'm not really sure what kinds of issues you're running into."} +{"text":"Is there a way to swap between the color picker editors? I paint with the square but for just picking basic material colors, the circle picker is a bit more convenient I also wish I could paste in 0-255 rgb values instead of being stuck with 0-1 or hex code"} +{"text":"I don't think it's possible to shortcut a preference setting If it's possible, it would have to be done with an addon"} +{"text":"Every day I open /3/ and it’s the same thing. Blender donuts. Default cubes. Overweight men dragging vertices on their little anime girls. How do I make hair? How do I make cute loli? WIP thread oversaturated We’ve reached peak 3D artist. It’s time for a creative extinction event. The planet's filled with mid-poly orcs and slightly shiny anime girls. There's just an oversaturation of \"artists\" and the solution to this would be a global culling. You will never make money, you will never prosper from this, and you will be laid off as part of the wave in the next 3 months like everybody else. Put down the tablet, get away from your computer, close Blender, and pick up a wrench. The world doesn’t need another Eevee render. It needs electricians, welders and forklift drivers to let you rediscover the joys of honest labor. At the same time, the 3DCG industry will slowly begin to heal once this process has started, after all these dozen \"creative minds\" are back to tightening nuts and screws under a vehicle to apply their endless creativity to."} +{"text":"Goddamn I hope you are an ESL, because I had three strokes trying to read your post."} +{"text":"You are going to be replaced and the tranny \"allies\" against AI you have will turn on you."} +{"text":"Yes, that's primarily why they're so anti-AI, because they will be replaced."} +{"text":"fewer"} +{"text":"What the fuck, now? Who said that fucking SENSITIVITY READERS need REPLACEMENTS? You FUCKING IDIOT!"} +{"text":"Why are zoomer allergic to smooth shading in low poly models? Every tutorial I've seen teaches this 16-personalities ass clash of clans style"} +{"text":"I remember this being the main style for \"How to model in Blender\" tutorials when Blender became finally sorta usable for normies after 2.6 and screen recording software was more accessible. So ~2012-2014 is when it really picked up and during/after that we had a ton of indie games with this \"aesthetic\""} +{"text":"They need to pick up a wrench instead. We need a mass culling."} +{"text":"The quotations were more from condescension rather than anything else. Personally I wouldn't call it a style, since it's literally just untextured low-poly models. It's like calling a normal sidewalk a style."} +{"text":"it's literally just untextured low-poly models. OP's picrel might be, I've seen gradient textures applied to it to fake lightning at which point you'd have to still uv unwrap the models. For more complex models if you go and not do that you'd have to add geometry in places where you might otherwise use a texture making it a conscious choice and hence a style. So it's a style which you don't like, got it."} +{"text":"For more complex models if you go and not do that you'd have to add geometry in places where you might otherwise use a texture making it a conscious choice and hence a style. Which is exactly my point. What you're talking about is something completely unrelated to the OP pic."} +{"text":"Hey everyone, I've been modeling one of Ovopack's concepts and I was wondering if I could get my work critiqued for likeness to the drawing. Please let me know how i can improve this sculpt before moving on to retoppo - thanks"} +{"text":"Show me where I 3D printed this guy... because I haven't yet :3"} +{"text":"Faggot model"} +{"text":"the muzzle on the source tapers evenly from the cheek fluff to the tip of the nose. The 3d model goes in, then turns forward, then turns again to flatten the nose."} +{"text":"It looks like shit and you're a larping balding tranny"} +{"text":"you are a snotty faggot OP. a while ago, i asked you one very simple question on Discord and you chose to completely ignore me."} +{"text":"I have tried for several days in Blender to take animations from Mixamo and put them onto MyMan's rigify rig generation from a \"Mixamo Styled Human 5 Fingers\" metarig. I get as far as having the correctly animated FBX rig from Mixamo in MyMan's Blender file, but cannot for the life of my get the fucking thing paired in any way. I've tried ExpyKit, I've tried Rokoko, I've exhausted every resource I could possibly think to use, including the now abysmally POOED searches of Google and YouTube, and cannot figure anything out. Any video I find usually skims over this part like it's One Click easy. Is there either a VERY autismally detailed, preferably written, guide on how to do this process (tl;dr Put Mixamo Animation Onto Blender Man) as if it was explaining it to the world's biggest retard, or perhaps is an Anon capable of telling me just from this what I'm doing wrong in a sentence?"} +{"text":"Did it ever occur to you that Blender doesn’t accept real FBX. Remember, their version of FBX import/export is created by a single person. It is not certified, it’s not officially licensed and it doesn’t work with FBX as stated. Adobe uses the real FBX, YouTubers merely skip over this fact and lie about import from FBX. What you should do is uninstall all useless import/export plugins because sometimes Blender Devs without your permission will do something bad to Blender. Reinstall the default version and try again."} +{"text":"They already said they got the fbx in fine"} +{"text":"I didn't read"} +{"text":"How did you guys get over the autism of needing to make everything yourself? I can't help btu feel like a poser if I don't make something but then most pros kitbash or download already made things yet i cant escape it."} +{"text":"what if its out of your skillset?"} +{"text":"Are you incapable of learning? If it's out of your skillset you work on your skillset."} +{"text":"When you want to make a bigger project then you'll have to outsource or collaborate. It's fine if you don't understand right now."} +{"text":"The result is what matters, not how you got there."} +{"text":"How did you guys get over the autism of needing to make everything yourself? money to buy assets something I don't have"} +{"text":"Why is Mayas UI so complicated coming from Blender?"} +{"text":"Maya Config Addon for Blender adds Maya's radial menus and binds to the UI"} +{"text":"if you're still new to blender, I honestly recommend just using the blender keybinds. I came from 3DS Max and chose something akin to that, and it still is a problem after years, because you can't watch tutorials with keybinds, and some stuff isn't bound at all"} +{"text":"yeah, i tried using blender's \"industry compatible\" mode but it just made it extra janky. it takes like two days to get blender's alternative to \"qwer\" under your fingers. just suffer it."} +{"text":"all this brand cocksucking you're all cocksuckers fuck ya mudda"} +{"text":"if ur coming to blender from maya and miss the spacebar context pie menus, i just found the sickest option, go in preferences, and set spacebar to search, then whenever u wanna do sth just hit spacebar but instead of the context menus like in maya where u need to train ur muscle memory to get fast, u get a search box, type whatever u wanna do, and hit enter. it's literally that easy. no need to train new muscle memory. no need to search around blenders million little collapsed menus and random buttons, just type \"edit\", hit enter, u in edit mode, space -> loop cut -> enter, u loop cuttin etc."} +{"text":"How do I texture like this?"} +{"text":"Look what they need to mimic a fraction of my power"} +{"text":"Texture like you normally would hmmm and how would I do this?"} +{"text":"Open image, choose brush, use brush on image"} +{"text":"I guess the key difference these days is we have texture painting and live filters, so you'd model and uv the model and then texture it. Before, you would have all your textures planned out ahead of time and UV the model to fit them."} +{"text":"Other way round. As you can see on that Rinoa each mostly culindricql chunk was unwrapped as a rectangle then island sizes were adjusted depending on the expected level of detail, and then the textures were painted, ie pretty much the same pipeline that survvied until we got UIs to directly paint on the model. In some games like FF9 they didn't even bother to rectangularize the islands"} +{"text":"all that knowledge and skill you need to accumulate, just to get pennies on the dollar? WTF?"} +{"text":"triple a video games I would rather get indie games made in blender than goyslop AAA"} +{"text":"solo game dev from pakistan making an AAA game with 0€ budget how to make a game in 2 minutes"} +{"text":"Thiw is implying they're gonna fail at that impossible task so they're no threat at all"} +{"text":"he's increasing his IZZAT by teaching skills that will not be relevant in the future"} +{"text":"I can't fucking wait until every single stinky DEI artist occupying the jobs will get laid off. It's so beautiful reading their crying and stomping and sobbing on reddit knowing they have to give up their gold spoon dream and do a physical job. There are too many artists... we must heal. The huge 3dcg balloon oversaturated with \"artists\" will deflate soon in a satisfying way"} +{"text":"That's from my custom game engine in OpenGL. Fuck the 4mb limit im going to sleep."} +{"text":"Meanwhile, some idiot with no programming experience makes a game in Unity with perfect collisions and 100.000 different shaders, and earns thousands of dollars. Yes, it’s unfair. But remember that you’re a REAL programmer; they’re a sham."} +{"text":"Im not against anyone using Unity, Unreal or whatever BUT... ...recently i have played darkstein3D (a so called \"boomer shooter\", essentially a parody of wolfstein3d) made by a single developer. The game is heavily unoptimized and i have noticed some sounds like the static ringphones in the envirorment literally coming in with an unnecessary doppler effect (wich clearly has no reason to be there and irremediably tanks on the CPU). Well, these generic, easy to use engines are making possible, a plethora of (good or bad gameplay side) unoptimized games. I noticed that was going to happen 10 years agò but only recently ive seen the blatant hate towards UE unity etc becoming mainstream. When something gets too accessible (we have seen that already with the internet, because of smartphones) the average quality goes down. In general you are free to use any of these engines but please, take some time to optimize them or learn some basic code, LLM's are going to make the thing even worse i bet."} +{"text":"Also i hate the idea of making hundreds of unnecessary shaders just because you can do it. I have seen a huge amount of indie games literally being made twice as heavy as they should because someone decided it was a good reason to stack 5,6 shaders on a single item. That's again an accessibility problem, some guys got their hands on these magical in-out charts on UE or blender and decided it was a good reason to create overcomplicated shaders without giving a fuck about performances, not even mentioning the SSAO applied everywhere, including voxel games, just because you can press the ceckbox to activate that post processing feature. Literally low poly games overloaded with state of the art illumination techniques."} +{"text":"bro this is such a cool look"} +{"text":"No textures there, just colors and shaders. Maybe that's why it looks so raw i dont know, i like the simple style too."} +{"text":"What do you 3D model for anon senpai? No this is not a doomer thread telling you to stop doing that, if you're doing it that's great, seriously I'm happy for you, don't let AI niggers tell you otherwise. Personally, I'm drowning myself in this endeavour because of how cringe the world around us is, there's a deep sense of dissatisfaction with the way things are in general (personal life, entertainment, job market, the internet) that I prefer retreating into my own little lala land instead. Too weird to be around normal people, and too normal to be around the modern internet-going crowd: everytime I see some cocksucker repeat the same trite fucking meme like they're a human bot or someone post AI dogshit I'm this close to getting an aneurism, I'm not even 30 and I already feel so far behind modern trends nor do I have any desire to engage with them. It's a state of limbo, it's not terrible but not great either, a comfortable dissatisfaction."} +{"text":"This is very interesting, thank you for sharing your experience anon truth is biggest motivation boost was people commenting and noticing your work personally which made me hyped up I got the same feeling when people commented on my artwork, it feels great to be noticed how to use trim sheets and UV buildings correctly env art architecture This subject is of particular interest to me. If you have a particular tutorial you followed to git gud at doing buildings or tips in general I'd love to hear it dude, I'm always looking to get better at that stuff myself"} +{"text":"no tutorials, i figured everything out on my own with experimentation its extremely easy"} +{"text":"Around 10 years ago I fucked up and instead of finding a job in the shit I was studying at univ I chose to work as a freelancer. And I've been struggling ever since."} +{"text":"I like your rat,"} +{"text":"i don't 3D model i just subscribe to the patreon of furry artists and i steal all of their 3D models of renamon, krystal, etc and i store them in a zip folder on my hard drive that i keep telling myself i'll use \"some day, when i'm good enough\" but that day never comes. now i just commission animators through telegram to make me APNGs of the characters having seggs because animators are waaaay cheaper than 3D modelers (i got one model done for $500 from russia and that's cheap af). i mostly just got into 3D because i convinced myself i could never draw well. but now rather than drawing, i am stuck in a phantom zone hellscape of vague issues caused by hidden settings. my model was fucking up because i didn't need my cloth physics modifier enabled and i needed professional help to know that. i sold my toyota corolla for a $1300 rig because i thought i'd be making bank working from home. kek"} +{"text":"I got a student discount that gives me 1 year of zbrush for 75 USD. Should I buy it?"} +{"text":"just pirate it and have a free lifetime license you dyslexic autistic underdeveloped paypig retard"} +{"text":"Only if you need a legal copy for your courses."} +{"text":"No one buys art software until they're making commercial money with said software."} +{"text":"This."} +{"text":"SOVL my only regret is not being able to hear their subtle peeps, that shit's adorable"} +{"text":"suit yourself, i made threads about this years ago as well. But if ya'll don't want em, i have no issue with leaving, toodles"} +{"text":"'gu on the 'log"} +{"text":"No one in the vocaloid community remembers your ad, the MTG campaign for that set was worthless and not a single card became Meta in the long run. You’ll only be remembered in the fandom wikis not Japan’s version of the vocaloid wiki."} +{"text":"Awesome work! I love it, OP. Keep up the good work."} +{"text":"Mostly worthless \"tutorial\" that's 90% talk and 10% actually useful technical advice"} +{"text":"I think blender was created to keep the bewannabes from real 3d artist and professional. Real artist use any tool at is disposal."} +{"text":"Is there any way for me to copy my preferences over?"} +{"text":"It'll prompt you to import from previous versions on first run and if you wanna get the option again you just delete your settings folder for that version"} +{"text":"Degree does not make a professional, but actual expertise in the field. Uni degree at most opens up way to become a novice that has to earn to be called a professional. Most fields dont requere a degree, but time and skill at the job to be labeled a professional."} +{"text":"Will you be also scared of my massive white big penis throbbing and standing high over your face? It detected a girl"} +{"text":"Why is sunk cost such a common mindset on this board?"} +{"text":"I'll be honest. This is 100% the skill I wanted to reach when I was younger. really really happy with this. It seems my AAA anime workflow has come to a sucess final. :D really happy with it."} +{"text":"where is the game"} +{"text":"why is there a bald spot before that hair(?) curtain hanging in front of her forehead? is it not connected? you don't have the polygon budget to give her ears any volume, but you can give her hair tentacles? weird priorities"} +{"text":"stop posting this low effort shit, you have 5 threads already"} +{"text":"I don't know if I would fuck this just based off the hair tearing like that"} +{"text":"FUCK OFF CHRIS!"} +{"text":"the weld modifier of this piece of shit software doesn't even work at all leaving two vertices on top of eachother everywhere monkey software where else can I clean up fusion360 meshes? preferably in a non freetard software that works"} +{"text":"Press A Press M Merge by distance Are you retarded?"} +{"text":"This Remember to increase the merge distance in very small increments and monitor the amount of vertices removed in order to not fuck up something bad!"} +{"text":"These are our peers now man. Why do you think nanite exists for dogshit engine 5"} +{"text":"dogshit engine 5 Written by a dogshit user who can't optimize anything himself ¯\\_(ツ)_/¯"} +{"text":"dogshit engine 5"} +{"text":"hello frends, i've just started using blender, am i doing good?"} +{"text":"you AI generated a video of someone using blender? why"} +{"text":"So I can post about Maya"} +{"text":"Can we kill all AIniggers for once and for all?"} +{"text":"how the fuck does a studio of 30 people total (including programmers, managers) create such a massive game with unique environments and character models? I struggle to create any environment in less than a month that is going to be rendered in a still frame. what kind of magic do these people do?"} +{"text":"No, they really just brought stuff from UE store: youtube.com/watch?v=mEYKF1fCL24 [Embed] They never used Blender."} +{"text":"Denial is the first step to acceptance, you'll understand the power of blender like you should, eventually"} +{"text":"You should tell the lead artist cause he lists blender as used in making the character models on artstation"} +{"text":"I struggle to create any environment in less than a month that is going to be rendered in a still frame Weak faggot. Takes like an hour tops for me. Granted, my style's on the simpler side, but as long as it looks good I don't care."} +{"text":"What's that supposed to be? a red goatse?"} +{"text":"yeah that makes sense, thanks bros"} +{"text":"Just sculpt it bro, or yoink hands from another model"} +{"text":"How do you guys manipulate a model extracted from a game? I see people doing animations, exposing jiggling bones and the like but when I open one I can't make heads or tails, the rig bones are all in different sizes, some don't seem to move anything etc. I wonder if there is a program that just put this all in a set shape or size, cause I keep having trouble and in the end I give up and open it on Mixamo to put a new rig on it. but that distorts clothes and armor you know"} +{"text":"Posting belly because i can and im delaying rigging this to move"} +{"text":"raita approve"} +{"text":"How can I create this model as fast as possible as a beginner? Which software would be ideal? I have Blender, would it be enough? Are there any free textures on a resource site?"} +{"text":"Fastest possible way is to take an expensive course where you hand a hands-on mentor. Except I'm pretty sure the next thing you'd say is you don't want to pay anything, in which case you just don't have access to the fastest method"} +{"text":"I dont have enough money"} +{"text":"Then that answers your original question about which software to use, too"} +{"text":"just copy it with image planes like this and project the texture onto the model from production artwork. It'd look perfect."} +{"text":"kek worked. thx"} +{"text":"check renderhub"} +{"text":"On Render_State, look for: Angel's Wing Q321 GCC ND3D the-hawk"} +{"text":"yikes"} +{"text":"new bread when?"} +{"text":"Nu thread"} +{"text":"Does anyone have a clue on how HAL/Sakurai renders his characters? Smash Bros/Kirby characters have a really nice style and lightning, blending realistic materials for clothing/tools with cartoony body textures."} +{"text":"You make all the materials have a 50% luminocity"} +{"text":"ask stupid question don't even post your attempted work"} +{"text":"HAL/Sakurai Do you mean Bandai Namco Studio S? HAL hasn't directly work with Sakurai since the Gamecube. and no, Air Riders doesn't count either, it was another Sakurai/Bamco joint game but HAL and Nintendo commissioned it instead of directly working on it."} +{"text":"Gonna try that. I don't know why would you consider it a stupid question, considering Sakurai manages to make many 3D models of other Nintendo IPs look beautiful while mantaining his signature style. I'm trying to have a good mix between realistic materials and stylized proportions, which is why I use his works as a point of reference. Anyways, here you go. Oh yeah, forgot that Bamco took over from HAL, but you know what I mean. Sakurai has a very distinct style when making characters. Thanks for the video, though! It's very good. Sadly this seems to only delve into making renders and not making a game ready asset (I haven't done retopo for this, I just want to nail the look first). Still, some things were really helpful. Specially the hair particle settings. Thanks!"} +{"text":"The program that solved the modeling problem for good and got assassinated by Autodesk as a result. 1. Same interface for decades, already has 99% of tools you need, with an intuitive UI that any non-tech person can easily master. 2. Autodesk bought it, added extremely well Maya keybinds and yet nobody bothered to check the box. 3. When everything else failed, they just pulled the plug."} +{"text":"It somehow detects the time."} +{"text":"and then export it to Maya for render phase. somebody on github is maintaining a not-totally-outdated Arnold render plugin, for whatever that's worth"} +{"text":"this is really just an organization problem somebody needs to figure out how to properly organize the community in a way to build a groundswell of support to just buy the source from Autodesk it's a public company so I bet you could lowball them pretty good, they're greedy fucks and just want money yesterday, vs. in the future"} +{"text":"why do you have to be so mean"} +{"text":"any patrician artists who are still using softimage?"} +{"text":"Alright started my very first lowpoly character trying to use techniques here How fucked is it?"} +{"text":"Id make games with you dude I cant do this shit but I can do shaders and PPs"} +{"text":"using a hot sexy chick for the cover of a 3d modeling book kickass"} +{"text":"badum ts"} +{"text":"I have that book, (the first edition) you learn to 3d model a sexy chick, I miss those days"} +{"text":"super based, I have a legit copy of 3ds max 8 i still use sometimes, although 2023 is okay can't fucking stand troonder such a unintuitive pos same, also such soul in the book's aesthetic"} +{"text":"Uhh, Maya bros...? Why is THE Lucas Pope recommending to pick Blender over Maya?"} +{"text":"As the comment you didn't include in your screenshot says, his Maya nitpicks are well documented in the Obra Dinn devlog, so you could just read that"} +{"text":"He knows to trick newbs into spinning their wheels on blender so they never become competition"} +{"text":"Don't think that's a concern in the age of AI"} +{"text":"Because Maya ain't for pussies who will quit after using it once, and Blender's UI is more friendly. Then you got Zbrush as the UI's final boss, that shit even customized gives me fucking nightmares."} +{"text":"the thing is, why would you use something that could be EOL'ed tomorrow? Autodesk is a public company and all they give a fuck about is raw profit if the shareholders say 'jump' they will do whatever, including destroying or selling off a program which isn't making money hand over fist"} +{"text":"How do you come up with a really awesome 3d artstyle like this?"} +{"text":"So some rando manages a full character and animation faster than most of /3/. Of course I recognize that cursor, it's the power of Blender"} +{"text":"/3/ is full of shitskins from the third world decaying their brain with blender who can't even model a turd"} +{"text":"metric to trigger the us racist"} +{"text":"You're Indian, modelling that probably made you hungry."} +{"text":"No. Idealy I want them to make use of modern rendering advancements. That beign said I want total accessibility. So I'm also not saying \"no\" that kind of style. I'm also using the built in render pipeline for unity which is not very advanced and doesnt have much options beyond secularity and normal maps. The camera is always going to be pretty far away from the characters and items. The things need to look good while occupying like 1/5 of the screen space. But also the original gauntlet took it too far and the awesome character designs on the box art were not faithfully represented in game. I want a happy medium between the two. If only though, the mob monsters need to be optimized because there could be hundreds of them on screen at once. Players, items, bosses will have more freedom."} +{"text":"how do you feel about the mask of achilles?"} +{"text":"That sounds 100x more appropriate seeing as achillese was supposed to be invincible."} +{"text":"IDk why I didnt bundle the foot into the body. I dont really want them to explode separately. Here's the abomination. He's enveloped, but I havent painted weights yet"} +{"text":"Gauntlet had 2 types of bosses. One type roamed around on the same playing field as you. They had a lot of abilities for chasing down players or creating distance. The other type sat in a central location and had an assortment of attacks they did based on where the players were. The other unique thing about the gauntlet bosses was their weakness item. You would sometimes get a special cutscene at the start of a level, and it would show you something like a genie's lamp or a glowing bible. You could find those items in that level and if you brought the right item to the right boss it would disable attacks, or deal a bunch of early damage, etc. The abomination is the roaming type. He has 2 melee attacks programmed but he refused to do the second one. the big hand smash has a particle effect, and his attacks actually deal damage."} +{"text":"Alright so I like to \"source\" various archviz, smart material, vehicles and flora assets from these websites like an actual person. But 1/4th of the time its these fking gooner ass static mesh stuff. Who tf are downloading/viewing these, for what purpose, also ain't no way most 3D print users have a colored printer to justify printing these unless y'all are also model painters? If you want an actual usable character model from these types, just go on Deviantart for MMD rigs or various VRchat/SFM asset places."} +{"text":"Well that's one way to call a self-promo schmuck."} +{"text":"People who are planning to do something with them but never do. Not even goon"} +{"text":"most dazlets pirate daz stuff archviz people, esp in third world, will often have massive archives of pirated models 3d print stuff it's mostly people who want models for table top games i thing, but i guess there are people out there print larger shit. tb h most people with 3d printers don't actually have any real use case for them so i can see them pirating random models"} +{"text":"Can see, but damn download other models to look in Blender and never open/utilize again."} +{"text":"What kinda brainworm do you have? You don't understand why people do a thing, but you also understand how to do it better with shit that is obviously unsuitable for the use case? Did you even consider that a print model can't have concave eyes? Fuck man. Go to therapy"} +{"text":"Anyone know where you can rip this dudes models? $100 is a bit too much, and i know theres a repository somewhere"} +{"text":"Just use a download manager man All that shit is barely worthy of the dumb questions thread"} +{"text":"disgusting bolshevik coomers but better than being out there killing people I guess"} +{"text":"download manager man kinda wanted to do it myself rather than hiring some indian through fiber"} +{"text":"bootlicker"} +{"text":"Yeah I'm sure that was worth bumping this garbage thread"} +{"text":"bump It's life"} +{"text":"I'm looking forward to attending next year"} +{"text":"It's gunt you buffoon"} +{"text":"Glad they're starting to add Gunt DLC to a lot of games now"} +{"text":"page 10 bump. gunt will never die."} +{"text":"so i design stuff with Blender for 3d-printing. Lately a friend asked me to design some mechanical parts for printing and I realized Blender isn't suitable for this, because when you apply a subdivision modifier, all the dimensions change because the geometry gets deformed. I was going to learn freecad but i watched some people doing stuff with it on youtube and every time i watch a video i say to myself \"i could model this in Blender in like half the time.\" is this the nature of CAD modeling, or is this specific to freecad?"} +{"text":"I believe Fusion360 has a free license; I don't know how limited it is"} +{"text":"Solid Edge community edition. License lasts a few years. Bit of a learning curve and might be picky about graphics hardware, but powerful."} +{"text":"I recommend OpenSCAD for anything parametric."} +{"text":"As much as it is a technical non-arty task, id still like to know more about and sicuss best prwctices when it comes to making more fanciful models meant to be 3d printed. Zbrush looks like it has a bunch of built in tools for it but ive never messed with them."} +{"text":"Zbrush tools for 3D printing? Nah man, it just sculpts"} +{"text":"How would you make this in 3D?"} +{"text":"He could be someone who cuts his pasta"} +{"text":"theyve got some kind of equations running"} +{"text":"what's your day job?"} +{"text":"bunch of tubes, physics, particle effects"} +{"text":"that's a neat egg tart but op asked for spaghetti"} +{"text":"Good Afternoon Gents, I am looking for some Telegram repositories for models like this: Rocketdyne J-2 Rocket Engine 3D print model I want my kid's science project to shit on everyone else's where they set up some engineering style 3D prints and sub assemblies. Old rocket engines, models, etc. All I can find through my contacts is either Warhammer shit or gooner bait. Any help is appreciated! Thank you"} +{"text":"I want my kid's science project to shit on everyone else's You and him would've learned how to build it in CAD and prepared it for months ahead instead of boomer dad asking /3/ chink gooners with erectile dysfunction who barely can model a bolt. Your kid should be ashamed that his dad browses 4chinz though"} +{"text":"Yeah dude, I'll just enroll in some classes to learn CAD instead of printing an STL. Must suck to be this mad online over a request for some engineering files for extra curricular school projects."} +{"text":"You can learn it at home, boomer. Your wife is going on a date with me tonight btw"} +{"text":"Yorda is the single most beautiful 3D model ever put inside a video game. How on earth do you do this style..."} +{"text":"le sovl..... the model looks like shit"} +{"text":"It's ok to be gay anon, but don't try to push your own preferences onto other people. You wouldn't want people to force you to be straight, would you?"} +{"text":"What about the model appeals to you?"} +{"text":"CHUDDY! CHUDDY CHUUUUUUD!"} +{"text":"We (programmer and 2D artist) are working on a small 3D idle game. Was wondering if any 3D artists here with some experience in low poly, cute characters are interested. Would be nice if we could launch a project consisting of only 4chan devs, but if we can't find someone we will end up looking elsewhere like artstation We will be paying commission, but please keep in mind we have a small budget"} +{"text":"Discord got hacked, told everyone it’s not safe. Yet you still defend OP and Discord because of your stupid opinion. Get a life anon."} +{"text":"feel free to send me a message Discord says I can't message you unless we're friends or something"} +{"text":"Back when I was young people made things for fun, and if money came out of it that was just a nice bonus. Yeah back when you could buy a house and feed yourself on a single salary that sounds nice but we live in a world where a cardboard box is $600 a week grandpa."} +{"text":"It was more that the online content community was mostly minors who didnt need money to survive and didnt work."} +{"text":"Nice skeletal ref for your character model."} +{"text":"The single most used Maya add-on and not a single person has decided that it would be worth the time to crack it. Maybe they have? If they have, someone send it my way I'm not paying for it."} +{"text":"If you amateurs can’t build IK/FK without some paid tool then you don’t deserve to post here until you have done so."} +{"text":"We're animators not rigger nigger, and beside blender have ik/fk snapping by default and it's just a click of a button, that's why fk/ik snapping is non issue in blender, then there's Maya....... The reason why this thread exist"} +{"text":"Blender doesn’t have ik/fk by default, you must be talking about their version of auto rig. Which obviously isn’t built for custom rigs like 3 leg dog, 1 leg human or horse standing upright. You’re not a rigger anon if you’re relying solely on automated rig operators."} +{"text":"Finally someone who contributes something in this shitty thread, I like the delete & add in-between feature which makes retiming very easy, I think animbot doesn't have this feature"} +{"text":"fuck off"} +{"text":"if you can't find the thread for questions you're too retarded to understand the answer"} +{"text":"I don't want to post in your shitty thread. I will make my own and you will reply to it."} +{"text":"Show us that cool new project you got in the works anon-kun! Previous Thread:"} +{"text":"I wish I had a dagger like this. I want to dress in ceremonial garb and larp as Lawrence of Arabia."} +{"text":"NEW THREAD, NEW THREAD, IMAGE LIMIT REACHED."} +{"text":"Sweet"} +{"text":"Learning new modelling modifiers in blender doing the Caudron C. 561. This aircraft has an infuriating lack of reference images which is causing me to slowly hate going anywhere more detailed with it"} +{"text":"What modifiers or techniques?"} +{"text":"So, i been studying, but it seems like this market is screwed for self taugth people, before ou could be self taugth but now with AI i think it migth a waste of time, what do u think? I am working on some furniture low poly stuff, should i quit or do it?"} +{"text":"Since you are a wizard of 3D modelling, tell us how bleak the situation is and how many years will it be before it’s fully over."} +{"text":"AAA More like triple gay"} +{"text":"yea your post and birth in one, now hit a train, jeet captcha K3K"} +{"text":"And you don't know how to count"} +{"text":"this is zombo.com and you are welcome"} +{"text":"Is there a way to decrease the opacity for edit wires in grease pencil? Or display only the selected layer's edit wire?"} +{"text":"I'm not a greaser but I think you want Edit Lines turned off"} +{"text":"Are there any online galleries dedicated to 3D cg stuff? Like a Danbooru but exclusive 3D"} +{"text":"sketchfab?"} +{"text":"in UE5, how would you animate the female genitalia distortion when a male genitalia enters? in 3d animations you can see the distortion or stretching of the female genitalia. what is the way to do this in UE5? is Chaos Flesh overkill? would you have 2 keyframes for the distortion and then manually adjust the frames which look bad? the issue is the Female stretching around the Male. i have looked around but cannot find a clear workflow. is it just done manually frame by frame?"} +{"text":"CAD thread? CAD thread."} +{"text":"multiple pictures would fall under photogrammetry, one photo extrapolated into a 3d model would be an AI task, and turning that into something suited for cad would be very much an AI task. i've seen ai > 3d model stuff, but to cad i have not. i haven't looked mind you. suffice to say you're asking a lot"} +{"text":"Try meshy.ai"} +{"text":"\"3d model\" usually means a mesh, which is a separate concept to a cad/procedural model, though having a mesh model can make it easier to make a cad model from"} +{"text":"Can’t you just can import the models into autoCAD and use SURFSCULPT or something? May need to convert to a format that it likes. IDK I only looked into it superficially."} +{"text":"Well I tried it and meshy made the pen with 10s of thousands of polygons, I exported as obj, imported to onshape, exported as a rhino, imported to autoCAD and my laptop I use for 2D work only couldn’t handle it. Honestly for something so simple it could be drafted in 10-30 mins."} +{"text":"I'm still cracking my head if I should get the studio version of Plasticity which has xnurbs and square, or stick to fusion360 free edition. Is Plasticity better than Fusion for game 3d assets?"} +{"text":"ah no, i was look at the non-portable original cgpeers release. the portable one looks like it's already sandboxed so should be all good. i think guid used to be tied to hardware but no longer is. just random number generated on install."} +{"text":"is plasticity worth it to learn? are there professional plasticity modelling jobs? or are tutorials makes the only once making money with this?"} +{"text":"CAD tourist here, i hate to put on the tinfoil hat but I've seen rumors saying big companies like dassault have a deal with crack scene (solidsquad etc) to inject monitoring into their cracks so their legal team can pursue you if your pirated stuff produces revenue. how much of that is true?"} +{"text":"plasticity is for game assets retard learn autocad for real engineering jobs"} +{"text":"deal with crack scene very unlikely. most software phones home so there's no need for any sort of deal to be made. crackers don't bother patching every outbound connection programs make - the assumption is that you should be doing that yourself as a user. in vfx the only company that aggressively pursues piracy is the foundry, and they're mostly looking for connections coming from studio customers. can't speak for the CAD/CAM world."} +{"text":"Right girl obviously has more polys, but that's not the point here. Which one is best ANIMATED? And why?"} +{"text":"though in context each game's animation styles suits their purpose perfectly well. i think if 2b had more natural human animations it would look weird considering how fast she moves and changes states"} +{"text":"Well, her butt does look kind of flabby I guess?"} +{"text":"left style is a common midwit trap, more movement =/= more gooder"} +{"text":"Casually drops the term 'midwit' in heated discussion about legacy asscheek kinematics"} +{"text":"I can see her butt jiggle"} +{"text":"An amount of disgust and HATE that i never felt before. The amount of sadistic fantasies that i have developped. I never EVER felt this raw revulsion towards something that i have made. This is my first character model in blender and i have no words to describe how much i want to hurt it. I want to create and AI for this body, give it emotions just to know that it suffers. I want to torment it, i want to trap it in a house of psychological horror. Just imagining the AI's response to pain, it simulating human emotions of despair and sadness brings me great satisfaction. I want to punish what my hands have made, i previously made bad art but this is different. I created something that i want to exist just for the purpose of it suffering eternally. I want every artifical fiber of this rot to fry and be reseted to suffer again and again with no comfort and no body to relate to. I want it to know that it's suffering, i want the artifical system to scream in agony with each tearing stimulation on it's vertices. Anyways, i'll probably adjust some proportions and watch tutorials uwu"} +{"text":"I am right there with you. I want to call it shöëmann. That way I know that despite it's horrific nature it has a sole. I want to tell you, as it's creator, to kill yourself, but honestly it would be more punishing to encourage you to let you live. Honestly. I don't know what you were thinking. If you were thinking at all. It made my cat start to vomit. My cat. It vomited a greasy hairball and fluids from it's last catch, and even that was less disgusting. Jesus fucking Christ man. What were you doing?"} +{"text":"hating your creation is the essence of art you're on the path, anon"} +{"text":"based"} +{"text":"so basically you're like the god of the jews"} +{"text":"An amount of disgust and HATE that i never felt before. The amount of sadistic fantasies that i have developped. I never EVER felt this raw revulsion towards something that i have made. me whenever i make something"} +{"text":"So, here its the thing, im working on my pixel art 3d game on godot, so far so good. At first i start using some mixamo animations, now fuck it, i want the whole library, so i download .exe from github, running some python code to, but at the end, they fail of downloading the whole thing. The most amount i could get its 1000 animations, and in a very disorder way. Questions; ¿Where i could get or how i could get the whole mixamo library? ¿Is any link o missing torrent with librarys like mixamo or mixamo? Any information about animation archives would be also welcome. Also could seed the torrent for the librarys, if any"} +{"text":"pixel art godot trans sisters... our game"} +{"text":"Kind of bummed that there don't really seem to be any serious threads about animation on this board. Of course, most games nowadays just use motion capture for everything, but I'm still of the opinion that animations made by hand such as all the animations in Fumito Ueda's games have a special something about them that mocap cannot reach. And these aren't super stylized or cartoony animations either. They're grounded and realistic but have a lightness to them. I was trying to find resources on how to learn to animate like that, but it seems like a lost art. There are blender courses for animation out there such as the \"Alive!\" by P2D Design academy, but they all focus on they all focus on this over the top bouncy Disney style. Pretty much all across western animation courses."} +{"text":"but you don't see people geek over a 3D animation in the same way thousands of people geek over 2D 3D animation still makes more money"} +{"text":"If you think that's impressive then you shouldn't learn animation yet, you need to learn the basic Blender interface"} +{"text":"h-how do I animate by hand guise??? is there a perfect rig I can make that will animate itself, render itself, do my taxes, end world hunger- PUT THE POLYGON IN THE PLACE YOU WANT IT TO BE NIGGA ITS NOT THAT HARD"} +{"text":"And you're wrong. Most people blame specifically the British, French, or Germans/Austrians for specific historical injury. American blacks blame \"whites\" because white Americans defined an artificial separation of the \"races\", largely for business reasons (the business being slavery), essentially casting all of the sons of Europe as perpetrators of attacks taken out by specific subsets of them. This has been you're \"Do Not Be A Dumbfuck\" Message of the Day. Back to 3D animation discussion, please."} +{"text":"Painting with stencils allows you to use textures generated by an algorithm to quickly photobash your models. Here, a tutorial will be shown on how to do this from the basics."} +{"text":"Oops, nevermind. Just discovered your channel. :D"} +{"text":"D, when I take notes, I do it this way I document everything in the form of screenshots and text. I've been doing it for a long time. And now with ChatGPT, I can write the instructions in Spanish, since that's my main language, and instantly translate them to English, even improved with better organization. Basado hermano con OCD"} +{"text":"N"} +{"text":"What compels someone to make tutorials when they're still at the beginner stage?"} +{"text":"b"} +{"text":"What's the best app for making figurines like these?"} +{"text":"leave him, he is one of them Blender cultist"} +{"text":"SculptGl is written by the same guy who went on to create Nomad, which is better and pretty cheap, desktop versions finally available too"} +{"text":"Just make it in Zbrush, the industry standard with the most advanced toolset and features instead of coping and doing mental gymnastics with your freetard software made by hobbyist neckbeards muh cost If you're too illiterate to sail the seas in 10 minutes then you're a tranny or pacifist snoy westerner and shouldn't do 3D simple as."} +{"text":"Only ears in OP look sculpted to me, everything else could be polymodelled."} +{"text":"This artist uses zbrush for most of his work. Works from low subdivisions to high. He's also a 2D artist and knows appeal, the polypaint is a big factor. Final renders are done in Blender. When there's a lot of hard surface he uses Maya. Anons are right, it can be done in any 3d software. There's no shortcuts, just skill."} +{"text":"I remember reading somewhere that old-school video games used to treat illumination through a lens of studio lighting. Instead of simulating rays, they use a combination of point/directional/spot/ambient light to convey the emotion of a scene. Is there any blog or video that talks about this phenomenon in depth blending both technical and artistic knowledge, comparing different shading models from different era. Also, PBR materials today is treated as some sort of divinely \"correct\" way to do stuff. When you talk about disadvantages, everyone gives a handwavy remark of \"slightly\" less performance. But how much? There are no exact metrics obtained by comparing two scenes that were designed with both traditional and PBR models in mind without bias."} +{"text":"actual artists all 3d game assets are outsourced to india now"} +{"text":"Average indian 12 year old working on AAA titles in a sweatshop for 3 rupees MOGS the fuck out of anyone on this board"} +{"text":"he deserves it too, considering"} +{"text":"is this shit? pbr with crunchy textures"} +{"text":"Is it possible to make things like this in Blender or is there another program? I want to create psychedelic liquid simulations like this"} +{"text":"Did I break you? This is the internet, it doesn't matter that you lost, just let it go."} +{"text":"Blender can’t be used for science purposes Blender can’t do special effects without using plugins or alternative methods Blender was not OP choice nor was Maya Special effects are often made using real world techniques Who lost? Biggest crybaby of /3/ and loser. You are given enough information from the scientific community that disagrees with your opinion. All this time you spent was wasting on us by complaining or insulting, not once did you try to create something in Blender. I don’t think you even care about Blender after that one political statement that makes you sound stupid. We don’t care about your nazi opinions either."} +{"text":"touchdesigner?"} +{"text":"Yes and no, you would want to look into a fluid or smoke sim for that (maybe using embergen or liquigen as Blender smoke and fluid sim sucks)"} +{"text":"I read backwards dam it, I was responding to the first post ofthe thread"} +{"text":"Hello, are exported contents (FBX, Texture files) from pirated softwares traceable back to you or your company? I heard metadata could contain your info but it seems people generally don't care enough to check your assets. i'm looking to use autodesk programs and Substance painter. if so, are there ways to launder them out? ie. import into blender and export back out."} +{"text":"Then use free software for the 3d part and get the steam license of substance which is like 200, which you can easily get by drawing someone's favorite webcomic character getting fucked"} +{"text":"get the steam license of substance which is like 200 And I get to keep it forever, no?"} +{"text":"companies that are too cheap to pay for maya are also probably too cheap to pay you a fair wage. something to think about."} +{"text":"Of course not, chud. Stop being greedy."} +{"text":"You do if you take the one that's not a subscription, but you could just have gone to the steam page to find that out"}